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Archol123

Archol123

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Archol123
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  • @MarbleThrone said:

    It's not an instadown if you're injured. That would be if Victor could down you while you are healthy.

    Victor can be tricky to dodge but it's by no means impossible.

    You don't dodge Victor, he misses. At least from point blank range.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734782#Comment_3734782

    as @Iron_Cutlass said, tail is not about reacting, it is about prediction. there is no need for turrets. it is just self-nerfing mechanic that eliminates add-on variety for Xeno. Thanks to this mechanic, Xeno's entire add-on list is also full of terrible add-on's. there is skill is not getting hit vs 0.2 charge time attacks but i am not going to go into this rabbit hole. i already went through that rabbithole with deathslinger.

    Because predicting an event that can appear at almost any given time while in range is such a great mechanic... That is just not a thing. When you are trying to predict something you need to have a tell or a hint or anything at all the gives you a chance to have more than a blind guess, and you don't have that in this case, which is why it is not reasonable to expect players to reliably do anything about the tail.

    I don't think the turrets have something to do with the terrible addon design…many other killers also have garbage addons and no such mechanic.

    If you have nothing that gives you a hint when the attack will come then there is no skill in not getting hit, if you don't get hit the Alien missed, you did not dodge.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733911#Comment_3733911

    flame turrets are unnecessary feature. this feature should be added for nurse or something.

    The turrets are basically the only counterplay the tail attack has... The windup is like 0.2 seconds which makes it impossible to reaction dodge the thing, if not for the turrets there would be not much to do to avoid getting hit.

  • @Alen_Starkly said:

    I don't think you are supposed to M1 the turrets. You can use your tail to destroy them (from a distance). M1 only if you are already out of the crawler mode.

    @Hex_Ignored said:

    you're not supposed to m1 turrets, you have a ranged attack for that. Also, turrets are necessary as xenomorph chases would be unbearable if there was no way to disable the tail.

    Usually it is better to m1 them, because that just applies the missed attack cooldown and it's way shorter than using the tail attack. However I didn't have issues just m1ing the turrets...

  • Had the same thing for years and it crashes my drivers on a regular basis... Still no clue how to solve it... If you figure it out let me know.

  • @DemonZeroM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734404#Comment_3734404

    Still trying to figure out exactly when I ever said that you should pre run away from the loop. I never said any of that lol but ok. Putting words in my mouth.

    You said "run around and vault the pallet" as I quoted there, but basically that is nothing else than pre-running (pre as in before he vaults, while not staying close by because then you just get hit). And what I said is that this is only semantics, as there is not really a difference between those two things. So no, I am not putting words in your mouth.

    Running away from the pallet and leaving the loop maybe not, but running around the loop and back towards the pallet again.

  • @DemonZeroM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734377#Comment_3734377

    I'm not contradicting myself, I nvr said that survivors should pre run away from the pallet. I said the correct play if he's in power is to run back around and vault the pallet, it's a split second decision that you have to make. If u wait to long then he'll hit u, if u go to early then he might mind game. It's no different from a Wraith Bodyblock. Split Second decision. Him being able to Dash so u don't make the pallet is ok, nobody had a problem with that. BHVR encouraged ppl to use his power more. Once again the Dash can be dodged with a bit of unpredictability. I had survivor just yesterday who just completely left the loop and I didn't realize because of the way I had to angle my camera, so I jus ended up missing because he left. I've also had players who know that I'm gonna SnD around the loop after a Scamper so they'll crouch or go really wide or run back into me and I'm not ready for it so I miss. A good play by them, the SnD can be dodged. You can adapt to how the killer plays, if they Scamper and SnD the 1st time then they're likely gonna do it again and you'll be ready for it, or they might change it up which is a good play by them because they were unpredictable. Survivors just have to be ready for anything.

    That just seems like semantics… If you call it pre-run because you cannot wait at the pallet for him to scamper it or "run around and vault the pallet" that is basically the same…

  • @DemonZeroM said:

    Never said that him having an add-on means the survivor misplayed. And if he mindgames or catches you off guard then that's a good play on his part and he should get rewarded for it. No different from a 50/50 vs Huntress or Xeno. U keep running and they pull then u win, u drop and they're ready then they win. If u drop and instead of Scampering he mindgames then that's the survivors fault because they weren't ready for it. Play accordingly, pay attention to what the killers doing. U can hear him Scamper, the sound of him Sliding and the laugh he makes as if he outplayed you. If u don't hear that the sec u drop them that means he didn't Scamper. It's not that hard, I've had no problems facing Chuckys. I've ran them for so long because I actually know how to play against the killer. Take the time to learn how to play VS the killer. Like if you get mindgamed instead of him Scampering like u thought he would then that's a good play by the killer because they were unpredictable.

    You just said people should pre run away from the pallet as to not get caught by the scamper into m1, but in that case you cannot possibly position yourself in that way, because you would run it ineffectively and not sticking close to the loop, which is a contradiction to what you said earlier, that the correct play is to just keep running after the droop and not wait… And it still does nothing because he can just dash you before you make the pallet again.

  • @DemonZeroM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734277#Comment_3734277

    The people who are complaining are the people who don't know what they're talking about. The people who don't understand that if they get hit then they made a mistake or the Chucky has Running Shoes. The survivors who are making mistakes. The people who are taking the loop to wide or hesitateing. You should always assume that if Chucky has power up then he's going to Scamper in which you play accordingly (running back around the loop).

    As for the hit around shack, they're are elements to an extent that you have to consider. That was the old PTB Scamper time, there is a Hook on the corner (rng element of the game) so the survivor makes less distance then they'd make VS the hook not being there and he is literally running the Running Shoes add-on. That's why he makes the hit because he is 5% faster. If you try that on live after he was released without Running Shoes and the Hook not spawning there then she makes it back around. By the time he Scampers and makes the corner, she'd already be at the edge of the other end just rounding the corner.

    A. Him having a specific addon does not mean the survivor missplayed. B. When you immediatly run around the loop assuming he is going to scamper he can either just mind game and catch you off guard, or force you around the other way so you are both closer to the pallet and he can get the hit again… Scamper took 1.4 seconds instead of 1.2 seconds then the survivor gets an additional 80cm of distance… Wow that's going to take some time catching up, if only there was no the lunge attack or the dash to still get the hit. The haste effect got reduced from 4% to 2% ok, no clue if it would have made a difference, but I don't think so, because there is still the dash attack.

    The issue stays, you just scamper and then either take the m1 or use the dash, in case the loop is too short, in which case you are still getting hit no matter what you did…

  • @DemonZeroM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733790#Comment_3733790

    I feel as if they've nerfed Scamper for the newer players who are complaining about it because the Scamper into M1 isn't possible VS Average survivors who know to just hold the loop tight. Otherwise there was no reason to nerf it. I say to make the Scamper take longer so It gives the players more time to make it around the loop, ensuring that you'll have to SnD to get a hit. Scamper into M1 isn't possible as long as the survivor knows what they're doing. Free hits happen when the survivor doesn't hold the loop tight or even hesitates to long to do so. So making the Scamper a bit longer will ensure that those newer players have more of a chance.

    It's not a hit on small loop or big loops. It's not a hit at all if the survivor knows what they're doing.

    Also, that video is from the Chucky PTB. Chuckys Scamper time was increased on live

    If it was not possible vs average survivors people would not have complained would they? I doubt the slight difference in scamper time from PTB to live would have changed that hit around shack, would it? it was like 0.1 sec or something really small like that was it not?

  • @TooEasy_4_Geezie said:

    I would like to suggest to Behaviour Interactive Inc to go back to DBD’s original ranking system. I understand you may get complaints from people that don’t value getting better at the game and would rather be given certain accolades, but it is now ruining the experience. Me being a player who valued “red rank” and the tiers before it to separate skill, just makes people that don’t belong in certain ranks be there. There are no more -1 or -2 for either bad performances or quitting the game, which is making the game suffer in my opinion because no one cares to play the game in the correct way it was intended. Seems like even tho I’ve reached “Red Rank”, the people that also reach it seem to be on a silver or maybe sometime on a gold level of skill. Other players also Disconnect more frequently now and/or attempt to pull themselves off the hook to basically quit the game without penalty. I love the work, effort and updates Behaviour Interactive Inc are always making to the game, I just think this was one that was made to appease the casuals but kinda ruins the game, especially for players that have been playing DBD from the beginning, “the original fan base”. Those players that complain are all newbies and aren’t as invested as “the originals” and will go play whatever game that is trending at the time, no real loyalty. So in my humble opinion I would focus on the community that have been playing DBD for years. Just my honest opinion and suggestion at most.

    You do realise the grades as they are called now are not used for matchmaking anymore, since it uses mmr now and are only there for rewarding you with bp at the end of the month? Which is why depipping was also removed. They are no indication for skill, therefore I don't really see what you are complaining about? If you die you lose mmr you will get lower ranked people, if you escape you win and get higher mmr… I don't really see how that there is a problem here? You could surely argue around the mmr system being not adaquate in detecting skill but that does not seem to be what you complain about?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734028#Comment_3734028

    I should think he's higher.

    Clown has a four hundred something game win streak.

    I think there is also at least a 206 or something win streak on nemesis, and both Trickster currently as well as Huntress are far stronger.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734025#Comment_3734025

    The most updated streak sheet I could find was 36 but it’s a year old

    I don't know if that guy does streaks, but considering he was good enough to beat a 4 men comp squad on coms, while they did an escape streak it should be fair to guess he could have gone way higher, shall I link you the video where hens mentions this guys name?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734009#Comment_3734009

    Not sure we're talking about the same scenario... I'm referring to each game being a brand new soloQ game with 3 random other players each time... being the altruistic team player in this scenario will lose out to the pragmatic player, working together enough to get help, but knowing the moments when to sacrifice other players for your own benefit...

    As a simple scenario we can refer back to the OPs post... they looped the killer for 5 gens... could the other 3 survivors have gone for the save and had a decent chance of getting them out vs. A Blight? Sure. Do they have to? Absolutely not... and in regards to their own survival trying to save them is the worst decision they could make over just leaving.

    So my point is the goal of the game for survivor is survival, and that should be the goal. It's a valid mindset to say once the gates are open, your contract with the rest of the "team" is now effectively null and void.

    Of course a lot of us don't want to survive from someone else sacrificing themselves... a lot of us would rather die trying to save them instead, which is another trope of horror... knowing you could have escaped, but can you accept the cost? Especially knowing you COULD have potentially made a difference? The decision to go back and help is yours, and yours alone... but ultimately that decision to go back must be worse for you than just leaving...

    So I suppose what I'm saying is... the decision to go back is given meaning by the fact you could and probably should have escaped... and I think the theme of the game irreparably suffers if you remove the idea that going back for the save is a personal sacrifice.

    Even if it is a new solo group every time, eventually you will run into players you already had or you will have a steam profile full of people warning others about you because you threw them under the bus.

    Ofc they could, but the issue is currently you don't really get something out of being altruistic in that scenario, mmr rates it as a loss and you don't get any other benefit for trying or not, so an incentive to reward players in those scenarios would sure be nice.

    I mean in the end you can play in whatever way you want, but the question is if that leads to fair results to be taken into account when talking about balance of the game. In somewhat ruins statistics when you don't take saves that are possible rather easily, because you rather want to bm at the gate.

    I would not connect that to horror specifically, because in any other team game no matter if horror or not it is the same. Do you go into that teamfight or not in Dota? Are you trying to get out or trying to use another ability to possibly help your team. The same goes for counter strike or what not, it is just a general thing about games that you need to evaluate whether or not to go in or not.

    I don't think the theme of the game holds up too well anyway and there should definitely be an incentive to work towards altruism in that scenarios, because otherwise all you will hear is that soloq is so egoistic and other complains, which would be fair given that there is no incentive to not be.

  • @HexHuntressThighs said:

    Because certain killers are better than others? It should be obvious really. The highest SWF Escape is 383 and was ended by a stream sniping nurse.

    What’s the highest Huntress streak? 181 if I remember right. Tricksters is 36, Slingers is 35. It depends on the killer and survivors. If Nurse didn’t exist those survivors maybe could’ve hit 1,000 but she is just insane.

    I don't think Trickster is 36… Considering the guy that ended Hens' last streak was a Trickster I would assume the guy is good enough to make it to 200 and above.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733977#Comment_3733977

    Yeah I totally get you, truth be told my own shortcoming in this game tends to I'm too much of a team player and tend to be more altuistic than I should be...

    However the way I look at it is, realistically if you want the best chance of survival, convincing other people you're a team player long enough for them to risk their life for you, and being able to be selfish at the opportune moment to save your own skin is the best strategy to survive. A traitor who plays their hand well enough to the point that it isn't obvious they are a traitor will most likely find the most success...

    It's like that hypothesising what you would do in a horror scenario question, and I very much doubt I would survive most of them... but that's the nature of these kind of encounters...

    It is rare the truly brave players live... it is also rare the obvious cowards/untrustworthy people live... it would often be the person who is able to cut losses at the right time and knows when to save their own skin over someone elses that gets out alive. Not that it's a good thing... but it's likely the truth. 😏

    I think Schmuckles proved this by playing Distortion and Sprint Burst as his anti-tunnel build instead of Decisive and OTR. This build basically near ensures you are never the first player found/caught, and thus are not the one who gets tunneled... it's not a direct screwing over of teammates, but it is a decision that puts someone else in the firing line ahead of yourself... and that will often give you much better survival chances 😁

    In the short run maybe, in the long run it will go wrong eventually.

    I mean that's basically what you should do, no taking unnecessary risks and knowing when to not try… Nobody gets a better result when you try to safe against the facecamping bubba with noed.. But that is also implied by playing in a way that increases the odds of your team getting out.

    That fully depends on how good of a player you are… If you are the best looper in the team then that decision was god awful, otherwise it might just be.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733951#Comment_3733951

    It is a survival horror game though... being selfish and looking out for your own skin is a more viable means of ensuring your own survival is it not?

    Were all of this real, true to horror, the heroes die, the cowards live... Not necessarily saying the gameplay is better for this... but for the theme certainly is... and without the theme what we basically have is a glorified game of online tag...

    And it is fairly obvious that we need a certain amount of altruism because otherwise not all gens get done, people die on hook and everybody just sandbags each other so one might get hatch... Truly something we should want...

    As far as I am aware the mmr already takes into account how many teammates made it out when calculating gain or loss..

    Overall in dangerous situations working together is the only thing that makes sense and you need to rely on each other, because no one can just make it on their own, bring selfish would just lead to being excluded from the group because that person would be a risk towards the safety of the group. That's basically what society does all the time, it tries to ban behaviors that are a risk to the group, selfishness does not help that goal, not in dbd and also not in real life.

    I am not saying you should necessarily die for your mates, but even that might be the correct play at some point, but you should make sure that no one dies on hook when you don't have a first hook stage yet... It is pretty basic and should be rewarded or even somewhat taken into account when it comes to calculating the mmr or the outcome of the match as a win or a loss.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733946#Comment_3733946

    That kinda sucks. Not really a fan of that change. Is anything planned for Flight of the Damned?

    Also, what will Ring of Telekinesis be reworked into?

    I mean the range required does not really matter, as you are close by when you use it anyway... I'm not sure about the duration change... I heard players say that a longer duration is OK, because it also blocks the re drop longer or something like that, but I don't really know if that is really an argument to be made.

  • @UndeddJester said:

    Quite simply for a 4vs1 game to function, it should be almost impossible to win the same game in a 1vs1.

    You have to be, by the very definition of the game, reliant on the actions of teammates to survive... there is literally no change you could implement that wouldn't make that true without fundamentally breaking the game.

    Maybe not to survive, but you could change the win condition more towards a your team needs to win/escape and not you individually for it to be a win, basically force players into playing less egoistic. Debatable whether it would be a good addition, but you would not necessarily need to break the game entirely to do so.

  • @sillysocky said:

    This new killer Lich neeeeds to be removed and reworked, his lunge is rediculous,he has a speed boost when lifting up pallets and he’s SO FAST. He’s way too over powered. He should only have 1 ability like the other killers not 4! The new map is awful, the loops are unloopable especially outside. Ever since this new update has come out I’ve lost interest in this game and I’m not the only one.

    He has a normal lunge, he gets slowed down while lifting a pallet, the addon that gives him haste is really minor and basically not worth running because it applies when you still get slowed down after using the ability.

    He has 4 abilities because he is a lich, an undead wizard that mastered many spells, and those 4 spells are all somewhat weaker version of other abilities, if he had only 1 not only would it not fit the theme it would also need to be buffed to be a good tool, because he only has 1 in that case.

    He is nowhere near overpowered and probably around low A high B tier at best.

  • @Wilbur said:

    Does anyone know the calculation methods for these two Spirit add-ons?
    From my own experiments,
    the recharge time for only Rusty Flute is about 10.5 seconds,
    and for only Rin's Broken Watch,
    it's about 11.5 seconds.
    This doesn't align with Rusty Flute's 40% or Rin's Broken Watch's 30%.

    The wiki has data on that, so you should be able to find out how it gets calculated with those values.

  • @EntityHenchman09 said:

    The trapper Is the weakest or atleast not enjoyable to play killer without any add ons. 1st: you need to pick up traps across the map which wasted lots of your time as survivors contnious to generator rush, 2nd: you set traps but then pesky survivors will just disarm them without penalty then you lose power, and lastly you need to go back across maps to reset your traps all over again and wasted your time again and again! I suggest that "Bloody coil" should be put as base kit for the Trapper to make more enjoyable and not a poor killer. Trapper is the face model of your game DbD, make him strong for his sake!

    Freddy is probably still weaker.

    But yeah that's how it goes... I would however not call it generator rush for the survivors, because when you are busy setting traps, what exactly are they supposed to do other gens? They don't get pressured, there are no side objectives or hex totems they know of, so obviously they will just do generators so it is just normal survivor play, if that is already Gen rushing, then everything is.

    And for disarming traps, what else are they supposed to do? That's how you play against Trapper, similar to Hag, you have one person disrupting the traps.

    I would start of with letting him get traps from lockers so he does not need to walk across the map to get them and also does jot give survivors a head start that it is a trapper.

  • @DemonZeroM said:

    This is for the Devs and Community. Hello everyone, DZM here (Chucky Main). To my knowledge Chucky wasn't changed because of the Scamper into SnD, y'all (BHVR)  actually encourage using SnD more. States that he was changed because of the Scamper into basic (M1). Which wasn't an actual thing, all the survivor needs to do is run back around the pallet and they don't get hit by an M1, only way it's a "Free Hit" (M1) is if you have the Running Shoes add-on. Otherwise you don't get hit by an M1 because Chucky is too slow. Do the testing and you'll see. Wesker and Vecna actually get free hits (M1) when Vaulting and lifting pallets. He was fine just the way he was before the change. The removal of window Scampers also wasn't asked for and wasn't needed. A few people are saying this is a buff with the cooldown (which actually doesn't matter that much when survivors just predrop, you can SnD around but they'll just vault) and why this may be right to an extent everyone's missing the point. They have removed everything about the killer that made him fun and unique, (180 Flicks, Scamper Cancels, Scampers) and apparently some of his voice lines according to Mr. Smithsonian. He's just boring and doesn't feel good to play anymore, and I don't think anything needed to happen to him. Could have changed Running Shoes add-on. That's my take on the changes, please feel free to inform me or correct me if I am wrong about anything. Chucky is my favorite killer in the game and I don't think it's fair that he gets massacred because the community can't learn counterplay. In my opinion these changes killed Chucky.

    My Suggestions: These are mainly gonna be Quality Of Life and Slight Buffs (Because he was fine the way he was, the Scamper had counterplay)

    - Revert changes (Manual Pallet/ Window Scamper and Voice lines) make the Scamper a bit slower, more in tune with Wesker or Legions Vaults.

    (Revert because once again Scamper into M1 isn't possible)

    - Change, starts the trial with power off cooldown and Increase Hidey Ho mode cooldown to 15 Seconds

    (Starts Trial with power off cooldown because Blight, Billy, Nurse, Spirit and various other killers start the trial with their powers. Cooldown to 15 Seconds to give Chucky the ability to use SnD as a map mobility tool because he currently has none, and to use power a bit more frequently because hitting someone w SnD then doing nothing for 20 sec felt so bad.)

    - Change (Mirror Shards, Pile of Nails and Running Shoes)

    Pile of Nails: 7 Seconds of Undetectable after manually exiting Hidey Ho mode. Mirror Shards: Turn rate add-on for SnD Scampers.

    (You're giving up SnD which is a strong ability and usually results in a hit for 7 Sec of Undetectable which I think is fair.)

    - Bring back the Scamper Cancel because it was fun and gave no competitive advantage.

    These aim to bring back the fun and uniqueness of Chucky while giving survivors a bit more counterplay.

    Well I would not say he is too slow without it, because of his smaller hitbox the distance made is somewhat bigger than any other 110% ms killer. The addon that gives haste after scamper of course helps, but even without it you will get hits at longer loops, which is an issue... They ofc could have gone the way to just make Scamper longer as Scott asked for, but I don't mind this way either. Except for the window scamper maybe, I don't think that was an issue...

    On a side note, if scamper into m1 isn't possible according to you, why do you increase the time it takes to scamper then? XD

    https://m.youtube.com/watch?v=pwMQ4kZrUNw&pp=ygURU2NvdHQganVuZCBjaHVja3k%3D
  • @CastlevaniaFan said:

    Can someone explain to me why we have a game in which one side if "good" can get 2500 wins as Blight, 1300 wins as Nurse, 800 wins as Oni, 300 wins as Onryo. All in a row.

    But the other role can't get not even 2 wins in a row? With the highest Solo Q escape streak ever being 34 escapes and that was back when Self care and Dead Hard were OP and through tactics like keys + letting teammates die to get hatch?

    Why the game right now has me looping a Killer for 5 gens and have my 3 troll teammates tbag him in gate and leave me to die on hook, getting a win at my expense, and a lonely obsessed killer getting the satisfaction of ruining someone else's game?

    In literally not a single other game if you play well your team can win while you get a loss. Imagine if in Lol or Call of Duty if you had the highest kills and did the most in the team, you lost while your teammates got a VICTORY screen. It would be pathetic, it would be stupid, it would be terrible game design punishing people who are actually good and put effort into winning.

    Yet somehow we have that in this game. You can be extremely good, and you're still gonna end up with a loss screen, the opposite side is still gonna end with the satisfaction of killing you, and your troll teammates who did nothing the whole game but press M1 get an easy win. Amazing game.

    Because matchmaking does not work properly and does not put people of equal skill together in one game, and also soloq is the weakest role in the game. I have to assume the question was rethorical, as the whole thing is pretty much known to everyone by now.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733424#Comment_3733424

    Getting a stun on a good Spirit player is very satisfying. Getting downed on the other side of a dropped pallet that should've offered protection value is just annoying.

    The point is though, that most pallets don't offer protection against Spirit, if she knows what she is doing... You are not supposed to win the pallet against her, and can you really get annoyed when you were not supposed to win to begin with?

  • @Krogund said:

    Current Issue: How awkward is it when the you play as survivor and see the killer's map offering (Mirror Myers Lery's, maybe?)? Or how frustrating when survivors bring the killer to Eyrie of Crows?. I hope you can agree that the current map offering system in Dead by Daylight has received significant negative feedback from the community. Many players feel it lacks fairness and predictability, leading to a suboptimal gaming experience.

    Proposed Solution: Remove map offerings and replace them with a voting system where both the killer and survivors select their preferred maps before the match. The map for the game is then chosen based on these preferences, with the chances distributed equally among the selected maps. However, if multiple maps from the same realm are chosen, they will collectively have a slightly lower chance than if all maps were from different realms.

    Detailed Mechanics:

    1. Selection Process:
      • Before each match, the killer and each survivor select one map they prefer.
      • The selected maps are pooled together to determine the probability distribution for the map selection.
    2. Probability Distribution:
      • If all chosen maps are unique, each map has an equal chance of being selected.
      • If the same map is chosen multiple times, it does not increase its probability.
      • If maps from the same realm are chosen, they collectively have a reduced chance of being selected compared to if they were from different realms.

    Examples:

    1. Different Maps Chosen:
      • Killer: RPD East Wing
      • Survivor 1: Lery's
      • Survivor 2: MacMillan Estate
      • Survivor 3: Ormond
      • Each map has an equal chance of 25%.
    2. Repeated Map Choices:
      • Killer: RPD East Wing
      • Survivor 1: Lery's
      • Survivor 2: Lery's
      • Survivor 3: Ormond
      • RPD East Wing: 33.33%, Lery's: 33.33%, Ormond: 33.33%
    3. Same Realm Maps Chosen:
      • Killer: RPD East Wing
      • Survivor 1: RPD West Wing
      • Survivor 2: Lery's
      • Survivor 3: Lery's
      • Probability adjustments:
        • Total maps from different realms: 2 (RPD and Lery's).
        • RPD maps collectively: 45% (22.5% each for East and West).
        • Lery's maps collectively: 55%

    I believe this system will address many of the concerns voiced by the community and significantly improve the overall gaming experience. Thank you for considering this suggestion.

    Thank you!

    The last example feels kind of weird, why does it lead to 45% and 55%? Is it because it is a different map from the same realm?

    Anyway… the main issue as people already pointed out is that the odds of going to a map the survivors want are higher than going to a map the killer want, so while we could just up the number of maps the killer can select it would still results in plague or cholera, either the survivors get a killer sided map, or the killer gets a survivor sided map, there is not really a middle ground. It would result in the same unbalances we currently have… So how about we do it the other way around and just veto maps people don't want to play? Therefore getting rid of the most unbalanced/unfavored maps and only play on those that are considered acceptable or even good.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732999#Comment_3732999

    Yes absolutely. Spirit is fun to play against because it adds an extra element to the match that doesn't feel overwhelming. Also pallet stunning a phasing Spirit is very satisfying. It also just feels good to know a pallet offered value in a situation that would've otherwise got you downed. Throwing a pallet then having the killer go right over it or damage you through it is very annoying.

    Well that's a hard disagree, if the Spirit is good you are not going to get a stun, she will hear exactly where you are, walk around and hit you from behind. She moves so fast, if you drop it she can also just walk around the short side of the loop and still hit you, and she hears when you move away… So while this might work against weaker players against a really good Spirit you will just get domolished.

  • @MauriceMaverick said:

    the reason on why they optimized his colission detection is as follows:

    They have begun working on the last realm that needs an update, swamp. and as you might know, playing blight on swamp is like trying to hold a warm piece of butter with soaped up hands. so working on it they realized they needed to update his collision so it works better.

    or maybe im just delusional and desperate since im waiting on a swamp update for 2 years now.

    you decide.

    I really would not call it optimized… Before you had some form of control on whether you wanted to bump or not, now you just bump… That's not optimizing, that's dumbing down mechanics to make them more player friendly for newer players, but limiting experienced ones at the same time.

    Also if the wanted to rework the realm, why could they not just redo the collision of objects? It has been more than just visual reworks, so redoing the collision is probably a given, therefore I don't think you are correct there.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/416193/im-really-getting-tired-with-anti-pallet-ranged-killers

    The reason this happens is because when the devs make m1 based killers that have powers that delay the game or force survivors to not do gens, they complain about it. See:

    • Trapper
      • Paying attention to your surroundings and removing traps
    • Wraith
      • Paying attention to your surroundings and keeping yourself healed
    • Freddy (before he was useless)
      • Removing the dream world with the clocks
    • Pig
      • Removing the traps
    • Legion
      • Mending
    • Plague
      • Cleansing at shrines
    • Blight (minus hug tech)
      • Fastest map traversal in the game
    • Nemesis
      • Zombies
    • Cenobite
      • The Box
    • Sadako
      • Removing condemn
    • Knight
      • Chasing 2 survivors at once, using guards to break things etc.
    • Skull Merchant
      • Survivors need to do drones.

    Every time they make one of these killers where the counter to them isn't to just shift+w to a corner and hold m1 on gens, survivors complain and the killers are either nerfed, or left in weak states.

    • Trapper is still useless
    • Wraith was nerfed multiple times because people complained about it
    • Freddy was gutted
    • Pig is the only one who got anything decent recently
    • Legion is still in a horrible state and perks constantly get nerfed because of them
    • People STILL refuse to just cleanse against the damn plague and then complain about being injured the whole time
    • Blight has been gutted multiple times at this point
    • Nemesis zombies are still terrible and he still has to hit you 3 times for some reason
    • Any good gameplay around the box for pinhead was completely nerfed and made useless, and the rest of his power is barely a power.
    • Sadako has been reworked multiple times because people refuse to do tapes
    • Knight is still horrible because they refuse to lean into the power of chasing multiple survivors, guards will never catch anyone on their own. Leading to the most boring playstyle being the most encouraged and viable.
    • People still rage quit against skull merchant despite the fact that her power is so watered down now that the only "power" she really has is stealth and the fact that she gets random movement speed increases unexpectedly.

    The reality is, the way this game is balanced is around time. Everything revolves around time, so a killer's power either needs to:

    • Buy them time in the chase
    • Buy them time outside of the chase

    In the chase has to mean anti-loop. There is no way around that.

    Outside of the chase is forcing secondary objectives to get survivors off of gens.

    So, if people complain about anti-loop powers. People complain about game delay powers, they complain about stealth powers, they complain about traversal powers. What exactly is a killer power you would want to go against, that you think would be fun, that would actually lead to a competitively viable killer?

    A bit off to say people refuse to cleanse against purge and calling her power a secondary objective... If people cleansed against Plague every chance they got the killer would have an even easier game... Whereas against the other killers there is not much of a downside to do the things you listed aside from time loss. But cleansing against Plague has to be a conscious decision every time because of the buff she can pick up after you cleansed.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733190#Comment_3733190

    I think the clever usage of the spells, regardless of which one should be prioritized over spamming.

    That's why I deem the cooldowns to be rather fair right now. A survivor only has to deal with one spell once per chase. There should be an achievement when one outplays a spell.

    It would be pretty awful to outplay mage hand with a clever mindgame just for Vecna to have it up again at the very next loop.

    I know that 30sec is not that fast but I think I would need to see it in action.

    I mean realistically he has two spells that need to be outplayed, one that basically cannot be and one that is a 50 50 because flight is mostly up to him I guess... We will have to see, but I think the cooldown of the sphere at the very least could be lower.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733168#Comment_3733168

    Hey, Piggy is better than those in chase.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733161#Comment_3733161

    Then they would need to adjust the cooldowns separately.

    I find the cooldowns on mage hand and flight of the damned to be fair.

    I don't know, I think 30 second each would be Allright, maybe even less on the other two spells... The sphere could have 15 seconds and there would not really be an issue with that.

    I don't know about Flight of the Damned, on one side it is easily dodged by crouching on the other hand it would be annoying if it was too spam able...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733136#Comment_3733136

    Of course it is much weaker, but it is still there.

    If it where at the same level, the other 3 powers would be overkill by a long shot.

    Same can be said for mage hand and flight of the damned.

    I would still compare fly rather to Wraith, you can use it similarly to him to bodyblock windows or pallets, but more often then not you will get a hit out of the power usage. Unlike the before mentioned killers.

    My point was to compare his flight to the before mentioned killers the cooldown would need to be lower to be available more often and usable more regularly and it would need to be able to get a hit out of it just like those abilities are capable of, because that is what makes them out.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733109#Comment_3733109

    But Vecna has something like that with fly being a chase tool to bodyblock pallets and vaults.

    On a 38 second cooldown xD How often will you use it in a normal match? Maybe around 10 times? And unlike the other killers mentioned before you cannot just reposition if you went to the wrong area... I don't think he is comparable to them under that aspect.

  • @Xernoton said:

    Can someone translate this for me? I saw the words and thought this could be interesting but I have no clue what any of this means.

    Same... I guess he means additional grades? And it being too easy refers to the no depip anymore? However the 3) makes no sense... I am not sure if he means demo in the sense of free trial is supposed to have weaker matchmaking or if he means demogoegon and I have no clue what he means at all with this one…I can only assume it is all about the grade system? But lead by the misunderstanding that grades have something to do with matchmaking?

  • @MrT1412 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733020#Comment_3733020

    Maybe a simple fix to this problem would be to allow killers to ban entire realms while survivors ban specific maps. Not sure how they would do this without bloating the item pool though, if they really want to keep them as offerings.

    Not really, as the newer maps tend to have their own realm, and the older maps where it would matter more are usually rather balanced, except for bedham...

    It is a simple numbers thing... Killer gets x amount of bans each survivor gets x/4 amount of bans, now both sides can ban an equal amount of maps and what is left will be the rather balanced maps, or at least those the players don't mind playing on as much as on the others.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732079#Comment_3732079

    It's pretty simple. The ratio of killer players to survivor players in any given match is 1:4. This means that in order for killer votes to even matter, they would need to have a voting power equal to the number of survivors.

    Killer would vote to ban survivor-sided maps, and survivors would vote to ban killer-sided maps. Unlike other games where maps don't really have too much influence on the outcome of a match, Dead by Daylight's maps can play a large part in determining the outcome of a match. A 4-man SWF, for instance, on Haddonfield isn't nearly as likely to escape in comparison to Garden of Joy, or Badham Preschool.

    If we take maps in counter strike or for example Starcraft as a comparison they tend to favor one side... So I would not exactly say they play more of a role in dbd than in other maps. And guess what in those games players also ban maps... And while it does not matter as much in counter strike, because everyone plays both sides, it does matter a bit more in Starcraft.

    However I still don't see your point as to why this would not work? Both sides can have the same amount of map bans, for example 12 maps per side... Killer bans 12, each survivor bans up to 3. So now despite fewer players on one side both sides still ban the same amount of maps, I really don't see why this is supposed to be an issue.

    Also would it not be a good thing to ban overly one sided maps for both sides? As they tend to be rather unfun for the side that got the short end of the stick. That's basically my main goal why I want a map ban system, it makes it so people are not forced to play on maps they don't want to play on, for whatever reason that may be.

    Like I said before, I don't really see where the issue is, just because the amount of players is not the same does not mean the system cannot work, it just needs to take that into account to adjust itself.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733003#Comment_3733003

    Yeeeah, that's a fair point I suppose, with enough to choose from, the cycling of novelty would probably see more meme perk usage. As you say, if the effect isn't complete trash would probably still see usage.

    Did they remove the teeth thing while playing lute? I hope not as that was great ^^

    Ahahahaha…. I don't actually know… I was too busy dancing at the time to pay attention… but if I see it again I'll check xD

    Honestly even if the effect is complete trash people would use it if it was fun or at least the visuals look fun... You could probably create a perk that would explode the survivor instantly killing them and if it looked funny people would use it xD

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732992#Comment_3732992

    LoL, here's to making Die of Cringe basekit xD

    I suppose my point is, that a perk that's funny and is otherwise useless would get ran only until it stops being funny. Like the new Bardic Inspiration perk, right now, it's new, and funny to play it in front of the killer. I myself started dancing with Plague for 10 or seconds when a survivor did it, and basically threw the game, even though I was still playing to win, I couldn't help myself. However for every person like me, there are plenty of players who would just ignore it and run the survivor down immediately. Obviously it's got other uses, but this interation will stop once it stops being funny.

    Interactions like this would make such a perk be funny for a couple of games… but it'd quickly lose its charm… the only way it stays something that people do, which is the point of the OP, is if it's actually good.

    Plot Twist for example is a very surprising perk, yes you can use it for trolling Wesker like that… but it's also better than a lot of self heal perks in a variety situations. Off the top of my head: -

    • Can heal through Pinhead chain hunt without issue.
    • Can stop Pig headtrap timer while healing.
    • Can heal vs. Oni without leaving blood.
    • Can be used to bypass temporary broken effects such a Deliverance or FTP, and complete the heal after the broken effect ends.
    • Can be used to build Power Struggle + Flip Flop with the aid of an ally under pallets to make it impossible to pick up.

    Plot Twist is a perk that is actually pretty strong in a number of scenarios, so taking it is not a throw… and it then being able to do memes as well means it is a great meme perk… but if it lost all this utility… you wouldn't get meme usage of it, because it wouldn't be good, so noone would run it.

    Sure, but the point is if you don't only have 1 or 2 meme perks there is quite a big pool of them so you can switch between them and have variety without stuff getting old... Making Wesker accidentally vault a window for example never gets old in my mind.

    Ofc it would motivate more people to run such perks if they are actually good, but then they probably would not use them to meme around, which is fair and all, but the main goal should be it's meme potential, as there are otherwise enough strong perks or at least concepts that could be improved to become strong perks.

    As for bardic inspiration, not sure about it, but I think depending on your roll it might actually be a good perk... Btw. Did they remove the teeth thing while playing lute? I hope not as that was great ^^

  • @Tzimiscelord said:

    I think its pure M1 killers the one that have far too much troubel with pallets. If you play in pallet city (the meat plant) a survivor can easily take a path with 5 pallets on them and make you chase for a gen and a half pretty much by holding W and throwing pallets, and pure M1 killers like ghostface or trapper to say 2, have to break pallet after pallet after pallet while the W holder sit safe at a distance.

    The exact same resource (pallets) is considerably stronger against some killers or weaker against others, so in some maps it feels unfair as the killer, and in others it feels unfair as the survivor.

    I somewhat agree but when you chase normaly as Ghostface you are already making a mistake, you are a stealth killer, use that aspect...

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732986#Comment_3732986

    Nope but I do now. I still think its annoying that pallets seem to become increasingly less valuable the longer this game goes on. When you play against Trapper, ghost face or the Spirit for example you really see the value of pallets. As far as ranged attacks go, I really don't like them. I think in a game where a survivors main thing against the killer is to run that distance should always offer value. I don't think any ability should be able to down you from range except for Huntress.

    You think Pallets give you value against Spirit?? On a normal map there are like 2-3 pallets than can hold a good Spirit... Other than that the best play might be to go down under the pallet and get saved by your teammates because otherwise the loop is heavily favoring the Spirit... There are many killers in the game that do in fact get hindered a lot by pallets, even stronger one, but for Spirit most pallets don't really matter.

  • @KateMain86 said:

    As the title says, this is just tiresome and boring at this point. I don't fully understand the new killer's abilities yet but what I do know is that like many of the other recent killers pallets offer little value and distance serves almost no purpose. I throw a pallet and this new killer still hits me. I make distance between this killer and get hit from a spell a mile away. I'm just over it. Its the same thing over and over again just with different visuals than the last killer.

    What does everyone else think? Am I the only one that feels this way or are you seeing this trend continue and growing tired of it?

    Crouching dodges the skeletons and the cooldown is rather big... If you see him place them he is easy to outplay, if he places them without line of sight it gets trickier, but you can throw him off with unique pathing.

  • @UndeddJester said:

    Well the problem is the meme perks also need to actually be good to see use.

    Dramaturgy - On demand mini Sprint Burst. Pretty great perk even with the potential downsides, and the free items are decent too.

    Plot Twist - Efficient self heal perk that also allows you hide easily, with a surprising versatility to it and many interesting interactions.

    Scene Partner - Funny info perk, but noone really uses it, because it gives away your position every time you look at the killer, and it's rare you get the aura read at a time it's actually useful.

    Fact of the matter is, if you play to win, you'll end up against players playing to win. If you play meme builds and goof off, you'll lose more often and get more games against players who play meme builds and goof off... or at least players lower skill than you so it balances pit anyway.

    I would not say they need to be good, they need to have an effect that is not entirely useless... People that want to run meme perks just need options to do so... What can you currently run if you want a goofy build and get some value or funny moments out of it? Those 3 perks + how many more?

    When you plot twist to make wesker vault the window instead of hitting you then you don't play to win, the effect is obviously not really good in that situation but it is funny, and that's what matters... You could make a perk called die of cringe and make it have the effect that if you tbag the killer 20 times while 10 m away from him oyu enter the dying state.... And I am sure people would run it, because it would be hilarious... I am not expecting meme perks to be good, I am expecting them to be funny.

  • Fair ^^

    I guess just a few that are far above all others ^^

  • @WittyDreamer said:

    Nicolas cage was by far one of the most fun chapters bringing along perks that you could actually enjoy, I'm tired of facing the same 4 perks every game from both sides, perks need to start prioritising enjoyment rather then objectives, we've got enough of those.

    Agreed, his perks are great in the sense of being fun while not useless but also not strong. Would be great to have more of these perks

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732904#Comment_3732904

    Even then it's still a long cooldown. He has 2 chase spells out of the 4, so that is still 1 spell every 20s during a chase.

    You can also run an addon to decrease it further by 5 seconds... But sure, he does have rather long cooldown, 30 sec cooldown would have also been fine.

  • @LapisInfernalis said:

    Every of Vecna's spells has a 60s cooldown. So basically every 15s he can use a different spell when cycling through them.

    Killers need a faster speed because they need to catch up. If they were as fast as survivors they could never catch them on loops because their hitbox is bigger.

    It got changed to 38…

  • @RENEGADE_0078 said:

    Played the dnd update for a few hours. Both as killer and survivor. I mainly play killer 90% survivor 10% of the time because solo queue w/o comms sucks . I'm not a great survivor but I see major issues with The Lich. I ran the perk Bond so I could see me teammates on solo queue. I witnessed multiple games where survivors gave up. He can fly 1/2 way across the damn maps. With very little cool down timer. Making the solo queue survivors hide in corners scared to even touch gens because he can kick 1 and fly way to far to the next. His skull shot move is also way to wide where you can't even avoid it. If your next to a pallet and the skull shot is used you are going down if you drop it or not. He seems way to OP, and this is comming from a killer main.

    He can fly like 30-40 m and it has a cooldown of 38 seconds... You are making this spell out to be a huge issue, while it is a nice movement ability, but nowhere near comparable to the mobility other killers have...

    His skeletons can just be dodged by crouching, in case you didn't know that yet... The killer was really weak on PTB and has gotten quite a bit stronger, but I don't think he is OP, not even close...

  • @Ditzyy said:

    Make the killers slower? It makes no sense how the walk the way survivors run. Mainly this new killer he can fly … like how are we suppose to outrun that he throws things like the artist that can down hurt survivors lol feels like you don't know what balance is in gaming.

    You can just crouch dodge the skeletons... Also how else is the killer supposed to catch up if he is not faster than the survivor? And his fly has a massive cooldown...

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732211#Comment_3732211

    He doesn’t get slowdown for the pull up either so he can just buffer Mage Hand. It really only works if he’s already super behind you but you’ll never really be that far off so long as he has fly.

    I think he gets slowed down less, but he still gets slowed down... Just not as drastically as on the PTB.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732034#Comment_3732034

    I thought part of the reason Chucky's flick got removed was due to it not being possible with a controller? Should we apply that logic to everything?

    Great downgrade playability on PC just because you cannot do it on controller instead of just adjusting what can be done with a controller...

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