CompetitifDBD
CompetitifDBD
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@colossusqw said:
The division between the upvotes and downvotes is pretty interesting, (currently it's 4 upvotes to 3 downvotes) though especially for the downvotes, it can be a bit confusing to know which part of it you dislike. Is it the idea of anti tunneling/slugging changes in general? The proposed counterbalance to gen speeds? Both? Something else entirely that i'm missing?
This is exactly why you should have to comment first before you downvote someone's post or downvotes should've just stayed gone. We have no idea what it is people dislike unless they actually participate in the conversation. This isn't a broad topic, give your thoughts on what he said or don't even bother looking at the post. Have some decency and common sense
Edit: Down/Up Votes shouldn't be anonymous. That way, consistent forum users can know who has major bias towards certain topics or user's opinions.
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@Paranoia817 said:
I disagree with everything you said brother. Let me go into detail on why.
1- "Thats the only situation where slugging IS warranted and rather strategic."
Any strategy can be called strategic. Slugging, camping, tunneling can all fall in that category. Doesn't mean it's wrong or right but I think we can all agree it's looked down upon for for good reason.
2- "This is easily fixable if the first survivor downed gets basekit unbreakable"
So your idea to fix this is to use a particular perk. Then to fix the pallet density problems killers can just go with Spirit Fury and brutal strength… But lets say I use unbreakable and pick myself up. Now the other person goes down and we're right back where we are. There needs to be an incentive for the killer to pick up.
3- "though this doesn't even need to be a thing if you die in spots far away from your teammates"
This is untrue. You can be on opposite sides of the map and it wont make a difference. If you're crawling you have less then 1% to survive no matter where the last 2 were located on the map. Also it's irrelevant to my argument. I simply want to incentivize the last 2 survivor pick ups because that's where it almost ALWAYS happen.
4- "It would just be yet another survivor buff that rewards inexperienced players and is easily weaponized by SWFs and coordinated groups."
This is a end game buff. SWF would be broken by this point. What possible information can you give for the last 2 survivors. "Hey he's chasing you." The one being chased already knows that. "Hey I'm over here on the floor" The one still standing can see the aura of the downed survivor. "Hey the killer is over here." Ok thanks but I'm in the locker sooo… yeah. "Oh now he's over there" Cool, thanks. Still in the locker.
The purpose of this is to prevent end game slugging when only 2 survivors are left. Hell, I'll even settle with giving a killer a perk where he see's the aura of survivors when carrying a survivor for so and so seconds for so and so distance to kinda counter the hiding when there is only 2 survivors.
Any strategy can be called strategic. Slugging, camping, tunneling can all fall in that category. Doesn't mean it's wrong or right but I think we can all agree it's looked down upon for for good reason.
Slugging when the game is basically over is not looked down upon. Where did you come up with this fact?
So your idea to fix this is to use a particular perk. Then to fix the pallet density problems killers can just go with Spirit Fury and brutal strength… But lets say I use unbreakable and pick myself up. Now the other person goes down and we're right back where we are. There needs to be an incentive for the killer to pick up.
No there doesn't. The incentive is you can't have everyone on the ground forever, and you have 3 potential hooks. Thats plenty of an incentive, especially if they bring back the even hooking buffs from the PTB.
This is untrue. You can be on opposite sides of the map and it wont make a difference. If you're crawling you have less then 1% to survive no matter where the last 2 were located on the map. Also it's irrelevant to my argument. I simply want to incentivize the last 2 survivor pick ups because that's where it almost ALWAYS happen.
If you're on the opposite side of the map, the killer will take ages to traverse between slugs, and in the time they're doing that, the last standing survivor can easily pick up at least one slug. You're wrong.
This is a end game buff. SWF would be broken by this point. What possible information can you give for the last 2 survivors. "Hey he's chasing you." The one being chased already knows that. "Hey I'm over here on the floor" The one still standing can see the aura of the downed survivor. "Hey the killer is over here." Ok thanks but I'm in the locker sooo… yeah. "Oh now he's over there" Cool, thanks. Still in the locker.
So you're just proving my point? I'm trying to tell you that thats a stupid and pointless feature, since you've already lost at that point. Slugging shouldn't bother survivors if its being done when the games already lost and the reason they all got slugged was genuinely their own faults. But when players are getting slugged at 4 gens all trying to save someone being hooked, then they should have a second chance, especially since in against insta down killers saves are impossible if they proxy camp the hook. Though as I've already said, 4 man slugging is really easy to recover from already, so any form of basekit Unbreakable shouldn't be a thing.
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@Paranoia817 said:
Hear me out. I'm not saying for the whole game. However, we all know what happens when it's the last 2 survivors… Yeah, the slugging commences. Either I'm on the ground for 3min doing nothing or I'm hiding locker to locker. If it's the last 2 survivors it gives the killer incentive to pick up and hook and gives the last survivor a small fighting chance. At this point the killer has already won, it won't really hurt any level of a player playing the killer because the game is already at the end stage and he's already has half the kills, so he's just moping up.
The majority of this game is solo Q and we all know it is sometimes unbearable. So when we're teamed up with new players which is fine, it will give us a fighting chance in the end game.
Thats the only situation where slugging IS warranted and rather strategic. Actual Slugging is when all 4 survivors are alive and being slugged for the 4K, which is very uncommon but very unfun to vs. This is easily fixable if the first survivor downed gets basekit unbreakable, though this doesn't even need to be a thing if you die in spots far away from your teammates. It would just be yet another survivor buff that rewards inexperienced players and is easily weaponized by SWFs and coordinated groups.
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@GAMELORD6422891 said:
BHVR RE Add flicks. Oni feels like ######### to play now. He wasn't even OP when he had them. It's already I have to earn first hit on the garbage maps that I keep getting and now I get clunky mess of a character after getting power.
He can still do 360s, but he has a horrible turn rate now
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011727#Comment_4011727
Seeing as majority of games survivors complete all generators
Source?
Wdym "source?" Do you only play S tier killers with the best meta perks?
The game is survivor sided, any group of decent solo queue players will wipe almost all killers effortlessly
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011347#Comment_4011347
What is it supposed to do, if not exactly that?
Seeing as majority of games survivors complete all generators, this perk really should not be so strong if its gonna get that much value.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011347#Comment_4011347
the same thing can be said about every other endgame killer perk. Noed and no way out can single handedly win a losing game for the killer just how hope or pre nerf adrenaline could single handedly win a losing game for the survivors. Endgame perks are supposed to be strong because their sole purpose is to give which ever role one last push to try and secure a win. It’s also never a guarantee that the survivor who brings an endgame perk even makes it to the endgame, meaning they’re playing with 3/4 perks for majority of the game sometimes the entire game. Killers can guarantee they make it to the endgame just by letting the survs do all the generators uninterrupted.
Both those perks are also broken, no disagreeing there. There are situations where these perks just shouldn't trigger though. Like no expose when near the hex for NOED, or no No Way Out when there's only one survivor left, and Hope should disable if the user is near an exit gate.
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@PhisixX said:
The nerf nobody asked for…
What once was a fun, balanced perk, is no more.
I will not use a 5% Hope
This perk was way too strong at 7%. At least when it was temporary, that massive boost was understandable, but this one perk made a huge difference in whether you make a gate or not, which shouldn't be happening
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@Roaroftime said:
I don't think I've ever had such an unenjoyable gaming experience in over 2 decades of life than TRYING to learn Oni's power. I watch Youtube tutorials on how to play him and I'm told "spam your mouse up and down frantically and spam A+D or you'll run into a wall or not turn at all" like who has time for that?? When I get home after a long day of work I want simple controls i.e. Nurse or Krasue. Pls stop making certain killer powers feel so painful to learn not all of us have the time and then maybe we wouldn't get ghouls and krasues every single round.
The moment a cocky survivor says "gg ez" when I'm trying to learn a new killer you can guarantee I'm bringing my Krasue or Ghoul out with full meta build and then they'll be moaning in the next end game chat for a different reason. Like I'm so sorry for trying to add a new killer to my roster and giving you some variety for once never mind I guess.
This is 100% why I believe I never see Oni's anymore and when I do they get 1k and mugged off yes ok you have 0.01% of their players who get 4k but if killers didn't feel like torture to learn/ play we'd have more variety and not just blights and nurses and ghouls.
They did just destroy he and Billy's controls some months ago. Playing either of those killer is so boring and annoying to learn, especially for OG players if these killers.
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@gamer_67 said:
Another thing to add to BHVR removing the anti tunneling update, Nerfing “off the record” IS LEGIT YOU GUYS GIVING KILLERS MORE ENCOURAGEMENT TO TUNNELING. Why nerf one of the best anti tunneling perks, IF YOUR JUST GONNA CANCEL THE ANTI TUNNELING UPDATE. Yes the debate of the game is survivor or killer sided is extremely controversial, but it always will be it’s literally impossible to make the game feel neither sided because YOU CANT PLEASE EVERYONE. but seriously? BHVR removing the anti-tunneling update, AND nerfing the best anti tunneling perk? You guys are just making the game completely killer sided.
Tbf, DS is better, but also OTR is getting reverted on Tuesday.
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@gamer_67 said:
Yes the tunneling/slugging was a bit extreme and did seriously need to be readjusted but to scrap it completely is terrible. if anything scraping the idea, has made tunneling and slugging worse especially letting killers see survivors hook states. that by itself needs to be removed entirely, letting killers see that PROMOTES/ENCOURAGES tunneling. BHVR seriously needs to fix their game before it becomes completely Unplayable, and unfun.
Except it wasn't scrapped completely. Its getting adjustments and likely will be tested again for the November Existing Killer receiving Changes PTB. This update is about fixing bugs and certain killers getting buffs/nerfs, perfect time to introduce this Mechanic again when its balanced.
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@Sow said:
Complaints about buffs to survivors during a match etc… could of been removed from the official release.
The concept of protecting a Survivor from being tunneled out was a great addition.
Having the ability to pick yourself back up after being downed has been desired for years. Due to how common slugging was.
I kept hearing how, "Oh but survivors will find this boring." or "This isn't fun for Killers!"
Meanwhile those same killers-streamers went on to win the match with ~3 gens left. How did they win? Simply by slugging-and-tunneling… It simply took them longer to win. The system didn't fix the problem. I don't believe you could ever "fix" slugging or tunneling due to how the game plays. Although, it added a much needed cushion that gave Survivors an opportunity to still participate in the match.
The concept that the game is "boring" for Survivors if they can pick themselves up… Is the most brain-rot thing I have ever heard. For years Survivors have been complaining that being left on the ground to bleed out is "boring" not the other way around.
I simply do not understand why a Killer (Krasue) was not only buffed upon release but one of her only weaknesses was quite literally removed. I've played the killer. I tried head form only, body form only and both. I tried perks + no perks combinations. I like to challenge myself on killer so I'll bring no perks and just use the killers power. I was able to easily win matches in both head form and body form respectively. My favourite was the body form. It felt more like the unknown and honestly felt more fun and fair compared to head form. In head form it felt cheap. I could easily close the gap and honestly getting 4-5 hits was far to easy. Then when you combine both head and body forms… the killer is practically unstoppable. I truly believe you have to really go out of your way to lose a match cause she is that strong.
I do not understand how the slugging-tunneling update doesn't get nerfed a bit but instead completely cancelled for this update and who knows now if it will ever make it to the live servers.
There is no need for speed boosts to gens etc… Even the tunneling system can be easily lived without. Although the slugging system is the biggest culprit. Just making unbreakable basekit is needed.
If killers hook than the slugging system would literally be useless but that is what-is-needed. The slugging updated shouldn't be about oh here's a counter to slugging but a safe guard to encourage Killers to actually hook Survivors.
______________________________________________________________________
Prior to this recent PTB + Update… Slugging was common but normally I saw it towards the end of a match. Although after this recent update I've noticed that nearly every match has become slugging from start to finish.
The other day I wish I took screenshots of it but had a trickster who quite literally downed everyone before we could even geta gen done by slugging. He downed a survivor, used power to down another, rinse and repeat. This man constantly kept proccing his power and it was impossible to even do anything about it.
In this match, from the start Huntress-player slugged a bit early on but mainly went after two survivors. The player refused to go after myself or the other with no hooks even if we were right in the open. Being ignored the killer would rather go all the way across the other side of the map just to go after the other survivor who was just unhooked.
Before a single gen was done they already had 3 hook states. Not to mention she instead of hooking the other survivor preferred to keep one survivor downed, the other hooked and she only hooked the other survivor once the prior was basically dead on hook. Proxy camping was major as well.
Just feels like after this recent update and the cancellation of… It clearly has resulted in Killers slugging more. I am having back-to-back games of seeing evidence of this.
I know that the update was cancelled but I truly hope BHVR if you see this. There is no need for the buffs or even the tunnelling features. Simply the anti-slugging. I hope y'all put it in the next PTB and actually push it to live servers next time. If you can release a Killer that was already strong in a PTB and buff her, removing her only weakness… Then surely there was no reason to cancel the update.
https://us.v-cdn.net/6030815/uploads/DQ58WXT2YTB3/20251004101142-1.jpg
https://us.v-cdn.net/6030815/uploads/JG9L9PQ2UOBP/20251004101206-1.jpg
https://us.v-cdn.net/6030815/uploads/F6WQL20P4AZP/20251004101347-1.jpg
https://us.v-cdn.net/6030815/uploads/2UNOIN85FQQM/20251004101406-1.jpg
It absolutely should've. Those changes were not fair
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@PROTO_ZEUS said:
Yes, there are some maps like Lampkin Lane that needed adjustments, but the maps now feel crowded and award survivors for lazy pallet camping or insta throws and it's not at all punishable because there's just another pallet 5 feet away. It just pushes m1 killers farther into the dumpster and incentivizes less killer diversity. Am I the only one?
You're not alone. On most maps, these changes were fully unnecessary, like Macmillan or Azarov's. And yes, it rewards and caters to inexperienced survivor players who aren't skilled enough to path properly to new loops, just as the Anti Tunnel and Anti Slug would've if they went through with no changes.
The devs have recently taken a liking to buffing solo survivor players, but the problem is with these machanics is that they're strengthened and weaponized by SWFs, specifically the Basekit Tenacity and Unhook Protection changes.
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@TripleStryke said:
it's still useless after months. It was fine at 10%, but just make it 8% or something and it would be fine then as well.
Houndmaster hasn't gotten a single impactful bugfix/change for almost 10 months now. Pirate mommy is never getting Justice
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@MrDardon said:
SUMMARY OF THE ISSUE: The Undetectable status effect is not working if you are in Pursuer Mode as The Shape. The icon shows up as well as the notification that you are undetectable, but the black fog around your screen doesn't appear, and as soon as you switch to Stalker Mode, the black fog reappears and dissappears if you switch back to Pursuer Mode while the Icon stays.
I have also played against a Myers who used Trail of Torment, and even though the gen was yellow which indicated it's activation, I could still hear his Terror Radius. No one used Blast Mine, Wire Tap etc. either.
PLATFORM: PC (Steam)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: I have tried every single Perk and successfully activated them, and always the same thing.. Undetectable icon, but no black fog around the screen.
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/59BU8VY12DMU/deadbydaylight.log
- Player logs are required from PC players only.
Pursuer Mode is not suppose to give you Undetectable. Not even with an add on it does that
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@Ohyakno said:
She needs precisely zero compensation buffs. The mushroom thing is irrelevant as long as they take ten years to actually take effect.
Wrong. Her head to body form is actually very punishing. Not to say every other part of her kit isn't broken. She really just needs to have a longer Regurgitate cooldown, recovery from Regurgitate and Mushroom should instantly cure a full tier of Leeched. And survivors should lose the Leeched effect upon being hooked, seeing as its super easy to apply anyway
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This is not a bug. Its there to tell you that Myers is in Evil Incarnate mode, and he can use Slaughtering Strike
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@ShanoaLegendaryPlz said:
I wanted to play her but after hearing how hated and overpowering she is at the moment, i just got the adept and played other killers like xeno n dracula instead. Waiting for balance fixes for her and kaneki
Drac ain't much of a step down in terms of brokeness, but I see your point. She has recieved some nerfs in todays update and she'll be receiving more next Tuesday
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008634#Comment_4008634
Not really? Skull merchant had a minute long expose on the gen - with all the kicking perks back then she was really amazing.
Knight could use guards instantly, which was new and not enjoyable to go against
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008654#Comment_4008654
Knightlight said on the PTB that she is going to be an S tier. BHVR just listens to bad feedback, I do agree on that.
They should not make so many tweeks based on the first feedback. PTB should be there to gather information about the bugs and let people try out new things before the release.
I strongly believe that we shouldn't let new killers be THAT strong at the release and later on buff them accordingly.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008678#Comment_4008678
I agree on killers having big skill ceiling and then being really strong, I do!
But lately the releases just are really cheap - kaneki and krasue especially do not have skill ceiling, they are just easy to start playing and have great results against really experienced surviviors.
I've played a lot of hillbilly - he has his really strong sides but he really is hard to learn. You do need a lot of practice.
It's hard to make killers equal, bhvr tries to do that here and there but mostly that's just not good enough, unfortunetely.
While I enjoy going against nurses and blights, I think they are just too easy to win sometimes. They can do incredible things and that's just too much. Their abilities to make really quick kills paired with great mobility and good perks is too deadly.
They both should be nerfed a little - looking at the big picture here.There is few killers that I don't enjoy going against - Xeno, Clown, Spirit, Trickster, Nemesis, Singularity - mostly because their ability to outplay they surviviors, being able to hit through the pallets, busted chase power etc. - special mention is a plague! I hate going against her because I always bring something to boost the healing or a med-kit
But those killers do have counterplays which don't make them as bad as krasue or kaneki for example.https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008687#Comment_4008687
Exactly! I hope they learn after krasue, because getting so many busted thing to go against isn't enjoyable at all and people are just leaving the game - I want my dbd friends back into game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008796#Comment_4008796
I've been saying this for month, multiple times. We need to get rid of the problems, not punish people.
We need nerfs here and there - to perk synergies, to some killers that are overtuned. Make the experience enjoyable, so people won't think about leaving.Gameplay is definitely something they need to improve. Skins might be good, characters might look amazing but that's not enough to keep player playing the game. We need to have enjoyment in the game.
A singular strategy that wasn't even viable against half decent teams does not make her better than the C tier she was. Avoiding a 3 gen was hard with the old mechanics, but not impossible. All you needed to do as a survivor is split gens and target mid map as early as possible. Drones also were removed upon being hacked, and your lock on dissipated pretty quickly, so as long as your gens were split, there really was no excuse as to why you're letting her win in that situation. Ironically that version of Skully is better than the D tier one we have now.
Knight's guards could be put down instantly, but took ages to expand their detection circles, which is why Map of the Realm was such a popular add on. He also was not very strong outside of 3 genning, the guards still have the same horrible AI that they did then, and the big downside that completely negates guards being instantly placed is that you needed to manually cycle guards, which took ages to place, hit and repeat until you got the guard you wanted. That is definitely not strong, again another C tier killer at best. Also worth noting that Carnifex also used to take longer to break pallets than he does now, so insta placing Carnifex wasn't even a very viable strategy, he was better for his long hunt duration.
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@CursedPerson said:
No just luck of the draw. My matches have been only kaneki and krasue no matter what time of day
I get Kaneki, Blight and Myers. No other killers. Other than the odd Unknown or Demo
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@vol4r said:
Knight, Skull merchant, chucky ver. 1, kaneki and now krasue…
Killers are being released at a broken state and it's just not great for surviviors - especially with SM, kaneki and now krasue.I don't know how many more of those releases I will endure… krasue made me stop playing as much as I would before.
I am a veteran who has been playing for around 7 years, more than 10 000 hours put into game.
I noticed that Krasue brought so much more "I am taking a break" and "I am uninstalling" people into social media - forums, reddit, X.
I understand that they are being released this way is to boost the sales, but do we really need to make surviviors live miserable?
Kaneki was terrible to go against, but he had weaknesses - Krasue doesn't.
She is busted - low delays, very strong power, auto-aim and really forgiving hits.Knight and Skully were pretty weak on their releases. Knight is still a C tier killer and skull merchant was nerfed from a perfectly fine rework, now the worst killer in the game.
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@jamally093 said:
Title says it all. Just to keep it short matchmaking is still terrible I would rather just have what matchmaking was like aka grade not your "skill"(massive air quotes) level.
Thats coming all the way in April unfortunately. They said they've talked to alot of different people (Content creators and competitive players) abt what they have in store for that change. Its supposed to be very big and potentially controversial
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008034#Comment_4008034
By your logic of "Spirit doesn't take skill, she takes ears," no one should ever get any better at locating survivors while phasing, because it's not a skill. But people do improve at it, because it's a skill.
What??? 😂 Icel, you're getting ignored
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008030#Comment_4008030
Bro. I thought this was a game forum, not 4Chan.
So did I man
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@kit_mason said:
Given they spent time making this killer, they presumably designed her with an inbuilt, intended counterplay strategy for her kit. As the community has failed to find anything close to suggest the intended counterplay actually exists, could we get an explanation from the team as to what we're actually meant to be doing?
You know I would LOVE to see how the devs want players to beat certain killer kits. Though they don't even test them before PTBs or Live so whats the point?
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@RebeccaGlazer said:
The game is not killer sided nor survivor sided, the game depends on your Skill and your use of the perks you took Into the game. If you die as survivor, blame yourself and not the killer for doing this and that, same goes if you play killer and don't get a single kill. You should work on your Skill instead of saying "they have an advantage"
So if I get sandbagged by a solo queue teammate, its my fault for dying? And yes, you'd be suprised at how often thats happened to me. Which is shocking since I have a 75%+ escape rate
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006063#Comment_4006063
Yes well the entire playerbase isn't made up of 'good' high MMR spirits, I think you'll find that the bulk of players are average/doing their best and need scratch marks to track people in phase.
Spirit doesn't take skill, she takes ears. This add on defeats that principle by giving you a second sense, that being vision, the best one. No add on like this should exist in modern dbd, no killer like this should exist in modern dbd. Its cus of how old and or popular Nurse, Spirit and Blight are that BHVR is afraid to just rework them already from their stupidly broken and boring kits. Its different with Ghoul and sokn to be Krasue, the devs are much more balance focused nowadays, and they actually listen to massive outcry since their playerbase is way bigger. And thats fine, cus some recent changes and killer powers are unfair.
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@kosaba11 said:
The heck did they post?
Vulgar, disrespectful, racist, pop corn and gore. Images and Text alike. Truly disappointing that people like this exist.
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@GannTM said:
Wait what did I miss? 😭
A disgusting post. Thankfully it's been taken down for awhile now, though it was up for hours this morning EST
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@TheGoon224 said:
it can be for any reason I’m just curious because I just outright refuse to play Springtrap out of sheer disappointment. So lets see who ya’ll wouldn’t touch with a 10 foot pole.
Nurse. Not a new character to me or to the game in general, so idc to even play her anymore. Her kit is super boring to play against and boring to play with, at least Krasue gives some satisfaction when playing her, Nurse is just mindless guessing and praying.
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@Throw said:
Context squad what happened
Im not ginna describe it, but someone had some extremely vulgar, gory and disgusting words and pictures to share, all because the game is quote "killer sided"
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006878#Comment_4006878
mods need sleep too
True, but there should be a mod from every time zone at least. At least 1 person should be monitoring forums
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@[Deleted User] said:
perhaps add a minimum number of posts before one can post images, i think asking mods to verify every single picture is too much work for them.
You never know if someone is going to decide to be indecent one day they want to post
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006847#Comment_4006847
Who cares? Why should a few bad apples ruin a whole system for people using it correctly
Because if you haven't realized, THERE CAN BE ALOT OF BAD APPLES!!! Anyone can just come on here and unload a rage rant with horrible images to follow. The fact that DBD Forums lacks this security is insane for modern public communication standards. And it doesn't ruin posting at all, theres community managers hovering on forums all the time, they can easily just scim and scan your images and approve the post quickly. Its really not that deep if your release is slightly delayed.
The fact that you're even defending what that person just posted is insane bro. Thats disgusting, you and that person are sick in the head
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@IceIck said:
He has not been updated since 2020 or something so hes outdated. people know how to counter him. Hard to actually kill survivors even if you are super good with him. Legit just buff him hes terrible. so many killers are better than him. Please behavior :)
His last change was in 2023, when they made a couple of his add ons partially basekit. Though I agree he needs some love atm
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@BbQz said:
Yes make the user experience worse because some one broke the rules. Terrible mentality.
U realize if they could do that, anyone can just spam new accounts and spread these horrible images right? Whatever is being linked in your post should require approval from a forums manager.
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@MechWarrior3 said:
With this being said, I am going to take a bit of a break from here. The atmosphere here as of lately is just full of hostility, hate, and tons of people that are willing to just downvote you instead of having a meaningful, productive conversation. The insults people throw at you for having an opinion is absurd.
Thoughts and beliefs change ALL the time. Its about working through all of this together but people would rather do the above. I am going to reserve my energy for now and come back later at a time when the atmosphere is a little less heavy and hopefully just a little kinder. I might be asking for too much though.
Sadako & HoundMaster Mains I wish you the best in your feedback/discussions as I would for anyone here. <3
Take care friends,
See you in the Fog at some point.
My partner is crime is leaving? Understandable reason as you've stated. I'll keep pushing and trying for Pirate Mommy to get the justice she deserves
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@littlehoot said:
I definitely agree.
I started playing Spirit during 2v8 (having a friend playing a killer they're confident with while you dip your toes into some new killers is definitely a lot less intimidating than going into a 1v4), and I actually really enjoyed playing her. After it was over, I wanted to give her a try in 1v4 so I started reading up on her add on's and was baffled by dried cherry blossom.
I get that they want to make sure higher tier add on's have some kind of drawback to not make the killer overpowered, but losing the ability to see scratch marks on a very rare tier add on? It feels like a bit much. Maybe it's just because I'm relatively new at playing her, but half the time even with scratch marks it can be a challenge to accurately pinpoint the survivors using their sound cues, especially at the speed Spirit moves while phasing.
Immediately I crossed Dried Cherry Blossoms and Mother-Daughter Ring off my list of potential add on's to use for this exact reason.
Most good spirits can deduce where you're going to run once you start phase, and the second they hear that little directional heartbeat, they're going to end phase and get a free, undeserved and effortless hit, thanks to an add on that defeats the whole purpose of Spirit's power drawback .
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@Amanova said:
Btw how you rendered her like that? Looks great and polished
thats ai
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@TicTac said:
Most of the time i see it with Stakeout, even when the player is experienced. You can hit some without it of course, but is it really worth it compared to other gen perks?
Im just asking bc i rarely see some player with it (full kitted loadout so they probably have every perk) and all of them are on Epic.
Only if you're insane at hitting skillchecks. I run it alone sometimes just for the sake of practicing and gettibg rewarded. Though great skill check bonuses are bugged rn and sometimes don't give a bonus to gen progression.
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@Sngfun said:
Let me clarify, this format made sense at the initial lifespan of the game. The devs had to make a lot with little, so to have a rewarding grind and incentive to play the game they made this system.
Now on the modern age:
40 killers.
120 killer perks. (General perks excluded)
800 killer addons
Raise your hand whoever wants less perks and addons per new patch thank you very much.
No. More variety is always better, especially if the devs have maintained this release schedule all this time
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@Langweilig said:
It‘s sad to see tombstone get removed. It was fun
Im glad. That add on just promoted effortless kills and boring locker standoffs. Arguably more boring to play against than being tunneled.
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@Musxussu575 said:
Back in the day - and even today still - the "meta" template for a survivor build always included some means of Haste effect that ended in Exhaustion. Lithe was/is people's favorite, but I've recently begun to wonder whether this family of perks is even worth it.
My favorite is Balanced Landing. I love that perk. It's so much more useful than the average Exhausted perk - you no longer have a brief pause when you land before you can start running again, and you fall silently - which is a huge impactful change from base-kit mechanics.
And yet, in chase, I drop down ahead of the killer, sprint away with my Haste, look behind me… and the killer's right there. I gained little to no advantage, even when moving in a straight line directly away from the killer - which would maximize distance most effectively. Instead I put minimal distance between myself and the killer, and get hit with an attack anyway - which defeats the existential purpose of perks like this.
So are Exhaustion perks overrated now? Am I missing something? Doing it wrong?
No. They are very powerful tools to extend chases or stop them entirely. If you aren’t running one when you're not running a full themed build, then you're kinda just selling since your chases won't be as good.
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@BugReporterOnly said:
I'm getting screwed over as a console player that can't use mouse and keyboard as both killer and survivors. I get survivors who move in unrealistic sharp angles and rotations that I'm unable to keep up and vise versa as survivor with killers and they force the auto aim to kick in instead of roaring me over more to try and hit them. If people move like they are able to their center of gravity would either face plant them or make the fall on their rear end. You changed old movement of survivors to be more realistic it's time to look at movements in chase especially the FOV tech that abuses the FOV of killers to make them not move enough to run off before they can move. As a console player I have no means to record what I'm talking about but I'm over people most likely flogging their nice to move like that.
Tbf, Controller survivor is better than M&K. Movements just far easier, and you don't need high sensitivity. Though they can definitely add more options for controller sensitivity acceleration, just like on a pc
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@PetTheDoggo said:
Bugfix chapter
Only 2 more months man. Hold on a little longer
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@chatgiraffe said:
title. just wondering if there is any reasonable explanation for this
It doesn't, it depends on whos ping is better and who pressed their input faster when the prompt becomes available.
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@Blaconia said:
Background: 6.5k hours including 10k games as survivor, including many solo games, and 5k killer games. I'm not the casual player the 9.2.0 PTB was aimed at, but I agree there are issues with the survivor experience (9.2.0 was not the solution).
Tunneling and slugging is made worse by:
- Solo queue survivor
- S tier killers (think Billy, Blight, Nurse) or killers uniquely good at slugging or tunneling (think Twins)
- Killer/surv perks that either: reward/encourage tunneling/slugging; punish killers for splitting hooks; or are incredibly strong whether or not the killer tunnels.
If you want to "solve" tunneling and slugging, you should improve on these issues first. The 9.2.0 PTB was a clunky bandaid that:
- Didn't help that much against S tiers (the ones survs would need it most against)
- Was confusing, ask a casual player when gens would block or when survs would get a repair boost
- Was too easy to use offensively, often rewarding bad gameplay like running into the killer when death hook.
Summary of suggested improvements
- Bring solo surv closer to swf surv - e.g. see perks and anticamp progress of teammates, a ping system/comm wheel ("I'll unhook", "Heal me please.") and even an ingame voice chat.
- Give unhooked survs immunity to powers (not M1s) and no collision for 10 seconds (disabled endgame).
- Nerf S tiers, either in general or in situations where tunneling/slugging is happening.
- (If you want a hard anti-tunnel mechanic) When rehooking a survivor with no one else inbetween, make their hook stage 20 seconds longer (disabled endgame).
- Redesign killer and survivor perks to reward the killer splitting pressure and/or punish for tunneling.
Minimise confusing band-aid mechanics and allow players to make meaningful/impactful decisions that vary from game to game. Having to think about strategy beyond "unga bunga 1v1s the whole match" is good! Examples include: Who gets the unhook? Where do we position the tunnel out to delay their death? Do I unhook instantly vs billy/oni to guarantee safe unhook or wait the full hook duration to delay their tunnel out?
This PTB removed options and decisions on both sides, making the game less interesting. Other games will punish me if I make a mistake and reward me for playing well, but this PTB handheld survivors over a safety net to protect them from any mistakes. The tunneling punishments are particularly egregious.
I also think slapping a basekit perk on every problem is confusing and lazy.
Solo Survivor
Buff solo surv up to swf. Role strength in order is usually SWF Surv > Killer > Solo Surv, and I've personally noticed almost a 20% difference in escape rate between playing in a swf and solo.
- Let me see my teammates perks. The very worst SWFs can communicate their perks but solo survivors are left clueless. I want to know if the Ace rushing to the unhook has Deliverance/We'll Make It or maybe I want them to know I have BT/Babysitter and should unhook. I once fought with a Jeff because we both had Autodidact and wanted to heal each other first, and we didn't know.
- Let me see anti-camp progress. If it's ticking up I know the killer is camping, and if it's full I know I can just do gens and let them sit on hook for the full timer. Again, even bad SWFs can communicate this info very easily.
- Add a ping system or comm wheel. The MOST frustrating thing in this game is wanting something to happen in solo queue, but being unable to communicate it. Useful pings could be "Killer nearby", "Let's split up!", "Stick together".
- Add voice chat in game.
These ideas bridge gaps in INFORMATION that even bad SWFs can communicate, often resulting in more efficient gameplay but only if the survivors have the skills to follow up with well executed play. In contrast, the PTB changes were brain-off and free.
Anti Tunnel
I think playing around tunneling makes the game more interesting from a macro POV, but usually feels worse in solo queue vs S tiers bringing strong perks like Pain Res.
In PTB, anti-tunnel was too punishing for killer and too easy to use offensively, often rewarding terrible survivor gameplay like running into the killer off death hook. Just watch this minute from Hens' showcase:
https://www.twitch.tv/videos/2557897625?t=3h53m3s
Survivors should lose collision and be immune to survivor powers (not M1s) for 10 seconds off hook. This removes offensive BT bodyblocking and certain killers being able to use their powers to tunnel off hook without hurting M1s too much. Examples coming to mind are Dracula holding hellfire at hook, Unknown UVX, and Huntress double taps.
S tiers in general should also probably just be nerfed - no one really complains about a Doctor tunneling, it's always a Billy, Blight, Kaneki etc - aka high mobility and/or strong chase power.
If you want a hard basekit anti-tunnel - if someone gets 1st and 2nd hooked with no one else in between give them a 20 second longer hook stage. This is a stronger anti-tunnel because survivors are actually immune on hook for a full gen timer, and it can't be used offensively.
Anti Slug
99% of the time when I've had problems with slugging, I was solo queue and the killer had knockout, was playing an S tier like Billy/Blight or playing a uniquely good slugger like Twins and Singularity. Improve solo queue information (above) and tweak killer specific issues before introducing clunky basekit anti-slug.
Some killer specific tweaks include:
- Billy/Blight - Debuff when 2 or more slugs that reduces power recovery or depletes overdrive faster
- Singularity - lose slipstreamed when downed
- Twins - I don't know, whoever fixes this deserves a Nobel Peace Prize.
I think a "notorious slugger" that's in a good spot is Oni - his design rewards more power when hooking, takes some power charge when downing, and also encourages him to pick someone up to stop his power, lest he lose all his power.
Otherwise, slugging doesn't feel like a big issue but on the flip side, sometimes you get forced to slug thanks to perks like Flip Flop, BGP, DS, Breakdown (or in PTB, the anti-tunnel punishments).
Please never add basekit tenacity. It's too strong and it removes an interesting decision survivors have to make between recovering or crawling to a pallet/open for a save.
Perk Changes
The above issues are driven by perks. Look at Knock Out as a horror story and a success story. Pre nerf, it was too good for slugging (all of the Slug Merchant complaints were driven by Knockout and her undetectable btw) in a way that uniquely punished solo survivors, and now post nerf: slugging is significantly harder without affecting the average game that didn't have knock out, and without providing another offensive tool for free.
Many killer perks should be reworked to reward splitting pressure and be less effective when tunneling someone out. I often hear people say "oh I need these slowdowns for pressure" or "oh I need to tunnel someone out for pressure", the core issue is you can do both. A common scenario is an S tier (or really anyone) tunnels some solo surv out and then plays the chillest 3v1 game of their life with perks like Pain Res DMS Eruption.
In other words, I want perks to force people to make a decision between tunneling someone out or getting maximum value from their perks. NOT BOTH.
Ideas, counterbuff where necessary:
- Pain Res should deactivate when a survivor dies.
- Ruin should be 150% but decrease to 100% when a survivor dies.
- DMS should not activate if hooking someone twice in a row.
- Grim Embrace should deactivate when a survivor dies.
- No Way Out no longer gives stacks once a survivor dies.
- Dying Light rework. Give ALL survivors a 3% slowdown stack when hooking a different person. Remove 2 stacks if hooking someone twice in a row. No longer gains stacks once a survivor dies. Remove obsession aspect (and its buffs).
Survivor perks could also be buffed and nerfed in a similar manner.
- Deliverance is an S tier perk that punishes you for spreading your hooks and is best countered by ignoring the unhooker and tunneling out the unhook. Please rework this perk.
- Desperate Measures should also buff based on dead survivors.
- Lightweight, Self Preservation, Dance With Me could all last longer when on death hook/being tunneled.
- This Is Not Happening - make it an anti tunnel perk (because everyone has access to it).
Sorry for the novel, thank you if you got this far.
All things that should've been in the game already
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@Coffe_e said:
Not gonna lie, this is the most stupid thing you guys have done.
Someones responding a bit late. They already clarified what that job meant, and it has nothing to do with generating in game content
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https://forums.bhvr.com/dead-by-daylight/discussion/456926/why-does-dbd-nerf-sadako-skull-merchant-and-chucky-the-most
None of these killers have been changed for almost an entire year. Though in their previous states they were pretty strong killers, which is why they were nerfed. Its just that BHVR has a tendency of overnerfing things that aren't too broken, and leaving obviously unfair things in because they're og features that a lot of people would be upset about being changed.
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@Shapiroh said:
Many people (not including myself) have the desire or need to be able to communicate with their teammates, so I came up with the idea of imagining how it would be, and I designed a new item for my friends.
First of all, we know that quite experienced SWF players tend to be punishing when they encounter novice killers, as they have the overwhelming advantage of being able to communicate remotely and with unlimited time via Discord. But what if we added that mechanic into the game, but with just the right limitations to make it a bit more realistic and immersive?
For example, we would have a new usable item for survivors called "Walkie-Talkie" with which we would now have the ability to temporarily communicate with our teammates in a specific area.
They would work somewhat like the flashlight, the same types of accessories would apply to the walkie-talkie, adding more signal range and more usage time.But, unlike the flashlight, adding the special interaction of occasionally breaking down due to the fragility of the antenna, and because of that, not being usable for a few seconds until it is repaired.
Description
Walkie-Talkie (Green, Blue, Purple)
The base item would have the ability to communicate with other allied walkie-talkies in:
- Green:
- An area of 24 meters in diameter.
- Usage time of 60 seconds.
- Reparation time of 25 seconds.
- Blue:
- An area of 32 meters in diameter.
- Usage time of 60 seconds.
- Reparation time of 25 seconds.
- Purple
- An area of 40 meters in diameter.
- Usage time of 60 seconds.
- Reparation time of 25 seconds.
Notes:
- Talking reduces time and listening also reduces it. So you can turn it off or on, in case you go too far from other survivors, or if you want to save it just for the endgame.
- Time is only consumed when the microphone detects your voice, or that of others.
- Listening to the allies' voices consumes battery at a rate of 50% of the normal speed.
- Since it is a team-working object, equipping it in the waiting room without anyone else equipping it will show an alert that no one else has it equipped, which lets the survivor know that it's not a very good idea to carry that object, as you won't be able to communicate with anyone. However, still carry it, as there might be a possibility that someone finds it in a chest.
- All of this should be tested to determine which parameters would be the most appropriate and to balance it.
Accessories:
- Antenna (GREEN, BLUE, PURPLE):
The antenna slightly expands the area in which survivors can communicate with each other. And each higher level adds less communication downtime.
- Green Antenna: 8 additional meters – Repair time reduced to 20.9 seconds.
- Blue Antenna: 16 additional meters– Repair time reduced to 16.8 seconds.
- Purple Antenna: 24 additional meters – Repair time reduced to 12.7 seconds.
- Batteries (GREEN, BLUE, PURPLE):
Each one adds additional seconds to the walkie talkie's usage time.
- Green: 20 additional seconds
- Blue: 40 additional seconds
- Purple: 60 additional seconds
- Case (Blue, Purple):
It reduces the probability of the object getting damaged by a fall or any other interaction by a percentage.
- Blue: It reduces the probability of breaking by 15%. (staying at 30%)
- Purple: It reduces the probability of breaking by 30% (staying at 15%).
- Protected device (SPECIAL CASE - IRIDESCENT):
It prevents communications from being interrupted in any way, neither by fall damage nor by the doctor or EPMs.
SPECIAL INTERACTIONS:
- Signal interruption:
This interaction has a 45% (varies depending on the object's level) chance of occurring when you are knocked down, and it assumes that your walkie-talkie has a possibility of getting damaged from the fall. After this, you receive a notification that your walkie-talkie is damaged and you have to repair it for several seconds (the base time would be 25 seconds, which is halved with level 3 antennas, or this may not happen if you have the "Protected Device" item).
The action of repairing is designed to be done while standing still or walking, but it can also be done while running, in the middle of a chase for example, but with a reduced repair speed.
It's similar to shaking off the artist's crows; it can be done in the middle of a chase, but in this case, the repair is slower by 50%. And the repair action can be carried out while on the ground, but not at the same time as the recovery.
As I already mentioned, the case and the antenna are accessories that work based on this interaction, as they reduce the time and the probability of a malfunction in the object.
- The doctor:
In this case, the doctor has a special interaction with this object. Being a killer with the ability to affect survivors with electricity, this will also impact the functionality of the walkie-talkies, affecting their audio, either distorting or cutting it out, and sometimes completely damaging the walkie-talkie, rendering them unusable until they are repaired.
- The Onryo:
Due to its spiritual, digital, dimentional and virulent nature, the onryo has the ability to affect electronic objects, in this case to spread its curse. The interaction has the following effects (2):
- That while the walkie-talkie is being used, strange noises and voices can be heard, adding suspense, and also the possibility that occasionally an event is triggered where the terror area of the onryo can be heard near the survivor with the affected device. (something like a dark devotion of the plague, but with a smaller area and shorter duration)
- Being a spirit with psychic powers that go beyond the earthly plane, its powers are so strong that no one escapes its curse. While the onryō is within 10 meters or less of a survivor, the device starts to release water thru the speakers, affecting communication and completely interrupting it. Ignoring the effect of the iridescent accessory "Protected Device." After leaving the 10-meter area, communication is restored.
- The singularity:
Being a creature that must be fought with electromagnetic pulses, using the pulses also has a chance of affecting the operation of the walkie-talkies. Giving a 50% chance of damaging the walkie-talkie when using an electromagnetic pulse near one of them.
- The Dredge:
When the dredge activates its nightfall ability, communications reduced. It's like being in hell, communication is just as limited as the field of vision.
- Walkie Talkie Noises (Optional/possible mechanics)
The killer cannot listen what the survivors are saying, but they might hear effects of trivial or unrecognizable voice noises (like the sounds produced by a walkie-talkie) when they are near(2mts) a survivor communicating with others, such as the sounds heard when breaking a totem, light noises. Which would indicate and alert the killer that someone is nearby. To counter this, it would always be best for the survivors not to talk to avoid producing that sound on the other active walkie-talkies, or to turn off the walkie-talkie when the killer is nearby to avoid producing it and revealing their location, because even when inside a locker, he could hear the characteristic noise that the active walkie-talkie makes.
This mechanic is precisely for the purposes of immersion and suspense, like in a horror movie.
- Walkie Talkie Usage Alerts (Interface)
When communicating via walkie-talkie, a symbol will appear next to the box of the survivor who is speaking, or the box of the speaking survivor will light up to identify which survivor is communicating when using the walkie-talkie, so there is no need to ask additional questions or avoid confusion.But, it would be great to add this option to the accessibility settings, so we can choose or customize how we want to see that alert, whether it's the survivor's box highlighted, or the audio symbol next to it, or simply the survivor's photo appearing in the middle of the screen, either at the top or bottom, to make it easier to see who is speaking without taking our eyes off the action too much.
Note:Despite the difficulties that implementing this feature may entail, such as the differences in languages among survivors, it adds immersion to the game and can be a very fun mechanic, as it is optional and can be the choice for people who wish to play that way.
The current option will still exist, which is to use Discord to play with friends, and many will probably continue to communicate that way, as it is a simple method that makes the game easier. However, for those who do not know each other, speak the same language, and desire total immersion in the game, this mechanic is the right one for them. And finally, it will also serve as support for socializing and making new friends.
Moreover, this mechanic will give a bit more popularity to these killers.
Or they can just drop an In-game VC feature like many others have already been asking for and just like basically every other online game created nowadays.