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Brokenbones

Brokenbones

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  • @Awkquido said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980769#Comment_3980769

    There are some killers I wanted to try but I don't want to buy them all to try them. I tried to see if I could in a custom game but you still have to buy the killers to play them in custom too :')

    That's totally fair.

    Some of us just have wayyyy too many hours in this game and know a lot of it by memory.

  • Dexter as a killer

    If he joins DBD he'll most likely be a survivor which isn't the end of the world but an entity corrupted version of him as a Killer would be a dream come true

  • @Awkquido said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980756#Comment_3980756

    So if you're in a locker and a Legion hits someone in power they get killer instinct on a survivor in the locker?

    Yeah the game is not very good at relaying stuff like this to survivors, you just kinda have to know it

    That's why playing Killer helps a lot, then you know this stuff from experience

  • It doesn't reveal auras, it gives 'Killer instinct' which is a form of tracking that always works regardless.

  • I hate to be 'that guy' but…

    Healing against Kaneki isn't pointless…?

    If you're injured he can just catapult himself at you and m1 you instead of needing to waste time injuring you with the hitscan attack first. Yeah if he wants enraged mode he'll have to do that anyway but it's at least a safety net from going down immediately after he finds you

    Staying injured against Kaneki is just asking to get slugged and snowballed (Which is something he excells at)

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979988#Comment_3979988

    So is your problem with the yellow bottles or the addons for them?

    The combination of both?

    I don't see how that's somehow unreasonable.

  • @Mr_K said:

    Yellow activates 1s faster and increase haste 2% more and that's enough to become brain dead. Either nobody used yellow bottles till now or everyone is just upset about the purple.

    A lot of clowns are running both invigoration addons to make the 12% haste into 17% haste, paired with certain other perks like Rapid Brutality or Coup and it's not that much of a stretch to say it's incredibly easy. Clown's always been strong in the 1v1 but It is a little unbearable to be hasted to death.

    At least with purple bottles, there was a chance for Clown to mess it up and use them incorrectly. You literally cannot mess up using a yellow, it is Impossible I'd go as far as to say.

  • I don't main all these but I play a lot of survivor to know some common stereotypes:

    For Legion it has to be either Enduring or Thanatophobia

    For Nemesis it's Discordance

    For Clown it's Rapid Brutality

    For Doctor it's Merciless Storm. Also NOED for some reason, every Doctor I face seems to have it.

    For Animatronic it's Lethal Pursuer

  • I bet they made this change because """the data""" showed people were finished with the milestones in like a week or two ish.

  • Babysitter + We'll make it is an amazing combo that covers a lot of bases.

    Faster healing speed + Info on the Killer's whereabouts after unhooking so you know if it's safe to finish the heal + Solid anti-tunnel effects on the unhooker incase the killer returns to the hook before/during/after the heal. A killer chasing someone who's both healthy AND still has babysitter active is incredibly risky for most of the cast to commit to.

  • @xGodSendDeath said:

    Tribalism is a part of human nature. "Us vs. Them" is one of the biggest appeals of this game

    There is absolutely nothing appealing about it, people just don't like having their opinions or pre-concieved notions challenged and proven wrong.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977917#Comment_3977917

    Yeah, but even with Streetwise being about to be fixed, they could have still killswitched it way earlier. I dont think that a fix coming in the first Hotfix should mean that the Killswitch should not be used.

    @Topic:

    This is a good response and way better than yesterday. Choosing the right person and not the probably worst person to communicate helps a lot.

    Also happy about the overall reaction and hotfixes AND that the Killswitch will be clarified. I hope that this also means that the Killswitch is used more often.

    However, this overall does not change the fact that the overall situation was handed pretty poorly - and not only when it comes to communication, because the person communicating was not the one who decided that Streetwise should not be killswitched, this was on the Devs and a huge mistake IMO.

    No of course, but I would at least understand why they wouldn't killswitch it, if it's going to be fixed in like a day

    Like it SHOULD have been but one of the most perplexing things of the situation was why they were refusing to do so when we had clear concise evidence as to why they should.

  • See, now I feel like the reason Streetwise wasn't killswitched was because it was literally about to be fixed

    Which would've stopped this ENTIRE uproar if we had just been told that to begin with. Being told "hey, just wait a day and it'll be fixed" is much better than the situation that unfolded yesterday.

    Thank you for the quick follow up. It's much appreciated.

  • Just try and do it gradually.

    Maybe one game swap Lithe for Dramaturgy or Dead Hard, just for fun.

    The next game, try swapping Windows for We'll make it or something else!

    I know how you feel I tend to stick to a comfort build sometimes too, but there's too much variety to not experiment with. If being tunnelled out is still a worry just reserve a slot and call it the 'anti-tunnel slot' and use OTR/DS or whatever else fits the category.

  • @Caiman said:

    Straight-up telling us we didn't deserve to know about the killswitch is disgusting. They don't respect their playerbase at all.

    @GeneralV said:

    "No one should've been told about the Killswitch".

    So… we were supposed to never know why the content we like and paid for isn't working or isn't accessible?

    We were supposed to never know about a feature specifically designed to deal with situations like current Streetwise?

    The most generous way of taking that statement in my eyes is basically:

    "Players shouldn't have known that the devs can remotely disable things at any point".

    Which, is still a pretty bad statement to say to your players no?

  • "No one should've been told about the Killswitch".

    I really hope they don't mean paying customers shouldn't be told the reason why their product suddenly isn't working anymore/accessible. Benefit of the doubt from me personally but holy moly.

    Probably something said out of frustration though, I get it. Been there.

  • @jedimaster505 said:

    the devs didn't kill switch Springtrap or Kaneki when they were and still are abusing invisibility/audio bug and kidnap exploits without any remorse whatsoever, and survivors saw that every other match. meanwhile streetwise exploit takes too much time to even be of value, that's why you won't see it in 9/10 survivor matches if you actually played the masterpiece that is Dead by Daylight.

    it's okay to let survivors have a little fun sometimes. if survivors can handle Kaneki and Spring Trap exploits and an entire roster of OP killers, then killers can handle Streetwise exploit for a few months. as for me, I won't be abusing Streetwise because I don't need it, thank you very much. BHVR is very gracious to provide us with this insider info so don't kill the messenger. this is not the apocalypse. killers will survive one way or another.

    With all due respect, get outta here with this killer vs survivor nonsense. This has nothing to do with that and trying to make it about which role you play in the game is just petty as hell.

  • This response from BHVR has been very disappointing to say the least.

    The Killswitch feature was designed specifically for this type of situation - the ability to remotely disable aspects of the game that are able to ruin matches for players and I know there's disagreements about what constitutes "game breaking" but you have to admit it's pretty disappointing to basically be told "No, we're not going to temporarily solve the problem. Wait for a fix instead".

    I know a lot of the type the reasons some things remain unfixed for quite some time is nuanced, bandwith issues and the like but we've seen the Killswitch be used VERY quickly in the past, so I don't get what the big deal is. I wouldn't go as far as to say this is an issue of apathy- I just can't wrap my head around the 'why' of it all.

    Why can't it be killswitched? There's evidence of it ruining matches and it takes little effort to do so and we're just expected to deal with it when the devs have a 100% foolproof method of stopping it? I don't get it.

    To the forum people in charge of reading and responding to this stuff I don't envy your position but I thank you for giving us the time of day regardless of the circumstances.

  • My two take aways from the video/watching Otz use the perk on his stream are:

    1. It should not proc itself. It MUST only be from healing other survivors.
    2. The max recovery should be upped slightly just so Killers aren't punished by an anti-slugging perk for… Not slugging. Either that or make it so recovery speed is set to normal when conviction is active and returned to normal when deactive.

    Those are just my passing thoughts though.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975415#Comment_3975415

    Comparing this to flip flop and power struggle is kinda my point. If you get hit with this as the killer, it's entirely your fault. The counter play to this is to just not walk through a pallet, and hooks are so prevalent on tiny maps that you absolutely can do that.

    FF/PS is also rare for similar reasons: it takes more than one perk to execute, it takes a very specific scenario to work at all (dead zones and weak pallets, which are now everywhere, pretty much destroy this, and the killer has to play into it).

    Every single time I walk through a pallet, I say out loud "power struggle?" because I know how rare it is to pull off, and I'm deliberately doing something to play into it. I've been hit with it exactly once.

    Conviction takes an entire build (4 perks, like we saw), and only does that effectively in end game. That's why blood warden is a good example. You aren't going to see this often, especially since this is the new thing and people are testing use cases. If a perk takes that much investment, cooperation with the killer, and requires the entire match to pay it in a specific way, that's the definition of a niche perk. Not meta.

    I think you misunderstood what I meant when I compared it to flip flop power struggle. I'll explain it in a bit more detail just so my point is clear. 'Walking through pallets' has nothing to do with it.

    Survivors who bring it and have a buddy can go down on a pallet, if their friend shows themselves nearby then the Killer has been put into a situation where they have to leave the person under the pallet because if they pick up immediately, they get pallet saved but if they simply push the person away they also get pallet saved by Flip Flop Power Struggle.

    Conviction creates similar lose/lose scenarios. What helps keep other anti-slugging perks in check is their limitations; Unbreakable is one use only, Exponential is a boon and so on. The only limitation Conviction has is healing someone which is not difficult.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975236#Comment_3975236

    I never said impossible, I said very rare.

    Which part of what I said is incorrect? Because it appears to be like you're simply upset that this survivor had a strategy, built an entire kit around it, and finally got it to function... And that's somehow completely unconscionable for you.

    Stuff with conviction is only rare because it just came out and people haven't completely caught on to it yet

    It's like the situation with flip flop power struggle, it took a while for people to figure out how busted the combo is if you just have one other person be near you when you go down and Conviction just adds fuel to this problem

  • Trapper and Skull Merchant are the two weakest most people would say

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974735#Comment_3974735

    Okay... I’m trying to follow you here. But like — what exactly do I get out of a fresh hook then?
    If I go into a chase with the unhooker right after the save, how does that give me any pressure on the team?

    Because when I’m chasing someone right off a fresh hook, the rest of the team couldn’t care less — they go full laser-focus on gens instead.
    So what pressure am I applying exactly? I'm down one hook trade, and the rest of them are zooming through gens like I don't even exist.

    https://www.youtube.com/watch?v=QN7lU_orSMA

    my matches. what should i do?

    So I’m supposed to give up my early pressure, go off and draw some pretty little traps somewhere while they casually get a free gen, a free unhook, and reset for free?

    So I’m just supposed to watch one of the survivors chase me around while having fun removing my traps? And then what? My next down is a totally fresh hook… with maybe one gen left?

    Teach me how not to tunnel and still have a chance to win. Killers ready to learn.

    (And keep in mind, this was during the event — with all the crazy stuff like instant pallet breaks and whatnot.)

    Just curious — would love to know what Furtive Chase or Make Your Choice actually did for me in that match.

    Just curious

    Think you got the wrong idea bud, I actually wasn't disagreeing with you. Tunnel if you want I really don't care it's your game

    i was saying even outside of tunnelling there's many many reasons a Killer could go back to a hook.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974696#Comment_3974696

    They do tend to revert truly problematic changes. My bigger concern is how we repeatedly have these development cycles where things make it to live servers that are complete non-starters from a balance perspective, and it's immediately apparent. Something is very broken in the process if they playtest this iteration of Clown and think it's fine. A similar thing happened with the Twins rework. A whole dev cycle wasted on a power that didn't make it out of the PTB.

    This has been a big worry for me as well lately

    They're spending all this time and resources on changes nobody wants and end up reverted in the end anyway; meaning it's a complete waste when it could've been spent elsewhere.

  • @oecrophy said:

    Of course I come back to the hook if it makes sense.
    You’re the easiest target at that moment — you’ve already been hooked once, you're one hook stage closer to death, and you're injured.
    Tunneling you directly is usually the most efficient play. It’s not personal — it’s just how the game rewards pressure.

    In that moment, I'm your killer, not your teammate.

    There's tons of reasons to return to the hook without it being related to tunnelling. I understand OP's frustrations but it's completely valid gameplay.

    Killers returning to the unhook is effectively a way to pressure 50% of the survivor team as well as interrupt people who try to reset under the hook or maybe the hook is in a deadzone where the Killer can pick up some free hits or even downs. Maybe the killer's got perks like Furtive Chase/Make Your Choice that ENCOURAGE going after unhooking survivors.

    The solution? There's no 100% solution but bring perks like Kindred to show your teammates crucial info. Bring babysitter or we'll make it to speed up resets/protect the unhooked survivor. Wait until the Killer's occupied in chase or pressuring someone off a gen before unhooking

    I'm not gonna say it's strictly a 'skill issue' because it's far more nuanced than that.

  • It's because the map is currently Killswitched due to fog vials causing crashes on it

    Something like that

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974291#Comment_3974291

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974289#Comment_3974289

    Thanks both of you. I played him earlier today and did you also struggle with the speed at which you move before spawning the guards? I struggled to get through doors which made midwich a real nightmare.

    Before the patch it was even worse, you'd constantly get stuck on door frames/other geometry due to the slow strafe speed. It's smoother now but still rough on enclosed maps at times. It's fine once you get used to it though.

    Also about when to use which guard

    Jailer's best for the 1v4 due to his massive detection radius, unless the survivor can quickly block LOS he's almost a guaranteed hunt. Best used for stalling survivors away from objectives

    Assassin's the best for chase pressure since he moves at 110% m/s last I checked so holding W against him is harder. Even more so with the Knight also approaching from the other side.

    The only time Carnifex should really be hunting survivors is if the other two are on cooldown.

    His best use case is insta-breaking pallets/walls or quickly regressing a gen with a lot of progress to buy you time to close in and pressure them off it yourself. Worth noting though, Carnifex isn't purely the best at gen kicking - the others take longer but that also means a longer time where they physically can't touch the generator so there's a bit of a trade off there.

  • @Lixadonna said:

    They were about to get Finisher Mori'd so good for them. They earned it and the Killer got outplayed.

    Not really sure how they 'earned' it, they lost the chase and went down.

    The only prerequisite to this is the dude healing somebody once.

    Granted the survivor's entire build was centered around conviction since they had it + UB +Tenacity + Soul Guard so in this one scenario yeah there's basically nothing you could've done here apart from mashing space bar after downing them which probably wouldn't have worked

  • @ThatRyanB said:

    I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):

    • What is one change that would increase your enjoyment of the Map item rework?
    • What about for the Key item rework?

    Personally I'd love it if maps could track chests! At least maybe the higher tier ones since the only way to track chests is perks now and needing an entire perk slot for that feels bad for such a niche effect.

    Maybe higher rarity keys could make the survivor aura reveal also show your aura to your teammates as well? (Like a mini aftercare effect). I think keys are pretty good right now though, broken keys are actually useful compared to previous iterations.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973470#Comment_3973470

    But *why?* Why is this system necessary? The removal of self-unhook was effective in preventing the go-next, so there's no reason to add anything else.

    It's just not enough to remove the means by which people were 'going next', they want to punish people for joining a match and then not playing the game by giving up for whatever reason that might be. You get punished for AFKing, you get punished for DCing so it stands to reason.

    If I were to play Devil's advocate (Which given the current state of the game, I'm really really inclined not to), they want to completely deincentivise it for the sake of the other 4 players in a match or make it more likely those players will just DC instead, leaving a bot in their place.

    Speaking personally, people giving up genuinely does make me not want to play the game. I feel like those matches aren't worth my time and I'd rather DC/give up myself for a chance at having a proper match but this system will likely punish me for that too so idk you can't win really.

  • I feel like the mechanic is in an okay spot personally. A good boon placement can come in clutch in close games - I think Shadow Step & COH are still incredibly strong and worth running, Exponential is probably the most situationally busted perk ever due to how hard it counters slugging.

    Now there's the other two perks.

    Dark theory - hard to know how good this perk is, being chased around a boon area is a good way to get the boon removed which you obviously don't want but in some spots, survivors being permanently 3% faster is incredible. Most notably shack and safe fillers, you can greed them and get away with it.

    Illumination is not a strong perk, but I quite like it in solo Q because it shows you and your teammates ALL generators. This can mean your teammates don't have to look for gens, they'll innately know where they all are provided they go in the boon radius at least once. The extra blessing speed also lets you move your boon slightly faster + paired with counterforce can make dealing with hex builds really fast.

  • If I play Clown again following these changes, this will be my philosophy:

    No yellow bottles. I refuse.

    They said they made these changes because people were using purples too much/yellow's not enough (despite yellow's taking more skill and prep which was the point of them in the first place).

    So, I'll never use them then. Just to prove a point.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972767#Comment_3972767

    literally; call me out if I'm wrong, but iirc Capcom liked Dbd Wesker (Connor Fogarty) that they asked him to reprise the role to replace the old Wesker who got cancelled

    Connor doesn't voice him in the RE4 remake, but that doesn't change the fact he did a fantastic job with Wesker in DBD and is easily the best voice for him next to the original.

    Your point still stands though, BHVR is better than this; we have so much proof of that.

  • @Shroompy said:

    Part of me thinks these are intentional because I swear I remember somewhere (whether it be an interview or a livestream, not sure) when Nick Cage came out, they were initially gonna have some one else do the screams but it was Nick himself who insisted on doing them.

    Could have a similar situation going on here

    I think it's completely fine to have stand-ins/replacement VAs to do that stuff if needed

    But they should be higher quality considering people are paying to play as them. BHVR have a proven track record of getting great VAs for licensed characters so this is just a really big disappointment for one of the most hyped licenses.

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972899#Comment_3972899

    Agreed, a lot of the changes to Trickster the first time were needed, like his movement speed and being able to use his power more often, but then they slowed down his throw rate and upped the required knife hits to injure and then down to "compensate" for the increased usage of his Main Event. I'm hoping that they've taken serious consideration of his power and don't just do number adjustments and call it a day.

    I also agree about Merchant. Sure, she's definitely more of a priority, but I think it will take a lot longer to rework her without completely reworking her identity. Even though, imho, her identity just seems like they threw darts at a board and took inspiration from there. And let's not forget that this community doesn't forget debut killers and their powers. Take Legion, for example. Legion isn't as bad as they were upon release. They have received quite a number of nerfs and changes to their power over the years, but people will still ######### and moan about them for parts of their kits that aren't in existence anymore. Same with Chuckey, Kaneki, Vecna, etc.

    This might be personal preference but Trickster felt better at 110% but with less knives to injure a survivor.

    He got screwed a lot more at strong tiles sure, but other than that his power was crazy lethal if you could land your hits.

  • Everything but the voicelines is really low quality and needs to be redone.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972918#Comment_3972918

    I'm sorry, but did you forget that Springtrap launched with an invisibility bug? Every release comes with a bunch of new bugs, and very few old ones getting fixed. They've "equalized" survivor audio a dozen times now, yet Ada is still silent while you can hear Bill from across the map. There's also a bug that they've "fixed" half a dozen times now where the directional audio for killer players just kind of… doesn't work. A survivor can sound like they're right next to your left side, but they're actually ten feet ahead of you on the right. They say they fix things, but half of the time those fixes just… don't work.

    And it's not just recently, either. Xenomorph launched with a bug that let her just spam tail attacks over and over with zero cooldown. Every new release since around Knight has just been filled with bugs, and they don't take the time to fix them before putting out yet another chapter that adds in a bunch more bugs.

    When I say "mostly smooth" I meant mostly smooth for DBD. Which is to say, not that smooth but not quite broken.

    Like in the FNAF patch, aside from that one audio bug and the invisibility thing - there wasn't anything gamebreaking like the current chase not starting bug or the old survivor de-sync bugs of patches gone by.

    Don't get it twisted, I agree with you that the game adds way more bugs than it fixes and that NEEDS to change. But I don't know how they'll actually accomplish that.

  • @TimberGoingDown said:

    Honestly, instead of adding a bunch of "QoL" systems that nobody really asked for, they should have taken this year to address bugs and their spaghetti code. This is the exact wrong time to add a new survivor item that introduces a mountain of bugs.

    Tbf people did actually ask for more cosmetic/loadout slots. It was heavily requested. A lot of people wanted better spectating features since it helps with running tournaments, scrims and what not.

    Not something that interests me personally but hey people asked for it and got it.

    The likely culprit for all the bugs is probably the engine update. I'm no dev tho so I could be completely off but it was the biggest thing that changed between the (mostly) smooth Fnaf update and now.

  • @Readyplayerone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972897#Comment_3972897

    Nothing you listed qualifies as counterplay.

    What you've described are workarounds - all reactionary measures that don't address the root issue.

    I'm sorry but you're just wrong then. I'm not trying to dismiss your opinion or anything but that's by definition what counterplay is.

    Doing something to deal with something your opponent does/could possibly do.

    If a Killer sees 4 Flashlights in the lobby and equips lightborn out of reaction, is that not counterplay? Or does that not count because Lightborn itself has no counterplay? Genuine question.

  • Calling Trickster 'viable' right now is pretty sad given he's the worst he's ever felt to play even as a 115% m/s speed killer. Feels like a lot of the time you're better just playing m1 man instead of trying to use Trickster's power (Which is the whole point of even picking him to begin with)

    You're not wrong though, I do think SM should've been prioritised but maybe she got delayed due to the fan feedback of the design previews. Trickster is at least playable and has a power that does something. SM's power is bordering on worthless. It can do something but that something is basically nothing if the survivor is injured/you're not using certain addons.

    Even as someone who has hated SM from day #1, I find that just sad.

  • "Minimal risk" - if the saboing survivor messes up they're a free down for the Killer. Even if the person wiggles off after they go down, you get a free hook/down out of it in these scenarios

    "No counterplay" - Observe your hook locations and survivor behaviour. If you see a survivor near a hook with a toolbox, simply go to another hook close by or just drop them. A good rule of thumb as killer is to always know where your close hooks are rather than purely relying on the HUD.

    Run 'Agitation' to make saboing hooks less annoying for you since you can make it to another hook faster with the increased movement speed.

    Run 'Mad grit' if you hate survivors taking hits and bodyblocking you

    Run perks that notify you of survivors near you when you down someone; Infectious Fright, Awakened Awareness and so on.

    There is counterplay, plenty of it.

  • @Deathstroke said:

    I hope it's just temporaly as they do not sound rick or daryl at all.

    @Marc_123 said:

    Agreed. The screams sound really strange.

    I don´t like them. Takes the fun out of the chars a bit for me.

    It sucks because in the past we've had replacement VAs for licensed characters that were really great

    Laurie, Ellen Ripley, Yoichi, Tapp and even the Resident Evil survivors who, while a bit goofy, still feel mostly natural.

    Then you have Wesker who's VA is so amazing he's basically as good as the original one performance wise.

  • The actors probably had some reason they couldn't do the typical survivor grunts of pain/scream sounds

    Or they were only paid to do the voicelines.

    Shame the 'filler' ones are really bad quality. Disappointing.

  • "Super fast gens" = Gen speed hasn't changed, if anything they take longer to complete than in the past. What's changed is Killer's way of dealing with them with regression perks being toned down but still being objectively the best perks overall. Including the gen blocking perks like Grim/DMS as well of course

    "instant healing (while running)"…? - Do you mean syringes? They aren't instant. Not by default at least. The other 'instant heal' perks have a lot of requirements and some of them are super risky to use like Clean Break. Healing speed yeah is quite fast right now given medkits and perks I will say that's true

    "Second chance perks" - Both sides have those. Survivors have perks to keep themselves in the game longer, Killers have perks to keep the match going longer. You can say the perks on one side or the other are stronger but objectively both sides have so-called 'second chance' perks.

    "Built in borrowed time" - This is true, but it was added because without it tunnelling someone off hook was insanely rewarding and you'd be throwing by not doing it. Borrowed time made it so survivors off hook had at least SOMETHING to work with. It's not like I can choose when I'm unhooked.

    "Pallets and Windows around every corner" On some maps sure, but a lot of maps have been completely neutered and are deadzone city (Haddonfield, Fractures Cowshed etc).

    "I am not allowed to camp tunnel etc" yeah you are, it's just not as easy as in the past. There's more perks to counter these playstyles now but you can still do it

    "Forced to hook 4 times now" - If you're tunnelling someone who had Shoulder The Burden used on them, yeah. The unhooker will die in 3 hooks. Also you don't LOSE the hook state, it goes to someone else. It's not technically a net loss overall even if it upsets a tunnel oriented gameplan.

    And finally, the ultimate thing that made me wanna respond

    "There is no skill on survivor side". That's just wrong man.

  • @Langweilig said:

    Is it intended that the fog viles are more effective on some maps than others?

    On Eirie of crows for example the fog is way more dense than other maps with fog viles. Same goes for the fog offerings which are way stronger there and do almost nothing on other maps.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972517#Comment_3972517

    I think the fog vial opacity is stacking with the map basekit opacity.

    Keep in mind there's also lot of random lighting bugs going on now too

    Apparently on the survivor side, the game gets 'darker' every time you are unhooked.

  • @Slurp_Ramen said:

    So I wasn’t crazy, I’m a console gamer so I just thought they sounded weird on the ptb bc I wasn’t personally playing, but if they actually stay like after getting real voice lines, it’d be pretty weird

    My theory is that they got the actors to do voicelines but couldn't get them to do all of the in-game audio like screams, grunts of pain and so on. There could be all sorts of contractual, legal or personal reasons for this so I'm not gonna speculate but if we're going to have stand-ins they should be of a higher quality.

    It's just really jarring and they sound low quality compared to every other survivor. Even legendaries.

  • As Killer if you chase survivors downstairs too much you lose.

    As Survivor if you don't do all the gens up top ASAP you lose

    Awful map for both sides, the portals are really irritating and the layout is just confusing. It's like the lower area is a giant basement.

  • Kindred + Open handed is no exaggeration crazy strong, having vision on the killer 32m around a hook is the kind of information that enables amazing team plays.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970136#Comment_3970136

    for the record, survivors will lose to a decent nurse or blight 70% of the time at a minimum. High mmr nurses/blights who play to win do not lose often.

    No yeah I don't disagree with that part, but I wouldn't go as far as to call them 'auto-wins' if you get me.

    tbh the notion that casual players should intentionally gatekeep themselves from playing characters even if they might enjoy them a lot just irks me.

  • @PlotTwister said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970136#Comment_3970136

    That's irrelevant to my argument. It does not matter if it's an automatic win or not, the point is that trying to justify playing something that you know for a fact to be broken, unfun, and all around terrible for the other side by saying you paid for it is illogical because it can be used to justify anything. I believe that the mindset of 'other people don't matter' is a bad mindset and we should not encourage it.

    Furthermore let's say it's not an automatic win perk, let's say it just gives you a permanent 14% haste with no downsides, theoretically killers could still beat survivors, not likely but it won't be fun and it will make for terrible games.

    It does matter, because it means that by default both sides have a chance to win. Sure many Ghoul players bring 4 slowdowns and all the other annoying stuff but both sides do that it happens sometimes.

    It is in the game and OP wants to play it, so they can. It's that simple.

    Nobody can tell them otherwise. Not every Ghoul game is a sweatfest- It's just a predominant playstyle that his power enables; much like Blight's and Nurse's do.

    Nowhere have I said other people don't matter, I even said in my post be a good sport and not a sore winner but you can't please everyone and you certainly shouldn't gatekeep yourself from playing content you bought just because of factors out of your control.

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