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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901357#Comment_3901357

    Didn't they change Knight so if there is a guard already you can summon another one and the old one just de-spawns?

    Did they? I thought it was just that you could spawn one while the other is on cool-down. I haven't played Knight in a long time so I can't remember what they did to him so you could be right haha.

  • I agree with some of those, like Nurse and Blight who could really use a longer power recovery time, a lot of those you mentioned are punished for it.

    Clown can rethrow a bottle, but he has to reload soon after which costs him a lot of distance. And with Clown missing a bottle can be the difference between a survivor reaching a loop/fast vault in time or not. (Also it's Clown, the biggest punishment is playing him).

    Pyramid Head can ready up another M2, but the survivor can easily just run off during the cool down and make distance. Similar with Dracula when he misses his fire pillars, but I'll admit not as punishing as Pyramid Head.

    Trickster can spam knives, but if you do that you will have to reload. You don't lose much distance but you will lose pretty much your entire power if you keep missing and have to break chase. Huntress as well to a lesser extent.

    Knight can throw out another guard if they don't detect anyone, but he has to wait until that guard actually de-spawns, leaving him without a power for the entire duration of their wasted hunt. That is honestly a huge punishment for missing.

    Freddy missing his snares puts it on a 6 second cooldown. That's more than enough time to reach a loop or extend the one you are already at. If Freddy hits you even after he missed, he didn't need to use his power in the first place.

    The main punishment in most killers is that you don't get the hit, which can always lead to the a survivor getting just enough time to make a loop that they wouldn't otherwise and now can use to extend the chase that probably would've been over had the killer not missed.

  • @Pulsar said:

    This is growth from BHVR. I would like to see this iteration, as I said, in a real game. However, admitting their design isn't going to work is a big step from BHVR. In the past, they'd double-down ala Billy rework way back when.

    I don't really see it as growth honestly. They admit they are wrong all the time, it's just that they repeat it again anyway.

    While this is overall a net positive for the community, it still has the same issue they made with the Trickster rework where they remove everything those who actually play the character enjoyed. They went back on that and admitted they were wrong… and then did it again anyway with Skull Merchant… ironically on the exact same day they released a message talking about their previous mistake with Trickster. And the same thing they did with OG Freddy as well, which is a mistake they made years ago and are again repeating it.

    I absolutely hate Skull Merchant too, but this does seem like a slap in the face to those who actually like her.

  • While I’m happy she’s finally getting reworked and she does seem much more fun to play as and against than before, I do have to agree with the people saying that she should’ve stayed a trap killer.

    Currently there’s arguably on 3 trap killers - Trapper, Hag, and Skull Merchant. Now that SM is being reworked to no longer be one we really only have two, and BHVRs already said they don’t plan on making Trapper viable anytime soon. So it just kind of comes off like they don’t really want trap based killers, which sucks for those who actually enjoy them now that they don’t really have any options left to play.

    Like they’ve made her more ‘fun’, but not for those that actually enjoyed her. It’s kind of like how they completed reworked Freddy and the ones who actually stuck with the character despite everything were the ones who got the short end of the stick.

    She absolutely needed a rework, and I’ll give the new version a try, but I wish she still had some of her old identity and they didn’t just go a pseudo-Freddy route and essentially make her an entirely different killer. As someone who mained the OG Freddy, I know exactly how it feels to lose something you put so much time into just to realise that none of the other killers give that same feeling.

  • Some days are great, some days are bad.

    I took a break from playing this game for a bit because of how frustrating it was and came back yesterday to play some survivor and had a great time alongside like an 80% escape rate.

    But right before that break it was just misery after misery. I guess the best way to play this game is just a few games every now and then and not spend too much time binging it so you don't get burnt out as easily. If it starts getting frustrating or depressing then take a break from the game (including these forums which are just as draining at times) and then come back when you feel like it. Don't put yourself through something that makes you miserable just because you've put a lot of time into it already.

  • Australia has been getting shoved into Asia servers for over a year now. Almost half my games at this point are in a high-ish ping Asia server.

    Maybe it's starting to spread to other servers now. Or maybe Scott is secretly Australian.

  • Artist and Twins do as well.

    Artist when you are swarmed and Twins when Victor is latched onto you.

  • They honestly should just hold off on this specific surrender option until the anti-hiding mechanic is out. Keep the other surrender options, but just delay this one until the anti-hiding is out.

    Without the anti-hiding, this will just encourage certain players to just not do anything in hopes the killer will surrender. Whether the killer does surrender or not though doesn’t really matter because it still leads to the scenario they are trying to prevent occurring more. Which is kind of the opposite of what they wanted to do.

    So unless they decide to make this count as a win for the killer, there’s just really no reason to release this without the anti-hiding side as well.

  • With it taking 15 seconds to dissipate, and with 2 charges per second at that when it does finally start… you won’t even need to place turrets next to each other anymore. The survivor has more than enough time to reach a second turret further away before it starts to dissipate.

    In addition to that, the wind up time of your tail attack is also longer so it will take you longer to actually BREAK the turret, meaning that you’ll gain more heat when trying to break the turret as well.

    Just to put in perspective how ridiculous this time is, it currently takes 4 seconds to dissipate from essentially 100 heat. At that same amount after this change, it will take 50 seconds to do so. AND it takes another 15 seconds before it actually starts. At the new 175 mark, it will take 87.5 seconds plus the extra 15 before it resets. Over 100 seconds!

    You’re basically guaranteed to be kicked out of power mid chase as long as turrets are up now. And if you don’t, you’ll just be kicked out at the start of the next chase. In which case… isnt it better to in scenarios where you are close to being burnt out to just get burnt out so you are at 0 heat for the next chase?

  • Yes the offender ID is the username of the player. Let them know that you were playing on a different platform to them though.

    You will need to upload the game footage as they won't do anything without that evidence. The end game screen probably isn't needed, but there's no harm in uploading it either so why not. If you've got it may as well just upload it as well.

  • Map offerings are an issue because map design is terrible.

    If maps weren't so unbalanced and massively dictate which way the game goes, then offerings wouldn't be an issue. But because of how poorly designed they are, being able to handpick any map you want gives you an insane advantage. So because of this, map offerings are an issue right now and deserved the changes they got.

    Map designs and balance should absolutely be addressed and be a top priority, it's honestly the biggest issue with the game right now, but fixing the vast majority of maps takes much, much longer than changing offerings does. So making offerings less effective is honestly a good change at this point, and if maps are ever balanced properly then offerings could potentially go back to being 100% chance at that point.

    As for accessibility reasons, thankfully they are adding Gamma options alongside the map offering changes so this won't be much of an issue any longer and you won't require an offering to actually see the game :)

    Achievements should be adjusted though so that they won't become more annoying to get, especially the RPD one…

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888648#Comment_3888648

    I feel like knowing how to counter a killer with different perk playstyles is the devs vision, I'm pretty sure they expect perks to be rotated almost every game, since so many perks have become better (apart of the meta) over the years. If tou see a survivors run toolboxes, killers instinctively would run more slowdown probably.

    (This actually just gave me the idea to lock in survivors as well, so quick switching is a little harder to do. Still possible, but harder to do)

    Agree to disagree. I feel that they want you to be able to run whatever build you want and not have every game feel the same. They've gone and altered multiple perks/items that counter specific killers as well.

    They removed all the flashlight effects. They removed all the killer specific effects like Adrenaline and all the Bear Trap ones. They changed the Decisive Strike numbers so much because it hurts specific killers more than others. They reworked Spine Chill and OoO because of how it harmed stealth killers.

    Of course there are still perks that are stronger against certain killers than others (Calm Spirit against Doc, Iron Will against Spirit, Urban Evasion against Hag). But because you don't know who the killer is they aren't in every game so it's not an issue really. Yes you may have a game where people run the perks that make you weaker, but it's not every game. And you may run killers or perks that make them weaker. But since it's unknown what you are facing, every game is different. If you knew you could bring certain perks to gain an advantage, every game would start to feel the same, especially for killers.

  • They've mentioned before that they were planning on adding some things like more anti-slugging and anti-camping measures before this. I think they always planned on doing this but with FNAF coming they realised that they have to get it out now or else they'll lose out on a ton of potential new players.

    It sucks we had to wait so long, and wish it didn't feel so last minute, but I'm glad that it's happening at anyway. No matter why they are doing it, it's hopefully going to make the game better,

    (Also it's kind of funny how the license that was so divisive earlier and often claimed would make the game worse may be the one that actually ends up making the game better haha)

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888282#Comment_3888282

    No, no, no, no, no. Oni? Just bring leverage, sloppy or blood echo, and your power is completely uncounterable

    Plague? Thanataphobia forces a survivor to be uninjured at all times or they incur a massive speed penalty to survivors

    Legion? Run batteries included, blood echo to force heal reduction and exausted. Getting individual frenzy hits and insta ending power is super easy since his power is uncounterable unless you win a pallet stun 50/50. His M1 is bad however, but that won't matter since he can exaust you and prevent either of these perks entirely, even though both arent really that good

    Trapper? Run third seal and thrill, plus you can trap your totems and likely force people to go next from boredom

    You have to see the point here. Everyone's perks are unknown still as they always have been. Killer perks can completely destroy survivors with power synergy, especially as trapper imo. Totems are super easy to defend its not even fair for survivors. Nothing is really changing if you really think about it, yeah theres no balancing for pub matches so knowing the killer can give some mental preparation, but otherwise theres little to no competitive advantage being gained

    The only reason this could become a problem is in SWFs, for which i would say would disable the killer giveaway machanic entirely since 4 mans who play enough will know to run 4 completely different builds that can counter all playstyles a killer can attempt. SWFs still need some form of nerf if this were to be a thing I'll admit, ill be brainstorming

    But you can do all of that now and none of that changes what I said.

    Plague can always run Thana right now anyway, but now you know before to gen rush with a toolbox and take off your med kit. Plague's already bring Thana, that doesn't change how you now know to bring the best counter to her before hand.

    Legion can still run those right now and counter exhaustion, but you can still now know to not bring Dead Hard which is pretty mediocre against him. And Sprint Burst counters him pretty hard as you can dash out of his range. And if that did become meta on Legion (unlikely though, no one runs either of those perks, especially Batteries) you could just bring Vigil against Legion's and help reduce it. Or just not bring any Exhaustion perks and he wasted a perk.

    Slinger is probably a better example of this than Legion (as Blood Echo is bad on him) - take off Dead Hard because he can play around it, but he can't play around Sprint Burst or Lithe as easily so bring those instead.

    Oni's already can bring all of those perks, now you know it's Oni so take off that flashlight and bring an insta-heal or a speedy medkit to help nullify some of it.

    That Trapper build is just bad. Trapper is already F tier, forcing him to run an F tier perk that can be destroyed to let him actually have a power is terrible. Trapper already has to run multiple slow down just to have a chance, forcing him to run a specific build and give him more places to walk around when he already has zero map pressure would kill him. And he still has to actually hit you, so one of you can just run around disarming everything at the start before he's even activated his perk.

    No matter how you look at it, this would be a huge advantage. Even if you can't completely hard counter the killer, you still gain an advantage by knowing what it is and making your build as stacked as possible for this killer to maximum your efficiency as much as possible. I just picked the first examples I could think of, but there's a lot more minor things you can do that would give you potentially big advantage (such as knowing that you could bring a flashlight against Nemi to deal with his zombies, or if it's Huntress/Trickster you know to take off any locker perks because they likely have Iron Maiden)

    As for SWFs, yes they run multiple builds to accommodate for multiple playstyles, but now they won't need to be as broad because they can see who the killer is. They can pick up to 4 builds that are built specifically for that killer rather than 4 builds built for a broad range of choices. No SWF right now is going to bring an anti-Twins or anti-Ghostface build, but if you see it is Twins or Ghosty what's the reason in not all bringing one?

    And you can't nerf SWF, that's not possible and punishing people for playing with their friends is a bad idea in the long term.

  • @Graveheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888547#Comment_3888547

    YouTube comments, Twitter (X), Discord, Reddit, Steam. End game chat too the killers sharing their frustration. If so many people say this then I fear for the worst to happen. Maybe I shouldn't think too much about it and it could be an overreaction but a majority of killers saying this stuff? Yeah, I don't doubt it.

    It was the same case with Destiny 2. Everyone saying they'll leave but like people told them "You ain't leaving stop lying" or "See you back in a week" then when that Final Shape DLC released, the majority left that game.

    Sometimes people aren't lying when they say they'll quit the game. I think this is one of these times where they don't lie about it.

    To be fair, YouTube comments and Twitter have always been like that. Every comment there is how one side is severely overpowered and the other never gets any love. Or how BHVR is killing the game with every minor change. They are just toxic cesspools that you’re better off not sifting through.

  • @danielmaster87 said:

    Y'all say this every time, like it negates that the things you're complaining about will* in fact be nerfed. There's really nothing you can do about this until the change is through, except bring anti-slug. Have you tried that?

    While it is being nerfed, that doesn’t mean it isn’t annoying to deal with until then.

    I don’t think they are complaining that there’s nothing they can do or that it’s going to negate the changes, they are just saying that because its being nerfed the amount of people doing it has increased because everyone’s trying to get their “final moment” with it. Which is true.

    Same thing happens all the time. Like how Keys were in every game for weeks when they announced the rework.

  • @whoisit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888289#Comment_3888289

    You are right. There are different cases and scenarios and obviously go next players shall be punished. However, the point of a post is kind of like: you have a bad balance, so punishing everyone altogether without improving the game balance is a terrible idea. Look, i am playing survivor and yesterday we were chilling without map offerings: yamaoka (2nd oni map with no pallets), toba landing with insane triangle, decimated borgo (both lich map and knight map) and shelter woods. We literally had 0 chances to escape vs Killers as the spawn is unpredictable and number of pallets is scarce. So i got reminded why i am forced to play eerie crow, badham preschool, etc. And then we pick it to counter endless number of overpowered killers and stupidity of randoms (we play duo), and we get a chilling pig hating on us because we brought such overpowered maps. At the end of the day most of the matches are about one side suffering and loosing because again the balance is skewed. Now they will rework map offerings and force people to play the matches that are already lost due to balance issues. I do not see how this is helpful

    You are correct they should balance the game to reduce these frustration, I never said they shouldn’t. And they are doing so luckily with some of it like tunnelling, camping, and slugging changes coming up eventually.

    But I agree completely with you that map designs are a huge issue and in my opinion honestly should be one of the main priorities right now. It’s not a single sided issue either, some maps pretty much decide who wins as soon as they load in (Badham for survivors, Borgo for killer, etc)


    If people need to rely on map offerings to win, then that shows that the offerings and maps are an issue and give way too much of an advantage to one side. Changing the offerings is good for both sides and hopefully will let the devs figure out which maps are problematic and address them.

  • Really wish it would give the other person a notification.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888004#Comment_3888004

    There are petty reasons to leave, but most people are not like that.

    If they are like that, this system could kill the game.

    I believe that most people DC or suicide because they view sticking around to have no positives, only negatives. I certainly, in all my time in DBD, have felt the same. Someone's dead at 4 gens? I mean, I'm not going to DC, but I'm also not going to sweat my ass off for a lost game. I wouldn't expect anyone to continue to try to win in such a scenario.

    Let's face it, Solo Survivor is the most popular role and it sucks. Your odds of escaping are low, you don't get any BP to help with the insane grind, no Shards, limited Archive progress and it is often an immensely frustrating experience. There is functionally zero reward for people to play out matches that are lost. Lost matches are, objectively, a waste of time and can cause faster burnout.

    On the flip side, it isn't fun as Killer either. My view is colored by the fact that I've put far too much time into Killer. Certainly though, I can recall going to release Garden of Joy or Eyrie via map offering and not being happy about it, even knowing I was probably going to win.

    Addressing map offerings is a good change, for both sides. I can imagine the average Killer hates going to Eyrie still, lost matches as Killer are more profitable in an economic standpoint but can be worse from burnout. You don't really have an option to leave, unlike Survivor.

    If DBD actually wants to address DC's, they need to look at making matches less one-sided and have more rewards.

    I think most people leave because they THINK the game is unwinnable but really it isn’t and make themselves believe the game isn’t worth playing before it’s even begun because of a snap judgement they made based on a single aspect of the match. Don’t get me wrong, there are a lot of times a game is unwinnable from the start (Nurse on Midwich for example…) and honestly in those games I can sympathise with the leavers and don’t blame them. But in my experience from both sides, those games are the minority.

    • People leave when they are downed first and then think “I’m gonna be camped and tunnelled better leave” but when in reality they probably weren’t.
    • Or the killer used a map offering, it’s game over better leave… then it turns out the killer is running a meme build.
    • It’sLegion/Knight/Trapper/Ghostface/Freddy/etc - so they leave because they have a pre-made judgement against the killer already based on who they are playing.
    • The killer outplayed them/they messed up. They think the game is over (or maybe rage quit, IDK) but really one single play doesn’t mean the game is over, especially if the killer just got lucky.

    I can’t count the amount of games that I’ve lost as survivor that would’ve been an easy 3-4 man escape had someone not left because they thought it was unwinnable or because they threw a tantrum. Instead of a fun game, it becomes miserable for everyone because someone thought the game was already over or because things weren’t as easy as they would’ve liked it to be.

  • Yeah it’s probably the most unbalanced map in the game right now. And with the Freddy rework it would’ve been the perfect time to do so.

    I imagine map reworks take a lot of effort (which is why we still haven’t gotten that Swamp redesign) so it’s probably not a priority right now, especially with the focus on the upcoming health updates and Skull Merchant needing reworks every 5 minutes. And since there is five versions of it (why??) it would probably take more effort than most other maps to rework as well.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888263#Comment_3888263

    The queues are no where near long. If you think waiting more than a minute is too long, then try playing 2v8. It already takes ages to find a killer game, and theres no MMR or region routing in the entire gamemode (lacks quality and isn't a fun experience)

    Making the killer publicly revealed isn't gonna do much of anything. If you want to run perks to counter a specific killer, then your wasting perk slots for potential meta perks that actually increase chances of escaping, plus you have no idea what the killer is going to use still. Even if there were a perk that made some killers way weaker than others, BHVR would've reworked them by now, trust me this is not an issue. Someone with experience like yours should know this

    Except you aren’t losing a meta perk for a counter perk, if the perk hard counters a killer then THAT perk is the meta in that scenario. Or you can just swap to the meta perk that counters that killer better.

    Killer is Legion? Swap from Dead Hard to Sprint Burst. You didn’t really lose any “meta” perks in that swap but now gain a better advantage.

    Killer is Spirit? Put on Iron Will. Doesn’t matter if it’s not meta overall, it’s a massive counter so in this scenario it is “meta”.

    Twins? Flip Flop with Power Struggle. Doesn’t matter if these two perks aren’t good against any other killer when they make it near impossible for this one killer in particular to pick you up. Or alternatively, just use Unbreakable.

    And then there’s also the issue that you can bring certain items to counter the killer.

    Trapper? Bring a map and now he has literally no power.

    Plague? Swap from a med kit to a tool box.

    Oni? Bring a med kit with max charges.

    Or even map offerings. M1 killer? Garden or Badham. Stealth killer? Eyrie. Dredge? Red Forest. Trapper? Any map without grass. Yes they are reducing the chances of being sent to the map next patch, but still you have a 20% chance every game of gaining a massive, hand picked advantage.

    While I understand your point and agree that the new player experience should be a priority, revealing the killer in the lobby is not a good idea right now. Maybe if there were some massive changes to the game then it could work but with how the game is designed, showing the killer gives you too much of an advantage.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886401#Comment_3886401

    I'm going by the extremes of their release estimates. Phase 1 could release as early as April, and phase 2 as late as December. That's 8 months.

    So, sure, "a year" is a bit hyperbolic, but if they delay phase 2 for any reason it's not that far off either. Especially if they delay "due to feedback", which has already started rolling in.

    True a delay is possible, but highly unlikely to be 4 months.

    And even then, I’d personally rather they spend as much time on it making it actually good rather than rush out a half-baked buggy mess that doesn’t solve anything just so there’s no gap between the two phases. I don’t really see how them not releasing something that isn’t ready is an issue.

  • You can already load in with the intention to slug everyone. There’s nothing new the killer can do. Only difference is now it won’t last 4 minutes.

    The SWF thing is pretty unlikely to happen. Only time I could see it happening is a group doing it repeatedly to derank, and in that case they hopefully would be banned. And if it does some how become common, I’m sure there’s something they can do with Plot Twist or No Mither to prevent it from working.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886386#Comment_3886386

    They have implemented other things which were announced and where everyone said that it was terrible.

    And honestly, some things they proposed were just not really thought out. E.g. the Anti-Slugging measurements for Phase 1 dont do anything against the core issues with slugging, just make it that the last person can save a lot of time by surrendering, but it neither fixes slugging being too good, Perks still in the game which should not exist like that anymore or that it can be used for griefing.

    This isn’t supposed to be the only anti-slugging change. There’s more in phase 2. This is purely just for those games where the killer decides to be an a-hole and slug everyone for 4 minutes and not hook them.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886394#Comment_3886394

    I just find it odd that the surrender option will be based on slugged survivors, yet the anti slug mechanic is slated for the second phase. So, in worst case it could be a year in between.

    My question (more for the devs than you, tbh) is: why aren't these changes coming at the same time? Can we not give survivors hope that 4 man slugging will get better first, or at least the same time? Are we really looking at possibly a year of slug meta (with phase 1 further incentivizing the "not hooking" meta) before they fix it?

    The second phase is slated in the later half of the year. So it won’t be a year in between the two.

    They probably aren’t releasing the two together because the anti-slugging measures aren’t finished yet as it’s not something that can easily be fixed with a simple number change or simple tweak. They can’t just instantly make an anti-slugging mechanic to go alongside it. The only options are to release them separately or push the surrender option back. And of the two, I think we got the vastly better option.

  • Aside from the hiding mechanic, which should be thing to prevent those needlessly drawn out games, nothing else really seems that different to it is now. You can still be slugged for the 4k and you can’t surrender right now, so how is this making it worse when it’s basically the same?

    We have no idea how the anti-AFK, anti-Go Next, and anti-hiding will actually work. So maybe we should wait to actually see how these changes go before jumping to conclusions.

  • Just tested it now. Seems to work perfectly fine there. Went through every wall I tested. Also checked RPD and they work fine there too.

    Seems to be only Lery's :/

  • That's the effect that survivors see when they are carrying a turret. It's a 'placement' aura that lets them know where they are going to place it. If it's blue it means they can place it there, if it's red they can't.

    Normally the killer isn't meant to see this and it would disappear from the survivors POV once the turret is placed or if they drop it. So this is probably just a bug where someone was going or did place it there and the aura remained after the turret left through a bug.

    That or it's the ghost of the turret you killed, you monster.

  • "His slowdown is more oppressive".

    The Hinder is now 12% instead of 15%, has a 7 second cool down, requires aim, and can no longer be chained. I don't see how they are more oppressive at all. Don't get me wrong, they are better in a lot of situations but in other they are probably weaker. His snares are literally a weaker Clown bottle. And unlike Clown, his snares also don't linger, have a smaller hit box, and reduce his own movement speed when charging.

    His Pallets definitely don't make up for it. Any decent survivor can avoid them in most situations.

    Give it time. People are already realising that they shouldn't heal while asleep. I've played probably 10 games as Freddy today and I can count on one hand the amount of TPing to healing survivors I've gotten.

    Knee-jerk nerfing him because he's new and people are still learning him is the EXACT problem they did when they released him.

  • He’s honestly really fun but my biggest issue is how having all his powers on a single button just makes him feel clunky.

    Because his TP is on the same button as the rest of his powers, there is a slight delay before being able to swap between snares and pallets.

    TPing also feels clunky because of this. You go to teleport and the animation is delayed which can make you think you didn’t hold the button down and try it again…. But it turns out you did and now it’s on cooldown for 30 seconds :(

    And the fact you can’t buffer charging up a snare/pallet focus when swapping powers feels awful because you get times where you hold down M2 a bit too early and the power won’t activate until you press it again. And with how small the rupture radius is, this half a second can be the difference between a hit or a miss with the rupture.

    All of this combined makes him feel very unsatisfying to play at times. I don’t really care if he gets buffed or not, I just want him to be smoother to play.

  • @[Deleted User] said:

    Hello. When you would like to report a bug please post in the Bug Reporting section of the forums using the template provided.

    Thanks for the tip. This post was more for awareness. I couldn’t find any other post about it so I wanted to let people know about here because most people don’t look at the bug report section.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878743#Comment_3878743

    Listen if I realize hatch is no where to be found and I got screwed boom I'll find a spot that looks nice but like picking up a survivor and moving two feet to the left doesn't make the spot good it's just three trees and grass like RPD boom center on the first floor or at the logo

    In that case they may have just forgot about the mori and then remembered about it after picking you up. I still often pick the last guy up out of habit and forget about the mori.

  • Slugging for the 4K, maybe every 3rd game that ends in a win for the killer?

    Otherwise, aside from the occasional slug when there's another survivor nearby, not that often. But those games where the killer slugs everyone to death or with a Knockout build are so miserable that it makes me not want to play the game after that.

  • The extra second makes no difference to killers like Nurse or Blight but is way too punishing for M1 and weak killers. 4 seconds is a good middle ground where it's not as short as 3 seconds, but not as punishing as 5 seconds.

    Rather than increase the stun time, make Nurse and Blight not so good at tunnelling because an extra 1 second isn't going to do anything to them.

  • American Psycho memes are more so because it's Christian Bale. You know who else Christian Bale played?

    Batman. Give us a Batman chapter.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871816#Comment_3871816

    ^ this.

    ScottJund tweeted yesterday that the Hook Suicides increased when they removed depipping, which I cannot disagree more. People who go next dont care about BPs and BPs is all you get from pipping up.

    I think if Matchmaking would be rank-based again AND Depipping would be back, there would be far less Hook Suicides. (Even tho I have to say, the removal of Depips makes it less frustrating to be in a game which is already lost)

    But in general, there needs to be an incentive for those who get left behind. It should either be the option to DC, because nobody wants to continue an early 3v1, or a massive Boost for the remaining Survivors which would make their odds of surviving the Trial much higher. Because currently in an early 3v1 you are a BP-Pinata as Survivor, you will not escape, there is 0 chance that you will escape (unless Matchmaking was completely wonky and the Killer is way worse than the Survivors), but you have to stick around.

    An incentive for those left behind wouldn't solve the issue really. The people left behind leaving aren't the ones we need to encourage to stay, it's the ones that leave in the first place. Making the 3v1 better would be great, but incentivising people to stay to prevent a 3v1 in the first place is the better solution.

    Even if you gave the 3 survivors a million blood points after someone rage quits it still wouldn't be fun or solved. The 3 survivors are still stuck in a losing game, the killer is stuck in a boring match, and the survivor who left is already in another game to ruin.

    There needs to be something that encourages people to stay and stick the game out, even if the start was bad. I think Scott is partially right about the depip thing, but overall I think it was just the last nail in the coffin as they've removed most reasons to stay in the match. Iri shards used to be tied to the length of a game, depips are now gone and ranks are meaningless, and bloodpoints are basically handed to you for free that at this point only newer players are in need of them.

    The only thing left that does really reward you for staying, is that you gain more MMR the longer the game lasts. But you can't even see your MMR so it's not really a reward is it :/

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435315/seasons-greetings-from-the-fog

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859614#Comment_3859614

    https://us.v-cdn.net/6030815/uploads/RBDXCHQGRNCM/tmp.gif

    I am beyond myself with gratitude. 💐💐💐

    Sincerely, I love horror. I love this game. And I love this community. I’ve always found a home in the horror genre- I’m sure many of us can relate. For one reason or another we are all here enjoying this game together.

    @Rulebreaker

    @GeneralV

    @Xernoton

    @jesterkind

    @Nun_So_Vile

    @Ayodam

    @Dwight_Fairfield

    @RpTheHotrod

    @Mooks

    @LordGlint

    @JPLongstreet

    @RFSa09

    @TieBreaker

    @Iron_Cutlass

    @Laluzi

    @tjt85

    @tippy2k2

    @Seraphor

    @Langweilg

    @D0NN1ED4RK0

    @Pulsar

    @AmpersandUnderscore

    @GentlemanFridge

    @Nazzzak

    @drsoontm

    @radiantHero23

    @crogers271

    @zarr

    @bm33

    @Firellius

    @MrDardon

    @100PercentBPMain

    @KatsuhxP

    @GannTM

    @TheSingularity (pre and post 😊)

    @Marc_go_solo

    @ReverseVelocity

    @HolyDarky

    @Smoe

    @danielmaster87

    @BlightedDolphin

    @SoGo

    @TragicSolitude

    @Marc_123

    @VolantConch1719

    @09SHARKBOSS

    @hermitkermit

    @Rudjohns

    @TheArbiter

    @Sandt1985

    @Brokenbones

    @OrangeBear

    @fussy

    @UndeddJester

    @smokinggosling

    @Steakdabait

    @Hannacia

    @THE_Crazy_Hyena

    @Huge_Bush

    @GoodBoyKaru

    @Crowman

    @MechWarrior3

    @Aven_Fallen

    @bjorksnas

    @edgarpoop

    @ohheyitsbobcat

    @Venusa

    @glitchboi

    @warp1die

    @Reinami

    @sizzlingmario4

    @C3Tooth We all miss you

    @CountOfTheFog 😊😄💐

    @Shroompy 😊😄💐

    + Everyone else I didn’t list!!! 💐💐💐

    I’m a huge fan of being the change you want to see. The above people have demonstrated a willingness to be that change while remaining their authentic selves. I see Dbd reflected in every single person listed and on this forum. These people will give you the best that they have to offer. Why not match that passion and be the change you want the dbd community to become? Why not? It can happen. They can help you get there.

    I wanted to thank @For_The_People for being the first person from the forums that I’ve ever played Dbd with. He is a very sweet person who will give you his time of day in earnest if you need him to. He’s one of the prime examples of politeness in this community. Thank you for being a positive force in the community. 😊😊😊

    Lastly I need to thank @solarjin1 . What can I say? When you meet a friend that gets you, you both just know it. Her courage to be funny and humorous is so infectious. She told me that the small pallet in rpd was the most op pallet. I was so naive of game knowledge that I believed her! LMAO! After that I realized that it was anything goes when it came to humor with her. I’m at my best when I can be silly. Solarjin1 is that friend who brings out the best in me. Thank you Solarjin1 for all the laughs and for the laughs to come 😂 I’m going to be collecting🤣🤣🤣

    None of this would be possible if we didn’t have a phenomenal community team here to support us discussing this twisted hobby we all have. Thank you again to everyone at Bhvr for putting your hearts and souls (ha!) into everything that is Dbd.

    They say you attract more flies with honey than with vinegar…

    Let’s just use blood instead 🩸😈🩸

    Happy Holidays everyone, I hope everyone stays safe and has a wonderful New Years 😊🎉

    That's so sweet! Happy Holidays to you too 😊

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857835#Comment_3857835

    na he would be the same killer. the dev are extremely consistent at sticking with characters lore in the game. He would still have his mori.

    I think only thing that might change if he was in 2024 made is that his mori would likely be base-kit and his tier 3 bonuses were be stronger.

    This is just looking at Pig, Pyramid head and Sadako. All 3 of these killers are base-kit mori's and compared to myer's, they're all newer killers. He would likely have tier 1, tier 2, tier 3 and tier 4. you stalk in tier 3 to get to tier 4. tier 4 is a mori.

    Since 2022, the dev have not released any direct instant down exposed killers. Likely Myer' tier 3 would not have base-kit instant down. it would likely be his tuft of hair which grants you ability to instant down in tier 3 with some huge penalty like -50% duration for EV3+Longer stalking. More of his chase bonuses would likely be bigger like Free coup the grace(100% Lunge in tier 3), 35% faster vaulting speed, 40% faster pallet break speed. Maybe you'd see like haste bonus, like 5% haste in tier 3. Base-kit 24 meter TR. you'd likely see a lot of chases bonuses but no instant down. His mori T3(T4 Mori) would likely take forever. like Judith tombstone+Tuft of hair stalking speed with some add-on to boost rate for stalking in tier 3, similar to old Sadako that used to have Iri tape+Ring drawing. His version would be like Faster stalking in tier 3 and you gain T3 duration == to amount stalked. Something like that which makes his T4 mori possible to get.

    The base-kit T4/Mori would be completely not viable vs good players. Similar to how it is for Sadako, Pig and PH(Though PH is weird).

    When I said he'd have a teleport and stealth, I meant in addition to his stalk. I doubt he'd have just stalking as his only power today.

    I agree that he'd have his mori base kit some way, and yeah it would be very uncommon to see in game haha.

    True actually, they haven't released an insta down killer in a long time. So he probably wouldn't have an insta down then. I don't think he would even have Tier 1 anymore if he released today and just start in Tier 2. But at that point he probably wouldn't even have Tiers and just have his normal form and his super stalked up form.

    And his stealth would probably be a much bigger part of his kit as well. Aside from Tier 1, current Myers' only 'stealth' aspect is a reduced Terror Radius. If he released now he'd probably have some way of activating Undetectable for a short time.

  • He'd probably have a teleport in someway to reference how he just suddenly vanishes and reappears and his stealth would also be way more than just a reduced terror radius.

    Tombstone definitely wouldn't exist but I could see him having a second mori like Onryo and Pyramid Head a part of his base kit.

  • @Xyphus said:

    To be fair.. As upset as I am about all of this.. I have to say ONE thing in favor of BHVR..

    If this community wouldn't CONSTANTLY scream "Change this - Change that - Do it immediately!" .. Wouldn't cry about just everything and create problems that don't exist (latest version of Skull Merchant before the butchering)..

    They might actually have time to do something right..

    Still - they chose to follow this and their time-schedule seems to be way behind.

    That was the nice thing I had to say in their defense. There's nothing more left at the moment.

    Now I'm back at saying my prayers that the Freddy rework will HOPEFULLY be worth the years of waiting

    The main reason they don't have time is because they are pumping out new chapters and content constantly. And because they have to release them so soon they come out buggy, broken, or horribly unbalanced. Then they have to waste resources on fixing the new stuff that the old stuff can't be addressed. Once they've made some changes the next chapter is out and they have to deal with that.

    And in between that they are giving random changes no one wanted like constant UI changes or making Thrill overpowered for no reason that they need to go back and fix again just to repeat it all again next patch.

    I don't think the community complaining really has much to do with them not having time, especially when it still takes ages, years even, to actually address those complaints.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855831#Comment_3855831

    Here you go friend:

    https://youtu.be/VIb5XR0tmKI?si=X0w0OVmY8zziWdZV

    As a bonus, here is a chase I had against Trickster as well yesterday I believe.

    https://youtu.be/_5CBGASy91M?si=6Sh_ZAQL_V-5EgDI

    It just takes a lot of time and practice, but just know to pre-drop a pallet against Xenomorph and crouch away!

    Edit: Honestly, you just gotta believe and hope in some cases to not get hit and you'll be pleasantly surprised on what you can get from this game, haha.

    That's not crouch teching, that's just crouching to dodge the hit. Xeno could've hit you if they aimed a little lower or dragged the tail down after. There's no exploit in this, they just messed up and you played well. This shouldn't be removed.

    Crouch tech is where you crouch while below the killer which causes Billy, Blight, and Demo's power to be unable to hit you. Most people use it when the killer is inside the shack and you are just outside the door. Since the ground in there is slightly higher, crouching outside makes them slide off you.

    Crouch teching should be removed in my opinion. Especially for Demo who's already mediocre. There's not that much risk involved as some people claim since you would've been hit there, there is no risk in attempting it. Either you mess it up and get hit like you were going to anyway, or you dodge the hit and the killer just gets punished for no reason.

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856040#Comment_3856040

    First of all, he didn't have "uncounterable free hits", it wast that hard to counter, I didn't have any problems facing Chucky. Screams skill issue, but I digress

    Second, he needs to have very strong chase power, because he has nothing else going for him, no map pressure, no slowdown. He's feast or famine killer, if he doesn't get very quick downs and snowball rolling he just loses. Now he doesn't even have strong chase.

    His dash is not much better than Pig's now - killer who has no cooldown on her power, retains full control of the camera during dash (unlike Chucky), is 115% AND has whole second power that is the best passive slowdown in the game. For anyone curious here is a gif with side by side comparison. His dash is quite pathetic now if you consider all of that.
    He was fine after the first nerf with 12s cd and nerfed rat poison, that second nerf in hotfix was totally unnecessary, he could maybe stay at that 14s cd (but I still disagree, it's not needed), but those dash changes, both speed and duration need to be fully reverted, full stop.

    I haven't played Chucky much recently and holy moly that looks slow. What's the point in playing them at this point really.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840412#Comment_3840412

    "And no, I don't buy the whole "But I don't care about balance in the party mode" statement some people have"

    It's kinda funny because survivors were told the same thing here ("game modes don't need to be balanced") during the first iteration. I'm even seeing complaints about this iteration from someone who repeatedly held that sentiment here on the forum in July. That's possibly why you're seeing it, people are just repeating what they were told.

    Nah even if no one said that last time people would still be saying it. Whichever side has the easier time likes to stay stronger and uses it as an excuse.

    Using “you said this last time” is just an excuse. Just like the people last time saying “it’s just a party game” was just an excuse because they want to stay powerful.

  • Demo is definitely viable against the majority of the player base. I used to main him awhile ago and still play him a lot so I’m happy to help as much as I can!

    Portals:

    • A good thing to do is to try to place them between gens in a spot where one portal can cover multiple generators at once. So rather than spending time placing 3 portals on 3 separate gens, place 1 portal in the middle between the 3 of them. This will allow you to spend less time setting up, allows you to hold more portals for those times you need to quickly teleport away, and makes it harder for survivors to tell where you are coming from as they can’t see you as easily.
    • If you need to protect a certain area (such as there is an important gen nearly finished), place a second portal somewhere close and don’t use it. Once they cleanse the first portal you’ll have the second hidden one to jump them!
    • Try to keep at least one portal on you at all times. This is just in case you need to teleport RIGHT NOW (such as the last gen about to pop)
    • If you see a survivor cleansing a portal in an area you don’t need it anymore (such as an area with no gens to defend) - ignore them and let them cleanse it. This way you have an extra portal and they are wasting time on something you’ll never use again.

    Shred:

    • The main advice for this is to keep playing him. Over time you’ll develop the muscle memory for the timing on how long to charge before pouncing.
    • Before rounding a corner that you know you can land a shred on (such as just before entering shack) start charging your Shred right before turning. This does two things - first you are now ready to shred as soon as you see the survivor, and second the survivor can’t see that you are charging up making it harder to avoid.
    • Chase survivors so that when they are looping you are ALWAYS chasing on the longer and straighter side. It’s hard to explain, but if you share any loops you are having trouble with I’m happy to show the best way to play around it!
    • Even better than pushing them into straight line, push them into narrow paths! For example in a 4 lane loop, try to make it so the enter the side with the longest wall so they have no where to go
    • If a survivor is running against a wall (such as the side of shack), don’t hug the wall when you shred, step a little to the side. This way when you jump at them, they can’t dodge it because they can’t run one way as the wall is there, they can’t run the other way because you are there, and shred’s hit box is wide enough to hit them even if they don’t move.
    • A similar thing to above but is a bit harder and requires some map knowledge, if you see a survivor running towards a large obstacle on one side of them (such as a car) - do the same thing as above quickly. Normally shredding in the open is not a good idea as it is easily dodged, but if there is an obstacle next to the they can’t dodge and it’s a free hit :D
    • Shred bluffing is one of your strongest tools. Simply holding the shred and never lunging can zone survivors incredibly well. You’ll be surprised how many hits you can get by just holding shred and never using it. If you see a survivor running straight for a window, charge shred and hold it. They either abandon the window and give you an M1, or they’ll use it and you can time your shred to hit them.
    • Another thing that can be really helpful in knowing if someone is going to dodge your shred at a window is to look at their item! When a survivor performs a running vault their held item disappears. If you see it disappear, they are 100% going to vault and you can get a free shred on them. If they don’t disappear, they are probably faking it so DONT shred unless you see the animation start
    • There are a lot of loops you simply can’t shred on (mainly rounded loops). So if you can’t get a shred, don’t use it and just chase normally. For these loops, something that is actually really good on Demo but doesn’t seem to be well known about yet, is to use Coup De Grace. This way you can Shred on long loops and Coup on the short round ones. It’s really good.
    • You can bait out Dead Hard by holding shred!

    This was LONG so I hope it was helpful in some way. Please let me know if anything is confusing or if there’s anything you are having trouble with :)

  • They don't even need to down someone, just have to hit another survivor.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835061#Comment_3835061

    Tier list doesn’t matter on dbd. Be glad that he got changed after years.

    I thinks fair to be disappointed when these are the only real changes Myers has ever received and they still aren’t really going to make much of a different.

    I don’t think I’d be happy if I waited years for my main to receive a single actual buff only to see it’s just some number adjustments. So I can understand why Myers players aren’t happy with this.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837473#Comment_3837473

    If that's the case I wouldn't want them to be involved with the game either.

    Not only that but they also published the Texas Chainsaw Massacre game which is filled with highly expensive micro transactions.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837023#Comment_3837023

    What really??? Oh my gosh wow. I haven’t played it yet and this is making me look forward to it that much more! Wow how gruesome, and horrible… and terrifying. Wow thanks for sharing that. 😊

    I could see him owning one too 😨

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837116#Comment_3837116

    😱😱😱 You went all out wow bravo 😄🎉 There are so many funny ones in here. The Trickster, Cenobite, and Vecna are my favorites 🤣 The Sadako and Wesker ones are hilarious too.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837175#Comment_3837175

    This oozes indie film potential.

    Yeah there’s a lot of references like that in the game. Even if your aren’t a fan of those type of games it’s still fun just to see all the references!

  • There was a pharmacy that referenced Clown in Casting of Frank Stone, and honestly I could see him owning one.

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