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Arcturus

Arcturus

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Arcturus
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  • @Mooks said:

    well.
    Good news is, they have talked about it just recently.

    Bad(?) news..

    https://us.v-cdn.net/6030815/uploads/1CJZODZ2QY1N/img-0720.jpeg

    I'm assuming that's because certain perks like Sprint Burst detect whether the sprint key is being pressed rather than if the player is sprinting

  • Considering how many downvotes this has I don't think a lot of people have gotten that it's a joke lmao

  • Honestly it's been one of my favorite changes too, I tried it out in a few games in the PTB and it seems like it will be a really fun perk to run. It feels like it'll be pretty strong too, although not meta (which is kind of the ideal). Honestly I just hope some time soon we get a chest buff to make regular chests more enticing for survivors to actually use time on, along with an increase in numbers of chests so niche builds on both killer and survivor can see more use

  • A big part of her identity is being the simple "throw hatchet" killer though. Huntress is a bit on the weak side but she's definitely not powerless, she doesn't need a rework, she just needs a couple small buffs

  • Because they're boring and I don't want to be forced to run them. A certain perk shouldn't be necessary to run and telling players to "just run these 4 perks" every game to avoid getting tunneled, having a teammate get tunneled, getting slugged, or helping slugged teammates just shows there's a problem if that's the only solution and it's common enough to need it. Let me run my stupid window tech build in peace without getting hard tunneled from the beginning of the game and then being blamed for it.

  • @SkeletalElite said:

    Basically every ghostface add you listed except the cinch straps has had its base kit effect buffed on the killer several times. Before 5.3.0 his recharge time was 30 seconds. 7.0.0 increased crouch speed by .2 m/s, recharge time down to 20 seconds from 24. 8.4.0 buffed recharge time down to 17 seconds second and mark time down to 4.5 seconds. 9.6.0 reduced recharge time down to 15 seconds and 9.6.1 gave him another .2m/s crouch move speed.
    They have given him the entirety of these addons effects over the years, several times over. Matchbooks reduction has never been more than 6 seconds in any patch and his basekit used to be 30 seconds. He's at 15 basekit now. These buffs would be meaningless.

    Same thing applies to the hag addons you mentioned. Basekit used to be 32 meters base, its now 48 meters, setting time was something like 4-5 seconds per trap, and duration was 5 seconds. All of these thigns have been buffed at one point or another, the remaining increase granted by the addons is so small that it doesn't even matter very much.

    Trapper definately could use some kind of iri stone basekitting though, that addon is basically mandatory.

    Whether a killer is 4.4 vs 4.6 is determined by the oppressiveness of their power in chase, not their map pressure. Trickster has a very powerful chase power, any loop without tall walls is completely useless against him and even ones with tall walls he can often slowly grind you down by getting a couple knife hits here and there. It's a very potent chase power with a lot of zoning potential, that's why he's 4.4.

    As for onryo, I believe the devs are happy with where onryo is at and that according the data she performs well.

    Just because a killer has received a lot of buffs, especially making addons partially basekit, does not make them good. Ghostface has received all those buffs and yet is still considered a bottom 3 killer. While personally I would maybe pick a couple different addons for Ghostface and maybe make some of them partial basekit rather than full basekit, a series of buffs without reworking his entire identity is needed.

    I do agree with you on Trickster, however. Yes Trickster isn't the most powerful killer overall, but his chase is pretty good already. Maybe making him 4.6 could be going down a similar route to clown where your downs are fast enough to make up for the lack of map control? But I think slapping 4.6 on a 4.4 killer should be thought through and tested.

    As for Onryo, the devs constantly look at numbers and spreadsheets to determine changes. According to kill rates, Ghostface is also doing fine. This is because these killers do better against newer, more unaware and confused players, and the game should not be balanced around that. In addition, Onryo I would argue on the average map may be slightly weaker than even Ghostface, but her design becomes problematic on two-story maps, as spamming teleports as soon as TVs turn on make it borderline impossible for survivors to actually get a tape, and every teleport applies condemned across two floors, creating a playstyle of spamming the teleports until someone inevitably is fully condemned and then permanently taking them out of the game in just one chase. Her design is on average extremely weak, but also problematic and boring and needs to be reworked, which is funny because she already got reworked, but that's the same with Skull Merchant who is getting a rework soon.

  • Looking back at this post just a day later, this was unintentional but these are so easy to implement, so many of these are simple number changes, and most of the others are already effects attached to addons. The "hardest" part would be redesigning those addons, but at the very least the number changes could be implemented and I can't imagine it would take much more than changing a few values in the code. I understand that Ghostface is better against new players, but the game really shouldn't be balanced around people who don't know what they're doing. It just makes me more baffled how simple number buffs like this haven't happened for Ghostie yet because it seems like it would be so incredibly quick and easy

  • It really depends on the cosmetics honestly, some cosmetics go on sale while others don't. I think generally speaking, licensed/auric cell cosmetics are usually on sale during these times while iri shard cosmetics are not. I think the only times cosmetics go on sale are the anniversary (which we just had in the last couple months) and Halloween, although there could be sales for Black Friday or Christmas and I'm just misremembering.

  • I know some people might have been upset because archives would sometimes lead to teammates practically throwing games to complete them, but I wish BHVR kept making them. Besides, the old archives are still in the game, and the majority of the playerbase continues to complete them. Even though there were some that were essentially time wasters, a lot of them encouraged me to put on different playstyles and gave me an objective. I've still got a good amount of killer archives left, but I've finished every survivor archive and it gives me less of a goal on survivor. If we continued to get the archives every season of the rift I feel like that would be a nice refresher but we don't get that anymore. I just wish the archives would come back without the troll ones, like the orange glyphs that give you a bunch of debuffs (or maybe glyphs in general).

  • I don't really think stream sniping is the biggest issue since we have anonymous mode unless you're a really big streamer, but in order to actually change what little problem is left you would probably have to eliminate the pre match lobby

  • The problem with slugging for the 4k isn't the slugged survivor helping the killer, it's the fact that the killer can keep the game hostage for as long as they want (by just picking up the survivor so they don't bleed out) until they eventually find the last survivor, wasting anywhere from 4 to 10 minutes of everyone's time. I have rarely seen the 3rd survivor working with the killer to find the 4th, and usually if that's the case its because the last survivor in question was playing like a rat all game doing nothing to help the team and often hiding in lockers. If you're experiencing this a lot as the last survivor, I'd think to see if you're playing in a way that frustrates and screws over your team, or just report them in the endgame screen as working with the killer is punishable.

  • We wouldn't need a Thrill rework if they just made totem progress regress like gens but faster and made cleansing a few seconds longer to compensate

  • I think the effects of this system will at least be more noticeable than what we had, but there's definitely some concerns with it.

    1. As everyone has said, a killer will be put into lower MMR for slugfests, making slugging killers have even easier lobbies and terrorizing newbies.
    2. I think a killer or a team of survivors should get more MMR for dominating a match quickly, but it sounds like they'll get less.
    3. Are certain killers that either disable or discourage things like healing (Plague, Legion, Ghoul to some extent) going to make it more difficult for survivors to gain MMR?

    They're using a system based around the emblems (but not the actual emblem system) which works better than what we had for the most part, but I think some of these considerations are missing, including the length of the match where a shorter match should give the winning side more MMR.

  • @Oputeev_Stas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110014#Comment_4110014

    lesss exposed from friends and less hinderence timer from force hesi, arhangel I thought you are knowing everything)

    I thought of Forced Hesitation, I didn't think of Friends' exposed or Nemesis' Oblivious (which I assume you thought of?) but honestly, while Friends in particular is a pretty good perk, it's not overpowered or anything. The exposed every once in a while gives value, but the best part of the perk is that it's consistent information

  • @DodoSwarm said:

    Just pray that they don't do to him what they did to myers, better a lower tier character that at least somewhat resembles their source material than a grossly under-effort dash merchant killer with exposed

    Yeah I mean that's why I don't want him to be reworked, if he just gets a series of small buffs similar to what I suggested in the OP, I think the small buffs would make a difference and make him much more viable than he is now while completely preserving his identity. With these changes I'd be high if I thought he was going to be A tier, but instead of the D tier bottom 3 killer he is now he could be a high C tier, maybe even low B tier.

  • @Oputeev_Stas said:

    OP Myers with Friends and Nemesis+Furtive Chase build will be unstopabble thanks devs, why are we nerfing it again after ptb what's wrong with you?

    So dear Mandy you said you are not liking slugging, yet Forced Hesitation will be even more stronger now since Vigil will be useless now and slugging killers will enjoy it more now)))

    I don't understand why that Myers build has anything to do with Vigil. Forced Hesitation at full power might be fine if there was some kind of anti-slug mechanic

  • From my understanding wasn't her job for like 2 decades helping the patients in a mental asylum? I'm pretty sure the terrible conditions were what eventually drove her mad and led her to kill both patients and staff alike. Unless there's some other place where they dropped this lore you're talking about, she didn't torture people and definitely not for money.

  • I mean the list of affected killer perks are almost all less-used/niche perks, which convinces me that to some extent at least this was warranted. I feel like it maybe could have kept a couple status effects, or kept a higher efficiency than just 30%. As it is you might as well run Ghost Notes

    I think it's a good change for certain killers and perks, but it got shot dead in the back alley instead of just taking it off the steroids

  • @Piruluk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109957#Comment_4109957

    Hex builds are that good at high mmr still? I though its old news, and thrill nerfs kills any use of them

    Even though Thrill is being nerfed, even at full power it's the difference between 60% slowdown and 50%. It's really not a huge nerf, it just shaves a few seconds off. Ironically Thrill would be easier to balance with adding regression to totem cleansing, as adding a couple seconds to cleanse totems would buff it (because that's a few more charges Thrill can slow down) while keeping the progress of the totem like a regressing gen would make it so killers who interrupt the cleanse cross-map would only interrupt it for a second before the survivor is able to get back on and finish the cleanse.

    Right now Hens' "unemployed build" is running rampant, especially on Jason, and there's a reason why. Especially against solo queue teams that have a bit less coordination, it is by far the strongest build to run on Jason and other totem defense killers so I see it every few games, and it'll probably be the same with the Judgement if something isn't done soon.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471348/penti-should-be-nerfed

    Solo que should not be an argument to nerf any kind of perk/addon/killer unless they are top tier already. If you apply "Solo que gets stomped by this so it should be nerfed" then pretty much 90% of killer side should be nerfed.

    If anything, this should be used as an argument to provide better info for said solo que, which is coming in a form of an emote wheel at least.

    And even then, at which point solo que can be excused? Survivors still get notified if someone cleanses a totem, and they should pay attention to their approximate location, especially if shortly after they cleanse the hex, they get chased (Wherever killer now is was the location of a hex). Needless to say, the one who cleansed hex has the info on the totem location and should prioritize it if penti's in play

    Even if you want to throw away the argument for solo queue (which I still think is completely valid), that was only one of the issues with it that I mentioned. The perk is too powerful for its purpose, where it is more powerful than most Hex perks while simultaneously guaranteeing way more value, if they're all cleansed it probably ends up being more than a minute of survivor's time, and if they aren't cleansed then you have a permanent 20-26% decreased repair speed for the rest of the match. The survivors are forced into a huge lose-lose scenario when Pentis are up, and they are also actively punished from the beginning for doing the only counterplay for Hex perks. The time sunk into cleansing Penti's could be even more if it's a build with Thrill and the survivors have not found it.

  • @Piruluk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109934#Comment_4109934

    Maybe make survivors immune to her beams, while cleansing totems?

    I don't think that solves the issue with Jason though, or Artist, or Knight guards, or Nemesis zombies, etc (although the last one isn't as problematic as it's just RNG and the killer themselves don't have any power over it). They could also make it so Jason can't se survivors cleansing totems in OE, and Artist crows don't affect survivors on totems, etc, but how many killers would you have to change for that? Personally I think the solution in the OP works pretty well across the board, and doesn't really nerf Hex builds in any way except for on killers who can heavily defend totems from across the map, and in fact would buff the average killer's use of them if cleansing was made a bit longer by guaranteeing more time survivors have to spend off gens. The rate of regression could always be changed from what I made as an example, but even in my example you're much more likely to get kicked off at something like 60% rather than 99.99%, and it would only take 21 seconds to completely regress that totem. Even if a survivor hops on within 15 seconds or something, most of the progress is gone anyways. This would also help the one remaining issue with NOED which otherwise is a fine perk, and that's the ability to puppy guard the totem near a hook.

  • @Piruluk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109926#Comment_4109926

    Again, streamers already said they would do nothing but long range snipes to keep game hostage with hexes or gens, this was a forced change regardless of hexes, it would be never acceptable to keep gens hostage with constant long range snipping, many people said this will be problem, so bhvr just stopped the issue with the change

    I'm really not sure how this is considered taking the game hostage, but either way you're wrong, their change to the Judgement did nothing to actually solve the issue. Hex builds will still be just as strong on the Judgement, the killer just won't get as many free injuries on totems. However, it will still force the survivors off the totem, therefor wiping out all totem progress they just got and forcing them to restart, until 30s later (because of course there will be Thrill of the Hunt) the killer sends another Judgement laser at them and resets their progress again

  • @Piruluk said:

    I dont think that Hex builds worth deleting for just because people want to abuse the new killer for sniping, if not for hex build it would have been used to snipe gens. So the nerfs for her right thing to do.

    This would not be deleting Hex builds, especially if totem cleansing was made a few seconds longer. On the average killer, it would in fact buff them with that increase in time, as the average killer probably won't interrupt totem cleansing that often. It would just make it 10 times easier to balance the game without worrying too much about a killer being way too strong with Hex builds

  • How would you get random players to review these clips, if that's even possible? At least as of now replays are impossible because the server doesn't actually record all of the information for a replay

  • The changes for the first two would make them way too strong, they would be run by every survivor and their mother for however long they were around. Ironically, you actually made Fruits of Your Labor worse, and I know that a lot of people thought that was either the weakest one or at the very least just a worse version of Adrenaline.

  • @Mandy said:

    With Vigil, one of the main areas we identified was that it did too much against so many things - new statuses get added, Vigil works against them. Keeping it to exhaustion only can help us to balance the perk more, yes the percentage also increased and we're monitoring that, it can yet be changed after release. But having it work on so many statuses was becoming a balancing nightmare for the perk.

    Yeah I kind of figured that was the case. Do you know if (even if it doesn't affect killer powers, or effects like hindered or exposed) we'll get a different perk down the line that affects other statuses? Or is it just too hard to balance for in general.

    Also, can anybody point me to where this patch information / the dev livestream is? I can't find it anywhere

  • @SkeletalElite said:

    DBD should have a "ranked" mode added

    The recent resurgence of people playing crossplay off on PC/steam in order to find players who want to take the game a little more seriously than your typical player is clear evidence that there are people out there who want this and they don't want to spend their time in custom matches playing with the same 20 people.

    There is very clearly interest in people who want to take the game more slightly seriously and want not just team mates in the case of survivors but also opponents who are playing with a similar mindset.

    You literally don't even have to make it any different. Literally just add a seperate queue from the casual queue. The only difference, one is labeled ranked and the other casual. People will go to the one based on the kinds of mindsets they want to see in their matches.

    I think they just need to fix how the MMR and backfilling works. If you think you're experienced enough and you really want a ranked mode, I think it might require you to be on Steam but there's a ranked community in the non-crossplay servers. Ironically Otzdarva just made a video about it in the last few days

  • Honestly I think there are ways to work around this system specifically when generators are not all done to make it essentially the same as it is now. The killer would just pick up the survivor and drop them far from the exit gate and continue looking, and even if the survivor gets off their shoulder now they can't open the gate. It would essentially be the same thing some slugging for the 4k killers do now. In addition, this would also punish killers who are only slugging for the 4k because they know where the last survivor is, because if that survivor lasts long enough, then the other one can just open the gate and it's a 1 out or maybe even a 2 out when it should have been a guaranteed 4k (with the slight chance of the slug getting hatch).

    The very simple solution I've seen a billion times is that if it's a 2v1 and a survivor is left on the ground for say 30 seconds, they should be given the option to bleed themselves out much faster.

  • @DodoSwarm said:

    I Hope so… I don't play killer as much as I play survivor but I tend to favor the killers I do play for fun rather than for how high they are on the skill tree. Old Myers was if nothing else, himself. new myers is soulless, has nothing to do with the design of the character except for a myers skin on a dash and slash merchant, and unrewarding.

    It doesn't even look like he was given a proper animation to dash its just here comes the base kit Coup De Grace man.

    Old Myers was one of my favorite parts of this game, win or lose.

    Yeah I mean I'm pretty sure they just repurposed the old T3 animation of him looking at his knife for him charging his dash, and then the dash is basically just a long regular lunge lmao

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109681#Comment_4109681

    A rework for this perk should keep it an endgame perk and waste as much time as it currently does but without the tunneling part (without the counter basically ig).

    Yeah basically. Honestly I think it should just be like Ghoul's perk, basically injure survivors like 8 times to get it to full power and then there's no counter, it would essentially buff the perk by removing the counter entirely, it would be a lot easier to guarantee at least some value, although there are games where it may be a bit more difficult to get it to full power, which I think puts it in line with No Way Out. If the perk was kept as is and just removed the Obsession being the counter, most killers would still just tunnel the Obsession anyways because they were basically required to down them twice already.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109678#Comment_4109678

    But that would just kill the door unique mechanic tbh. I know Springtrap is meme after Jason's existence but I'd rather see buffs to travel speed and undetectable duration as well as some tweaks to how long the axe is attached to survivors to better utilize grabs.

    Personally, I've seen a lot of people make suggestions towards making the cameras and the battery a bigger part of his kit that survivors are incentivized to use. Considering this is also something the devs expressed interest in (before simply just decreasing the battery consumption when using the cameras and doors, which made no difference) this is also the route I'd be interested in as well. The two main suggestions I've seen are 1. making Springtrap Undetectable until a survivor scans him through a camera and 2. making the power very slowly drain instead of recharge over time, and giving him a Dredge-like effect when the power goes out, where Springtrap can use doors faster, and maybe you can make him Undetectable or make the map darker like with Nightfall (in which case you could play Freddy's lullaby). These are just interesting ideas that would definitely need to be fleshed out, but I think Springtrap is still lacking a bit thematically and I'd like to see that and the door/camera mechanics changed.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109679#Comment_4109679

    For some reason since growing up in the 90s and loving the first 3 movies, a Velociraptor would be a "hell yea" addition for me lol, didn't get into the newer jurrassic world ones enough to like Indoraptor.

    I guess its kinda like people asking for X-Files vs Supernatural

    I'm a much bigger fan of especially the first Jurassic Park but also Jurassic Park 2 than any of the Jurassic World movies, but my concern with a regular dinosaur would be that I wouldn't really know what killer power to give it. Who knows, it might be a nice, simple killer, something we haven't gotten in a while, I just don't want more dash slop and the Indoraptor and Indominous Rex might provide more paths to go down. Plus, the Indoraptor in particular (even if its movie sucked) is pretty terrifying.

  • Personally I think it should either keep the effect on mangled, hemorrhage, oblivious, blindness, and broken and put it at the 40% increased recovery speed, or put it to the old recovery speed and make it only apply to exhausted. If it only increases recovery speed by 30% and only applies to exhaustion, it barely has more effectiveness than Ghost Notes which is 10% reduced exhaustion timer (weird but important distinction) except Ghost Notes also gives you a nice scratch mark effect. Alternatively, they could also keep the above effected statuses and put it at the old 66% increased recovery speed, but remove the exhaustion effect and instead slightly buff Ghost Notes to 20%

    Either way though, Vigil probably had to go from it's current state, so at least that's happened. I just hope they adjust it in the future.

  • Is it actually considered a bug? If so that's insane, because if that was removed that would be a massive nerf

  • @SpyUA said:

    It is an endgame perk and it's supposed to slowdown the survivors drastically so you can still have a chance to win, ig the tunneling part is an issue with this perk but how else can you change it and the obsession is literally the counter to this perk.

    I mean I think the OP is proposing it needs a rework, not a nerf. Or at least some kind of change, which I'd agree with. Hitting the obsession makes the perk work, and the obsession is the counter, yes. That exact combo is why the obvious way to use this perk is to tunnel the obsession to oblivion. It's not the strongest perk or anything, but any perk that incentivizes tunneling should probably be looked at.

  • For anybody too lazy to Google Translate it, I've got you:

    "Dead by Daylight needs a more animalistic killer; it’s high time we had a Jurassic-style killer—preferably a Velociraptor. It could be a chase-focused killer capable of vaulting obstacles (like pallets) just like a survivor, and at the same speed—that would be amazing."

    Personally I'd love something like the Indoraptor in the game, I think that would be sick.

  • As a Springtrap main, I always wished the doors were vents instead. I feel like it would be way more accurate to Springtrap instead of just applying FNAF1 mechanics to a FNAF3 character. I think it also would have been so much more creepy, and like you said there could be vent noises to alert survivors. Unfortunately, I don't think they're going to abandon the doors at this point just for an aesthetic change. I will say though, why would survivors want to check the vent before getting on generators if 1. they see nothing, they know they're safe versus 2. they see something, gain the knowledge they're not safe, and are rewarded by being grabbed immediately.

    Also, because the axe is supposed to be really heavy, I wouldn't be opposed to a new basekit effect or effect for that addon, but it probably shouldn't block pallets, and it definitely shouldn't break them. If the ability to block pallets was basekit, it would completely change how the killer was played, it wouldn't just be a slight change. This could be tied to the addon, but it would probably be too strong. As for breaking pallets, not only would this be too strong as he could shred through every pallet on the map easily, breaking pallet addons are just boring. The Vecna, Wesker, and Legion addons that do the same are all incredibly boring, and Iri Button is one of the most problematic in the game.

    I've seen people suggest before that the axe should inflict hindered when embedded in survivors. I would say that's too strong, but hey, Jason is apparently allowed to go 4.6 out of OE and gives survivors hindered for trying to remove his spike, so I don't see why the axe can't do the same. Or maybe you can attach it to the addon. Or, yk, they could remove the hinder on Jason's spikes.

  • Old Myers was problematic because of Tombstone Piece which was unfair and unfun, but without it he was usually considered C tier. New Myers is problematic because it takes extremely little to get Tier 3 so he's almost always in power, and he has an easier to charge Pig Ambush that one shots and eats through pallets, creating a boring counterplay of just feeding him pallets until you run out of resources. He's definitely better than before, but it's just boring. I was taking a long break from the game when the rework came out so I'm not sure what the turn changes were, but I think for how lazy his rework was he needs another one unfortunately T_T and that's probably not going to happen for a long time.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109669#Comment_4109669

    Im more a personal proponent of punishing dumb behaviors ex: the end timer speeds up per survivor hanging around a certain radius of a open gate. Im NOT a fan of adding more abandons unless its specifically because something is causing loss of agency. Get as creative as you want with punishing behaviors but don't be lazy and add a "fix" resulting in dull endings.

    I get that, although if something like this were to be hypothetically added you'd probably have to add that this wouldn't take place while a survivor is hooked (and maybe downed) since sometimes survivors will reset for a save in or nearby the gates

  • @Elan said:

    Well, the map is already insanely survivor-sided. While it's only map where you can't use BL out of shack I think perks should not guarantee value every game, at least not on survivor side. Killer is 1v4 so their perks should have full value every match.

    Edit: Shaking Thunder can't be used there either so it's more than fair.

    1. According to NightLight, Trickster's Delusion is the 7th deadliest map right now. You can argue that that's because of lower MMR stats, but that's what we have to go off of. It's possibly because the exit gates are so easy to defend that the amount of 4ks brings the kill rate up, or just survivors getting lost and not knowing how to loop it's unique windows and pallets. It might feel like crap to play on as killer, but apparently it's pretty killer sided on average throughout the playerbase.
    2. Some perks are literally design to always give value, like Bond or Corrupt, and some you might not get any value out of, like Unbreakable or Dragon's Grip. Perks are already balanced so that one killer perk is on average more impactful than one survivor perk, and they do completely different things. Why would one side get guaranteed full value out of every one of their perks every game and the other shouldn't even get the chance to get any value when perks are already designed with asymmetry in mind?
    3. No hate on All Shaking Thunder, but we both know which is the more popular perk and better perk for its respective side. According to NightLight, over 3% of survivors in matches use Balanced Landing, while only 0.4% of killers in matches use All Shaking Thunder. This objectively affects survivors more.
  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109612#Comment_4109612

    Much as, in fairness, I want to agree I find myself in opposition.

    Some maps as the dev's explained are supposed to be more or less valid for specific perks and kits. Much like Huntress players just sigh in misery when they get Lery's, verticality on Tricksters Delusion is similar. That's the risk with using perks like BL and AST. Sometimes you'll get a map where they are less useful or outright not useful at all.

    Granted I think this shouldn't be the case and maps should be built to make all perks, kits, and killers equally valid, but I don't see that happening unfortunately.

    It's true that many perks get less value on some maps versus others, or that certain killers get less value on some maps versus others, but they are all usable. I can't think of a single perk or killer that just straight up becomes unusable on certain maps. Balanced Landing and All Shaking Thunder both get a lot more value on two-story maps or maps with a two-story main building, but every single other map in the game has something for them to work, even if it's just a single hill. If I loaded into a map and realized that because of bad luck my perk is now just a dead slot, it would be incredibly frustrating.

  • @Rulebreaker said:

    When survivors get knocked down theres no way to advance the game.

    When the gates are open the killer can advance the game even if they don't like it.

    When survivors get knocked down and cant leave they're at the killers mercy to end the game without eating a dc penalty. As we saw people would simply let survivors bleed for most if not all the timer.

    When the gates are open…the killer is still able to force the end of the game still because they still always have agency. At no point is the killer at the mercy of survivors.

    If we keep adding ways to quit then eventually the goal posts get moved enough that theres no real game period.

    I agree that there is a fundamental difference between these two scenarios because the killer will always have the agency, but I'm not 100% sure that the OP's suggestion shouldn't be a thing. Maybe it could be implemented the option to abandon if all survivor's are in the gates for more than 20 seconds? This could technically be circumvented by sitting right outside, but at least it would be a little less safe to do so and maybe punishable, so maybe it would discourage waiting to bm. Personally I don't mind it as the way it is, I'm able to force survivors out if they're taking to long and I don't want to wait, otherwise I can just use the last minute or two on the endgame timer to break some pallets for extra points.

  • @cammoking123 said:

    I thought the range nerf was fine. What is it 26 meters? Meaning you don’t have to be anywhere near a gen to be seen by it. Isn’t this a perk for finding people near gens? Why does it have a little under the same range as bond?

    @ThatRyanB just confirmed (from my understanding) that the temporary range nerf is being circumvented and next patch is skipping straight to simply tying the aura to the gen without any range change, which is great to hear!

  • @SpyUA said:

    They are going to do that later but personally I don't understand why not do it now if they are already planning on doing that

    I think just because it's quicker and easier, but you're right in that considering the miniscule amount of perks they change per patch they should really have enough resources and time to do it the proper way the first time.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109411#Comment_4109411

    most people dont have chat because they are on console or they keep chat closed. desiring that is not reasonable.

    Nod back at them at gates or dont go to gates. them doing that is only negative if you and them mutually decide its negative. otherwise its a nothing gesture that your just assuming the intent is to annoy you.

    Most players i am quite confident are oblivious to made up dbd etiquette that we like to throw around in places like this

    I'd also argue that 1. I have not encountered nearly as many teabagging toxic survivors as hard tunneling killers and that's most likely because 2. teabagging gains no competitive advantage, it can be frustrating but it doesn't affect the game at all, while hard tunneling not only is incredibly frustrating and unfun but also often the easiest way to win.

    The unfun strat should not also be the most efficient one when a game is about having fun. The most powerful strat also shouldn't be most usable and effective on the already-strongest killers in the game. These are why tunneling is considered a problem that needs to be solved while getting teabagged sometimes is not

  • @Your_Dad_Playing_DbD said:

    Not in my experience, no. I’ve reported people for chat harassment many times and not once has BHVR ever taken action against them.

    I've heard a lot of people say this, but personally my experience is rather positive. Many times I have reported players for end game chat and received a ban notification within a week

  • I know I'm probably going to get downvoted for this but there are just a couple characters I avoid. It's not because I hate their mains or anything like that, it's not even a reason in relation to DBD. I just feel less comfortable around them because of some stuff from my past, and I dodge some lobbies just so I can feel comfortable playing the game, so honestly I've been glad I've had the ability to. I don't think anyone else really dodges for the same reasons at me, but personally I don't mind too much even when it takes a couple extra minutes to get into a game, although I guess that's just me. I'm hoping to be able to move on from that uncomfortable feeling so I don't have to worry about that, but otherwise there's no other reason I would dodge a lobby, whether it's names, hours (I don't even check profiles anymore), items, platform, etc.

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109302#Comment_4109302

    I hate to do this to all the hag players out there, but unless she's running Rusty Shackles you can actually counter her shockingly consistently by just running backwards into her traps and holding S. Unless she has coup or something, I'm fairly certain she still just straight up can't hit you with an instant lunge even with mousewheel bindings.

    I know that trick, the problem is most hags I run into are using Rusty Shackles lmao

  • Even though I hate hag she does need some kind of buff, but I think just slapping 4.6 on her probably isn't it. Even with her being 4.4, a hag that has her teleport bound to scroll wheel will teleport instantaneously, sometimes so fast that it's impossible to not get hit. As of now her only effective counterplay is to trigger her traps, not to manually wipe them away because it takes way too long unless you need to be stealthy. Personally I saw a suggestion before that Hag should be able to place down two different types of traps: her collision traps from her addon, and regular teleport traps. I think that would make Hag a bit more versatile. You could also increase her trap setting speed and her teleport range.

  • @Mysore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109290#Comment_4109290

    I'm from SA. The difference between bad players in SA and NA is striking—there are way more of them in NA. It's no wonder that players from NA can go on such long win streaks.

    How exactly are you determining this? What data are you even going off of? I don't know why there would be some huge difference between how many bad players there are, or why that is somehow relevant to Shoulder the Burden + Brand New Part SWFs. Unless your argument is that everyone in NA that doesn't do that must be bad at the game, which is just insane

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