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Aven_Fallen

Aven_Fallen

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  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950677#Comment_3950677

    But at the same time the only counter for springtrap is to throw the axe at the door for wich he needs los obviously

    I dont think that this is really an issue. Over time people will use the cameras less and less, it is just not worth it to waste time on the Cams for a bit of Aura Reveal on him.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950825#Comment_3950825

    Just curioud but what addon is left after bonnies strings is nerfed? Bc iris are too expensive browns dont do enough his haste addons got gutted and the rest is meh (looking at you 60 seconds of mangled and hemorrhage

    You are acting as if he only has one playable Add On and all of his other Add Ons are #########. A bit overdramatic, eh? But you cannot really say that an Add On which provides perfect information where Survivors are (they are usually on Gens which get repaired) with a map-wide teleport is fine.

    It will be nerfed. You can act as if he has nothing left after the Add On is nerfed, but it is currently used very often because it is kinda busted.

  • @Alice_pbg said:

    he is new. people are still getting used to him. his kill rate should be higher than normal for a while.

    I always think this is a very flawed argument. Since it implies that only the Survivors need to learn how to play against a Killer, but the Killer player already knows how to play their Killer to the fullest. So while it is true that Survivors will improve the more often they play against a certain Killer, the Killer players will also improve on said Killer. I think Blight is a perfect example for this.

    Not that I think that Springtrap is too good. He should receive his Bugfixes and also Bonnies Guitar Strings should be nerfed, but I feel thats about it for now.

  • @WalterBlack said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950738#Comment_3950738

    I think the loudness becomes an issue when a (substantial) part of the killer's design is stealth. Imagine Ghostface's footsteps leaving tiny craters wherever he goes - Springtrap really is that loud. Maybe it's accurate to the lore (with which I am not familiar), but gameplay-wise, it seems like a pretty big hindrance, both for Demo and Springtrap.

    IMO a good idea for things like this is to make footsteps quiet while being Undetectable due to the Killer Power. I have been saying this since people complained about Demo that he should just have quiet footsteps when coming out of the portal. (Obviously this should only count for Undetectable due to a Killer power, everytime when those Killers are Undetectable would be too much)

    I am not sure how much sense this makes for Springtrap tho, since his Undetectable is a lot more frequent than Demos.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950738#Comment_3950738

    Are we really talking about immersion of all things, when Springtrap's scream doesn't match FNAF-games at all? Not to mention he's using a fireaxe that's completely fan-made.

    On the other hand, are you okay with its skin 'Glitchtrap' have much quieter footsteps because of immersion?

    Do you have a better idea? I am all ears. Or do you just want to rant again?

    When it comes to Glitchtrap - there is a huge difference between the Killer being loud and a skin being loud/quiet. Because then we get into the P2W-allegations and it would not really make sense for BHVR to fuel them. But I dont really know anything about Glitchtrap in the FNAF-Lore.

  • Immersion. Springtrap is a big and heavy animatronic, obviously he will not be quiet. And in fact, if you played or looked at some of the FNAF-games, the animatronics are pretty loud.

    And given that the creator of FNAF was very involved in the DBD-adaptation, it is not unlikely that this is how Springtrap is supposed to sound.

    (And I dont really understand why these discussions comes up so often. We had discussions why Demogorgon or Nemesis are loud as well… I mean, look at them)

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950558#Comment_3950558

    Yet they done nothing fis the real bigger issue like tunneling they could added basekit Otr and Ds

    That might be a bit much. But this forum mainly wants to have measurements which are inefficient. If diehard Killer Mains dont complain about something, you know that it is too weak. E.g. the AFC is a feature which fixes something which never really needed fixing (actual facecamping was almost nonexistent), but since Killers can still proxycamp very efficient, they dont complain.

    So a change to slugging or tunneling will only be accepted on this forum if it barely does anything.

  • No, the first penalty is not 15 minutes. However, penalties now decay slower, instead of losing 1 penalty point every 24 hours, you the game looks at your past 20 matches. So to get rid of all penalty points, you would have to play 20 matches without DCing. When you have a 15 minute timer, you at least DCed once during your past 20 matches (I think it is twice, since I think the first penalty is still 1 minute, followed by 5 minutes).

  • Yeah, I think the new quest system is very, very boring. That you can do multiple quests is great, but the quests itself are boring. There were two things I did not like with the old system:

    • Challenges which were basically "Throw the game". Survivors had a lot of those, like cleansing a Gajillion Totems.
    • Challenges which can be done by Survivor and Killer, but which were pretty unequal. E.g. "Hook 20 Survivors/Unhook 20 Survivors". Doing it as Killer will take 2 games, 3 games max. Doing it as Survivor most likely 10 games at least. Should have been different values for both sides, like they are doing it now.

    But the new system really dumbs it down a lot. Before you had quite interesting challenges, like getting multiple downs as Killer in a short amount of time, playing with a Perk you would usually not use, using specific Add Ons to get a challenge done or whatever. Now it is only "Play the game". And I will probably never play some characters again, simply because the challenges dont force me to do so.

  • @ArkInk said:

    Yeah honestly I hate how the current system works. Say in the future I want to get on the Freddy's map and bring ichorous loam to try getting it, now I have a 20% chance to get a 33% chance to get onto it? Honestly just bloodweb clutter at that point.

    I think a solution could be a preference system that unlocks after a certain milestone is reached (maybe 3 characters prestieged) allowing players to simply select a set of maps they like, and maps they dislike. Each player loads into the lobby, and the game picks a map that hopefully lines up with player preferences. Would everyone always get what they want? No, but it make certain maps rarer or more frequent based on lobby consensus, whilst still giving each player a certain degree of control.

    Alternatively or in addition to the previous thought, maybe just let a player suggest a map before the trial begins, and if the killer and two or more survivors agree, pick it? Might lead to DC's, but it isn't like people already do that on maps they don't like.

    Yes, if you want to play in a very specific Map you would need a lot of Map Offerings. For your example it would be an average of 15 Map Offerings needed to get on the Freddy-map.

    But I think the preference system you propose is not really a good idea. I can potentially really limit the Map Pool for the game, because it might happen that up to 15 maps can be on "disliked", which would still leave quite a bunch of Maps, but overall it can lower the experience. Also it would make it harder for the Killer to get a Map they would prefer, since most killer-sided Maps will be on the "disliked"-Section for the Survivors and this can be up to 12 maps.

    In general, I dont think that it is bad that you end up on a Map you dont like or even a Map where your Killer is outright bad or where you will have a hard time against a Killer. This is totally fine. I also think that 100% Map Offerings were completely fine, because the issue was always the Maps itself and those should have changed. There is no problem with slightly killer-sided or slightly survivor-sided Maps and there is no problem with guaranteeing a specific Map. It was just the extend of the advantage, which was the issue and this is still present.

  • It most likely will be possible for other Killers to get Cosmetics for their power, Houndmaster just shows that it IS possible. this does not mean that it will be exclusively Houndmaster, other Killers are also an option for unique Power Cosmetics, Twins with Victor being the most popular and most requested one. For others it would obviously not really make much sense, e.g. Myers or Nurse.

    However, IMO those Skins are insanely overpriced. I dont even mind linked Cosmetics, but if you only want to change the Look of your power, you have to pay a lot of money and you might not even like the rest of the Set. IMO they should sell Killer Powers separately, I dont really think that there is something which hinders them to do so (unless it is their own code).

  • @jmbullet said:

    I think this is also very likely to affect new players who, for lack of a better word, just suck at the game. Maybe they won't be getting downs because they don't know how to play well. Maybe they're trying out a killer they are unfamiliar with and are learning their power. Are they going to get a matchmaking penalty because they are not getting the results? Not everyone is a pro gamer. It doesn't mean they should be punished for it. I also think that friendly killers and achievement hunters should not punished. There are more than just 1 valid way to play the game, and as long as someone is not intentionally preventing other players from having fun, it should not be a problem.

    Exactly, this is why the system is extremely odd. I think it was also mainly introduced for new player-influx, since if they wanted to do something against Go Next, they could have done it way earlier. Yet it only came with the FNAF-Update and that it was not even ready for the PTB shows that it was something they quite hastily put together, at least I would assume that. Because this would show the many flaws the system has.

    But to go back to my point - the system is odd because if it was intended to increase the new player experience, it is strange how strict the system is. When I was a new player, I spend a lot of time crouching around and being scared. Nowadays I would be hit with a Penalty Point for that. Same as Killer - sure, most Killers are easy to pick up (when I look at the free ones) at least to a point where you will probably be able to do enough to not trigger the system, but what if a new players tries out a Killer like Huntress or even Nurse? They would have issues getting anything done and after a bad game they might be hit with a Penalty Point.

    Or even worse - you are on the Hook, have no idea of Skill Checks, miss them and then get a Penalty Point.

    The system is incredibly flawed and IMO just put together in way too less time with way too less thought put into it.

  • @adam1233467 said:

    Fun fact: killswitch didn't even exist when twins realesed, so it stayed like this for a long time, and come on, it's not like this invisibility bug makes him always win, it's one of the smallest bugs in it honestly

    Even if the Killswitch did not exist back then, it was still possible for BHVR to disable things. With the Twins-Release it was mainly the issue that they released shortly before the Holidays, so nobody was working at BHVR to deploy any Bugfixes.

    @Topic:

    Money. Simple answer. It would look insanely bad if they would killswitch a Killer on Day 1. Sales of said Killer would drop. And the influx of new players would also not really be there, since they might buy the game to play Springtrap or to play against him, but if they see he is disabled they might never log on again or just outright refund the game. For BHVR it is better that players suffer from Bugs for a week or two than disabling the Killer.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449156/new-chaos-shuffle-changes

    Welp time to ignore it once more it already was near unwinnable for m1 killers and this wil just remove any pressure i can get....

    Dont worry, struggling Killers will still be able to tunnel freely. :)

    @Shaddoll_Serpent said:

    Better not be the "Anti Slugging - Further Improvements", they're thinking about implementing into the main game.

    I mean - what else should they do which would be actual improvements? Killers dont need to slug as much as they are doing right now. And if they do something which slows down the Recovery-Timer when another Survivor is nearby (so that the Killer is not in a lose/lose-situation where they cannot slug due to the potential of the recovery and cannot pick up due to the fear of a pallet save), this should be totally fine.

    I mean, we can also do completely meaningful things like the AFC, but I think this would probably be preferred by many here - a system which might not even exist and which improves nothing.

  • @angrychuck said:

    That is interesting, do you know if it will work like unbreakable does currently where you can only use it once or will it have infinite uses? Not sure how balanced this is but I do know that chaos shuffle has been unfun because of strategies like slugging.

    From how it reads, it will not work like Unbreakable. It does not increase the Speed and it does not seem to be limited to one use. In general, saying "Basekit-Unbreakable" is always a lazy way of saying it IMO.

  • @Lixadonna said:

    It's funny how people think Map Offerings as they were gave too much of an advantage but think turning them into a Map Ban is better. Isn't the reasons the same but the other way around and giving the other side less of an advantage?

    There is a huge difference between "I send you to this map where I have the biggest advantage" and "I dont want to play that specific map". The first guarantees a Map, the second still leaves a lot of randomization.

    @Topic:

    Have said it in different threads already, Map Offerings should either be 100% or completely removed. The current state just does not make any sense, you spend BPs on an Offering and if you use it, it might not work and you wasted your chance to use a BP-Offering.

    I would not mind if Map Offerings would be a guarantee to not play a certain map, but I would rather remove them completely, since I feel that getting a Map you do not like by random is also a part of DBD and should not really be removed.

  • @Nicholas said:

    You end up with a lot of low-value items. I usually target the syringes, and just last week, I did about five prestige levels in one go and received under 10 in total.

    Yes. But to be fair, this is also when you let the game autofill single Bloodwebs. It tries to go for the cheapest things, so if you want to stockpile Iridescent Add Ons, you will not really get them.

    IMO the Bulk-spending is not worth it. I tried it with a BPS (which is the thing I want the most in Bloodwebs) in the active Bloodweb which would 100% be taken by the Auto-Fill, but the Bulk-spending did not get it.

    In general, I think this is only really recommended for people who really dont care at all what they get.

  • @terumisan said:

    if they do that they have to giga nerf survivors across board permanently since swf comms destroy killer gameplay

    Except that the strength of SWF is not Comms but filtering out bad teammates. And random Voice Chat in DBD does not change that.

  • This is intentional:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/505-8-7-0-steady-pulse

    Pre-equipped Loadouts

    • Characters now have a pre equipped perk when first unlocked.
    • Characters now have a set of pre equipped items and add-ons to ease learning about their gameplay.
  • IMO mainly two things:

    • BPs. I dont know how the BP-gain for Twins was, I barely play them. But I can imagine that the Hunting-Category was pretty low, since you do most of your chases with Victor.
    • consistency. Victor is a Killer Power, but in the end it is a chase - one player is running after another player. So I think it makes sense to let Victor enable a chase.
  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949173#Comment_3949173

    Yeah keep blaming Killers. That's what you always do anyway.

    Sorry, but the Killer can decide whether they want to take their win immediatly, have AT LEAST a 3K with a pity Escape for the last Survivor (or a 4K anyway, since the Killer has all the advantages to find the Hatch, the Survivor can basically only get lucky) OR to waste everyones time for a game they already clearly won.

    This is a decision the Killer has to make and if they decide for the second option - yes, I blame the Killer, the person who did the decision. Who should I blame instead? God? My neighbor?

    Look, I brought you arguments and you ignore them with a one-liner. If you dont have anything against my arguments, just say it.

  • @AmpersandUnderscore said:

    This is the one big thing they needed to make sure was accounted for in this afk crows system and they failed hard.

    People have been asking them to "do something about slugging for the 4k" since hatch was reworked years ago. Apparently they decided it should just be two guaranteed kills instead.

    BHVR seems to be completely not understanding that the survivor role only works if the players have hope. This entire patch has been "we're taking any chance you have away in many situations, and also here's a punishment for feeling hopeless".

    At this point, it's just shouting into a vacuum. I've personally tried to point out that hiding for up to 6-7 minutes is valid gameplay in this situation (4 minutes of bleed out, a minute or so of hatch search, and 2 minutes of door mind games). For years, on these forums.

    And that's literally the only play available when gens still remain here. Now there's no choice, no play except dying.

    But hey, apparently being sneaky, or stealthy isn't the gameplay the devs want. They listened to people who want survivors to stand in the open next to gens (but ideally not touching the gens) so the killer can find them easily. That's the system we got.

    Pretty good job so far.

    Exactly. And the bad thing is that it is the only viable play the Survivor who is not slugged has - stealth around, wait for the Hook or the Bleedout, hope for Hatch. There is nothing else to be done, unless there is only one Gen left and it is almost completed or so. But even then I would say it is doubtful that it would lead to an escape for anyone.

    But the changes just made it nearly impossible to do this. I can understand why they wanted to remove hiding with 2 Survivors left (even tho, you can also argue there that this is the only thing those two Survivors really have left, hoping that the other person dies first). But it makes more sense to do something against it.

    But not doing anything more than just making slugging for the 4K more miserable… I dont know. Yes, there are Anti-Slugging measurements coming, but those can be as late as December (which would be my guess, since many QoL-changes for Phase 1 also only arrived at the latest point). And if they are even good or just something like that you can bleed out faster… Who knows.

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949189#Comment_3949189

    Not really. I've had matches where I reserved only 20,000 blood point regardless if I win or lose. What match rewards should do is that ur points isn't the only amount of Bloodpoints you earn but just Qing into a match basically. The reward should be like a Basekit Bloodpoints Bonus

    I mean, I would not mind to have a Bonus for Survivor depending on how long you survived. So I dont know, the first Survivor dead gets nothing, second gets 5k BPs Bonus, third gets 10k BPs bonus and the last one gets 20k BPs bonus or so. Would encourage to stay in the game as long as possible, but I dont think that BPs would be enough to trigger rat behavior.

    Would not work for the Killer tho, since they are always in the game until the end.

  • I think this would be too big of a change. In general, if a Killer releases, the first set of changes (aside from Bugfixes of course) should be to the Add Ons, since this is the least impactful step. E.g. I can see Bonnies Guitar Strings being nerfed or reworked, since the Add On is nuts. But this would overall be a mild nerf to his Kit.

    Preventing him from entering doors would be a huge Nerf to his Kit. And one of the more unfun ones as well, since not being able to use your power as Killer is most likely the worst thing, see the general negative perception of Overheat when it was a thing.

    But I have to agree that the cameras are not really worth it for Survivors, but I think disabling Springtraps ability to use the Doors is a bit too much.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949167#Comment_3949167

    Just throwing this in again since ppl keep insisting perks turn off once the endurance is off. OTR, just like many perks were discussing, has multiple effects. Those other effects are still in play even after being hit, which can do wonders for given the slip to a killer.

    Now... since no Anti-Tunnel perk is good enough since Killers have the option of spending extra time to down someone, what solution could you POSSIBLY have that would solve that? Actual question here, because aside from being obviously broken stuff like "stuns the killer until the survivor in question leaves the trial, and writes a letter to BHVR saying they forgive the killer for their crimes" I dont know what they could POSSIBLY do to. Anti-Tunnel Perks are meant to offer some protection, but they can't go full godmode or something without completely breaking the game.

    Saying a perk isn't enough because if the killer spends extra time, they'll eventually down me... can include every chase perk including the exhaustion perks.

    Yes, OTR still has the blocking of Aura and the grunts of pain reduction. And those are decent, I dont want to deny that. But they dont really help with tunneling. If the Killer has line of sight on you (which they will have if they tunnel), you not making any grunts of pain or having your aura hidden will not really do anything.

    And I honestly dont know how to solve tunneling. I wait for their Anti-Tunnel measurements, but given their track record, they will probably not be good and only work against the most extreme edge cases (like AFC does). But I was always a fan of DS disabling the Killers Power for a bit or DS hiding Scratch Marks, grunts of pain, blood for 20 seconds or so. The first would hit the stronger Killers harder, it is more impactful for a Blight if they cannot rush than for a Trapper to place a Trap (for lets say 20 seconds or so). The latter would make it possible to maybe even hide after stunning the Killer.

    But this would be one Perk…

    There is the feature in 2v8 that Gens go faster if the Killers have many Hooks and they go slower if the Killer does not have many Hooks. But I am not a big fan of that, because to actually discourage tunneling, the Slowdown would be so big that it would be worth more to not tunnel than to just remove one Survivor - which is more impactful in 1v4, so the Slowdown would probably be massive. And I am overall not a fan of this mechanic, since it should not really debuff the side which is playing well.

  • Define tough matches. And I dont even know how players can actually get out of tough matches? I always thought that the BPs you get when a Survivor DCs are a bit low, but I dont think this is something which really needs changing with DC-Penalties and Go Next-Prevention.

  • @OmegaXII said:

    It tilts me a bit when I see comments saying face-camping in EGC guarantees 1 kill without any skill, where Survivors can easily make the rescue as long as everyone's still alive.

    As for slugging for 4k, I don't do it myself, but I can see why people do it, and I don't blame the killers. It's just the way hatch is designed.

    You guys really shouldn't blame killer players for making the optimal play. Blame devs.

    Nah, I blame the Killer if they decide to waste my time, because they think they did not win hard enough when they have 2 Survivors dead, one slugged and are still going for the fourth one at 5 Gens. Which is exactly what happened yesterday against a Vecna. Sure, our team played like #########, the Killer got a 12 Hook-game at 5 Gens. But is it really necessary to leave me on the ground for minutes? Even if the last Survivor would have gotten the Hatch (they did not, they got found eventually), nobody could deny that the Killer won.

    In general, Hatch Escapes are pity escapes and I personally dont care about them. I dont care if the last Survivor gets the Hatch or if I find it, it does not feel that I lost anything as Killer or that I won anything as Survivor.

    The only thing which I would blame the Devs for is that they dont allow to abandon in such a situation. But the Killer is actively wasting the time of the Survivor on the ground, just because they want to win more in a game they already clearly won.

  • Ah yes, they spawn 4 Hatches then! /s

    The individual Survivor can only use 1 Offering. And I dont really think that Hatch Offerings are only used by SWFs.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949157#Comment_3949157

    That's kinda to be expected. They can't introduce a perk into the game that just says "push W and win if that dumb killer is foolish enough to try to chase you for you are immortal". Generally the idea behind perks is to buy your team more time by extending chases, or speeding up actions like healing and repairing outside of chases.

    If we go with the idea of a perk being trash because if the killer spends enough time chasing you, you'll go down... what perk is actually good then?

    But this is not even the case with Anti-Tunnel Perks? I mean, just look at OTR. Its description says that it has 80 seconds of Endurance, but in reality, it can have exactly 1 second of Endurance after you are hit off the Hook. Why even introduce Perks which sound good on Paper, but can be negated by a single M1-swing?

    Even DS with 5 seconds was not really good as Anti-Tunnel, because it has ALWAYS been the best idea to just push through it. Anti-Tunnel Perks need to be a big middlefinger for the Killer, not some mild inconvenience you can mostly ignore.

    And it is not like Killers actually NEED to tunnel. You can win most of your games without tunneling, yet some Killers decide that they want to tunnel every game, because they want to win every game the easiest way possible. But most of the time you have another target nearby when someone gets unhooked… And yet, despite Perks which are supposed to be Anti-Tunneling (aka making tunneling harder), Killers decide to tunnel, since it is still the way easier way to go.

    And last but not least - even if the main purpose of those Perks is to buy more time, the 1v1 experience should not be forgotten. Sure, the game is 1v4, but you cannot ignore the 1v1. Which we can see with OP here - the one Survivor who got tunneled out will not have had a good experience. I dont think many people will think "Oh, at least my team had more time, even if I did not have fun or much reward for the game". (Let alone that they wont win a 3v1 with 4 Gens to go… Basically at this point everyone can give up, since at this point the Survivors become BP-Pinatas because tunneling is just too strong)

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949153#Comment_3949153

    Most killer offerings anymore just feels like "you can use this just incase the survivors use a specific offering". I have one offering spot... what's wrong with just wanting to use a BPS instead of figuring out if I should counter my hooks being messed with, the map being picked, the hatch being pick or the spawns being messed with.

    You can use your Offering-Spot for anything you like. But dont pretend that only Survivors have the ability to use a Hatch-Offering.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949142#Comment_3949142

    Was mostly just including it to complete the list. It's also on a free character, meaning someone brand new to the game could equip it on their very first match. I feel like the extra haste time shouldn't be looked down on. Sure you have the counter against killers who can count to 10, but having 10% haste for 20 seconds also shouldn't be scoffed at. Against most of the killer roster, you could essentially hold W for the entire duration.

    I mean, yeah, but the big problem is that Anti-Tunnel Perks are really bad against what they want to stop - tunneling. If the Killer really wants to tunnel, the Perks just outright fail and are more of a nuisance, at best. But sadly this is a theme with Survivor Perks which are Anti-Something.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949144#Comment_3949144

    Personally, I'd prefer offerings NOT skewing the match in anyone's favor. That's kinda why things like moris were heavily nerfed until they've essentially just been reduced to finishing off a survivor with style points rather than a hook. This idea of counter offerings is just dumb. Im glad I dont have to keep using sac wards every game to avoid being spammed with map offerings anymore. Instead, now we have a NEW counter offering in the form of the new shroud...joy.

    Yeah, but your argument is completely invalid. Because those "free Hatch Escapes" can be at least somewhat countered by bringing a Hatch Offering on your own. At the very least you know where the Hatch is and in best case scenario you have brought a different one from the Survivor (in my experience Hatch at Shack is used more often) and can close it while they are at the wrong spot.

    But for some reason a Survivor burning an Offering is a "free Hatch Escape", but it is IMPOSSIBLE for the Killer to do the same, since they want to use their BP-Offerings or Black Wards.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949140#Comment_3949140

    Because its a guaranteed hatch escape unless the killer slugs for the 4k... One player is searching the whole map while the other knows where it'll spawn before it ever does. D

    What hinders the Killer to use a Hatch Offering themselves so that they know where the Hatch is? I mean, sure you can always go for the "guaranteed hatch escape"-card (which is cheap and wrong, lol), but for some reason Killers forget that they can also use Hatch Offerings to know the location of the Hatch and to close it.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948931#Comment_3948931

    You forgot the OG anti-tunnel perk, BT. 20 seconds of haste and endurance is nice and its available on a free character.

    I was running BT for quite a long time after they implemented Basekit-Endurance, because I thought it would still be good and valuable to run. And whenever I got an Endgame Save because of BT, I justified myself that the Perk is still really good, since Killers only count to 10 to counter Endurance and nobody expects BT. However, this was all confirmation bias, since I stopped running it, I feel that I got more value out of whatever Perk I used instead.

    Because aside from Endgame Situations, BT does not really do much, since Killers just hit after the Unhook and negate everything Endurance-based on the spot. Like, with one hit after the Unhook you get rid of:

    • Basekit Endurance
    • Off the Record
    • Dead Hard
    • any potential Endurance done by others (e.g. BT)

    So saying that BT exists is a bad argument and this is coming from someone, who used this Perk for a very, very long time after basekit endurance was introduced. (In fact, it is my most used Perk with 87% Pickrate…)

  • @LordGlint said:

    Hatch offerings being hidden is abit much. The rest though I kinda get. If they dont have ENOUGH stuff hidden, people can make fairly accurate assumptions on what was used.

    Hatch offerings being hidden is abit much.

    Why? They should have been hidden from the start. (Or better they should not have been implemented in the first place, since they are Bloodweb-Clutter, but it makes way more sense to have them hidden)

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948956#Comment_3948956

    So this non sequitur is exhausting.

    This was meta. I'd like to hear why you think nearly everyone who played killer adopted this strategy.

    Especially since this strategy involves:

    • Not committing to chase
    • Not downing survivors
    • Not leaving a 3 gen
    • Kicking gens until an hour passes and the game awards you a win by default.

    Those are the facts.

    + this strategy was even the reason, why the Server closes after 1 hour, before it was 2 hours. (But I dont know if Skull Merchant was already around when they reduced the maximum time of the trial)

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948942#Comment_3948942

    So… you have no idea what was going through this random average player's head.

    What I also want to know is what "the best team in the world" was doing playing against some "random average player." Shouldn't they be off in some ridiculous MMR getting slapped by a p100 Blight?

    If anything, this shows how absolutely absurd matchmaking is in this game. Average players shouldn't get matched up with comp teams. If that means that the comp team has to sit in matchmaking for an hour until Lilith Omen or a comp Nurse comes available, then so be it.

    This was obviously a custom match. Come on.

  • Map Offerings should be either 100% or not exist at all. Having them at 20% is a joke, there is no reason to use them for a 1 in 5 chance of actually getting the map. Especially if you want to play a specific Build.

    The ideal change would be that the Devs put some effort in reworking problematic maps (and this properly, not like Haddonfield or Coldwind, where they shifted the balance from one side to the complete opposite side) and having Map Offerings at 100%. But this will never happen, so Map Offerings should be retired and players should be compensated for them in BPs.

    Map Offerings as they are now are just Bloodweb-Junk.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948648#Comment_3948648

    Honestly, beside map offerings, moris and shrouds, I don't see a reason behind making any of the offerings secret.

    Especially things like chests and fog offerings. Why should that be secret?

    I never said this?

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948622#Comment_3948622

    Map offerings shouldn't be Secret? What? Wasn't this whole feature to stop people from targeting people who brought that kind of stuff in (or maybe that's just how I see it)

    brb, gonna check the game.

    I checked the wiki, you are correct, Map Offerings are secret now.

    Would not explain the White Ward tho.

  • @SoGo said:

    This is intentional, but still kinda dumb regardless.

    Not only does it make the Offering screen kinda redundant as you said, but it's also a balance danger, since Hatch offerings are among the secret ones.

    Yeah, but the White Ward and the Map Offerings should not be hidden. So there is some kind of Bug going on.

  • Old Terror Radius on some Killers. I wish there was an option to hear the old Terror Radius and Chase Music, I liked it more on e.g. Billy and Doctor.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948452#Comment_3948452

    My comment wasn't meant to be taken that seriously. I lament the destruction of Scratched Mirror Myers. I don't actually expect the game to give him special treatment.

    IMO Map Offerings should either be 100% or not exist at all.

    I agree with this. Map offerings are way too expensive for a 20% chance. In this state, they're just a BP drain and unwanted Bloodweb clutter.

    Exactly. I barely used them before, but will now never use them again. I just dont want to burn an Offering, just to be on a different Map and think "Damn, that could have been a Survivor Pudding/Escape Cake instead".

    In general, I think that changing Map Offerings in such a way is just the lazy approach. The respective Maps still have their issues and they should have kept Map Offerings at 100%, but start working on said maps. Or if they lower the chances to get a specific Map, they could have just removed the Offerings.

    @Kerkvlerk said:

    There’s honestly not much true horror left in the game anymore. Stealth killers on indoor maps are one of the few things that still create real tension and genuine scares and that’s exactly what Dead by Daylight should be embracing.

    For a game that calls itself the "hall of fame of horror," it feels like it’s becoming everything but horror, especially if stealth killers can’t even use their indoor map offerings to play to their strengths.

    Yes, but for every Stealth Killer who might burn a Midwich Offering there will be a Nurse who does the same. And it sucks. Or a SWF who sends you to Badham.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948403#Comment_3948403

    I think if a Scratched Mirror Myers burns a map offering, it should be guaranteed. Scratched Mirror does not deserve the utter destruction that comes with this map offering change.

    No, if they decide to gut Map Offerings, everyone should have the same consequences. I probably would have thought different a few years ago where Scratched Mirror Myers was actually a fun build which people did not take too seriously, but nowadays it was only used to camp with the Wallhacks and the lack of Terror Radius, since people put on a Meme Build and still wanted to 4K with it. Which really made the build unfun to go against (and it used to be one of the most fun experiences to play against).

    @Topic:

    IMO Map Offerings should either be 100% or not exist at all. I dont care too much for them, never really used them, but having to pay BPs for them and using them instead of a BP-Offering, just to still not get the Map you want to get is just bad. And since they dont want to make them 100% again, they should just retire Map Offerings.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947889#Comment_3947889

    Well, to me it's not just a dopamine boost if you analyse it a bit more.

    It saves 6 seconds. Making gens take 84 seconds if solo. Not crazy but those 6 seconds could be the difference between gen completion and the gen getting regressed in some fashion.

    Now pair it with another very common survivor perk, resillience and you get 15% - which saves about 12 seconds, making gens take about 78 seconds.

    Now take all of the above info and apply it onto one of the 3 generators closest to one another and you got a Killer's endgame nightmare, the last 3 gens being in seperate continents from one another.

    If it was purely just about seeing generators, wouldn't perks like Visionary or Boon: Illumination see more use?

    I mean, pairing it with other Perks should not be a discussion, since those other Perks (in this case Resilience) give value on their own, with or without Deja Vu.

    I think Visionary is way worse than Deja Vu, Illumination should not even be named in the same comparison, since this is giga-bad, since you spend 14 seconds for information you get from Deja Vu or Visionary without any time investment. However, Deja Vu is better than Visionary since it is permanent and shows the closest three Gens and not the nearest 3 Gens (and the cooldown of Visionary of course…). The only reason why Visionary could be better is the new spawn rules, because you want to spread out and if the 3-Gen is where you spawned, you will have less useful information with Deja Vu. But this is a really niche case.

    And well, why I am saying that the Speed Increase is not really that relevant - it was at 5% before and nobody used it. It went to 6% and was permanent in 7.0.0… And honestly, what is more likely for the increase of popularity? That it got permanent or an increase of 1% Repair Speed? I think the answer should be obvious.

  • @Eelanos said:

    I'm gonna be honest, I can never relate to achievement hunters because a lot of these achievements they complain about can be completed by playing naturally.

    This is not like some achievements in some games that require you to spend several months trying to kill some optional boss fight while butt naked to get it, which makes me want to rip my hair out. It's just "play the game. Like, a lot. And it'll eventually happen naturally."

    I've seen people complain so much about the RPD achievement, for example, and I got it naturally just by playing the game.

    Hand-Eye Coordination? The D&D chapter released June 3rd 2024 according to Google. I got it June 5th by complete accident.

    Don't consider this an attack on your person or anything, I genuinelly don't understand the mindset. It's just that in my head most of these achievement are the most basic, easiest "just play the game to get it" type of achievement on par with "Start the game for the first time".

    Hand-Eye Coordination? The D&D chapter released June 3rd 2024 according to Google. I got it June 5th by complete accident.

    I mean, this is the issue - you (and I as well) got it shortly after the release. Vecna was very common back then. Nowadays Vecna is quite rare, so getting the Achievement is way harder.

  • On that note, is there any way to check when players got an achievement? LIke a graphic? 2,8% of all players (at least on Steam) have gotten the Vecna-Achievement and I would be very interested to see how many of those got it in the month after his release and how many got it at a later point.

    I assume the number of people who got it at a later point will be very, very small, but I want to see it with my own eyes.

  • @Willish said:

    I'm pretty sure they do it for the sales. Look how long it took for them to fix the huntress skin.

    I dont think it is for the sales. The Devs are not that scummy to do this. At least I hope.

    @Topic:

    They will not killswitch it, they did not do it with the Were-Elk Skin either, both times it was bugged. They will probably fix it in the future.

  • I did not have that much trouble with Awakened Anger, I got quite lucky that my Survivors decide to blind me at Pallets. But I agree with the other two.

    I cannot really imagine that the Springtrap-Achievement will be really good to do, because the risk outweights the benefit by far. But changing the requirement is difficult on PS… So not sure if it will be lowered or changed anytime soon.

    The Vecna-Achievement is the biggest middlefinger IMO. You have to go against Vecna (a Killer with a pickrate of roughly 2%, meaning you should get 1 Vecna in 50 games…), you have to be lucky to roll a 20 AND you have to escape on top of it. Again, I got lucky, I got it very early after his release, but I really think it is way too specific now.

    Also something which was not mentioned - opening Exit Gates 20 times on RPD. Even worse with the Map Offering-changes, because now you cannot even farm the Achievment. You have to get it either random or with a 1 in 5 chance, have to play it (on a map which is not really that good for Survivor), have to survive until the end AND also open an Exit Gate. And this 20 times. Should have changed long ago, to this day I have seen people who have not completed it yet and who were around when the Achievement was added to the game.

  • @PatchNoir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947896#Comment_3947896

    so the devs might have made it permanent due to visionary already having a cooldown on gen aura? because if you really think about it doesnt make sense visionary have a side effect (cooldown) when dejavu is way stronger and doesnt have any.

    It would me way more balanced to put the timer on dejavu and remove from visionary

    It is more a case of when Visionary was released and when they removed the duration from Deja Vu. When Visionary was released (which was Chapter 4.2.0) Deja Vu still was only active at the start with no Repair Boost. Then they added 5% Repair Boost, but the Perk was still not used (since the Repair Boost was not relevant and is not relevant, there is barely a timesave). This was in 6.1.0, roughly two years after Visionary went into the game.

    And in 7.0.0 we have the current version, with 6% Repair Boost and the permanent vision on three Gens. So it is basically just that Visionary and Deja Vu had different use cases (Visionary only shows Gens in 32m Radius and has a Cooldown, Deja Vu showed the 3 closest Gens, but was on a timer), but they only buffed Deja Vu and Visionary is as weak as before and honestly completely obsolte. The only usecase I see is with the new spawn rules, since you should move away from your team ASAP and Visionary might help better with that, since it can guide you to Gens even if you might spawn in the 3-Gen.

    For starters, Visionary needs its Cooldown removed and then it should have a different effect/bonus.

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