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Archol123

Archol123

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Archol123
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  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724562#Comment_3724562

    Can you read my message? "I gave full OLD Barb's Glasses"…
    Before it was 2 seconds breaking speed at base kit and 15% Add-On. 15% from 2 seconds it's 0.3s.

    image.png

    Yes I can read your message and you wrote it was 1.8 seconds.. What do you mean it was 2 seconds? It got changed recently to 1.8 seconds, to also match the changed values for pallet breaks and basic attack cooldown on shred hits and shred pallet breaks… So on top of the 1.8 seconds break we currently have, we get the value of barbs glasses on top if we run it… So I don't really see where I read something wrong… So you might want to re-read your message and the recent patchnotes just in case…

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724624#Comment_3724624

    Please tell me where the words "party game" appear anywhere in DBDs marketing.

    Also, please tell me of any other "party game" that uses MMR to match players of relatively equal skill.

    Does mario party use MMR you think?

    Well that's what many people call it ^^ And since most people agree that it is not a competitive game they tend to put those two as the opposite sides of the spectrum...

    DBD has a weird spot in that regard, because it has mmr but way too much rng to be even somewhere near a competitive game... So I don't really know where to put it.

  • @Ohyakno said:

    Let us donate BP with the props button on the end game screen. Frankly I don't care about BP and find spending them tedious. I've got all the addons and items I could ever use. If I could just give a million or so away at a time I would.

    I'd prefer it if getting props just rewarded other players without you needing to give up BP... It would also be great if it increases your odds of matching with that player again...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724370#Comment_3724370

    They need to find another friend. This is very common in team based games as it is, where you can queue up for solo, duo, or full squad but not "partial squad"

    Maybe in ranked, but not in unranked modes as far as I know... Otherwise this game would need to gi full comp and not call itself a partygame anymore when you cannot queue as a 3 men swf...

  • @Cuirassier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724465#Comment_3724465

    SWF removes all the balance and fun out of the game. Nobody will miss them except SWF themselves.

    Indeed how dare those people wanting to play with their friends… Totally their fault and not the devs for not balancing around it…

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724554#Comment_3724554

    Nobody use Add-On to increase his move speed while charging Shred Attack. That's why part of it would be good in base kit I felt like.

    Barb's Glasses - I gave full old Barb's Addon base kit. So players would run something else.

    You did? 1.8-1.7 is 15% ? Is this one of these weird bhvr calcuations again similar to how gen speed works?

  • @Agaki said:

    SWF should be removed from public lobbies, period.

    Nope, they should not ^^ Unless of course you really dislike people playing with their friends... In that case it still should not be removed, but at least this time you gave a reason instead of just saying period ;)

  • @JustAShadow said:

    For a long time I've had an idea to make Demogorgon be able to teleport to his portals without the need to place another one to teleport through it.

    As for the shred, I think it doesn't need any additional buffs other than crouch tech removal.

    The first idea sounds really nice.

    As for shred I don't know, I find it quite sad that the majority of demos addons focus on the portals and not on the shred, therefore I welcome addons that focus on shred.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724410#Comment_3724410

    https://store.steampowered.com/news/app/381210/view/4040248138379011260


    If tutorials are not sufficient enough how will they ever learn the game up to todays standard?

    So you're equating the people that made waffles in the back row to the entire world now when it comes to Universities? Make that make sense.

    Also I am not assuming people don't pay attention in lectures ^^

    That is exactly what you did though:

    Expecting players to actually pay attention to the tutorial because they are forced to do it is like expecting people in lectures to actually pay attention just because they need to be there... And if you have been to university you know that people will literally do everything but listen to the lecture...

    My counter argument is never personal, it's objective, usually given with facts witnessed by myself and/or others. And I never said you don't pay attention mate.

    The points you are making about BHVR having bad tutorials are one of the same justifications for me making this OP. They need revamping to fit todays standard for the game.

    I do agree with you that due to the new structure of prestige's, the rewards do need to increase for the tutorials to reflect them, 50k is far too little, even though the knowledge is the real reward for a tutorial, they should all collectively give the player 1m+ BP.

    Especially in this case where it effects nobody but them and their progress in getting better.
    I would have to disagree with you on this point because it affected me in 30 separate games minimum. Thus reinforcing why I want tutorials to be mandatory.

    The game is not enjoyable to play SoloQ in it's current state anymore. Might be time to delete it once again since XDefiant is releasing later today.

    I said that there will be some people that won't do what they don't want to do, it was really simple and you start to make me think that you don't want to understand what I am saying.

    The majority will probably listen, but there will always be some special specimens that just do anything else they can come up with, like making waffles... The rate of which people do other stuff increases when all they need to do to pass is to physically be there, and that is quite similar to the tutorial, you can't play too bad to not pass it, so there is not really an incentive to do well or learn something, other than you yourself wanting to do so... Therefore making it mandatory will not make people want to learn something, either they want to do so anyway or they won't...

    You quite literally said "Just because you don't pay attention does not mean others won't"... That's pretty much it.

    Well it does not really matter if your teammates affect you, because you don't have a right to have a good teammate... Playing bad is not reportable so if they don't want to get good that is fully in their right to do so. It sucks to have bad teammates, but that is nothing you can blame on anyone but matchmaking, for all you know those guys tried their best.

  • @ays12151 said:

    I really like to think about buffing C & B tier Killers. Now - Demogorgon.

    The Demogorgon | Base Kit Changes

    • Increased movement speed while Charging the Shred Attack to 3.96 m/s (was 3.86 m/s)
    • Decreased Shred Attack cooldown to 1.7 seconds while Breaking a Pallet (was 1.8 seconds)
    • Increased movement speed while using Portals to 24 m/s (was 20 m/s)
    • Decreased time required to set the Portal to 0.75 seconds (was 1 second)
    • Decreased time required to enter the Portal to 0.75 seconds (was 1.5 seconds)
    • Increased Undetectable Status Effect to 10 seconds (was 5 seconds).

    These changes would encourage players to use Portals and make them more viable. Additionally, I would put old Barb Glasses base kit to completely rework this Add-On.

    The Demogorgon | Add-Ons Changes

    Black Heart

    • Decreases cooldown after successful Shred Attack by 12% (was 10%).

    Rat Tail

    • After Teleport, all Survivors Auras within 16 meters are revealed for the next 5 seconds.

    Barb's Glasses

    • Breaking a Pallet with Shred Attack grants 3% Haste Status Effect for 6 seconds.

    Mew's Gut

    • Decreases cooldown after missed Shred Attack by 20% (was 11%).
    • Grants 1 additional Portal.

    Sticky Linning

    • Survivors that destroy Portals will suffer from Exhaustion Status Effect for 10 seconds.

    Viscous Webbing

    • Increases time required to seal the Portal by 25%.

    Brass Case Lighter

    • Survivor that destroy Portals will suffer from Oblivious Status Effect for 60 seconds.

    Deer Lung

    • Increases movement speed while using Portals by 25%.
    • After Teleport, The Demogorgon's movement speed is increased by 5% for 10 seconds.

    Eleven's Soda

    • While performing Teleport, all Survivors will trigger Very Hard Skillcheck while repairing or healing.
    • Missed Skill Check will regress additional 3% of Total Generator's & Healing Progress.
    • Add-On has 30 seconds cooldown.

    Thorny Vines

    • After destroying Portal by Survivor, all Windows within 32 meters from destroyed Portal will be blocked for the next 30 seconds.
    • Survivors that destroy Portals will suffer from 5% Hindered Status Effect for 10 seconds.

    Violet Wax Cap

    • Increases Undetectable Status Effect by 5 seconds.

    Lifeguard Whistle

    • Increases movement speed during the Shred Attack by 12%.

    Unknown Egg

    • Decreases the Power recharge time by 3 seconds.
    • Decreases time required to fully charge Shred Attack by 12%.

    Upside Down Resin

    • Survivor that destroy Portals will suffer from Exposed Status Effect for 30 seconds.

    Vermilion Web Cap

    • Increases the Shred Attack range by 15%.
    • Decreases movement speed while Charging the Shred Attack by 2%.

    Leprose Lichen

    • Removes Power cooldown.
    • Decreases number of Portals by 2.

    Demogorgons shred is a great way of zoning, and making the movements peed higher while holding shred is a bit problematic for that reason, especially considering that the slowdown only appears halfway through the animation, which is why ratliver is such a terrible addon... I would leave the holding shred speed as it is.

    The rest of the basekit changes seem fine, however the decreased pallet break time for the barbs glasses change seems to maybe even be a an overall nerf... I would need to do the math to know for sure, but the difference is probably really small… so maybe just leave barbs glasses but weaken it's effect to counter the reduced break time basekit.

    The majority of the addons seem to be fine, some are a bit off in my opinion.

    Thorny vines seems really strong, basically being better than a certain perk...

    Lifeguard Whistle would be quite strong, making shred go over 20m/s,dodging that will be really hard. Don't know if that would mess with his balance in some way.

    Unknown Egg is a weird one, it would mess with muscle memory quite a bit, which is why I am unsure whether I like it or not... Besides that his shred is already really quick.

    I don't really think Vermillion Web Cap needs a downside, considering that is an increase of like 1.6 m or so? But still usable I guess.

    The rest is fine I guess.

  • @Huge_Bush said:

    Survivors don’t need any nerfs (except for the upcoming sabo change). They can’t nerf SWF because it’ll hurt SoloQ too much. They just need to make it so the matchmaking pairs up a 3/4 man swf against a high skilled high MMR killer.

    A 3 men swf has one solo guy that could be weak link and easily tunneled out... I don't think that fits... You could even argue that 2 duos work better than a 3men and a solo, because in that case you have at least 1 teammate that can help you.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724368#Comment_3724368

    First of all I am against forcing players to do lengthy things before enabling them to play the game... A tutorial that big to cover all the stuff, probably forcing them to do it for both sides might take enough time so they cannot even play a normal match before the time window to refund the game is up.

    This is a HUGE reach, currently survivor tutorials take around 5 minutes. Free trials usually last any where between 1 hour - 7 days and DBD has multiple free weekends.

    If survivors want to play killer they should be forced to do the mandatory killer tutorials and vice versa.

    You still did not explain why you think making it mandatory would lead people to do them in a way they would learn something while doing it? 

    ANYTHING is better than what is in place currently. Your suggestion of not making it mandatory changes absolutely nothing after the change. Giving better rewards for the tutorial does not force someone to magically want to start concentrating on it better either. At least with my suggestion they've done the tutorial so they have somewhat of an idea rather than 0 knowledge at all.

    And if you have been to university you know that people will literally do everything but listen to the lecture...

    I have, and that statement is false, maybe in your University nobody paid attention but in my reputable one they did.

    I'm not against players getting better

    That's exactly what you're saying. You're assuming players don't pay attention to tutorials just like you assumed nobody pays attention in University lectures, in the exact same way you're assuming no one would pay attention to a new game they picked up, especially since it's a new game so their attention span usually is at the peak.

    And making tutorials mandatory will neither help them get better nor have a reasonable effect on the amount of information they gain, because they simply would not pay much attention to it..

    Just because you don't pay attention doesn't mean others won't.

    I am suggesting new tutorials to make the base player better and by forcing it to be mandatory if they want to play on that side and yes rewards would be reflective just like they currently are, which WILL make the player base better and no it will not affect the free trial as much as you're assuming.

    You are suggesting to keep the game the same but make the rewards better with the new tutorials, which makes 0 sense because in the game currently your proposed method is already showcased and clearly it's not effective enough.

    The refund on steam is accessible with a playtime of less than 2 h as far as I am aware. Also the tutorials for both sides involve playing a game with or against bots, which already makes it a bit more than just 5 min.

    If people don't want to learn the game then they won't learn the game... Forcing them to do anything changes nothing... I really don't understand why you find this so hard to understand...

    Well mine is excellent as well and people still made waffles in the back row... I'm not saying that nobody did, but a big part of people will just sit through the time, get the paper that says they were there and then leave... It is what it is, people that don't want to learn something will not do it.

    It is not what I am saying, and it won't magically become what I said just because you insist on it. If peoples attention span is high and they want to learn the game, they will do so... Tutorials are there for them in case they think they are helpful, otherwise they will use other sources they think would help them. Also I am not assuming people don't pay attention in lectures ^^ The guy making waffles was literally there... It was fairly obvious that he was doing anything but listening, especially since he had headphones on... Once again, the people that want to learn will do so in the way they seem fit, so making better tutorials makes them more attractive for those players, bloodpoints and other rewards make them more attractive for those type of players. Making it mandatory will not suddenly get people to learn something they apparently don't want to learn (in that specific way).

    Well that's a silly assumption to get personal here is it? ^^ Who says I don't pay attention?

    If the tutorials are better designed and more helpful maybe it will help? Especially considering the current tutorials are so bad I have no clue what you expect people to learn from them? You think people don't play the tutorial for some reason, but why? Because last time I did them they were horrible and taught you basically nothing of relevance? So how do you assume they are bad because they didn't do them? Maybe they did do the tutorials, but they are still not decent at the game because the tutorials just suck.

    I'm not suggesting to keep the game the same... I said they should make better tutorials, more of them and reward players for doing them. This is not the same as it is currently, that would be a big change. They should also somewhat up the rewards considering the mass of stuff that would be in there... For example quick guides for each killer would eat up so much time and people should get a decent reward for it.

    However I stay with the point that mandatory tutorials are not the way... People that don't want to learn through them won't and it is just not a good idea to force people to do stuff they don't want to... Especially in this case where it effects nobody but them and their progress in getting better.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/414941/do-you-think-survivors-swf-need-nerf

    Yes, but also no.

    The solution is not to nerf people for wanting to play with their friends.

    It is obvious from the way the game is designed, and the fact that SWF was not in the game at launch, that the game was originally designed to never be played with your friends. The game was designed specifically around survivors having a lack of coordination, and communication. It is pretty clear of that. Otherwise, why would perks exist to simply give you information about which generator your teammates are on? Or bond? Those perks are pretty much useless in all but the newbiest of newbie SWF teams.

    However, SWF is a core part of the game. Playing with your friends in general is pretty crucial to a game's longevity. So the solution is not to nerf it.

    The solution is to split up the queues. Finally once and for all just create a ranked mode. This mode is where MMR actually matters and is accounted for, and you have a ranking that you can see and compare to other players. Maybe even a leaderboard. This ranked mode is for 4 man SWF only.

    The idea is you have 4 modes of play:

    • Ranked mode
      • This mode is only for killers and 4 man SWF
    • Casual Mode
      • This mode is the current mode we have now, but you are unable to play as a SWF of more than a duo. And each match can only have 1 duo and 2 other solos, or just 4 solos. It should not be possible to have multiple duos.
    • Modifier Mode
      • These are where the fun modifiers go.
    • Custom Match
      • Current custom match parameters

    The idea is that if you want to play SWF, you have to go into ranked mode. If you are just casually playing with a single friend, then you can just queue up with that friend in casual mode and still have a good time. They can even balance the modes differently.

    For example, in the ranked mode, only brown and yellow items/addons, no map offerings, maybe even a limited map pool (or always the same exact RNG generated map that rotates out periodically) perhaps with limited, or even no RNG. Maybe survivors are limited to 1 perk per team, so only 1 survivor can run DS etc. They can give killers a basekit corrupt, or force the survivors to have a slower game as gens go extremely fast in coordinated play.

    In the casual mode, they can give bonus bloodpoints for playing nicely. They can make tunneling completely impossible from a basic standpoint. Maybe a basekit OTR or DS that doesn't need a skillcheck to prevent tunneling. Maybe a better anti-camping measure. Some other thing.

    There are plenty of competitive games that have ranked and casual modes that are balanced differently. For example in Counter strike, the casual mode gives you more money between rounds, and free armor and defuse kit. So generally, even if you lose rounds you can usually buy a good weapon for the next one. The matches are more chill and people are just vibing. Whereas in the ranked mode, the economy and how you buy items as a team plays a bigger role in coordinating with your team and determining if you win or lose a game.

    So where does the 3men swf go? With the poor solo guy that was unlucky enoug to get into their lobby?

  • It is debatable whether Chucky got nerfed or buffed, considering the cooldown reduction on his hides ho mode is massive...

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724363#Comment_3724363

    Tutorials do already reward you for doing them so that's obviously expected and doesn't need to be in this discussion.

    From what I've experienced these past 30+ games alone in Solo queue since the new event started, tutorials NEED to be enforced because survivors lack basic understandings of fundamentals expected from players that's been gained throughout the years.

    IDK if you're on PC or not but on Console I've never raged so hard in my life than I have in these past 30+ games and I don't even mind carrying noobs, EVER. Enough is enough.

    Mandatory tutorials make the core community better because they have to learn.

    You're against players getting better?

    First of all I am against forcing players to do lengthy things before enabling them to play the game... A tutorial that big to cover all the stuff, probably forcing them to do it for both sides might take enough time so they cannot even play a normal match before the time window to refund the game is up.

    Based on your statement that players currently don't do the tutorial, because they are so bad you cannot expect them otherwise kind of means the current rewards are not enough to motivate them... Which is why I started off by saying maybe give them something more.

    It also seemed to me that mmr was turned off in the modifier... At least when playing killer I had that feeling.

    You still did not explain why you think making it mandatory would lead people to do them in a way they would learn something while doing it? That is not a give consequence... Players don't have to learn or understand what they are doing while going through a mandatory tutorial, they only do the current task and probably do something else while the game explains them why they did that... Expecting players to actually pay attention to the tutorial because they are forced to do it is like expecting people in lectures to actually pay attention just because they need to be there... And if you have been to university you know that people will literally do everything but listen to the lecture...

    I'm not against players getting better, but that is not what the tutorial is for, it is supposed to help them get the basics of the game and from that point onwards to be able to learn how to get better. And making tutorials mandatory will neither help them get better nor have a reasonable effect on the amount of information they gain, because they simply would not pay much attention to it.. The only people who would gain something are those who would do the tutorial anyway, no matter if it was mandatory or not... So you basically gain nothing by making it mandatory.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724286#Comment_3724286

    mate, that's the entire point I made with the post…

    New players NEED to understand the core mechanics, there is no point revamping a tutorial if no one does it.

    This game is centred around team mechanics, one survivor lacking because of basic knowledge and it throws the entire game in half the cases.

    And you think people who would not do the tutorial otherwise will pay attention when they are forced to do it?

    It should exist, but you should not be forced to do it, but instead rewarded.

  • While no items/offerings/addons would be fine I think random killer addons should not be a thing, just because having to play with meme addons would a horrible experience.. So either exclude them or make some other limitation, I think everything else would be fine.

  • @eFiora said:

    Picture a ferris wheel centerpiece in the map (kinda like the water tower in cold tower) & imagine yourself looping around a carousel, bobbing & weaving past the horses while dodging the killer, or running across amusement ride tracks & jumping over the ride gates (as windows), or even getting chased through a house of mirrors, hoping you're not actually running into the killer. I think this would be a fun addition to the realm of the Entity <3

    Could work well... Even if it had variations, let's say 3-4 different maps all with a different attraction as the main building, haunted house, mirror rooms or what not.

  • @YuffieGreatestWaifu said:

    It would be better showing videos on how players dodge and commit to a chase or bail out. Survivors have to have good chase because hiding lets be honest slows the game down hard so nothing gets done.

    Then maybe they should either link certain videos/YouTube channels, or just pay their fogwhisperers to do a proper guide series...

    At the end of the day something needs to be done to make it easier for people to start playing the game...

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724046#Comment_3724046

    There's already a system in place that forces you to do the basic ones, you already are rewarded for doing it and yes you should be forced to do the bear minimum to learn to play the game as most people skip it and never look back which is very unhealthy for the game.

    That's not asking for much at all.

    If those tutorials were up to date that would be debatable, but considering how little they teach you and how many things are still unclear after I don't really think they serve the purpose of "bare minimum" and I generally think forcing people to do that stuff is not the way to go.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724046#Comment_3724046

    You do get rewarded for doing tutorials. Like 100k/50k for each tutorial. If you complete them all, you unlock The Wraith and David King (yes, they are locked by default since may 2021)

    I know, but I meant the new ones that would come out, as we agreed that the existing ones are not enough…

  • The tutorials should be better for sure, but I don't think people should be forced to do them, however rewarding them would be nice… Like some bp or shards or something like that… maybe even a steam achievement? Or a bit of lore… Some motivation.

  • @Riou2024 said:

    I'm talking about Huntress, Deathslinger, Trickster, Plague, Artist and Unknown.

    I don't count Pyramid Head, Nemesis and Xeno as ranged killers cause they have much shorter range on their abilities than the killers from above so I consider their powers more as antiloop than proper ranged attacks.

    So how would you rate the 6 proper ranged killers from most powerful to the least powerful ?

    I would say Artist, Plague, Trickster, Huntress, Deathslinger and Unknown.

    Tricksters buffs have pushed him quite a bit and made him good enough to be able to take down comp squads, something that is not easily done, besides that he is not fully reliant on his power, as he is 115% now. Also his main event makes him one of the strongest campers in the entire game.

  • @Riou2024 said:

    I'm talking about Huntress, Deathslinger, Trickster, Plague, Artist and Unknown.

    I don't count Pyramid Head, Nemesis and Xeno as ranged killers cause they have much shorter range on their abilities than the killers from above so I consider their powers more as antiloop than proper ranged attacks.

    So how would you rate the 6 proper ranged killers from most powerful to the least powerful ?

    According to the wiki Plague has a range of 13 m, whereas Pyramid Head can haven up to 10.5 m of range… You could for sure argue that Nemesis and Xeno are not even close to that, but those 2,5 difference between those two seem close enough for me.

  • @Chappers14 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723989#Comment_3723989

    It’s never obvious with this game. Like I said they had one hook all game before hand. And now’s on and was slugging the body. It’s logical to accept the idea she was just baiting survivors. But could have also been thought they had lost hope with the hook and just wanted them to bleed out. If you willing just to accept the survivor is gone and leave is pointless. Like an early comment said try and prevent the hook attempt (which I did the other 2 hid for the hook rescue). But by your logic we should always leave as soon as exit game is open no matter about the other survivors. As there could always be a perk to completely change the game.

    It is fairly obvious… And you should always think that your opponent has better cards than it seems…

    By my logic you leave when it points towards blood warden, and when you get more experienced in the game you will see the signs… When someone is just slugging the survivor AND not going for others then it is fairly obvious what they are doing, they don't want to hook yet because of bloodwarden, UNLESS other factors like no hooks, flashlights or what not… But usually you will at least have an educated guess when bloodwarden is in play.

    Also no, by my logic you don't leave immediatly… But you should leave when the timer is done 3/4 of the way… Because at that point you cannot resuce anyway… The time it takes you after the unhook to go back to the gate is longer than the time you have… So even if it is not bloodwarden, you will still die…

  • @Chappers14 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723968#Comment_3723968

    what is the point in playing a team game if your going to treat it like solo ? The idea is working together not using team mates as pawns. If your more then happy to run out the gate when a team mate is down. It does show how toxic this community is. As they only consider helping themselves.

    You comletely misunderstand the point… At the point where that teammate is not dead on hook (because otherwise there is no reason at all to stay) but still has their 60 seconds on hook, the egc timer is already 3/4 done… Besides the very obvious elephant in the room where the killer did not hook someone before that point… It will be fairly obvious what is going on. Leaving at that point is the only reasonable play because otherwise everyone will die, this has nothing to do with being selfish, everything else would just be overly risky for no reason.

  • @Chappers14 said:

    I love how all the replies are just run out of the gate. Leave your team mates and treat the game like it’s solo 😂. The most toxic game community out there. I also love when I make suggesting who’s ever game Is going to be slightly tricker they get so defensive. Actually put a post up saying how to make the game easier for killer and the meltdown survivors had was hilarious. But both sides are squinny’s and never open at the possibility of change. It’s why every game mode out or coming out is practically the same mode.

    "Run out of the gate when a potential bloodwarden would otherwise kill you for sure, because EGC will run out before bloodwarden"… Yeah man, that is indeed very toxic …

  • @Chappers14 said:

    I think the end game collapse was an amazing addition to the game. As limited the trolling towards killers. And was definitely need into the game. But I think they have to do some slight changes. For instance certain perks should stop the time till the perk is deactivated (blood warden). Just had a game where the killer had terminus Noed and blood warden. They slugged a person on the ground. We managed to take out the totem shortly after exit gate was open. Trying to get to them taking hits. But he just kept slugging her. They then put them on the hook with 30 seconds left on the time. But blood warden kicked in giving us zero chance of surviving.
    Was just a cheap death me and other survivors laughed about it. As it was only the killers second hook all game. And it was the skull merchant as well 😂.

    Also I don’t think a game should enter the end game collapse due to the closure of the hatch. One vs One the killer is at an amazing advantage as it is. But if the game enters end game collapses your escape chance are practically zero. Especially with perks like No way out. If you do escape it would be mainly down to luck not skill.

    I do not want this complete nerfed into the ground. As I said killers have it hard enough. And I believe the end game collapse was a wonderful idea. It just needs a few tweaks

    Bloodwarden is already a trash perk, and this guy put all his effort into making that meme work… I don't think it is cheap, because it basically takes more luck and what not than many other things you can pull off, just for this meme. I don't think we need to nerf a perk because of a meme strategy that maybe works every 10-20 games…

    So if the game does not enter end game collapse after hatch is closed… The killer is just supposed to patrol the gates for an hour until the server shuts down? Nah dude that's the last thing the EGC needs…

    Technically the survivor is not supposed to realistically get out… Everything is against him, his team, rightfully, didn't make it so why would he? And at some point it has to be over… They did not get the gens done, they didn't get hatch and now they are supposed to have a higher chance of getting the gate? Come on… That guy had 2 chances before and now you want to increase the odds for him?

  • @Horror_Gaming said:

    •Overcome

    Any time the on hit speed boost is activated Overcome is triggered:

    • Extends the duration of the On-hit Speed Boost by +2 seconds.
    • The Perk has a cool down of 20 seconds. While on cooldown the player will suffer from the exhausted status effect.

    Creator Notes: Overcome has a strong reward but had little use due to its competition with other exhaustion perks. This change makes overcome no longer work like other exhaustion perks while still ensuring that this perk can not be paired immediately with another exhaustion perk to create large distance between the killer & survivor. We also wanted to provide players a ways to get use with overcome even when injured.

    •Iron Will

    • Reduces the volume of grunts of pain by 100% for a maximum of 80 seconds when injured
    • Anytime your aura is shown an additional 20 seconds will be added to Iron Will
    • Iron will cannot surpass the maximum 80 seconds

    Creator Notes: Iron Will initially gave the player little reason to choose other perks that also provided the benefit of suppress grunts of pain making it the go to perk to stay quiet. With this change we allow this perk to shine a bit more while also not dethroning other choices to suppress survivor grunts.

    •We're gonna live forever

    • increasing maximum tokens to 3

    Creator Notes: We're gonna live forever is a strong perk that provides strong plays. Increasing the token allows survivors to pick up their teammates without feeling like they are giving up the secondary power of the perk.

    •Plot Twist

    While crouching and motionless press the active ability button to enter the dying state. Your aura will now be hidden by all survivors and the perk Icon will replace the survivor portrait during this time.

    Creator Notes: Plot twist is a high risk high reward perk. It is difficult for players however to know if another survivor was downed by the killer or if plot twist is active. Causing players to leave the objective and help protect other players. With this change and the added information we hope to allow less scenarios where a survivor may have to plot twist again or pull other players away from other tasks.

    •This Is Not Happening

    • Increases the great skill check success zone while Repairing and Healing by 10/20/30 % when in the Injured State.
    • Hitting great skill checks while this perk is active will give the player a token. cannot accumulate more then 4 tokens
    • Once at 4 tokens the next great skill check you hit will provide an additional 4% of progress on healing or repairing

    This Is Not happening gives an additional 1% on hitting great skill checks while active.

    Creator Notes: This Is Not Happening is a perk that helps out newer players but underperforms when compared to the wide variety of other perks. The new added benefits allows the perk to compete against other choices while not losing it's overall identity.

    •Deadline

    Removed the criteria of being injured.

    • Increase the odds of triggering a skill check by 25 % while repairing or healing
      Hitting Great skill checks provides the player a speed boost by 2% until the next skill check is triggered
      • Causes Skill Checks to appear in random places.
    • Reduces the penalty for missed Skill Checks by -25%

    Creator Notes: Deadline is one of those perks that has a lot of potential but has fallen low in pick rate due to its criteria to activate while injured and small benefit while also tackling more difficult skill checks. With this change we hope to give the player more of a reason to tackle more difficult skill checks while also being better rewarded.

    Overcome:

    20 second cooldown on overcome is too big of a buff, the on hit speed thing for example is a good idea.

    Iron Will:
    I don't understand the maximum duration being 80 seconds no matter what in combination with the additional 20 seconds… what exactly does this mean? Also did you remove the exhaustion requirement from the perk?

    This is not happening, (deadline), hyperfocus, stake out would create a ridiculous gen speed build… When hyperfocus came out people managed to do solo gens within around 40 seconds in combination with a good toolbox and a build dedicated to it… I think those perks could make it even faster and that is just not a good idea to mess with gen times even more. I don't think the really good players will get bothered too much by skill checkers appearing in random locations, which is why I think the build would be probablematic. Even without deadline this is not happening is a quite the good addition to the gen speed build.

  • you pointed it out in combination with this is not happening, which still has its quirement of you being injured.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723650#Comment_3723650

    i am against lullaby. i don't like the mechanic. it discourages killer to run stealth perks like trail of torment, unforeseen, tinkerer, hex:plaything etc. I think best compromise currently for slinger is to just make him 4.6 m/s to be an m1 killer.

    If they ever have plans to make him m2 good, he can go back to 4.4 m/s.

    To some degree maybe, but those perks can still work fine on those killers... But an undetectable killer with a ranged attack will lead to many hits the survivors just could not react to...

  • @VASRIO said:

    https://us.v-cdn.net/6030815/uploads/B9KLKU9CNCM2/my-image.png

    The tierlist above is my evaluation of the current state of killers in the game. Right off the bat - I think the most urgent matters currently are the 2 killer on the bottom of the list. These two killers should not be in the game at the state that they currently are right now. I don't think I need to elaborate why. But I would like to hear what the community things.

    But in this thread, I want to propose some balance ideas for the top 2 and bottom 4 killers.

    Strong Killer Nerfs:

    These killers are strong, but fair. It's good to have some actually viable killers in the game in the highest MMR games. However, they need minor tweaks, because their powers currently reward unfair play the most.

    1. Nurse:

    I honestly don't think Nurse's power can possibly be nerfed without completely destroying her. Giving her a longer fatigue will make her super annoying to play and annihilate her pick rates. Shortening her blinks will make her useless. I think she's fine in her current state, except that 1 change needs to be made - She's a bit too good at tunneling. For starters, she can eat a DS and down the survivor immediately after. And she can proxy camp hooks from 16 meters holding a blink, then immediately blink-tunnel the unhooked survivor, who hopefully is running DS, but then again, back to the previous point. That's her only problem in my opinion. I don't think killers should be rewarded because their power makes it easier to tunnel. As so, there's one simple balance change that can make her more fair, but otherwise not affect her power level - make her power go on a short cooldown after getting stunned. Nurse rarely gets hit by pallets, but if she missblicks, that can add some counterplay to her, and if she gets DS'd, she can't immediately blink on top of the survivor and tunnel them. This change will keep her at the top of the list. BHVR did this with Plague for some reason, but not with Nurse. I think it's about time.

    2. Blight:

    Very similar to Nurse, a very strong, high-skill ceiling killer that is otherwise fair, but is a bit too good at tunnelling. The solution is the exactly the same as the Nurse. Longer power cooldown after a stun. Don't touch the fatigue or movement speed and completely destroy the killer because of it, please. That's all he needs.

    Weak Killer Buffs:

    These killers need a buff. The killrates are probably confusing the devs, because these weak killers happen to be one of the easiest to pick up in the game, hence the decent killrates, however we all know outside of new player matches, the reality looks very different.

    1. Freddy:

    He's absolutely garbage. He has many of the things other killers do, but much worse. His snares are worse clown bottles. His teleport is worse Dredge teleport. His "stealth" in the Dreamworld is not really stealth. And the whole falling asleep/clock mechanic is not really a power, but a means for him to get his power… which is a worse clown bottle. Enough said.

    Suggestion: Give survivors annoying status effects while asleep, so there's more initiative to wake up, and the waking up mechanic actually starts to matter, instead of just being a waste of time for survivors. For example, survivors suffer from Exhausted and Blindness whilst asleep. That way, they'll be more vulnerable whilst asleep, making Freddy's chase stronger, and more disoriented (can't see where their teammates are hooked, can't use Windows etc). As such waking up will become more essential, and Freddy will have an easier time in chase, whilst getting a passive slowdown from the fact survivors are wasting time to wake up.

    2. Trapper:

    He's just so bad right now. Even with Trapper sack he's bad, but then at least he's manageable.

    Suggestion 1: Why not give Trapper's sack as basekit? We've already seen it's not too oppressive and he's still very weak even with that addon. Even with it, you'll lose a gen before you even set up your traps, and if you're unlucky, survivors will already have some disarmed. But on top of that having to collect your traps in the beginning of the game? Come on.

    Suggestion 2: The second reason he's so bad, is that he's one of the most map dependent killers. In some maps, it's possible to play invisible traps, in other maps, there ain't a single good trap spot. A somewhat decent solution to that, is to make traps reflective, aka assume colors similar to the map. For example, on Ormond snow ground, traps appear whiter, on Dead Dawg they appear more reddish etc… they still need to be noticeable, but not THAT noticeable to the point where if you don't have grass around, they're straight up useless.

    3. Sadako

    There are two types of Sadako players - 1. Play normally, get 2 hooks and lose. Or 2. Send yourself to Midwich or the Game, spam condemned and mori everyone. What kind of a killer design is this? Useless on most maps, broken and annoying on a few. How is this healthy for the game?

    Suggestion: Make her kit not revolve so much around condemned (It's actually balanced, except on the smallest maps, so maybe address those somehow), and make her chase power better. Currently, it's very underwhelming. A simple buff is to make her slightly faster when demanifested, perhaps 125% will do. That's it. In her current state, getting demanifested often gets you punished than otherwise.

    4. Myers

    Just like Sadako, there are 2 Myers Scenarios - 1. Normal Myers, 2 hooks and loss. 2. Tombstone/Scratched Mirror Myers. Out of those, I think Scratched Mirror is fine for a fun match, I like it. Tombstone is just annoying though. And it's annoying not because it's strong, it's annoying for the unfortunate survivor that will end up being deleted from the game 2 minutes in. But I'm not here to discuss add-on changes, but the basekit. Basekit Myers is just weak. He doesn't even have a power. All he has is status effects - Undetectable, Exposed and a mini Bamboozle/Coup De Grace. And he has to work and waste quite a bit of time for those. It's just not working.

    Suggestion: Make him reset his T3 whenever he downs a survivor while in T3. That way survivors will actually get punished for going down to Myers. Now is not really a punishment. The time he wastes getting T3 and a down is quite similar to what other M1 killers waste getting a down regularly with 2 hits. Except his first hit comes from trying to pop T3. Problem is, other killers have extra powers on top of it. Whilst Myers is getting a down in 1 hit that took as much time as 2 regular hits, and calling it value. Then he loses power. Rinse and repeat. Worse yet, his add-ons that extend his T3 come with a drawback - takes longer to reach T3, so it balances out in the end. By the second pop of T3, all gens are finished. And now it's time to 99% T3 and camp the hook to get 1 kill. Instead, we could have a Myers that gets rewarded for using his power correctly, and survivors can't just wait 10 seconds after him hooking for T3 to end and unhook immediately after. Followed by poor Myers stalking his way up back to T3 again. Better yet, after he gets and down and hooks, survivors will be well aware that for the next minute or so, unhooking will probably be unsafe, and be faced with a choice to either stick on gens and let their teammate progress to Stage 2, or go for a guaranteed trade if Myers is nearby. That way Myers will still be counterable (T3 can run out if looped by a good survivor), but he will be rewarded better for his plays.

    Reworks:

    1. Knight:

    This one is very simple - fix the goddamn bugs. Make his power work properly. That's it. Thank you.

    2. Skull Merchant

    What a mess. I'm going to need some help here, because I quite frankly don't know how to change her. However, I do know for a fact, she can't stay the way she is right now. Her drones need to change completely. Her power needs to be made more simple and less prone to abuse. I can't think of a good rework, but I'll be glad to listen to your ideas, because the entire community is indeed in agreement that she's a mess.

    Freddy:

    If you incentivise people to use the clocks more frequently you will get a bit of slowdown but also even less of a power for Freddy, because then the survivors are just not asleep... I think he needs a full rework because he is both boring to play as and against... It would be nice if you could express skill when playing him... But currently you can basically learn everything about him within minutes.

    Trapper:

    The camouflage for Trapper is a great idea. About trapper sack do you mean including the fact that you cannot pick traps back up? Because that would be quite bad... Especially because many new players play him this might hurt them a lot, as they might not be familiar with what good trap spots are and if you can squeeze by them... Overall I think he should just be able to reload from lockers until x amount of traps have been pulled out and be able to destroy traps from a distance / delete the one that got place first. Out of those I prefer the delete from a distance because it gives the killer control over that instead of it being something you don't need to care about because it will just remove one anyway.

    Sadako:

    I would rather do something about her anti loop than turning her more into Wraith, but I also agree that her demanifest does not really do much because she keeps her slow speed... Maybe some speed increase is fine on top of antiloop buffs.

    Myers:

    It really does not take him long to tier up... The issue about refreshing his t3 on hit is that when you play him properly you will down someone immediately after reaching t3 so this does not do much in most cases. What needs to be addressed is him running out of power though.

    Aside from that some additional bonuses in t3 would be nice, some people wanted brutal and enduring partially and non stacking, I would prefer some aura reading and maybe a shorter heart beat on fully stalked survivors.

    I think one of his main issues is that after the first down you got with t3 getting the second one is really hard because your heartbeat just got way bigger... So maybe it could be something like "Survivors that have been fully stalked (you can still stalk them, but you get a reward after" fully" stalking them) have their aura shown for x seconds after you reached t3 (maybe 4-6 or something like that?) and your terror radius is reduced by x m only for them (I would say 8 m or so should be fine if it is a one time thing... If you can "fully" stalk them several times and the bonuses would stack than maybe some more stuff is needed).

    Skull Merchant:

    No clue what in particular to do about her, she is not chess merchant anymore but her power is still annoying because you put it down at a loop and eventually it will injure the survivor and slow him down and then you get a hit... Or they leave the loop... And that is just not good gameplay for both sides.... She is not necessarily beokenly strong, but not a fun killer to play or verse which makes her an issue to begin with.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723245#Comment_3723245

    that is worse than just running monitor&abuse. I still run monitor&abuse on slinger but I find slinger too weak to play that I barely play him. He just doesn't stack up to the other ranged options.

    Because if we did, we would need to buff soloq to the level of swf which is obviously not the case…

    not the killer's problem. the killer does not get a choice to not face efficient generator swf's. It is just default balance of the game from the killer point of view. according to one of the dev in q&a, it was stated that soloq is as good as SWF. that what I heard.

    Yeah they seem to try to talk the issue about the difference of soloQ and swf small so people won't complain as much about fixing it I guess... Don't know man it is quite obvious that it exists but we are not going for equality of outcome, but equality of opportunity... Same tools should be the goal.

    Not saying I would not appreciate it if that was taken into account when balancing things, but unless that gets addressed we cannot really take it into account when balancing a killer ^^

    I don't think it would be worse than just monitor, because a. You don't need to use a perk b. Survivors can still have a rough idea that you are close and c. You would be surprised how easy you catch people off guard on for example Huntress if you run monitor xD

    But yeah the solution is definitely up for debate ^^

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722145#Comment_3722145

    I don't know if you've noticed but Deathslinger is garbage. Legion can do better as an M1 than he can. Deathslinger is 110%, full terror radius, can't instascope, and has a microscopic harpoon hitbox worse than Nemesis. Worse than Nemesis. Combine that with survivors turning (in order to dodge) like they've got rocket boots on or are on ice, you can't hit anyone with your power unless they're in a straight hallway with no dodge room. They twitch, you miss. Therefore, his best add-ons are his miss cooldown and "faster while holding up gun" add-ons, because you're almost never gonna hit that shot. If I had to choose between Legion and Deathslinger on who I'd have a better chance to win with, I pick Legion every time.

    This is why everyone plays Unknown these days, because they don't have time for the flea-sized hitboxes of the other ranged killers. And even he has huge issues.

    Hard disagree, Legion is one of the worst killers in the game while Slinger is at least in the better half... Against good players an m1 killer really is not a threat and Slinger best addon probably still is reload speed...

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723247#Comment_3723247

    I'd disagree, a teammate that can last longer in chase is still a lot better. If I go down immediately it forces someone off gens to come save me and offers the killer a chance to snowball. If I'm on a gen while the killer chases someone else for 30+ seconds longer, that's always gonna be better.

    Not if that guy dies after the 30 sec because he is dead on hook.. You need to realise that the longer all 4 survivors are alive the better... Because that teammate dying decreases the efficiency of the survivors far more than one mate needing to go for the unhook...

  • If you want every killer to have the exact same counterplay good for you buddy, because that what most have, but I prefer some variety in the stuff that is usable, and Nurse differs the most in that she works different than any other killer when it comes to what is effective against her.

    Well if that is the way you wanna engage in this topic that's fine by me ^^ You are free to have whatever opinion you want ;)

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723234#Comment_3723234

    She should just be miserable to play along with the other failed killers who make the game miserable to play against.

    it's nothing to do with "8 Years", its that there is more perks than ever which make her super easy to play, aura reading, gen regression, she synergises way too much with everything bar m1 now.

    She is a failed killer, along with Skully and they both need to go in the bin lmfao

    She is great design because she offers unique counterplay.

    Because of her design chase perks don't work with her so whats left is tracking and slowdown, and since exposed and other effects that rely on m1 don't work on her anymore we're left with nothing more than those two options. I don't think Nuse is miserable to play against and most likely most people would rather play against a Nurse than against a skull merchant.

    What I'm wondering is currently whether you don't like her because she does not work like all other killers or because she is not simple to beat… Because even though she synergizes well with aura reading (not really slowdown, because that is just good on every killer…) there is a very limited amount of perks that counter the breaking line of sight during chase.. Maybe floods of rage? I'm all ears? Because surely you're not telling me that BBQ or Lethal are an issue… As those only give you a general direction where to go, you won't be close enough withing the duration of the perk to actually get a hit out of it.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723195#Comment_3723195

    Some people are just bad in chase no matter how much practise they do. I have thousands of hours on survivor and am terrible at it.

    Fair, but that does not really change the fact that even when they go down within seconds it is better to do that than just have other survivors dying earlier, and overall it does not improve your survival chances when you don't "pull your weight" as others already said.

    In the end it is your choice what to do, but it will negatively affect your team after all…

  • @Yharwick said:

    It's not really encouraging anything killers aren't already doing. But besides that it depends, if you rat with Distortion yeah it's a bad perk but if you're other 3 slots are devoted to gen perks it can actually be pretty effective. The other 3 survivors take chase while the Distortion player cranks gens.

    Distortion/Deja/Built to Last/Streetwise can actually be pretty dirty.

    It kind of is… Because even those players who don't want to play "optimal" in that sense cannot find this one guy… So even they will no somewhat tunnel the remaining guys, because they simply cannot find this one person…

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722994#Comment_3722994

    that is not a positive. the pulling aspect of slinger is drawback because SWF can bodyblock you. They're trying to buff this in next patch by giving him movement speed while realing but the issue is the -50% durability on the chain when an object or survivor is in the way. It massively lowers durability of his gun allowing survivors to escape his ability.

    I disagree with Increasing projectile size or increasing projectile speed. The reason being is that gameplay of slinger is balanced around survivors being able to flick dodge his shot where skill exponent of being able to do that is reading when he is going to shoot.

    The issue is that with 0.4 second charge-up time, there is no skill exponent in knowing when he is going to shoot because it is react to him pulling out his gun. When the charge was 0.2, there was a skill component is knowing when he was going to shoot. The better players figuring how to counter his ability while worse players complained he had no counter-play/unfun.

    Right now, his biggest problem in my opinion is pre-running. He's 110% with 4.4 m/s. You have so much more time to hear his TR that survivors can be running in front of you and your just playing catch-up. Sometimes even unable to shoot because out of range and then if you miss, your losing even more distance.

    But we're not balancing around Swf do we? Because if we did, we would need to buff soloq to the level of swf which is obviously not the case…

    Even the really good players like Hens and other said quickscope slinger felt free, because you could simply not react to it… So I would not say that only bad players complained.

    Instead of just lowering his terror radius, how about we do that but give him a lullaby?

  • @Akeeno said:

    hello everyone! I'm new here! this is my first post ever, and I am a deathslinger main, just wanted to ask the

    community here if they think slingers harpoon is fine, in terms of insane precision you need, even though the

    weapon is a projectile (object with travel time). normally in games when a character has a projectile weapon the

    hitbox is slightly bigger to compensate, like huntress.

    but when characters are hitscan ( no travel time, instantaneous) they have small or accurate hitboxes

    similar to singularity weapon when teleporting to a slipstream survivor. so what my point is, its that the

    deathslinger has a projectile weapon with hitscan like hitboxes. i have situations where my harpoon goes through

    survivor armpits and still miss, but when i play huntress, i could aim a meter behind them and still hit the survivors backs.

    is this the vision for this character? extreme precision, for a high risk/ high reward playstyle? but if thats

    the case survivors still have a chance to get caught in the environment to not go down. deathslinger is the only

    killer where you need a two step verification process to earn a down, thus turning players away. i wouldnt mind

    this gameplay if landing shots were easier, but thats what makes the character punishing compared to others.

    if that is the way hes meant to be played then i accept, but if not i have a 2 possible solutions.

    the first is to increase the hitboxes for survivors, but i dont think that will happen or if its possible to

    program unique stats for survivors per killer, but then again maybe they could looking at the lich/vecna. the

    second would be to increase harpoon speed to trickster levels of speed. huntress hatchet is 40m/s, and trickster

    is 55m/s. in my opion this makes sense, huntress would have slower throwing speed but has bigger hitboxes,

    and trickster has smaller hitboxes but faster speed. would matching deathslingers harpoon speed to that of the

    trickster be problematic? i would love to test this in a ptb.

    thank you all. and ill link a video i made below showing how small the harpoon hitbox is.

    https://www.youtube.com/watch?v=WfPe0wxmTvU

    I don't think he needs buffs, he is in an allright spot. Unlike Huntress you don't have to think about the arc your hatchet takes because it is just a straight line, also his shot has the speed of a fully charged hatchet with way less windup than she has, I think that is a fine trade off…

  • @Akeeno said:

    hello everyone! I'm new here! this is my first post ever, and I am a deathslinger main, just wanted to ask the

    community here if they think slingers harpoon is fine, in terms of insane precision you need, even though the

    weapon is a projectile (object with travel time). normally in games when a character has a projectile weapon the

    hitbox is slightly bigger to compensate, like huntress.

    but when characters are hitscan ( no travel time, instantaneous) they have small or accurate hitboxes

    similar to singularity weapon when teleporting to a slipstream survivor. so what my point is, its that the

    deathslinger has a projectile weapon with hitscan like hitboxes. i have situations where my harpoon goes through

    survivor armpits and still miss, but when i play huntress, i could aim a meter behind them and still hit the

    survivors backs.

    is this the vision for this character? extreme precision, for a high risk/ high reward playstyle? but if thats

    the case survivors still have a chance to get caught in the environment to not go down. deathslinger is the only

    killer where you need a two step verification process to earn a down, thus turning players away. i wouldnt mind

    this gameplay if landing shots were easier, but thats what makes the character punishing compared to others.

    if that is the way hes meant to be played then i accept, but if not i have a 2 possible solutions.

    the first is to increase the hitboxes for survivors, but i dont think that will happen or if its possible to

    program unique stats for survivors per killer, but then again maybe they could looking at the lich/vecna. the

    second would be to increase harpoon speed to trickster levels of speed. huntress hatchet is 40m/s, and trickster

    is 55m/s. in my opinion this makes sense, huntress would have slower throwing speed but has bigger hitboxes,

    and trickster has smaller hitboxes but faster speed. would matching deathslingers harpoon speed to that of the

    trickster be problematic? i would love to test this in a ptb.

    thank you all. and ill link a video i made below showing how small the harpoon hitbox is.

    https://www.youtube.com/watch?v=WfPe0wxmTvU

    Why did you make this post twice?

  • @Akeeno said:

    hello everyone! I'm new here! this is my first post ever, and I am a deathslinger main, just wanted to ask the

    community here if they think slingers harpoon is fine, in terms of insane precision you need, even though the

    weapon is a projectile (object with travel time). normally in games when a character has a projectile weapon the

    hitbox is slightly bigger to compensate, like huntress.

    but when characters are hitscan ( no travel time, instantaneous) they have small or accurate hitboxes

    similar to singularity weapon when teleporting to a slipstream survivor. so what my point is, its that the

    deathslinger has a projectile weapon with hitscan like hitboxes. i have situations where my harpoon goes through

    survivor armpits and still miss, but when i play huntress, i could aim a meter behind them and still hit the

    survivors backs.

    is this the vision for this character? extreme precision, for a high risk/ high reward playstyle? but if thats

    the case survivors still have a chance to get caught in the environment to not go down. deathslinger is the only

    killer where you need a two step verification process to earn a down, thus turning players away. i wouldnt mind

    this gameplay if landing shots were easier, but thats what makes the character punishing compared to others.

    if that is the way hes meant to be played then i accept, but if not i have a 2 possible solutions.

    the first is to increase the hitboxes for survivors, but i dont think that will happen or if its possible to

    program unique stats for survivors per killer, but then again maybe they could looking at the lich/vecna. the

    second would be to increase harpoon speed to trickster levels of speed. huntress hatchet is 40m/s, and trickster

    is 55m/s. in my opinion this makes sense, huntress would have slower throwing speed but has bigger hitboxes,

    and trickster has smaller hitboxes but faster speed. would matching deathslingers harpoon speed to that of the

    trickster be problematic? i would love to test this in a ptb.

    thank you all. and ill link a video i made below showing how small the harpoon hitbox is.

    https://www.youtube.com/watch?v=WfPe0wxmTvU

    Why did you make the same post twice?

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723017#Comment_3723017

    Even so, maybe she just shouldn't have a lunge, the servers can't keep up with her bs and it reads awful everytime.
    She needs a better downside to being able to curb the entire games mechanic of chase.

    No, hard disagree, Nurse is fine as she is, she has other mechanics that work against her and that is great because it makes playing against her really unique, wish other killers would also do that…

    Basically all you are advocating for is making her harder for the average player and for the really good ones, because even god nurses cannot blink as precise as to not have a lunge, so basically Nurse just goes in the bin with that changes. How about instead of making her miserable to play we put a spotlight on her counterplay instead? Which even after 8 years many people still don't know how to play against her.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722143#Comment_3722143

    Maybe we set the starting point at a Switch (or like me on the couch across the room with the Xbox connected to an ancient TV) and go from there? From a certain point of view anything above 30 frames can feel like cheating! 🤪😂

    Well ^^ guess we just need to stick to advantages gained that are not based on chosen platform ^^ Otherwise Pc players cannot use mouse and keyboard anymore ;)

  • @LeFennecFox said:

    Apparently basekit aura reading is just too confusing for dbd players. Meanwhile there are 261 perks, 49 maps, and 36 killers behind paywalls/grinding yet seeing yellow teammates not shaped like a killer is too much for them to handle.

    Yeah sometimes they just come up with the most obvious excuses that everybody will just have the same thought: "Well that is some bs... Do they think we're stupid and don't see through that?"

    Besides that the game has also god knows how many different status effects and as a you new player you just get flooded by everything... For some reason they don't seem to think that having a on off option is a thing... If it is confusing for new players just put the option in and put it off on default. It is really not that hard. Then players can turn it on if they are fine with it, and the whole counter argument is gone... But oh well...

  • @Rokku_Rorru said:

    Honestly the main reason why Windows is annoying is it highlights bad map spawns when it works super effectively (double long wall windows etc) which i feel is more of a map issue

    Usually players should not have issues finding tiles, so if the perk extends chases I would also say it is mostly a map issue, because it makes the Broken pieces more obvious, just like you said. And ofc it helps especially well on indoor maps.

  • @ays12151 said:

    The Trapper | Base Kit Changes

    • The Trapper starts a Trial with 4 Bear Traps equipped (was 2).
    • The Trapper starts a Trial with additional 6 Bear Traps spawned in random places on the map (was 8).
    • The Trapper can use Entirt to summon the Bear Trap from every position within 32 meters.
    • This ability has 25 seconds cooldown.
    • Setting a Bear Trap grants 7.5% Haste Status Effect for 10 seconds (was 5 seconds).
    • Setting a Bear Trap increases Pallets & Generators Breaking speeds by 20% for 30 seconds.
    • Decreased time required to set the Bear Trap to 1.5 seconds (was 2.5 seconds).
    • Increased time required to disarm a Bear Trap to 7 seconds (was 3.5 seconds).
    • Increased time required to escape from a Bear Trap to 4 seconds (was 1.8 seconds).
    • Increased time required to rescue Survivor from a Bear Trap to 1.5 seconds (was 4 seconds).
    • Setting a Bear Trap is silent.
    • Bear Traps are slightly darker.

    The Trapper | Add-Ons Changes

    Bear Oil

    • Survivors injured by a Bear Traps suffer from Oblivious Status Effect for 60 seconds.

    Trapper Gloves

    • Increases time required to disarm a Bear Trap by 3 seconds.

    Four Coil Spring

    • Increases time required to rescue Survivor from Bear Trap by 2 seconds.

    Coffee Grounds

    • Increases the Haste Status Effect duration by additional 5 seconds.

    Lenghtened Jaws

    • Survivor caught into Bear Trap reveals all Survivors Auras within 32 meters for 8 seconds.

    Serrated Jaws

    • Survivors injured by Bear Traps suffer from Mangled & Haemorrhage Status Effect for 90 seconds.

    Wax Brick

    • Decreases summoning Power cooldown by 5 seconds.
    • Increases summoning Power range by 5 meters.

    Fastening Tools

    • Decreases time required to set the Bear Trap by 0.5 seconds.
    • Setting a Bear Trap grants Undetectable Status Effect for 20 seconds.

    Rusted Jaws

    • Survivors injured by Bear Traps suffer from Broken Status Effect for 60 seconds.

    Secondary Oil

    • Increases time required to escape from Bear Trap by 3 seconds.
    • Survivor that escapes from the Bear Trap suffer from 4% Hindered Status Effect for 20 seconds.

    Tar Bottle

    • Tremendously darkens the Bear Traps.
    • Successful Bear Trap Event grants 5% Haste Status Effect for the next 20 seconds.

    Oily Coil

    • Open Bear Traps reveal Survivors Auras within 6 meters for the next 6 seconds.

    Tension Spring

    • Survivor that disarmed Bear Trap will suffer from Exposed Status Effect for 30 seconds.

    Trapper Sack

    • Use Entity to set the Bear Trap that is placed on the ground from 24 meters distance.

    Traps should not be darker but rather more camouflaged, also a few of those feel quite annoying, basekit in combination with addon 10 second time to disable a trap? Jesus that's a long time... Basement trapper unbeatable xD

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721720#Comment_3721720

    nope, I just Tired of 4 slug, and when I pick someone up, I have to deal with flashlight and broken hooks.

    Does not really get through with how you phrased it.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722807#Comment_3722807

    fair enough.

    Given how voice chat can largely nullify parts of the game I’m still not a fan. Thinking calling out stealth killer locations and trap setups.

    The unknown is part of the game and voice chat kinda kills it.

    I mean, you don't need to use it if you prefer the more "natural" playstyle with unknown and everything.

    Ofc such killer mechanics would need specific reworks to counteract those changes, but as of currently they are already having a rough time when going against people on coms compared to others of equal skill without coms when it comes to placing traps or approaching from stealth, it would obviously be a huge update.

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