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Aven_Fallen

Aven_Fallen

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  • @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088377#Comment_4088377

    Yeah, its for all my killers, i cant choose any perks for them. So if no one else have that, then its a bug

    Are you actually having random Perks in the game or does it just display as that?

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088382#Comment_4088382

    I love using Map Offerings, i find them reliable in my gameplay. i once sent myself to Lerys 5 times in a row

    I dont know. The chance of being sent to Lerys 5 times in a row with Map Offerings is 1:3125. I mean, it can happen, but this would be insanely lucky.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088327#Comment_4088327

    Its actually a nerf lmao because in power you could vault, get blinded, it would instantly end your power and you could down the survivor. Same goes for breaking pallets/generators and whatnot its really good too use if you have good hearing.

    Not really a Nerf, since apparently they had Blind Immunity when using Iridescent Button, but it was just never written in the description. So they did not change the Blind Immunity, they only added that it exists.

    And I guess nobody really noticed it because it is a) hard to blind a Legion during the vault and b) pointless, since as you said they will be out of Frenzy and able to M1 anyway.

  • @Slurp_Ramen said:

    just bulk spent 9 million blood points on Jason and got 4 😭

    I really gotta start manually buying stuff again

    Honestly, you should only do bulk-spending if you really dont care what you get. Because if you do bulk spending, you get so much stuff you dont want while stuff you do want will be skipped. With manual spending you have more control over it.

    Especially the rarity of BPS is cluttered with useless Map Offerings.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088006#Comment_4088006

    I'm pretty sure this is actually a slugging Ghoul this person went up against. I know a lot of people don't like playing vs Kaneki, but it's really unlikely everyone just gave up in this clip before even trying, since yeah, no-hook Coulrophobia Ghoul is a legitimate build that is really difficult to deal with.

    If you've never gone against it, I am legitimately envious of you and hope that you never have to. I'm more positive about facing Ghoul than most but no-hook Ghoul is awful.

    It's not just Ghoul though. Blight and Hillbilly can also both do it and are probably better at it and it's unpleasant against them, too.

    Exactly, the specific Slugging-Build works on Ghoul, Blight and Billy since they have 40m Terror Radius. Add DIstressing to that, which turns the Terror Radius to 52m and you can basically be anywhere on the map and healing is slower due to Coulrophobia. Infectious Fright makes it even more difficult. And there is not really any way to avoid it, because if you pick someone up, you need to be close to that person.

    The "funny" thing is that those people who are against Anti-Slugging to prevent something like that will be the first one to complain when weak Perks like Coulrophobia or Distressing get nerfed because they are only used in such an unhealthy way.

  • @cogsturning said:

    Wild people will defend this sort of unengaging misery and non-gameplay in the name of some valueless win. "Skill expression" as it's finest in the dbd community.

    I am 100% certain that people who go for 4 man slugs with specific builds do not even want to play DBD. They want to play a different game where Survivors only have one life (I see hook stages as lifes), but the game is not balanced around that and Survivors are too weak for that.

    Whoever goes for 4 man slugs as Killer is bad and has no way in talking about "the highest level" or whatever stuff they make up.

  • Nurse is basically just practice to be honest. At some point you can get used to playing her, it is muscle memory. If a Survivor is running into you while you are charging your blink, you can look down to blink in place, just as a tip. Other than that, you can watch videos on how to play Nurse.

    There is also Plaid Flannel, it is a common Add On for her which shows the location of the Blink, so you see where you will end up. Some people use it to learn her, it is not needed IMO (many people learned her without, because the Add On used to be worse and of very rare rarity), but to others it can really be a help.

    As a note, Sloppy Butcher does not work on Nurse. Her Attacks are special attacks, which means that no Perks which require Basic Attacks work.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087759#Comment_4087759

    If they recast they should keep the screams and cries and whatnot. That's the only middle ground. That or add settings for original or new VAs.

    Honestly, no. We have this with the TWD characters, the voicelines are done by the actual actors, the screams and grunts of pain by other VAs. And it does not really sound good and looks more like low quality than anything. A good example where voicelines downgraded characters.

    But I would be happy with a Toggle of "Voicelines + new VAs" and "no Voicelines + old VAs".

    @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087764#Comment_4087764

    they do have different voice actors (spoken lines bis scream/grunts etc) the Walking Dead characters, right?

    Exactly. And from what I have seen (and my own opinion), this is not really well received.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468501/hot-take-on-the-new-graphical-update-planned

    Not everyone can afford the ridiculously priced new consoles.

    Plus, I find it ironic that fog and tall grass had to go because of preformance issues, but giving Kate a smoother face is a priority over people with old hardware.

    I mean, you can be cynical and think that fog and tall grass does not generate them money, but pretty faces do.

    @Topic:

    I am twisted on this. On the one hand, it is true that hardware will get outdated and at some point it will not be sufficient enough anymore. This is just a hard truth, you cannot have a PC or a Console and expect games to be playable forever or that you will never have a new console. However, there are still games being released for the PS4 (which is the oldest console in your list) up to this day.

    If BHVR does not say anything, I would assume that they still plan to support older consoles. If they plan to abandon the old consoles, they should make an announcement. But if they dont do it, I would assume that the game will still run on older hardware. Ideally they even make a statement to say that if you could run the game today, you will be able to do so with new graphics. (I have seen games do this in the past, e.g. the Devs of The Binding of Isaac said that people who were able to run the Original will be able to run Rebirth as well.)

    However, the bigger problem is optimization IMO. BHVR might plan to support older consoles/hardware, but this does not mean that this will actually be happening. The game is not really optimized, it is more demanding than it should be with a game of these graphics. And I fear that the game will look more pretty, but will not run on the same hardware as other games with the same kind of graphics quality.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087723#Comment_4087723

    Not everyone has the game on more than one platform nor the financial states to get another platform. That's the entire point of this thread, which you seem to have missed.

    You seemed to have missed that @cogsturning replied to a specific reply which mentioned to do the same grind again. Pointing out cross progression here is important.

    Even tho your general thread is correct, if BHVR does such a graphics update, they also need to do better optimization, because currently the game already runs worse than it should do with the current graphics and if they upgrade the graphics, it might just get even worse.

  • Yeah, this statement is just unrelated to the AI-video of the Livestream. Personally, I also think they should not have included it, even if they did not create the video themselves.

  • @Nazzzak said:

    A toggle would be easy enough to add, can't see why they wouldnt

    I mean, yes. But they have not done it so far despite every new character now having voicelines and despite people saying that they dont like those. They absolutely SHOULD do that. Let people who like voicelines enjoy them, but dont force people to hear those if they dont like voicelines. (Especially those which can be heard by other players…)

    @malloymk said:

    I've been hoping for voice lines for all characters for a while.

    Wild thing to complain about.

    That you were hoping for it does not mean that others were hoping for it, lol. Obviously people complain, not everyone likes the same things.

    And I would not even say that all people who wanted voicelines will like the final result. Because this might also mean that some voices might change, since the original VAs are not around anymore. And we saw how people complained about Steve getting a different voice and from my experience, his pickrate also dropped because of that.

  • This was in reaction of a job listing for generative AI which BHVR had online a few months ago. BHVR responsed to the claims that they will now be using AI-Art and similar.

    However, the thing is, that DBD-people being DBD-people only understand half of it but talk double the nonsense to make up for it. Obviously we dont know what they will do exactly with generative AI, but if they say that it will not be put into the game, you can trust that. IMO the main complaints about AI are that especially creating AI-Art is basically theft, since it learns the art from actual artists and that it can cost Jobs.

    However, you can use generative AI to speed up and optimize processes without losing Jobs or doing theft. An example would be that a Skin can be created by actual artists from BHVR, then ran through an AI to look where it can be improved and then those improvements can be done by the artist again. You would still need the artist for that AND you would not stealing from anyone, since someone at BHVR has created the base for exactly that.

    Another option would be using it for developing a coding base. You can for example tell the AI to create a Perk which does a specific thing when you do another specific thing. Lets say you want to create a Survivor Perk that you gain Elusive for 8 seconds when another Survivor is hooked but you are exposed for 30 seconds. Generative AI can scrap what exactly is needed for this (a Hooking action, the status effect Elusive and the status effect Exposed) from DBDs own code and the programmer can then work with that as a base. Obviously you can also not do this Job without a human, because someone would need to check that it is correct and most likely tweak it before you can put it into the game, but it can speed up processes.

    I know it is a common practice to ######### on BHVR here, but the statement quoted has a completely different context than any AI-video during the Livestream.

  • If you are still around and not banned when they come to Live, I will remind you of that.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086500#Comment_4086500

    i do think im not going to enjoy playing against it, but im not the type to be (oh my god this perk is utterly horrible to go against nerf it now) if that was the case i would join on the "screw SB" bandwagon

    The thing is, thinking not enjoying to play against it and actually playing against it are different things. Which is the big problem, people jump to conclusions way too fast and then things get changed before they were actually properly tested. Fog Vials are a great example, you would probably see 0 complaints about original Fog Vials now (assuming they made them equal on all maps, what they eventually did). People complained because they were new and many people were using them, therefore they were very common. But instead of waiting a few weeks and let new toy syndrome disappear, people mass-complained and they were dead a week after going to Live. And yet the same people complain about Survivors bringing 4 Medkits all the time…

    @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086500#Comment_4086500

    I normally like your takes but in this case we're opposed forever. Within different tribes, never to reconcile… You… You survivor main!

    For real though, the problem with the perk is it's too strong, too free, no investment required and always active. Its use in chase appears to be an oversight. Make it work like Overzealous or remove its chase function and it's golden.

    The problem is, if you make it work like Overzealous, it will be bad. Assuming that you mean that it should get an activation requirement which is too much to justify the benefit (which is the case for Overzealous). And I dont know if removing it in chase will do the Perk any good either, because what is the point then of bringing it? Maybe to line up for Flashlight-saves, but to be honest, I would rather use Background Player for it.

    I hope for people actually playing against the Perk and then getting a feel of how they perform against it. And actually testing to play against it and not going to the Forums after one person had the Perk and they had a mild difficulty of getting them (but still a 4K…). I am also not sure if people are not underestimating it. We all chased someone with Iron Will and Lucky Break at some point and I think it is fine. And Elusive is nothing different, even if it is less investment and not on a timer.

    And last but not least, the Perk being free is also not entirely correct. To have its use in a chase the Survivor needs to actually be good. So its not like it is an unearned buff, which turns mediocre players into Looping Gods. There are other Perks which are way more free.

    But to be honest, I dont care too much about the Perk itself. I will most likely not use it, especially not when I consider that it will be nerfed anyway. I just really dislike the fact that new things for Survivor which MIGHT be good are nerfed immediatly. Makes it hard to feel any excitement about new things when you know that they will not stay like that.

  • Holy Auto-Translate.

    Shoulder the Burden is completely fine. There was a big panic when the Perk was released but this did not happen. It is also used very rarely, 8 out of 10 games is a huge exaggeration.

    The only part where Shoulder the Burden MIGHT become problematic is at the highest, highest level of play. But 99,99% of players will not reach this state, so it can be neglected.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086269#Comment_4086269

    Feedback is an ongoing process and we’re actively listening to all sides. That doesn’t mean instant nerfs or buffs, although I can appreciate the perspective that this is how it's handled.

    Killing off Fog Vials a week after release instead of waiting a bit tells a different story tho. I mean, your post is correct, but there is at least one glaring example that this is not always true. And this was really the perfect example of a kneejerk reaction.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086255#Comment_4086255

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086257#Comment_4086257

    Because using Plot Twist to force DS is becoming extremely commonplace

    Not even exaggerating I see it in my solo Q games all the time.

    But if someone is doing that, then the Killer can just pick them up, eat the DS and tunnel them out after the next Hook. It is not like you lose a game when you eat DS and if the Survivor decides to Plot Twist right in the front of the Killer, this is way worse for the Survivor than for the Killer.

  • Funny that you mention that it can get rid of Corrupt Intervention, something which almost never happens, but you ignore that it also triggers Infectious Fright, Forced Hesitation and Eruption. I mean, we can totally remove the interaction between Plot Twist and Corrupt Intervention, but obviously the other interactions should also be removed. But I have not seen a Killer complain that they get a free Infectious Fright when Plot Twist was used.

    @cogsturning said:

    Why are we suddenly talking about this old, mid perk like its OP?

    @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086255#Comment_4086255

    hey, take that back mate Nic Cage is the survivor GOAT! people just can't handle his awesomeness

    but yeah idk why it's coming up in conversation lately.

    Honestly, with how frequently it is coming up lately either a vocal Content Creator has complained about it or someone used it in a Build and now it is a big problem Perk. Especially the DS/Plot Twist-thing was something I have read multiple times over the past few days.

  • @ArcT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086070#Comment_4086070

    You also cannot choose your killer, and many will hard proxy camp the hook in order to force literally all unhooks to be this exact situation. Especially on all the maps with godawful designs that have only one or two ways in, which many killers can lock down.

    True. But there is a big difference between making an Unhook when you have to because the person on the Hook is being camped and about to reach second stage and doing an unhook 3 seconds after the Survivor was hooked while the Killer is still there.

    The first would need to happen even without any form of protection after the Unhook, the latter is mostly the Survivor being stupid to unhook right away.

  • @Andrix_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086063#Comment_4086063

    I know exactly how it worked, I'm a 2017 player. I didn't mention any of it because it would have made my post as long as Wall Maria

    Let me ask you in reverse. In 0-kill games, have you ever seen a survivor spontaneously sacrifice for the killer to make him feel better? Why would you expect the killer to spare the last survivor? The entitlement here is absurd.

    Of course the precedent iteration of hatch had issues, (mainly caused by how broken keys were back then) but at least it was a consistent mechanic. Now it's just plain ugly rng.

    The problem here is that the mechanics of hatch are forcing Killers to play toxic to get 4k, because otherwise they'd simply rely on rng. Which is not fun.

    The only problem with hatch being visible was the existence of keys which allowed survivor to escape way earlier. That's why I suggested to make it not-accessible until 2v1.

    I know exactly how it worked, I'm a 2017 player. I didn't mention any of it because it would have made my post as long as Wall Maria

    The way you worded it sounded like you were not around when old Hatch existed.

    Let me ask you in reverse. In 0-kill games, have you ever seen a survivor spontaneously sacrifice for the killer to make him feel better? Why would you expect the killer to spare the last survivor? The entitlement here is absurd.

    Look, this is just a good showing that you dont really have any argument. Nobody ever said that the Killer should let the last Survivor go. There is a difference between not slugging for the 4K and just making it a Hatch Race and whoever finds it first, will escape/close the Hatch (with the Killer being at a full advantage here) and willingly letting the last Survivor escape.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086068#Comment_4086068

    Ive been on a stealth streak since secret project came out. Apex muffler stealth billy is terrifying lol. Its funny to do on killers not normally silent. Spirit is another one. Bubba can be scary if he just shows up. Stealth killers you kinda expect it. Wesker you dont.

    I also did a Stealth Build on Billy, but this was a few months back, Secret Project was not out at this point. But it was fun and quite efficient. Even tho I would classify that as a Fun Build. But even if you play strictly to win, there are more builds possible than just Gen Slowdown.

    @zonkednb said:

    My reason for disliking 3-4 slowdown perks that specifically target gens is, compared to other forms of slowdowns, there's no real decision making on how to deal with them beyond small things like dying edgemap to limit PR or timing letting go when a hook is about to occur.

    Other forms of pressure generated by anti-heal or chase perks have much more active decision making in order to deal with, keeping the game varied. Gen slowdown just stretches the game out without any meaningful change to play.

    Likewise it really doesn't adjust killer play all that much. Just chase people around and hope the passive regression/blocks buy you enough time to win by default, if you're not able to close chases quickly. I tend not to full stack this kind of slowdown, and more often than not I don't bring a single gen perk.

    I think survivor players in general don't want specific perks. I think they just want there to be more variety in build design. PR & DMS would not bother me at all if it was not present every few games.

    Other forms of pressure generated by anti-heal or chase perks have much more active decision making in order to deal with, keeping the game varied. Gen slowdown just stretches the game out without any meaningful change to play.

    This is a good point. I think a good example of this was Leverage/Gift of Pain. As Killer you had the decision making if you want to run both of those Perks, because the payoff can be huge since healing takes a long amount of time or if you want to only run one of them, because you risk that Survivors just stay injured, which would make them onehit, but remove the Slowdown-Potential of two of your Perks.

    Meanwhile as Survivor you had the decision making to either heal or not heal. And this is not really the case for Gen Slowdown, this is just "Gens take longer". The only real decision making here is if you really want to carry a Survivor to a Scourge Hook, since it might be the case that Gens only have barely any progress and you waste your Pain Res on a 1% Gen. But this is more macro gameplay.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086005#Comment_4086005

    For real. These kinds of threads crack me up because it's so painfully obvious killers do this more than survivors that they invented the abandon feature. THEN the same killers go and argue that it's unfair because they can't abandon when the exit gates are powered. Killer mains will never make sense to me.

    I would not say that Killers do it more than Survivors, statistically more Survivors are toxic because there are 4 in a match and only 1 Killer. However, I think that Killer toxicity is more impactful. If Survivors teabag me at the Exit Gates, I just go to them, hit them and they run out. Everyone who is old enough to play this game can do that. However, before abandoning was a thing, slugging someone for 4 minutes and humping them had way bigger impact. Not because of the humping but because of the fact that the person on the ground had no way of avoiding being stuck there for 4 minutes, since DCing was not really an option.

    The only thing I honestly think when it comes to toxicity (humping, teabagging) is that people who are doing it should really not complain if someone else is doing it to them. If you hump me on the ground at least dont complain on Reddit or the Forums that those evil Survivors teabagged you at the gate and there was "nothing" you could do about it, since forcing them out would mean you see them teabagging. Same obviously the other way around, if you decide to teabag on the Hatch until the Killer sees you, dont complain if you get humped.

  • @Anti051 said:

    Wouldn't need any god mode protection if my teammate didn't mindlessly dive my hook when the killer hasn't even walked 20 meters away yet.

    The issue is (and this is also why Basekit Endurance after an Unhook exists in the first place) that you cannot choose your teammates. Obviously it is not the Killers or the hooked Survivors fault when some muppet decides to unhook the hooked Survivor in the Killers face, but sadly there is not much which can be done about that.

  • I mean, first of all, it is subjective what people like or dislike. E.g. there are Survivors who complain about Aura Reading, while others have no issue with that.

    Personally, I am that kind of person who heavily dislikes Killers who run too many Slowdown-Perks. The game is balanced around having some form of Slowdown, but nobody really NEEDS 4 Slowdown-Perks. Running 4 Slowdowns is basically prolonging the game to a point where all ressources are gone and the longer a match takes, the more killer-sided it gets.

    Obviously, this also depends on the Killer. If you are running Blight with 4 Slowdowns and Double Speed, I question that you are not really confident in playing Killer. If you run multiple Slowdowns on Trapper, you will more likely need it. But even there I would still say that you dont need 4 Slowdowns. That most Slowdown-Perks are not affected by Diminishing Returns makes it even a bigger issue for me. Like, if I would use Dejavu and Resilience to increase Genspeeds, a Killer who uses PGTW and Pain Res will have no issue with Diminishing Returns while I will have Dejavu reduced. Just as an example.

    Overall I think a mix of Slowdown, Chase and Information Perks is important and the most healthy. And this brings me to my main point why I really dislike Killers who bring 4 Slowdowns - it is braindead. You can run the same 4 Slowdowns on every Killer without using a single thought on it. And especially on Killer you have so much variety that way more Perks become interesting, depending on the Killer you are playing. E.g. you can use vastly different Perks on a Stealth Killer, a Setup Killer, a Chase Killer or a Mobility Killer. Yet some people decide to use the same 4 Perks on each of them. And for me it is much more interesting to use different Perks. E.g. high mobility Killers or Killers who need to build their power (e.g. Nemesis) can easily run Lethal Pursuer (and the high mobility Killers BBQ as well). While a Chase Killer might benefit from using Brutal Strength or Spirit Fury/Enduring. Killers who can vault can use Dissolution. A Killer who mainly injures with M1 can use Sloppy Butcher, while a Killer who uses their power to down people can use Gift of Pain.

  • @Andrix_ said:

    Had a tedious game like that. 3 mins wasted basically.

    2v1 standoff exists only because of the hatch dumb rng mechanic that makes it a stupid Russian roulette.

    Killers are encouraged to slug of course, since they don't have any clue on where the hatch may spawn on 99% of games.

    If hatch was at least visible to players earlier, it will encourage the killer to hook, wait for the kill and immediately close the hatch, if he knew its location. If I were the killer, I'd rather close immediately the hatch and end the game as soon as possible.

    Depending on timing, it could result in a race between last survivor and killer. Or the surv may be camping exit gate knowing the killer would arrive first to hatch. This would make everything a little more dynamic than the current state on live.

    Then there are the keys of course, which may be the main culprit as of why this mechanic is so horrendously boring. What if... hatch was simply not unlockable until two survivor left?

    I guess you are quite new to the game?

    Hatch used to spawn earlier a few years ago. The Formula was that the number of completed Generators needed to be one more than the Survivors alive.

    So 3 Survivors alive, 4 Gens completed, 2 Survivors alive, 3 Gens completed, 1 Survivor alive, 2 Gens completed and 4 Survivors alive 5 Gens completed. And at this point it was possible to open the Hatch with a Key. So not only did this mean that suddenly the 3 remaining Survivors could escape once one was dead and 4 Gens were done, but it also meant that if not 2 Gens were done, the last Survivor had 0 reason to do anything and might have been just hiding.

    Hatch how it is now is way better and honestly, it is only Killers who refuse to let the game end who are the issue here. As I said in an earlier post, nobody denies that a Killer who killed 3 Survivors before all 5 Gens were done are the winner of the game. But for some people only a 4K matters.

    Hatch is fine as it is and does not need changes. And I bet, even if we would do something which is requested, like a final chase where the Survivor has to survive a certain amount of time, if this Survivor would escape, the Killer in question will open a Thread in this Forum complaining that it was unfair and changes need to be made.

  • I honestly think that this sounds rather boring for the person who does the support role.

  • @jiogo1 said:

    The act of "tunneling" is also a form of strategy for killers; if the killer needs to eliminate a survivor as quickly as possible because they are one or two generators away from being depleted, they need to put pressure on the survivors to turn the tide in their favor.

    "strategy". Much "strategy" in doing the easiest way possible. It is a No-Brainer to tunnel if you want to win as Killer, an actual strategy would be to weight risk and rewards to decide on something.

    @Topic:

    I agree. Even tho I would maybe only differentiate between Deep Wound given by Killers (e.g. Legion or Ghoul) and Deep Wound given by Endurance (Unhook-Endurance, DH, OTR). Because this way you could tinker with one of them without affecting the others.

    On the other hand it would make the Endurance of OTR more meaningful, since currently it is basically non-existent since one hit right after the Unhook removes all Endurance which is given.

  • I guess you wanted to say 4,8 m/s and not 3,8 m/s…

    But no. The game is really balanced around the current movement speeds, adding another 5% on it would have way too much impact. You cannot just slap 5% more movement speed on every Killer and call it a day, you just cannot tinker with Haste in such a way.

  • Why do Killers feel that they are entitled to their pity Kill in Endgame? LIke… You reached Endgame as the Killer, meaning you failed to protect 5 Gens. So the reward should be a guaranteed Kill on a Survivor? (And before someone comes at me - I call hatch a pity escape as well which Survivors should also not be entitled about…)

    And funny enough, if Endurance in Endgame is removed, I bet that this would lead to overall less Kills in Endgame. Because situations where Survivors try to get everyone out and fail would happen less, since less people will be trying to save someone in Endgame if this person does not gain Endurance, since it is very, very unlikely that they would make it out.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085318#Comment_4085318

    I was saying that the game considers it a loss and some people do care about it. I don't care about it myself but just thought to point this out as its not a win for the killer by the games own logic. Still from your statement you seem to care about it enough to call it a flawed system.

    Still from your statement you seem to care about it enough to call it a flawed system.

    Ok? Obviously I care about the nonsense-matchmaking, since I have to play under this, lol. What is even your point here? That the system is flawed is obvious, it is even worse than Rank-Matchmaking back in the day. The biggest problems there happened when they reworked it to only be set back 1 Rank Color, because the players who barely reached Red Ranks were at Red Ranks immediatly, which made the overall experience worse.

    And the by far biggest flaw back then were Rainbow Ranks where the matchmaking completely failed and grouped Red Ranks together with or against Green or even lower Ranks. And this is what we basically have right now. I can have Survivors in my Killer games who are extremely good in one game and then in the next game I have Survivors who dont know if they play DBD or Minecraft. On Survivor as well, I get a day full of Killers who play on a Steering Wheel followed by games against some of the Top Leaderboard-players. And it is no wonder that this is happening if there is barely any skill impression needed for the MMR-gain and -loss, when it only factors in Kills and Escapes.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085675#Comment_4085675

    3 gen nerf was simply because the killers released at the time were ENTIRELY based on protecting areas then they gutted SM for no reason even though the gen kick nerf was the only change needed for her I personally love this change as it would help setup killers and low tiers vastly it also rewards killers for not holding a 3 gen from the start of the match and if they do you can actually play into it

    Not entirely true. The 3-Gen Nerf mainly happened because they released two Killers back to back which could hold 3-Gens very effectively (Knight and Skull Merchant, during this time they also reduced the maximum duration of a match to 1 hour, it was 2 hours before).

    But while those two Killers were exceptionally good at 3-genning, Killer players realised that basically every Killer can hold a 3-Gen from the start, so more and more people were doing it, even on other Killers than Knight and Skull Merchant.

  • @AbsolutGrndZer0 said:

    One of the moderators (forget who) on this forum clarified that if ANYONE abandons at any time (rather than exiting normally from the end-game lobby when the match is finished) then the entire match is throw out for all BHVR data.

    Which I find funny, as if that moderator was correct, how many survivors will abandon during the Mori? Entire match just never happened for ANYONE. No MMR gain, no MMR loss, no data on kills and escapes for BHVR… nothing… The match never happened. You got your BP that's it.

    I am very sure that you misunderstood something here. For the stats BHVR releases matches are not included if they contain a DC. But for the MMR gain/loss matches with DCs count in general, they are just voided for the player. Consindering how many Survivors simply DC when they are the last one, the majority of the games would be insignificant for the MMR, which just is not true.

  • Replacing the Tomes with Quests was such a downgrade to be honest. I get why they made this stuff automatic, but honestly, since the change, I barely look at the rift or the challenges anymore. I just play the game and get the Rift Rewards and fulfill the quests, so I basically look at all the Skins of the Rift, unlock them without really noticing and never use them.

    Challenges are also super boring, it was more fun have to use certain characters or Perks. Nowdays the quests are basically "Play X games". For some reason BHVR decided to replace the innovative Tome system with the most generic thing they could find, probably because of the surge of new players with the FNAF chapter, since it happened around the same time.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085280#Comment_4085280

    For MMR purposes the abandon on 10 minutes of gens not being finished is a loss to the killer. Its there so you can just get out of the match if you don't want to waste more time in it but in the end you have not won the match as that usually indicates a stalemate in the match but its not most of the time anyway over. The few times I have seen it used the match was noway over survivors were doing what they could but for reasons gen did not get popped in the 10 minutes. It never has been at least for me that killer was somehow winning it just causing time stalling.

    Who cares about MMR in this case? MMR is not some prize you gain for winning games, MMR is just for matchmaking purposes.

    People really should stop caring about that flawed and failed system.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085127#Comment_4085127

    1. We have adepts and used to have tome challenges directly tied to 4k.

    2. Once again. Killer won a game. How is that fair that one surv gets to escape? With ZERO effort, in a LOST game, you might even get hatch spawn under your legs. Answer THAT question.

    1. non-argument. Slugging for the 4K happens way more often than just Adepts.
    2. The Killer still won the game. That the Survivor MIGHT get a pity escape does not change that at all. Even when Hatch spawns, the Survivor is at a disadvantage in finding it, since they move slower than the Killer and have to hide. They can basically only get lucky.

    I just dont understand why people need to prolong a game where they clearly won. Nobody will debate that a 3K with not all Gens done and a Hatch Escape would be a clear win for the Killer. Yet Killers like to waste everyones time by slugging for the 4K while the Survivors have no way to actually speed this up (the last part is important, before someone comes up with "Yeah, but what is with Survivors waiting at the Exit Gate"…).

    @Topic:

    At the very least the Survivor on the ground should be able to abandon in a 2v1. This would allow the Killer to slug for the 4K while wasting only the time of one person instead of 2.

    In general it is sad that at this point the best way to play the game is to be the antimate.

  • I dont think anybody really thinks that Myers got nerfed. It is pretty obvious that Myers got buffed. Maybe because they brought Tombstones every game and think it is totally fine to instakill Survivors who probably have never seen Myers before in the match.

  • @Feather said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084715#Comment_4084715

    Hey, u know what can counter high tier killers? And thats definetly not Sprint Burst i will say. GOOD PLAYS AND TEAMWORK.

    Blight doesnt care about SB. Kaneki doesnt care about SB. The only high tier killer i could say would be punished with that one perk is Nurse, because she doesnt have great mobility, just the best chase power. But u know what she needs to do? BLINK ONE MORE TIME, SOMETIMES 2

    What about m1 killers that doesnt have ranged ability or great mobility? F them, who cares?

    What about m1 killers that doesnt have ranged ability or great mobility? F them, who cares?

    I even wrote that those should be buffed. But you wont increase their playrate if you nerf Survivor-Perks. As I said, people will not suddenly stop playing Blight or Ghoul when Survivor-Perks get nerfed, since they will just have easier games with them.

  • @Feather said:

    Reducing haste duration to 2 seconds at least would be something.

    But survivours dont see issue and neither does bhvr

    For survivours downvoting: imagine we go back to OG ruin+undying, forever freddy or gen kick meta and everyone laughs at you for saying its bad, thats what you are doing

    Sprint + Vigil is very unhealthy and punishes lower tier killers

    and punishes lower tier killers

    This is such a non-argument. As long as super strong Killers exist, "low Tier Killers" is just a buzzword used. If we nerf Sprint Burst, nobody will stop playing Blight and suddenly starts playing Trapper.

    What would help low tier Killers would be Buffs to low tier Killers. Not the nerf of Survivor Perks which would only result in strong Killers becoming stronger while low tier Killers will not be played.

  • And the goalpost gets moved further and further. Killers know that if they complain enough, they get more and more from the Devs. Now Sprint Burst is the target, once this is done, we will see people calling for Lithe-Nerfs.

    You dont lose games because of Sprint Burst. You lose games because you are not as good as you think you are. Try to improve instead of getting everything nerfed.

    Feel free to downvote, this is also easier than trying to become good at a game.

  • Myers. It is a shame what the Devs, who claim that they are big horror fans, made out of him. Him becoming a Dash-Killer made him the so far off his source material it is not even funny anymore.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084505#Comment_4084505

    In the vod she literally commented "I can't believe that (second) pallet was there" as she was opening a chest to try and heal herself on the top floor, right after she stunned me lol. Of course you don't stick around there when you get a stun, but the chances of you getting a stun with two pallets on a long, tall wall like that are at least doubled when you have two of them side by side. Idk if you're just trying to ragebait me or if I'm really not explaining this well enough. She could've made a whole bunch of distance even if there wasn't a stun, just on the fact that there are two rooms and a stairwell she can chain into it with a pre-drop, and if that fails she has the option to run straight back to that same loop and use the second pallet to extend the chase all over again. Only way to counter that tile is to eat the first pallet, and hope to heaven high that they pre-drop the second pallet too late when they return to it, so maybe there'd be a chance I could chainsaw-sweep facing away from the part of the map with another 20 pallets at her disposal. If I tried to chainsaw around the loop, there's a high chance the buggy collision on that scrap-heap will hit me on the corner when I turn toward the pallet to either break it or continue through it. The fact that the pallet is on the end of the scrap-wall also means the chances of me being able to see the survivor while chainsaw-sweeping is low, increasing the chances substantially that they get a stun, not having enough time to react and moonsaw away from the drop.

    Yeah mate, sorry, but I wont bother with you anymore. She did not mention a second pallet at all, she just commented on how lucky she got. I said all what I wanted to say, you getting stunned was the issue here, not the double Pallet, since the second Pallet did not matter at all.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084500#Comment_4084500

    I mean, did you watch it? I swung around the corner and was less than a meter from the hit-range of a basic attack. That second pallet being there sealed the deal. Even without a stun I would've had to walk around that whole loop, up the stairs, then either had to deal with the window room of doom as Bubba (bad idea) or she may have even made it back down the stairs on the other side to an area that still had every single pallet intact.

    And also I've crawled back from closer games, especially as Bubba. I've had 3 hooks at the last gen, not in a three gen, and managed to catch the survivor on death-hook, knock it down to a 1v3, and held down all 3 generators on separate corners of the map for another 4 minutes to win with a 3k. last survivor getting hatch. All without slugging or face-camping either, just looping between the generators and the killer shack.

    I mean, did you watch it? I swung around the corner and was less than a meter from the hit-range of a basic attack. That second pallet being there sealed the deal. Even without a stun I would've had to walk around that whole loop, up the stairs, then either had to deal with the window room of doom as Bubba (bad idea) or she may have even made it back down the stairs on the other side to an area that still had every single pallet intact.

    No, the second Pallet was irrelevant in that exact situation, when it was either upright or already broken. Only if it was already thrown and unbroken it would have been relevant. She did not even know that there was a second Pallet, she just made distance, because this is what you usually do when you get a stun on such a weak Pallet.

  • @Cornil said:

    I used to play him a lot, and honestly he's always been a mid-high A-tier killer in regards to power potential. He's got the same if not a better version of the teleport that Sadako or Springtrap has, considering the speed he can teleport and the info he can get from being in his tunnels. His tail attack has a similar design to nemesis's whip but without a held charge before using it, and also no infection requirement to damage survivors. And yet, I understand why you made this post, his pickrate is incredibly low. I've seen only one xenomorph in the past couple months since I've started playing survivor more consistently again. His addons when compared to a lot of other killers in the mid-high A-tier range are actually very good, and give a few different playstyle or build options.

    How would I buff him? I have no idea, because there doesn't seem to be any changes to his kit since release that would've made him less appealing, and tank his pickrate like it has. Maybe its because of the pallet changes, he is pretty vulnerable to people faking a pallet drop, getting a tail attack, then getting stunned right after. A xeno player who doesn't expect it can end up losing a game off of one or two decent stuns because of the current amount of pallets around maps. Even then though, he's not an M1 killer, he can work around pallets well enough with a little practice.

    Only thing I could think of to buff him that wouldn't literally break his balance is maybe giving a short amount of undetectable after exiting a control station? Maybe 5 or 6 seconds would be enough to catch up to an unsuspecting survivor who couldn't hear the sound of exiting the tunnel. Similar to Springtrap after exiting a security door. Additionally, maybe rework a couple of addons. Examples I can think of would be Kane's helmet, which gives mangled for 70 seconds when hit by a tail attack. Could lower it to maybe 50 or 60, add hemorrhage as apart of it, and make the Multipurpose Hatchet (currently gives permanent hemorrhage until healed) instead extend the undetectable from exiting a control station, maybe by double to 10-12 seconds.

    Only thing I could think of to buff him that wouldn't literally break his balance is maybe giving a short amount of undetectable after exiting a control station? Maybe 5 or 6 seconds would be enough to catch up to an unsuspecting survivor who couldn't hear the sound of exiting the tunnel. Similar to Springtrap after exiting a security door. Additionally, maybe rework a couple of addons. Examples I can think of would be Kane's helmet, which gives mangled for 70 seconds when hit by a tail attack. Could lower it to maybe 50 or 60, add hemorrhage as apart of it, and make the Multipurpose Hatchet (currently gives permanent hemorrhage until healed) instead extend the undetectable from exiting a control station, maybe by double to 10-12 seconds.

    While I agree that you cannot do much to his Kit without either making him weaker or too good, I dont think that Undetectable would be really useful. There is an audio cue when he exits one of his tunnels and if there is a Flamethrower nearby, this also beeps like crazy when he is about to come out of it. So I dont think that Undetectable would be really useful here.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084370#Comment_4084370

    idk bro, being able to make it all the way upstairs or all the way to the "main building" on the map from a single stun there makes it a god pallet to me. I'm not playing nurse, I can't just teleport to catch back up to them, I have to walk lol

    You can just go around the Pallet, if you dont get stunned. Even if you got stunned, as long as the other Pallet was not dropped and unbroken, you can still go around. But the stun was most likely what sealed it. Those are the kinds of Pallets where the Survivor has to stun the Killer in order to get distance, because Killers can usually just go around them. The right one is especially weak.

    @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084380#Comment_4084380

    I just watched the vod and she stunned me with that exact pallet I screenshotted at the start of the game lol. It stopped me from getting a down on her which could've meant another pain res token since I didn't get to use hers I believe. So yeah, the double pallet spawning around that corner did kinda screw me over

    No, the Double Pallet had no impact at all. What had impact was that you made the mistake of getting stunned. If you would not have been stunned, you could have just go around and she would either have to go upstairs or to the left and both would have been guaranteed hits. So even if there would have just been a single Pallet, the stun was the issue here and this was something you could have avoided.

    But to be honest, I dont think more than a 1K was possible here anymore.

  • Without a doubt The First is the better Killer. Not even close. Demo is more fun tho.

    And just as a note, you know that you dont need to add an AI-Slop to every post of you? They are not needed at all.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084370#Comment_4084370

    Additionally, not to be that guy but I do have to wonder what the results of these trials look like. Even if they spawn in great areas, unlike this, does it consistently prevent a 4k or does it only delay it?

    This was a 1K, I watched the game from the PoV of the Streamer OP faced (she seems pretty nice btw. and is an Artist Main, if someone likes that, they should totally check her out). Granted, it had the chance to become a 4K, because the Survivors messed up royally at some point, but OP messed up as well and let that 4K slip away.

    The double pallet here did not really matter tho, from what I could see. But as I said, it is very likely a Bug, since it is unlikely that one Pallet spawns all the time and that there is even a double Pallet. Double Pallet on spots where they are not supposed to be are a rare occurence. They usually happen when the minimum amount of Pallets is not reached and the Pallet Spawn Logic put a Pallet on every possible location. So we are then at the minimum amount of Pallets and my guess would be that the Pallet on the right spawning 100% of the time causes the issue.

  • This is very likely a Bug. You should report it: https://app.betahub.io/projects/pr-5642738318/issues

    I have tested it 10 times now on custom games and I saw the Double Pallet spawn once. However, I have seen the Pallet on the right (in the picture) spawn all the times while the Pallet on the left never spawned alone. If I had to guess, I would say that the issue is that the Pallet on the right always spawns and then, if the minimum amount of Pallets is not reached, the other Pallet spawns as well. Which is a rare occurence, but with the Pallet on the right spawning 100% of the time it might mess up the Pallet Logic. (Obviously 10 games is not a huge number of matches, but 10 times more than that one screenshot)

    Those are not God Pallets tho… I feel people use the term way too frequently nowadays. Especially the right one is very unsafe. And without the Bug, the left one is also not safe either.

  • @Crowman said:

    BHVR plans things about a year out. Diminishing returns wasn't planned with any balance changes on its own and therefore we will likely have to wait about a year since Diminishing returns (end of this year) for BHVR to collect data and make adjustments.

    I also wouldn't get your hopes up on it being large adjustments either.

    I also wouldn't get your hopes up on it being large adjustments either.

    Exactly. Diminishing returns in itself means that there is a limit of how much Perks can be buffed, because otherwise you end up at the old values, which were apparently too good. Hard caps would have been the way better solution, those would allow for strong individual Perks which could not be paired with other strong individual Perks.

    BHVR plans things about a year out. Diminishing returns wasn't planned with any balance changes on its own and therefore we will likely have to wait about a year since Diminishing returns (end of this year) for BHVR to collect data and make adjustments.

    The sad reality is that BHVR already has the data. They have years of matches where certain Perks are only used in combination with other Perks. And they have years of matched where they see that some Perks are not used on their own outside of Adepts. And yet we will have to wait a long time of new data, which will just show that the overall pickrate of those Perks have dropped.

  • @MeduSnake said:

    Yeah we know the game grind got reduced a while ago but since we get more and more new characters in this game the reduction is slowly becoming less noticeable.

    Old BBQ and Chilli rewarded you for hooking each Survivor instead of targeting one out. No one understands why you guys removed this part of the perk that rewarded you for playing fair.

    The same thing for Wglf. What is the problem with getting rewarded for helping your team by unhooking them or taking hits for them instead of being a coward that abandons their teammates?

    Old BBQ and Chilli rewarded you for hooking each Survivor instead of targeting one out. No one understands why you guys removed this part of the perk that rewarded you for playing fair.

    I dont understand why people bring this up all the time. Giving Killers BPs for unique Hooks would only work if this is disabled once a Survivor is dead. And this was also the case with old BBQ around. People claimed it made Killers not camp or tunnel, but the reality is that they would still do this and get their Bonus BP afterwards.

    In general, I dont think it is needed to add Bonus BPs to BBQ or WGLF. It would only make some people feel that they NEED to run those Perks because otherwise they would miss out. We are at the point where you can get so many BPs that the Devs added Bulk-spending, because spending BPs takes too long since players get so many during their games. It is really not needed anymore.

    @MarbleThrone said:

    With all the proposed changes to anti-tunneling having been tested, it's wild to me that they didn't consider reverting these perks back to having BP bonuses again.

    Remember there even was that basekit BBQ effect where you would get a 10% BP bonus for each unique hook (so, any time you hook someone who was not the most recently hooked)?

    I'd prefer that over nothing. But restoring BBQ and WGLF back to their glory has to happen.

    Remember there even was that basekit BBQ effect where you would get a 10% BP bonus for each unique hook (so, any time you hook someone who was not the most recently hooked)?

    If I remember correctly, this was part of the scrapped Anti-Tunnel measurements. So obviously the benefits of not tunneling got scrapped when the penalties for tunneling got scrapped as well.

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