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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • @Sngfun said:

    Huh?! Pharmacy changes I somehow missed? Could you please paste them here?!

    • Pharmacy:
      When injured, Pharmacy activates (REMOVED)
      Unlocking chests is 70/85/100% faster. (was 40/60/80% faster)
      The hearing distance for noises from unlocking chests are reduced by 20 meters. (was 8 meters)
      Pharmacy guarantees an Emergency Med-Kit upon completing the interaction.
  • "When I loop the killer for almost the entire match I feel so bad I decide to just give a kill to them."

    If you want to rank up you have to stop doing that.

    "pretty sure BHVR said not long time ago that if 1 survivors dies it doesn't count as a "lost game" regarding mmr"

    There's been no mention of how the MMR actually works by BHVR but the wiki says that it just reduces the MMR lost when dying. It also says this only applies to SWF. So if you want to rank up, stop giving the killer a kill because you'll just go down lower.

  • All they really have to do is change her quotes on the perks. You could view the perks as untrusting or a necessary alliance already. Or even her thinking it's all a test.

    Clean Break could easily be something like "I don't need your help I can do this myself" or "You'll just mess it up"

    Shoulder the Burden could be something like "I need you alive" or "You can't even be trusted with your own life" or "This is a test to see if I can obey their rules".

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836106#Comment_3836106

    The lights in the background of the thumbnail look like the lights of a sailing ship. I feel like there was supposed to be a new Backwater Swamp map that would have been set on a swampy coastline with the Houndmaster's ship moored on the shore, or something like that.

    But there's no map…

    It kinda looks to me like it might just be the Pale Rose. Maybe an updated version in a Swamp rework?

    I’m guessing they chose Swamp to represent her because it has a giant ship on it.

    The 2024 roadmap only listed one map in December this year so it looks like Ormond is the only new map we are getting and it isn’t tied to any chapter. So we aren’t getting a new Swamp map this year from the looks of it.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835101#Comment_3835101

    I don't think the game balance enough to go for 8 hooks before a kill. As killer who don't tunnel much i still need someone dead around 6 hooks

    This perk will easily be meta so every game u will be going through nearly max hook states before a kill. someone dead when the killer have 3 hooks total is terrible and i love the fax this perk combat tunneling. i would personally like to see this perk change in a way that it still strong against tunnelers but less effective against those who spreading hooks. Maybe deactivating if the killer reach 5 unique hooks or something?

    It may or may not be too powerful, but I do think that regardless of that it’s a step in the right direction. Once tunnelling is dealt with then BHVR can focus on making playing around 12 hooks more manageable for killers. And this seems like a really good way to combat tunnelling without it being able to be abused offensively like the previous anti-tunnelling perks.

  • To be fair, I don’t think they’ve ever said it was a full rework. Even the roadmap lists it as “Killer Update”.

    Since Myers and the rest this patch were listed as just tweaks and he’s the only killer listed for changes in a mid-chapter patch, I think it’s safe to say Freddy is getting something more substantial than the killers this update.

    So it’s probably a decent sized change but nothing to the scale of his last rework. I’d imagine it’s probably similar to Trickster’s rework alongside add on reworks.

  • @Blaconia said:

    From what I've seen, the OCE situation is better than it was June-September - they even replied to my email in September saying that they had made a change and to their credit I did notice improvements.

    That said, I still see it happen, I even had a game following that email where all 4 OCE survivors got sent to some Asian server (+100 ping iirc) and got matched with an NA West killer which is obviously unacceptable.

    I've also noticed since either the tentative desync fix last week or the 8.3 midchapter that I find myself in games where my ping will spike up and down for no reason by 40-60 ping. And desync has just been happening in general. But that may just be a completely unrelated issue.

    All that said, I agree with your idea, I think the solution is to let us see our ping so we can decide if we want to play in that server or not.

    Doesn't seem much different for me. Played 5 games today and 3 of them were high red ping :(

  • I’m so sorry you have to go through that. I wish you and your family the best.

    This is a very sweet and thoughtful thread. I’ll make sure to goof around more often and spread your positivity ❤️

    If you don’t mind sharing it, what’s your stream? I’d love to check it out.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828833#Comment_3828833

    excuse me. Newest "buff" to Distortion? You mean the slight backpedalling on nuking it? Shadow step exists and someone who manages to get consistent value from it will be even more useless than that apparently omnipresent Distortion user who does nothing but hide all match.

    "The unfortunate truth is that if anything is useable in this game, generally it isn't fun to play against." — That one I wholeheartedly agree to though.

    Call it whatever you want, it's still a fairly good perk now. It's not as powerful as before but it isn't useless like people are saying.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828825#Comment_3828825

    its design doesn’t break game, it just requires your own approach, it’s a killer of mind games, so if you turn off your brain and just throw away pallets, you’ll lose, try run behind the textures and run out at the nurse, make unexpected movements, jump into lockers when you are far away, hide behind the textures, etc. if you want, imagine that you are playing against Michael hide from her gaze, so the less she sees you, then more she has to guess

    In a vacuum that works, but with a lot of maps having few line of sight breakers to use and the fact that you can use some aura perks to basically remove this counter play in a lot of scenarios, I think it's fair to say that she is at least very poorly designed and unhealthy for the game. Maps like The Game or Borgo there is almost nothing you can do against her except hope the player is not that good at her yet.

    Multiple perks have been nerfed because of her and multiple perks that could be useful can't be buffed at all because of her. I think that alone should justify her receiving some changes. Maybe breaking the design of the game wasn't the correct term to use, but you can't deny that she is has a negative effect on balancing the game.

  • Off the Record's aura effect isn't cancelled by a conspicuous action. Also Shadow Step exists and Distortion is pretty good now after it's newest buffs.

    There is a lot of aura perks being run now, but that's partially because there isn't really anything else to run aside from slow down which people also don't like to play against.

    • Non-aura tracking perks are awful so why run them.
    • Chase perks are mostly mediocre aside from Coup and Bamboozle on a select few killers. And a large chunk of the cast can't even use the basic attack ones. STBFL was the only one they could use but that could nerfed.
    • Stealth perks are generally pretty bad and already stealthy killers/lullaby killers can't use them.
    • Exposed perks are too situational and again don't work on a large chunk of the killer cast.
    • I don't need to explain why hex perks are awful.

    The unfortunate truth is that if anything is useable in this game, generally it isn't fun to play against.

  • The problem with this is that if you remove her ability to use auras then Nurses will have no reason not to just run full slowdown. And full slowdown Nurse is way more oppressive than aura Nurse.

    She needs to be reworked honestly because her design just breaks the entire game.

  • Yeah no idea why this isn’t a thing already. SWF can already co-ordinate this easily so there’s really no reason not to let everyone see it.

    @Autharia said:

    The bar doesn't fill while in chase with another in the 16m range. I've had several times sitting at 0% of the bar for a full 30 seconds as someone loops the killer in the jungle gym I'm hooked in.

    It does fill. Chasing doesn’t pause the timer.

    If a survivor is within 16 metres then the timer is slowed down. The only time it pauses is the 7 second grace period at the start or when the killer is carrying a survivor.

  • Wishful thinking, but I wish they would spend an entire update on just making the most miserable aspects of the game less common. I just want the game to not feel as miserable as it is right now. even if it is a bit unbalanced.

    Make tunnelling, camping, and slugging less common. Find someway to reduce the insane amount of toxicity in this game. Stop people giving up every game. Make killer not feels so miserable to lose. Make gen regression feel less necessary and less of a chore to play against. Adjust Nurse so we can stop balancing every perk around her and actually have variety.

    I know it's impossible to do, but it sucks that the most effective way to play is just to try and make the other side as miserable as possible. And it's been like this for the games entire life honestly.

  • @Aven_Fallen said:

    Imagine that the forums one time are not overdramatic about some changes done to Killers. Impossible.

    You dont even know WHAT will be changed, let alone that it will solely be Nerfs. Threads like this should be deleted, seriously. There is 0 point in doing them.

    Honestly I don’t see anything wrong with this thread. OP isn’t overreacting to anything, aside from maybe the title There’s nothing wrong with giving a prediction. There’s nothing Us vs Them about it and don’t seem to be complaining about any of it and just giving their opinion. Compared to most threads here, this post is very tame.

    They never even said it would be solely nerfs. They even mentioned Ghostface buffs and that Vecna doesn’t need either.

    Discussion is the point of these forums and there’s nothing Us vs Them or overdramatic about this post so I don’t see what’s wrong with it.

  • Posts like this are probably the exact reason why BHVR are so hesitant to show any stats.

    There's way too many variables and behind the scenes factors that go into these stats that them releasing them often has no real benefit. They just get twisted to fit whatever narrative you prefer. They didn't even share them here yet everyone is still making up random conspiracies about it.

  • @GeneralV said:

    A Nightmare on Elm Street Chapter.

    Currently, its content is not very impressive. However, on release it was the best and most unique chapter in Dead by Daylight's history. It came with a perfect killer, an interesting survivor and a nice map.

    What they did was extremely accurate to the 2010 ANOES movie. Freddy's power was a perfect fit and, before the nerfs in 1.8.1, was well balanced: fun, unique and viable without completely removing counterplay. Quentin (despite the goblin memes) was meant to look tired, and sleep-deprived, which is necessary for an ANOES survivor. Not to mention the iconic Freddy's claw marks in his P3 skin. Their perks were really cool, especially Freddy's due to his synergy with the endgame.

    Even Badham was better! After all there was only one, the problematic variants didn't exist. The map had the layout it was meant to have, and it had (still has, actually) lore details, such as the room Freddy lived in and his claw marks on the house's inner walls.

    All of that combined with the fact that the chapter was released during a Halloween event, and if that isn't perfect for a horror icon such as Freddy then I don't know what is.

    It is truly unfortunate that all of its content was poorly handled.

    While I wouldn’t say it’s the best, I have to agree that NoES was the one that felt the most special to me. It just felt like a huge new experience.

    It’s really sad what happened to Freddy, but it’s also interesting that if you think about it Freddy’s actually had more of an impact on this game than most killers.

    He’s one of the main reasons we get a PTB for every chapter now and he’s the reason they are cautious about nerfing every killer after release.

    Hopefully he gets some love soon and this chapter can go back to being one of the best!

  • Could be interesting but would definitely need to be harder to obtain than Chemical Trap and Flashbang.

  • Is that really toxic though? While they were wrong to say you didn't help, they don't have to let you go. I don't think that it was really toxic rather just a misread of the situation.

    The real toxic player is the guy who decided to give up less than 2 minutes into the match. Blame them for the bad game not the killer.

  • Dead Hard.

    I know it's been nerfed and no where near as bad as it once was but it still is annoying to play against. Especially as Demo when you often need to make a split second Shred and there's just nothing you can do because of it :(

    And yeah, as everyone else has already said, Knock Out is really unhealthy for solo queue.

  • Distortion screws over I'm All Ears hard. Rather than see their aura, they just become completely stealthy after vaulting. The perk is basically a hinderance to you against a Distortion user.

    I think letting it burn through tokens is a fair compromise honestly. And even then, you just regain both tokens before IAE is off cool-down anyway so it makes no difference anyway.

    The perk seems perfect now. The OG was way too easy to get tokens that you were basically immune to auras and the 30 second chase requirement was too high. 15 seconds seems like a perfect compromise between having to actually interact with the killer and be rewarded for playing well while still letting the killer play around it.

  • @IIITweedleIII said:

    I would love a month or two worth of everyone going perkless, just perks gone, keep your items, your killer powers.

    I want to see data on how much skill it takes. Genuinely. (I've seen it done by Streamers)

    but the amount of whining over abilities by perks is overly done.

    Would be interesting but sadly wouldn't work. People would just bring the strongest items and add ons every game and make the whole thing pointless. Without anti-tunnel there's nothing to discourage tunnelling so solo queue would be unplayable, and low-tier killers would struggle unfairly compared to the high tier ones.

  • A ping limiter would be nice, but sadly it would kill the OCE player base because for some reason they insist on shoving us into random high ping servers :/

  • Better than 4 slowdown and 4 extra lives, at least.

    I can't blame people for running aura perks honestly. What else is there to use really? Slowdown is frowned upon, chase perks suck (aside from Coup on a select few killers), Undetectable perks are mostly bad (and useless on already stealthy and loud killers/lullabies), non-aura tracking perks are god awful, Hex perks are too RNG.

    There isn't really much else to run unfortunately :(

    And don't worry, once people get bored of the new aura perks and the lack of Distortion, I'm sure we'll be back to 4 slowdown every game.

  • As a Ghostface main, I welcome you to the club of licensed killers with a Blighted and Anniversary skin!

    Who will reach the trifecta of Blighted, Anniversary, and Ugly Sweater first? Both just need a sweater to complete it, but Chucky has caught up and now only needs an Anniversary skin to complete his set!

  • Not only is it giant, it's also clipping through at the bottom!

    I think it might be bugged and the weapon is elevated higher than it's supposed to be. Either way though it's still gigantic.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812714#Comment_3812714

    I don't think either are going to end up bannable, but either way they're not directly comparable.

    Teabagging at the exit gate wastes less time, and the killer can actually prevent it by pushing them out. There's also some pretty serious implications from "humping" a downed survivor. You can't do anything about it as a Survivor as well, you have to wait it out.

    For the record, I am absolutely not a fan of either. I think there should be a way to force Survivors out remotely if the killer wants to concede the match at that point, so they don't have to deal with the whole BM thing.

    However, bleeding out and especially humping are far more egregious forms of BM than teabagging at the gates. That's just fact.

    Ideally there should be methods to prevent BM like this without swamping support with more reports, it's an inefficient way to deal with things like this, and if possible the fix should come at a gameplay level. Make it impossible or lessen the effect it can have instead of handing out punitive measures.

    I think the implications behind both are pretty similar, it's just that people have become numb to tea-bagging or forgotten it's original meaning because of how common it is in every game and that in DbD it doesn't happen over a body. W-Sing is newer so people aren't used to it and unlike tea-bagging, the survivor can't really do anything to end it besides wait 4 minutes.

    Tea-bagging was originally the exact same implication - dipping your balls into a dead/downed player.

    Both are immature and have no purpose besides being toxic and comparing them is pointless. Both should be looked down on, but bleeding out in particular should be addressed because of the helplessness of it.

  • Probably because they won't require as many adjustments to fit into 2v8.

    Doctor is complex and would require a lot more done to him than just simple tweaks like Blight and Trapper. Doctor also drops frames for some people and in 2v8 that would just be much worse, so it would probably be better to fix that before adding him.

    Also adding popular killers like Blight is good in the long run because it hopefully means every game won't always have Huntress.

  • @Grigerbest said:

    I blame SM (Skull Merchant) for it.

    They are putting so much work into that killer (Constant buffs\nerfs\reworks she had) - she is now taking most of developer's time…

    I would rather them to work on Freddy and Mikey instead…

    @GeneralV Hold on and stay strong champ.

    Yup definitely. They already said last year he was deprioritised because of Skull Merchant.This will be like her 3rd rework before Freddy gets anything.

    And they gave Skull Merchant some "in the mean time" balance changes before her rework so there's no reason they can't also just give Freddy something small until his scheduled update either.

    At this point those Freddy changes better be something major otherwise this is ridiculous.

  • A big part of it is that there just isn't really anything else to run. They're so consistent and safe that there's no point running anything else when the other options are pretty bad.

    • Aura perks are good, but Distortion hard countered them to the point it wasn't ever worth running more than one (and certain ones like I'm All Ears were a detriment). With the Distortion nerf there might be more variety, but even aura perks are hated and people are asking for nerfs to them.
    • The vast majority of non-aura tracking perks are awful. I can't think of any that are good and the decent ones are countered by Calm Spirit. And as you get better at the game, tracking perks become less useful and necessary as you learn how to locate survivors so you gain more if you just slowed the game down.
    • Chase perks are also mostly pretty bad (aside from Coup) and very limited in options. STBFL was great but got nerfed. Other than that what is there? They are either useless like Unrelenting, or have too many drawbacks like Rapid Brutality to be useful on most killers.
    • Stealth perks are mostly bad because usually require set up which is better used just patrolling. A lot of killers are also loud as hell so it's useless on them. If you have no mobility then you can't even get use out of it and if you already have stealth in your power there's no point to this.
    • Then there's QoL perks like Agitation and Enduring which are nice but you still gain more time from just running another slowdown then these perks.
    • Insta-down perks usually have too many requirements that it's not worth running and like half the roster can't even use them due to their powers not working with them.
    • Hex perks are too easily removed.

    So what's left? Slowdown is just so much better than everything else that there's no real reason not to slap them onto every build. I wish there was more variety but I there isn't really anything to do about it. Even if you nerfed every slowdown perk massively they would still be the most used because of how much more value you get compared to other perks.

  • My main and favourite character to play as and against :D

    If he wasn't in the game I probably would've quit after the Freddy rework.

    Disagree with people saying his 99 shouldn't be possible, that would kill him and remove the most fun part of playing. He's already pretty mediocre so I don't think he needs any nerfs and especially not one that would destroy his entire play style.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805961#Comment_3805961

    I don't kow how you can say all that but then say the balance is a good spot, lol. I mean something is definitely off if you have that many complaints.

    The game is never going to be perfectly balanced. Compared to what it was previously the game's balance is infinitely better. When people aren't playing like complete ######### and the matchmaking works, the game is actually pretty balanced for the most part. I even think tunnelling is 'balanced' right now, it's just awful to play against which is the issue. Of course the game needs more balance changes, but ultimately the issue is that no matter how balanced the game is it's never going to feel good to play when everyone is just making the game miserable.

    Whether the game is balanced or not won't change the fact OCE players are playing on 200 ping, it won't make the community less toxic, it won't fix match making, it won't stop people throwing games, and no matter how balanced tunnelling it will still feel awful. None of my issues with the game right now come from balance really.

  • Normally I come into these threads and say something like “this game is in a great spot right now!” or something positive but lately this game hasn’t been fun on either side.

    I’m an OCE player so every second game I’m shoved into Asian servers with high ping because for some reason they decided to merge us awhile ago. I can’t even talk to anyone in post game chat because we don’t speak the same language so it feels lonely. Certain killers like Wraith are unplayable due to the ping because his post uncloak lunge literally doesn’t work!

    Killer is miserable right now because of the insane amount of throwers and toxicity. One game you get completely destroyed and the toxicity makes you feel like a complete failure and then the next game starts decent but then someone throws and now you are just stuck in a game that ended 5 minutes ago. Then the cycle repeats. It’s not fun at all, even when you win.

    Survivor is just as miserable. Solo queue feels like playing Russian Roulette but with 5 bullets. Every game is either the killer trying to make the game as bad as possible, getting paired with a killer really below your MMR so you just feel awful stomping them and watching your team BM after, an actually decent game but oh no! Meg didn’t like that the killer played Dracula so I guess it’s a loss now. Solo queue was always meh but tunnellers and throwers have made it unbearable.

    I haven’t played this game longer than 1-2 games this past few weeks because it honestly feels depressing to play.

    Balance wise, the game is in a pretty spot. But the insane amount of toxicity, tunneling, throwers have made the game feel awful to play right now.

    Sorry for the huge rant hahaha!

  • @AmpersandUnderscore said:

    We just finally got them to remove one of the main reasons people lobby dodge. We shouldn't be looking to deliberately add another reason.

    Every single one of these posts focuses on the symptom, not the core problem. Disconnects and giving up on hook are just symptoms of the game health not being in a good place. Sure, there are always petty people who will give up at the sound of the wind, but that's always been the case.

    The reason so many people are having this issue now isn't that people have suddenly become more petty. It's a game health issue.

    For example, the survivor found first is generally going to not get to play that match.

    Did they have a long first chase? Well, the killer should tunnel since they only have progress toward one person.

    Was the first chase short? Well, the killer should tunnel because they found the weak link and can get someone out easily for the win.

    See the problem here? If you get found first, you don't get to play the game. If every avenue leads to "tunneling is the best option, always" then why is it so surprising that survivors who get found first, and presumably would like to actually play the game, decide that's the time to go next?

    This isn't to excuse the behavior, but if we are drawn to trying to fix it with "punish them" in various ways, were not going to touch on literally any of the actual reasons this is happening in the first place.

    The main thing people don't want to hear, is that 60% kill rate is probably too high. We know 72% is, and that killer likely has the highest giving up rate of the roster.

    Yeah as much as I hate leavers, tunnelling really needs to be addressed before hand or alongside leaver punishments. Once tunnelling is addressed then we can address throwers because the majority of the remaining ones will probably be the petty ones.

    Once that’s done I think there are a few ways to deal with leavers and throwers:

    • Encourage survivors to stay by increasing survivor BP gain. Right now with how low survivor BPs can be there’s nothing really lost in leaving, so if you increase them then people will start to be affected
    • Then you can also add a “Bloodpoint Penalty” to those who leave frequently. Something like after DCing a few times you get a 75% BP reduction until you play 5 games without leaving.
    • Then find someway to stop giving up on hook. I think the best way to do this would be either make it so you can’t attempt to unhook yourself until at least 1 generator is completed or only if you have unhooked someone yourself (that way if you leave you’ve at least made some contribution to the team). They could go full into it and make it so you can’t unhook yourself unless you have a certain perk or there’s only 2 survivors remaining but that might be too much.
    • If you reach 3 AFK crows you get kicked out and replaced with a bot. This counts as a DC.
    • Fix other unhealthy game designs that make people want to DC such as giving survivors a bleed out faster option when slugged.
  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805557#Comment_3805557

    it’s just everything boring about dbd inside of 1 killer

    Agree to disagree. Dragging the game out is the most boring thing a killer can do in my opinion and Dracula can't do that any better than the average killer, so I don't think he has everything boring about DbD in him.

  • Bat form is a little over-tuned, but the most boring in DbD history? He has some tough competition for that title.

    No way he is worse than Chess Merchant, old 3 gen Knight, OG Legion, moonwalk Legion, Forever Freddy, Condemn strat Sadako, OG Iri Head Huntress, box-blocking Pig, Starstruck Nurse, 'rework' Twins, Tombstone Piece Myers, basement camping Bubba

    My vote for most boring killer in DbD history goes to either Chess Merchant or Condemn strat Sadako.

  • I saw her a fair amount when there was that period where they were giving her a lot of skins. But then they stopped giving her skins and the amount of players decreased :(

  • They didn't do this to Freddy though, if anything they did the opposite.

    His OG design received NO changes after his initial nerfs. Rather than give him some temporary buffs until his rework they ignored him because they didn't feel there was any point in updating him when a rework was coming. His original nerfs weren't to kill him off until his rework either since they weren't planning a rework at the time, they just overreacted and nerfed him into the ground.

    His current power was not nerfed to make him tolerable until his next rework, in fact they haven't even said if they are reworking him again. He was nerfed because 'The Stats™' showed he was over-performing, they never intended to rework him or buff him again after his nerfs. One of the devs even said they were nerfing his Dream Pallets simply because the stats showed they were 'overpowered but we don't know why'. And they still aren't giving Freddy any 'in the meantime' changes until his upcoming changes (which have been in the works for over a year now).

    I do agree though that Skull Merchant's nerfs are way too much. Some nerfs in the meantime are fair, but making her completely useless is unnecessary.

  • I like the idea of him jumping between the real world and dream world. Imagine if he had a cool transition animation where here sort of slashes a hole in between the 2 worlds and jumps through.

    Not sure how it would feel only being able to see survivors in one reality though. Because then you'll be chasing an awake survivor, hit them, and no suddenly they are invisible.

    I think instead remove the act of putting someone to sleep by hitting them and instead bring back his 'Pull in Dream' interaction so Freddy can control when someone falls asleep. Let Freddy still see the survivor but he can only injury them if he is in the same world as them and is only visible to the survivor when in the same world. Maybe even bring his aura reading back in same way like when entering the real world, sleeping survivors are revealed for a few seconds to symbolise that even when in the real world he still is connected to the Dream World.

    The Boiler Room is interesting and could be fun, but honestly I think he might have too much then. The transitioning between worlds and getting snares + pallets together would already be enough.

    Would be a fun design! I hope if they do rework him again they find a middle ground between his two powers like this.

  • I could see it being Springtrap with at least one of the other animatronics (most likely Freddy) as a legendary and his movie design as a skin.

  • Over a year now since they first announced he was 'on the list for changes'.

    At this point I won't be surprised if we don't get anything for another year. Imagine if we wait all this time and it's another Twins situation…

  • A new killer just dropped and a bunch of popular killers got buffed, of course people are playing them more than survivor.

    Even then, the killer queue times are still instant for me which is a first around a new killer release.

    @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790161#Comment_3790161

    i would believe this except in my last like 10 games since the patch released, only 1-2 of them were against dracula so it's not like people are itching to try the new killer

    also a brand new survivor came out but where are the people itching to try the brand new survivor… you goober

    Killer always is more popular than the new survivor around DLC release, it's a whole new experience rather than just a new skin.

    Trevor also doesn't seem that popular from the games I've played. I think I've seen 2 in roughly 8ish games. But this is just anecdotal and doesn't mean anything, everyone's experience is different.

  • This would just make the gap between low tier and high tier killers bigger. People already complain about every game being Wesker and Blight, removing blood lust would just make the killer variety even smaller.

    Wiggling isn't supposed to be a free escape or even an extra chance to escape, it's simply to prevent the killer from basement hooking every game and controlling exactly where to hook someone. The extra second off wiggling had no impact in most games except for making SWF body blocking/sabo plays stronger which wasn't necessary. The current version is fine.

    @Ayodam said:

    People forget Bloodlust is only a thing at all because there used to be infinites (and bloodlust was the temporary solution to those). Now that infinites aren’t a thing anymore, and especially since tiles & maps are much weaker—a trend we see continuing with each map update—I too believe bloodlust needs to be thoroughly examined.

    I couldn’t care less about specific killers (like Legion or GF) unable to bloodlust down survivors, largely because the loops these survivors play on are much weaker than yesteryear anyway. And I think using m1 killers as a reason to justify busted mechanics that benefit killers (never see this logic applied to things for survivors) is a smokescreen for what people really mean but refuse to say: they want things that make the game easier for killers to remain in effect.

    "Never see this logic applied to survivors"

    How can you use M1 killers to justify broken stuff on survivors end?

  • Yes please! This has killed all of my motivation to play. Some games are near impossible to play because of the ping.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785550#Comment_3785550

    I don’t think so, is way better to hide my aura than see the killer’s aura with the cost that he also can ser me.

    How can object help me? If a nurse for example sees my aura I’m just dead, it doesn’t matter if I can se her as well, there is no reason to use object than distortion in the current version of the perks.

    OoO does have the advantage that it encourages the killer to chase you so if you want the killer to chase you and not your teammates then OoO is probably better than Distortion in that case. Pretty useful when your teammates can't last longer than 10 seconds in chase, whereas Distortion would harm you because the killer would chase them instead.

    But there's still WAY too many downsides to justify it in that one scenario. So yeah, either run Distortion or neither.

    Unless you want to have fun, then go for it!

  • All I want is them to at least give ONE of them to a male survivor!

  • Your stats show my main problem with solo queue perfectly. Balance wise, aside from some QoL changes, it’s fine for the most part but most games just aren’t fun.

    Give some base kit form of anti-tunnel, deal with slugging for the 4K, and please do something to stop everyone giving up over nothing.

  • I think the game looks much better now. Old DBD was fine for it's time, but looking at it now it looks pretty ugly. It's honestly a very pretty game as long as you aren't running lower graphic settings.

    The reason games like TF2 and Slime Rancher don't need to update their graphics is because they are cartoonish. DBD never had a cartoonish style and was always more realism based, they aren't comparable really.

    It still feels like DBD and has a feel to it that is unique. I can't think of any game that has a similar look to DBD. I agree that they shouldn't push the realism anymore though, what it is now is perfect.

  • Every game in Chaos Shuffle just became killers hard tunnelling since there was next to no anti-tunnel and survivors bringing the strongest items to make the randomness pointless. It felt less like random builds and more like the perks had no impact on the game and it was the strongest add ons and items non-stop. The 'chaos' and randomness kind of vanishes when every game is 4 BNP, 4 Styptic, tunnel, Blight with best add ons, etc.

    I honestly really didn't have a good experience with it most games, unlike 2v8 which was always fun for me.

  • More so shows that the game is favoured by the side that plays the scummiest. The guy said he camped, tunnelled, slugged as much as possible and barely got any traps most games.

    It doesn’t show Trapper is good, it shows that any one can perform well when you play as sweaty as possible.

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