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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • Huntress isn't fun to play against.

    Ghostface isn't as weak as people say he is. He's no amazing but I think a lot of people underestimate him and only play him as stealth killer and avoid using his stalks.

    And my most controversial one - I don't think solo queue is as bad as people say. It's the weakest role for sure, but it's not anywhere near as impossible as people make it out to be. The biggest issue with solo queue is that so many people suck and have zero awareness and no matter how much you buff survivor they will still act this way.

  • I understand this is a weird thing to suddenly 'fix', but it seems like he is making this out to be a bigger deal than it actually is. I don't think it will have any real effect in the vast majority of games.

    @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708710#Comment_3708710

    Killer mains trying their absolute hardest to keep tunneling the most efficient strategy. Instead of actually learning how to patrol gens, improving their chase, improving their game sense. Nope, just "me killer, me tunnel."

    To be fair, this also impacts patrolling gens because Blast Mine removes it now as well.

  • No silly, DbD doesn't have parkour. That was Deathgarden!

  • @Nazzzak said:

    I think because every time they've had to turn off the DC penalty in the past, people just constantly DC and go next

    Yeah I'm pretty sure Peanits or Mandy said this exact same thing last time this was brought up and this is why they will keep it.

    People DC for the smallest reason and having no penalty makes it ridiculously difficult to even have a game that doesn't involve a DC.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708454#Comment_3708454

    Well there's a few different ways we could go about this.

    1. TV's that aren't that survivors target TV for tape drop off should not be highlighted, it removes surprise teleports and makes it even easier to spam turn off TV's completely denying her power with little downside. You can already hear them audibly anyway.
    2. Ring Drawing should be base kit to incentivize hooking and give some kind of punishment to tape holding. There's currently zero negative to tapes. There needs to be some risk/reward.
    3. If we don't do Ring Drawing built in, I'd rather have hits breaking tapes returned. This is another way of giving Sadako some form of fighting Condemn removal. She currently has basically zero control over their removal. She's essentially an m1 killer with no real anti loop, no real stealth and a map mobility controlled by survivors, so if I can get an m1 on them I should be rewarded for that.
    4. Remove the directional audio on TV teleports, it removes the point of the surprise.
    5. I would also mention improving her "anti loop" if it's even good enough to call it that. The intermittent flicker is so bad it does on the edge of nothing realistically. However, it currently is supposed to be better but is actually a confirmed bug and never received the buff to its duration that it was supposed to get on her last update. It's also currently desynced visually between what Sadako sees and the survivors see. Meaning when you look invisible on your screen from the flicker, you're not for the survivor. This messes up any ability to actually time your direction changes at loops.
    6. Speaking of which, remove the slow down entirely from Manifesting. We already know it's trash as a stealth, doesn't have a charge, doesn't have a speed boost ect. It does so little it isn't worthy of slowing you down at all.
    7. Remove the lock in limit on hooking like we had on the last PTB version. It punished people who ignored her tape mechanic and rewarded hooking. She currently doesn't have enough incentive to hook at only 3 locked in. Any number that gets locked in at 2 hooks is completely and utterly irrelevant. At that point they're dead on hook and the Condemn doesn't even matter anymore. If the Condemn ever requires more than one hook at max it has defeated it's entire point and is counter intuitive.
    8. Her addons are a complete mess. The vast majority of them are trash. There's also many of them which still have old effects that used to be good, based on her old version but weren't reworked upon her reworks and don't make sense anymore. Iri Tape which used to be one of her best is now complete garbage.
    9. Speaking of addons she has some that feel "required". I know that her speed boost out of TVs was already buffed but Bloody Fingernail is her best addon and feels like an auto lock every match, it's that good. It would be extremely challenging to convince many Sadako's to drop it regardless of what happens to her other addons, it feels that required. Maybe nerf it and buff some of it into the base kit again.

    I'm not saying all of these, but these are some different directions to go.

    I also disagree with any point about "condemn is just for slow down, not getting kills". I know you didn't say this yet, just mentioning before the guaranteed person does. The Condemn is all she has. She's trash in every other aspect. If the Condemn is only for slow down then her entire kit is just a teleport controlled by survivors and m1'ing people. Even from a fun aspect that is bad. I can understand her Condemn being as it currently is if she was better and more fun in other areas, but she's not, the Condemn is the only thing she has going for her and the only thing making her unique from other killers. It's why people play her over any other killer.

    I like the idea of bringing back breaking tapes on hit. It would give her another form of skill expression by allowing the killer to bounce between survivors to slowly build condemn and give her some way to stop people putting a tape in mid chase. Helps bring back a bit of the condemn playstyle without being overwhelming like the old one and more engaging. She wouldn't have to commit to chasing someone with a tape until they are downed just to have a chance to combat the tapes.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708434#Comment_3708434

    I mean I'm down if you're wanting to improve her in other ways instead of the stealth. What did you have in mind?

    I honestly have no clue haha. Sorry.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708344#Comment_3708344

    You can hear where she’s teleporting from as well as see the TV so it’s not a surprise. The manifest also slows her down while being the only stealth that gives basically nothing. There’s no speed boost, no charge, no one shot, nothing. The manifest/demanifest is just preventing you from attacking. Yeah it’s on demand without “much” of a draw back, but it also has none of the benefits or bonuses that literally any of the other stealth killers have. It’s the least rewarding to use of them all. The “flickering” is hardly a benefit either.

    I'm not saying her stealth is good, it isn't at all. I'm saying she shouldn't have good stealth because it would be too much in addition to everything else she already has.

    She's not overpowered or anything, she could use some changes, but removing the lullaby isn't the way to do that. Buff her in other ways. Maybe I'm wrong and it will be fine, but that's just what I think.

    @Blueberry said:

    @BlightedDolphin You’re giving reasons why Ghostface needs buffs as well, not why Sadako doesn’t.

    Yes because the OP was saying that my logic meant Ghostface was broken, which I was showing wasn't the case because he has nothing that Sadako has and isn't in anyway comparable.

  • @TWiXT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708344#Comment_3708344

    And Ghost Face or Wraith are… Broken to you? When she De-manifests/Manifests she still takes a whole 1.5 seconds with a very LOUD announcement sound, and that is already more than enough in my book. Freaking GF doesn't even give you that! So why does a killer with Base-kit Stealth, and a loud/timed delay announcement sound when coming out of stealth mode NEED a Lullaby on top of all that?

    No because they don't have everything that I listed.

    Ghost Face has an on demand stealth - but it's on a 20 second cool down and can be removed by survivors. He also has zero mobility and no built in slowdown.

    Wraith has on demand stealth and mobility - but increased speed is not the same as an instant map wide teleport and his uncloak speed is longer and slower than Sadako's. He also has no built in slowdown. Also he's so loud he basically does have a small lullaby.

    Sadako meanwhile has:

    • No cooldown to her stealth
    • Immunity to stuns (meanwhile Wraith receives a 4 second stun when he is cloaked)
    • A near instant map wide teleport
    • Passive slow down
    • A built in mori

    Giving Sadako a stealth that would arguably be stronger than those two killers on top of one of the best teleports in the game and passive slow down would be too much. If you want to give her a good stealth aspect you would need to lower the strength of the rest of her kit.

    I understand that having the lullaby kinda doesn't make sense for a stealth ability but removing it would be too much.

  • @goodfriday said:

    Ah classic teminus only half counter adrenaline but can we say that calm spirit only half counter old ultimate weaon? I bet we cant. Also on noed this classic oh do totems but igore the fact that a killer who is bad all game and gets a free strong perk for survuvors doing their main objective is not a problem. Oh what a cruel world. Ty god this was not a perk I ran anyways and guys there is a perk I can suggest you can use but if i say what it is, angry killer mains may cry nerf for it so dm me xd.

    Yes you can say that about Calm Spirit. People frequently brought it up and it was a fair complaint. Both got justifiably nerfed.

    You shouldn't have to run Terminus just to counter Adrenaline just like you shouldn't have to run Calm Spirit to counter Ultimate Weapon.

  • I don't know how I feel about Sadako having no lullaby.

    It's annoying and negates a lot of the stealth potential. However an on demand stealth with no cool down or drawbacks on top of a map wide teleport and built in slow down might be a little much.

  • Yeah it’s kinda unfair that 3 of the survivors in this rift were also in the previous one. And Mikaela also just got an event skin too.

    Jake’s outfit would’ve been great as a deep rift. I don’t know why they didn’t go for that.

    Also Yun-Jin being in 3 in a row while still receiving tons of shop skins is insane.

    There’s a clear bias but unfortunately that’s just how it goes when these are clearly popular characters.

  • For me it's the Remote Controlled Frog. I wish there were more frogs so I could have a hook covered in them!

  • I can see both sides of the argument.

    On the one hand, you are using an outside program to gain a competitive advantage, and some people are unable to do so themselves. That does sound like cheating. The game is built around sound so using something to make it easier could be considered unfair.

    However, I can also see the other side. Yes you are using an outside source but you also gain a competitive advantage by using good headphones or simply having a good monitor. Some headphones have a built in equalizer, so is it cheating if you happen to be using one of those headphones? Is it cheating to adjust you TV or monitor colours/brightness or to use Discord to communicate?

    I don't know. It's an unfair advantage but there's no real way to address really. Unless they stop balancing the game around sound.

  • It's too situational to justify a slot honestly.

    You either have to hope that someone is running Adrenaline (and already have them injured before the last gen pops) or run other end game perks just to get decent value from it and it still requires you to actually go out and injure them.

    And even then Adrenaline still gives a speed boost and latency can rarely cause Adrenaline to activate first.

    It can be good and game changing every now and then, but most games it's a wasted slot.

  • BHVR have stated before they won't purposefully ban anyone for using custom icons. However if the anti-cheat bans you for them then they won't unban you for it.

    So far though no one has been banned for using custom icons so it's very unlikely that the anti-cheat will ban you for it.

    Modding the game in other ways such as custom skins, custom sounds, or making things like traps and survivors glow is bannable.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707737#Comment_3707737

    I'll say this Thana is a good perk it was annoying back then mainly because you got a penalty on healing so well it was every legions dream plus the rework made it so survivors need to stop repairing to heal so they remove the penalty so it's one of those minor slow down perks not majorly effective but not extremely weak.

    Thana stopped affecting healing speeds long before the meta shake up. I was talking about the 6.1.0 version that was 5.5% slower repairs.

    Old Thana did the same thing by forcing people of gens to heal. The current max penalty is less than it was pre-rework and the effect is only felt when all 4 are injured, so even in that regard it is worse than it was before. It's only really useful on Legion and Plague (and even then there are better slow downs to use).

    It's not a terrible perk, but it is definitely weaker than before and not worth using in most games.

  • @Rudjohns said:

    another meta shake up will be like the first

    a bunch of survivor perks being nerfed to the ground

    a few survivor perks buffed to the point killer mains will complain a lot and demand nerfs

    a few killer perks being "nerfed" only for them to reconsider and buff back again

    a bunch of killer perks buffed but people don't give a damn about them

    Yeah cause no one complained about Thana, Eruption, Overcharge, CoB, or STBFL..

  • This patch is so bugged it gave Naughty Bear depression!

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707194#Comment_3707194

    agree! especially the last part. Do gens as much possible is usually the right call. Also, it absolutely no reason to ever take kinderd off in solo q! like ever. I just ran it for so long i got sick of using it and wanted to try others things. SB and vigil you say? I'll try it out. Tunneling happen about every 3 matches when i play (NA west) so i don't like taking off certain perks like bond and overcome. Find myself having to body block late game often when someone on death hook.

    Tunnelling must be less common in Australia because out of those 12 games only 2 tunnelled, and 1 was justified because I ran into them haha.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704527#Comment_3704527

    DDamnnn that high! what region? how often do u get good teammates? i got a bunch of questions honestly. Tell me your dolphin secrets

    Australia. From what I can tell, tunnelling is not as common here as it is in American servers which may be the reason.

    That number was from a few weeks ago though as I hadn't played in the game in awhile and the size was only 20 games. I did play 12 solo queue games since that comment and escaped 7 times, so 58%. But please remember this was only out of 12 games so it's not representative of much haha.

    I do often have shockingly bad teammates and that does drag you down. Pretty much every loss is due to teammates playing poorly rather than the killer outplaying us.

    Main thing that helped me though is running Kindred and Deja Vu.

    Kindred gives so much information that playing without it is like playing a different game

    • It lets you know if you need to go for a save or stay on your gen
    • It lets you know which gens your teammates are on so you can finish them if they get chased off at any point. Really easy to do now with the HUD
    • Tells you exactly where the killer is and where they are going after a hook AND when they chase someone
    • Most importantly - it gives your teammates all of this when you are hooked. They probably won't use it super efficiently but it does really encourage them to focus gens because they aren't all rushing for the hook

    Deja Vu is really good because it helps minimise the time in between repairing gens where you can't locate them. Also helps you to know where NOT to lead the killer by avoiding the most important gens that teammates might be on.

    I also use Sprint Burst and Vigil which helps make up for my average looping skills.

    Also utilise the HUD as much as possible. With Kindred and some game sense you can get a rough estimate of the killer and teammates locations even when no ones is on the hook for Kindred to activate.

    Most importantly though - do gens. If you are on a gen as much as possible and not standing around doing nothing you'll be surprised how fast the game can go.

  • @hermitkermit said:

    Doesn't this sound….familair? One side saying it isn't right that they have to bring a perk to counter something that feels unfair and uncounterable without a perk, the other side telling them that if it bothers them so much to just equip the perk and "git gud". Idk it just feels….hypocritical.

    Yes both sides use this same hypocritical excuse. Rather than argue over which side started it and continue this cycle forever, wouldn’t it be better to fix the issues on both sides?

    Both sides hate having to run something to counter something otherwise near uncounterable but rather than admit it is an issue the other side would rather neither side get fixed and just use them as excuses.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704933#Comment_3704933

    Blight and slinger very fun. Infact most killers are even fun or i can respect the skill it take to use them. slinger, huntress, unknown hitting crazy shots how can i be mad? wesker, demo, billy, power accelerate them in one direction giving u room to dodge sound like lovely time. ArielAriel deniers who force u to leave the loop or get injure like knight, skull merchant, artist.... i don't like going up against that type of thing but intertwining Loops can at least stall them. The killers i dislike are the ones with nearly no counterplay. clown a perfect example! Endless bottles so he's nearly invigorated the whole chase, while keeping u slow... forcing u to pre drop nearly everything. Terrible design in my opinion! u can't even get around most loops more than once most of the time. You don't have to even be accurate with his bottles at all.

    Yeah I agree with that! Clown isn’t even good but he just feels boring and annoying to play against because there’s nothing else to do but pre-drop and hold w.

    Freddy is another killer that I don’t like playing against because he’s just so uninteractive. He’s got next to no power yet he’s just so boring whether awake or asleep. Which sucks because it’s Freddy Krueger!

    I don’t mind the Knight too much so long as they don’t just drop a guard in a loop you can’t run away from. It’s kind of fun when they aim to play more strategic or when you manage to avoid the Knight and the guard. Sadly the drop guard and run strat is the best way to play him :(

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704897#Comment_3704897

    The only other game with comparable playerbase numbers that even hits 30 minute queues in ranked is Overwatch at the GM or Masters level for specific roles. I don't know where people get the idea that DbD's playerbase can't support functional matchmaking.

    Overwatch has a larger player base than DBD. They have similar numbers on Steam but the vast majority of PC use Battle.net.

    Although I suppose it would even out since DBD is across all platforms. So I agree that it wouldn’t affect queue times that much.

  • That’s funny because Blight, Slinger, Dredge, and Chucky are some of my favourite killers to face!

    Killers I hate playing against the most are Plague, Hag, and Skull Merchant.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704637#Comment_3704637

    Chaos like BGP is something the game sorely lacks nowadays.

    I believe the more technical term would be swing perks.

    Oh! Actually, furthering that thought. Maybe make BGP no longer and Exhaustion perk, stop it from stacking Haste and make it usable only until you get a save. Now you get one real use, but the perk isn't dead.

    Not sure what swing perks means, sorry. I guess chaos wouldn't be so bad if it weren't for the fact that chaos in this game usually means being fun at the expense of being uncounterable but right now I don't think more perks like this is ever going to be a good idea.

    That idea isn't too bad actually. It would still be good but not overbearing anymore if it's not unlimited. Make flashbangs not work when facing a wall and this would be pretty fair.

    Only problem though is that it could be infinite easy sabos if you don't ever go for the save, but I'm sure they could find something for that.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704582#Comment_3704582

    It definitely is a flavor of the month one.

    It's a strong perk, but it's just something for people to blame their losses on, ultimately. I'm sure it will get nerfed, and maybe it needs to, but ultimately people will go back to slamming gens, well get another perk like it and do the same thing over again.

    I'd rather see more perks like BGP on both sides than remove it. Amp up the chaos

    Then maybe we should stop adding perks like it and it won't be cycle?

    I'm the opposite honestly. Chaos like BGP isn't fun. Adding more annoying stuff is just annoying. Nothing is fun about 'chaotic' perks like BGP. They are fun to use but miserable to play against.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704507#Comment_3704507

    When you've been around as long as I have, you start to see the same patterns emerge, year after year.

    As soon as we nerf BGP, it'll take about two weeks before we're flooded with complaints about gen rushing. I don't see any other option at this point to satiate people, but BGP does get people doing something other than gens.

    Except people aren't complaining about something that's been in the game for ages like Sprint Burst or Lithe, it's something that become problematic as soon as it was buffed. Of course people are suddenly going to complain about something that wasn't an issue before when it suddenly becomes one.

    I agree that this community is always looking for something to complain about, but this doesn't really apply here when it's not really a 'flavour of the month' complaint like Distortion or Lightborn because it's only now become an issue.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704498#Comment_3704498

    It was definitely in the shrine because I did not buy demogorgon

    Surge was in the shrine a few times before Demo was removed. If you bought it from the shrine before the removal then this is a bug.

    After the removal of Demo however, Jolt/Surge was never in the shrine because everyone already had access to it. If you only got Jolt/Surge after the removal of Demo then you never bought it in the Shrine and only had it because it was a generic perk like NOED and Sloppy and every killer could get it without needing to own Demo or purchasing it from the Shrine.

    Once they brought Demo back it became a teachable perk again and no longer was free for everyone so anyone who didn't own Demo or buy it from the Shrine prior to his removal lost access to it.

    So it depends when you obtained it.

  • I have around 55% escape rate from what I've tracked.

    30% seems kind of low, but given how bad match making can be I don't think it's that uncommon.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704501#Comment_3704501

    Is there an issue with those perks individually, or do you mean their synergy with other perks? I know BU+FTP, BP+FB, and DMS+GE are complained about, but I don't see alot of complaints about them on their own.

    BHVR seem to be okay with perk synergies, at least until it has a noticeable negative impact on gameplay (ie the gen kick meta, that led to Incapacitated being all but removed, plus the 3 gen mechanic). Their response to GE+DMS was that they're taking a wait and see approach, and I assume they do that with other synergies. Ultimately they have the means to break synergies that are having a large negative effect on gameplay, so I'm still keen to see them focus more on buffing bad perks but I do understand your concerns.

    I think Background Player is an issue on its own. Grim Embrace is an issue because it's another slow down that can stack with PR/Pop. It's synergy with DMS isn't the issue with it, it's how well it pairs with every slow down.

    Buckle Up is only an issue with FTP, but it is the problematic part of that combo which is why I listed it.

    Synergies are fine, but it's the same issue as I mentioned - in order for them to compete they need to be borderline overpowered. Whether they need to be strong on their own or together is irrelevant. You can have balanced synergies such as Enduring + Spirit Fury, but these ones were buffed too much in my opinion and why I think just buffing things isn't the best way to go.

  • @Nazzzak said:

    So when they started messing with the meta back in update 6.1, I was actually very supportive of it. I've changed my mind since. I purposely avoid meta perks, and have done so for a long time now. People don't have to play meta perks, and there's a reason they do (ie they help obtain their personal goal). If the devs want to add some variety to the meta then I'd rather they looked at the least used perks and made them better, rather than looking at the most used perks and making them worse.

    I feel like they need a mix of both. Gigabuffing perks just causes more annoying issues like Buckle Up, Background Player, and Grim Embrace because in order to compete with the most used perks the buffed perks need to be buffed massively to the point they border on overpowered or overbearing.

  • If you bought Surge before they removed the Stranger Things DLC then it’s probably a bug and you should send a ticket about it.

    “Jolt” was never in the shrine though. If you only got it after the DLC was removed then you most likely didn’t buy it from the shrine and got it because it was given to everyone for free as a generic perk. They went back to teachables when Demo returned. If you didn’t buy it before he was removed then it isn’t a bug and you need to buy it again sadly.

  • Flashlights are fine. It’s just Background Player being overtuned that’s the problem. Flash bangs them selves would be okay as well if it weren’t for the fact you can’t look at a wall to counter them.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411526/nah-man-flashlight-saves-background-player-infinite-flashbangs-are-balanced-bro

    He could have equipped:

    • Lightborn to entire disable this meta if this is the issue
    • Some addond that inflicts exhaustion or show survivor auras - Freddy unfortunately don't have one, but there are killers that have those addons.
    • Some perk that reveals survivors - Infectious Fright would be good in this case.
    • Fire up to mess up with timings on picking up survivors
    • Exhaustion - inflicting perks, for example:
      • Blood Echo
      • Genetic Limits
      • Mindbreaker - this one even gives Blindness and it's kinda used
      • Septic Touch

    Yet he decided he didn't want to and did video in which he demanded nerfs.

    If I don't like my aura revealed, I'd bring Distortion - counter killer perks.
    Killers could also do the same if Flashlights/Flashbangs/Exhaustion Perks are the issue, to this day killers have 118 perks and there are really some other perks than Pop/PR/Lethal/NTH :)

    To be fair, Otz never demanded nerfs to this. The video isn’t saying these are overpowered or anything, he even says early in the video he could’ve won at the start by just slugging. He’s pointing out how games like that can cause newer players to quit because they would feel miserable.

    Also none of those exhaustion perks would have been useful in this scenario. You can’t get value from Blood Echo without hooks, Genetic Limits and Septic Touch needs them to heal - which they aren’t because they are flashlight saving not healing, Mindbreaker needs them to be on gens which they clearly aren’t if they are going for a save.

    Infectious Fright also wouldn’t work because he’s playing Freddy and has no Terror Radius to sleeping survivors.

  • I feel like Knight needs both Map of The Realm AND Call To Arms just to actually function.

  • Ah the good ol' last second switch into last second ditch.

  • A glowing hook icon would be neat. And it wouldn't add anymore visual clutter to the HUD either!

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704161#Comment_3704161

    That is a creative idea. I would gladly throw snares out for exchange for this.

    He honestly could still keep his Snares or Pallets with this change and I don't think it would be that big of an issue.

  • I miss old Freddy so much and this idea seems pretty interesting. I like the idea of combining both his old and current forms together so that everyone is happy!

    I posted an idea here a while ago that tried to combine his old and new powers together as well but not as much as you have.

    This was my old idea:

    Replaces Dream Projection with Dream Cloak

    Press the Secondary Power button to activate Dream Cloak for 15 seconds.

    While cloaked Freddy gains the following benefits:

    1 - Freddy is completely invisible to all survivors when further than 16 metres

    2 - Sleeping survivors do not hear the lullaby

    3 - The aura of all sleeping survivors are revealed to Freddy 

    4 - While looking at a generator, press and hold the secondary ability button to perform Dream Projection (functions like it does now)

    5 - Upon completing Dream Projection, all awake survivors within 16 metres of the generator are pulled into the Dream World

    After 15 seconds or after performing a basic attack or Dream Projection, Dream Cloak ends (the length can be modified with add ons)

    Dream Cloak’s cool-down is the same as Dream Projection is currently and functions the same way with it being reduced the more survivors are asleep.

    Honestly I don't care how they go about it, I just want some form of the old Freddy back!

  • It was a great year for DLC, but as a huge Alien fan I can't help but feel the Alien DLC was the most disappointing :(

  • @Arsyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703523#Comment_3703523

    What I mean by this is that the development of this game is very bad and slow. They announce important changes like rework for killers months in advance and it turns out to be a garbage that nobody likes and overpowered. Don't they know their own game? It's so sad because they take YEARS to announce an important change to a certain killer and it ends up being trash. They announce a new animation and end up removing it because it's garbage, like most of the animations in this game. It took 8 years to add two modifiers, which turned out to be interesting but not quite. What's wrong with the slow and bad development of this game? Why do they announce changes so far in advance if they are going to make it this bad? There are thousands of changes that the community has been asking for years and they are still not there. For example, being able to see your teammates perks and challenges by pressing ESC. Instead, they add (next live patch) your own perks in the ESC interface WHEN YOU ALREADY KNOW WHAT THEY DO AND YOU ALREADY KNOW YOU HAVE… It took them 8 YEARS to add a bar to search for perks. Seriously this company has licenses like Alien, Resident Evil, Scream, Hallowen? Because it feels like a company with no money, little passion and little commitment to have this kind of licenses, it's a waste.

    Yeah I have to agree. The pace they balance this game is shockingly slow.

    We waited years for Twins changes that ended up just being small QoL changes that should have been implemented since their release.

    DS changes were listed on the road map months ago and it’s just a number changes that shouldn’t have taken that long. I know it could’ve been due to the animation that they’ve now removed but couldn’t they have increased the timer and then tested the animation at a later time?

    They said ages ago Freddy was on the list for changes and we still have no idea when to expect that or if it’s even going to be more than QoL fixes.

    They’ve been listening a lot lately and that’s amazing but they do really need to release balance changes faster, especially small changes that shouldn’t take months to implement.

  • They used to have an offering that made maps darker.

    They removed it though because it limited their map design because they always had to take them into consideration when creating new maps.

    They were also just problematic in general because they made some survivors really difficult to find which not only is massively unfun to play against, it just limited everyone to playing the same characters because of the advantage they got. Not to mention that it would only really hurt console killers since PC players can just add a filter to negate it.

    The old lighting was atmospheric but there were too many balance issues with it that I don’t think the offerings should return.

  • Both are taken into consideration, but recently a lot of the changes to survivors have been for the solo player base.

    The problem isn’t so much which side it is balanced towards and just that the game is VERY difficult for new players to get into. There is so many perks and killers to learn about while you don’t have access to most of them for a long time. A lot of the perks that act as a band-aid fix for issues are locked away (some even behind a pay wall), and if you plan on playing both sides it will take a long time to get all the perks and characters you won’t.

    Add in that the matchmaking is kinda bad and you could be paired up with someone who already has access to all of that or knows how to play the game decently and you don’t really have a chance.

    My best advice to you would be to run Kindred and Deja Vu. These are both very good perks for solo players and can help you learn the game a bit quicker while making solo queue more bearable. Both of them are also available in the blood web for free without needing to purchase any other survivor so you don’t need to worry about spending any of your shards just yet! Don’t feel bad though if you are having trouble, it’s not a very beginner friendly game.

  • It should depend on the tech. Some should stay but the uncounterable/problematic ones should go.

    Techs like window stagger, Oni’s old flick, locker saves, or Blight’s Z flick should absolutely not exist. These techs were more than just “skill expression”, they were problematic. Stagger tech was out of the survivors control and relied on RNG, but if you got it you were nearly invincible in certain areas, no skill involved just straight up luck. Z Flick required you to modify your DPI mid game, that is clearly not intended and can’t even be used on controller or even certain mouses that don’t have a DPI button. Locker saves were again uncounterable and just made survivors near impossible to hook in certain situations and potentially hold the game hostage.

    However techs like CJ and current Oni flick I think are okay to keep. They have a fair amount of counter play, they are predictable, and they require some skill to even pull off. They aren’t problematic and give some variety so they are better keep.

    Flash bangs I don’t think are an exploit and more just how they work. I agree they need more counter play but I don’t think the ‘tech’ is the issue with them

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703141#Comment_3703141

    It'll have the same cooldown it has now even at 60 seconds. People keep thinking that current UW has a 30 second cooldown, but it does not, it has a 60 second cooldown in practice.

    Basically, the way the current version works is, you open the locker and then for 30 seconds it activates, making survivors scream. But then AFTER that 30 seconds, it starts its 30 second cooldown. This means that you get to use it once per minute, effectively having a 60 second cooldown.

    The new one, is tied to lockers, meaning that, when you open a locker, it is extremely unlikely that all 4 survivors don't just immediately scream. 32 meters is a terror radius, that is a massive distance. Its probably not possible to be more than 32 meters from a locker save for a handful of maps that just have terrible locker placement (RIP dredge). So what that will mean is. You open a locker, all the survivors are pretty much gonna scream, and then 60 seconds later you can do it again.

    What this results in, is that the perk is still usable about once a minute, and you get to know where everyone is, it still gives blindness, and now its not tied to YOUR terror radius, so its actually better now on killers like huntress and stealth killers.

    Unless I’m misreading it, it’s only tied to the locker you open. It’s not 32 metres from every locker, it’s 32 metres from the locker you open. Which isn’t a very useful effect especially on a 60 second cool down.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702910#Comment_3702910

    A "strong" one too. I'm a main character who doesn't mind their own business 😭

    Don’t worry you’re a strong and compelling main character :)

  • How so?

    It’s still got the increased cool down which makes it kind of meh in my opinion.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703107#Comment_3703107

    The terror radius doesn’t matter at all for UW anymore so it’s not any better on Wesker than the other killers. It’s just 32m around the locker always. It’s actually usable on stealth killers now.

    I agree it doesn’t seem good anymore though.

    Oh whoops I misread that. Thanks for the correction!

    That does seem better than being terror radius based since as you said stealth killers can use it now. (And the perk isn’t completely unusable on Freddy anymore).

    Still not a good perk though and I don’t think anyone is going to run it anymore outside of Adept Xeno.

    They should at least have reverted the cool down nerf as well.

  • Overall this patch now feels kinda empty, but it’s better than releasing Twins in a broken state.

    Shame we waited so long for Twins changes just for it to be some QoL changes but still better than the broken version, and it’s nice to see them listen and not go through with it.

    Blight - glad that he didn’t get another compensation buff. Will have to wait and see how strong he is now.

    DS - amazing. Glad they removed the animation. The perk is going to be great now and will see more use outside of top level play.

    Ultimate Weapon - it will still have its uses but overall I think it’s a pretty bad perk now. The only killer I can see using this is Wesker due to his huge terror radius, otherwise it doesn’t seem great. Better than keeping its live version though so I guess it’s still a positive.

    Glad they kept the Adrenaline changes. I think the perk is still going to be pretty good and think it was a good way to nerf it.

    Overall, seems like an okay patch. Nothing amazing, but still decent, especially for survivors. Although it is a little disappointing that this is all we get given how long it takes to get balance changes.

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