Coffee2Go
Coffee2Go
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@Angy_Quentin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114178#Comment_4114178
I know that such tools existed for some time, but i have no idea if they still exist and work today.
they do still exist and work today, they are being supplied on a site i cant name but one has four letters in the name the other one is named by the dbd killer name but i wont name which so i dont promote hacks, they are also supplying HWID spoofers.
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Also why isnt this being added to other platforms, i would really like a clarification from the person in charge answering such PR questions.
Its a clear as night and day obvious fact the hackers come from MS store and Epic platform more often than steam. -
@Angy_Quentin said:
insert external killer choosing software conspiracy theory
thats funny you mention this as a "conspiracy theory" making fun of people for stating the obvious, there are unlocker tools and discord servers that sell such tools where they are both internal editions, external & rage mode that allow you to see which perks survivors are running, which killer it is, which killer perks they are running, their hidden name too if they enabled privacy mode that is bypassed too on a hacker.
There is also a mode to choose which killer prefrence you want to play againts and excluded so yeah. -
My specs as follows:
- CPU: AMD Ryzen 7 9800X3D (8 Cores, 16 Threads @ 4 .7 GHz)
- GPU: NVIDIA GeForce RTX 5070
- RAM: 32 GB
- Motherboard: MSI PRO X870E-P WIFI
- Storage: 1 TB Samsung SSD 990 PRO NVMe
- OS: Windows 11 Pro (64-bit)
Trying out matches so far, can't tell i ran into any hackers just yet.
I dont run any re-shade or such things or custom icons, the game booted fine, the denuvo is showing up under processes / details in task manager.
No stutters or hiccups, testing it out on doctor as well to spam his ability too, performance looks and feels the same.
Whatever people are writting on here probably take it as grain of salt for optimizing the game, but i suggest making it server sided checks as well on top of denuvo. - CPU: AMD Ryzen 7 9800X3D (8 Cores, 16 Threads @ 4 .7 GHz)
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@Mandy said:
Given the nature of the trial we are not disclosing the exact length of it.
I'm sorry that you do not think this is a useful test in any way.
I'm sorry but what @MashedBroccoli have said, cheater origin is mainly epic games and windows store, it is common knowledge if you go to the "unnamed" so called "unlocker" tools and bypass discord servers that offer such services and most of the time even for free!
Like i am assuming mandy you will ignore my take here but i am not lying and i wish i was because it is absurd how easy it is to hack in the game, the focus should be other launchers too..
I am very upset with the decision of the anti cheat system heading as it should be an more active and present at all times not just at certain times upon booting the game.
I am also going to remind you that during that unlawful ban wave from a while ago got banned due to being in a family share with my partner who got us banned due to connecting her nintendo switch account via cross progression sync and nintendo given her a full refund due to it happening, there is so much proof about it, we got our accounts ban after a whole month of waiting, radio silence and volume ticket bot replies stating "too many tickets" bla bla bla..
So let me get some things straight, i personally did not input my money in this game i bought ghostface dlc, she is the one who bought everything and keep buying, so the fact HER account banned her due to connecting her own nintendo stuff is wild..
That is a PR nightmare if i ever seen one if she decided to do a lawsuit which i would have helped her make if she asked me to. -
ok
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@Wezqu said:
Because his power is not using any feature that Elusive blocks.
nice rage bait reply, already know this, but it blocks legions and everyone else's power apart from the litch
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Oh damn :(
Sorry about that hope its nothing urgent
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080608#Comment_4080608
Due to an influx of tickets, some responses might take longer than usual. My advice is to not make any additional tickets - it will just slow the process down.
I see, thank you for clarification :)
I shall be waiting patiently since i assume the 10th yr anniversery has been a hectic prep for the entire team in hand.
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Im probably going to say one of them will be a skinwalker shape shifted based killer... reality bending possibly
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@HoodedWildKard said:
I'd imagine presumably that means they'll get in contact at some point. Support services can be very slow.
I have been waiting since 16th may, they were faster before when i had issues with DLC back in 2025, responded within 48 hours mark..
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Mine is legion because of his oppressive basekit and double iri addon that amplifies it further.
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Im having issues with getting matches where its either 2 player swf playing with another 2 player swf aka 2 different friend groups... or i usually always get 3 man swf and 1 random or a 4 man swf..
So far i maybe get 1 or 2 out of 10 matches where its fully randoms in the lobby and then its most balanced gameplay.
With even now in current state of dbd i have to resort to tunnel againts 2 man swf onwards.
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I really like this idea that there will be damaged generators that repair very slowly and cause malfunctions.
And so repairing them with a toolbox will make it be as fast as repairing normal one without a toolbox and so on.
The rushing is insane honestly i had to go back to my double iri legion with full slowdown build
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I noticed it too, running 9800x3d and 5070ti on my end at 1440p
Changing presets also does not fix this.. it occurs maybe now once or twice a every match
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073360#Comment_4073360
Yh the mmr thing is an issue. More finely tuned mmr would take forever to make a completely even match. Personally i prefer the idea of a playlist split, one ranked playlist with extra prizes to incentivise ppl to play hardball. And a casual playlist where ppl can take it down a gear, and not feel the need to always run meta builds or tunnel.
And yh killer 4ks do get incredibly boring. I practically always let 1 or 2 survivors go in my killer games where I'll win. Unless I'm going for an adept or the surv team are being particularly toxic I have literally no motivation to play for the 4k. Like when i have 2 players dead and the other 2 double hooked at 2 pr more gens left, I know I've won, so do they. It doesn't cost me anything, except a paltry amount of bloodpoints and maybe a couple minutes to allow them to finish gens or look for hatch. And it makes the game way more pleasant for them.
I have to fine tune my own killings as a killer to not raise my mmr sky high or else it goes from 4ks in 5mins to 0ks in 5 mins.
And at this point ill rather have split playlist even if it makes queue times longer since right now this is absurd..
Like ranked should be fully unfiltered while casual playlist should be proper diminishing returns fully like not allowing premade tryhard swfs to stack perks and synergize that well.. while in ranked they can go ahead because im never touching dbd ranked if it ever becomes a thing lol.
I work fulltime 8 hours sometimes 12h shifts, i dont have time to just practice killers or main specific one with specific meta build at that time or follow perk builds all the time.
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@HoodedWildKard said:
4ks and 0ks.
And unfortunately they are the most common results. As surv a 4k is usually a steamroll, and it sucks, you can tell maybe a third of the way through a game that gens are not getting finished and at that point, why even bother? Aside from trying to squeeze a few more BP out of the match?
Likewise as a killer, 0k games are immensely frustrating, you can't touch anyone and when you're on the back foot survs will move heaven and earth to prevent you getting a single kill in endgame.
Some of the best games I've played, as killer and survivor have generally been 2ks. The game experience would be improved by shifting game results in this direction. Give killers advantages in endagame if no survivors are dead, and make it easier for last survivor alive to get hatch.
Pretty sure its highly related to how MMR functions and a lot of perk balancing would be easier to balance out if they just had a proper MMR system that works really well with diminishing returns the upcoming system in play.
Because i see a lot of survivor teams sometimes play like their irl life depends on it like they are playing for money prize pool, and sometimes i get 4ks and then i just play according to that but no its not fun at all getting 0ks when you play ideal cut corners and cant outplay full vc cordinated swf that plays like there is money on the line.
There is a clear difference between regular swf for fun and the ones that tryhard and the tryhards are more often as of lately.
Praying the diminishing returns + upcoming mmr changes prevent that and balance the game more around 2K than 0k and 4k.
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@Langweilig said:
I hope doctors illusions will move, shock and try to attack survivors to bambuzle them
I hope og doctor schizo comes back lol... gave me anxiety to play againts doc...
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069257#Comment_4069257
What are you talking about? Thats not what was said in the livestream. The example was if you have Hope and Mft active at the SAME time, you will get full Hope-Speed (stronger effect) and 50% of Mft (weaker effect).
You are talking about something completely different. Maybe im wrong, but where do you get your information from to make those assumptions which have nothing to do with the livestream?
You are not wrong, we just need more clarification from Ryan and test out the PTB.
I am figuring out on same tempo as everyone else, they didnt show everything entirely until PTB drops for players to test it them selves with other combos.
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@AlwaysInAGoodShape said:
https://us.v-cdn.net/6030815/uploads/6NO37GO0HGMB/image.png
Previously, one of the most disliked aspects of 2v8 was that it often ruined the killer queues. For many streamers this was a big problem, as it was harder to keep your audience entertained while waiting in the menu. Now however, it'll be possible to play some survivor games in between it, which simultaneously also speeds up the waiting queue as killers participate
With this previous 2v8 critique partially solved, how do you guys feel about 2v8 periods whenever they occur?I feel it should be made into a mode but a secret one that pops up occasionally once you are playing the main 1v4 to keep playerbase alive and promote playerbase growth rather than always there as a notification
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069232#Comment_4069232
But thats not the case. The meta perks like Pain Res, Pop, TBTC, Ruin or Corrupt dont stack. The only builds which get hit are builds with only slowdown (Penti, Thana, Dying Light or Sloppy, Leverage), but they are not really meta.
Edit: CoB and Overcharge will also get hit, but who plays that as best in slot?
I personally use DMS, GRIM in my build always on most m1 killers who dont have mobility to just control the game a bit and slow it down, initially those perks dont regress but they deny repair and lock it down.
They will have to specify if its total full gen slowdown or gen regression perks that take away value of gens.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069232#Comment_4069232
But thats not the case. The meta perks like Pain Res, Pop, TBTC, Ruin or Corrupt dont stack. The only builds which get hit are builds with only slowdown (Penti, Thana, Dying Light or Sloppy, Leverage), but they are not really meta.
Edit: CoB and Overcharge will also get hit, but who plays that as best in slot?
CoB is technically regression / info perk
Overcharge too
And also as many others you listed and we all know for some of those on list it requires you to actually be hooking and doing manual work for most.
I just need to see how it will play out in PTB, i think it will be based on hook states for killers and survivors start initially.
So on 1st hook it procs normal values
2nd it degrades the value
3rd even further
4th max value lost if stacking like full decked out slowdown build.
Its a very delicate process how they will lead with this, it could be golden and put players that stack on a proper leash and fully mitigate that as a way of playing and require more skill based matchmaking this way, we could potentially see MMR balancing out.
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@Rokku_Rorru said:
I'm wondering regarding gen regression if the perks get nerfed from the moment they are locked in rather than when they are in use?
Hopefully diminishing returns are communicated well enough to the player so you know when something isnt workingProbably spread out like through out 4 hook states, my best bet
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069203#Comment_4069203
I just disagree. The reason they gave for canceling the anti-tunnel ptb was that it was too limiting of playstyles. It didn't remove tunneling and slugging, but it greatly reduced their effectiveness. That's exactly what's happening here, the game isn't fully dictating what perks people can bring, but no one is going to bring a half-cooked build. And if it was global, that's 16 perks on the survivor side that need to not conflict. There probably aren't 16 worthwhile perks that won't do that in the whole game.
Its a very finicky process if you ask me as you mentioned 16 survivor perks vs 4 killer perks.
Both treated equally when it cant be equally.
This change that is coming is probably related to how some people that player killers and some survivors that are highly cordinated beat one another like we all here know the term baby killer, baby survivor etc.
This is not made for those type of players, if anything its for the situations where hard stomp squads selectivly stack perks very effectivly and same goes for killers.
Im just saying killer since its only 4 perks, and you are alone vs 4 other players vs 16 other perks, not talking about soloQ here, soloq players will enjoy this update and baby killers since they just slap on a random build they think works or find meta one.
But if we disect this fully, a killer wont be able to bypass their stack perk nerfs like swfs would be able to if it applies total, the system must see that swfs are stacking it differently not just the same perks but rather very similar perks that give same end goal results.
This is potentially deadly for us some in higher bracket for mmr, since soloq at that point becomes also kinda meta and players can be like "aha this guy is conflicting with me, let me match his synergy" while on killer you are forced to swap a specific build for variety perks that simply wont have such stopping power.
Like since there is only 1 killer and 4 survivors
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069196#Comment_4069196
They could put in a time penalty for dodging, which other games do, but forcing an already disgruntled playerbase into matches isn’t going to go well. If every aspect of survivor gets heaily restricted while still being the side that's meant to lose more, I fail to see the roles appeal.
In any way you look, it will be horrible
I think making it worldwide and letting people adjust to these changes would be go to, and letting players see the perks and warn which are conflicting, like think about tiny orange or yellow alert or red that says "conflict, reduced perk value".
So then people hot swap profiles and there is more variety.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069183#Comment_4069183
We've already been having a lot of talk about the problems with that. Dodging will increase, so will pregame chat conflicts. Only really specific perks are problematic, like Left Behind, but people will dodge many things based on assumptions. I would too. I'm tired of bad matches.
They will find a way to coordinate around it. It's only affecting modifiers, so niche builds and synergies are gonna pop up. Being able to have only one healing perk that works properly on a whole team is crazy unfair though. Global perk nerfs by team would probably make me quit the survivor side of this game. I'm hanging on by a thread as it is. As killer, I won't have to balance my loadout around three strangers every match. As survivor, basically every viable type of perk is nerfed if it factors in everyone.
Yeah it would lead to conflict but this is like a population issue, it leads down to the core problem which is going to be people prefer playing MP Squad games with friends to avoid.
Also im pretty sure the devs will eventually either way we like it or not an ability for soloq survivors to see each other perks, so sadly we will get lobby dodgers, people who do it nowadays run clients that are illegal to dodge lobbies
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@OnryosTapeRentals said:
This is one of the best features DbD has ever pursued and, if implemented right, will effectively future-proof all existing perks, items, add-ons, and powers that affect action speeds from becoming too strong if a new similar thing is ever introduced.
It should, if implemented properly, primarily affect "extreme" scenarios (e.g. 19 second Generators, or that one period where Clown could stack Haste to uncounterable levels) without intruding too heavily on the average game.
Undoubtedly this will introduce some inconveniences (such as having to change existing builds) and make some common builds less viable, but I think that's a small price to pay for unbottlenecking a huge number of perks, future-proofing designs, and reducing the workload of developers having to design around the constraints excesive stacking imposes.
It will be perfect on paper and in theory if they also allow survivors to see each other perks to avoid conflict for soloQ players.
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@AlwaysInAGoodShape said:
https://us.v-cdn.net/6030815/uploads/P0NIXKSKAH55/image.png
For those of you who don't know, beHaviour is planning on adding a new update to deal with "Problematic Stacking Values". The sad part is, the current way that it's implemented doesn't even properly address. In cases where the 2nd perk only adds a tiny amount, even that tiny amount will get nerfed massively, even if it's nowhere in the problematic range.
What's even sadder is that I already provided beHaviour with the feedback on how to permanently deal with all problematic values in the game perfectly in an older post in which i showed we could even make Leader work again with vaulting speed (like it used to) through the new problematic value managing system:https://forums.bhvr.com/dead-by-daylight/discussion/45859/make-leader-affect-vaulting-speed
There's no need for us to be having this problem again or tackling it through a messier system
Applying it worldwide across entire surv team + allowing the survivors to see each other perks before the game begins would make this work really well in theory.
SWFs wont be able to bypass it or work around it, real skill would be needed to cordinate finally in dbd if you use VC and with real time.
SoloQ players would and should be able to see one another perks.. problem solved
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069173#Comment_4069173
Making it work team wide would be awful for soloq. There is already more harm for them with this change than SWF, who will just cordinate their builds around this.
There have been talks also that seeing perks in pre lobby to fellow other survs in lobby will be a thing, we are one step closer to that and i think with this diminishing system in place along side visible perks to one another will be great, and it will show who wants to play as a team and who wants to sabotage their own team by being selfish
I forgot who announced it was it mandy or someone else from the team that MMR system change is coming and the perks will be visible to the survivors around late 2026 or early 2027
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069173#Comment_4069173
Making it work team wide would be awful for soloq. There is already more harm for them with this change than SWF, who will just cordinate their builds around this.
If its worldwide then swfs cant cordinate around it, and i also if you remember i mentioned this in that post for this to be optimal for soloq people, devs should make the survs perks visible in pre match lobby to avoid conflict.
To one another, not visible for killer ofc
If its per player then swfs benefit and can work around it, killer cant since its 1 player in a role right
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Perhaps it will turn out well,
I remember last year i spoke about a system that is similar to this for both killer and survivor, my concern is that this wont work againts a proper premade team that spreads out perks per player.
Unless they make it so this applies across entire team not per player or both per player and per survivor team side and killer then it should in theory prevent both killer and survivor perk stacking for gen rush / gen slowdown / gen snowball in general or heal rush.
Either way... i dont come on forums as much anymore unless its something major.
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@MagixD said:
A common sentiment I see alot is "I get 4ks without tunneling and slugging and camping, killer is easy" and you check their post history and they mainly post survivor main takes, and some of them even admit like a week ago "i barely play killer but…". Anyway some of the people that have said they get 4ks without tunneling/slugging/camping are streamers. Perfect! Now I can get some video proof of this person in action and maybe I can learn something from this person, right? After all the best way to get better is to watch better players and see what they do (this applies to literally every video game). So I go to their twitch and check their vods and see how they play killer.
These "killer mains" are playing on default FOV, no hiding their red stain, not looping tiles correctly, barely hitting with their m2 power, getting pallet stun at every pallet, falling for window fakes, and even getting spun.
Can someone explain this to me? These "killer mains" are apparently really good and the rest of us need to get better at killer since we tunnel/camp/slug, but the way they play, they play like they just installed the game.Been a while since i posted on forums.
My take here is whenever i play killer and even if i feel confident in killer and got 70% WR/KR.
It always gives me bad intrusive thoughts how i will always lose and make mistakes and it will be stressful and it causes me panic and instant high heart rate.
But when i play surv, i am always relaxing even when killers tunnel i never lose my chill and im always calm.
I think it has to do with 4 survs aka 4 humans on the other side of screen vs 1 other killer aka 1 other human.
So 4 human brains vs 1 human brain.
With that logic in my mind i always seem to feel relaxed when playing survivor even if i lose more than escape etc.
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Im going to keep saying that adept should be reachable at 3k not 4k and any achivement that needs 4k or 4k mori is really toxic mindset by the devs who are pro-mori achivement with not acting up and changing
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@Elan said:
It's common since game's out. Both sides try to rush their objective to win. Neither side being punished for it. So where is the problem? If killer can't tunnel, survivors should be punished for repairing too fast.
And as Elan said, both sides can do the gen rush and killer has a right to tunnel to slow the rush by making it 1v3 or 1v2 temporarily to slow down the pace.
You can do the same to punish a killer relying on proxy camp + tunneling alone by gen rushing and then escape the gate and they lose.
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@Colt45m said:
https://forums.bhvr.com/dead-by-daylight/discussion/459180/tunneling-is-the-new-norm
Yep totally not a broken mechanic right? Here we are though with another person calling this mechanic out. But nope not an issue. lol
I wouldnt call it a mechanic its a strategy tactic, there is a very fine line between it being abused and actually used right and it can be very situational and hard to properly balance without ruining that fine line.
What i am trying to tell you right now is that in right hands it can be a hit or miss for both survivor side and killer side.
A really well cordinated survivor squad with right perks can hold up againts a-s tier killers even if the killer decides to tunnel it will be a 50/50 and a slight killer mistake can cause the game highly in favor for the survivor side.
Aka what i explained in my reply to the OP saying that with right cordination on survivors the killer must patrol + tunnel at the same time to be on par with them or else it will lead to 0k - 1k.
All you need to do as a survivor is punish the tunneling killer that just waits at hooked survivor by doing gens.
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@Elaytic said:
I'm glad they chose not to fix the tunneling issue, now every killer I face tunnels the very first person they hook. It's almost unplayable. I get that you don't want to lose twitch streamers because they want easy kills. But this is ridiculous. And I'm not complaining it's killer sided, I think it has to be a little. But making plans that got killers angry just to roll over is exactly why they're taking it out on people just trying to have fun.
The best thing to do here is and this comes from my experience as solo q survivor and as a killer that tunnels as a tactic not to insta tunnel from 1st hook and camp nearby.
So what you should do, idk if you play in a team or not or as solo q too.
You should focus gens and see if the killer is waiting nearby for the unhook or actually patrolling gens.
If a killer is patrolling gens, best thing to do is to unhook when he is the furthest away and in a chase with another person.
If a killer is camping however and proxy camp / tunneling which is what you are probably struggling with.
Then your best way course of action is to just punish that said killer player by doing gens and sadly unfortunantly letting that hooked survivor reach almost 2nd hook state (not reach it because that is unfair to them and same as being tunneled out).
What you should do is focus gens or if you are better at baiting the killer to lead chase away then do that, if the killer refuses its best to just punish the killer by finishing 3 to 4 gens while that person is on the hook.
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Probably because ryan is setting the whole thing up.
I think what we need right now is a total vote count thread thats updated in real time as well, that allows users to reply under it.
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How is michael myers broken? He is still high maintanance killer compared to blight and nurse?
The one singular addon that lets him end his ability on demand is the only addon that you are probably finding "broken" even so you should just learn to loop better and get out of sight and out of mind with the new pallet density and deadzones being gone.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017338#Comment_4017338
For me bubba can force more pallets down and break them faster if mayers has no breaking perks like brutal or fire up, the windows are very dependent what windown is it and bubba still needs bamboozle to close them and if there are two like TL wall loop then beast marks are needed compare to michael who has better synergy with vault perks now stronger than before and he can outplay windows better and get faster down after vault with strike or bigger lunge (those 20% longer reach makes some difference compare to normal m1 killers), now I would say if you arent bubba main with many hours and sick mind games and reads with good build then bubba is weaker than mayers after his current buffs (like half of the buffs are just stats he had before rework the terror radiuses and vault increase) he feels more smoother than before especialy the tier 3 and strike can be finally used normaly on loops.
Yeah i agree with your both replies to me, for me personally bubba fits my playstyle due to how i can pre-rev my chainsaw with pure map knowledge and seeing the pallet infront of me its technically insta break no time wasted compared to if i go main myers they will for sure drop me down to 0 gens left and gates powered up moment.
With bubba and my playstyle and bamb × corrupt i basically get 4k if i fully sweat and tunnel at like 2 to 3 gens left which is really nice because i care a lot about gens left as its my panic meter.
Something that ruins dbd for me is the pure sheer panic mode when playing killer and gens are being done and there is no proper counterplay to the whole pallet density unless im playing nurse i cant simply outflick them, running coup also wont cut it if they run finess too.
Like what im trying to say bubba for me personally feels really good all around, i wish the devs would respect his whole tantrum thing.
I never face camp, i will usually hook 1 on basement, try to zone out remaining gens with my terror radius, i head back to the basement if i cant find anyone which means one is 100% going for a save, i get 2 downs hook both in basement, i will proceed to expand my search further safely now with 2 survs alive at 4 gens left.
I have an option to face cam and proxy camp but i dont do it, but i will tunnel the best player out aka the one that wastes the most time from me to make it 1v3
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017317#Comment_4017317
Bubba needs speed thats why every bubba you see uses beast marks because his last buffs made chilly basekit with speed but he still sucks with speed without that addon, then his power when charging multiple times you will reach meter and all charges will be lost and you will get into tantrum which is something that should stop his facecamping but now there is antifacecamp meter so this part of his power is no longer needed as feature, he should get some power mode like billy or something because only thing he is good as is guarantee kill when gates are powered and survivor is hooked thats all he offers mostly which is kinda sad.
But I see your point and its valid because there isnt much you can do with weaker killers tbh.
Oh and another thing is, since bubba is 4.6ms he has better methods of dealing with pallets and windows than michael.
Like i will be reaching bloodlust tier 2 on myers while with bubba at worst case scenario just first bloodlust tier briefly if i get greedy and refuse to keep bamb and breaking pallets.
Like its just unreal to me lol
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017317#Comment_4017317
Bubba needs speed thats why every bubba you see uses beast marks because his last buffs made chilly basekit with speed but he still sucks with speed without that addon, then his power when charging multiple times you will reach meter and all charges will be lost and you will get into tantrum which is something that should stop his facecamping but now there is antifacecamp meter so this part of his power is no longer needed as feature, he should get some power mode like billy or something because only thing he is good as is guarantee kill when gates are powered and survivor is hooked thats all he offers mostly which is kinda sad.
But I see your point and its valid because there isnt much you can do with weaker killers tbh.
Lowkey out of all m1 killers i have played in this new update, bubba has to take the victory here due to his sheer force of insta down from healthy, dh, scyptic and pretty much anything he can tank unlike myers over here which i did main before the whole rework, then before myers i mained legion double iri + same perks as bubba im running on.
The great thing with bubba is his potential to just rev up chainsaw when survs nowadays go pallet to pallet and its basically just eliminating any potential spot for further time wasting.
Like trust me im the last person to play toxic but dbd at least in europe at 80% killrate the lobbies are filled with tbag sweats who run no mercy perk builds revolving that, so what i do is run as i said corrupt + bamb to make up for that speed and not trade off my 1st gen, get a guaranted hook and from that point on its "enjoyable".
Myers over here he has so much maintainance with his insta down unlike bubba who has to right click hold to rev up, potential for insta chain down unlike myers.
Yes myers breaks pallets faster, bubba is 2nd to him and sometimes 1st if timed rev correctly relating to mindgames and map knowledge.
Like literally bubba is THE only fun killer out of all m1 killers to play as, not againts though unless basement bubba.
People will dislike me but i have fun personality i can do basement bubba too and joke around if they are funny survs.
If i see 0% personality i put my game face on and do what i said in upper post reply
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Im still going to main bubba until devs decide to revert pallet density, add more deadzones and make it rng based so neither survivor or killer can get used to it.
And i will still continue abusing gen regress with bamb and corrupt combo and hook basement and tunnel.
Not stopping until these changes happen
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@Alicia_Tried6041 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016424#Comment_4016424
Yeah because why use actual skill to catch and hook survivors right?
Omg you are so right, who would have figured it takes skill to catch a survivor, if only i had a viable counter to phasing through the loops, pallets when they get pre-dropped on me, oh wait there is a killer and its a nurse!
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016424#Comment_4016424
The antitunnel and antislug might come after killers get gigabuffs and survivors get giganerfs. I don't understand why healing still takes 16s with all the perks in the game, gen should take minimum 120s and base kick damage at least 10 %. Also regression rate might easily be buffed to 0.5ch/s so fully regressing a gen would take 240s which is enough time to stop the regression. I might as well see potential in repair fatiques, meaning that after repairing certain amount of gen survivor's repair speed automatically decreases or that each gen gives global -10 % repair and healing speed to all survivors.
That would be an amazing turn of the events, i have nothing againts long chases as long as gens take time to complete, like people will hate me on the forums but its just not fun as a killer, so much pressure on m1 killers
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Abusing bubba and my build on it to stall the gens and game match further to match new pallet density and no deadzones as we speak.
I will keep doing this until any other m1 killer is fun even bubba feels draining they keep pre dropping, windows, weaponizing 2nd chance perks
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Dear developers if slugging and tunneling gets a heavy nerf then with new pallet density and scarce deadzones should be tweaked.
Consider adding slowness fatigue if a survivor keeps pre dropping pallets and not doing their gen objective.
If thats a no then i will continue using my bubba build and hook basement and continue to tunnel without mercy.
Playing anything else is not fun
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@SpringMyTrap said:
why?
most new pallets are outplayable and arent safe even when predropped.
do better.
I understand it's demotivating when they keep releasing killers that play the game for you or add systems that remove skill from playing survivor, but two wrongs don't make a right.
I dont know man, maybe because all you ever need now is 1x surv running windows dropping all the pallets while the rest will be doing gens.
Dont get me wrong its still winnable as a killer but there is no counter to this anymore since you could generally push them to the deadzone and get hooked or they play back into you and get hooked.
While now even if its as you say useless pallets they still waste the match time and no perk exists or system in place for survivors dropping pallets instead of doing their gen objective.
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@OrangeBear said:
The unique hook effects are garbage. The basekit bbq isn't good when it has extra conditions + survivors know you will always have it. Pop isn't viable on lower tier killers. Haste does nothing for most killers also.
That sums it up.
I would:
- Make BBQ not conditional
- Keep haste speed at 10% but for clown not
- Replace pop for pain res
- Add back live unhook notification
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Myers (legacy before new update: 81%
My legion main: 88-89%
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If it was amplfiied coup you could have really fluid snappy 360° motion