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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522656#Comment_3522656

    https://us.v-cdn.net/6030815/uploads/QB83Q8QLJPW6/image.png

    Right now. As expected and as is the case every single day during this time. EU servers. Also I never had just 3 games in 2,5h (even in prime survivor time). It's more like 3games in 1h (provided you don't get chess merchant or something similar to that).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522595#Comment_3522595

    This is actually my experience. For longest time of the day the incentives are clearly on survivor side. But at peak hours where most people play DBD - the incentives are actually on killer's side

    Alright dude, I would rephrase my point: "It's not normal at nighttime for so few killers to be playing". There, happy?

    I don't usually play in the mornings (unless you consider 3-7 a.m. "mornings"), and even at that hours I had no problem looking for a game. Maybe because we were in SWF the wait time was longer, but other days that we played at that time (21:30 to 00:00 approx) wasn't like that either.

    Either way, like I said, I usually play at late hours and normally the BP bonus would change a couple of times during the night, but in the last week I have only see the BP bonus to survivors a couple of times. Not only that, but even in the Steam stats you can see that specially this last days the number of concurrent players was low in comparation with the rest of the month, and we are talking about thousands of difference:

    An ongoing analysis of Steam's player numbers, seeing what's been played the most.

    So, in conclusion:

    I'm saying that the game is dead? No.

    I'm saying that every single killer main have stopped playing or is playing survivor? No.

    Do I think that there is a lot of them that have done so? Yes, for the reasons already mentioned.

    Do I think that the balance of the game right now is also a factor, besides other things? Also, yes.

    Simple as that.

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522640#Comment_3522640

    That is not correct. Surviors are hearing a distance TR 100% of the time + the lullaby.

    So "So this means Freddy would require special-type of TR that nobody else has for no good reason." would not be needed. Instead atm its turned the other way, even though the survivors are hearing the TR they are not getting affected by the perks.

    I think you misunderstood the difference between "Terror Radius" and "Lullaby" when they are not the same. Survivors are not hearing the terror radius because like already was said, they have the Oblivious status effect when they are asleep. And if they don't hear the TR, they are not affected by anything TR related. This is not something exclusive of Freddy, as that's the way Oblivious works.

    The Status HUD is the primary information system to available to Players in Dead by Daylight and displayed as an overlay on the Player's camera. The Status HUD is comprised of several subsystems, with each sub-system displaying distinct pieces of information about the state of the Trial and its Players: First added with Patch 1.5.0, Status Effects show whenever a Survivor is affected by a special effect or affliction, indicated by a corresponding icon above the Perk diamond.The icon's colour wil

    So, what you are asking for is either for them to remove the Oblivious status effect so survivors would hear the TR when in the Dream World, which would be a nerf, or to create another status effect or "TR" effect just for him, something that I don't see happening.

    Another solution would be make Oblivious to allow TR effects even if survivors don't hear it, but that would make some perks combinations and killers too OP and would need a general balance... so I don't see this happening either.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522477#Comment_3522477

    you are some kind of aggressive on the forum, I can imagine what you are in the game. therefore it is better without emotions. here they didn’t even discuss the survivors, and even more so any rules. have a rest

    Do you realize that it was you the first one to imply that if they put emotes in the game killers will use them "for trolling and bullying" survivors, right? And that this makes you the first one to involve survivors in this to begin with? Following by stating something that is obvious, yet again.

    And yes, I would love to be able to emote to that survivor that tbagged me mid loop after hooking him. Sadly, people like you would cry if they allowed killers to do that and have some "fun", so I guess survivors would be still the only ones allowed to "troll and bully" by gestures.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522471#Comment_3522471

    Here in the next topic, a person complains about the search time, just like you. he was advised to play for the side with the bonus active. what about Freddie? why are you texting me all this? if you have any complaints about the developers, then write to them, suggest changes, and do not take out your indignation on a random guy on the Internet. i have no problem finding a match if the steam servers are ok

    Dude... it was YOU who started saying obvious things to me to start with. To continue, you really need an explanation?

    • Your argument: Balance / current state of the game has nothing to do with less people playing a side.
    • My counter-argument: Yes it does and it happened before, when they nerfed Freddy for example.

    And I'm a killer main, for me works wonders that the BP bonus is always in killer's side when I play (not that I play that much myself thanks to the current state of the game), but that day I played with a friend and we stopped playing because queues for survivors was taking so long that we played 3 games in 2 and a half hours like I said. And say whatever you want, but even if it wasn't a "peak hour" in an "optimal day", so few killers playing it's not normal.

    Seriously, don't reply to a post, even less if you are going to make obvious points, if you don't want people to anwser you accordingly 🤣

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522335#Comment_3522335

    The minute you stop caring about anyone's fun and just play how you wanna play (Not intentionally bring stuff to spite people and make them miserable, mind you.) is the minute things will be real chill and fun.

    Believe me dude, you are telling that to the wrong person 🤣

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522335#Comment_3522335

    "holy survivors rulebook" is just a joke written in the steam manual.

    Really? Oh man, I didn't know! Sometimes is hard to believe it isn't real when so many people seems to follow it religiously...

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522325#Comment_3522325

    I almost always have a bonus for survivors of +100, less often +50 and +25. I don't believe in 2.5 hours. only closer to the night I have a bonus to killers +100 for a few hours. the fact that in the evening more people play with friends after study/work is not a secret, and it's not about balance, but about the daily routine

    Yeah, it's not about balance, like that time they nerfed Freddy after launch when he was the worst killer ever released and people stopped playing the game or just playing survivor because they were tired of BHVR always hearing the same people, right?

    If I can accept that different servers have different population and obviously time and day affect, you can accept that the balance of the game is also a factor for it. Not that I didn't know before hand that all of that affect it, but as someone that have being playing the last year at 4-5 a.m. multiple times and didn't have any problem finding games with either survivor or killer, I can guarantee you that this isn't normal.

  • People already cry when you simply say "No" to them by looking left and right, imagine if you could taunt them with an emote.

    Nah, only survivors can bully, troll and tbag in your face man. Remember, the Holy Survivor's Rulebook prohibits killers to have any fun!

  • That's the logical thing, including PTB and TCM. The thing is, how many times have you seen that the BP bonus wasn't on the killer side in the last two weeks? Because I maybe see it just a couple of times only, no matter the time of the day.

    Also, from 21:30 to 00:00, and we have to take in count that in Europe we have many time zones in the same server. It was a first time for me to take that long searching for a game with any side.

  • Exactly! A bug produced by the changes to fast vault besides the difference between males and females distance and being able to soft-lock the tutorial and that's why the old fast vaults are coming back!

    Pack it up, people! The mystery has being resolved.

  • Tell me how you are not getting it:

    Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.

    That wasn't me, but I have a similar experience with hitting the window even earlier in the vault, so...

  • Yeah, the killers are so overpowered and the game is so killer sided that tonight I spent 2 and a half hours to just play 3 games as survivor. It's so fun to not be able to catch or down anyone with 90% of the killers right now that people have just stop playing it, apparently.

  • 8 minutes? Damn son, where are those survivors when I play? The ones I get are WoO + MFT / Buckle Up tryhards that would made me feel lucky if at least 2 gens don't pop up by the time I'm going to make the first hook. My only salvation in most games is RNGesus blessing me so I can use PR to slow them down enough to at least get a 2K 🤣

  • Do you know that playing survivor with a controller is better as it allows you to hug the walls while looping better, right? I have also seen killers being able to mindgame in loops better with a controller as the analog stick allows for smoother movements than the keyboard.

    Also, DbD is the first game to have an always active aim assist (for much they try to call it "aim dressing", it is still an aim assist) that the only thing it does for a mouse and keyboard player is to make him miss hits. That, and I'm pretty sure the only reason killers can't look up or down that much is to make it easy for controller players to aim, as making fast moves with the stick would make them aim up or down if they miss input.

    So, if they removed crossplay between PC and console the only benefited people would be those on PC... so go ahead 🤣

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520700#Comment_3520700

    But again, I don't thing anyone would mind if they added more distance to it

    Seeing survivors vault over Trapper's beartraps is ridiculous, I am extremely against adding distance to it.

    But the problem with Trapper's beartraps is that the distance male survivors vault is also bugged, so technically there is two distances of vaulting. If they do it right then you would only have to put the traps at the new vault distance and problem solved.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512335#Comment_3512335

    they don't give you iframes during the vault. they give you distance after finishing the vault. they're reverting entire change for both males and females to old one in the ptb. looping as survivor has never felt better with those vaults. you would think they would just fix male one but they're entirely reverting the change.

    Obviously, you didn't see any of the numerous videos online that clearly shows how survivors lose their hitboxes many times the moment they start to vault. The distance doesn't have anything to do with it, it basically makes you invincible because it is bugged.

    But again, I don't think anyone would mind if they added more distance to it as long as the survivor can still be hit during the vault as it should be, and this include at the other side of the window when the vault has finish.

  • The problem is more how Hex perks works than a Devour Hope one, starting with totem placement around the map that makes almost impossible for survivors to not find it even if they are not searching for it.

    Either include Hex: Undying in your build to try to extend the life of the totem or limit your hex use to killers that are able to defend it to an extend like Trapper. And let's hope BHVR decide to rework the Hex mechanic one day.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517514#Comment_3517514

    How do you abuse it with camping when getting enough stacks to camp requires chasing multiple survivors?

    I will explain it to you: You didn't do either of those things all the game, but in one instance you hook someone, go to kick a close gen, you see someone unhooking 5 meters away from you, go to hit him but the unhooked person use their precious anti-tunneling free endurance to take the hit for him and then you, having STBFL at 5 stacks and being the heretic you are decide to not follow the Survivor's Holy Rulebook and chase the just unhooked survivor 9 more seconds to down him again, as with both survivors and gens flying right now taking someone out the game as soon as possible is crucial.

    There, you just camped and tunneled and you should be banned and STBFL nerfed because it allows this lazy, dirty, preposterous and unholy playstyle.

    I hope you are ashamed of yourself.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515354#Comment_3515354

    It's not healthy for the game, neither are the perks which increase gen speed, both points can co-exist.

    When its used to shave time off chase it isn't being abused, it's the Hook camping situation that STBFL is problematic, killers defending it are just tonedeaf as per usual. It enables a lazy playstyle which is popular which is why so many people like it.

    I think the only tonedeaf people here are the ones that still complains about things like camping and tunneling without looking at what their side are doing and understanding how they allow or force the use of this tactics. Or the ones that use them as an excuse to nerf any perk that they don't like, no matter how balanced it is. You know, as per usual.

    And if by "lazy playstyle" you mean "I'm not willing to follow you in a tour to every single pallet of the map with you using WoO and MFT while your friends pops 3 gens in the meantime" then yeah, I agree killers are getting more and more fed up "lazy".

  • Because of the way it is designed. Imagine a series of square bars coming from Nemesis and as long as the whip range, that starts to appear one after another from up to down till they touch the ground.

    The moment one of the bars touch something, the other bars are invalidated. This means that if one bar hit, let's say, a bottom window frame, before it hits a crouched survivor it will count as you hit the frame. If one of the bars hit a survivor first, then - you get the idea.

    That's the theory, but I think (if I'm wrong someone correct me, please) that the bars don't come out exactly from Nemesis position, but a little further. So, if you are close to the window it won't matter if they crouch as they would always get hit by the whip first.

    TL;DR: Get beside the window before trying to whip someone on the other side, and try to aim for the lowest part of the pallet or before they end the dropping animation and they will be hit even if they crouch.

  • Yeah, being able to mark some characters "Favorites" so they show at the start of the list would be nice.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516755#Comment_3516755

    You've never had an occasional connection problem in your life ever? How's that in your control?

    Well, OP said their internet "was interrupted 4 times". Maybe if you see your internet is not working properly and you disconnect 2 or 3 times you can just simply stop playing for a while until you see it is fixed and not risk getting a penalty for a 3º or 4º time.

    And if we want to get real picky, he could also have called his internet provider to check if there was any problem with his connection and when it would be fixed.

    Either way, it was his choice to keep trying to play with an obvious unstable connection and risk getting disconnected against his will multiple times.

  • Ah, the same old song. High gens speed and chasing times makes killers having to resort to use tactics that goes against the Survivor's Rulebook if they want to win, nobody brings Deja Vu to break 3 gens even when they buffed it and now doesn't even have a limit to the bonus it provide, they let the killer have the best 3 gen map generator can come up with but the fault is of the killer for playing to win, of BHVR for being killer sided, or anyone except themselves. Classic!

    But seriously tho, who would have thought that extending chases by giving survivors a sheer amount of speed boosts and endurance perks and nerfing regression to the ground without other ways of pressuring them would lead to the actual state of the game? It is not like there was people in this very forum saying that this is what would happen.

  • I think that even better, they should made a replay mode so you can see played games from all points of view, which will have the benefit of be able to learn how others play and identify cheaters more easily, apart from being able to do better fan content.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511215#Comment_3511215

    This happens to me all the time and makes me turn off the game and stay away from it for a long time.

    Does this game defy the laws of physics? How did this get past development? I'm really curious as to who thinks this is acceptable and why.

    @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516705#Comment_3516705

    If they are truly listening to the vocal minority I have no words.

    Listening to people who live on the game and do little to nothing else with their life vs the majority which are casual people and do NOT live on a game is bad for so many reasons. You aren't gonna make money pissing off the majority of your player base vs a few no lifers.

    Again, what really defies the laws of physics is having an invisible wall on an open window, and they aren't listening to anyone because they are not reverting it because the people complained, they are reverting it because it is bugged and wasn't working as intended.

    @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511411#Comment_3511411

    Then killer should be able to hit over small loops or not get stunned by pallets for 4 minutes. It's not about realism,it's about visual feedback. Vaults need a buff.

    I didn't mentioned it when I answered because you made me doubt it was a thing or that it was removed from the game, but...

    https://youtu.be/NXUXOUX_wcg?t=372

    ... you can in fact hit survivors over small loops. Because again, it is about visual feedback, and having you at attack range and don't being able to attack you is not good visual feedback.

  • @jordanjustice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515602#Comment_3515602

    I mean.... if that's the case and they only implemented Bloodlust because survivors were abusing infinites.... and there are no infinites anymore.... did you not just make the case to remove Bloodlust?

    Well, like I said, I think I can count with one hand the times that I used BL on purpose in a chase, because even if I'm using a M1 killer good survivors know when they have to simply pre-drop a pallet between loops to prevent the killer to use it effectively, or how to brake chase so BL timer reset, or they simply have WoO and go from pallet to pallet and that's about it. It can still be useful to catch up with survivors between loops, but I seriously forget that BL is a thing most of the time until I see the effect in the screen.

    Also, saying that there is "no infinites anymore" is not true, as there is still some maps that can generate two tiles that can create them and there are pretty safe loops that by just dropping the pallet you technically created one. Yet again, I usually use killers that have some type of anti loop (i.e. Nemesis), so my way to go is just use my power (which again, resets BL timer) or break the pallet and continue the chase. This doesn't means that there isn't other killers without chase or anti-loop power that can benefit from BL, and players that prefer to make use of it to catch survivors in safe loops instead.

    In other words, I never said that BL wasn't useful and I'm going to guess that other people would be totally against removing it, but me personally won't mind for at least a PTB without it and see how things plays out, as again, is a mechanic that I don't even have in mind when chasing survivors.

    Yet again, from this to say that BL is a "hand holding" mechanic, specially when they first implemented it because survivors abused other mechanics to made impossible for him to catch them? Marvelous. It's simply just marvelous XD

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515602#Comment_3515602

    Well, this rant is difficult to follow. However, in your case it is better devs keep Mft as is because otherwise what else killers with no particular skill will blame for their undoing.

    The guy that said Bloodlust is "hand holding killers" accusing them of not having any skill and blaming others for their faults... amazing 🤣

  • @DaddyMyers_Mori said:

    Maybe testing didn't end well...

    Hook grabs removed is quite a good start and fixed camping for most killers imo. It was basically all I wanted.

    They basically said that it would take time to even put it in a PTB, but yeah, I doubt it would go any further than it because any time that they tried to implement an anti camping mechanic survivors abused the hell out of it so they just dismissed it at the end.

    The only way it would work if the self unhook meter totally stops the moment another survivor is near the hook, and even then I'm sure survivors would find a way to abuse it and make the save guaranteed. Let's hope I'm wrong.

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514510#Comment_3514510

    It is active only when injured and not exhausted. So survivors must avoid exhaustion perks (the most powerful one FYI) to get value. Seems balanced. Unlike handholding bloodlust.

    Oh yes, the hand holding Bloodlust! That thing that I mostly forgot it exist until I get it and that don't serve me any purpose even if I'm not playing a killer with strong chase or antiloop power (as if that was the case it would be more beneficial for me to just use my power than try to make something of it) because the survivor I'm chasing has WoO, is a good looper or both and has decided to take me to a tour around every single pallet on the map.

    Not like all the not-hand holding and totally balanced perks that transform survivors in bulletproof Sonic the Hedgehogs that don't even need to learn where the pallets and windows spawn, or all those mechanics implemented in the game for reasons like survivors don't understanding why they are getting tunneled when other survivor just unhooked him 2 meters away from the killer.

    No, no, NO! Those are totally fine, the real problem of the game is Bloodlust. BHVR should totally nerf Bloodlust, too OP and makes killer have an obvious and unfair advantage in chase!...

    BTW, did you know that they implemented Bloodlust as a fix for survivors abusing infinite loops? Crazy, right? When have survivors abuse game mechanics and have an advantage in this game? BHVR is so killer sided, I tell you.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514627#Comment_3514627

    In a lot of cases it doesn't, but also STBFL enables the current camping tunneling meta with the ability to farm from unhooked endurance states, it's the most rampant its ever been and easy to hit a vulnerable target who has been unhooked.

    It is a huge problem perk right now, it shaves the most time off chase than any other perk.

    Maybe if there wasn't so many perks that add a substantially amount of time to chases with gens getting done so fast right now most killers won't need a perk that shaves a lot of time from it. Or camping / tunneling, for that matter.

    @Meepy13 said:

    I think getting hit as the obsession should make them loose two tokens

    You mean... just like it does right now?

  • @awustzdn said:

    Almost certainly not. Here's the most recent official word on it.

    https://twitter.com/DeadbyDaylight/status/1618626512173043714

    And even less likely in Playstation, as Sony is the only company that makes devs pay for allowing cross progression in their platform, meaning no matters in what platform the purchases are made, you should pay Sony a percentage of it.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514976#Comment_3514976

    You are using false equivalencies that are not supporting your point like you think it is.

    Also, it's a perk designed for new players. Let them have a tool to help them learn.

    Mind to point out where my logic fails or where I'm wrong?

    And precisely it's problem as a "new players" perk is that it removes the necessity to learn how to properly play the game, as I already stated. That's why it is the NOED of survivors, if we use the same logic survivors use for wanting NOED even more nerfed that it already is.

    So, again, is a perk that allows survivors to win chases that should not win, removes the need to get skillful and gain knowledge about the game and maps, and it gives even more advantages to the players that are already good at it when paired with other perks and combos that are granting them wins by themselves.

    Like I said, almost one year ago WoO was already a problem for any M1 killer without chasing power and you could tell when you were chasing someone that was using it (mainly because they didn't even try to loop, just going from pallet to pallet). In the current state of the game, with all the speed boosts and endurances already extending chases at infinitum, it definitely needs a nerf. Simple as that.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513992#Comment_3513992

    What you're describing will happen with or without WoO.

    Also, like... why would you not want to play against it? Good survivors don't really need the information anyway, and that's 1-4 of 16 perk slots that aren't being used for Adrenaline, exhaustion, MFT, Buckle Up + FTP, etc.

    No it won't, as even if you know where the pallets should be you can't be sure if there is a pallet there to begin with because of RNG, so you would have the possibility to go to a tile hoping for a pallet that isn't there. With WoO, you always know where they are without doubt.

    And you just proving my point, if good survivors don't really need it then it means the perk is only helping survivors without the enough skill and knowledge to win chases that they shouldn't. Again, the same thing survivors say about NOED with the main difference being that NOED have drawbacks by being an hex, showing it's aura to survivors and only working at the end game.

    "But it is just an information perk" Alright, would you be fine with killers having a perk that shows the aura of the survivors all the time without any condition or drawback? After all, it's just an information perk! Knowing where the survivors are at all times doesn't means the killer would win all the chases they start!

    Also, like... they already use WoO with all other perks that you are saying there, that's the other main problem of it. No matter what build you make, it is useful for all of them as it doesn't even need to be paired with anything to be really good, so you have 3 slots more for whatever speed boost or endurance perk you want to equip.

    And I think I already made clear why me and other killers don't want to "play against it", so, there you have it.

  • @I_CAME said:

    The WoO nerf isn't going to do anything. A halfway decent survivor can easily take a mental note of where the surrounding pallets are before he drops one. I really don't think resilience needs any changes either. Overall it looks like we've reached a point where people are calling for nerfs to perks that aren't even overpowered.

    If it is so easy to make a mental map of where the pallets are mid chase, then there is no need for it to be active all the time, right? What is the problem with nerfing it then?

    And that it isn't overpowered is arguable for the reasons I already said. I think asking for it to at least have a cooldown after you drop a pallet or vault a window is not too far fetched.

  • @leon_help said:

    I can agree that the other perks need some changing aside from WoO. Just because it gives information, and is popular, doesn't mean it's helping you win most chases you get into. Plus there is a killer equivalent, Zanshin Tactics, so would that mean the killer is getting too much information as well?

    No, but it helps to win chases that you shouldn't by:

    A) Making survivors that aren't that good at looping get away by dropping pallet, holding W and going to the next pallet, making the killer don't even be able to get Bloodlust, and they can do this to whatever number of pallets the map allows them to have.

    B) Making survivors good at looping be able to extend their chases even more by looping one tile and the moment they know they are going to lose or have the chance get out of it to the closest pallet, and again, they can do this until there isn't any close pallets nearby.

    Also, in many cases it remove the need for the people that use it to even learn looping and "get good" at the game. Survivors like to argue another nerf to NOED because "It rewards unskillful killers and remove the need for them to be good in the first place". Well, WoO is the survivor's NOED.

    In other words: Yeah, WoO needed a nerf before and it definitely need a nerf now with all the speed boost and endurance perks that grants an obvious advantage in chase to survivor over any M1 killer without chasing power.

    @DaddyMyers_Mori said:

    Resilience: why the hell remove vaulting instead of gen speed?

    MFT: just do Otz suggestion. Remove endurance and haste stacking (that will save trouble in future). Some visual display of the perk would be nice, so killer can act based on it.

    Buckle up: yes

    WoO doesn't need a nerf. It's just an information perk.

    And this is the solution for MFT, Endurance should be removed and all haste perks shouldn't stack (even if in my opinion there should not be any perk that gives survivors a constant speed boost to begin with, but yeah).

  • "New DH age"? Dude, I'm starting to miss the pre-nerfed DH times in comparison of the current state of the game. Please, bring back the old DH if that means taking away all the speed boost and endurances awarded for just breathing there is right now 🤣

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  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511411#Comment_3511411

    Then killer should be able to hit over small loops or not get stunned by pallets for 4 minutes. It's not about realism,it's about visual feedback. Vaults need a buff.

    You are right, it is about visual feedback, and having a force field in an open window just because you are at the other side when you are still at hit range is not good visual feedback. Simple as that.

  • People can't understand how a killer with long arms and a half meter long machete would be able to hit you 1 meter away through open and unobstructed windows, it seems. In fact, what not makes sense is the attack range of most of this killers. I mean, have you seen Nemesis's arms? Why is he so adamant to just throw an straight punch and keep throwing body-range hooks?

    Anyway, the problem with the "new fast vault" is that it literally gives invincible frames when vaulting. I had a game tonight where I should have downed someone but because he just started to vault the moment I was going to hit him he just vaulted and I ended up hitting the window. Something like in this vid, but even earlier in the vault:

    Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.

    So no, new bugged fast vaults should not stay in the game, and I don't mind if fast vaults receive more distance but the killer should be able to hit you during the whole process unless you are so far from the window that you are no longer in attack range anymore.

  • I had someone the other day doing that in The Pale Rose map. Got to the border of the map, escaped because I couldn't hook him, and directly again to that corner of the map.

    In that situations the simple solution until they fix the hook placement is to drop the game, make sure to slug him to death, and hope he has learned the lesson: If you don't want to get hooked, I'm not going to hook you but you are going to be dead anyway.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508165#Comment_3508165

    There can only be 2 at a time

    Technical limitations they stated iirc

    Technical limitations? What, our CPUs aren't potent enough to calculate the bugged pathfinding of one more zombie getting stuck in the map? Not enough RAM in current high PCs for adding a couple of position and direction variables more? Would our GPUs melt for having to add another zombie model instance to the pipeline?

    In other words: Whoever said that, was lying.

  • @Chocolate_Cosmos said:

    I think the turrets are fine... if you make Alien faster so there is need for countering him in some way.

    True, a little bonus to movement and vault speed while in runner form wouldn't hurt making him more unique, would help justifying turrets current way of working and would make him feel more "Alien like". I mean, xenomorphs are stealthy, fast and mobile and he doesn't feel like any of those things in here (except in the tunnels).

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509403#Comment_3509403

    I'm not trying to defend anything. I'm simply explaining the reason to you.

    And I thank you so much for it, but I didn't ask for anybody to explain it to me, I just said that it would be nice if they do it because at the end of the day, we all know the only real reason for not doing it is "It would cost time and money".

    A perfectly valid reason, totally understandable and don't have anything against it, but if it is really that important to get your info about the PTB first hand instead of watching it somewhere before giving feedback then it would be nice to be able to play the PTB in all platforms so all the community could give their informed opinion without having to spend another 20 bucks to have the privilege.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509381#Comment_3509381

    About the Public Test Builds

    Platform Availability:

    The Public Test Build is only available to Players of the Steam version of Dead by Daylight, which excludes any other PC-version and the Console versions.

    This is because Steam is the only platform/store that provides the Developers with a convenient way to temporarily publish and modify a beta build without requiring to go through lengthy certification processes, let alone provide it as an option in the first place.

    @Mandy could probably elaborate further on how the PTB differs from ordinary betas.

    I don't think it needs more elaboration, it says it right there: Because it is an inconvenience for them. That's the difference. Sorry, but you are trying to defend the indefensible for some reason that I have to say, I don't get.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509291#Comment_3509291

    There’s not enough endurance in a match to body block a Xeno from damaging turrets indefinitely. The longest that this could possibly happen without getting into really niche, only theoretical situations (not that this situation is even likely) is 4 turrets close together, each body blocked once by each survivor. In that situation it might take a min to break all 4 but those survivors aren’t doing gens then either so it’s really just a short battle of attrition until the draw is broken.

    Plus if they’re that close together runner mode isn’t even needed. Just down them.

    You are forgetting that the fire slows downs the alien, the hit itself also slows down the alien, and survivors gain speed when hit (and with MFT, oh boy...).

    In short, they don't need to do it indefinitely, they only need to do it once per chase everytime they have endurance available and you would just stand there getting roasted and powerless while they gain a looooooot of distance, wasting all the time you invested in chasing them.

    Either way, the problem here would be that you are allowed to even do that in the first place, not how many times you would be able to do it (if it is possible, I don't know if you can even do it and that's why I asked).

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509291#Comment_3509291

    PTB Feedback is important, but consoles have this little thing called patch certification which prevents them from bringing the PTB to consoles. Or something along those lines anyway. All I know is that it takes too much time.

    That didn't prevent other developers to do all kinds of Betas and test of their games. Either way, what is the excuse for not having a PTB for Epic, then?

  • @Mandy said:

    Yes Shroompy is correct. Only 4 turrets can be used at any one time, this isn't an infinite thing. Survivors are also slowed whilst setting up a turret and are not working on the generators.

    The question is, how much close can the turrets be? Because even if the rate of losing power is the same no matter how many turrets burn you, the best case scenario I have seen so far is the bar filling half by destroying just one with a tail attack, meaning that if two turrets are too close to each other even if you destroy one of them the other is guaranteed to take your power away.

    Also, what prevents survivors to abuse this by using one of their multiple Endurances to body block you from the turret? Something like "I have Endurance, I know you going to hit me soon, so I'm going to go straight to the turret and stand between you and it." As far as I can think of, the only options would be hit him, which would result in him gaining distance and you being slowed down by the fire and a M1 killer until your power restores, or having to drop the chase because you know it's going to take another chase to catch him and is not worth it.

    In my opinion, survivors shouldn't have the ability to nullify the killer's power for the whole game (AKA having infinite countermeasure items against him) to begin with, but if they have it at least it would be nice if they won't be able to put him in any more lose/lose situations with them.

    PD: If PTB feedback is so important, it would be nice for you to bring it to other platforms as well, so everyone can give their first-hand opinion on the changes and new features being tested.

    PD2: Now that I think about it... what prevents survivors to abuse the turrets mechanic when they are simply not injured? After all they will still slow you down in place, make you lose your power, and they will gain a lot of distance for just a simple hit. Having an Endurance perk like DH would just mean that they would be able to do that to you two times in a row with two different turrets.

  • @RakimSockem said:

    This game is currently insufferable and has been pretty much since the Knight came out when playing survivor. And the issue isn't really any particular killer or the game itself, but it's the community and I will stand behind that statement 100%

    it's the "i don't care about your fun, I want my 4k, I'm going to play in the most "efficient" way possible attitude that the community has that makes this game ABSOLUTELY miserable to play. You can't just hop on and have fun anymore. everyone's "playing to win" and slugging for 4ks and tunneling people out of games for "efficiency" instead of just coming in with the mindset of "This is a game and I'm just going to go in for some good chases and what happens, happens."

    Instead we get a nurse who kills 2 people, slugs the 3rd and then spends 3 minutes looking for the last survivor to get their 4k with 4 gens left instead of just letting the game in. And we get a singularity with iron grasp who carries your teammate to the basement, put pods around and inside shack, and then just goes into "sleep mode" in the basement and waits. Why? Just play the damn game and chase people instead of insisting on being boring. And if it was like 1 game a day, whatever. It was 2 hrs straight of boring game after boring game

    You are absolutely right! The problem is the community and your post having so many upvotes is the perfect proof of it.

    But let's use your same logic in reverse here for a moment: Where are all those survivors that wait at the exit gates for the killer to kill them so they can have at least a 1K at? Where are those survivors that say "Guys, don't bring any flashlight because is unfun for the killer to get robbed of their hook after 40 second chase"? Or those who don't do the generators as fast as they can so the killer have time to breath and do some chases "for fun".

    The truth is, survivors don't give a damn about the killer's fun and want to have it their way, whatever is just doing their objective and escape or bully the killer till the endgame. All while complaining that they can't play the game "just for fun" anymore simply because they lose.

    The funny thing is, if you really played just for the fun of it or cared about the other side's fun, you would simply "go in for some good chases and what happens, happens" and won't mind being hooked or lose the game because the killer didn't play how you wanted. But, here you are.

  • So, you basically want a game rated M by ESBR and +18 by PEGI to be balanced around kids playing it...

    Sounds totally logic to me!

  • @craycray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405693#Comment_3405693

    You can't read. 

    I never said I wanted to win. 

    I play a lot of murderers, too. 

    Probably completed more skillful killer challenges than you did. 

    The point I'm making is that Dead Hard has become a patch, simplifying the psychological warfare of the chase. 

    The game itself has become simpler. 

    I wrote it down on the top. 

    For example, in baseball, a pitcher throws only fastballs. 

    Not having a dead hard only throws a fastball.

    It's not fun. Do you get it?

    And I can say that I don't want to be a millionaire, but argue they should make the probabilities of winning the lottery higher as that would make playing it "more fun and thrilling".

    You still can mindgame in loops to have your "psychological warfare" fun in the game. Having DH as before is having a pass so you have to make 5 strikes before you are out instead of 3, which invalidates the good work of the pitcher.

  • This post is a strange way of saying "I want to win and only won because I over relied in DH and now I can't do that anymore so I'm going to cry and made up excuses of why I don't like the game".

    The funny thing is that DH is as effective as it was before after your first hook. If you are worried of being tunneled and not being able to use it, pair it with DS. After you are unhooked, you would be able to use DH to extend your next chase as you did before, with the added benefit that now you would catch the killer by surprise more often and now only a few would expect you to have it.

    You and all the people that stopped using it because of the change is because the perk carried you through all the chases you had. You wasn't winning the chases, the perk was. And now that it won't win games for you, here you are saying "funny" things.

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