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Arcturus

Arcturus

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Arcturus
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  • @Yamalive said:

    What exactly should this achieve?

    It would make it actually possible to avoid the grab attack and avoid the first injury a bit longer, and would make it so that, like Blight, skill is rewarded and you don't have 12 years to perform another leap

  • @SpyUA said:

    Blight does have 5 tokens compared to 2/3 tokens and he is still a much stronger killer, this could be a way to nerf him but it would need to be a small one, the second hit for bad players requires looping and for good players they can do cut offs which does take skill. Maybe for the first hit the timing should be harder.

    I mean that's kind of the target here, i just don't know if there would be a practical way for the leap window to be longer than the attack window

  • @ShanoaLegendaryPlz said:

    Another thing bots aren't good at is they never read the fact that there is only 1 other survivor left standing while they are on hook. So they will never miss the skill checks to allow for a faster hatch spawn. They prioritise their own survival even in that case.

    Yeah this is another one I completely forgot to mention, it's awful

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102517#Comment_4102517

    You can't lunge while carrying.

    The only logical reason to do it is to try and hit the person pallet saving if they are in front of you, but experienced killers will do it anyway because there's always the SLIGHT chance they hit the tick perfect swing to cancel the pallet stun and you lose nothing by simply trying but stand to gain a lot.

    This is a bug that has been in the game for a very long time where you can cancel any pallet stun if you START an action on the same tick you would be stunned. It's not consistent enough to do every time, and I'd say it's quite rare so it's not a huge issue BUT that is the main reason experienced killers auto m1 if they think a pallet save is coming; there's a small chance the game just insta cancels it.

    So this is for sure a bug, that is so weird

  • I am well aware of the very basic principle that killers swing out of pallets because lunging is faster than walking, as probably most people are on this forum considering you would only come here if you are already passionate about the game. The killer was not wrong, they didn't say that was the reason they swung out of the pallet, they said that was the reason they didn't get stunned. There's a difference. This is also something I vaguely feel like I remember hearing in a content creator's video before. And despite me not having a clip of my own experience, it's clear you didn't take time to look it up for yourself (like I said you can easily do) or even look at the posts I linked which were literally just the first two results on a google search, both being from the last 8 months.

    You don't only have my statements, you are just saying "I didn't see it so it didn't happen" without taking 5 seconds to make a google search. If every time someone reported a bug they would require video evidence before anybody even tried to see if anyone had had a similar experience, even if dozens or hundreds of people reported the same thing, bug fixing would become a much slower process.

  • @Wezqu said:

    Sounds to me more like this happened. He went to try to stun the killer from the side of the pallet the killer was blocking with his hitbox. The killer heard him coming was ready to swing to get off the pallet to the same side. Killer hits the survivor gets injured killer moves away from the pallet with the swing and as the survivor now after getting injured can run through the killer hits the pallet down after the killer was not anymore on it. Him saying he heard the sound could be him just thinking he did or maybe it played on his end but on server killer was not on the pallet stun area anymore.

    Some people still has not got that you should not try to drop the pallet from the side the killer is on anymore after they fixed the clipping into killers hitbox that survivor could do for a long time. Got normalized because it was so long bugged. I still see people trying it and just running into the killers hitbox.

    You're entire message is basically "he's hallucinating, this entirely different thing was actually what happened," without actually having been there or seen anything: not helpful. I did hear the sound and it clearly dropped on top of the killer's head as they swung (not before, so they were out of animation, and it was before they got out of the pallet). I checked ping and it was pretty normal. I asked the killer in end game afterwards and he was the one who said it definitely should have stunned him but he swung which if you time it right, cancels the save. That led to me looking it up and finding out it has happened to other people as well. The killer literally called it a tech of sorts

  • @Rokku_Rorru said:

    Yeah, I wish they were more transparent if this is one of the issues the new version of the game aims to tackle. Because it's a huge huge problem, that's really awful for the game.

    Absolutely, if they're doing pretty much a complete overhaul of the game I hope they're rewriting a lot of their spaghetti code. If they want longevity for the game, the foundation has to be solid, and it just hasn't been for the decade it's existed. Hopefully they tackle this issue along with the foundational issues causing so many bugs, I really wish they would make a statement whether this is part of their plan as you say.

  • Scott actually has said repeatedly on his channel and maybe even the intro of that video that he sees no reason why someone at BHVR couldn't look at the least used perks each patch and design simple number changes to make the perk better

  • Personally I could care less whether every single addon is in the pool: on one hand like 1 addon per killer could be disabled to disable crippling meme powers, on the other hand it is supposed to be Chaos Shuffle where you get anywhere from a super meta build to a pile of trash.

    But the reason Lights Out is being changed this way is obvious. I don't know if you ever played from the survivor side, but while you can argue the horror aspect was cool, it wasn't fun to instantly die with no warning from a ranged killer out of your view or a killer that can make you exposed without you even knowing and instantly down you because you have no idea where to run. The game was just straight up not fun for survivors, which is one of the reasons 2v8 is always so easy to get into as a survivor and takes so long to get into as killer: its fun for killers, but being double tapped by 2 killers at a time is not (of course, I vastly would prefer to play survivor in 2v8 than Lights Out)

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101898#Comment_4101898

    Reel in the sarcasm there, Archie. Agitation is common enough, sure, but so are Deliverance and Wicked if you want to nit-pick perk examples. Look I'm not trying to start a fight but if you are playing survivor and don't know where the basement is two minutes into a match then you're still asking for trouble. If you get dragged down from that far away due to agitation you're probably facing basement trapper in which case the elusive and endurance ain't gonna help you anyway. Heck, you should be glad they have agitation, they can't be running 4 slow downs if they have it.

    The basement is supposed to be a place you don't want to get hooked. That's why there are killer perks that make it even more dangerous. If you get dragged down there, that sucks, but that's the game. Some maps are more favorable to killer, some are more favorable to survivor, and that's by design.

    To re-iterate: The basement is supposed to be a bad place to get hooked. Why would they implement a basekit nerfing to it, when it's meant to be the worst place to get hooked? Your argument kind of proves the intention of the basement is being executed upon. It is supposed to be a worse place to get hooked. Implementing special rules to circumvent that would be circumventing the point of the basement.


    Even with the changes I suggested it would still be a worse place to be hooked than normal, especially for the rescuer. Playing around the basement is so strong it can win you an entire game, especially against solo queue survivors. Agitation helps you get the player to the basement, but playing around the basement and camping the hell out of it can be done by any killer at any time even without it. Over time in a game, survivors will start running out of resources and at some point someone is going to have to take a chase somewhere in the vicinity of the basement. If they get downed, it doesn't even have to be that close and the killer can still make it. If you're saying everyone should just run Deliverance that would be a painful experience for killers, and that's like saying in old DBD if you don't want to get hit off hook you should all be running BT: it makes zero sense.

    As it is, the basekit mechanics are sometimes so weak they don't even work against certain killers. Bubba can still go straight through the unhook protections, Deathslinger can shoot you in the basement, break the chain through the wall to get rid of endurance, and then double tap you on the stairs. Now Jason can just teleport right on top of basement. The basement can be strong, but if killers are already able to practically sit on top of it with no fear of the Anti-Camp meter or the unhook protections that were added to combat that exact thing, why would we want Anti-Camp or Anti-Tunnel to be less effective in the basement?

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101782#Comment_4101782

    Then don't get hooked in the worst place in the game to get hooked? I mean no disrespect, but the off-hook protections should be less effective there. The basement is supposed to be scary, supposed to be a place to desperately want to not get hooked in.

    Ah yes, when on a small map with basement smack in the middle and the killer uses the extremely popular agitation (sometimes specifically for basement) i just need to never go down in the middle 80% of the map! And even without that, of course! I forgot that it's the survivor's fault for getting hooked in a particular place because I forgot the survivor's choose where the killer hooks them! Especially when the survivor is solo queue and would have no way of knowing which location the basement is! Silly me, simple mistake

  • Personally I think that the Anti-Camp and Anti-Tunnel mechanisms should be buffed around basement specifically. The Anti-Camp radius is too small to be effective in basement, and 10s of Elusive is useless coming out of basement when half of it is used to get out.

  • I completely agree, they said that they'll be making further changes down the line so hopefully this is just a temporary adjustment, but I'm not too sure about that. All these perk changes were simple number changes to be easy and fast, but this is something that feels like should be so incredibly easy to do that we should be getting small changes like this every patch, it shouldn't be some big deal

  • @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101496#Comment_4101496

    i don't think the game should have rubberband mechanics necessarily but a killer whos triggering bloodlust 3 with enough consistency for it to be relevant is not in any danger of winning the game against a competent team, letting a player whos struggling and going to lose get a few free hits during a super long chase isnt a big deal at all. out of all the things that need to be looked at this doesnt even break onto the list

    I don't understand why there has to be a "list" and why this would be so difficult to add to it, it's literally just remove tier 3, bam. That's it. And the reason for that is that at bl2 most killers will already be moving at 125% speed, which is fast enough to easily catch a survivor on pretty much any loop. With bl3 it rewards killers for playing poorly and creates impossible scenarios for survivors that may be playing optimally. There are a lot of other things the game needs to change, of which the community has named a ton of them and I'm not going to have every post I make echo the same thoughts everyone has already said. This doesn't have to be a "big deal," but it's still something that can easily be changed and should be.

  • That is not an infinite, there have been no infinites in DBD for years. At best you can shift tech, but the most effective place for that is shack, and that can be countered with one good mindgame. These tiles, even together, are not infinite, and will eventually be blocked from being vaulted. bl2 would be plenty enough to help in chase, you would literally already be going 25% faster than the survivor 25 seconds into chase.

    I should add that pallet density is an issue, but with pallet density you're going to have to break some pallets and reset bloodlust anyways so that the tons of pallets dont just sit waiting to be used for later (which is of course the issue with pallet density, damned if you damned if you dont)

  • @coldflame said:

    this is so far from actually being a problem

    This is not a problem in the same way as something like Hex Jason or SWFs being so much more powerful than solo queue survivors, but bloodlust 3 doesn't really have a need to be in the game. I feel like I have heard several of the biggest content creators echoing this same thought at some point or another and I agree

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100882#Comment_4100882

    not a great argument for why exhaustion perks don’t need to be rebalanced.

    the reality is just a set couple of exhaustion perks, and the biggest culprit why it’s still hated plenty nowadays is thanks to vigil imo. all neg effects disappear 66% faster, and everyone in a 16m range of that vigil player will also get it and have it longer for (i think 15s?)

    the only exhaustion perk that needs rebalancing is i think sprint burst, and maybe lithe? those two have been in the spotlight for AGESSS, it’s about time to let other exhaustion perks like smash hit to have some play time.

    just a heads up in case this is meaningful to you, Vigil doesn't decrease the exhaustion timer by 66%, only 30%. If you look at the perk on Nightlight you can see that it's a wording change, it now "increases recovery speed" by 66% which is very confusing, but it results in 40s exhaustion timers being around 24(?) seconds or so. Not saying Vigil doesn't need a nerf, but it's not the percentage that's the issue, it's the fact that it applies to things like exposed

  • Honestly I think that's very doable (at least hearing it), it sounds like all they'd have to do is (if you're talking about the TVs) have an option to make them a static white or (if you're talking about when she's going in and out of visibility) making it so that the fancy effects fall away and you can still see her shape appear and reappear, just without the effects

  • @Skitten56 said:

    Alternatively, remove Diminishing Returns and then nerf luck offerings

    Real, diminishing returns ruined so many perk combinations. I think the only one most people agree had to go was haste stacking

  • I would love for this change, unfortunately that would mean they would need possibly thousands of renders so I just don't think it's feasible

  • Five Moves Ahead is definitely better, and Windows does provide the ability to "turn your brain off" a bit if you'd like, but it's necessary for new players. You and I are not the target, the perk is for players who don't have time or the hundreds of hours to memorize pallet spawns, not for someone like me (and possibly you) with thousands of hours.

  • Didn't even know that was a thing until now lol, that should definitely be easier to find for new players (along with we NEED new tutorials)

  • I agree that you shouldn't be stuck in that situation, personally I don't think the other person should be either. I think in a 2v1 if one person is slugged on the ground for like a minute they can just press a button to "Give Up," and they die so they don't have to sit for another 3 minutes and neither does the other person. Maybe you can add the condition that they are not in chase as well so the killer doesn't get punished while actively in chase.

  • As a person who is not a Dwight main but owns this skin, I agree

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100279#Comment_4100279

    He does not have infinite time to do the mori. The spike starts to get removed right after you go down as the recovery action and takes 15 seconds to remove it.

    I know he doesn't have infinite time, I was talking about the idea of reducing that time

  • I'm pretty sure the devs at some point said that a replay system wasn't possible, but I'm not really sure why when—you're correct—there's a built in system for that exact thing in the engine they use. Probably more issues because of terrible spaghetti code.

  • I'm not really sure why this is getting down votes, I'm not sure what's so wrong about suggesting these for custom games lmao. I will say though that I think a lot of this is unrealistic for the game. Considering BHVR hasn't even properly fixed spectator in customs (it's more common for something to be bugging out than not) I don't think customs are high on their priority list, and things like being able to individually customize gen/pallet spawns, or adjusting values specific to killers or survivors would take a lot of dev time.

    I do think that 2v8 is something they need to add to customs though, as they need to do with all their custom game modes. Lights Out or My Little Oni would be so fun to play with your friends, and they already have it, they would just need to add an option to actually play it in customs. The same is with killer bots, we had a rudimentary killer bot in the tutorials but we still don't have the ability to add one in customs. The dynamically changing lobby size might be a bit more difficult but it feels doable to me.

    Other than that, I will say that during this year's anniversary live stream, the developers announced that a full modding suite was going to be added to the game. Not sure what the exact extent is going to be, but if you were going to get these things that would be the point where you would be able to get them.

  • @ShanoaLegendaryPlz said:

    Well it seems the hook animation takes priority over breaking out of the killers grasp when it comes to frames. As i have had MANY times where i wiggled to 99.99% and the last 0.01% didn't count because the hook animation locks in faster and cannot be broken. The same goes for flashlights/flashbangs.

    I've also been on the killer end of it many times ive been blinded right about the same time as im about to hook and the hooking animation always seems to lock in faster, when the button is being spammed.

    probably because of their spaghetti net code where killer actions are given priority in general, which is also why having super high ping on killer is actually an advantage

  • The spike being in you when downed is necessary for the built in mori (which personally I think just makes it easier for Jason to tunnel, so I wouldn't miss it but I know others would), and I think there needs to be a way for the survivor to remove it so that Jason doesn't get infinite time to mori. I think instead, they could make extracting the pole something that you start by holding m1 (similar to how recovery was before they made it start automatically) and otherwise you would recover normally. Alternatively I guess you could just make the extracting quicker, but that really doesn't give much time to the killer.

  • I mean, although it definitely feels like a competitive game, DBD officially is still not a competitive game, simply an online PVP game. I do think the game needs a much more robust anti-cheat, not only because there's a serious issue with cheaters but also because the thing barring some people from wanting the game to go free to play is that the anti-cheat sucks. However, I think something like Riot Vanguard is unrealistic. Even amongst competitive games, I don't know if there are any other games with such an effective anti-cheat, probably due to both the cost of developing it and also the invasiveness that has to be allowed by the user. I'm not sure if you even could do something as invasive as Vanguard through Steam, but I could be wrong.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099801#Comment_4099801

    Let me explain…

    Botany knowledge itself powercrept half the healing perks like desperate measures, flow state, empatic connection… with no real downside. When it had antieffeciency it made sense, yet still was strong. If you ever want to run any heal perk you always pop on botany because ot works on you too.

    Champion is a free getaway from chase along with hinderance only because of the haste. It's even stronger than lucky break or cross examination because you get it only for blinding killer at the pallet.

    Both 1-2-3-4 and Bardic are purely genrush oriented and are insane at it. I'd even say that 1-2-3-4 is even stronger because it provides the skill checks that bardic doesn't. So you can roll 20 and still have no skillcheck but 1-2-3-4 is melting that.

    Parental guidance is the same issue as lucky break or cross examination. If you dissapear, more tunnel will happen and you can hide cheaters by those perks.

    Reassurance obviously shouldn't even exist. 100s of hook stage is way too much. There is already enough punishment for camping.

    Smash hit has highest speed boost while being weak if useable against strong killers and too strong against weak killers that have no way to deal with pallets.

    I understand your reasoning with Botany and Smash Hit, although with Smash Hit your suggestion was just to triple its exhaustion which just nerfs the perk a ton without changing how it's more effective against weaker killers. However, between your post on these changes and the explanations here, it just kind of sounds like these are the perks that frustrate you, whether or not they actually need nerfs. Like who on earth is saying Reassurance needs a nerf besides people who hard tunnel and camp (something the game and devs constantly try to discourage with changes and perks), the only thing it does is counter tunneling and camping, it basically isn't a factor at all if you aren't doing one of these two things.

  • Now here are the ones I literally don't get:

    Cross-examination - it's already weak as hell not working in chase, the only uses it has are trailing the killer for a save and if you have a really really large tile you can lose the killer since you're not in chase, but that scenario is niche and it isn't worth nerfing for. Your change would make an already really weak perk borderline useless.

    Champion of Light - first of all, the hindered is already 20%, so 25% would actually be higher than it currently is, which makes me think you have an inflated idea of how much the perk hinders you. second of all, if you removed the hinder entirely the perk would be pretty much useless. At that point why bother putting on this perk at all when you could just not blind the killer and achieve the same distance.

    Lucky Break - honestly should've included this in my other comment, because I get why it should be changed. But honestly this particular way of changing it would basically remove all functionality, as in 10s the killer has time to catch up, and because Lucky Break doesn't reduce your grunts of pain, you would have to also run Iron Will for even the potential to get value by running away, but even then the killer is probably close enough to you that it would be extremely difficult to sneak away.

    Deliverance - definitely a perk that needs to be nerfed, but permanent broken status??? Every other perk in the game that gives a permanent broken status is an absolute trash perk. In this case, the only time this perk would be useful is when it's the most problematic, aka getting a free escape in end game! Otherwise it's completely useless

    Lend a Hand - it's already not a crazy strong perk, as you need to cleanse 1 totem (14 seconds just to cleanse it, not including time to find / get to one) for every survivor you want to apply it to, and in a lot of cases it only is useful to that survivor once or twice. Nerfing it like this would make it completely useless.

    Tammy Time is already just a meme perk people run for laughs, it's not at all good. It's even worse than Bardic Inspiration, yet you want to nerf it even harder. Again, this would be completely useless, and it already is super weak.

    Parental Guidance - already a very weak perk as is, the only time it is even remotely useful is with Smash Hit, and you want to nerf both. Even with this nerf alone, even with Smash Hit it would be worthless, and again, the activation condition is extremely hard to hit on a lot of killers or players already.

    Should have honestly put Reassurance here and put Unbreakable in the previous post. I understand the want to have Unbreakable have some kind of condition, or be nerfed in some way. Still can't fathom why Reassurance would need a nerf.

  • Some of these I get where you're coming from, while a lot of these changes would effectively make these perks useless. I'll address the former first:

    Made For This is definitely a strong perk in certain scenarios, but those certain scenarios are almost always recovering a teammate off the ground, usually from 95%. I'd be concerned about Made For This still being viable, but it could work fine. I've been a WGLF fan even before the change to a cooldown, so I would honestly be okay with this, although I think it's just a bit clunky to use so maybe just doubling the cooldown or something else might work as well.

    Sprint Burst absolutely needs a nerf, but I'm not sure it needs that kind of nerf to all 3 categories. I think you could just nerf it to 2.5 or even 2 seconds and leave it at that, or reduce the haste and leave it there. If you nerf all aspects it loses it's standardization with other exhaustion perks (becoming confusing) and people I think it would honestly be weak at that point.

    Botany Knowledge I get, that was the old value. I definitely don't think Botany needs a nerf in any way but I get it.

    I understand the Conviction change, I might be concerned with the clunkiness of hopping on a coop heal and getting 90% progress yet not being able to use your perk, but maybe it could just be changed to activate when you've done something like 70% of a heal.

    Built to Last is already kind of a time waster after the first and especially second use, I think it's fine as is.

    Dead Hard does work when death hook?

    Increasing exhaustion on Dramaturgy wouldn't really change it's strength and would make an indirect buff to Vigil (which somehow isn't on this list), so if you wanted to nerf it I don't think this is an effective way.

    The most problematic genrush perk BY FAR is Hyperfocus, not just because of it's potency in genrush builds with Stake Out but also how broken it is on cheaters. Bardic Inspiration I don't really think needs a nerf, but if it was going to be nerfed I think it would need to be a lesser extent, as your suggestion would make it do almost nothing unless you land a 20.

    Plot Twist - Honestly, sure.

    Resurgence is definitely one of the strongest perks on the survivor side, and does need a nerf. However, I think using a perk slot for only 40% twice in a game (that isn't even guaranteed with hemorrhage is too little, I mean it was buffed from it's initial value of 50% for the same reason. I think a nerf back down to 50% would be fine, if a little weak. Reassurance is a great perk in that it only punishes killers who are doing the play style the perk is designed to combat, unlike something like DS (which can be used aggressively). I don't understand why we would want to nerf a perk that only punishes killers who are camping and tunneling as the perk intended, as soon as the killer sees the Reassurance (another great thing about the perk) they should give up on camping or tunneling the survivor.

    I'm noticing a pattern with Smash Hit, obviously you hate exhaustion perks, fair. It makes me wonder why Lithe isn't on this list and Smash Hit is instead. The reason the exhaustion got changed to 20s from 40s in the first place was because it was a trash perk, even now it's one of if not the worst exhaustion perk due to it's activation condition sometimes being difficult or impossible depending on the killer. I'm not really sure why we would want to target this perk.

    Although I don't think We'll Make It is OP by any means, I can get behind a duration decrease. However I think 30s might be too much, I've seen 60s a lot from people and I think that's a good place to start.

  • I can get where you're coming from with a lot of this, and I agree with some, but I also really disagree with other parts.

    I also find The First awful to play against: even as I've gotten better at learning how to play against him, a half-decent First (especially on smaller maps) can just annihilate the team because with a well placed Undergate attack it's borderline impossible to dodge and he can use it every couple seconds. I definitely think some things could be changed or nerfed to make him actually enjoyable to play against, but I think the changes you suggested are way overkill because he definitely still isn't S tier.

    Jason I agree is over tuned, at first I thought everybody was being a drama queen but he's just way too good at too many things. I've already gone over this in other posts, but he pretty much has no weaknesses (he has stealth, amazing map traversal and pressure, info, a strong fast-and-easy-to-reload ranged power, and he's still effectively 4.6 since he gets haste for almost half a minute out of power).

    I can honestly agree with the built in moris, I think even though it's cool, in a lot of cases it's used to more effectively tunnel.

    Dracula is definitely one of the best killers in the game, often placed around 5th or so, but honestly I think if they just removed the haste from the scent orbs he'd probably be fine. As it is I already don't really have a problem with him, but I've seen this suggestion a lot and I think it would give more Drac players a reason to not use wolf form in almost every scenario.

    I agree that Nurse should gain blindness when blinking, this is also a suggestion I've seen a ton, although I'm not really sure if the lunge addon is that big of an issue.

    Honestly even though a lot of the killer and pallet hitbox stuff feels stupid, I'm pretty sure it's intentional, I don't think that's changed at all because I remember encountering the same issues 5 years ago.

    The Thrill builds are especially out of hand with Jason and other killers using it with Face the Darkness. I don't think you need to nerf Thrill and I think making totem progress permanent would be too much, I think implementing something similar to gen regression or hemorrhage would be good. Say a totem has 14 "charges" (because it takes 14 seconds by default) and the totem progress regresses by something like 0.3c/s. That would mean that it takes around 46.5s to regress from 99% to 0%, and obviously it would take a lot less time if the totem was only half done or something like that. The number can be tweaked, but it gives survivors a chance to play around Thrill and get back on the totem without obliterating Hex and Thrill builds.

    Lack of servers is honestly an issue in so many places. This game is so ping dependent it's insane, as the game only seems to work properly when everyone is on 40ms or lower. I'm US central and the lowest I ever get is 60ms because for some reason there are two servers per cost but not a single central server, and in most of my matches there's at least one other person with 60-90ms, and it's really noticeable how much just a bit more ping affects how well you can play the game, unlike something like Valorant where I don't notice a huge difference between 70ms and 40ms. I don't know if they have to just add a ton of servers or change hitboxes or what but it's really bad.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469944/vigil-needs-a-nerf

    Vigil needs to not remove exhaustion and exposed and rest may stay as is.

    I have way more survivor perks on the radar that should be looked at… after cross examination was nerfed there is made for this, we gonna live forever, champion of light, lucky break, sprint burst, botany knowledge, conviction, built to last, dead hard, delieverance, dramaturgy, lend a hand, 1-2-3-4m bardic, plot twist, parental guidance, resurgence, reassurance, smash hit, unbreakable, we'll make it.

    Who on earth thinks that botany knowledge, champion of light, the instrument perks, parental guidance, reassurance, and smash hit need nerfs??? And that's just me picking out the half that are the most obvious, but even something like We'll Make It is strong but not OP

  • @tak47888 said:

    I enjoyed the event quite a lot, even as killer. Survivors had a second objective, so they didn't just slam gens like there is no tomorrow. But I would say the experience depends on the killer you play. I personally only played Jason and the Oni during the event. Jason can ignore many of the effects, like invincibilty and also unbreakable pallets did not bother him too much. Oftentimes, Survivors felt a bit too safe after eating their morsel, running into my face thinking they are unvincible just to eat a spear.

    The Oni suffered way more with invincibility, invisibility, unbreakable pallets and insta-heals. So I did not play him too much during the event. Fart bottles helped with his weak early game. Still, the games I had where still most of the times 2-3Ks, with some sporadic 0Ks against organized teams, which I am fine with.

    On the Survivor side, it was a lot of fun messing with the different banquet effects, insta healing the team, escaping a chase invisible through a portal and prolonging chases by eating the morse justl in the right second of chase (which I messed up more often than not). However, I felt for the weaker M1 killers I faced. Even though I only play Solo Q, especially Wraiths got demolished. But for other killers, I did not have the impression that they suffered too much.Only the fart bottles were annoying as hell on the Survivor side.

    Honestly most of the people I have seen on the forums that talk about how they actually enjoyed the Black Banquet were playing killer (particularly certain killers that use poison way better or counter the event effects), there's even a popular thread where several of the top comments are just people saying how they enjoyed winning almost all their killer matches. The only time I have really seen survivor players (including myself) talk about the event being fun is when they have friends to play with so they can actually make use of it effectively for their teammates. Basically the event is great for killers bullying solo or casual survivors and it's great for SWFs bullying the killers

  • I have the most cakes I've ever had. I got Steve from something like p60 to p100 (about half was before the first cake update) and I have around 870 cakes on him. I started on p3 with Tae-Young and now I have him all the way at p80 with a whopping 3277 cakes! I think I maybe only reached 1000 a few years back, so this is a huge increase for me.

  • Personally I totally agree, I actually had an idea a while back to make an action speed category for killers along with height and terror radius, where you give a lot of action speed bonuses to the weaker killers. I think pickup speeds would either not work or timings for saves would need to be adjusted, but drop, carry, hook, and even things like breaking wall speed increases would just make for a faster, smoother experience

  • I think part of it is as @cogsturning said, he power creeps a lot of the roster, essentially being as good or better at everything than any other comparable killers with little in the way of weaknesses. He has some of the best map traversal in the game, yet also is arguably stronger in chase than chase-only killers such as Huntress. Yes Huntress has multiple hatchets, but she has to stop and find a locker to do a relatively slow reload animation, while Jason 1. Can easily reload mid-chase 2. Even if there isn't somewhere to reload he can go OE, instantly reload and catch up again 3. Doing this refreshes his "limited" 4.6 speed, which in reality lasts for almost half a minute, making him essentially a 4.6 killer (go out of OE, get a hit, go back into OE, reload, go out of OE, down) and finally 4. I'm pretty sure between his height and the angle of his spikes he can actually throw spikes over things other killers like Huntress can't. Again, this is all while having a super oppressive map presence, traversal, and even stealth and info (screams and KI) ability.

    I think the other part is the Hex: Jason meta, which is pretty overpowered. Because Jason is able to speed around the map while completely invisible (besides some grass moving) and for some reason he is able to see survivors on Hex totems, he's the most effective killer in the game at defending Hexes with Thrill of the Hunt. It also makes it easy to travel across the map to put Pentimento in place even if they get past Thrill, Ruin and Blood Favor or whatever else.

  • Honestly I agree, but there are 2 issues:

    1. Like @Cool8324 said, BHVR has to pay for the licenses which is why the licenses are paid for, so that's not going to change to being a free-to-unlock system, although it would be nice to either lower the price of some of the older killers or have sales more regularly.

    2. Being free to play is a great idea, until you realize that BHVR would actually need to implement a halfway decent anti-cheat, because the game is paid for and we still have a big problem with cheaters already (ironically it's worse because of the mass amount of accounts from when DBD was free on Epic).

    Right now, BHVR is getting income from the price of the game, survivors and killers (at the VERY least the license ones, but the grind for iri shards is so slow that some people will pay for the free-to-unlock characters as well), cosmetics (same thing, at the VERY least the licensed cosmetics), and a battlepass on top of all of it. It honestly makes me confused how they aren't able to make bigger and more regular changes to the game when they have this many sources of income from millions of players and have hundreds of employees.

  • This doesn't work because there's been a wide spread bug I've gotten in almost all my matches where in the event queue you just stop being able to use your flashlight. I forget what the trigger is, I think it might be the first time a table is fully set, but from then on your flashlight is less useful than a paperweight

  • Agreed, with poison it's almost impossible to do well in a chase against certain killers like Bubba or an iri button legion, but also the design itself literally punished the survivor for…running away from the killer??? It's the same design philosophy of old Fast Track, where it literally punished the killer for killing survivors

  • Is that what the trigger? I literally just experienced it this last game, it's happened to me literally every time I've run a flashlight and it's infuriating

  • @cammoking123 said:

    As you said, there really isn’t an reason to play ol Springy. Jason does everything better. My solution is not to buff Spring Trap, but I instead ask BHVR to stop releasing killers with such bloated base kits. Oh. And please nerf Jason. He’ll be fine even after his already bloated kit takes a hit.


    I really just don’t wanna see Springtrap touched, cause he is like the last balanced killer we’ve gotten in two years.

    I completely agree. Out of all the killers after Houndmaster, the only one that I feel like is decently designed and balanced is Springtrap. However, Jason does everything Springtrap does but better. Springtrap introduced ranged killers having map mobility, but his is objectively 10 times worse than Jason's. Not only is Jason able to choose any part of the map to go to, he gets easy information on any survivors completing any objectives such as gens or even totems (which is broken for hex builds by the way), and he can also come out of his power breaking downed pallets, and generally has less time given as a heads up to where he's appearing. Both killers have only one projectile at a time, however while Springtrap has to wait for his cooldown and turns into a normal 4.6 m1 killer, Jason often has easy access to more spikes.

    In addition, versus Huntress (even completely ignoring map mobility), although he can't carry multiple spikes, like I said he has easy access to more spikes across the map and can even go into power to get one and easily return to chase, whereas Huntress has to completely drop what she's doing to go reload at a locker. On top of that, because of the angle that his spike is thrown, he can shoot his projectile over objects other killers like Huntress can't he can snipe across the map with almost none of the windup Huntress needs, and of course his projectile also travels infinitely further than Springtrap's axe.

    At first, I thought the Jason complainers were overreacting and that he was just a bit strong. However, I have found over an annoyingly high amount of matches that Jason does not just have great map presence and pressure, he's also incredibly oppressive in chase, even more so in my opinion than a killer like Huntress how has all her eggs in the chase basket. He does everything every ranged killer in the game does but better in almost every way and makes it pointless to run any of them. Yes it's about power creep and how some of the other killers need to be buffed, but it's also about him being good at too many things at once and needing a change.

  • I agree that a lot of the perks in the game need to be changed. There definitely still are some perks in the top tier that need to be nerfed (I think Sprint Burst is one I've seen a lot of people agree on), but you're right, if you look at NightLight stats about 50% of the survivor perks have less than 1% usage and the same is true for about 40% of killer perks. Some of these perks are just niche or useful for only a certain type of build, and I honestly think that's fine and not every perk needs to be used a lot. But a lot of these either need number buffs or full reworks because of either how underpowered or useless they are.

    However, I don't think your examples were great. Brutal Strength is literally the 11th most popular perk on the killer side, probably due to it not only helping in chase, but also synergizing well with certain killers and builds, in addition to it just being a feel-good perk. I think Genetic Limits is a good example of a perk that needs a buff, although increasing the exhaust amount wouldn't really solve the fundamental problem that a lot of exhaustion perks get used before the survivor gets hit like Sprint Burst. I'm not sure if you were trying to refer to a different perk but Spine Chill does not have aura reading, and Spine Chill is well known as one of the most gutted and useless perks in the game (especially since its one remaining role for accessibility was taken by the visual heartbeat) and needs a lot more than a bit of aura reading to make it useful.

  • From some of these posts it's pretty obvious who plays almost exclusively killer, who plays almost exclusively survivor, and who plays both. I will be fully honest that I am a survivor main, I probably have spent around 80% or maybe even more of my in-match hours on survivor. I play survivor because I just enjoy the pacing more, I enjoy being able to take short breaks on generators, and in every game I play I really like playing altruistically.

    I think especially as a person who ends up playing solo queue a lot of the time, survivor anxiety 100% is prevalent, and I've especially had it in this event where it feels like killers are running full meta and tunneling almost every game to counteract the event powers. However, I understand that on the killer side, at the very least you don't get the same breaks as survivor. Unfortunately it's just fundamental to the role. I think both sides have a lot of anxiety going on going into games and I think it would be foolish to say one side doesn't exist, but I understand why some people would say the anxiety is worse on the killer side and I think that simply comes down to the pace of the game being faster.

  • @Yamalive yeah i mean i think the people who still say that (especially the killers in my end game chats whether they win or lose) are just riding that first day impression of the game, whereas in reality 90% of killers have shifted to running killers and builds that counter the event to some extent, and with poison the balance of the event has flipped the other way around

  • @Abbzy said:

    Idk whats your problem but there are tables too far from cakes.

    https://us.v-cdn.net/6030815/uploads/ZY7ZGV7AHDBO/381210-43.jpg

    This distance is unacceptable, hope they bring the carts closer to the tables so survivors arent so hindered by this nonsence.

    lmao yeah i mean the RNG is insane. the closest tray to a table could be miles away so setting the table is a complete waste of time, or the closest tray could practically be on top of the damn table lol

  • @Rokku_Rorru said:

    I've just been bringing ultra genrush timmy build as surv to buy everyone else time to do tables etc:
    -Hyperfocus
    -Stake out
    -Scavenger
    -Leader

    Yeah I mean that's totally understandable, it just goes to show that the survivor side being too strong normally will make the killer players go ultra hardcore mode (min maxing their killer power, addon perks, and tunneling), which makes it so if the survivors actually want to win they need to go ultra hardcore (gen rush builds galore, sprint burst, deli, DS, etc). it just ends up being an unfun spiral

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