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Coffeecrashing

Coffeecrashing

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  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647411#Comment_3647411

    You literally can't have a tier list for all levels of play. There are killers that absolutely wreck at low MMR and who are pretty weak at high MMR and vice versa. It's generally accepted that most tier lists are from the stance of 'when used to their absolute potential' which generally means the highest level of play, and yes, Nurse is THE strongest killer by a mile at that level.

    This game should have multiple tier lists. That would, at least acknowledge the fact that some killers change tiers depending on skill level.

    People should want to see tier lists that are relevant to their skill level. For example, if someone is mid-MMR, telling them Nurse is S tier is useless, because in the majority of the games they play, killers like Wraith and Legion are going to perform much better than Nurse.

  • The older map filters were absolute garbage. They were usually just one super saturated color, that the entire map was flooded with. It looked awful.

  • Why should anyone bother trying to run information perks, when so many survivors are running perks like distortion and calm spirit? Killers are better off just running full slowdown, which has guaranteed value every game.

  • The biggest problem with solo q are the ragequitters, lone wolf survivors, and survivors that literally throw games away for rift challenges. How is solo q supposed to feel like a team, when it contains people that are clearly anti-team?

    People really should be asking for BHVR to do something about solo q’s lack of working together, in ways that don’t involve getting more information buffs.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647391#Comment_3647391

    Oh yeah i know killer players are super ecstatic about this new mode

    I’ve also been playing as survivor too. It’s a limited time game mode. I can play regular DBD whenever I want, but I can only play Lights out for a few more days.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647411#Comment_3647411

    That doesn’t make her not S tier though. She’s hard to play but that doesn’t take away from the fact that when played well she is without question the best killer in the game.

    Tier lists are generally about how strong a character can be, not about how popular the character is amongst the lower skill players. Every killer is good against bad survivors, so by this logic everyone should be in A tier at the least and pub-stompers like Wraith and Freddy would be S tier.

    And even then, Nurse’s difficulty is greatly over exaggerated so I don’t think the ‘hard to play’ excuse is enough to justify her being any lower.

    Do people really think Nurse is easy to play, but the vast majority of the players just don't want to spend a small amount of time to learn her? Really? So people see tier lists, say "I'm going to play Nurse because she's S tier"..... but then just immediately give up because they lost a few games in a row?

    Really? The only thing keeping the game from turning into a mass invasion of Nurse players, is a small learning curve that the majority of players are too collectively lazy to learn?

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647384#Comment_3647384

    “Why do we even bother having tier lists for 6000+ hour comp games, that use special comp rules, and aren't even remotely like public DBD matches?”

    no one cares about comp

    Any tier list that places Nurse as S tier, doesn't care about the vast majority of the players. If she really was S tier for the vast majority of players, then her pick rate and kill rate would be way higher.

    The percentage of players in this game, where Nurse is literally their highest performing killer, or even their top 3 killers, is so very small. And there are so many players in this game are absolutely terrible at playing her.

  • I've only been playing lights out.

    I don't have to deal with survivors pre-leaving generators at the first hint of a visual terror radius. And with the limited map vision, it's much harder for SWFs to use voice comms to warn each other of which direction I'm going.

  • This is just another tier list that’s not relevant for the vast majority of the players. Nurse is not S tier for most players, and isn’t even S tier for the top 5%.

    Why do we even bother having tier lists for 6000+ hour comp games, that use special comp rules, and aren't even remotely like public DBD matches?

  • @Felgoose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646164#Comment_3646164

    No one would be "punished" by coupling blind angle to fov. Larger fov allows killer to see survivor running for a blind earlier if they have to run through several degrees of fov to get to where they can successfully blind. If an accessibility feature gives players an advantage, it's perfectly reasonable to balance against the feature.

    That's incorrect.

    It doesn't matter what your FoV is, because survivors can always blind a killer outside of their FoV. There's zero requirement for the flashlight (or the flashlight user) to actually be visible on the killer's screen.

    Also, if a survivor is running for a blind, it usually means the killer is already animation locked, and therefore can't move to avoid the flashlight.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645634#Comment_3645634

    Lone wolf isn’t a perk problem though it’s a playstyle problem. As others pointed out, no matter what build or perks someone is running that survivor is still going to be behind a rock or in the corner or in a locker no matter what. Yeah distortion recharges, if you’re in the killers terror radius, which means in some way the player with tokens is engaging. If they’re not guess what, they get 3 aura hides. That’s how it works. Eventually that non contributing survivor is no longer being aura blocked. Nerfing distortion would only help killers, period. It changes nothing for survivor, bc at best if two people(and I never see more than 2 people running it) are running it and no where near the killer at any given time bc the killer is tunneling and not checking gens, that’s three hooks, nobody is dead(unless those three hooks went to one single person, which 2/3 of the matches do go that way anyways, and by no means is distortion even that popular) and now you can see everyone’s aura. Just say y’all want to be spoon fed and have survivors sit in one spot and not do anything. The person keeping up their tokens I want on the team, if ya’ll want to help soloQ go after the person who’s aura is now up after 3 hooks, bc they certainly weren’t engaging OR you couldn’t be bothered to leave the hook to check common survivor locations such as GENS(ya know bc gotta get back fast before they have a chance to heal and reset OR move to a location where you’d have to look for them). If a killer is out looking for survivors, and they’re not on gens what is the big deal, I’ve heard so many times that a person not on a gen is a person you’re not worried about, so odds are distortion nerf, killers are not going after them anyways. I can’t tell you how many times I’ve soloQ to end up being the person on gens while nobody else is in chase or it’s down to two and the killer can see I’m still trying to do objective and still chooses to kill me over the person hiding around the map not doing anything waiting on one of us to die(and I get it, looking for survivors is boring and I’ll probably single handedly finish those 2-3 gens by myself before you find them LOL, that’s satire). You don’t actually care about solo, just upset there’s a counter to your aura build. I wish distortion was more popular bc it’s a lot more helpful than the crappy exhaustion perks, decisive, if everyone hid their aura the killer would have no choice but to go out and look for others vs all the tunneling that happens no matter how the match is going in large majority. My distortion tokens don’t mean jack against a killer checking gens. If more survivors used distortion we might be in a better spot. Solo should run distortion bc if they’re not on comm then they need more protection vs where when I’m in duo I can be like take a hit, finish my gen it’s almost done but I’m in chase, ect. Distortion HELPS Solo mostly. If they can’t run I honestly don’t want them being found for a bit they’re more beneficial on a gen, or still being able to help save. If they’re crap at running you’re not going to have an issue at the end as killer getting them, and if they get hatch and did nothing they’re not pipping and I’m unconcerned as a survivor. It happens, it sucks, but that’s the game. There’s always going to be matches where you get out but someone else deserved to survivor more, or you die but someone else got out that deserved to die bc they’re a terrible team player and selfish. Killers will ALMOST always take the OPPORTUNITY to capitalize off selfish survivors screwing their team. Stealth is viable it’s just uncommon. There’s maybe 2/20 matches where killers will empathize with the person being sandbagged, or body blocked by their own teammate, or the survivor IN CHASE runs up and rips you off the hook even though there’s others who can come get you, to give killer an option me or them.

    TLDR, no leave distortion alone it’s fine.

    Lone wolf is a playstyle problem that needs to be nerfed.

    And if nerfing lone wolf perks isn't enough, then BHVR could also rework the survivor win condition to be more team based. Solo q needs for the survivors to feel like a team. That should be the #1 priority.

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645634#Comment_3645634

    Although I agree with your endpoint (survivor should feel like a team), its also incredibly hard to nerf the 'lone wolf' playstyle since perks don't say the full story.

    For example, I used to run Sole Survivor, Wake Up, Adrenaline & Fixated. Most people would look at that build and assume I was a stealthy player, didn't care about my team, etc. But the reason I really started running it is b/c back then, I was repeatedly the last or 2nd last survivor remaining and I wanted to give myself an actual chance of getting out (not by hatch), in a situation I'd otherwise be guaranteed dead in. I still played the match out as I always do, doing gens, going for saves, taking protection hits or bodyblocking the killer in chase if needed, etc. The build was for 1 situation IF it came to that. Otherwise I played completely normally and you wouldn't even know I was running it till in spectator or end-game lobby.

    The same way, a lot of people don't use Distortion to JUST hide. They just want to mitigate the aura reading. And that isn't on them, if the other teammates aren't running Distortion. With how much aura reading there is today & how often its brought into matches, people are more to blame if anything for not running Distortion, than the other way around.

    And as for the whole 'nerf killer strats' but ignore 'survivor strats'..I mean one strat essentially kills your team. The other rewards you with a ton of pressure & a W. Both scenarios, the killer gets reward from. I'm all for doing something to deter that lone wolf playstyle. I want survivors to play like a team & not have 1 person hiding out or doing nothing but totems and divebombing. We agree there. I just think tunneling is a far more important problem to address.

    Are you seriously blaming other survivors for not picking Distortion? Really?

    And you also just admitted that you picked lone wolf perks, because (before the game even starts), you wanted to escape not as a team. Do you know how many people use those perks, excessively hide all match, and just watch their teammates die? Because to them, it's more efficient to be the last survivor, by any means possible, so they can use their lone wolf build?

  • @Snowbawlzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645204#Comment_3645204

    I don't believe for a second you want these perks nerfed because you play survivor and want the game healthier for survivors

    I think many people have been complaining to BHVR to help close the gap between solo q and SWF.

    Part of this bridging process involved survivor buffs like the Survivor HUD. It makes sense that some of the bridging process could involve nerfs to problematic survivor behavior. Do people really expect the bridging process to be 100% survivor buffs, or 100% killer nerfs? Really?

    People are so quick to demand nerfs for killer strategies.... but when the topic is survivor strategies it's "oh no, we shouldn't do that"?

    @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645204#Comment_3645204

    BHVR also says 'lone wolf' is a totally viable playstyle. So none of this makes sense to me. Hiding is possible without these perks, but not really. Any aura killer will sniff them out pretty quick.

    I can't get on board with this nerf speak. Distortion in particular needs to remain as is. Lone wolf or not, this will only hurt solo'Q by taking away a tool.

    Especially for new players. My first time as survivor was freakishly terrifying. I was so nervous. Hiding is wonderful to learn and see whats happening for game information. .... And here I was going to say distortion helps players like this. But lets be honest, I don't think it would help. This new player will see what 'tunneling' is, and likely quit after a few games. Ah well.

    Regardless, nerfing everything seems to be the culture here now. Let's keep it going!

    Opinions don't need to last forever. BHVR can change their minds, and say "hey, we told everyone the gap between solo q and SWF is mostly solo q not working together as much, so we're going to throws some nerfs to lone wolf, to help out solo q"

    Solo q would be better off if lone wolf was nerfed. Survivors should feel like a team, and it's really difficult to feel like a team, when one of the survivors has decided (even before the game has started) that they don't want to be a team player.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641137#Comment_3641137

    I just tried again today, and I'm on PC...

    1) Victor still has issues jumping off of ledges (he hits invisible walls if he's high up in the air)

    2) Victor still has issues jumping if his back is touching a wall

    3) Victor can jump over pallets and windows (which was one of the things that was broken alongside #1 and #2). I can't tell if the minimum range is off by a bit though. I do hope that during the Twins patch, BHVR can revisit the minimum distance to jump over pallets and windows, because it always just feels arbitrarily longer than it should be.

    All 3 of these things are fixed! (I confirmed that #3 was broken too) Thank you!

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644783#Comment_3644783

    Nerfing perks is not how you fix 'the gap' imo. So that I understand perspective, why does anything a perk does have anything to do with addressing the gap? Hiding and such will happen just as often, with or without any perk in the game. It's a playstyle choice, just like tunneling, for example. Come on... This can't be how the game is 'fixed', by nerfing perks constantly, one after another.

    BHVR said the gap is primarily due to the fact that solo q doesn't necessarily work together as much as SWF. Perks that encourage survivors to not work together, are therefore a problem. And yes, there are enough Distortion users that are playing "lone wolf", that it's a problem. Other lone wolf perks, like Calm Spirit, Sole Survivor, and Wake Up, should also be nerfed.

    And yes, people can still hide without those perks. The goal isn't to completely remove hiding from the game. It's just to nerf or rework the perks that are encouraging or rewarding survivors for playing lone wolf strategies.

    And yes, when a survivor excessively hides, and refuses to help with chases, that's lone wolf. And it doesn't matter if they are repairing generators, or occasionally unhooking a survivor when they think it's absolutely safe to do so. They're still sangbagging their team, and hurting their team's overall chances of survival.

  • @Tabatha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644852#Comment_3644852

    You only acknowledge the worst possible outcomes and disregard any ways that someone can run Distortion and be an asset to their team. Not all Distortion users don't loop, not every user hides in a bush and waits for their team to die. You are purposely referencing the worst case scenario and downplaying any of the positives. Worse than downplaying, you are completely disregarding them.

    Not to be rude but that just seems dishonest.

    It's not a rare "worst possible outcome". It's literally what I see the majority of the time with Distortion users.

  • @Tabatha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644660#Comment_3644660

    Wouldn't it be better to improve the tools solo queue survivors have to coordinate instead of just taking stuff away?

    How does removing Distortion help solo survivors coordinate to beat a 3 gen strat? 8 regression events per gen is way more than enough to wipe out most solo teams. Most players are not high MMR and go down in chase like stack of bricks being dropped from a skyscraper. Git Gud is a bad answer when that requires playing for hundreds of hours. It's just unrealistic.

    Distortion can help you get to gens unnoticed. It can also be great for getting survivors off the hook and getting them reset to avoid the tunnel. Combine Distortion with CS, WMI and Botany and you can get past a killer and reset a vulnerable survivor fast and give them a chance ready for when the killer returns to the hook.

    I get some players suck (I'm looking at you, every anonymous Jill player I encounter), but people should acknowledge the positives effects of stealth builds and not only the negatives. Stealth players may not run the killer very often, but they can be incredibly effective support for their team.

    No. When I'm survivor, I'd never ever want teammates that want to excessively hide, instead of helping with their share of the chases. Pretty much every survivor can hold M1 on a generator. There's nothing special or supportive of teammates that are excessively hiding.

    And those survivors are double bad for their team, because 1) they don't want to help with chases, and 2) they're usually really bad at chases, and their stealth build is artificially inflating their MMR, which means that if the killer does find them, it's usually a quick trip to a hook.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644660#Comment_3644660

    You assume playing selfishly is wrong. You're right this does encourage a bit of selfish playstyle, but so does numerous other perks. Going to nerf those too?

    Distortion is fine. It is needed in the current meta. Step back and examine yourself, please. Ty, @Reinami I really like that line lol

    Except that BHVR directly told us the gap between solo q and SWF is mostly due to solo q not working together as much.

    Do you want BHVR to address the gap between solo q and SWF, or are you happy with solo q right now?

  • BHVR said the biggest gap between solo q and SWF is the players, and the fact that solo q might not work together as much. Distortion therefore should be nerfed, because it encourages a lone wolf playstyle, where the player has already decided to play selfishly, even before the game has even started.

    Does everyone remember that Eruption was nerfed, because some people were using it to make extended 3-gen games? It didn't matter that "not all killers" were doing this. Likewise, it doesn't matter if "not all survivors" are playing selfishly when they equip Distortion. BHVR should continue to close the gap between solo q and SWF, and should focus on perks that encourage anti-teamwork.

  • Survivors also get their Survivor (chasing indicator) HUD. It ruins part of the suspense when survivors know if the killer is currently chasing someone.

  • image.png

    Behaviour's new game has a real FoV slider. Look how it's an actual FoV range, that's not purposely bad like it is in DBD. So Behaviour does understand what FoV sliders usually look like, and just purposely gives DBD the worst possible FoV range.

    Seriously, can we be allowed to go up to 110 FoV in this DBD game? It's going to be so sad when I'm playing 110-120 in their new game, then I load into a DBD game and get stuck at this garbage 103 FoV.

  • @EQWashu said:

    Hey @maikl100,

    Thank you for your report! When you have a moment, would you be able to confirm this issue is occurring after the 7.5.0 Update released earlier this week? And also, what platform you are playing on? Thank you!

    I just tried again today, and I'm on PC...

    1) Victor still has issues jumping off of ledges (he hits invisible walls if he's high up in the air)

    2) Victor still has issues jumping if his back is touching a wall

    3) Victor can jump over pallets and windows (which was one of the things that was broken alongside #1 and #2). I can't tell if the minimum range is off by a bit though. I do hope that during the Twins patch, BHVR can revisit the minimum distance to jump over pallets and windows, because it always just feels arbitrarily longer than it should be.

  • @brokedownpalace said:

    Did the devs forget Mikaela was released with glasses in her default skin? Are they anti-nerd? Did Big Contacts buy them out??

    I thought those were fake prop glasses to go with her Halloween costume, and it's her default outfit because that's what she was wearing when she was taken by the fog...

    "That evening when the host called Mikaela's name at the Endless Halloween Festival, she boldly stepped on stage, dressed in a costume: a black dress matched with a wide, witchy hat." and "A thick black fog engulfed Mikaela, to the audience's amazement. And no one saw Mikaela Reid again."

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643088#Comment_3643088

    I've just edited my post, I do mean exclusively Solo. Sorry for not making that clear.

    This won't show people anything because we don't usually know if all 4 survivors are solo.

    What this will show is that when people have really limited vision of the map, and zero perks, that voice communications are an even bigger game advantage than they are in the regular mode.

  • @FreeKnives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641546#Comment_3641546

    Yes but our point is that you are trying to prevent something that gives enjoyment and soul to the overall character, not touch his basekit, at the 1% chance it give you an advantage. And thats why we are saying this.

    I would watch vods of competitive Trickster Mains then. Maybe ask Wacek if he ever felt the sound got in his way of his 252 winstreak....as 4.4 Trickster. It didn't seem that he had issues with winning when Tricksters sounds were present. And Revvium here has been playing Trickster so long, that he can listen to music while playing him and still win. I cant do that, because Im still learning and inexperienced, so I need to focus when playing Trickster, because I'm in experienced. But for me, no immersion is soul-sucking and voicelines and sfx depth with this character are what made me and many Trickster Mains I know fall in love with this character. Hell you can even hear Otz excitement when this character came out, and when he heard him laugh. It was an overall feel of the character. So yes everybody's opinion is valid, but maybe your opinion is coming from an angle that you dont realize is the issue. Maybe as you go and learn, you will be able to predict survivor movement and wont feel you need any and every advantage to get the wins with Trickster. Cause you could always get wins and do well with this character even as 4.4, you just needed experience to do so. But even if you dont have the experience, and lose a lot, most people love this character, for the feel of playing him not because hes a winner. We all played him as 4.4 Trickster, some played the original launch Trickster...lol, you had to love more about him than wins cause if that was the case...why didn't we just learn and main Blight, or Nurse then?

    Streamers are sometimes the worst people to ask for opinions, because many of them are dramatic on purpose, and release dramatic clickbait videos, just to get clicks. And some of them throw entire games away for Youtube montages. And saying words like "most Trickster players" is misleading, because you really don't have a representative sample of the players.

    If the sound really is just a "immersion experience", then give me a volume slider to turn off voice lines, and give me a volume slider to lower the volume of killer sound effects.

    Also, I'm still a Blight and Nurse main. And yes, their repetitive noises are obnoxious too, and I wish I could volume slider them much lower. The difference is that Blight and Nurse are currently stuck with their garbage loud noises, but Trickster currently isn't stuck with garbage loud noises. So there is actual hope BHVR can keep Trickster at his currently good sound levels.

  • @RFSa09 said:

    please guys, don't be disrespectful to each other, I just talked about my experience with hillbilly, it's not like I want all billy players to die and the character to go back to the state he was before, I just want they are consistent in this balancing issue, it has been 5 or 4 months since the alien was released, they received a lot of feedback about how the window of opportunity to react was tiny, why they keep doing this? btw billy is so fun to play as

    That is what you are asking for though. Xeno's pickrate tanked after the cooldown nerf, and Blight's iri is garbage after the cooldown nerf (especially if it's bugged, and if it's intended to be worse than it currently is). And Chucky's nerf didn't really do much, because it's still pretty much a guaranteed hit on a giant cooldown (which I think is super boring, but other people seem to like it).

    If Billy is forced to only make M2 attacks in melee/curve range, and is forced to just walk around and M1 otherwise, it would be super boring. He loses so much distance from his charge times and cooldown times, that if you make it worse, then he's literally better off just walking around most of the time. And if the cooldown gets worse, then people might not even try to M2 unless they 100% know it will hit, which will kill the fun for them. Billy players like to take risks, and go for goofy hits that probably won't work. But that won't happen if they get punished too much for missing. That's not even getting to the point where his power is so obnoxious to control in the curve window, that many players will just botch hits just from that, and punishing them with long cooldowns will kill their fun too.

  • @Mooks said:

    Wasn’t it part of BHVRs stream where they also announced MyM (and that other one, Misfits?)?

    also there was some kind of beta a few weeks ago where content creators could also stream it? Idk, I somehow didn’t look any further into it but I have seen it mentioned here and there…

    I missed all of that I guess. I think Make your Maker, Hooked on you, and Misfits all had some sort of DBD crossover, whether it's charms or cosmetics or weapons or whatever. I also missed all of the content creator streaming

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641675#Comment_3641675

    a good billy trying to hit the survivor shouldn´t be missing m2 if he´s literally hugging the survivor in a full deadzone, his power is already good for zoning without the non existent cooldown, he doesn´t need a 9 minutes stun, just enough ´´stun´´ time to the survivor actually have something to do, if the survivor is in a dead zone you shouldn´t be missing

    I literally said outside of curve distance. Literally no one is saying his power is unreliable at melee range.

    The problem is that if his cooldown is too large, then he might as well not even try to ever M2 survivors that are outside of curve range, which is super boring.

  • The difference is that Billy isn't realistically expected to hit M2 attacks that are outside of melee/curve range, so he needs a low cooldown so he can use his power for zoning. Billy's turning speed outside of the curve window is AWFUL, and it's way too easy for survivors to avoid his chainsaw outside of curve range.

    Those other killers on your list are realistically expected to hit with their power, so having a harsh cooldown makes sense.

  • @Revvium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633082#Comment_3633082

    Tricksters sound design was probably the best sound design that this game has ever had, trying to entice sound design bugs to remain (while unintentional) for the sake of winning? It's fine if you don't want to be immersed in this game but trying to say that Trickster saying 2 syllable phrases is "hurting your chances of finding a survivor" feels contrarian and along the lines of a hypercompetitive-only-wants-to-win-mentality. You will not always win games, so ripping the guts out of the game just kills the overall atmosphere and enjoyment.

    Respectfully I'm a fan of my killers having sound depth, personality and artistic design. I don't remember ever losing a survivor because I got a voiceline while stunned, reloading, or having someone wiggle off my shoulder. and I play this game a lot and watch a ton of VODS of this character in competitive settings.

    This is a PvP game. Yes I'm trying to win. There's nothing wrong with trying to win in a PvP game.

    I'm not trying to "rip the guts out of the game". I'm wanting this character to be as good as he can be, for actually winning games. Yes this is a valid viewpoint.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641121#Comment_3641121

    I don’t have much of a say on it one way or the other…I don’t play trickster, so I am not really sure of everything that goes on with him. I leave that to the trickster mains.

    However, there are a few trickster mains that are trying to get behavior to fix some of the animations that are broken, voice lines and UI issues for a survivors because that is broken as well apparently. I haven’t tested it myself, but again, according to some of the trickster mains that have I am gonna take their word on it. (These are the said “feedback” that is being provided in addition to rework you mentioned”)

    Sadakos first rework per the developers intentions was to make condemn more threatening, they succeeded. It was probably a little too much.

    With another rework later, after getting it correct on the PTB now it’s barely a threat at all, and now she is extremely under-tuned. @radiantHero23 If I have stated this correctly my friend. Sometimes I miss details.

    The problem is that a lot of unnecessary nerfs are bundled in with the suggestions.

    If the suggestions are for Trickster to be louder, or make more noises, or make more varied noises... then we don't need those nerfs in the game. Trickster doesn't need obnoxiously unnecessary noises, that can cover up important survivor noises, just so some people can have "immersion". It's difficult enough to hear survivors, especially with the overtuned sound occlusion. And just because someone mains a certain killer, doesn't mean they'll have better ideas on how to balance that killer.

    Trickster being quieter all around, is a good thing, because it's easier to hear other stuff.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641025#Comment_3641025

    One can always try. :)

    Theres nothing wrong with sending out other ideas and feedback for the developers to consider.

    People aren’t sending out new ideas though. People just keep asking for the rework to be reverted.

    Sadako’s rework was partially reverted for the sake of survivors. Every single part of her rework was designed to make it more difficult for survivors to get condemn killed. Global condemn was reverted for the survivors…. not for the Sadako players.

    So there’s no pressing reason to revert Trickster’s rework. The complaints about him being unfair for survivors, is pretty much where it was before then rework. He’s still “a worse Huntress” for just about everything except camping a hook in a dead zone when 2-3 survivors are trying to swarm the hook for a save. So there isn’t much of a reason to have mass complaints about him being too powerful currently.

  • I think it’s safe to assume that Trickster dropped off the watch list when his pinned forum thread got unpinned.

    New Trickster is easier for console users, his movement speed got raised to help him with the high amount of clutter the newer maps have, he can use Main Event a lot more often, and his kill rate is probably way better because of all this. I think these are all the goals BHVR wanted to achieve.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640934#Comment_3640934

    And we all know how slow BHVR is.

    It took 3 years finally giving some nerfs to Blight.

    They are slow. Like it or hate it, that's the fact.

    We all know how selectively slow BHVR is. If they wanted to nerf FTP + Buckle Up, then they would have done so already. This isn't a court case that needs to go through hundreds of legal steps to ratify. They could literally just say "we don't think it's fair these perks combo, so they don't combo anymore". That's it. It doesn't take months of meetings, where the world's greatest minds gather in grandiose summit meetings, to determine how to solve the insurmountable mystery of how to nerf this combo.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640888#Comment_3640888

    Yeah go for it , make this post us vs them.

    Devs said they know issue with FtP + BU and looking for solution but yeah. Please continue us vs them when people simply point issues.

    "Looking for solution" isn't an acceptable response. It doesn't take months to just say "hey, these two perks don't combo anymore". They could just say FTP is supposed to be a health swap instead of a heal, so it doesn't combo anymore. That's it.

    The truth is BHVR just doesn't want to nerf it at the moment, because if they did want to nerf it, the solution is super easy to think up.

  • I would absolutely hate this. I shouldn’t be forced to listen to other survivors saying the same tired lines over and over and over.

    There should be “voice line” volume controls in the option menu, so I can turn off everyone’s voice lines.

  • I recently saw the new Billy and Blight addon nerfs, that didn’t exist on the PTB.

    It’s just so sad that BHVR is so quick to create new nerfs that didn’t exist on the PTB, but we’re still stuck at 103 FoV even though we all know the functionality to go to 110 is in the game, if BHVR would allow us to use it.

    Seriously, how many people have played lots of games with FoV sliders, and thought that 103 is a reasonable upper bound for an FoV slider?

  • Did the cooldown addons get nerfed? They both say "does not apply in overdrive", but I don't remember them saying that during the PTB?

  • 360s can still trigger the forced short M1 attack mechanic, that can steal hits from the killer. Yes, there is a game mechanic that can steal hits from the killer, and it doesn’t matter what FoV you are using.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638946#Comment_3638946

    You can't bring any items in, you can only search chests in game, and visibility is restricted to like 4m. Good luck to anyone who can navigate that well enough to get a flashlight save

    Flashlight saving distance should have also been reduced, so that SWFs can’t use voice comms to bypass the game mode’s visibility changes.

  • Trying to control Billy during the curve window still feels unnecessarily difficult, compared to killers like Blight.

    Can Billy have two sensitivity sliders: one for the curve window, and one that's for the rest of his chainsaw dashing? My mouse DPI is always fairly high, and during the curve window it feels like I need to move my mouse in 1 millimeter increments so that I don't spin uncontrollably.

  • @[Deleted User] said:

    I could be totally wrong but I feel they are doing this to test the waters. Even in the stream when they mentioned more to come they prefaced with "subject to change". Makes me think if it turns out a disaster they might scrap doing any more.

    I also think this is an experiment to see what happens when multiple game modes exist at the same time.

    Also, is anyone actually excited about this event? It sounds like a broken mess. SWFs using voice comms to coordinate flashlight saves sounds obnoxious enough that I’d rather just skip the whole event as killer. The game mode is so dark that it’s not practical to search the area for flashlights, and SWFs can use voice comms to alert each other when they are being picked up, which allows flashlight saves even if the flashlight user can’t see the killer while they are hiding.

  • I still want the maximum FoV to be 110.

    103 horizontal FoV works for accessibility, but it still feels really bad being stuck at 103 horizontal FoV, when pretty much every other game with an FoV slider goes way way higher than that. BHVR can make the FoV slider an accessibility AND quality of life feature.

    Survivors got an entire survivor HUD, a visual terror radius, anti-face camping stuff, and anti-3 gen stuff. So much thought, effort, and caring went into these features. Can we please have the one feature created for killers actually feel good, instead of it being the worst FoV range that I've ever seen in an FoV slider?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637091#Comment_3637091

    That directional phase only really matters from a distance. At short loops the sound sort of meshes together and at the end of the day shes still moving at almost twice your speed, which gives her a lot more room for error

    You’re probably facing the wrong way. For example, if you loop around an object counter-clockwise, and always look forward, then Spirit will be to your left regardless of where she is in the loop, which isn’t helpful at all.

    You’re supposed to look towards the loop itself, so that the directional audio will actually be different, depending on which direction she is moving.

    As a more advanced tactic, you would actually move your camera slightly left or right to confirm Spirit’s location. For example, if you think Spirit is looping counter-clockwise, and you are facing the loop, then you should move the camera to the right a bit, so that if Spirit really is going that direction, your camera is angled far enough that the directional audio will be fully on the left side.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636218#Comment_3636218

    And the mechanics have also been explained by the devs themselves.

    and im ngl I trust them more

    I really don't care who you trust. The rock example you gave happens because the proximity checks are completely separate from the hit validation checks. And yes, this can happen in the open, especially when survivors are purposely trying to 360. The quick 360 movement can confuse the proximity check into thinking the killer is close enough for a short m1 attack, but the survivor spins away so quickly that the survivor is too far away for a short m1 attack, by the time the hit validation check happens.

    And if the proximity checks are based on the killer side instead of the server side, then this mechanic is more likely to steal hits when latency is high.

    Also, if I am completely wrong about this whole thing, then BHVR could easily just correct me. But the only official statement I've ever seen was something awkward like "we're not saying it can't ever steal hits", which doesn't really mean anything.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636112#Comment_3636112

    it certainly does. you can still traverse indoor maps fine with double speed, vial, it was just making it easier for you. the recharge speed only helped him in chase. the only indoor map i agree with is Lery’s. that map is probably one of his worst maps.

    current vial allows him to be super lethal, whether it’s traversing the map faster or ending a chase in 15-30 seconds. you’re rewarded too much, and should never lose running vial. that’s the problem with vial. that’s why it deserved a nerf, it was super unhealthy & free.

    it makes absolutely zero sense to add a speed bonus back to vial when they could have just buffed blighted crow a bit. 4% instead of 3%. that would have been fine. buffing vial, actually making it slightly better than it is now with the add-on changes, who thought that’d be a good idea?

    c33 is just not going to be worth using now. i can just run ring + vial and get way more value.

    Again, BHVR never said that every Blight addon change needed to be a nerf. That's something you made up. They repeatedly said this was an addon pass, and even told us they aren't necessarily going to nerf every addon they change.

    And c33 being useless has nothing to do with vial. Honestly, I wouldn't use c33 even if it's only a 10 second lockout for pallet hits. It's just way too much power downtime, especially when some maps are pallet heavy, and especially when many SWFs like to aggressively bodyblock for each other. It's also way too much power lockout, considering that BHVR still hasn't fixed object collision, and there are still so many objects where Blight can slide uncontrollably off of.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636081#Comment_3636081

    Not only the recharge rate.

    You had 7 rush tokens

    10% speed (16% with Crow)

    20 degree turn angle

    And a silly hitbox on top of that.

    Vial + Notes was busted cause of the recharge time, yes. But Vial itself was a problem.

    Changing it to 5% from 10% isn’t much of a nerf considering you still have 7 rush tokens, no more turn rate penalty & the 20 degree turn angle bonus, you’re going from nerfing his lethality to rebuffing his lethality with Vial, making it slightly better than before and changing C33 to be utterly pointless to run. Do you see my point?

    What BHVR could have done was balance around Vial. It was fine and in a better spot on the PTB. If they were going to buff it, they could’ve removed the 2 extra tokens.

    Onto forcing Blight into a longer cooldown, the cooldown is still pretty short that it will barely hurt a good Blight.

    Everything doesn't revolve entirely around chase power.

    Blight's ability to traverse maps is one of his biggest strengths. The most important part of vial was the recharge speed, because it meant he could traverse indoor maps (like RPD and Lery) much faster, even though those maps have a whole bunch of forced turns that require way more tokens to navigate than the open maps. This is also why the speed addons were nerfed.

    This was also the main motivator of Nurse's addon nerfs. The nerfs and removal of her range and recharge addons means she took an absolutely huge nerf for sustained map traversal speed.

    Sustained map traversal speed is very important, because many survivors like to pre-leave generators at the first sign of a visual terror radius. The quicker a killer can go from "survivor is in the terror radius" to "killer is at the generator the survivor was working on", the higher chance that they'll catch the survivor, or at least catch any signs of where the survivor went.

    Sustained map traversal speed also makes it easier to defend generators, or to get in a chase with a survivor that is 30 yards away and is running away from the killer.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635936#Comment_3635936

    It doesn’t make sense adding a speed bonus back to an already once before, strong add-on. The token recharge bonus is gone.. but now the -55 turn rate penalty is gone. I’d argue Vial will now be even better than before.

    Vial + crow paired won’t be 16% anymore but 8% is still pretty good for an add-on with a lot of bonuses. You may as well change Vial’s rarity to Iri.

    The issue with community feedback is there are people who don’t even play the killer or put time in to understand the killer that advocate for the silliest changes.

    You never saw a good Blight run Vial + crow because they knew how lethal of an add-on it was. Double speed was balanced. Survivors could still outplay a Blight running double speed, Vial, you were guaranteed a hit. You were rewarded too much with Vial.

    Let’s also bring Vial’s hitbox into the argument. Vial has an atrocious hitbox with objects and survivors that’s never been addressed, which also makes Vial a silly add-on to run realistically.

    C33 was indeed overnerfed. 11% consecutively over 3? meters, but in compensation BHVR re-buffs Blight’s most strongest add-on? That’s not smart.

    I don’t think BHVR realizes keeping the turn angle bonus and removing the turn rate penalty just made him better. They should have removed the 2 extra rush tokens and turn angle bonus if they were going to do this, and reintroduce the token recharge– then, it’d be fair. Think about it, 7 rush tokens + 5% speed (8% with Crow), no turn rate penalty, 20 degree turn angle.. That’s not really fixing the problem current Adrenaline Vial has. You’re just reintroducing how incredibly lethal and aggressive he was with this add-on but now with no turn rate penalty.

    C33 now caps at 3 stacks. They should have left it at 33%, or, bring it down some. 11% is literally making the add-on not worth running. I’d understand nerfing it if it didn’t get capped, but I’m pretty sure it was just bugged on the PTB so that didn’t justify an overnerf.

    The strongest part of vial was always the recharge rate. Vial + Shredded notes might as well be infinite rushes, because of how ridiculously quick the tokens recharge.

    If you haven’t noticed, the new theme seems to be nerfing time efficiency. We have Chucky, who some people think gets “guaranteed hits with their M2”, but their M2 is on a really long cooldown. And we have the reworked Bloght addon, where Blight literally gets infinite rushes, but has a really long cooldown. And now vial is getting nerfed, to force Blight to have a longer cooldown. And alch ring got reworked, so it forces Blight to have a longer cooldown.

    Also, BHVR never said this was supposed to be a nerf patch for Blight. They repeatedly said addon pass, which this is. Blight is absolutely getting overall nerfed from this addon pass, and that’s the important part.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636034#Comment_3636034

    Its not a flat refusal, they have addressed it in the past on a live stream. It does sort of exist but the only time it really "steals" a hit is if an object gets in the way at the very frame. They showcased an example at a simplw MacMillan rock loop where the killer was doing a lunge and you could see aim dressing doing its magic, but a part of the rock got in the way of the swing and it hit that instead. Hits out in the open tho? Aim dressing has absolutely nothing to do with it and is purely user error.

    So yes, it can rob hits at loops with a very very VERY small chance, but out in the open? Purely user error

    Well, no. The mechanic can clearly forbid a killer from lunging out in the open, the mechanic can clearly force the killer into making an M1 attack, and then it can clearly steal the hit from the killer, because when the game finally makes the hit validation check, the survivor is too far away from the short m1 attack to hit.

    The actual problem is the proximity checks to determine if the game will force a short m1 attack, are completely separate from the hit validation checks to see if the killer actually hits the attack.

    The solution really should be, that the game shouldn't make proximity checks that are separate from hit validation checks. In other words, the game should first make hit validation checks, and then if the hit validation checks say "YES", then it can make proximity checks to see if it should forbid a lunge, or cut a lunge short.

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