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Archol123

Archol123

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Archol123
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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591349#Comment_3591349

    No. His biggest issue on live, is that Trickster is very often in situations, where Huntress could have removed a health state, but Trickster couldn't remove a health state. That's really not going to change with new Trickster, beyond the fact that Trickster's increased moving speed means he will be able to get more M1 attacks than Huntress.

    Yeah sure, but she also gets punished more for missing a hatchet than trickster for missing a knife. Higher risk higher reward I would say. Another reason why people call Trickster a worse easier Huntress.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591600#Comment_3591600

    For purposely of using his M2, it's not really a buff. With current Trickster, I often throw knives at max non-recoil rate, and only need to land 6 knives per health state.

    But nerfing knives to require 8 per health state, means Trickster is supposed to rely more with rapid fire knives, which means less accuracy (even though the recoil has been removed), which means it's easier to run out of knives since they didn't increase the number of knives he can hold. And as I mentioned before, purposely having main event activate at the same number of knives as a health state, means that a lot of main events will get wasted.

    And the most important thing about PTB main event, was that PTB Trickster had such a high regular knife throwing rate, that PTB main event wasn't a huge boost like it is on live, and was much more about having unlimited ammo, than it was about the knife throwing rate.

    Honestly, I'd rather have the current Trickster, so I only need 6 knives, and not be forced into a rapid fire style that encourages me to run out of knives easily. I don't care about faster walking speed, or zero recoil, because neither or that is going to fix the fact that if I tried a "rapid fire" gameplay with new Trickster, I'd constantly be feeling like I'm out of knives, and that I'm being punished for trying to have a rapid fire gameplay. Also, does anyone else realize how much of a nerf Iridescent Photocard is? With current Trickster, it's literally "hit 4 knives, the survivor is exposed, then M1 for two health states". That was huge, and massively powerful.

    It is definitively a buff, just because you go around tiles faster and are able to get knives in where you would have not been able to land them before as a 110 %m/s killer. That alone is quite massive.

    That second paragraph really does not make sense, Trickster used to have 8 knives per health state in past and nobody came to this conclusion? It is now easier to hit the knives, because recoil is gone. And sure technically you need more knives to down someone, but if you ever run out of knives if you can basically miss almost 30 of them just to get a down then there is nothing I can do to help you, you have more than enough knives to get a down and then reload, especially considering how easy it is to aquire main event, which does not use knives.

    I think even now the throwing rate during main event is still higher than the throw rate outside of it? According to the wiki main event has a throw rate multiplier of 1.33, if that did not get changed and I don't remember it being mentioned in the patch notes then this statement just is not true? Or did I misunderstand you in some way? I mean sure, he got nerfed from PTB to now, but from current live servers to what will happen in 5 days it is still a massive buff, they really overbuffed him in the first change though.

    I don't see how you are being pushed into a certain playstyle? You might want to elaborate on it?

  • @CatnipLove said:

    Doesn't his small hitbox mean that he can loop more efficiently than other killers? It that's the case, it might offset him not being 4.6, at least when it comes to looping.

    I think that's the case, yes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397812/main-event-going-from-3-hits-to-8-hits-is-terrible-trickster-just-went-back-to-being-a-worse-huntre

    they over-nerfed him as expected. they did same thing last time. the big nerf is the part where they removed his entire throw-rate buff from 4->3 because that change was meant to counter-act his 6->8 buff. so now his throwing-rate is strictly always worse. I hope they reconsider his throwing-rate change.

    they also double nerfed main event because they originally lowered it from 8->6 but they invented add-on to further lower it from 6->4/3. of course they also manage to make both of his iri add-on worthless.

    In the end it is still a massive buff for Trickster...

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591516#Comment_3591516

    They work and play completely differently, the only thing they really share (outside locker reloads) is that they can damage at range- but even the way they do it is different and they're not the only killers that do that.

    They both need to pull up their throwing utensil to throw, also have a cooldown when putting it down, both have a lulaby. They work somewhat similar in the sense that they get hits in when you are stuck in animation and that they get somewhat countered by high walls and will destroy you if you cannot seek cover... They are fairly similar...

  • Is this some kind of proverb I'm not familiar with or just a useless comment?

  • @Ginnypig said:

     "adjusted the Killer’s movement speed after missing a Slice & Dice attack" is terrible for Chucky, the smoothness he has is gone and it will def be a bummer on the anti loop, it will only be used to cover map distance wit hthe addons, sad

    He basically had no real slowdown or anything so even if you missed the attack you could m1 right after, was definitely a bit overtuned.

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591317#Comment_3591317

    it made sense with the increased throwing rate, but not with old throwing rate WITHOUT acceleration, as it seems.

    also, batteries included are "too strong" with noed, but hope is fine and dandy.

    How did it make any sense? You didn't even need enough knives to get rid of a health state for it to activate? The whole thing is ridiculous, it should at least need like 12 or so knives.

  • @ReverseVelocity said:

    The increase in the Laceration meter means Trickster will need to reload considerably more often.

    With the post-PTB change of reducing the Throw Rate again, both his time to injure AND his potential health states per reload will be reduced. This feels like it'll hurt him a bit too much.

    With the throw rate returning to 3 blades per second, and the Laceration meter returning to 8 hits to injure, he should get back his 60 knife count like on release.

    This would make him feel better to play without making him feel more unfair.

    He just got a massive buff, I don't think he needs anything more he still has more than enough knives to get a down and then reload, or even pop his main event, where he does not use knives at all.

  • @jesterkind said:

    Trickster has never been a worse Huntress and it's mildly annoying people keep trying to draw a clear comparison between the two like that. The only thing they even have in common is locker reloading and a vague "ranged" component to their powers.

    To the wider point of the post, I think you're overreacting. He's still getting all the other buffs, as people have said, and 8 knives is still significantly faster than he gets Main Event on live servers. New Trickster is gonna feel fine, I'd wager.

    I think he used to be exactly that, a range killer that does not need to aim his power to well but is able to spam it without much of a penalty for missing or pulling up at the wrong moment, he is basically a worse huntress, without long range shots basically.

  • @LiveBritishReaction said:

    I think out of all the changes they could have made for him, this one was the most desperately needed. His dash is a strong tool, sure, but it's a one-time use on a killer with reduced base movement speed on a 20-second cooldown. For those 20 seconds in between, you're practically worse than useless. The one advantage Chucky has in M1 chases of being small is completely null and void when his power is off cooldown by virtue of the fact that you can literally see his footsteps through walls.

    As it stands right now, Chucky is a 110 killer whose basekit actively hurts his M1 potential that MIGHT get a hit once every 20 seconds. That's REAL rough.

    He is considered one of the best killers in the game, I don't really think he needed to become much stronger.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591345#Comment_3591345

    You explicitly said neither of those two things, you said potential saves...

    Yeah OK I said potential save.. I meant as in flashlights or pallets... as an unhook is not a save that would be relevant to a perk that works on a dying survivor, but we'll chalk that up to a miscommunicaiton and move on.

    Also unless the guy is under a pallet or right in the open you probably should still hook and not slug because then you basically keep two survivors busy.

    I don't agree with this statement, as you are stating it's typically better to pick up and hook rather than slug to occupy 2 survivors... and that is simply not true. If you slug a survivor nearby after you get a down, you may get an extra hit they have to heal off, maybe even a down, and now you have 2 players down instead of 1, meaing a 3rd survivor has to come for the save. It's the Killer's choice based on thier assessment of the situation as to whether it is beneficial to slug or not. Whether you like slugging or not, it doesn't matter, it is a viable strategy in a number of scenarios, and a calculated risk for the killer to potentially lose a hook for the chance to get more hooks, or even win the game. If survivors don't wanna get slugged, they shouldn't be nearby, it's that simple.

    If the guy is already near by, he will know where the other person went down without seeing the aura, otherwise sure I guess. But the problem with background player is more about that perk being overtuned than about the mechanic itself

    He will know they went down, but if there are LOS blockers, he won't know exactly where, he won't know what direction they fell, and he won't which direction the killer is picking them up from. This makes it a strong deterrent to players lingering around for saves, cause they may get slugged, and even if they don't they have a much harder time pulling a save off.

    I also don't think that bleeding out for hatch or tormenting less should be tied to a perk, if you think both should be in the game then as basekit and not bound to a perk.

    It's funny you mention that, as I've made this suggestion before for a basekit "sprint crawl" that causes you to bleed out at an accelerated rate in order to move faster. I would slow down none sprint crawling ofc to say 75% and then boost this to 125%. Tenacity gives even more speed to make that perk better. Sadly ignored, but I'd still like the idea a lot.

    Getting slugged is super boring, giving perks incentives to basically slug more, or slug more safe or whatever is not something I would want, because it makes it more likely people will do so, and even then the perk will probably still not be meta or even good. We could come up with a far more fun interaction.

    My goal was to make the perk a healthier slug perk... not kill it my man... whether you, me or anyone likes it or not, slugging is a strategy in the game, and outside of the 4 man slug troll that Knock Out currently supports, I don't really have an issue with it, cause ultimately it was my fault that I was hanging nearby if I get slugged. I wouldn't expect the killer to leave me alone if I was.

    As an olive branch though, this perk would still be painful to be hit by, and the reduced anti-save aura effect that I'm introducing would be more appealing.... though it kinda already does that even worse anyway... I even gave the aura block a shorter cooldown so that you are incentived to pick up immediately while the aura isn't there rather than going ahead and slugging.

    Of the 2 I think this version is far less obnoxious than the current one.

    I think it depends on what killer you are playing, can you get an easy hit/down on the other Survivor, for example you are playing Oni and have your power up sure slug, but if you play an m1 killer you probably should not. Generally speaking you should probably hook and then look for the other one, because then the guy on hook is on a 60 timer until next hook stage or death, in the case you don't know where the other survivor is at least, if you already have an idea or know exactly where he is it might be more reasonable to slug.

    If the slug will pay out is more often than not a question of how altruistic the survivors will play and how easy you get your 2nd down. And if you have to find your next chase it is probably not worth it to slug, if you have vision over the 2nd survivor then sure, otherwise, and that will be most cases where a 2nd survivor is lingering around and does not want to be seen you should hook, so while you are looking for the survivor, as before mentioned his timer on hook is ticking down.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591315#Comment_3591315

    I said flashlight saves and pallet saves dude, not fast unhooks. Ensuring noone is nearby is something you want to do, and if you confirm someone is nearby, it is absolutely an occassion you want to slug.

    Taking something like Infectious Fright and my new Knock Out would be great at ensuring noone can make a save because either, they're nearby and you can slug, or you can pick up and won't get a 20meter Background Player sprint knowing exactly where you are.

    The faster bleedout on movement combined with the slowdown means that a survivor CAN move if they REALLY need to, but they will most likely need their teammates to save them, and in the event someone goes for the full 4 man bleedout slug, they can't torment survivors for 4 minutes, they only get 1 minute, which is much more palatable, and can even allow players to bleedout for hatch.

    Happy to have counter arguments BTW, but I genuinely don't understand your critique.

    You explicitly said neither of those two things, you said potential saves... Also unless the guy is under a pallet or right in the open you probably should still hook and not slug because then you basically keep two survivors busy.

    If the guy is already near by, he will know where the other person went down without seeing the aura, otherwise sure I guess. But the problem with background player is more about that perk being overtuned than about the mechanic itself, we should not slap stuff on other perks, just because a perk is too strong.

    Still perks that revolve around slugging people are just not healthy. I don't think it is a benefit do die faster and go next, like sure if you really don't want to play anymore but otherwise... Is that really gameplay that's wanted? Someone slugs you and you just give up after a minute? Great now people can even give up on the floor and we have a perk that is still so annoying they wanna do that? Not really a benefit... According to the wiki crawling speed is 70cm/s so with the 1 minute bleed out+50% reduction on speed you can crawl around 21 m. Sure you can move, but you don't really get that far, maybe under a pallet, but with not seeing the aura part gone after a few seconds I guess it does not reallly matter if you can move or not since they then see where you are.

    I also don't think that bleeding out for hatch or tormenting less should be tied to a perk, if you think both should be in the game then as basekit and not bound to a perk. On a side note I don't think slugging for hatch/4k should be a thing, but hatch itself is also problematic, because the whole looking for hatch thing is just such a stupid luck based thing, but back to the main thing...

    Getting slugged is super boring, giving perks incentives to basically slug more, or slug more safe or whatever is not something I would want, because it makes it more likely people will do so, and even then the perk will probably still not be meta or even good. We could come up with a far more fun interaction. Like let's say after getting downed by a basic attack, the next time you get picked up/unhooked your controls are reversed, because you got hit on the head, it would not be a good perk, but it would be funny and probably a meme perk, the duration would be debateable, you could even make it only activate under a different condition so it gives you some value, but at least this perk would give you a fun interaction, it would not be strong but also not annoying.

  • @BooperDooper said:

    Eh I don't really want voice chat

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591307#Comment_3591307

    Now this i would be down for

    I mean you are not forced to use it, and some people might want to.

  • @WiseTraveler said:

    Toxicity in voice chat isn't my main concern. yes, it is a potential issue but there are a few other issues that I think are more important. I feel that voice chat would give survivors way too much information that it ruins the horror aspect of the unknown. Part of playing Survivor is being surprised at what is coming. I think voice chat would ruin this aspect in the sense that you will know stuff like the general area of the killer, what perks they're running etc. I think you should have to find out those things for yourself and not have teammates tell you.

    It's the very reason why 4-man swfs (survivors with friends) are strong in the first place because they're obtaining info they're not even seeing on their screen. Adding voice chat to dbd would only amplify this issue of teams being too organized.

    I would also like to add that if voice chat gets added to the game stealth killers like Ghost Face will NEED a rework. As for the reveal mechanic is so harsh when survivors can communicate the location of ghost face.

    Maybe I would be open to voice chat in a separate game mode where it doesn't completely benefit one side. In the current standard version of the game, I feel that it doesn't fit nor match the history of dbd.

    The whole reason for adding this is the gap between solo and swf, so yes obviously it would make them stronger, also there is no horror aspect anymore if you have a few hundred hours in the game, you won't get scared or surprised anymore, maybe jumpscared because the killers is undetecable or something like that, but otherwise not. So the idea is to close the gap between solo and swf and then balance around that.

  • @UndeddJester said:

    The idea I think of this perk is to make slugging more effective, and while people hate slugging, it is reasonable for the killer to force Survivors away or punish players for hovering nearby for potential saves.

    From the killers point of view when not using this perk to troll, you would want a perk that allows you to slug, but has a pretty reasonable chance of you being able to return to that survivor and still get your hook without excessive time wasting, or even complete loss of your target. The unfortunate downside is it also allows the 4 minute bleedout troll. So my attempt to fix it would be to switch the permanent and timed effects around, to something like:

    Putting a Survivor into the Dying State with your Basic Attack:

    • Reduces the Crawling speed by -50 %.
    • Reduces the Recovery speed by -25 %.
    • Crawling causes bleed out progression to progress +300 % faster (60 secs)

    For the next 20 seconds, the following effects apply to the dying Survivor:

    • Their aura is prevented from being revealed to any Survivor who is farther than 24/16/8metres away from them.
    • Suffers from the Blindness Status Effect.
    • Causes them to be deafened.

    This would mean you can crawl away, but doing so will be much slower and will bleed you out much faster, so you are heavily incentivised to not move, but also severely limits the ability to troll survivors as well.

    There is an initial block on survivor being able to see you from afar, which aids vs. background player, and also makes assessing, positioning and timing for flashlight and pallet saves more difficult, especially as the survivor can't see aura's themselves to assist their SWF.

    But what you described does not fit, because if you slug to prevent a fast unhook because a survivor is around then this thing does nothing, unless you already know where the survivor is chan chase him... I think they should just give the perk a whole new purpose and effect, because everything around slugging, getting bled out and not found by teammates is just super annoying and not healthy for the game.

  • @BooperDooper said:

    Having a killer with a bleed out build is no fun, let alone having it multiple times a week. I'm over laying on the ground for a total of 4 minutes, I'm over being unable to progress the game because all anyone is doing is picking each other up so we aren't all downed or don't bleed out. I'm also over killers thinking its a funny, quirky thing to do, it's just plain lazy.

    Either nerf the perk so that it doesn't remove survivor aura or change it entirely

    Or add basekit unbreakable after 1 or 2 mins... (although with this perk it'd still happen, it would just make it the slightest bit more bearable)

    All the wraith did was down people and then move on to the next victim, we were all on it with picking each other up and healing to the best of our ability but people just kept getting downed, by the time we hit 2 gens we were all essentially stuck in the game and could only die slowly as one after the other finally bled out. I was the 2nd last survivor and I just went up to him to let the last person potentially get hatch, which they luckily did.

    This should not be a first resort of getting kills in this game, boring, uncounterable in soloq and just hella annoying. I feel like this topic has been mentioned before but nothing has changed. So I'm begging behaviour to look into this and do something about it, sacrificing/moris should be encouraged, not bleeding out, there is not intractability for survivors just being straight up bled out. Why this perk was ever made in the first place to encourage this kind of gameplay is beyond me, but it's been time to remove it.

    https://us.v-cdn.net/6030815/uploads/CNXCMWBB0PWA/over-it.png

    https://us.v-cdn.net/6030815/uploads/EBW21VWPVLK8/overit.png

    I don't think it needs a nerf, it needs a rework, because the whole concept of the perk is just terrible design.

  • @YuisPinkBob said:

    Honestly, I don't think adding voice chat is the way to go. A ping system would be better. Take The Outlast Trials for example, it has both voice chat and a ping system but no one uses the chat because the ping system is so good. The point emote could even be changed to be the thing that creates a ping, if you wanted animations included.

    A ping system would do the job of a voice chat without all the issues associated with voice chat.

    Get both then and people can use whatever they like?

  • @saintjimmy456 said:

    If you can do it, and it isn't against the rules, go for it.

    Your friends are the DBD equivalent of a medieval archer complaining about crossbows, who gets bullseye'd from a hundred feet mid-rant.

    As for the example, I thought the english Long Bows had a longer range than the crossbows, at least during the 14th century? As well as higher speed of reloading and shooting in general? So I don't think they would have complained :D

  • @BenSanderson55 said:

    I barely ever saw face camping in games when i did it was funny (before the feature). Proxy camping is the real problem especially with certain killer powers: ranged killers, 99 stealth killers, stb4l perk, etc. Killers are barley punished on the emblem system for camping (have to facecamp the whole game for it to be detrimental).

    A very simple thing to try is to severely punish bp and the emblem for camping (amongst other cheap sh*t used vs soloq). As survivor if I do the easiest thing possible as survivor, only hide and escape, i won't pip in basically every scenario. As killer you will get rewarded for doing the easiest stuff possible (proxy camping, tunneling,sligging).

    I don't think anybody cares about BP or the emblems at that point... Your emblems are completely ruined regardless... So I don't think this would help much if at all...

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589978#Comment_3589978

    Doctor does not have to time anything just spawn it mindlessly bubba on other hand has to time his chainsaw perfectly to prevent unhook. Bubba chainsaw takes much more skill than doctor even small obstacle can make it tantrum.

    Ofc he has to time it, if you don't get a survivor that is close enough with your shock he will just unhook during the the time it takes you to shock plus the shock delay... Bubba has an ibsta down and can just charge the saw if you get to close with much of an issue...

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590672#Comment_3590672

    true. but I still rather not. also I'm afraid of leaving bits of "tape glue" on my tv and having to clean it.

    I'm too lazy for that much trouble.

    I mean fair, nobody is forcing you, so it's alright to have the option to do it though :)

  • @FeryGEN said:

    Nemesis is my favorite character, his ability simultaneously makes him stronger, but at the same time extends the duration of the chase. It is necessary to reconsider its strength, just as they once reconsidered the strength of the Plague, making it a strong Tier A, increasing its speed with its ability.

    What I would like to see:

    1. Syringes. If the ability remains the same, then you need to reduce the number of boxes with syringes. Why not make it possible to prepare an antidote by moving from one station to another. Let's say there are 4 stations on the map, we need to go around 3 to prepare an antidote.
    2. The speed boost after infection by a tentacle is too large, you need to reduce it more, considering that there are syringes.
    3. Addons do not make a noticeable difference in the game. I would like more good addons.
    4. Zombies should not have a boost when infected. Many survivors use them to speed up

    Licker Tongue

    You can now destroy generators with a tentacle at 3.5% while attracting nearby zombies

    When hitting a survivor with a tentacle in a window or through an obstacle, the survivor receives a 5% hindred effect for 5 seconds

    Make Plant 43 Vines gray addon

    Make Field Manual a green addon:

    Killer Instinct Reveals Survivor 16 Meters from Zombie

    For the goal of getting him into A tier... I don't know if he is hard enough to play to be A tier, I think the skill a killer takes to play properly should somewhat represent how good the killer is and I don't think Nemesis should be A tier without increasing his skill cap as well... At least for how hard/easy he is currently I think his strenght is fine overall, just his addons need to get a rework because they are basically useless.

  • Where is the option to get rid of tome challenges no matter if I win or have fun in the game? ^^

  • @UnknownKiller said:

    Devs should say ohh so u like these maps? Lets rework it and make em even more tiny so killer can enjoy em too

    You talking about red forrest? The biggest maps in the entire game or what?

  • Do you have tape? Then you can also get a cross hair...

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590359#Comment_3590359

    Sorry I did miscalculate, blackheart is 3 stacks and not 4.

    I actually played a game with demo and used STBFL, I am not gonna say the survivors I faced were amazing, but I ended with 7 stacks and it basically let me crush them essentially.

    I think you underestimate just how powerful it can be to cut survivor's distance by 40% especially with everyone now getting 2 stacks of the perk for free (which btw demos shred with other killer powers, the cooldown has remained the same). It is just so helpful, and the thing with demo is you can point blank shred the obsession you can basically never lose stacks.

    It can be a really strong effect but you won't get max stacks constantly so other perks are more reliable. I don't underestimate the value.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590359#Comment_3590359

    Sorry I did miscalculate, blackheart is 3 stacks and not 4.

    I actually played a game with demo and used STBFL, I am not gonna say the survivors I faced were amazing, but I ended with 7 stacks and it basically let me crush them essentially.

    I think you underestimate just how powerful it can be to cut survivor's distance by 40% especially with everyone now getting 2 stacks of the perk for free (which btw demos shred with other killer powers, the cooldown has remained the same). It is just so helpful, and the thing with demo is you can point blank shred the obsession you can basically never lose stacks.

    I know, but the value is still not even comparable, I've been playing Demo for a long time and the moment you face survivors that know what they are doing you won't get m1 attacks off that often, so your stack count really does not grow fast, at that point you are super realiant on your shred therefore not gaining value from stbfl.

  • @Alice_pbg said:

    it is not cheating. but I personally wouldn't use it because I wanna be able to play her on any monitor. so I rather use in-game things to help aim. (which is generally "they need to be about this distance from that part of the hatchet model after it's raised")

    if it was built into the game, I would use it 100%

    Not really monitor tdependant, there are several cross hair programs on steam that are white listed by EAC so they work.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590078#Comment_3590078

    The fun part is body blocking pathways to secure a kill. In some maps, particularly RPD, you could body block the pathways so survivors couldn't unhook. For proxy camping, it's still a nerf when camping basement since you can't just stand at the basement entrance anymore.

    You actually can still do that, since the meter does not work vertically as much as horicontally... Which makes this issue quite problematic tbh.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590577#Comment_3590577

    Maybe it's because a good portion of us have had enough of it. If I have to play on the same map over and over again every few months, then I start to hate it. There was a time when I was sent to RPD almost every game and I hated it for that alone. I don't need to play on the same map 7/10 times.

    I play more killer than survivor and the same would happen, if I had to play 7/10 games on Midwich or Saloon (or any other map). It just gets old. I have enough of one map when I see it 3+ times a day.

    I don't really think that way... I could play every match in that map and not one second would I miss Ormond or the Game or Garden of Joy or whatever map... As long as it is a good balanced map I could play it all day long.

  • @appleas said:

    A timeline where Coal Tower didn’t make it.

    Always sad when one of the most balanced map in the game is not favorized... Tells you a lot about what the community wants...

  • @ember__lol said:

    I recently got a new monitor and it comes with a crosshair option so I told my friend I could finally hit shots on huntress and my friend said that using a reticle on huntress is basically cheating as the character wasn't designed with one.

    later on I told another friend the same thing and they said to not use it as its frowned upon in the community, i have no clue if it is frowned upon or not.

    so my question is, is it actually frowned upon or are my friends just dramatic about it

    There is really no problem with that, over time if you spend enough time playing the character you will basically barely need it anymore, and the reasoning of your friends does not really make sense, because when the game was created not even looping was intended, besides that the devs and EAC basically whitelisted such things, so it is not cheating by any reasonable definition whatsoever...

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590537#Comment_3590537

    Yes toolboxes are not strong as before. Years ago, they were busted items to go against. I remember these days and right now, i don't have any problem with toolboxes.

    So cutting the time to do a Gen in half is not busted?? What is then? If you have a full squad that does that you will have 3 gens pop within the first minute, the game will be over within 3-4 minutes if they fully commit with their build to it and you are telling me this is fine and there is no problem with it?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590529#Comment_3590529

    I never said they are not strong. I said they don't need any nerf. Syringe is red add-on, so ofcourse it should be strong. But this does not make it busted. It's on good state.

    And toolboxes nerfed already before. They are fine now. And they nerfed BNP as well.

    If you look at a video otzdarva made about the toolbox nerf you will see that the nerf to BNP basically did really little... I think the whole rarity thing is a whole issue on itself because it somewhat justifies overly strong things to still exist... Just think about the huge amount of time a syringe safes you... 16-32 seconds of gen time if you think about it... That is really a lot. I just think in general items should not change the base values of things that much and should not safe such a huge amount of time.

    Also you literally said toolboxes are not strong as before, so you did exactly say that and it still is not true think about how much time you save by bringing a commodus with charge addons and tell me that is not strong, if you bring perks to help with it you can cut the Gen time in half. How exactly is that not strong? (btw I'm not even saying you need to bring 4 perks with it, you can to make it even more effective but just with 1 or 2 perks you already cut the Gen time down significantly more than without.

    We can argue about it for sure but you would need to explain me how it fine that items safe you like half the time of a Gen just like that... That is ridiculous. Not saying it was better before, it was even worse but that's not a reason to say it is fine now.

  • @MikaelaWantsYourBoon said:

    I am getting hard matches, please nerf survivors more.

    And everything you asked nerf is just fine. Toolboxes are not strong as before. Syringe is not insta-heal, it still gives you room and time to hit survivor and decline value.

    If you are having hard matches, maybe your mmr is just so high and you are not belong here. At this point, you will need to adapt or you will take some loses and then you will face with people who close to your skill.

    I don't know when we will stop to ask survivor nerfs.

    Toolboxes didn't get touched lately and still decrease the time to finish a Gen massively, and syringes still safe you a lot of time, you don't necessarily need to use it in chase, you can just use it and sit on a Gen... So nobody needs to use time to heal... To say they re both not strong is really not true.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590118#Comment_3590118

    Not sure what you mean by notification.

    If you mean that the survivors know when they are visible, then I disagree. That would just make the stealth pointless.

    I don't think it would make it pointless just because you know he can see you does not mean you can see him...

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590097#Comment_3590097

    Black heart is only 4 stacks worth and you can get 8 stacks of save and double your value and literally cut the distance gain by half of what black heart can do. There are also cases where closing the gap and m1ing is more preferred, such as at short rock loops etc.

    Demo is not a killer like blight or wesker where you can reliably and actually want to be using your power for hits, if you charge a shred and they turn a corner for example you cant do anything but those 2 killers can.

    Nope you're are completly off on the math on that... First of all Black heart is onl 15% reduction and then again Shred has an attack cooldown of 3 seconds whereas basic attacks have 2.7 seconds, which is why I phrased it the way I did... So 15% of 3 seconds is 0.45 seconds meaning we are left at 2.55 seconds cooldown compared to 2.7 seconds with 0 stacks. With 2 stacks of stbfl we are already at a lower attack cooldown with 2.43 seconds. So as you can see you're wrong on that. However you can cut the distance way shorter with 8 stacks but you need to get there first. The problem is not only do you give up on another perk that might be more useful you also give up on using your power more frequently because you want to get to a high stack count, which means longer chases, which is maybe not worth the following shorter chase time, because then again you would need to not use shred which is more often than not the faster down.

    Sure on some round loops you cannot use the shred and you are forced to m1 but it is not like those are the majority of cases otherwise his shred would be way to situational, which it is not.

    Demo is actually quite similar in that sense, you constantly want to play around with your shred, be it for zoning, for making them loose distance by readying up and not fully charging it because you don't lose distance doing that but they might need to dodge or take the shred because the time where you can still cancel it without any slowdown and the time for it being ready and you flying across at 480% m/s is really short. So yeah you want to use your shred and not your m1 most of the times.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589979#Comment_3589979

    low graphic is setting in the game. Seeing perfect red glow is not a setting in the game. The killer gaining free bloodhound with global scratch marks is also not in the game. Your not suppose to see scratch marks from 30+ meters in the default game.

    The problem is that I do not know what they could do to fix this type of cheating. the problem is greater on survivor side because a lot of m1 killer rely on mindgames and buffing red glow diminishes effectiveness of any mindgame. The only thing I could of think is removing red glow because it is outdated mechanic. Chucky has this new take on red glow in PTB with killer scratch marks but that current iteration is too strong if it was given to say trapper.

    For killer, it removes any stealth-juking in the game. It is not super big deal because m1 looping is a thing. where it becomes a problem is like Nurse with filters. If you ever wondered why some nurses perfectly track you when your injured after fatique, these filters might be a reason. no clear cut solution on killer end.

    It is a base function with modern grahics cards as well as monitors in general? It is build in in basically every system. It is not cheating in the first place if the devs themselves say it is not bannable... How hard is this to understand?

    Nurse perfectly tracks you after fatigue because she has ears and can hear you moaning...

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589989#Comment_3589989

    Good point. Just make it so it is only when outside of a 8 or 16 metre range to prevent that.

    And maybe give it a notification so people don't try to hide against it.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589981#Comment_3589981

    If we are talking about fun then you can literally argue anything in that case. My point is STBFL is a great perk on demo because when you are at say a rock loop or catching up in the open where using your M2 is out of the question then STBFL is amazing because it is cutting their distance by up to 40%. He is a great user of it because he can decide to M2 the obsession as point blank and just M1 everyone else.

    Or he can just point blank m2 everyone because with black heart this is still faster than an m1 without any stacks. And then you have another perk slot free.

    However there are rarely occasions when you can only m1 so the value of STBFL on demo is not too much, I still don't understand why you brought up comp strats as if mostly using the m2 is a comp strat, there are many reasons to use your power over your m1 mostly. Even in the open you can use your shred to either force them in one direction or quick shred for a smaller distance, sure nobody is gonna fall for a max range shred in the open but with a shorter one you will be far more successfully, especially because you can trick them by readying it and canceling bc it does not slow you down before a certain point.

  • @HolyDarky said:

    Hello everyone and developers,

    so today Mandy confirmed that the MMR Softcap has been indeed increased which means that players with similar skill ceiling will play against each other more often. In theory this is a good thing like a newer player won't meet a 10k player and destroies them in five seconds. However, in praxis my last few matches felt so awful and stressful. On the killerside: Don't get me wrong, I like to play against good players because you can learn from them, but having eight, ten, or twelve matches like this in a row feels so bad because every survivorteam used the best perks, items, addons, mapoffering and play like in a tornament. I adapted to it and this felt so awful because every game was like: "Ok play Nurse or Blight because the next match will be hard and find the weakest survivor and tunnel his ass out of the game asap". On the survivorside: Here I got to know the feeling that I gave survivor as a killer - Nurse and Blight with the best Addons and map offering that tunnels the weakest link out of the game. It feels like a vicious circle.

    Overall, both experiences felt so awful and stressful because it felt the same over and over again. So I want to address the issues and how you, the developers, could solve these issues. Little sidenote: All of these points are not new or came up with the stricter MMR - they have always been there but are now much more noticeable - in my opinion.

    Mainpoint in short: A stricter/better mmr is always good but the main point is due to the stricter mmr you feel the weaknesses and problems of this game strongly as you see/notice them more often.

    On the killerside:

    • Experienced survivors like to use the strongest recources they have: My last games were survivors with builds like MFT, DH, DS, and Hope or FTP, Buckle Up with strong items and addons such as Medkit with Anti-Haemorrhagic Syringe or a strong Toolbox with good addons/BNP. These combinations/recources are very strong and actually unhealthy, especially against weaker killers.
    • Map Offerings: Good survivors know which map is the best map for them and how to prepair for it. As a result, they will send you to this map. This feels so bad because one side gets a huge advantage for free without any risc.
    • The goal for survivors is to do generators, open the gates and escape. Experienced survivors know this and they will always sit on generators when they are not in a chase or help someone. As a result, the game goes much quicker because these survivors does no sidequests like opening chests or cleansing totems. They also use good tools to do generators quicker. I understand this, because sitting on generators can be sometimes very underwhelming.

    On the survivorside:

    • Experienced killerplayers know that Nurse and Blight are the strongest killer in the game and there is no reason not to use them for a good advantage. This feels so awful when you face the same killer(s) over and over again - knowing they are too strong for the game.
    • Map offering: Same thing for killers, they know which is the best map for them and they will use them.
    • Tunnling: Tunnling is a very strong and good tactic to win the game and killers have no reasons not to tunnel one person out of the game.

    The solutions:

    • Broken combinations and addons need to be nerfed or reworked (e.g. toolboxes need a nerf, Syringes need a nerf, Buckle Up and FTP should not work together).
    • Buff weaker perks: Both sides have so many perks but both sides only use a handful of them. The reason is very simple: Many of these perks are bad or weak and need a buff to be better. Of cause some perks need a big buff or rework but there are some perks that only need a little tweak (e.g. give I'm All Ears and Thrilling Tremors a shorter cooldown).
    • Map offerings need to be removed or nerfed in some way so one side does not get a great advantage for no reasons. It feels so painful when the survivors send you to Badham, Eyrie of Crows ect. or the killer is a Blight and sends you to his best map.
    • In the same breath, some maps need a rework/tweak (e.g. Midwich and Hawkins are a very confusing for survivors and strong for killers, while Badham is very strong against many killers. Borgo is still too red and an accessibility issue for many players).
    • Tunnling: Killers should get rewarded for not tunneling so they have less reasons to tunnel one survivor out of the game (e.g. make Grim Embrace basekit with bonus BP when activating it). Some players suggest killers should get punished for tunnling but I think this is the wrong way - you should be rewarded for doing "the right" thing. In addition, tunneling is a fair strategy and sometimes the killers needs to tunnel (it's nothing personal) - the main issue is to tunnel a person five seconds after the start of the match out of the game/the missing reason not to tunnel.
    • Nurse and Blight need a big nerf/rework (e.g. give Nurse an unique counterplay like Xenomorph with Turrets or Singularity with EMP have or a greater cooldown for her power; Blight's addons need a rework and maybe a higher cooldown for his power).
    • Give survivors a little sidequest to slow them down with a good reward for doing it (e.g. I saw a post in which someone said make Hex: Ruin basekit for killers. This is a good idea and maybe give extra BP or a temporarily genbuff for cleansing this totem).
    • Extra BP or something like this for playing uncommon killers. Many killerplayers play the strongest killer in the game because there are no reasons to play the weaker ones. So it could be a good idea to rewarding a killerplayer for playing an uncommon killer. This would also give the survivors more variety.
    • Buffing weaker killers: Surprise! it feels better to play a killer when they are not weak or awful to play (e.g. Knight has a lot of bugs, his guards are pathetic easy to outplay and he is so addon dependent - overall awful to play; Dredge is map and addon-dependent while his power feels sometimes so bad and weak -> awful to play; Pig has no chasepower and every loop feels so painful -> awful to play).

    As I mentioned earlier, nothing of these suggestions/issues are new or came up with the stricter MMR. Some of these solutions don't come directly from me but from other players - just check this forum and you will find many posts about these points.

    I'm aware that some of these points need their time but you, the developers, should really take the time and care about them because they are important points because they are detrimental to the gaming experience on both sides.

    While I agree on some of those things, I have to disagree on two especially, because 1. Map offerings are not the issue, the issue is maps being so unbalanced sometimes that you get put at a huge disadvantage if the other side uses such a map against you... Maps should just overall be more balanced... You should not load into a map thinking oh boy here we go kicking 20 safe pallets again and what not, that's the real issue here.

    2. Nurse already has unique counterplay, breaking line of sight and taking unexpected patching only works against her, while against other killers that need line of sight like Trickster, Huntress deaths linger this only slows them down for a bit against Nurse you need to blink to catch up so your pathing has a much bigger impact on the distance gained than against the other 3 mentioned. On a side note, I think that killer specific items that just work with pressing a button are not a good idea unless they allow you to show skill in some way, because think about it, if you use an emp to make singularity take longer to being able to telepoet you are not really doing something skillfully you just pressed a button and got another 10-15 seconds or whatever for it... If we get such items for more killers it should in a way that offers a learning curve.

  • @sluc16 said:

    Is amazing that the face of the game is the weaker killer of all, the amount of disadvantages this killer has is mind blowing.

    -Is the only one that has to run around the map to "collect" his power, and he cannot even collect them all at the same time.

    -The add-on to actually have all the traps does not let you pick hem up again which is ridiculous.

    -He is the ONLY killer that is actually affected by his own power (no add on should be needed for this).

    -The amount of times survivors free themselves from a trap at the first attempt is insane, every time you actually catch someone you have to pray you make it there in time before they free themselves. And even with the Honing Stone add on, another survivor just goes and frees them.

    - He has no chase power at all

    -Other that hag and SM, is the only killer who´s power can just be disabled by survivors, but neither hag or SM have to run around the map to get the traps

    -He is useless in indoor map since there is no way to hide the traps, they are just there completely visible and easy to spot.

    I wish this killer had the attention he deserves and was remade in a way that made him more fun and balanced. Is sad he is only kind of fun to use in very specific maps with very specific build.

    His biggest issue is that he does not really have a supernatural power by concept so by staying true to the theme of guy with machete and bear traps there are not really many ways to help him out. On the same time he is usually miserable to against, because if you are in chase and you get caught in a trap you are just done, so you need one person dedicated to getting rid of traps, which is miserable for the trapper again... I cannot think of an outcome that is not terrible for at least one side...

    Well at least they can make it easier for him to pick up his traps... I would even be in favor of a get rid of trap button so you don't have to pick them up again... But also in a way that prevents you of just locking doen basement or whatever. Like I said it is kind of rough to help Trapper.

  • @adsads123123123123 said:

    I miss face camping as a killer. It was a strong strategy to secure kills.

    It was absolutely skill less and somewhat even stupid, because proxy camping has always been the stronger strategy.

  • @jonifire said:

    When I Play against him, I lose most times. It just feels like I can‘t do something.

    But maybe I‘m just bad.

    Play safe windows against him and try to force him to loop you as an m1 killer. If he cloaks just spam vault the window /dropped pallet to force him to unvloak before kicking wasting a lot of time.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590045#Comment_3590045

    I mean, it's pretty much a discount Agitation... it's basically the same goal of making reaching whatever hook you want easier. Basement build generally runs both, but outside of running both, I'd say Agitation is the more useful perk. Though truthfully it's not a argument I would be that invested in :D

    So yeah... staying on the actual point, I totally agree that Background Player is pretty goofy atm... like as annoying as a flashlight save was, at least the guy doing it had to really know to what he was doing to pull it off.

    Original BP I felt it did it's job fine before really, but wasn't gonna comlain at the small buff announced for the PTB... then the live version hit with everything cranked up to 11... and now even if you don't look at the gameplay side... it just looks flat out silly.:D

    And yeah, blinding outside of FOV, I'd call a bug... but with this nonsense in here too, it feels pretty bad...

    Still if not Iron Grap, a pickup speed perk is one I would like to see in some other forn that Fire Up. Something like Fire Up!, Bamboozle/Superior Anatomy, Brutal Strength and pick up speed Iron Grap would be a lark ^^

    Yeah but Agitation gives you more speed for faster hooking or more distance, whereas Iron Grasp only gives you more time/less wiggling, while the goal behind it might be the same, the path there is different.

    I mean sure liked I said before there can be effects added to it or what not.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590040#Comment_3590040

    I don't disagree, background player makes all of it kinda trivial... numbers could be argued, but what is important is what do you think of the concept?

    For flashlights you wait until the killer gets the survivor off the floor, and starts their animation to put them on their shoulder when you go for the blind. If you speed that animation up enough, that timing means they have to do it earlier, somewhere in the intiial pickup animation which makes it tougher to time, and also actually get into position. It becomes harder to execute overall...

    You don't need it to work 5 times, you only need to catch people out once or twice, and that's hooks you wouldn't have gotten without it...

    Whether its overly strong or not, I think a pickup speed on Iron Grasp is a nice little buff, and gives it an identity that doesn't exist in the game atm, as opposed to the poor man's Agitation that Iron Grasp currently occupies.

    Its not really poor man's agitation it is more a part of the basement camp build... I think we could come up with something more useful, because it would not really be a good perk, but if you just want it to have a different function, sure, why not...

    However I just would want to make flashlight saves harder and or nerf background player, because it just does not need timing anymore... Earlier u needed to at least put some time in to properly get the safe but now you can just blind whenever... And while we re on it you should not be able to blind when you are not even in the fov... That's just dumb.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397566/iron-grasp

    OPs suggestion is a hard counter tjat completely removes all counterplay around pallets, and is probably way too much.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589228#Comment_3589228

    I really liked the idea of carry lunges, and was deflated when realising this broke it.😅

    To throw my suggestion in the ring... There isn't a perk that does faster pick up speed as it's primary focus that I'm aware of. There is Fire Up! and that's it I think...

    Perhaps a nice fair buff for Iron Grasp is to give it a 30% pick up speed bonus?

    Would help vs. pallet saves, flashlight saves, etc without being an outright hard counter. A vet player could probably inform me of some point in time where something like this existed and it was broken somehow... but if not, could be pretty nice. Might even replace Lightborn for some players, as it'd mess up flashlight save timings.

    You barely need timing for a flashlight safe these days... So I don't think it would be better than light or in any sense.

  • The 2nd option is basically the given, it is not an option it is what happens when you don't know what you are doing because the killer won't chase you bc you are the obsession... It is not an option you take, the killer decides who to chase,it is what happens when don't do anything to make yourself attractive to the killer or force yourself onto him.

    Even if he has 6-8 stacks if you take a down for the team he is down to 2-4 stacks, I would not say this is too late...

  • He will always be problematic because he is a hit or miss killer without potential for much technical skill but more knowledge. Either the survivor steps into your trap or not, there is no in between.

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