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Annso_x

Annso_x

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Annso_x
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  • No idea if it's an unpopular opinion but I think not being able to counter your opponent's perks would be boring, and I fail to understand why someone would want it (unless of course they only want this for their opponent(s), but surely that's not what's happening here)

  • You can play however you want and are free to like whatever playstyle, just don't expect people to be happy about being stuck in a 3gen game because you have no malicious intent.

    It's like "toxic" swf, most of the time they have no malicious intent and are just having fun with their friends, but it doesn't mean the killers facing their anti-hook builds are going to enjoy it.

    That's why I usually say we shouldn't take things personally, most people aren't trying to actively ruin your fun, they're just not taking it into consideration (which is fine).

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538445#Comment_3538445

    But banning them is different story.

    At least i never saw anyone banned for that.

    I think back when there was bug for wall hacks BHVR said something about exploits being bannable but idk if there was actually any consequences (like always lol)

  • People who take advantage of bugs can be reported for exploits.

  • Calm spirit's effects aren't strong enough to require a downside, BVHR should just delete the slowdown altogether.

    However, I 100% agree it should allow us to pet Maurice.

  • If you're on steam and got those characters from steam share, DLC share has been disabled so it's normal.

    If you played on different platforms (steam & epic for eg) and de-linked your accounts it's also normal.

    I can't think of any other scenario where it's normal, but you should submit a ticket here:

    https://support.deadbydaylight.com/hc/en-us

    Edit: Re-read your post, it does seem like you got those characters from Steam share so I'll develop a bit more about it: a few weeks back Steam enforced a policy that forbid DLC share with family sharing if you own the game, so you no longer have access to those characters. However, all progress of those characters is still saved, and you will get everything back (prestige, perks, items, cosmetics) if you buy the DLC.

  • Agreed, bots are too strong for newer players but bad enough to throw the game for experienced players. There should be different "levels" of bots depending on MMR, so newer killers have a chance against them while experienced survivors aren't doomed because they have a bot teammate.

    I don't how many MMR brackets there are but I think there should be a different bot skill level for each of them.

  • This sounds like a nice idea ! I'm afraid I don't have any suggestion coming to mind, but I always love when people share fun, niche or just plain weird builds and playstyles, so that's quite exciting (and people showing off their characters' drip sounds hilarious as well).

  • Ngl if they're saying "nothing to share at the moment but it's on the list" I don't believe it'll be in the near future at all (but hopefully I'm wrong)

  • Being able to filter out your opponents (because they're playing a killer you don't like, are a swf or whatever else) would make matchmaking worse for everyone both in time and quality.

    Also, the idea that "the filter is optional so you can still play against killers if you want to" is flawed. There's four survivors per game, if a lot of them filter out Alien, SM and Nurse for example solo survivors will be much less likely to see them even if they haven't filtered them out because they'll be put in lobbies with survivors who have.

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537173#Comment_3537173

    If anything the last part is likely a bug, which should get fixed.

    Bug reports about it have been closed because "not a bug" (see here: https://forums.bhvr.com/dead-by-daylight/discussion/389872/ultimate-weapon-lets-survivors-scream-in-lockers#latest), so apparently it's an intended (and debatable) feature.

  • UW reveals your exact position, interrupts any action and is the only tracking perk that isn't countered by lockers.

  • Welcome ! Thank you for adding the avatars, I'll forgive you for being a bing bong main

  • I agree the perk is too restricted to be any sort of useful, but it was never intended to mute walking footsteps so it's no surprise it was fixed. I would still rather it had been buffed as well but I don't expect anything when it comes to perks anymore

  • That's not a bug, it's a test BHVR are doing about hiding the prestige in the lobby. You were picked to be one of the testers, so maybe consider giving your feedback about this feature on the forum !

  • Turrets aren't worth the time it takes to set them up even if you and your teammates do it properly and efficiently.

    In my opinion the best strat against Xeno is to hold w as soon as it's coming your way and pre-drop safe pallets if you have enough distance to not risk getting hit by the tail.

    If the killer knows how to play and aim properly you can't really do anything, but if they're not there yet you can try to bait the tail.

  • @Peanits said:

    We are currently investigating some inconsistencies with vaulting between male and female Survivors. I do not have an ETA for a fix at the moment, unfortunately.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534308#Comment_3534308

    There's a couple incorrect things I need to clarify here.

    1. The cone that is used for basic attacks are not the same for all special attacks, such as The Xenomorph's tail. The tail attack happens to be much more narrow and longer than the basic attack's zone.
    2. That screenshot is fairly old, so the capsules don't quite line up with the animations as well as they do now.
    3. Your capsule does not lag behind you, it matches your movements perfectly. The issue that you'll usually run into is that - being an online game - where you see you and where the other players see you are two different things. It takes time to send your location to the server and for the server to send that information to everyone else. This means that while you see yourself having already vaulted, the Killer sees you slightly in the past where you are still near the window. We do some magic to reduce the effects of latency, but it cannot be removed completely.

    All that said, the hit in that clip is well within the reasonable margin for even a lower latency. The tail attack does indeed reach that far, and it would likely still be overlapping the survivor's capsule (both from the Survivor's POV, but especially from the Killer's POV).

    Thanks for the info! Do we know if the "fixed" fast vaults will come back after the bugs get fixed or is there no such plan at the moment ?

  • Honestly 6.1.0 had some really good stuff, but even if I don't think 6.1.0 was a bad idea sometimes I'd still rather it hadn't happened at all. It feels like the game became worse and worse with every update after this one. I don't think this update in particular was the problem, but it's like BHVR did their "tweaks" to it with a hammer and have been hammering one side then the other in an attempt to balance things.

  • I play on epic (no cheats obviously), and without even talking about being stuck with cheaters I'd rather not be forced to have absolutely trash MMR because there aren't a lot of us.

    Cheaters took advantage of the Epic sales but there's still a bunch of them on other platforms. Most cheaters I've seen were on Stadia or Steam. I'm not saying there aren't a lot on Epic, but this just sounds like it would make the game awful for regular Epic players without fixing the cheater problem for anyone.

  • Same, I've played a bit to go against Xeno but a couple days were more than enough... I haven't played since but when I do I'll only be playing killer, and when I get tired of long queue times I'll probably just stop playing until the next event / chapter

  • Honestly my only tip against SM is that you get 1 free DC a day, and if you unfortunately see more than one i don't think your teammates will blame you for killing yourself on hook.

    Also, I'm pretty sure it's useless but I always put the minimum in the "did you have fun?" thingy on top of the post game screen.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533955#Comment_3533955

    Ehhh that’s slippery. Things come up and you have to leave the lobby before the game starts. You cannot punish people for that. I would rather them leave before the match starts, opposed to leaving mid match.

    Although I agree with having the exact same system with cumulative penalty that go this high this quickly would be a bad idea, I don't think implementing a small delay everytime you dodge would be a bad idea.

    ideally the penalty should be small enough that if something comes up by the time you come back it'll be gone or close to it, but people who are dodging on purpose will be annoyed by it. I'm thinking something like two minutes for one dodge, and it goes up to five minutes and maybe up to ten minutes if you're dodging multiple times in a row. And it'd go down one rank every two or three hours so it doesn't penalize people who aren't lobby shopping.

    Maybe I'm seriously understimating the will of people to avoid certain stuff but I think lobby shopping would decrease if people had to wait 10 extra minutes in between games.

  • @Venusa said:

    I would like this feature but only if the perks are displayed after you get in the match. Maybe alongside the details you see when you press ESC?

    This way dodging others based on their perks wouldn't be a problem. If they decide to leave after loading in they already get a penalty.

    Plus you wouldn't have to memorize who has what, you could just check in-game.

    The purpose of seeing your teammates' perks is to synergize the perks, not knowing what everyone brings until you're in the game would be pretty useless, and wasting time at the beginning of the game to look at everyone's perks would be a pain.

    Also, unless you're using No one left behind, Sole survivor or No mither I doubt people would dodge more than usual, so I really don't think turning a really good QoL change into a barely useful one to avoid making dodging worst (as if it wasn't already an issue) is the way to go honestly.

    People dodge for nothing and everything already, the only solution to not make dodging worst would be to punish it.

  • Sounds like either backfill (the 4th survivor dodged the lobby so MMR grabbed the first person they could find) or your MMR is at the low end of the bracket and theirs is at top but it's still the same bracket so you'll regularly get games like these.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533247#Comment_3533247

    Lockers block aura reading, so it's useless for finding survivors in lockers.

    And new perks are allowed to work differently from previous perks. There's no universal law that prevents this. In fact, if we want to be consistent, then all the other screaming things should be updated so they can also work on survivors that are hiding in lockers.

    Lockers shouldn't be as safe as they are. And survivors keep getting quality of life improvement after quality of life improvement. You know what would be a great quality of life improvement for killers? Let's make lockers even less safe, because survivors excessively hiding is very unfun for killers.

    I can't think of any recent changes to survivors besides worst healing and worst vaults so I'm really confused about what QoL changes survivors apparently keep getting that would justify rendering lockers useless

    And although survivors hiding the entire game is definitely unfun, killing the entire stealth playstyle would be overkill to say the least. Chases have been made shorter and stealth is required at least to some extent. Also not being able to counter something is very unfun too.

    UM would still be very good without the locker scream, forcing survivors to hide in a locker is really not a bad thing, and iron maiden exists.

    (And whispers work against lockers btw)

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533184#Comment_3533184

    Well damn, I thought they didn't like to make exceptions like this. Literally every other instance of screaming is suppressed by a locker so this one should be too.

    Yes, that's what bothers me about the most about it. It seems BHVR threw consistency out of the window. (and the fact that it means the only counter is the dreadful Calm spirit doesn't help)

  • I don"t think it's big honestly, but the outside can feel pretty empty because the tiles are unsafe / weak

  • Have you tried fast vaulting with a female survivor ? It's literally the same thing as a medium vault now.

    They didn't just revert the fast vault fix, they made them worst (for women, the male survivors still are bugged to go further so for them it's like the vaults were just reversed)

  • @ReverseVelocity said:

    I'm pretty sure this is a bug and I'd make sure to report it in the appropriate section.

    It's been closed because "not a bug" here :

    https://forums.bhvr.com/dead-by-daylight/discussion/389872/ultimate-weapon-lets-survivors-scream-in-lockers#latest

  • i met blight main who thinks that killer is weak

    So you met someone who can only win playing the strongest killer in the game and you think this helps your point? saying "this obviously bad player says the killer is bad, therefore it is" is not the gotcha moment you think it is

  • The bug reports about this have been categorized "not a bug" and honestly it makes no sense. Why is everything that reveal survivors (aura & screams) counterable by lockers except this ?

    Why bother having counter mechanics if you make exceptions to them... honestly i just have no faith in whoever makes and balances perks anymore tbh it just keeps getting messier

    @KnightOfSumeria1 said:

    Darn. Idk, it is a super fun perk though and is great.

    If changes do happen, I hope two things go:

    1) increase cooldown timer for, ultimate weapon by 5-10 seconds.

    2) nerf, Made For This to 2% movement speed and take away Endurance.

    MFT has nothing to do with this and bringing it up everywhere is both irrelevant and annoying.

  • I would love the OG4 to be the mains characters, but if it has to be only one person i'd say Elodie would make for the best plot.

    She has the backstory with her parents disappearing because of the entity, she researched the Black Vale and the Entity's realm so when she's taken we (the viewer) would already have an idea of what's going on.

    In general, survivors who have some link to the entity or were researching it are the best fit in my opinion. The observer is cool but he'd be the guy who brings answers to the main character.

  • It feels more like A tier right now but I've seen many people say Xeno is bugged and stronger than intended so I'd say A-tier with good add-ons, otherwise B-tier.

  • This is a great perk, however I really don't like that it makes survivor inside lockers scream.

    What's the purpose of having a mechanic that hides auras & screams if you're going to make exceptions to it? Not to mention how confusing that will be to new players. The perk would still be very good if it was consistent with literally everything else and didn't reveal survivors hiding in lockers.

    Also, this means the only counter to UW is calm spirit, which is absolutely trash and I will be quite unhappy if BHVR decides it's fine when people start wasting a perk slot on it because they don't like UW.

  • (which is now thankfully a more viable perk)

    very confused, how is calm spirit any less trash than it was a week ago ? people wasting a perk slot on it doesn't mean it's good it just means they really hate UW

  • If your internet is working properly the issue is probably on BHVR's end and I'm not sure you can do anything about but wait and hope it gets solved quickly unfortunately. I just googled this and although there's a bunch of people who have had this issue it seems they all just waited until it suddenly fixed itself.

  • Xeno has issues but saying it's stronger than Blight or Nurse is a stretch, and calling Xeno a PTW killer sounds dramatic, you could still get 4Ks every game with FTP killers even if a stronger licenced killer was released.

    And tbh I expect Xeno to be nerfed once the sales slow down, so I wouldn't worry too much.

  • There's a difference between feeling like you're in trouble and feeling helpless because of the lack of counterplay. Having to hold w and just wait until the killer catches up is not a very stimulating experience (or a fun one).

    From this post alone it sounds like you want the survivor experience to be holding M1 on gens and holding W for 20s when the killer finds them. It's not because there's 4 survivors that they should be lambs to be slaughtered, they're still players who'd like to play the game and the whole "a killer should feel powerful" thing is weird, this isn't a PvE game and stomping survivors in chase without them being able to do anything about it shouldn't be the baseline.

    Deathslinger, PH, Artist and other killers have been nerfed because of the lose / lose situation Xeno's tail currently creates. If not for balance BHVR will probably nerf Xeno for consistency sake, but they'll wait for sales to slow down first so enjoy it while you can 👍️

  • The text showed because of the bug was WoO's old description before its buff in 5.3.0, not a future one (unless they suddenly decide to reverse the buff, but I doubt it)

  • Considering some survivors dodge people with 'too low' prestige I like it better when it's hidden, but I wouldn't be against an option that lets people show off theirs.

  • Some killers (especially the older ones) could really use a new mori. I once saw someone say Trapper's Mori should be him grabbing the survivor's head and slamming it into a trap and I've been wanting it ever since.

    And I'm all for being able to buy moris in the store, but I don't think it's gonna happen until (and if) finisher moris are implemented

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530641#Comment_3530641

    If a survivors could throw unlimited pebbles in quick succession, killers would complain. Because like bully squads, they are playing to annoy the killer.

    Four people using pebble would be enough to piss someone off lol, no need for them to be infinite. also, it's kinda weird that (most) people agree survivors' fun is not the killer's responsibility and they can play how they want if it's fun to them but survivors who make their own fun are bullying the killer. I'm not saying it's probably related to the number of killers i've seen who genuinely believe swfs' goal is to make the killer miserable "otherwise they would play in KYF" but they certainly seem to think everything is about them.

  • exactly the same thing was said about Home Sweet Home, VHS, Evil Dead and at least one other game i forgot the name of...

    At some point people need to realize DBD isn't going anywhere and the games you keep comparing it too would probably have a better chance at succeeding if you didn't do it so much. You can play multiple games and don't need to drop one to play the other.

    I hope TCM will not follow the other games' footsteps and keep doing really well, but even if it does it still won't replace DBD because they're still different games and DBD will always have the massive advantage of having licences and getting them regularly which also brings and / or keeps players who are hoping for a specific licence to come to DBD.

  • That's all very nice except you don't actually have enough time to dodge the tail and you can't fake vaulting either because Xeno can just M1 you instead (unless you have enough distance but then there's no need for fake vaults). The only thing you can do is hold w and pre-drop safe pallets if you have enough distance to spare.

    And "predicting" (aka just get lucky) doesn't work against killers who know what they're doing because they'll just force you into lose / lose situations and guessing if you'll get hit by M1 or the tail won't be of any help.

  • @KaTo1337 said:

    I enjoy using them and strategyze my chase-route a lot.

    The only issue I have is RPD, where you cant place them in the floors.

    I also really enjoy the strategy aspect in theory, but half the time I simply can't place the turrets where I want, and the movement speed is so slow it's not rare that I give up and just place them wherever when it finally turns blue.

    @Batusalen said:

    Well, to be fair, where the turrets are more effective is precisely in those empty areas, as it makes another slow down between loops and is where they can flambé the Alien, as if you put it just behind a wall or some other object it would take less than a second for him to destroy it and it won't take his power away (which I think is what everybody is doing, "hiding them", and that's why they say the turret does nothing).

    But I agree with the double M1, it's a little counter intuitive to have to push the button two times.

    I meant empty areas as in corner of the map where there's no obstacles, I try to place turrets in between loops or further behind tiles' long walls but most of the time I just can't and have to (very slowly) walk away where it's not so useful anymore to place it, and in turn to get value have to take weird pathing. I haven't gotten a lot of different maps though, so maybe I just got unlucky and it's not this bad, but placing turrets shouldn't be this difficult regardless of the map tbh.

    @mizark3 said:

    They basically need 2 fixes.

    First, you can place the turret even if the zone is red, but it takes twice or three times as long. That fixes indoor maps.

    Second, the hindered is removed, and if you start to run, it drops the turret on the spot (or destroys it with a shortened 15s CD) without an animation. This slows turret movement down from 2.6 (35% hindered run speed) to 2.26 (normal walk speed), but if Xeno instantly pops up out of the tunnel you can run and don't give a free hit. Pickup and drop item button drop speeds are not adjusted, just running hard drops the turret.

    Yes I forgot to mention dropping turrets, it's also frustrating. Allowing to place turrets absolutely everywhere would probably lead to some issues though, but the placement requirements should definitely be extended.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529858#Comment_3529858

    In order for it to be popular it would need to be useful. If every survivor ran it today, no killer will complain but be thankful for one less bs perk being used. If the effect were changed to +3% speed while holding a pebble, yeah, killers are going to complain about it.

    If that was true killers wouldn't complain about "bully squads" who run full meme builds and always lose because they're allergic to gens.

    Killers would absolutely complain about survivors being toxic if throwing pebbles was popular and I've seen enough people calling literally anything that somewhat inconveniences them 'bullying' to not change my mind.

    And in case you misunderstood, I wasn't comparing pebble to MFT at all, or adding anything of value to OP's thread (and im gonna leave it for that very reason)

  • Not a bug, Mandy said "Can confirm that this is not a bug. We are conducting some ongoing tests with some players, and we're always looking to improve the player experience within the game. We will be monitoring the feedback closely on this."

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529851#Comment_3529851

    They removed the part from Blast Mine and Wiretap’s descriptions saying that you need to repair for 3 seconds to install the trap. So I think it’s actually an intended change.

    They did also do a bugfix on them from the PTB so you are not allowed to install the traps on generators with no progress (which would’ve prevented the killer from damaging the generator to remove Wiretap). I am not sure whether you can apply the trap to a blocked generator.

    oh interesting, I'll be happy if it stays like that then ! still weird it wasn't mentionned in the patch notes though

  • I'm not sure I understand the problem tbh.

    There's nothing misleading about the Queen having a difference stance, if you can't tell it's the same model standing straighter from the lobby i don't know what to tell you, it's not like they put her closer to make her seem bigger or anything. The queen is thicker and has a massive head, which both make her bigger in the lobby and in-game.

    I don't get why you're disappointed that the model isn't actually bigger (besides the head), when the result is the same and works well enough that you somehow didn't even realize until you were shown a side by side comparison.

    If you're worried that she doesn't actually seem bigger than Xeno from the survivor PoV, I can assure you she does.

  • It's weird some people have it but not others, maybe it's a platform thing ? In any case, I hope it becomes and stays like that for all players.

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