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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @tjt85 said:

    Please tell me Legion will be back in the upcoming 2V8. It will be over 6 months since they got benched from the mode.

    If they're not back for the next one, I doubt they'll ever be coming back at this point…

    Legion will only come back if they significantly change their power. And since this will probably not happen, you can count on Legion not coming back to 2v8.

  • I would not hate the idea to be honest. I look at Moris once and afterwards I dont need to see them anymore. Not because I cannot handle gore or violence, but mainly because I think that most recent Moris are pretty cringe. I know that they have become more brutal, but this makes them look more silly than anything else.

    However, you can abandon to not see the Finisher Mori and I think this is enough. Sure, this does not apply to regular Moris, but I think those are rare enough that this would not justify the work to implement an option to skip the Mori scenes.

  • I was always surprised that it did not affect the rarity of Items in chests. Because this is such an obvious thing which can be affected. More luck = better Items.

    But to be honest, I would rather see them remove Luck Offerings. They clutter the Bloodweb and from my experience, they are mostly used so that people who bring them can get out of games quicker, if they want to.

  • Lets ignore the very specific scenario which is happening here.

  • @Wezqu said:

    I feel like it has nothing to do with Behavior and everything to do with Nintendo being difficult. Nintendo has the the reputation being one of the worst console platforms to get your updates verified and applied.

    Correct, this one is not on BHVR, this one is on Nintendo. Sadly this cursed company has so many fanboys that they can do stuff like this.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068016#Comment_4068016

    What exactly is the difference between solo and swf that the dev can actually tackle?

    You can never bridge SWF and Solos completely, because the main strength of SWF is to reduce the randomness of your teammates. People say it might be communication, but I doubt that. Because if you put 4 people in a SWF with and without comms, you will get roughly the same results.

    Therefore, you will never be able to bridge it completely, but you can try to do things by giving Solos information which SWF has. E.g. the Perk Loadouts of your team members. Not in the Lobby, since this might lead to more Lobbydodging, but ingame or in the loading screen. A SWF always has the information that their teammate has Deliverance and should do the Unhook or that someone has Power Struggle. Solos dont get that.

    Basic Chat Wheels a la "I go for the Unhook" would also already be helpful.

    Granted, things like that might not help at all, because it is up to the player to understand them. I have seen Survivors having perfect information and still making the wrong plays.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067934#Comment_4067934

    Ah okay, thank you. I was just curious. There hasn't been a live stream, or anything posted that I have seen regarding any type of info for this year.

    New Roadmaps are released for the Anniversary. The current Roadmaps goes from last years Anniversary to the last Patch before this years Anniversary.

    So it is basically game years and not calendar years.

  • Also have to say, I did not notice any difference. Pallet Saves are rare, but they still exist and still work as before, from what I have seen. The Killer was always able to block the prompt of dropping a Pallet, if they were too close to the side you wanted to drop it from.

  • You are comparing your personal experience with official stats. And only because your experience does not match the stats does not mean they are inaccurate.

    Take Nurse as an example. She is the strongest Killer in the game, nobody will say anything else. But this does not mean that she needs to appear in the top Killrates or Pickrates. Regarding Pickrates, I dont think that Nurse is that exciting to play once you learned her. As you said, you mop the floor with Survivors once you learn her and I think as long you are not playing entirely to win, you will not play Nurse, since other Killers feel more satisfying to win. E.g. my favourite Killer is Billy and hitting a good curve is way more fun than blinking twice and hit the Survivor.

    When it comes to her Killrate, there is also a obvious reason for that. You can be at high MMR, but not be good at Nurse. Because Nurse just plays a different game than the rest of the Killer. And some players will probably not even bother to go through her learning curve, since there are far more Killers in the game nowadays where you can consistently 4K. And for overall MMR it is even more obvious, since she is a free character which comes with the Base Game, so every new Player trying her out contributes with a 0K to the Killrate on overall MMR.

    When it comes to Ghoul, having a high Pickrate AND one of the highest Killrates is a good indicator that a character is overtuned. Ghoul is the easiest of the Top 5 Killers by a mile. Neither does he have the skill needed like Billy or Blight does nor does he have a steep learning curve like Nurse. Ghoul is a big cashgrab Killer because they wanted to sell a lot of DLCs for their first full Anime Chapter. The only Killer who might come close to him in Pickrate and Killrate was Wesker at some point, but I think his Killrate was lower, but his Pickrate was higher. And the only reason why people complained about Wesker was the tunneling potential (which was lowered by a lot) and that he was a bit too common. But for Ghoul players have different, very valid reasons.

    And as I said, highest Pickrate and one of the highest Killrates confirm that. You mention Twins as an example - the reason why their Killrate is so high, is because Twins are a strong Killer, but they are also very unpopular due to their Bugs and the gameplay they provide (you are basically encouraged to slug with Victor and to use Charlotte only for Hooking people). This means, there are only few dedicated Mains on them, but those are good, so they push the stats.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067609#Comment_4067609

    Oh I agree, but I also think there are other killers far stronger than Krasue with less issues.

    But, it's more likely as you said, less people playing her compared to more popular killers giving interesting stats.

    True, but since more players are playing those, they perform overall worse. I mean, you can see it quite good with the Survivors IMO.

    Top 5 popular Survivors at high MMR are almost completely different than highest Escape Rates. And if we look at someone like Ace, this is a character often used by Comp-players, so it checks out why his escape rate is the highest. Aber Tapp, Quention and Adam are super rare and so you only have very few players who are good with them who boost up the stats.

    Same for Killer. Years ago we had Pig with one of the highest Killrates, simply because she was rare and there were some really good players on her.

  • @Wezqu said:

    It depends on the situation if the gen is further away it might be beneficial to walk as having half can lost before you get to the gen is in my opinion way too much loss. Still you can run part of the way so you don't lose that much of it. If the gen is quite close there is no reason to walk unless you know that you might be too close to not finish the gen because of the amount you lost while running as it takes three trips if its close even while running the distance. I had few of those where the gen was touch and go but as I ran the whole way there was not enough blood in the can so its again situational.

    Like I would say its better to get the gen done in four trips than run the whole way and get it done in six or more. Of course people should have Fixated so walking is not wasting that much time.

    Meh, if the Gen is further away, it might even be more beneficial to just do one of the regular Gens. If the Gen is too far away, you will not really get enough Blood if you run, but you will waste way too much time if you walk.

    E.g. I had a game yesterday where all 4 Blood Pumps spawned between the Water Tower and Shack on Dead Dawg. And the Survivors tried to do the Gen in Main with this and they barely got any progress done, since it takes way too long to fill it.

  • @ChaosWam said:

    I'm honestly surprised to see Krasue there in the high MMR, I kinda wanna see how top players play her. She's always far too clunky for me.

    Not too surprised to see Kaneki up there, but honestly Lich is a welcome surprise. I enjoy the mindgames with him.



    Also, Sadako still being on the top 5 in broad hurts.

    I'm honestly surprised to see Krasue there in the high MMR, I kinda wanna see how top players play her. She's always far too clunky for me.

    Krasue is a really strong Killer, but also an unpopular one. So only very few dedicated Mains play her and since those are good with her, her Killrate is high. Meanwhile players who might be bad with her are not playing her.

  • Either this or they should reveal Blood Pumps for the first 20 seconds of the game or so. Showing the closest Blood Pump sounds a lot like being on autopilot (because you see the Aura of the Blood Pump and the Blood Gen), which would not be bad, but I think having them reveal the Pumps for a short amount of time to memorize for the Survivors and the Killer should be alright.

  • @QwQw said:

    It's such a shame how Myers was basically left alone since his addition to the game only to get saddled with this awful rework just months before he was removed. I used to play him all the time, but nowadays almost never. I can't help but think it's because the devs wanted to drive up sales right before he left. Either way, they turned one of the oldest and most iconic characters in the game into big Chucky 😕

    ^ this.

    The sad thing is that the only reason why this rework happened (because it really felt like it was shoved in there) was because they wanted to boost sales before the Chapter leaves DBD. So your thinking is very accurate.

    @Topic:

    Yeah, I really dislike new Myers. I used to play Myers before the Rework, but my desire to play him nowadays is really 0. His identity is missing completely. And I think this was not even needed. Tombstones should have been removed and he should have been buffed in other ways (mainly Tier 1 IMO). He would have never been a Top Tier Killer, but I think this is fine if he would have been in the middle of the Tier Lists.

    He also feels miserable to go against and for me even more than before, where it was frustrating to be downed or killed because someone else was careless. But this somehow feels worse.

  • @TicTac said:

    At this point it would be less time-consuming to handcraft every map instead of fixing the rng system. But i guess the least amount of work would be leaving a bad rng-system in the game and dont care about it.

    The spawn locations of the new blood pumps are sometimes really bad. They all or 3 of them spawn on one side of the map and two blood gens on the other side. (worst examples were west RPD and Yamaoka temple for me)

    Regarding Blood Pumps - had a game yesterday were all 4 Blood Pumps spawned between the Water Tower and Shack on Dead Dawg. And then people say Blood Gens are quick when you have to carry the Blood over the full map.

    When it comes to spawns and RNG - I am a big fan of reducing RNG by a lot. RNG was fine when the game came out, it featured only 3 Realms with 4 Maps each. Completely fine to have RNG. But nowadays we have 21 Realms and 46 maps. This is more than enough to have variety in the game (when they finally would remove boosted maps…) without any need to rely on RNG which can screw you over. E.g. I think there should be no Hook-RNG, Hooks should always spawn at the same locations. Yes, Oaks exist, but those should be removed anyway. And of those Hooks, there should be a certain amount of Hooks which can be Scourge Hooks to lower the RNG there as well.

    Gens should have minimal RNG, their locations should always be roughly the same. They can be a bit more apart or a bit closer to each other, but thats about it.

    Tiles should have minimal to no RNG to avoid maps being strong for Survivors in one game and then weak in the next game. And so on.

  • @shalo said:

    0 hooks, over half of your gens done, did you all escape?

    Does it matter that 2 Gens are done? I dont think it needs to be explained at this point that the early Gens are ALWAYS faster. Plus, it does not matter if 0, 2 or 4 Gens are done, as long as it is not 5, the Killer wins. And with that 3-Gen, it will be likely that they win or it will be at least painfully long.

  • @Rokku_Rorru said:

    The new stats prove they need changes lol actually really sick of them

    Yeah, having the highest Pickrate and one of the highest Killrates is a good indicator that changes are needed. If only one of them is high, it also means that you might think about changes, but it is more nuanced there. E.g. Krasue has the highest Killrate, because she is unpopular but has some dedicated mains who are good with her (and she is strong). This can point to making her more fun to play. Springtrap has one of the highest pickrates, since FNAF has a massive fanbase. There it depends on the Killrate if Buffs are needed.

    But having both very high just screams for changes.

    @Shirtless_Myers said:

    A year later, players still disconnect and refuse to face this killer. Ghoul feels like unengaging slop to generate money. This killer is so brainless to play and requires low effort to get results; it's honestly embarrassing how little the developers have done to balance this killer so that people will actually play matches against it.

    Yeah, it is honestly sad what BHVR has done there. And even more sad that it all was intentional. Anime was a controversial topic in DBD, there was a significant number of people who did not want to have Anime in the game. And since they want to sell their chapter, they had to give those people a reason to buy the chapter. The result is a very easy to play Killer which is also one of the strongest Killers. Meanwhile, they did not even have to bother with making Springtrap actually strong (he is decent, but nobody would think about putting him in the Top 10, maybe not even Top 20), because they knew that the Chapter will sell regardless.

    And honestly, I also feel that you dont really do a favor to Killer players with making Ghoul braindeadly easy and so strong. I see more and more players where I am very sure that they only know how to play Ghoul. P100 Ghouls with a low amount of hours. And I think it is not really helpful that those players learn how to play the game with one character and whenever they switch to a different character, they will not really perform well, because a) they are at a too high MMR and b) the Killer is most likely weaker and harder to play than Ghoul, which will result in frustration.

    I also cannot really blame people who DC against Ghoul. I would not do it myself, but when I face the 4th Ghoul in a row, my enjoyment of playing the game is really low and I will probably quit for the evening. Even if it was a very positive experience before.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066768#Comment_4066768

    I'm not exaggerating a single bit, you're just either ignorant to the possibilities or taking up the mantle of a conniving troll fighting to attain and keep a bogus game-state.

    https://youtube.com/shorts/TWLQ_MXpGkY?si=-VRgPnJSxmEvxHx_

    Thank you for posting such fabricated videos. Very valuable.

    Give me some time and I will show you how OP Trapper is by having 4 Survivors line up and me downing them in 20 seconds.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067127#Comment_4067127

    I personally always disliked Rotten Fields, especially after the corn rework, because it was so easy for mobility killers to catch up to survivors without survivors really having any tiles to run to other than hugging the outer walls.

    The walking dead map is basically Rotten Fields, but with no corn at all, so every single killer just has it quite easy info-wise.

    I genuinely wish they at the very least added some walls in the center so that mobility killers dont have basically free cross-map information

    I also dont like Rotten Fields. Because you clearly see that it is a very old map. But this is also the problem I have with Fallen Refugee (and Dead Sands). I think this late in the game maps without a proper Main Building should not exist. It is fine if they dont add one for Rotten Fields and they added one for Shelter Woods. But I think Fallen Refugee and Dead Sands should have come with a Main Building.

    But Fallen Refugee is just a bunch of C&P Rock Loops, a strange Tile, some Standard Tiles and Shack. Very boring.

  • @Dem34888 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067272#Comment_4067272

    We've wasted around 30 seconds to complete gen to 80% in duo, are you sure we're playing the same game?

    https://us.v-cdn.net/6030815/uploads/CAZ4W11U23DD/image.png

    Why do you cut out which Gen this was?

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067232#Comment_4067232

    I didnt actually, because the pumps are so far away that not only is it a decent trek to carry blood, you wind up getting interrupted constantly, the gen can get blocked and regressed in the time you're away, and all of that combines to draw the game out. My matches have been far longer in the event mode than they are in normal mode.

    Because Blood Gens are not really faster. If people bring this up they only take into account the time it takes to fill up the Gen, but filling up the can (especially with a limit of only one person at a pump) and the travel time gets ignored.

    Plus it is the same as in the regular mode - early Gens get fast, late Gens are slower. Simply because the Travel time usually increases between Blood Pump and Blood Gen. And at some point you also cannot run anymore, because otherwise you lose so much Blood that you barely fill it.

  • Yeah, this is the other one. But I just thought it is funny after being told so many times that Killers will be tunneling more due to Fast Track, that they also tunnel in the mode in which it has way less value.

    @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067216#Comment_4067216

    Someone actually brought Fast Track into one of my killer matches. Bless their heart.

    But that one regular Generator they need to do will be crazy fast!

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067005#Comment_4067005

    Its not the goal. The token conversion is 1:1. Got changed a while ago.

    True, I did not notice that change to be honest. (Shows how pointless of a Perk it is…)

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067262#Comment_4067262

    Do you remember when? I missed this change and the wiki still says 30→20.

    It was changed in 9.1.0:

    https://deadbydaylight.wiki.gg/wiki/Potential_Energy#9.1.0-0

    btw. the wiki.gg is the correct one, the fandom does not get updated anymore.

  • Obviously because of Fast Track… oh wait.

  • Nothing fixed, all problem. Or so.

  • @OneShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067119#Comment_4067119

    I mean that depends on what it was. Yeah, the void or snowmen were considered to be too slow to be useful and not used. But things like extended lunges, freezing pallets, anniversary powers, were generally well received from what I have seen.

    Would not really count those as secondary objectives. Especially because some things like Anniversary Powers (e.g. the remote Pallet Break) were given for free or at least the Killer did not have to do anything out of their way to get them.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067079#Comment_4067079

    I wouldnt say gone, but it does need a rework. It's "main" building should actually be a main building, not a glorified jungle gym

    I always feel that this map is a mess because it was not really developed. It indeed looks like a test map and the special tile is just a joke and not iconic at all.

    For me the map was basically developed shortly before the Chapter was released. Because at first it was advertised without a Map, so I can only imagine that the license holders changed their mind at some point and there was not enough time to make a proper map. Because after all, the same designers made Ormond Lake Mine, which is an awesome map.

    And it is not like there would not have been locations for it. I think something like the prison in a state after the Governor did his work on it would have been a great map (and it would bring the prison to the game without making it an indoor map…).

  • @NotJared said:

    I think my biggest disappointment is to discover that there is nothing for Killers to do in this event except guard even MORE objectives than usual.

    I think it's great that more Powers and Perks work with Generators, but there is nothing fun or interesting for Killers to do, just harder gameplay conditions. Which, on its own, is not a problem! I love that we have to challenge ourselves in new ways.

    It is great that as a Survivor, I get new gameplay. But where is that aspect for Killers? This feels like a very Survivor-centric event and I don't feel any incentive to play Killer as there aren't interesting things for me to try or do.

    There are no new "toys" for Killers to actively engage or play with, is the way it feels when I look at what this event offers for me when I queue for Killer.

    Everything that this event offers for Killers is passive: Which is, mainly, Blood Cans make Survivors almost unnoticeably easier to track. There is nothing that the Killer has to actively engage with that meaningfully changes gameplay in an interesting way - the Blood Pumps really only serve as additional patrol points/patrol locations on top of Generators. Patrolling is something that we already do as Killer, and the idea of more points to patrol isn't an interesting change in gameplay for me. I do think that it is interesting that patrolling Blood Generators offers a slightly different meta, since the Cans deplete while Survivors run, but it still feels like a rather passive side effect of gameplay that we don't really feel or notice as Killer.

    (I want to reiterate, having more patrol points isn't a problem, but rather the fact that there is nothing new gameplay-wise for Killers to actively engage with)

    @OneShape said:

    Last year, this mode was pretty Survivor sided. There were some good changes to mitigate that. Killers can see the auras of nearby gas pumps, and perks and powers work on blood gens. I feel like this mode is still Survivor sided, since this mode essentially adds 4 more objectives for Survivors to get progress at, without changing the amount of obejctives needed to complete.

    Now, I felt this way until I realised how strong Ruin is. Hex: Ruin works on blood gens, which Survivors need to cleanse anyway, making defensive totem build extremely powerful. I do feel like this mode is leaning more towards Survivor without Ruin in play, but if the killer brings Ruin build that is a really huge buff for them.

    There are still issues tho. First of all, the pump spawn logic feels really weird. I got games where pumps where right next to gens. Sometimes pumps have multiple gens nearby, and other times I got multiple pumps between multiple blood gens, making completeting them really easy.

    Another issue is that this mode feels kind of boring on killer. Like, when I play killer yeah I need to check gas pumps in addition to gens, but other than that I am not really feeling like I am playing an event mode. Just normal killer gameplay.

    Since both of you mentioned that there is nothing for Killer to do - this is completely intentional. And this is actually BHVR listening. During events where Killers had other objectives, people complained that Killers dont have the time to do those. So now BHVR does not offer different objectives for Killers anymore.

    Obviously this makes events more boring for Killers, but in the end, this is what people asked for.

  • @ChurchofPig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067108#Comment_4067108

    I don't see how it's a massive issue though, yeah killer perks work, but guess what? So do survivor perks. Like the change still benefits survivors so I don't see the need to complain and paint it like it's all killers fault this happened. Like… I should be mad as a survivor that killers complained and now my perks work on all generators again? The issue I present is still true, I didn't forget you had to collect the blood and bring it to the gens, but if multiple survivors are doing that to the same gen (which they did, there's no denying that), it didn't really change much. Not to mention the tanks tended to spawn last year a lot closer to the blood gens than they do this year, and some of them are still pretty close.

    I also never said it is a massive issue. I would have preferred if both sides would not work at all, but never said it is an issue.

    I only said that Killers complained and it was changed. You can now continue to put words in my mouth, but I said nothing more.

  • @ChurchofPig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067100#Comment_4067100

    There was plenty wrong with them. Having generators take that short amount of time to complete with no way for a killer to really do much about it, it honestly made the tunneling problem this game has always had even worse and it made playing killer feel miserable. Some killers, like my girl Piggy, basically had no power anymore due to nothing affecting blood generators and there were 4 of them. Literally if you just focused down the blood generators, the first RBT wouldn't activate until the final generator was complete. It was absolutely broken and in favor of survivors last year. It's not just "because killers complained" it was an actual bad idea and I played mainly survivor last year.

    You forgot that you also needed to collect the Blood to fill up the Generators. Yet you make it seem like it happened instantly and it was not needed.

    It is a fact that Killers complained a lot last event and this event it gets changed. Not that I care too much, but you cannot deny that this is exactly what happened.

    (Killer Powers is a different thing tho and I am happy that they changed that. But I think Perks in general not working on both sides was fine)

  • Because Killers complained. And if Killers complain, there will be changes.

  • Agreed. It is strange that the event where BPs should be the big incentive is the event where the BP-Offering is not really good. The only reason to use them is because you cannot use them outside of the event. Which is the only reason why I use them.

  • @TheBuffyGeek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067077#Comment_4067077

    I was in a bad team. Not them. Which is why most of my match was spent getting people off hooks instead of being able to do generators. It’s a bit of a coincidence that the Nurse felt bad for the TTV and their friend who just both happened to be on mic together. It’s not like the Nurse player went into their stream to see they were live and playing together. You’re right that definitely didn’t happen. They just happened to feel sorry for the TTV and Meg for a reason unbeknownst to me. Thanks for clearing this up. 🤭

    I can see why this forum only has about 5 active posters because it really is a hive mind mentality here. I’m logging out and staying logged out. DBD really has one of the worst gaming communities.

    You have exactly 0 idea why the Nurse player let them live. Same as me btw. Yet you jump to the strange conclusion that it is because they were a TTV and someone playing with a TTV. While the usual tone is the complete opposite, TTVs are not really liked in DBD.

    And well, if we are honest, you are just salty and jumped to the Forums to complain because you died and someone else got to escape (for reasons which neither you nor I know for sure). Would you have opened this Thread if the TTV and their friend would have been tunneled out and you and the other Survivor would have been allowed to escape? Probably not, because then it would not be griefing or anything, then it would be fine and you would not spend a second thought about it.

  • @TheBuffyGeek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067071#Comment_4067071

    Well I’d like some clarification from a moderator then because I don’t see how them purposely leaving the other two players alone, such as floating straight past them whilst they’re on generators to find me and only me, doesn’t come under griefing. Especially when after that the Nurse was showing the TTV where the hex totems were and watching them repair generators. This TTV was live and their friend was in their voice chat with them. I doubt it’s a coincidence that this Nurse wanted me and only me but magically let the Meg who just happened to be in a party chat with the TTV live.

    Almost every killer or survivor player checks to see if the TTV in their lobby is live. I also wasn’t doing anything snakish before people try to start that narrative. I was actively saving and healing people and trying to do generators which is hard when your team are constantly down / on hooks. It just made zero sense to actively seek me out to then stand and watch 2 people do 5 generators. It was clearly targeted.

    Please dont bother the Mods or even the Support with that. It is not griefing either if they decide to kill you but not other Survivors.

    Maybe they felt bad for the TTV and the other Survivor because they were in a bad team? Considering that 5 Gens were still up when 2 people were dead.

    Because as @100PercentBPMain said, there is usually the opposite of a TTV Privilege. Either people dont care at all or they tunnel the TTVs, streamsnipe them etc…. But someone actually favoring a TTV is new to me.

  • It is only bannable if they were working together. Otherwise, if the Killer wants to let someone live, they can do so without any issue.

    And I dont really see how this is a TTV privilege. Do you KNOW that they let the TTV and their friend (were they playing together?) live because they are a TTV? There might be different reasons.

  • @Lorelei_Albrecht_TTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067023#Comment_4067023

    I never said I couldn't improve on both killer and survivor. I'm just saying 3 - 4 gen popping before 1st chase is finished is a little ridiculous and also healthstates literally not mattering is a little ridiculous. My best killer by far is artist and have had good matches as her but, I don't stream playing her often because the loop tends to be kinda boring. Hell I haven't streamed in 3 months at this point so my content doesn't reflect my current skill level on either role anyways. Imagine insulting someone for wanting to comeback better and assuming what they see in game isn't real. This community man….

    No, this was not meant as an insult. But it is sadly a fact that in DBD players think they are way better than they actually are. If you lose 3-4 Gens in the 1st chase, this means that you take way too long to down people which means that you either are overcommitting too much instead of trying to find a weaker Survivor or that you get looped way too much. And to be honest, with current map design, it should not be possible for Survivors to run Killers around for 3-4 Gens unless the Killer is doing some huge mistakes. Because the maps feature so many unsafe Loops which should be very in favor of the Killer once Bloodlust is reached.

    And since you dont show any videos, I can only compare your performance to mine. And it really never happens to me that I lose 3-4 Gens in one chase unless I am completely messing up. But when this happens, this is entirely on me being too stubborn instead of the game being at fault.

  • @Mr_K said:

    Can you snuff out a locker?

    Only when Lockers become Boons.

  • @Lorelei_Albrecht_TTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067019#Comment_4067019

    1 person and someone came up during chase and finished it. I'm just confused as to why you'd want video when A. You've probably seen it happen in game and B. You've probably done something similar in game. Like it's becoming rarer to reach endgame in over 4 minutes even when I'm sweating my ass off so there's that.

    No, I dont really see that in game. I also dont really see games becoming shorter than 4 minutes on a regular basis. Regardless which side I play.

    If it happens more often to you, I think this is a You-Problem. And no offense, I have watched some of your content and I have to ask - do you REALLY think you cannot do better? Do you really think it is Perks or the game being unfair?

  • Still, a video would help more than another baseless complain by you. You dont even specify how many people were on that Gen. They might have stacked up with 3 people.

  • @hiki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065117#Comment_4065117

    Isn't it a fundamental problem that a single perk can negate all efforts? It is completely unreasonable for a killer's hard work to vanish in a second just because of a mechanic that undoes the damaged state of the game

    Holy overexaggeration. You act as if the Killer hooks a person, the Killer dies immediatly.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066993#Comment_4066993

    Couldn't this be the same as serpant and tblc or is this like a actual bug vs a synergy? (Calling it a synergy since they make it official)

    I mean, it is probably a synergy, but unintentional. Because as I said, the goal for Potential Energy is that you slow down your repair speed (because you need 30 charges to load it up and you gain 20 charges out of it). And with reduced charges on a Gen it is not the intended way anymore how the Perk should function.

    So it is most likely not a Bug which happened due to Spaghetti Code, but simply an oversight of an interaction, since Potential Energy was created when Generators could not have reduced charges (when it released, BNPs did 25% of a Gen as Progress).

  • Looks like it is unintended. This can happen from time to time, it is impossible to keep track of everything with the hundreds of Perks we now have in the game, especially if it includes a Perk almost nobody runs like Potential Energy.

    You should also write Bug Report in the betahub: https://app.betahub.io/projects/pr-5642738318

    Because the goal for Potential Energy is to have a slower repair to help complete Gens which are easier to defend for the Killer. And since nobody thought about Generators having reduced charges when creating Potential Energy, stuff like this can happen.

  • You have to keep in mind that Content Creators create Content (duh). Because clicks mean money for them. And the current hot topic is Fast Track and since Content Creators probably know that the Perk will be irrelevant in a week or two (simply because it gets either nerfed or people dont care anymore because they are indeed overreacting), they now try to squeeze as much out of the topic as possible.

    Clicks are everything so if someone makes a video about Fast Track, you will have people in the comments saying that they lose every game because of Fast Track and others who say that the Perk is not as strong. And both sides generate clicks and traffic.

    The bigger problem are people who fall for that Content-Slop.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066567#Comment_4066567

    Yea, I don't get how survivors defend this with how much they complain about tunneling. A tunneling killer is much less likely to have a problem with this perk. So you want killers to tunnel, or you want killers to play by the survivor rulebook and spread out hooks? It's not rocket science.

    Look, this "argument" feels like a big Joke at this point. Time has proven again and again that nothing will bring Killers away from tunneling, unless they get actually punished for it. And this will not happen, since there was a big outcry when the Devs tried to punish Killers for tunneling and reward them for not tunneling. Which could have worked with Tweaks.

    But saying that Killers tunnel because of X is just old at this point. Because we have seen in the past that this only moves the goalpost. X then gets fixed and suddenly reason Y is the cause for tunneling.

    Even if the Devs nerf Fast Track, there will be the same amount of tunneling, because Killers tunnel since it is the easiest way to secure a victory. It has just become a big strawman (same with M1-Killer, another strawman nowadays, since all improvements for Killer do not bring them to play Clown over Blight or Trapper over Nurse).

  • Me when I spread lies on the Forums.

    Seriously, you are massively overexaggerating. I see it all the time and see it in my own games that Killers can still win by hooking people. Even by going for Hooks.

    But obviously you will play on a special Server with only good players, somewhere where not even Content Creators who play the game for a living and win all the time have access to.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066726#Comment_4066726

    This is live. The perk has been buffed for a week now.

    Ok. And not everyone has the PTB. So everyone on console and many pc players even are seeing it for the first time and trying it out.

    People usually try the new thing for a week or two and then drop it if they aren't seeing consistent value.

    wdym other things are better than relying on hooks

    I know it's probably pretty hard to see anything other than a killers perspective, but survivors will largely gravitate back to perks that don't have "killer is winning" as an activation cost.

    Hyperfocus/stakeout, deja Vu, resilience, toolboxes, etc all function at the beginning of the match, when the game pace is most critical for survivors. As with most things in DbD, waiting for perk value until the killer has 3 hooks means the game is probably already over.

    Hyperfocus/stakeout, deja Vu, resilience, toolboxes, etc all function at the beginning of the match, when the game pace is most critical for survivors. 

    I think all of the Perks mentioned (or Perk Combination in case of Hyperfocus/Stake Out, since I dont think that Hyperfocus on its own is viable) are better than Fast Track.

    When I tried Fast Track, I also used Hyperfocus/Stake Out. Which was probably a mistake, since I dont know which Perk did the heavy lifting, but it was probably the combo instead of Fast Track. I also want to highlight that Deja Vu is WAY better than Fast Track. Fast Track can save time quickly, but Deja Vu is just more consistent and I would say that the time saved by finding Gens quicker (especially if Corrupt Intervention is involved) is more valuable than the Gen Progression of Fast Track.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066701#Comment_4066701

    Im not the killer in this match. Vee got hooked 3 times. And since everyone had fast track. Survivors got 54% perma gen progress for free. And because everyone had it there's nothing the killer could do about that. It's lose-lose

    This is a random solo queue lobby, just putting it out here since there's people in this thread that think nobody is using it.

    And yeah hyperfocus and stake out does a lot but fast track is comfortably supporting this busted combo. But it's also effective on its own

    Survivors got 54% perma gen progress for free.

    If a Killer only gets 11k BP, they had a VERY bad game. Without really many Hooks (you said it yourself, 3 Hooks). Yes, this might be a bit over 50% of a Gen done, but:

    • The faster Gen Progress was always a thing with Fast Track. This is not new.
    • In such a game the 54% perma gen progress are clearly not the deciding factor.
  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066449#Comment_4066449

    Why is this one of the only games out there that require me to go through so many hoops to report cheaters 😅

    No idea to be honest. Which is also a reason why I mostly dont even bother anymore to report Cheaters. And I guess I am not the only one. E.g. one of the most obvious cases was years ago for me. It was a Billy who was running Kindred. And yet it was required that I have proof (e.g. a Screenshot), while it was completely obvious and should be noticeable from just the ingame report that someone is cheating. Especially because a video might not even help at all. Cheaters can also affect other players, e.g. a Cheater can make other Survivors jump of the Killers shoulder instantly. For the Killer it is not obvious who is the cheater here, so a video would not even help.

    I mean, reports via the Support Tickets is fine for some things. E.g. you will not be able to see things like holding the game hostage or working with the Killer when it is just reported ingame. But EAC should be able to identify cheats without a Support-Ticket just via the ingame Report System.

  • Easy Anti-Cheat runs on Kernel Levele, so it SHOULD be able to see Cheats. Previously the ingame report was mainly needed to flag the game and to match it with the Support Ticket you have to send. But it was also required to include any evidence, e.g. a video. Which is IMO such a big hurdle, because not everyone has OBS installed and not everyone wants to go through the hoops to record a video and upload it to Youtube.

    If this got changed, it would be a good sign. But I am questioning what exactly will be able to be deteced. I had two Cheaters in the past week, one a few days ago, one today.

    Today: Dwight with a very suspicious Build (Hyperfocus, Fast Track, Deadline, Built to Last). In general, Hyperfocus without Stake Out always rings the alarm bells for me, but that Dwight was also mirroring the Killer perfectly while not having line of sight on them. I did not record a video, but Easy Anti-Cheat SHOULD be able to detect something like a Wallhack.

    A few days ago: A Wesker who lagswitched. When using his ability, his Ping spiked to over 350 up to 600. Which makes it impossible to dodge his ability, since you are somewhere else on his screen. This player had 10 hours, only DBD on his Steam Account, multiple comments that he is cheating and his main account was recently banned from a game (with again, multiple comments on the main account that he was cheating). Is Easy Anti-Cheat also able to detect a Lagswitch?

    Regardless, if this means that you dont have to take videos or screenshots or, even better, dont need to write a Support Ticket, I am all for it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066424#Comment_4066424

    Point is, he's a big streamer who has many hours of showing how abused this can be.

    You're allowed to say who it is. We can't insult Content Creators (or anyone for that matter) according to forum rules, but we can certainly discuss their videos.

    Otherwise it's just 'I heard from someone I trust more than anyone here', and there's not much you can do with that on a discussion forum.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066426#Comment_4066426

    But I just said that it was overall not better than me with my regular build.

    This is what I haven't been getting about the discussions. If they weren't running Fast Track, what else would the survivor have been running? Even if we just leave it to gen rushing perks, I can see scenarios were Fast Track could outperform alternatives, but also lots of scenarios were it doesn't.

    This is what I haven't been getting about the discussions. If they weren't running Fast Track, what else would the survivor have been running? Even if we just leave it to gen rushing perks, I can see scenarios were Fast Track could outperform alternatives, but also lots of scenarios were it doesn't.

    Probably another Perk where people would complain. My Build with Fast Track was Fast Track, Hyperfocus, Stake Out, Built to Last and a Commodious Toolbox with good Add Ons. And there were Gens which I finished fast. But other games where I am very sure that my regular Build (Resilience, Deliverance, DS, Dejavu) would have been more helpful. E.g. I got tunneled in a game, but I could have unhooked myself with Deliverance and I would have had DS. And while this would have only bought a bit of time, it would have been more useful than me not being able to be on a Gen (let alone that me being tunneled did not create any Stacks for me anyway). Another time I was simply two-hooked and I would have had Deli ready to avoid that.

    There was one instance where Fast Track MIGHT have been clearly the better choice, it was a Gen which was heavily guarded by the Killer and it helped to put in Fast Track Stacks bit by bit to slow down the regression. But we only finished the Gen because the Killer left it at some point, which might also have been due to the LImit on Regression Events.

    I guess overall it evens out or is slightly worse to use Fast Track. And I also think that the perceipton of Killer Players is warped, because people who lost game before the Buff are still losing games, but are now claiming it is due to Fast Track.

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