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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • There is a big difference between Survivors just being stealthy and Survivors waiting for everyone to die. Years ago I often played with a Streamer (we were both Solo, so no SWF) who was running full stealth-Builds while being very efficient at Gens. Vastly different from the people who stop doing anything and just wait for the Hatch to spawn.

    That being said, stealthy playstyles are basically dead in DBD. The Developers clearly dont want stealth to be a thing anymore.

  • They probably removed it because it was barely used. I dont think I ever used that function and I have thousands of games.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938752#Comment_3938752

    Many players want to play against weak killers because they last longer and is easier to escape. As domeone mentioned above nothing like this hinders strong kilers, they can counter it with one move like nothing. Thats shy i dont get devs took so long to buff a little some killers like mayers ( I know he is licensed but he is in game like six years) .

    And yet some of the strongest Killers are some of the most favorite Killers to go against. E.g. Billy. Wesker as well, people only disliked Wesker because he was so common. And other Killers which are weak (Skull Merchant) or on the weaker side (Legion) are some of the most unfun Killers to go against.

    Strength =/= fun.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938726#Comment_3938726

    Even if they weren't op, both duty of care and babysitter are super unhealthy. 15% and 25% difference can only be dealt with by the stronger killers and have no counterplay from lower tier killers:

    • Blight , Ghoul, Nurse, Billy don't struggle that much because they can make the distance difference lost way quicker than anyone in the cast
    • Every other killer in the cast literally can't chase because they are balanced without bursts of speed taken into account

    this perks just incentive playing the top tier killers reducing variety.

    If we follow this argument, we should close DBD. EVERYTHING in the game hinders low-tier Killers more than it does high-tier Killers. This is something which cannot be changed, since everything which globally affects Killers and/or Survivors will make bad Killers worse compared to good Killers (if it benefits Survivor) or it will make good Killers better compared to bad Killers (if it benefits Killer).

    And well… Even if Babysitter grants a lot of health, a Trapper also has the ability to go after the Unhooker instead of the unhooked person… If they decide against it and go after the unhooked Survivor it is a decision the player made and then they also have to deal with the consequences.

  • @QuestionMark220 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938422#Comment_3938422

    Just because survivors are selfish and refuse to use perks that help the team and not just themselves doesn’t make it not OP.

    DoC is blatantly overpowered and needs a nerf badly, but it doesn’t get used because selfish survivors want 1,000 second chance perks for themselves. No wonder why escape rates are so low, survivors are clueless on how to work together.

    Baby Sitter and Reassurance are also insanely overpowered as well but again survivors don’t like the idea of running a perk that helps teammates and not themselves. If the survivor brainlets ever figure out that bringing perks to stop teammates from being tunneled would skyrocket their chances of winning then killers would be in real trouble.

    But nope, they’ll just cry until whatever they don’t like gets nerfed. I seen survivors calling Deathslinger OP the other day. So unbelievably out of touch.

    I find it quite funny that you mention that Babysitter is overpowered (it is not) and then in the same sentence say that Survivors dont want to run altruistic Perks, since Babysitter is a purely altruistic Perk.

    And your post in general is just outright wrong. One thing is clear - Killers overreacted (once again) when Duty of Care came out, panicking and maybe trying to bring the Devs to give some "compensation" to Killers. And once again the Perk turns out to be mediocre at best and barely used.

    Then your "argument" about Survivors not running altruistic Perks… You already contradicted yourself with Babysitter, but here are a few Perks which are altruistic and used more than Duty of Care (1,5% on Nightlight):

    • We Will Make it, purely altruistic, 8,34%
    • (You might want to argue that Flashbang and Background Player are altruistic since they are used for Saves, both sitting at 4,91 and 4,07%, but I can see them not count as purely altruistic, even tho it is about saving others)
    • Were Gonna Live Forver, altruistic, 3,85%
    • Do No Harm, purely altruistic, 3,64%
    • Saboteur, one of the weakest Perks in the game, 2,04%
    • Breakout, 2%
    • Babysitter, purely altruistic, 1,92% (OP-Perk, but only used so little? Strange…)
    • Reassurance, another Perk where Killers were scared of and panicking (this time suddenly caring for Survivors being held hostage, lol), purely altruistic, 1,58%
    • Autodidact (lol), 1,55%

    And finally, Duty of Care at 1,47% usage, the 59th most used Perks, even lower than the first Perk Slot being empty and around 10 altruistic Perks above it.

    So OP. Much wow.

    And one last argument against your point of Survivors only running Perks which benefit themselves… Before Basekit-Endurance was a thing Borrowed Time was one of the most and at one point THE single most used Perk… A Perk which only protects the person being unhooked.

  • There are several things which potentially could have lead to the Chapter being sold less:

    • Licensed Chapter, so people need to spend actual money on it
    • Killer-only Chapter, so no incentive for Survivor players
    • Anime not being a popular medium in DBD (there was quite a vocal community about not being a fan of Anime in DBD)

    To counteract this, the Devs made the Killer strong and also very easy to use. He is not much weaker than Blight or Billy, easily a Top 5 Killer, but way simpler than many other Killers around him. This way they made sure that more people buy him and not only those who are completionists or who are fan of the Tokyo Ghoul-Franchise (or Anime in general).

  • @Wrecked said:

    9/10 if a streamer like you know who calls a perk OP, it isn’t going to be seen in almost any of your lobbies. I don’t know if they purposely do it as click bait for YouTube views or not, but the meta very rarely changes. Most of the perks called ‘OP’ are only really good if you’re playing on mic with a SWF and even then there’s much better options.

    Yes, most of the time it is Clickbait. Even tho, there are variations of it, sure there are people who post in Caps and write "THIS PERK WILL CHANGE DBD FOREVER!!" or "KILLER WILL BE IMPOSSIBLE". But the most popular ones do it more mild, like saying that they are "worried" that a Perk might be too good or that it can be "potentially nasty" or "problematic".

    But this is also just engagement farming, because people in the comments will talk about that. Some because they agree, others because they disagree.

    @Topic:

    Duty of Care is only really good in a coordinated 4 man SWF. And those benefit more from other Perks. Let alone that those are really rare. And that it only works in that scenario is a huge red flag for a Perk and automatically makes it "not good" in my opinion. IMO for a Perk being good several things must be fulfilled:

    • It needs to be good on its own. Yes, there are good Perk Combinations, but IMO once you have to play more than one other Perk to make the Perk in question work, it already becomes too much and too inconvenient to use.
    • It needs to have a simple activation requirement or simple to use. Having to offer your first born child during full moon while dancing in the woods with a monkey paw in your left hand is basically the level some Perks are.
    • It needs to be good while being Solo. There is no point in playing a Perk which requires you to play in an SWF.

    If ALL of those things are fulfilled, you can CONSIDER a Perk. But then it would still stack up to the Meta, which is really, really old and stale, since Survivors barely get good Perks. Most of the time when people use good Perks it is just preference.

    Made for This was an example of a Perk which fit all those categories - you did not need another Perk to use it (unlike nowadays, where you have to pair it with at least another Perk which grants you Deep Wound). The activation requirement was simple since you almost always become injured in a Chase. And last but not least you got the same Benefit from it when being Solo compared to being in an SWF.

    Duty of Care does not really fit that, since at least the third point is not fulfilled. And this results in a whopping 1,5% pickrate for a Perk which would be so oppressive and so OP.

  • Does not really change anything. Unless you play against some Killer whon uses speakers instead of Headphones.

  • This is incorrect or at least poorly worded from OPs side. BHVR only confirmed that no Spider-Killer is planned for the foreseeable future, but not because of accessibility. They mentioined accessibility since it came into discussion with a spider killer and arachnophobia, but this is not the reason why there is no Spider-Killer.

    https://twitter.com/DeadbyDaylight/status/1929981039423709287
  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/447048/i-actually-quite-enjoyed-the-newest-blood-moon-event

    I do agree with you, it encouraged build variety and different strategies and it was fun for survivor, although very map dependant.

    However i feel like the incompatibility with killer powers and perks is just unintuitive and inconsiderate design. Its the first event where you can't casually jump in and things work like you expect. And you can't adapt to some things like plague not infecting blood generators. You simply just have less power.

    For that reason i don't think it was good, but it was interesting.

    I think it was great that they did not work with Perks, at least Regression Perks. They should have 100% worked with Killer Powers and if possible with Perks which are no Regression- or Progression-Perks (e.g. Fire Up).

    @Abbzy said:

    I was good idea and change from normal game mode, but blood gens were super fast and on top of that killer powers didnt worked with them was another big hinder and nerf for weak killers (seems devs always find a way to nerf pig). Someone claimed the blood pump spawn locations were on hook spawn idk if its true but from that event some hooks are angled different way then before some on rpd even broken so you cant hook anyone there.

    The Gens had to be fast, since you cannot just sit on them and progress them. Overall I did not really have the Feeling that the games were faster or slower than usual, sure, some Gens were done faster, but it usually slowed down over the progression of the match.

    But as I said, the Blood Gens had to be faster, you cannot really have Gens which take 90 seconds AND have to collect Cans for them.

  • I would not rate Lucky Break that high. Because you basically need a whole Build around it or at least pair with with another Perk like Iron Will (since the removal of Scratchmarks and Blood does not really matter if you can still be heard).

    And I think a Perk which requires at least 2 Perk Slots to be efficient can really be one of the best Stealth-Perks.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937428#Comment_3937428

    love the wording "there are some games WHERE YOU FEEL you lost it from the start"

    why are so many people afraid of admitting that some games as killer are straight up impossible to win and that you cant out-skill you way out of every situation?

    there are games where you have lost from the get-go. not "where you feel" you lost it. that's another gaslight statement that survivors love to use to try and tell killer players that everything is their fault

    And there are games which are impossible to win as Survivor. So your point is?

  • This really depends how the Killer plays. And obviously which Killer is used. A Nurse can easily end the game at 5 Gens, a Clown cannot really do that (you can still win with Clown, but most likely not at 5 Gens).

    And then it depends how the Killer is playing. If I would tunnel every game, I would probably end up on 4-5 Gens most of the time, since DBD is a game of snowballing. Turn the game into a 3v1 early as Killer and you won, because the Survivors will realistically not have anyone doing Gens. (Ideal scenario is one Person is on the Hook, one in Chase, one going for the Rescue. And if only 3 are left, nobody is doing Gens in this scenario)

    But I usually spread Hooks, so I expect that Gens are getting done. I would say most of the time there is 1 Gen left, possibly 2, sometimes 0, when I get a 4K (or 3K with Hatch escape).

  • @SOULWARRIOR71K said:

    As others have said, if it happens that quickly, it could be hackers. I am however convinced that all players do not always load in at the exact same time (feels like there are times when others load in 5-10 seconds sooner).

    This is correct, not everyone loads into the game at the same time. You can see this when others are already moving while you still in the spinnig animation at the start of the game. Or for example if you can already work on a Gen and then it gets blocked by Corrupt Intervention, since Corrupt Intervention is only active once the Killer fully loaded into the game.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936706#Comment_3936706

    wow they patched the game and changed many of the busted ######### that survivors could abuse such as old dead hard and boon: circle of fairness, I guess any complaints from now on are invalid

    I mean, technically this already debunks the "We don't get actual game improvements for killers here, that's only for survivors".

    But if you look at Maps, they are vastly different. And even some balanced maps switched to killer-sided, especially with the introduction of new Tiles. Whenever a Jungle Gym gets replaced with a new Tile, Killers win this one. New Tiles added are never survivor-sided (if they replace old Tiles). Heck, we even have Double Pallets and those are now issue.

    The harsh truth for some people is - if you STILL struggle on Killer in 2025, it is on you. 100%. Sure, you will lose some games and there will be games where you feel that you lost it from the start. However, those are outliers and the overall Killrate of 60% shows that Killers dont struggle as much as some people claim it to be. If you have ONLY bad games, you are doing something wrong.

  • @Shinkiro said:

    We don't get actual game improvements for killers here, that's only for survivors, its always deterrants and punishments. Always the stick instead of the carrot. Because why fix things properly when you can throw out bandaids to appease a whiny playerbase.

    How can people unironically say this? There have been made A LOT of improvements for Killer. Killer was much harder years ago, and I am not even talking about 2016 or 2017. The game just got better for Killer over time.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936185#Comment_3936185

    Throwing the game is not under the official list of bannable offenses, it's just not in the spirit of things. Nobody is going to be banned for going around overkicking gens and losing the game doing that, they simply played the Game inefficiently and lost.

    You cannot be banned for playing inefficient and losing. Stop being weird.

    True, "not participating in normal gameplay" is not a bannable offense anymore. You could have done without the last sentence tho.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936361#Comment_3936361

    It's actually worse than that, because if the killer is bodyblocking a survivor, the survivor is considered near the killer, and therefore gains AFK points at 50% speed. This means the absolute worst case scenario is the killer is bodyblocking a survivor up to 190 seconds (10 seconds grace period + 180 seconds of AFK points at 50% speed), before the survivor gets 3 crows, and loses collision.

    True, I did not think of this. Makes its even worse.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936340#Comment_3936340

    This actually is included in the changes, though.

    When you gain all 3 crows, you lose colision with all players. This makes it so the killer can't bodyblock forever.

    To be fair, the player should already lose Collision after receiving 1 Crow. Being bodyblocked for 60 seconds is already way more than any strategic bodyblocking can achieve. No need to wait an extra 30 seconds AND get noise notifications (if being blocked by another Survivor).

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936239#Comment_3936239

    There is a massive difference between horror and detailed gore. Many classic horror films had minimal visceral depictions (relying often on a combination of clever camera work and campy practical effects) despite being generally about topics like serial murderers or even occult concepts like demons across various cultures. Less can be more, especially when having to contend with ratings systems like multiple forms of media have had (and continue to) be subjected to in various regions. The camp factor actually saved multiple horror movies from even being allowed to be made, wanna say even one of the Friday the 13th movies was toned down and basically rewritten.

    Horror doesn't need to be gratuitous, its meant to play on concepts like fear and terror more than shocking visuals. There's a fine line between what horror is supposed to be and what it looks like on the surface. Thats why people remember franchises like Nightmare on Elm Street more than, say, Hostel.

    ^ this. And I dont understand the Downvotes. There is a huge difference between Horror and Gore. There are Horror Movies out there which show not much violence. And then there are pointless Gore-Movies which are just to shock people.

    Like, I like Horror. But I dont like Gore. Even if I watch a few Horrormovies or play a Horrorgame, I dont need to see some human splattered across my screen.

    @Topic:

    The biggest reason is most likely because it would make the game harder to sell in certain countries and possibly would get it restricted.

  • Nah, quickly became my most hated Killer. I rather play against the sweatiest Blight players I have faced or against a God Tier Nurse. For Ghoul every Hit feels so cheap, whether it is with his ability or by cancelling it.

    Also the most cringe Killer they ever created. The DBD-adaptation of it makes me also never want to watch the Anime.

  • @TragicSolitude said:

    I dunno. Since 2v8 is finally gone and killer queues are reasonable, I'm playing gen kicker right now to work on the Quest milestone. I've had a couple DCs because they discovered no amount of fast vaulting would get me to alter course. It's not their fault BHVR bugged XP Rift Fragment gains so I'm completely avoiding downing survivors right now (that includes no grabs). I don't really blame them if they don't want a long drawn out match where I go back and forth kicking gens until they manage to pop it or I get blocked off. I don't feel like a survivor who wants real matches should get a huge penalty if they get stuck in my lobby multiple times tonight.

    To be fair, you are not really playing the game as intended. Which is a bannable offense.

    @Topic:

    IMO the first penalty or maybe the first two penalties should be lenient. Because people should not be punished too much for unintended crashes. Yesterday for some reason my game basically exploded when a Dracula transformed in front of me. I would have been quite mad if this would have been a harsh penalty.

    And the last two willing DCs I did were against Cheaters. One time when playing Survivor, one time when playing Killer (several weeks between those). I dont care too much, since it is only one minute, but if it would be more I would be pretty upset that I get a harsh penalty because I faced a Cheater. (I could not even suicide on Hook as Survivor. I wanted to be out of the game since I dont want to play with a Cheater and they got me stuck in the Unhook animation…)

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936141#Comment_3936141

    I set all mine to 'Completed' and it sorta feels identical to the old system. Though I kinda miss the archive system :(

    For me it felt more satisfying to claim the Rewards manually. This also made it more interesting for me and I saw what I get and maybe used it right away. I have actually no idea what I got from the Rift, since all is claimed automatically. (Meaning without having to click on the Rift)

  • I think people call Dissolution weak, because it cannot be used on just any Killer. Slowdown-Perks can be used on any Killer, same for Aura-Perks. You can basically use the same Build on all Killers you own, despite them having different abilities.

    I would also say that Dissolution is a bit underrated, I really like to use it on Wesker. But I would also not use it on many other Killers. But if you are not using the same Build on every Killer you play, you can find some use for Dissolution. (Obviously this would not be an optimal build since there are stronger Perks. But if used on Killers which can utilize the Perk it gives a bit more variety)

  • This is a good tip, sadly it makes completing challenges feel even less rewarding. But so sad that BHVR threw away their unique system for more shiny notifications like every other game.

  • Some Killers have always been a Joke. Mainly those who think the game is still difficult for Killer. (Not saying it is easy. But I always chuckle a bit if people seriously struggle today. But I know…. "gOoD SuRvIVoRs".)

    Your post makes it sound like you are tunneling the same person. The great thing is - you dont need to tunnel in every game nowadays. There are games where it is needed, but most of the time it is not. And if you decide to tunnel after a person and cannot even count to 10 for the Basekit Endurance, you kinda deserve to be punished.

    So, if you tunnel and run against a lot of Anti-Tunnel Perks… This means that those Perks are doing their Job and you play right into them.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935999#Comment_3935999

    I'd love to see how you play against an always active Shadowstep and CoH. its annoying enough youll feel the need to keep breaking it.

    Healthy survivors breaking LoS under Shadowstep saves as much health states as CoH recovers. if the level has floors like midwich or RPD, even better.

    Regarding Floors - I said in my post that the only change Boons needed (at least CoH before they completely gutted it) was that it only works on one Floor. So I agree on that.

    However, if Survivors are using Boons, they are already helping the Killer. Circle of Healing as the strongest Boon is not really worth it the time spend to boon a Totem. I gladly take teams who waste their time doing that, ideally over and over again.

    Shadowstep is not really an issue. You can still hear Survivors and most of the time you will have at least some form of line of sight. At least I never had an issue with Shadowstep.

  • @100PercentBPMain said:

    bhvr won't give us new indoor levels to abuse boons. I invite people to say boons are trash on indoor levels.

    I was really praying that Freddy fazbears was gonna be primarily indoor

    Boons are also Trash on Indoor Maps.

  • As others have said, Boons are a failed concept. And I am honestly happy that we dont have any more Boons as long as BHVR is not willing to make Boons actually good. And as long as they dont meaningful improve the current Boons, I also dont want new Boons which are just bad as well. And BHVR clearly does not want to make good Boons after they nerfed CoH into the ground.

    IMO the version of CoH before the most recent Nerf was fine. I would say it was a bit too weak already and running around doing Boons was already hurting the team, but it was better than what we have now. (I mean the version which increased healing speed by 50% and let you self-heal with a 50% penalty)

    The only thing which Boons needed as a Nerf (on top of Circle of Healing being the version I mentioned) was that they only work horizontally and not vertically. Because Boons being on top floors just double their range basically and it is against the core principle of Boons - that the Killer can snuff it out quickly. If they have to go into one direction to go to some Stairs to then walk some more to snuff out the Boon while the Survivor benefits from it on a different Floor, this is wrong. But this was the only thing which should have been changed.

    All Boons across the board need Buffs. And if BHVR wants to do that, they can think about implementing new Boons. But until then, every Boon-Perk is just a wasted Perk Slot or a wasted Perk on a new character.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932547#Comment_3932547

    Nope! Speeding up a sacrifice at 1v2 to give another player a chance at hatch is not viewed as "going next" within this new prevention system.

    This is good, thank you for taking this into account.

    Can this also be applied to Endgame Situations? E.g. when all Gens are powered? When I get hooked at this point, I just want to get out of the game and not risk one of my teammates trying to get me (the Killer will be camping anyway since they have nothing else to do anymore), so I just do my regular attempts and be out of the game. Would not really make any sense if this would also be punished, since this is no classic "go next"-scenario.

  • Even if we ignore that there are planned measurements to prevent hiding like this, this is still better than having to wait until the Server closes if two Survivors decide to hide.

    (And even if Anti-Hiding is actually good, it does not really change the core problem that there is really not anything to gain for Survivors in a 2v1 when there is more left to do than a small portion of the last Gen…)

  • In general, it is sad that they are doing FOMO with 2v8. I dont want to play 2v8, but I want the Quest-Rewards. So I am forced to play 2v8. And a lot of it to get the Quests done.

  • @subdl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931825#Comment_3931825

    Then why is it not acceptable for the killer to abandon the match after the gates are powered

    If survivors are allowed to disconnect the moment they’re downed — because “their time is being wasted” — then surely killers should be allowed to do the same when they decide the match is already lost, right?

    And please, let’s not argue that “the killer still has agency to act and chase survivors out after the gates are powered.”
    Let’s call it what it really is: a performative role, escorting survivors on their glorious victory lap.
    For many killers on the losing end, it’s nothing more than public humiliation and a waste of time.

    Survivors are allowed to disconnect because they “don’t want their time wasted.”
    Killers, on the other hand, are expected to stay and endure even when there’s nothing left to do but watch.

    The fact that this imbalance is not only tolerated, but even described by some as “one of the best things they’ve done for the game” is, frankly, astonishing.

    I know it is pointless and despite knowing that it will not help to argue with you, I try.

    First of all, when people complained about NOED, Killers always said that the game is not over when 5 Gens are done. And now it is suddenly over? I mean, I dont mind if the game ends after the fifth Gen is finished, Killer lost, everyone is in the Endgame Screen and can go into the next game. But this is just not the case, the Killer CAN still do something in Endgame. And there are Perks which are entirely focussed around Endgame (one released with The Ghoul just a few months ago).

    Then, you say it is an imbalance - but ignore that the Abandon-Feature was introduced because of an imbalance. The imbalance was that Killers could just force Survivors out when they hang around in Endgame while Survivors could not do anything when they are slugged for 4 minutes.

    And personally I dont have any problem with forcing Survivors out of the Exit Gates. Because I am actually older than 12 and dont care about them pressing a button.

  • I really dont understand why it is an issue for people that the last Survivor abandons. If I am left on the ground instead of being hooked when I am the last Survivor, I also abandon, simply because I can and someone (the Killer) is wasting my time. If I get picked up and hooked, I will not abandon. I dont care about MMR-gain or -loss, so both is fine by me.

    And when I play Killer, I could not care less if the Survivor abandons once they are downed. Happened multiple times already, but I still beat the actual human player. If I hook that human player or a Bot does not matter to me in the slightest.

    I also dont care about the match being a Draw for that one Survivor. MMR is not a Reward, MMR is just a (very wonky) matchmaking method. But it does not impact me if someone else gains or loses MMR.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931588#Comment_3931588

    it's such a rare thing that i legitimately want to know how it happened

    I think hiding in a corner is not that uncommon. If you dont want to get found and there is no locker nearby, hiding in some corner (e.g. the small part of a long wall-Tile where Totems sometimes spawn) is not the worst idea. Just sucks if a Killer (or another Survivor) decides to be very unfun.

  • @Mooks said:

    thanks for the code

    Though can anyone Shortly explain to me what Blood Party Friday Openrec actually .. is?

    Quick Google search revealed mostly these DbD cosmetics/Code and some japanese Sites and I am very lazy

    https://x.com/bpf_openrec?

    It is a Livestream which happens every Friday at 7:00 PM in Japan. Basically just a DBD-Collaboration and they probably got some Shirts to promote them. Japan is quite big with Collabs (not only DBD). You can see this with various Cafes which have collaborations (there is also an Entity Cafe from time to time, which features DBD-related Items).

  • Agreed. They should have implemented it long ago. They should just be able to copy the code from Boons which shows the Survivors which Boons are in use and do the same for Hexes for Killers. They dont need a Radius or anything (since they are map-wide), but just getting an indicator which Hex it is when coming near it would be great.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931107#Comment_3931107

    against good teams with 0 restrictions, Amanda would be lucky to get 3-4 stages. Going with the "but you usually don't face such teams" logic is kinda nuts since you should blame matchmaking for thst (tho in EU servers you really can see significantly more of those times than usual)

    No, it is the absolute right thing to say. Because people try to frame those outliers as the rule, which is just not true. The "against good Survivors"-"argument" is just so overdone. People pick that one game they lost very hard and claim that a Killer needs buffs, despite them winning the 9 other games this evening.

    And yet we dont see Killers admit that a Killer might need Nerfs, if they dominate and get a 4K with 5 Gens up. Which is most of the time an outlier as well, but yet then it is suddenly their own skill which made that and not matchmaking or anything.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930485#Comment_3930485

    this is rare but I am not joking when I say if you go against the most cracked team in existence (tbf once in like 200 games) full of comp players on their map it is possible that you can get only 2 downs with 5 gens done IF youre playing a m1 killer. that's how efficient they are in chase and on gens; none of your tools which would usually work do anything against those players

    Yes. But this is no argument. 99,99% of games are NOT against such teams. And if you only get 2 Downs in those 99,99% of the games you play, you are just not good. (Let alone that with Pig after the first Down you should have someone who cannot do Gens for some time)

  • @QwQw said:

    I'm probably in the minority here, but I hate what they did to Borgo. I genuinely think it looked so much better with the red hue.

    I think Borgo was one of the ugliest Maps in the game with the red color. I dont think it is pretty right now, but it is better. At least gameplay-wise removing the red was mandatory, having things like Auras or Scratchmarks in red and a general reddish color to a map is a big No.

    @ad19970 said:

    I kind of agree. And while they are at it, they finally need to increase the minimum number of pallets that spawn on those maps.

    Yep. They replaced the strong Tiles with kinda weak tiles, but did not add any Pallets to compensate for it. It is fine if they dont want the Maps to be full of Jungle Gyms or Longwalls, but replacing them with weak Tiles and then not doing anything more is wrong.

    @Topic:

    100% agreed. The daytime looks bad on Coldwind. I liked the dark and dirty look it had before.

  • Fully agree here. The Anti-Camping and Anti-Tunneling measurements are planned from July to December, so it might as well just happen in December. And this is a long time.

    Since you mention queue times, I would also say, especially because of queue times BHVR should have started with those measurements earlier. I mean, they are obviously aimed at a surge of new players, this is BHVRs main motivation behind them. Which is not good, but better late than never I guess. Because in the end, no surge of new players will stay if their Survivor experience is miserable.

    However, in regards to queue times - it should have started earlier. Because FNAF will be a nightmare for Killer queues. It is a very popular chapter and it is a Killer-only chapter on top of it. So there is at least no new content for Survivors from the Chapter, so they need something to make Survivors play the game when the Chapter drops. It is not like there will be no Survivors, but I would guess that the queue times will be so bad because everyone wants to play Killer that you will have a similar situation like the current 2v8-queues.

    And IMO BHVR has failed to work on that in time. Maybe they will announce something which gives an inventive to play Survivor, but so far it is not looking like it and that means that with FNAF arriving, queue times will be abyssmal for Killer and things which might help with that (Anti-Camping, Anti-Tunneling) are possibly months away.

  • This sounds really boring. At least if Hatch is the only thing which would be changed in the modifier. I would not be opposed to have a classic DBD-Modifier with all the stuff which got rightfully nerfed in it. Would probably also open the eyes of some people that the game is not that bad today.

    But not for only one thing and especially not for that thing being Hatch.

  • I mean, it depends how well he is designed at the end. And what those side objectives are. If they are fun, they will be liked. If it is just more M1-pressing, they will not be liked.

    Then it also depends on how the rest of the Kit is. If the side objectives are a huge part, he should and cannot have much else in his Kit. E.g. you cannot give him a very strong chase power AND lots of side objectives, because this would make it impossible to escape him if you need to do 5 Gens, lots of side objectives AND also go down fast. So the more side objectives he has, the less interesting is probably the rest of the Kit.

    And the most important aspect of those side objectives is how much they involve Solo-gameplay or Team-gameplay. E.g. the Side Objective for Wesker is to get Sprays, the Side Objective for Pig is to do Boxes to remove the RBTs. Those are fine side objectives. But the Side Objective for Pinhead is to solve the Box, which requires coordination. Same with Singularitys EMPs. Those Side Objectives will not be liked.

    A simple "He has Side Objectives, will Survivors hate him?" is really such a way too trivial thought.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/445687/dose-the-pig-need-a-buff-or-is-the-pig-to-op

    Are you kidding? She's one of the weakest killers in the game. You'd have to use her pink add-ons and be on Lery's, so you can actually use her crouch, just to play her. Otherwise you're just leaving it up to chance. Oh, you have 4 head traps? Cool, but you're only gonna use 2 of them max before 5 gens are done, because you have no real power to get survivors.

    If you only manage to get 2 Downs while 5 Gens are done, you are playing the game wrong, lol.

  • This will sadly not change unless BHVR decides to make 2v8 fun and interesting for Survivor. But you can already train your patience, when FNAF comes out the queue times will be roughly as bad as they are now in 2v8.

  • There are two reasons why this can happen:

    1. You are not living in an area with a Dedicated Server nearby, so you are connected to the nearest one, which will result in high Ping. This is because BHVR is (depending on the Region) either not able or not willing to invest into a Server there. It is highly unlikely that it will ever be fixed.
    2. Your nearest Server is full and then you and all other players get connected to a different Server. In this case, everyone in this game can be from Europe and you are connected to some East Coast-Server, for example.

    Since I highly doubt that all players in those screenshots are connected to their nearest Server, I dont think it is case 1 and I think case 2 is the most likely one.

    And this CAN and SHOULD be fixed. IMO BHVR should stop sending all 5 players in a match to a far away Server. It is not common anyway so it would be totally fine to let those 5 players wait a bit longer. Because faster Matchmaking does nothing if the game you are playing sucks. I guess most people would gladly wait a minute or two more to get into a game on their usual Server with usual Ping instead of being in a match faster, but everyone having close to 200 Ping. Nobody has fun this way.

  • Why does it have to be too strong or too weak? Cant a Killer be alright?

    IMO Pig is pretty close to being "alright". I always wish she would get more love to her Stealth and Dash and her Traps would not get so much focus (some people seem to think that her Traps are her only Power). But I would not say that Pig is the Killer which needs changes the most currently.

    She is solid and probably near the Top of all M1-Killers.

  • You get Rift Fragments from playing. But not many, I got 5 yesterday. But I dont know what the calculation for those is. (Of course 5 is laughable low with 100 Rift Fragments needed for a Tier)

  • IMO Banner, Badge and Charms should be the absolute minimum. I dont really see the point for a Cosmetic. Yes, it would be cool. But:

    • They got rid of Prestiges in Lobbies because of Lobbydoging. Bringing Outfits for P100s would be counter-productive.
    • I dont know how it is for others, but I only have one P100-Character (Nea) and I barely play her, since she feels "maxed out" for me. I only play her during Events because I can stockpile Event Items on her. But in regular gameplay, I feel more satisfaction and progression if I play other characters and increase their prestige. So an Outfit for P100s would probably not even be used by me.

    I would be very happy with some form of ingame-Bonus when having P100s. Maybe a small increase in BPs for each P100-Character you own or even a small increase in Iridescent Shards you get from playing. Like a small percentage-boost per P100-Character you own. They could even start bigger with it and make it smaller the more you own so that it does not get out of hand. This would be more than a Charm, Badge or Banner and could also be used when you are playing other characters outside of your P100s.

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