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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @ZenithZX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591331#Comment_3591331

    4 Gen Slow Perks is way worse. Makes the whole game in general longer and an attrition battle. You really gonna complain about Endgame builds when most killers expect all gens to be done eventually? They have nothing early game for chases and gens and depending on gen speed makes their rewards from them useless. Endgame builds gives the killer a bubble of insurance if they accomplish early game objectives. Literally side quests that can sometimes be counterintuitive (Like No Way Out requires 4 unique hooks when getting rid of at least one is more optimal) NOED and old Batteries wouldnt require any effort but whats wrong with the killer having strengh when the game is basically over?

    And once again someone does not understand the difference between "strong" and "unhealthy".

  • IMO the Devs want to avoid that Killers run Endgame-Builds. Because, unlike Survivors, Killers can actually do this. Endgame-Builds for Killers are probably the most boring things so far and the Devs worked against that on other occasions (You can escape with a RBT when you get one once all Gens are done, old Freddy was basically used as Endgame-Killer for 90% of the games).

    And they probably want to avoid that Killers run around with a Build which does nothing for the majority of the match and just get their Kills in Endgame. E.g. Batteries Included, NOED, No Way Out, Remember Me. Nobody can say that this would be a fun build to play or play against, when the Killer is basically perkless before Gens are done and then runs around with 124% Movement Speed and Instadown.

  • Overall, they did healthy Changes.

    Batteries included was not too strong IMO, but Endgame-Builds are probably the most boring Builds which can exist. Glad that it is prevented with that.

    The Trickster-Update is also fair. The most important things (removal of Recoil and Movement Speed) were kept. PTB-Trickster was way too strong, I dont know how anyone can think that PTB-Trickster was balanced. Especially since you could reach Main Event in 4 Knives and would never have to reload.

  • In general I decide spontaneously if I let someone go. E.g when they drop their Item at the Gate, depends on my mood.

    If I slug to get the last Survivor, because they were either annoying or bad towards their team, I will let the person on the ground go (especially if I take long to down the last Survivor).

    When someone suicides or DCs early, I play chill, but I dont let the rest go. Even tho, from my experience, if someone is out of the game early, the others suicide as well, because there is not really a point in playing a 3v1, except for some BPs.

    I give second chances if the Survivor tried to farm with me at the start (e.g. a Kate two days ago dropped her Medkit at the start, I downed her. When I downed her the third time, I let her on the ground because I got the first Hook for free), was AFK at the start of the game and I hooked them or when they reached second stage.

  • Most likely not. DBD has Server-problems for quite some time now. It got better, but is still a thing.

  • @appleas said:

    Until the devs implement Killer bots, the DC penalty is here to stay.

    I really hope they will never do that. It is a waste of time. When I look at the quality of Survivor-Bots, when you play against them in the Custom Games, the only things you can really do is get a feel for the Power or how certain Add-Ons work. But you cannot really improve at a Killer IMO, because the Bots are not good enough.

    And I dont really see Killer-Bots being able to play complex Killers. Sure, you might be able to play against a Trapper or Wraith, but I cannot really see Bots playing as Blight, Wesker or Nurse.

    (But sadly they work on Killer-Bots...)

  • "I've had times where my pc randomly doesn't load right and mid match will reboot. Not me. Not ky fault. "Windows didn't load correctly""

    Making sure that your PC works properly is your part. And if you dont do that and get a Reboot or Crash, this IS actually your fault.

    Indifferent about removing the DC-Penalty. Bots are not useful at all, the Survivors dont get anything, it is still a 3v1 and the Killer has a cute little plaything to get value from. So unless they improve the Bots massively that they are actually somewhat useful, I would rather see people who DC being punished.

    Let alone that this would also mean that Killers can easily DC without Penalty.

  • @daffyd said:

    Animations are not an excuse, as a survivor I would fully expect to be pulled into that trap.

    Reading that the trap should be to the left or right or under the pallet (so the pallet can be dropped and trap made useless but understandably) is incorrect, this is the perfect location for any Trapper to place a trap.

    Trappers power is to stop choke points such as the one shown above otherwise his power is slow to obtain, timewasted to setup and pointless... I'm honestly lost for words hearing about animations tbh

    "this is the perfect location for any Trapper to place a trap."

    Apparently not, when the Survivor can get past it...

  • I dont mind the increased Map oddities. I just dont understand how Maps like Hawkins or The Game can be the most picked. Because they are not really good for either side.

    Especially Hawkins baffles me after we just had a time where the odds for Hawkins were increased.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590329#Comment_3590329

    Man you have no idea how much I'd love them to rework the whole perk/items/addon system into something where everything costs a certain amount of points and you have a total set of available points to spend when equipping stuff

    This would also allow stronger perks to exist without the need to nerf them -> full meta load outs would be impossible, if the system was well designed.

    Oh, totally. I would also love that, if it is well-designed, it could be so good.

    And it would solve a lot of problems. You can have strong Slowdown-Perks, but give them a high point-value so that you cannot stack them. Or something like DS/Unbreakable back then would not be possible, because you could not equip both because they "cost" more points.

    Because I think this is the main issue with strong Perks. Two (or more) strong Perks can be strong and fine individually, but become too much when stacked. And a system like this would prevent it.

  • I get the idea, but it does not really work. No Killer should be denied access to certain Perks. It is ok if some Perks just dont work on Killers or are bad on Killers, but outright denying access is wrong.

    This COULD have worked when they would have designed the whole game in mind with this. E.g. the Killer has a Power Level and each Perk has a Power Level as well. And then lets say a Killer like Trapper is Power Level 1 and can use Perks with Power-Level 1-3 while Nurse is a Killer with Power Level 3 and can only use Perks which are Power Level 1 or 2. And Lethal Pursuer is a Power Level 3-Perks.

    This would have worked. In theory. In reality, the Devs did not really know how strong Killers would be, at least back then. (You can see this with the old difficulty ratings. A highly complex Killer like Billy was considered Easy, while Wraith was intermediate)


    The solution with Perks being too strong on certain Characters is not to make the Perks unable to use, but to nerf the Killers in a meaningful way. They failed to do so with Nurse multiple times and did not even attempt with Blight. And with Killers this strong, you would probably remove a ton of Perks from them. Better to adjust the Killer properly.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590192#Comment_3590192

    100% agree. I already made the mistake of suggesting this game to someone who is very easily triggered by things that nobody else I know would mind. There are plenty of ways for one side to make the other side miserable in this game, so it does make it hard to love at times.

    Yeah. I mean, this person tried out DBD (without my recommendation, they just have another friend who also played it) and did stop before reaching two hours. I played two games with them, with the first being with a farming Killer and the second them dying first because they did not realize they had to struggle on second stage. And the first thing they said were "I liked other games better".

    So I dont really recommend it to people who get triggered easily or dont have the will to put at least a little bit of time into the game before they decide if they like it.

    Because in the end, I also dont want to ruin my own fun by playing with someone who is constantly raging about the game. (I also complain about it when I have a series of bad games, but usually I dont care too much)

  • Only if I know they are not easily triggered. I have a friend who I enjoy to play games with, but I would never play DBD with them because they get triggered too easy.

    But in general, I can always recommend DBD, but add that it can be frustrating at times. I cannot really say that it is a bad game or anything when I have 9k hours myself, lol.

  • I dont think that Blighted Pinhead will come (haha) at all. We did not get the other two Xenobites, so I highly doubt we will get any Skins for pinhead in the near future.

    I also think that Blighted Demo is the most likely licensed Character. The Stranger Things-License Holders were quite open when it came to Cosmetics back then.

    From the original Killers, I really want to see a Blighted Dredge.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588834#Comment_3588834

    Eh it kinda is. Popping 3 gens by first hook is the most efficient thing survivors can do while killing a person early is the most efficient and best thing long term for killer. Not even about the 4k since the killers goal is to kill.

    But the thing is, Gens completed dont make the Killer weaker (some Perks even make the Killer stronger). A Survivor dead certainly makes the Survivor-Team weaker.

    Tunneling is way stronger than Gen-Rushing, because it does matter if you remove a Survivor very early from the game, but it does not matter if you do Gens fast (unless you do all 5 fast, but anything below 5 does not win you the game, regardless if the Survivors complete 0 or 4 Gens before the Killer gets a Hook).

  • Yes, it was overkill. It was a Double-Nerf, which should show that it was overkill. In general, double-nerfing things just shows that they wanted to get rid of them. (See Ruin)

    In my opinion, Iron Will would have been totally fine if it would still reduce Grunts of Pain by 100%, but makes perma-exhausted. This would mean that Survivors would have to decide if they want to have Stealth OR Exhaustion-Perks. Which would be a fair Trade-Off IMO.

    And also would give information to the Killer. Survivor Silent --> they wont use any Exhaustion-Perk at all. Survivor makes sound --> They probably have an Exhaustion-Perk.

    I also dont think that Iron Will would be as good as before. Killer Instinct gets added to so many things nowadays. And well, Ultlimate Weapon exists, which makes stealth even less viable.

  • @MrPenguin said:

    Is popping 3 gens at 1 hook necessary?

    You cannot even compare this.

    First of all, Survivors have to do Gens to escape. Killers dont have to tunnel to get a 4K.

    Second, a 3v1 at more than 1 Gen left is basically a loss for the Survivors. But losing 3 Gens before 1 Hook is not a Loss for the Killer.

  • One content creator makes a video and suddenly at least two people notice that...

    The Perks should not be universal. They are the Perks of Steve, Nancy and Demo. They have been like that before. It was a nice thing that they were universal so that people who did not have access to those characters can get the Perks. Now that the characters are back, it is fine that they are tied to the Perks again.

    In the end, it is not like the grind is that much more because of this. All you have to do is to bring Steve, Nancy and Demo to P1 and you have the Perks in your Bloodweb again.

    (And yes, people will have to buy the Chapter to achieve that. However, this is what BHVR wants and also needs. BHVR needs to make money. And if the Perks would be universal, players would maybe buy Demo, but not Steve or Nancy (as long as they are not a Fan of ST or just completionists), because they are just skins).

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587998#Comment_3587998

    No. Sloppy Butcher and Hemorrhage should stay same as it is. Sloppy nerf would be another M1 killer nerf again, and I don't want to see survivors rushing gens with 99% heals and resilience.

    Nah, since Hemorrhage got buffed, Sloppy Butcher is overtuned. Having longer healing AND healing regression is too much for a Perk which is so easy applied. (This is also the reason why you see Sloppy Butcher basically everywhere when a Killer is mainly using Basic Attacks)

    In general, aside from Gift of Pain, no Perk or Add On should inflict Mangled AND Hemorrhage.

  • @UndeddJester said:

    I'm really on the fence on this perk... as a console player it only tends to catch me out when I'm lazy with my pick ups, and even then tends to annoy me more than anything else... however it rarely prevents a hook, and it's almost always my mistake when it does.

    As such I can't call it overpowered and warranting nerfs... but it is a nuisance xD

    Boil Over is one of those Perks which only exists in specific builds where it is really annoying. It rarely does anything, but it is not in regular builds IMO.


    @Topic:

    Would be really weak. The Aura-Blocking almost never impacts me, you will have plenty of Hooks to see without Aura-Reads. Maybe it would be good on Indoor-Maps, but thats about it.

    That being said, I would be for this change. It is not like the Perk is Meta or anything, and it would be a nerf to a weak Perk, but it would make the Perk overall more healthy.

  • It isnt necessary. But it is sadly too easy (most of the time) and also too rewarding. Because, as you said, a 3v1 at 4 Gens is not really winnable, unless the remaining Survivors are way better than the Killer. But even then it is questionable since even if one Survivor is leading the Killer on a long chase, the rest only repairs with 2 people instead of 3.

  • @TeleportingTurkey said:

    Background player got a buff nobody asked for and now it's miserable to face.

    I understand why people would rather have no such strong perk than having most of them being like that.

    plus very few perks can actually be reasonably buffed to be "as strong as mft or UW" because their core mechanics do not enable them being much stronger than they already are. same applies to most killers as well.

    The last part is very true. There is just no way to buff some Perks to an extend that they can rival the strongest Perks. At least if they should keep their intial function.

    And I am also not really for nerfing Perks so that they are meaningless. There should be strong Perks, it should feel good to equip Perks. Sure, the Devs could bring every Perk down to a level that they only add very minor benefits, but this is not it.

    But it does not really help that the Devs are super-careful with Perks. A good example is Any Means Necessary. When it released, it got called OP by Killer Mains, in reality, it has been bad since the beginning (simply because it almost never happens that a strong Pallet will be left unbroken). If we look at the history:

    • 1st Buff --> Lowering the Cooldown
    • 2nd Buff --> Seeing the Aura of dropped Pallets
    • 3rd Buff -->Removal of Cooldown

    There is basically nothing they can do at this point to make AMN good, because the only thing left is the time to set up a Pallet, but this cannot really be changed, because otherwise Survivors would be able to stun the Killer and set up the Pallet during the Stun animation.

    The only thing the Devs can try is to buff Perks in basically every Patch and see how it plays out. If it is too strong, they need to nerf it again. But most of them will probably be still not good enough. But they have to try if they want to get other Perks into the Loadouts of Players.

  • Ah, was more of a joke. Because at some point BHVR started to release Cosmetics with Backpacks and nowadays so many Survivors have Cosmetics with Backpacks. I mean, even the AoT-Skins had part of their ODM-Gear on the back, where it should not be, just to fulfill this backpack-fetish.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586719#Comment_3586719

    idk I feel like the OP was pretty clearly talking about the strategy of a killer loading into a game and immediately intentionally only walking between 3 generators, kicking them and hitting a survivor if they're nearby, refusing at all costs to acknowledge anything outside the few tiles those gens are on. that's why they said the killer 'only' protects the 3 gen, why they described it as a 'tactic', etc. at the very least I would hope you would recognize blaming survivors for the killer deciding to use that strategy is factually incorrect

    ^ this.

    There are still people out there who say that 3-genning is always the Survivors fault. Which is just not true nowadays, sometimes Killers pick 3 Gens and never leave those. It gets worse when they dont even try to down people. At some point both sides need to commit to the objective, even if it means they might lose, otherwise it is holding the game hostage. Luckily, I dont see this anymore to this extend, it seems like the most extreme 3-genning died with the Skull Merchant-Rework.

    However, does not change it that 3-genning from the start is boring and low effort. Had a Trapper who went to Dead Dawg Saloon and trapped a 3-Gen (next to the scaffold). No way in completing it.

    I am curious what the Devs decided to come up with to combat this. Because it should work against blatant 3-genning and especially should remove the possibility for the Killer to hold the game hostage by just holding 3 Gens without attempting to chase or hook people. But it should not remove the need for Survivors to pay attention which Gens they work on.

  • Some original Survivor with a somewhat sad Lore and lots of backpack-cosmetics.

  • Several things:

    • It is basically a Killer-Power (Doctors Static Blast) available for everyone
    • It almost has no counters. Equipping Calm Spirit is the only counter, a Perk which is very mediocre and even applies Debuffs to Survivors. Way less counters than are available for Aura-Reads
    • It lingers for 30 seconds. So you can scan a very huge portion of the Map with it
    • It is very strong combined with Dead Mans Switch and, unlike the Pain Res + DMS-Combo, not really anything the Survivor can do against it. With Pain Res + DMS the Survivor can stand up, which will already waste a few seconds. But with Ultimate Weapon, they will just scream at a point and the Gen is blocked
    • It is stronger on the strong Killers compared to the weak Killers. In theory, every Killer can get really good value out of Ultimate Weapon, but if used on a Nurse or Blight, it becomes oppressive
    • And on top of all of that - it adds Blindness. Which is not the strongest Status effect, but since Windows of Opportunity is one of the most picked Perks, it still has impact. And honestly, it is a Bonus which is not really needed for a Perk that strong.

    IMO the lingering for 30 seconds is the biggest issue. The Perk would still be strong if it would not linger and just be available when opening a locker or for a smaller amount like 5 seconds.

  • It depends on the circumstances.

    I dont think that the majority of people who say "gg" after a bad game for the other side to it out of spite. I think it is mostly an automatism to write a quick "gg" after a game. Others probably want to do it to be nice.

    But given how the match went, I can totally understand why people dont like a "gg".

    A few days ago I had a game against a Nurse. She hooked two people (myself and another Survivor, who I then unhooked) and slugged everyone else. In the end, she one-hooked two Survivors and the other two were two-hooked. At 5 Gens. Nobody had more than 3k points, she completely destroyed our Survivor-Team. And a "gg" afterwards is not really nice. I wrote "Please dont be a bad winner", because this is how it feels like.

    I also dont like to get a "gg" if I really struggled in a game as Killer. I dont mind losing too much, even if I only manage to get one Hook total, it is most likely up to me anyway. But a "gg" when the other side probably did not have fun is not nice.

    I am also not saying "gg" if I won dominant as Killer or when the Killer really had an issue. I also dont think that writing "gg" is really the best thing to do when there is a DC or an early hook suicide. If the other players played well, something like "gg, shame for the DC, but you played well" or something similar would be better.


    So yeah, while I dont think that many people say "gg" to be toxic after the other side clearly did not have fun, I can understand why it can seem like the person wants to be toxic.

  • Annoying Lobby Animations. Mainly Oni and Onryo, I think Jumpscares are really cheap and so Onryo can be annoying. It would be better if she would stop doing that when turning her around.

    Oni is mainly annoying because he goes into his rage quite frequently.

    Also for Oni - when he does it in the Shop and you cannot see the weapon. Same goes for Spirit, when you have to wait for her to pull out her weapon.

  • So, several things.

    First of all, the Prestige does not really mean anything. Yes, a P100-player has put a lot of Bloodpoints into one character. However, this does not mean that they are sweaty or anything. It just means that they put a lot of BPs into one character. In theory you can have P100s without ever playing the character or even the role.

    Furthermore, P100s as Survivor are not a rare thing anymore. The Prestige-change happened some time ago, there have been multiple events where you can earn a lot of BPs. And especially as Survivor you usually put your BPs in very few characters, sometimes only 1 character, since Survivors are only skins.

    And last but not least regarding Prestiges - even if a Player is P2 or something like that, they can have a lot of hours. It is the same player, after all.


    Now to the reason why you experience this - lobbydodging. As someone else already said, if you feel completely outclassed, it is entirely possible that you are backfilled into a Lobby. Another Killer was in this Lobby before, checked the Profiles (or the Prestige) or saw that the Survivors have Items and decided to dodge the Lobby. Now we are at the point where the Matchmaker favors a short waiting time over fairness. And then you end up in that Lobby, where you should not be in the first place. All because a more suitable Killer dodged it. (This obviously can happen the other way around, where a suitable Killer dodges and a Killer who is way stronger gets into the Lobby)

    I have experienced this multiple times as Survivor, especially when multiple Killer dodge, you might end up with a completely inexperienced Killer. I had a Trapper and Wraith (both console, no idea how many hours) who were P0 and did not even have Tier 3-Perks on their Characters. Given that those are free characters, it was likely that they were players who maybe not even had 10 hours. And the Trapper went against a Lobby with 20k hours combined...

    And the lowlight I know about was a Nemesis with 26 hours. Since I played Survivor I knew that Killers were dodging. But the poor guy did not get any indication at all, you dont know as Killer if someone else was in this Lobby before.


    So, most likely the problem comes from Killers who decided to dodge Lobbies for whatever reason. And you are the victim who has to deal with that.

  • Probably Meg.

    Sprint Burst and Adrenaline are really good Perks and Meta-Perks for a reason. Quick & Quiet is not on the same Level, but still a really decent Perk.

    Feng is also good for Lithe and Alert is also not bad at all. But I feel Technician is too bad.

  • @Ayodam said:

    People complained about both of those perks after DH was nerfed & before MFT released. I know a handful of killer mains are here saying they’re fine (now) and that people won’t complain about them (a lie), but I guarantee you in a month or more you’ll see a bunch of killer mains complaining about them. Again.

    Yep, this will happen.


    @Topic:

    Strengthwise I dont mind either of them. (But this was the same for DH and Made for This)

    But I hate to go against Sprint Burst. It makes every area safe and the Survivor can repair a Gen until the very last second without any real danger.

  • @ironligma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581722#Comment_3581722

    So people are allowed to complain about seeing lots of weskers, but not about seeing 4 people with mft evey game. Got it.

    That you only got this from my post is outstanding. Especially when I wrote that I dont mind to go against a lot of Wesker-players.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583168#Comment_3583168

    1.2 m/s wasn’t a huge complaint during the PTB. That portion didn’t need to be buffed.

    ^ this.

    Nobody talked about this part being too weak. They buffed it out of nowhere without anyone asking for it. And even if it is now back to PTB-State (at least in this aspect), Xeno is fine. I am playing him a lot currently (mainly to get him to P9 before Chucky arrives), and I think he is good. Not S-Tier, but far from bad.

  • @Mondhirsch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582866#Comment_3582866

    Yeah but I really wouldn't care if I had to wait 20 seconds longer to get a greater variation of Killers.

    Facing the same Killer over and over again is just boring.

    I mean, while you would have to wait 20 seconds, it might be possible that Killer players have to wait even more.

    E.g. in a Lobby there can be up to 4 Killers the Survivors cannot face. This will already prolong it. But on the other hand, a Killer who is popular to play can have up to 4 Lobbies they cannot join because in each of them is a Survivor who faced the same Killer earlier. And if I look at a Killer like Wesker, who is played a lot, they might have really long queue times.

  • The difference is that the system which prevents the same Map is not increasing queue times. A system which would avoid the same Killer in the row would do this. At the very least it can happen for Chapter Releases (since many players are playing the new Characters) or maybe even for Tomes.

    But I also think the same would happen in regular games without any other instances which would prolong the queuetimes.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582474#Comment_3582474

    Aside from the jab at us <.< This sums up the voice chat issue thoroughly. So please people, stop suggesting it.

    I dont know which jab, but I removed all of them. :p I was not dead serious, but I also dont want that anyone feel offended by a bad joke.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582460#Comment_3582460

    Are you serious? It means a Survivor is close by? I only play doctor when his daily ritual comes up but I really didn't know it was an indication of anything.

    Yes. The Illusion is looking at a Survivor. So when you see an Illusion in the distance next to a Gen, it is quite likely that a Survivor is sitting on that Gen.

  • @Lobos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581737#Comment_3581737

    So your whole point is for the devs to just continue to do nothing? SWF continues to get access to free information, voice chat, and co-ordination and Solo remains miserable forever and has to use up perk slots to get that same information that SWF gets for free?

    This forum is a damn joke. People constantly complaining while offering no ideas on how to help the situation. Just constant negative responses about any opinion or idea.

    Again, the strength of SWF is not communication anyway. Furthermore, you cannot really do anything about it.

    But, because I like to waste my time, I will explain why Ingame-Voicechat is bad.

    1. There are already alternatives (Discord), so people who already play together would not use the BHVR-version. So this means, if the game would be balanced around SWFs on Comms for every game (and nobody knows how to do this btw.) and a Solo is playing with a 3 man-SWF, they will be at a disadvantage because the three Survivors can communicate, the Solo not.
    2. Language Barriers. Not everyone speaks English, especially in Europe. And in Postgame Chat you sometimes see people starting to write in their native Language, which is fine, but not really suitable for ingame-communication. And the same like Number 1... If three German Solo-players are in the game and they start talking German, what should the one Italian-player do? They would be at a disadvantage.
    3. Streamers would have to opt-out of Voice Chat. If you are a Streamer who plays Solo-Survivor, you will be at a disadvantage. You cannot really participate in Voice Chat with random people, because it might mean that someone of them is throwing around slurs that the Twitch-Account might be at risk. And even without slurs, I would not like to watch a Stream where a 14yo with a 5 Dollar-microphone is screaming the whole time.
    4. Some people just dont want to talk to other people. Whether it is the mentioned 14yo old with the cheap Headset, or simply because you want to play immersed and enjoy the Solo-Experience. Those people would be at a disadvantage.
    5. Last but not least - even if all of the above dont apply and a person is using the Ingame Voice Chat, is able to understand English, is a nice person and nothing of the above... This does not mean that it will actually help to have them on Comms. Because, as I said before, Comms are not the strength of SWF. It is filtering out bad players. You can tell other what to do as much as you like, but it does not mean that they follow it. So even if point 1-4 are not an issue, Voice Chat might not do anything because that person wants to cleanse Totems all game or just plays in a way that they are overly stealthy and not productive.


    To close this - I dont think that SWF is a problem. Because 99% of the SWFs people encounter are just normal players who want to have fun. If players say they go against highly coordinated teams all the time, they are lying. Or, they think they are highly coordinated teams because they themselves are not as good as they think they are. (For a bad player even mediocre players look good)

    I have 9k hours and I have encountered a tournament team once. And teams where I felt helpless maybe a handful (and some of them were Solos). So I highly doubt that SWFs are such an issue for others. From my experience it is usually just friends playing together.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/396775/why-exactly-are-illusions-from-doctor-static

    I'd also like to know why the doctor sees them himself. I hate that. Very distracting for me as doctor when they're supposed to distract the survivors.

    Information. You know that a Survivor is there.

  • @radiantHero23 said:

    It was changed to mix up the meta. Not because it was way too strong.

    I think most can agree on that.

    I think many people dont understand this. And it is so clear that Ruin got the Double-Nerf so that it becomes not worth picking anymore. Disabling it when a Survivor is dead would have been enough of a Nerf and the Perk would still be good, but less oppressive in a 3v1 (and the Killer most likely would not need Ruin anymore at this point, let alone that it is a rare occasion that one Survivor dies before Ruin gets cleansed).

    IMO Ruin could have not been changed as well in 6.1.0... The main problem was Tinkerer anyway and this got nerfed.

  • They need to be created. I would guess that we will see the Community Winners in the next Rift (Midchapter will be in January).

  • @pizzavessel15 said:

    no... but since it has its advantages, I believe it could make a good perk.

    Not really possible. Or at least it would require tons of effort. This is what the 3rd person of a Killer looks like (there was a Bug a few years ago which showed the 1st person-model of the Killer while loading in):

    https://www.youtube.com/watch?v=jmcEJD9IAEQ

    You see Pyramid Head in the Thumbnail and he is not feeling well.

    Some Killers just look goofy, others look displaced. This is basically what the Killer has to look like so that the first person-view is possible with what we currently see as Killer.

    If they would create a Perk which lets Killers play in 3rd person, they would need to make a second set of animations for each Killer when the Perk is used. Furthermore, there are some Killers which change stances (e.g. Pig when crouching, Legion while running, Ghostface while in and out of Stealth (plus leaning), especially Xenomorph...). You would have to create a second view for all of them AND make sure it does not look too bad when in 3rd person.

    Let alone that there could be more issues, e.g. with very tall Killers like Myers or Nemesis. Their camera would float above them, so they might see way more than intended or in certain Maps you would clip through Walls with the camera.

  • @Unam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581745#Comment_3581745

    Only if multiple survivors repeatedly ######### up in a tremendous way.

    Thats what I said. Killers mistakes can easily decide your game while survs can missplay multiple times and still escape bcs there are built in mechanics that iron out a lot of their mistakes.

    E.g: basekit bt + haste, no hook grabs, anti camp, safe pallets, tile spawns on maps, infinites on maps, pallet vacuum, hitboxes on projectiles, HUD, visual TR, etc.

    You really have to explain how the HUD, Projectile-Hitboxes (which are usually more generous than anything else) or the visual Terror Radius help to Iron Out mistakes.

    Removal of Hook Grabs and Anti-Camp are also good things to be added. Because camping was too rewarding. To get a safe Unhook and no Trade, you would need two Survivors for the Unhook. This is having 3 Survivors not on Gens by just standing there (aka minimal effort). Let alone that most of the time blatant facecamping would just get 2 Kills, because it is impossible to complete 5 Gens in 2 minutes (especially after they increased the Gentime AND since a Perk like Deadlock exists).

    And when it comes ot Basekit-BT... It was always bad that you had to rely on another person to have a specific Perk. No control at all about this as the Survivor on the Hook.


    When it comes to Killer mistakes vs. Survivor mistakes - this is just wrong. I have seen Killers who played very badly at the start and still got a decent result. E.g. a Dredge I went against lost 3 Gens during their first Chase. Yet they got a 2K in the end with 10 Hooks. Which is a very good game. I also have missplayed really hard sometimes and still got a good result. And I have also seen Survivors misplay and throw the whole match.

    Like missing a Skill Check and because of this the last Gen did not get completed, was hit by Pain Resonance and suddenly the Killer had a comeback.

    (But I want to mention that it also depends on the Killer when the Survivors make mistakes... Obviously how good the Killer player is (if they misplay a lot themselves, the Survivors will get away with more and vice-versa of course) AND how strong the character is they are playing. E.g. mistakes against a Clown can be a problem if the Survivor goes down next to a Gen which gets hit with Jolt, then hit with Pain Res and then with PGTW afterwards... A mistake against a Nurse can be a problem if she sees your Scratchmarks)

  • Nope.

    It makes sense with Chucky because otherwise you would have a really low PoV (which was one of the reasons why people always thought that Chucky was not really possible to realize, yet BHVR made a clever solution).

    I mean, if they add a Killer where it also would make sense because otherwise they dont play as good, sure, they should add a 3rd person view. But for most Killers I think 1st person should be the way to go.

  • @CircusClowns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581722#Comment_3581722

    And yet here you're complaining about it. Hit a nerve there.

    I mean, your first thread in this forum is an Us vs. Them-Argument which will be resolved in 3 weeks. And it is still not "abusing" something when someone uses stuff which will be changed in the near future. Players on both sides are doing it. And it is totally fine to do that.

    Yet you complain.

  • @Lobos said:

    The way to solve the SWF communication problem is by first buffing Solo Queue Survivor and ONLY Solos so it nullifies the SWF comm advantage and then buffing killers to match that strength after.

    (The game already knows and tracks when players are in a SWF and when they are Solo when joining a lobby.)

    So you either give basekit perk info ONLY to players joining lobbies alone, add a emote/chat wheel (with enough choices to communicate effectively), or just add a global voice chat for Survivors with a mute option for the players that don't want to use it. Just like every other multiplayer game that needs teamwork to be successful has used.

    I hate to break it for you, but the main strength of SWF has never been communication. It is that you remove the Teammate-RNG. You wont have that person who just opens Chests the whole game or decides to crouch next to the corner of the Map while the Killer is full map away.

    You will have 3 reliable teammates and you can be sure that Gens are done while you are being chased. When you play Solo you will see that even if ALL information are available for some Survivors, they wont do the correct thing. E.g. I knew a Meg had Kindred. Yet, when I unhooked someone, she still ran full map, despite seeing that someone else went for the Unhook.

    Another example - I was on my first Hook. My SWF-Mate gets chased (they were the Obsession, this was even before the HUD) and just got injured. The other two Survivors were on the same Gen and yet, neither of them got me before second Stage. They had all information available and did not move.

    Giving Survivors all Aura Reads and a Chat Wheel will most likely improve it. But it will still not be on SWF-Level. You can be sure if 4 players who usually play SWF on Comms and are good at teh game, play without Comms, they would have roughly the same results. But if you put 4 Solos which are not that good together and let them use Comms, they wont be much better.


    Global Voice Chat is obviously not gonna happen. Was explained multiple times already.

  • Do you have some gameplay to review?

  • @CircusClowns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581699#Comment_3581699

    You have the audacity to say that when MFT is handholding survivors? You're all complaining to nerf Nurse, Blight, Wesker because it's inconvenient for your OP build?

    I mean... Nurse is busted and should not be in the game. She is a relic from the past, basically the last broken thing from back then which is allowed to exist.

    Blight gets complained about his Add Ons. And as long as someone is not insanely biased, they would agree that his Add Ons ARE way too powerful for such a strong Killer. Especially because they are strong and there are so many of them.

    And Wesker is mainly complained about because people face him very often. (Which is not a problem for me, personally)


    Let alone that many people in this Thread have not really complained about anything you mentioned that much. So "You are all complaining" is not really correct.

  • @CircusClowns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581648#Comment_3581648

    It's completely normal for perks like Windows of Opportunity and MFT to have a high usage rate. It makes me question why they don't run perks like Overcome.

    Oh, right. Yeah, that's not abusing a perk that is overly tuned or something.

    They are using Perks which are good. And not Perks which are bad. This is not "abusing" something.

    Otherwise we can say that Killers are abusing Sloppy Butcher. Or any Slowdown-Perk. But this would obviously not be the same for you, eh?

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