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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • @Pulsar said:

    Delayed, not canceled thankfully. Canceling would be a massive mistake.

    Needs some number adjustments and the whole PTB centered around it, but the system was well-intended and easily fixable.

    perfectly fine with them if they get adjusted, but as they said, far too punishing, far too overtuned basekit buffs, and doesn't target only extreme Slugging and Tunneling.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998296#Comment_3998296

    this entire community whines about everything. Killers and survivors. Hence the OP’s post whining survivors never get anything🙄

    Definitely just survivor biased players.

  • How was self healing multiple times in a match without wasting your perk slots fair?

    When were toolboxes ever nerfed? They are still very much a balance problem.

    Flashlights were actually buffed, not nerfed. The timing was made so easy that you can blind a whole second early pretty much and still stun the killer for a save. Thats not fair, and it removed any skill flashlight blinding had.

    Generator repair times were nerfed incorrectly, the extra 10 seconds did almost nothing tbh, this mostly just punishes new players who have no gen perks unlocked yet. What needed nerfs was the dozens of perks that boost gen speeds.

    These are what I define as "unfair" and the game is still very much unfair simply because survivor exists in its current state.

  • @FernanDoo said:

    The proposed rework has good intentions, but in my view, it strays too far from the original essence of the character. The new dash ability, while fun, does not align with Myers’ identity in Dead by Daylight. As someone who mains this killer, I believe a faithful and balanced rework would be much more deserved. Below I present my thoughts and suggestions:

    Slaughtering Strike

    The implementation of this ability as the core part of Myers’ kit does not feel appropriate. Ideally, it should either be removed completely, or at most, incorporated as a mechanic exclusive to Pursuer Mode, without applying the Exposed status and breaking pallets more slowly than Evil Within does now. However, in my opinion, full removal would be the best option, as it would be more lore-accurate.

    Evil Within

    The best approach would be to keep the current version with 60 seconds of duration, which applies the Exposed status effect to Survivors, but with some additional improvements. Upon fully charging his power, Myers could receive a moderate bonus to Brutal Strength and Endurance, carefully adjusted so as not to be excessive, as a reward for activation. I noticed something similar already exists in Pursuer Mode, but I believe including this benefit also in Evil Within would add more value.

    Another essential point would be to preserve the 50% increased lunge, which currently exists in the Tuft of Hair add-on. This trait strengthens Myers without breaking his originality, making the dash unnecessary.

    Switching Between Tiers

    This was by far the best change of the rework. For a long time, I had hoped for the ability to freely switch between tiers, and seeing it implemented was exciting. This update removed the need to hold power at 99%, making the gameplay smoother. Additionally, the buff to Myers’ lunge in Tier 1 (Stalker Mode) was excellent, finally fixing the infamous “T-Rex lunge” issue the character had for years.

    Power Activation

    One negative aspect is the slow knife inspection animation when activating the power. Previously, the transition was instant when the power was at 99%, which created fluid gameplay. This delay adds nothing and only hurts the flow of the match. Fixing this would not make Myers broken, just more functional.

    Add-ons

    In general, the rework of the common and uncommon add-ons was very positive. For example, the Flower Memorial turned out great by giving Myers 4.4 m/s movement speed while stalking, finally making the Scratched Mirror viable without needing closed-map offerings.

    Among the uncommon add-ons, I think the Glass Shards could be reworked: instead of providing buffs to the dash, they could slightly increase Evil Within’s lunge (5%–10%), creating synergy without relying on Coup de Grâce. Another good one was the Hair Brush, allowing Myers to break pallets 50% faster, which works well in certain builds.

    As for the rare add-ons, I have no major criticism, since they are situational but functional in the right builds.

    Very Rare Add-ons

    Lock of Hair: It became nearly useless, since the power can now be stopped at any time. With the faster stalking, there is no real benefit to interrupting the ability midway for only 50% of the remaining duration.

    Tombstone Piece: Giving 20 seconds of Undetectable is almost irrelevant, considering how many perks already offer this effect. The better option would be to bring back the old Tombstone, removing the basekit mori on death hook when equipped, but allowing Myers to instantly execute survivors during Evil Within. This was the defining feature of the character: the constant tension of Survivors not knowing if they were facing a Tombstone Myers. This atmosphere was lost in the PTB.

    Ultra Rare Add-ons

    These could be redesigned to be more versatile in other builds, such as by using the old Tombstone Piece. For example, Judith’s Tombstone could remain as the PTB version, where Survivors are forced to hide in lockers to avoid direct death, which would in turn recharge Myers’ power. In this way, the Tombstone Piece could be nerfed beyond the current 300% to 375%–400%, just like it used to be. This would preserve Myers’ unique impact without making him unfair.

    And the Fragrant Tuft of Hair, instead of being the old power, could be the current Slaughtering Strike, applying Exposed, usable in Evil Within with a 60-second duration, while removing the Exposed effect from basic hits. This way, both Ultra Rare addons could be combined while keeping everything balanced.

    Conclusion

    Myers’ rework brought some interesting ideas, but it strayed from the essence that makes him iconic. The removal or implementation of Slaughtering Strike only in Pursuer mode, the emphasis on Evil Within with the Exposed effect, the fixes to power activation details, and the return of the tension created by the original Tombstone would be much more faithful changes while remaining balanced and fully enjoyable.

    Thank you for taking the time to read my thoughts. I really appreciate your attention and consideration!

    This rework is actually pretty cool, and Myers is finally gonna be a half decent, mostly balanced killer. The incorporating of his most popular builds into his new basekit was probably the icing on the cake. Free coup, basekit and actually balanced tombstone, this is a great rework for such an outdated and weak killer.

  • @Tekati851 said:

    Let me understand one thing:

    SURVIVORS:
    - Medkits? Nerfed.
    - Healing? Nerfed.
    - Rare item add-ons? Nerfed.
    - Toolboxes? Nerfed.
    - Generator repair time? Nerfed.
    - Flashlights? Nerfed.
    - Keys and Maps? Useless. Phew, thankfully they don't need to be nerfed! (Although the default map was supposed to create a point and show the killer's aura around it, so they nerfed it before it even needed to be nerfed)
    - Possibilities for a different playstyle than tag? ANNIHILATED! (When I started the game, survivors had a choice: run or hide. That's why I liked DBD in the first place. Today, that choice is gone. It was completely removed because "killers were too bored," because you can't even ask them to open their eyes and look for prey during the game; they have to have everything handed to them on a silver platter)
    - Almost every "overused" perk? Nerfed (and we have to ignore the fact that about 80% of survivor perks are completely useless, and this is coming from someone who never uses the so-called "meta," because I find it boring.)
    - Smoke bomb? Nerfed. (...after a week! It's currently the most useless item in the game, and as far as I'm concerned, they can remove it. They added it, so I get fewer health packs. Seriously, WHY IS THIS STILL IN THE GAME?)

    EVERYTHING survivors could do in game has been nerfed.

    And in all of this, we get nothing in return? Nothing. One big, universal NOTHING.
    One new item we got in five years, which added a bit of fun, was immediately nerfed to the point of complete uselessness.

    We're not asking for much right now – because we're asking for a little protection against the toxic behavior that's constantly present in at least every other game.

    KILLER'S GOAL IS 12 HOOKS IN THE GAME.
    Why do we have a problem in the first place? Because killers constantly break this rule.

    If you ask them? Oh! Everyone, even the 'honest' streamers Otz and Tofu, swear how polite they are and how they don't like playing like that and give survivors a chance, ALWAYS GIVE A CHANCE!, and don't tunnel and don't slug... And everyone cried like babies that these changes couldn't be implemented. Forum was drowning in complaints because a survivor lying idle on the ground for 90 seconds (lol) could have gotten up on his own.
    Everyone was crying because they have to play by the rules and do the only job they have to do.
    12 hooks? WHAT?! That's way too much work to win! IT'S IMPOSSIBLE! TOO MUCH!
    Of course, everyone tries to have 12 hooks, and no one is slugging or tunneling... But no, these rules are wrong. Too limiting. You can't win with them, even though no one is doing it, of course.

    This is a travesty.

    It's a joke when killers write that game is somehow tilted towards the survivors lol. You'd have to be blind to say that or a very bad player.

    Ps. And at this point, I'd like to point out that the main cause is SWF. I don't know why the ability to create teams is still in the game—for how many? 10% of players? We all suffering because of them? As far as I'm concerned, team creation outside of custom games should be removed immediately.
    This game was never designed for it, and never will be designed for team play, and that's why it only causes problems. Some of these nerfs are from SWF, like healing. And I understand that perfectly.
    They should remove SWF too; it would make the game much healthier and better balanced, because it's a paradox – YOU CAN'T BALANCE THIS GAME FOR SWF AND SOLO AT THE SAME TIME.
    I don't know why they're even trying...

    But all those things you listed at the start were problems. Problems that were not fair and not fun for the opposite faction.

  • @ad19970 said:

    Well there goes my reason to maybe come back to this game for now, as the anti-tunneling and anti-slugging changes are being delayed for who knows how long, alongside the buffs to none tunneling strategies that I was very much looking forward to.

    I do get that these fundamental changes probably would have needed some tuning in favor of the killer, but honestly, I fail to see how number changes wouldn't have been enough to make these new systems work. Increasing the rewards for killers when not tunneling and maybe decreasing the thresholds for certain systems to come into play or decreasing certain effects of these systems would have honestly been enough.

    At this point I can only pray that more and more survivors finally get fed up with this game and stop playing it, leaving killers with even longer killer queue times. This might pressure BHVR into getting these systems out as quick as possible.

    It's really not that deep. Again, as me and countless other unbiased players have stated, survivor is still the stronger role, before this update goes live and since the beginning. Stop complaining and just be patient, its gonna come back in a few months with balance adjustments, hopefully ones that target only extreme tunneling and not all tunneling at anytime.

  • @Hockaj said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983563#Comment_3983563

    It is supposed to be considered a great skill check. And yes the perk is bugged not bnp which is what I said. same way bnp works on specialist for example, it is supposed to work on fast track as well as they have the same conditions. It only works halfway as it uses the tokens but not the effect

    Skill checks like that (difficult skill checks) created by BNPs, Merciless, Overcharge and Oppression don't trigger gen progression bonuses. It plays the great sound, but it doesn't trigger any perks, at least its not supposed to. Like i said, Fast Track os simply bugged and is applying its charges when it shouldn't.

  • @Munky said:

    Just to add an example of today in 2v8 making it even worse. I see an entire lobby of survivors at 30-45 ping. Easy bet to say they are all from West EU, just like me. But then the 2 killers are both 180+ ping. Completely unplayable. I witness other ppl pre-drop pallets way early, and they still get hit through said pallets 2-3secs after… How is that ok?

    This is not just one match, this is almost every match that at least one of the killers has such an unplayable ping, that it ruins the entire match flow. Non of peoples skill matters. Drop a pallet, still get hit 2-3secs after…

    It's the same problem in 1v4, obviously at lower rate, cause those matches are much slower paced. But the problem persists all over. It happens so much to the point that I wonder if a large portion of these players aren't just on VPN (on purpose) or something?

    I bet this is also the exact reason why we see so many ppl go next in Europe. They just want to move on to a normal match.

    Isn't the game banned in Russia atm?

  • @bingbongboi90 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997814#Comment_3997814

    That was the easiest and most effective counter argument to make lol

    That does not explain anything. Survivor was already better without that change, that would've just made things worse

  • @hermitkermit said:

    The slugging and tunneling updates didn’t make it out of PTB. They’re not going live.

    I'm aware of that, but this post is targeting people who seem to think this absurdity of a claim is true.

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997455#Comment_3997455

    this is basically saying at any point a killer can tap the EZ win button to turn the match around how is that healthy in any game? If your struggling your artificially placed in an MMR your not prepared for.

    Theres nothing easy about tunneling if you actually help your teammates, which is exactly what this update was making unnecessary. You could've just left your unhooked teammate to fend for themselves the entire time cus they can last ages now, even when almost all gens are done. No need to hittake or shoulder them or anything, cus basekit anti tunnel was buffed far too much and killers get punished when they finally catch the survivor when they desperately need someone out. This update should've only prevented extreme cases of tunneling, peoppe who do it before 2 gens, not because they need to, but because they want to. That just hurts killer as a whole, not just people who extreme tunnel.

  • @Amanova said:

    I understand that I'm going overboard with rudeness and probably gonna be banned, but what kind of pathetic post is this on your part!? There are clearly signs that you favor one side, you're just making a shitstorm of posts "us vs them" because of your twitter post!
    My opinion is why you shouldn't have cancelled it:

    1. If you don't have time to rework these changes, then release them as is, but with minor changes to the numbers, and then in the live release, listening to feedback from not only the killer mains and then adjust it again.
    2. By not releasing this update, you are depriving all other platforms of the opportunity to try out the content and give an opinion about it. Do you think it's right that only Steam players give feedback? Again, a one-sided decision on your part
    3. Killers will also continue to exploit the game's flaws in the form of slug and tunnel, understanding that even in the next PTB they can vote against it and you will cancel again like cowards
    4. If a player chose to play as a killer, he must understand that he is creating a match, that he must try a bit harder if he wants a lot of hooks, this is not walking in the park to give them everything in their hands

    But I understood one thing for sure, you are not interested in the opinion of survivors for more than a year, especially solo survivors. The best example is a dead item called fog vials, the stupidest rework of maps and keys that are so useless, especially their iri addons

    These posts Ik are gonna be populated with people who think 2016 infinites were okay. The bias to favoring survivor is strong with this one.

  • @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997258#Comment_3997258

    “Cus anyone whos played this game since the beginning knows how this game has never ever been in the killer's favor. ”

    The game has been in the killers favor since old eruption. Especially with the amount of strong killers the devs have released. Look at Dracula and the very last one they released. You know who I’m talking about. Plus the buffs they have given to killers since that 6.1 update for example hillbilly.

    Survivors were the power role from 2016- august 2022. Killer has been the power role since August of 2022 and still are.

    You're smoking what the devs were when they made this patch. 6. 1 is the closest killer ever got to being the stronger role, and since then, each update has only been in favor of survivors who are already the power role. Most recently seen with the QOL initiative changes, these ones making any form of consecutive hooking punished for when in most cases its necessary to tunnel at 2-1 gens. What this update should've stopped was extreme tunneling that was being done with no gen progress, the killer simply doing it cus they wanted to be annoying and get a reaction. Survivor has been the power role since the games launch, just not on a massive scale compared to nowadays.

  • @XboxPlayur said:

    New patch announced:

    Killers- “this looks real bad, these changes don’t target hard tunneling or toxic 5 gen slugging at all. They’re going to be abused just like all of the current anti tunnel/slug measures”

    Survivors- “shut up baby and wait for the numbers”

    Patch is revealed and released to PTB:

    Killers- “these numbers are even worse than I thought. here are specific examples of how this will be abused, or just affect killers who play the game in a healthy way. Here are several ideas for systems that are both simpler and better at targeting the actual problem.”

    Survivors- “shut up baby you just want to tunnel someone out every game for EZ wins”

    Patch is killed:

    Survivors: “KILLERS ARE THE WORST THEY JUST CRY ABOUT EVERYTHING! THERE WERE FLAWS WITH THIS BUT KILLERS SHOULD’VE JUST DEALT WITH THEM BECAUSE I ABSOLUTELY GET 4 MAN SLUGGED AND TUNNELED OUT EVERY SINGLE GAME!! I DON’T EVEN HAVE ANY SORT OF WAY TO COMBAT EITHER OF THESE STRATEGIES LIKE PERKS OR UNHOOK BUFFS OR ANYTHING!”

    This wasn’t a “loud minority” of people crying to get their way. It was many people, some of whom coincidentally have a lot of experience with this game, providing feedback on several platforms. Which was the purpose. Killers provided specific valid concerns and proved the flaws with these changes in the ptb, this patch absolutely didn’t need to go live. Maybe the survivors should try providing actual solutions to the problems they think are in the game for the devs to listen to? As a mostly killer player I would say that strategy seems to have worked and is in general much more useful to a dev team than just yelling “killers are your favorites!”

    Thats exactly what this patch has been. Spot on

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997247#Comment_3997247

    To be totally fair, this is a very disingenuous claim. If you are in the higher percentile, which if I'm not mistaken you have said you think you are, then you're understandably not going to be the target of systems designed to help the majority who aren't. You're playing a different game altogether in that case.

    The thing is that this machanic hurts all levels of play. High MMR is affected drastically now, how am I supposed to kill a single person before all gens are done if I'm not playing a top 5 killer and not emergency tunneling? (Made up term but essentially its when you tunnel purely cus the only way you can win at this point is by slowing gen pressure down. Through swiftly ridding of a survivor.)

  • @Meg_Survivor said:

    it honestly never fails, its always a killers word over survivors - we have been begging for changes like Tunneling and Slugging to come to the game for YEARS and i already know they are going to change it again just to make it useless. The only thing they need to change as far as the Tunneling feature goes is this section:

    Tunneling Penalties

    • When a Survivor dies to a hook action or Mori before 6 total hook states, the remaining Survivors gain a 25% repair speed bonus.
    • When a Survivor that was previously hooked is Killed or Sacrificed, the Killer loses the ability to block, damage, or regress generators by any means.

    everything else as far as the HUD should honestly stay the same. its already hard enough for solo q survivors to try to manage a 1v3 esp against stronger killers, stop trying to make the game easier for killers to win and make it fair to where it is BALANCED for all players.

    Also, as far as the slugging goes killers can still slug everyone and then end up hooking EVERYONE before the 90 seconds are even up. Its honestly rare for some killers to leave anyone down for that long knowing these changes are coming in effect.

    They are so quick to make changes and respond once killers speak up just like when they nerfed the fog vials, they really need to take this time to really sit and think about what changes really need to be made esp from a survivors perspective.

    Its very hard to balance dbd without micro balancing (making changes based on MMR.) For the most part though, the entire purpose of these changes is to make tunneling impossible by any means, and also making it so you don't really have to help unhooked teammates. I've said this alot now and many others feel the same, but thats simply just catering to bad survivor players. Survivor is in a pretty good position as of lately.

  • @dgbug said:

    I genuinely do not think that the people at BHVR play killer. Until I see a video of the developers queueing into public matches and playing full on killer matches, I'm just going to assume that BHVR doesn't really know or care what the killer experience is like.

    I'd LOVE to be wrong about this.

    This has never seemed more true

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997247#Comment_3997247

    That's not factual at all. The latest aggregated stats BHVR have released show every single killer wins greater than 50% of the time and most are at or above their 60% target. Killers literally win more than survivors.

    Your personal stats aren't relevant to game balance beyond their contribution to aggregated killer/survivor win/loss data. Past 30 day combined data shows I have greater than 60% kill rates on 16 of 19 played killers - still think we should go off anecdotal, player by player data?

    Idk your MMR, your opponents could just be ass. Survivor is easily better than killer, just because public stats that include all players (including bad ones) says otherwise does not mean survivor isn't stronger. The devs had stated themselves that changes are kften motivated by pick rates and kill rates. They probably saw that and assumed that survivor was struggling, when in reality its just bad players struggling.

  • I can tell just by OP thinking killer is better than survivor that they're either super inexperienced, and or they just suck as surv. Cus anyone whos played this game since the beginning knows how this game has never ever been in the killer's favor. Thankfully its nowhere as broken as it was then, but its still drastically obvious which role is better (its survivor.)

  • Killers needed to be heard, this update was about to be awful for majority of the roster.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997234#Comment_3997234

    Killer mains get what they want and still act like they're weak victims.

    Its factual information that survivor is better, and its in the stats too for the most part. BHVR caters far too much to bad survivor players, and these changes would've been the mother load of unbalance. I have a 75%+ escape rate, thats not supposed to be happening according to BHVR's target killrate.

  • @BbQz said:

    Yeah guess I shouldn't have expected anything less from behavior. Nerf the first new survivor into the ground 2 weeks from release. Completely axe the anti tunneling and slugging at day 0. What a waste of a IP I thought for just a second that with the big boom of new players to the game they would have the courage to do SOMETHING but no this will be a sizzle in the pan and people will leave in droves aside from its current dedicated fans.

    Calm down buddy your preferred role is still stronger.

  • @Meg_Survivor said:

    it honestly never fails, its always a killers word over survivors - we have been begging for changes like Tunneling and Slugging to come to the game for YEARS and i already know they are going to change it again just to make it useless. The only thing they need to change as far as the Tunneling feature goes is this section:

    Tunneling Penalties

    • When a Survivor dies to a hook action or Mori before 6 total hook states, the remaining Survivors gain a 25% repair speed bonus.
    • When a Survivor that was previously hooked is Killed or Sacrificed, the Killer loses the ability to block, damage, or regress generators by any means.

    everything else as far as the HUD should honestly stay the same. its already hard enough for solo q survivors to try to manage a 1v3 esp against stronger killers, stop trying to make the game easier for killers to win and make it fair to where it is BALANCED for all players.

    Also, as far as the slugging goes killers can still slug everyone and then end up hooking EVERYONE before the 90 seconds are even up. Its honestly rare for some killers to leave anyone down for that long knowing these changes are coming in effect.

    They are so quick to make changes and respond once killers speak up just like when they nerfed the fog vials, they really need to take this time to really sit and think about what changes really need to be made esp from a survivors perspective.

    Im fine with the hud and unhook protection, but the punishments for tunneling needed to be changed

  • @Drunkenmunky said:

    It's miserable.
    Every survivor hates it.
    Add Doctor.
    Never add Plague.
    Unknown would be fine.
    Even Trickster would be fine.
    Clown without speed buff would be fine.
    I hate the houndmaster but, if she was optimized it might be fine.
    The rest probably wouldn't work just based on technical stuff.
    Even Good Guy power is problematic 2v8.

    You hate Houndmaster? That has to be one of the most fun killers to vs in the game rn. And shes incredibly rare cus of her bugs rn.

  • @MostBestPlayer said:

    Try playing her in Gideon Meat Plant, you cant reliably search because your dog pointer fixes on floors sometimes. So when you want to search lower floor it searches upper.
    And there were times where i just did a basic attack trying to make my dog search.
    It is such a bad time playing her, i can't enjoy this killer. Jesus christ man.

    Supposedly they are aware of all of her bugs and have planned fixes around this month. Though I haven't seen any Houndmaster in the PTB bug fixes.

  • No Vee? Shes easily gonna be one of the most popular survivors.

  • @Rudjohns said:

    but all these anti tunneling changes in the PTB are being considered?

    Legit question

    Well it was reverted to it's original 4 seconds for a reason. 5 seconds hurt M1 killers way too much, but having a longer stun doesn't hurt mobility killers too much. So the play was to make it a healthy 4 seconds, so you can't get too far without starting chase again, and can get a second chance.

  • @Nightram said:

    How many of you have heard of hide and seek variants with myers in custom games?

    Even with scratch mirror or infinite exposed with tombstone mori. With and without sandbagging. These are so fun! And the way myers are getting totally changed... We will not be able to do this anymore. Doing it privatly with friends, or with streamers.

    I would love if we can still have Myers old style in the custom games. So we can still have fun with our friends!

    And also add a setting that a killer can be undetectable the whole match (only in custom game). To spice up these gamestyles players wanna try in custom games.

    I will explain some of the hide and seek plays with myers under here:

    Hide and seek 1: All survivors are against eachother. They have to use Bond and pebble. And the two others is up to them. Sandbagging etc is allowed.

    The killer is a Myers in a infinite tier 3 with tomb stone. Before the match starts all survivors gather to feed the tier 3. Then a countdown start where the killer just wait for the survivors to spread and get ready.

    Idk if the killer should have a standard 1 or 2 perk and the rest of their choosing. But these rules is up to the host.

    How the game ends examples:

    1: Until 1 survivor is left.

    2: When 1 survivor is left, first person to get to the hatch or close it first.

    3: Extended of example 2. Could be a try for the exit gates.

    Hide and seek 2:

    All survivors gather somewhere for the killer to stalk to tier 3. Then the killer find a wall to look at, and mutes all sounds. For 1 minute survivors go hide. When the times is up, no one can move fron their spot (plp streaming have had specterators to check if plp weren't disobeying this)

    When the killer finds a player, there is a mori. And then the killer has to mute all sounds again. For 30 seconds the remaining survivors get to find another spot, or not.

    Until the 1 survivor is left. They win.

    There could be a alternative. When the 3th is moried. There is a time limit on 3 minutes to find the last survivor.

    But do as you wish to do :)

    If we won't get Old myers in the custom games for this. This is your chance to try it out before this is gone forever.

    Honestly, a feature to play old killer powers and builds would be really cool. But it'd be like a massive update.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993791#Comment_3993791

    His post is edited. He originally had a AI video of the new killer eating a cheeseburger

    His post is in fact, not edited. Where is the red text saying he changed his post?

  • @TheGoone said:

    First off did you use AI to make this and second it's an original chapter people interested will just use shards to get her

    Tf u mean did he use ai? The post is just a title! Mfs just be accusing anyone of using ai

  • @RafterMaster said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993635#Comment_3993635

    I didn't understand your second paragraph. It sounds like it's more reason to ban VPN/Ping manage.

    Exactly the point

  • @RafterMaster said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993461#Comment_3993461

    Agreed… but seeing as they are all QoL at the min, you would think it would be up there. As far as I am concerned VPN use is unnecessary, and should be classed as cheating. If it's legit high ping, group them. I don't think 60+ should be in a lobby as killler

    Its absolutely unnecessary. Some people do it because they purposely want to piss off people from another region who have the misfortune of playing against them. Or they want to practice against different players like the hard part isn't just the players now bro, you're own ping is also ass at the same time.

  • @RafterMaster said:

    Seeing as you are dealing with Qol … How about you sort client side / ping.

    I mean, at least try and match ping? It's so dull seeing 200 ping Huntress cheaters and so-on. It's not that difficult to ban VPN, or filter ping from lobbies. Match high-high.

    VPNing is apparently not bannable, even though it should be. Why theres no MS limit by now is baffling tbh, no killer should be playing the game on a higher ping that 100. If it's a server distance issue than thats on BHVR.

  • @mooasis said:

    this is an idea i had a while ago but with the upcoming slugging changes it seems a bit more relevant and possibly important. the killers first chase is often the most important and pivotal, and having your pressure taken away from you on the very first earned down can be extremely frustrating and sets a losing tone for the very rest of the match (especially if that down wasnt quickly to begin with).
    having immunity to pallet and flashlight saves as long as the killer currently has zero hooks i think adds a bit more complexity to "survivor nearby = slug", and you make the tradeoff of leaving the player on the ground for pressure instead of being forced to leave them on the ground if theyre on a pallet. since survivors can now self pickup after a while its also not abusable by the killer at all, just a mechanic to make sure the first earned down stays earned

    Dude, no. In no world should a killer grasp save be completely impossible because you're misplaying, getting a down at 2 gens is definitely a you issue. Anti Slug being completely disabled (Tenacity effect and Unbreakable timer build up) with no stages seems fair, but making saves impossible when you have no stages isn't. Thats the same problem as lightborn, a terrible perk that makes an entire machanic completely useless.

  • @Dokta_Carter said:

    I have been thinking, about the Anti-Tunneling, specifically on the gen regression and block prevention.

    Isn't this also semi targeting those matches when the Suvivor gives up immediately? Like you find them and they stop moving or stay under the hooks?

    Because a killer trying to prevent the regression/block prevention will not over look those individuals?

    Which helps those individuals who want to continue playing a good match, while potentially forcing the killer to play, or eat the dc?

    The players themselves need to moderated, not the core machanics of the game. These changes are unfair, even if you're losing a teammate so early.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992976#Comment_3992976

    No, OP is talking about things that are added to fix general complaints.

    IE, stuff like this new system- it's there to resolve a survivor complaint. They're saying that every time that happens, killers complain, and BHVR nerf the thing in question to oblivion. I do not think this is true, personally, that's what my comments are about.

    Oh, yeah you're right, its not true. This system does sound really bad and unbalanced. It doesn't need to be nerfed to oblivion like Fog Vials, but it definitely needs number changes.

    On a side note, Fog Vials need maybe one or two more charges, and their opacity and sfx nerfs to be reverted, then I think they're perfectly balanced.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992968#Comment_3992968

    I mean, I don't necessarily agree with your conclusion there but I'm not making a comment about the new system here. I'm talking about people who say "every survivor complaint response gets nerfed into oblivion immediately because of complaining", which is a statement I think is just flat out false.

    I was asking the question legitimately, too, not rhetorically. I wanted to know if people were thinking of other changes I'm not thinking of myself when they say this.

    I have an example of this being true, that being Ghoul's kidnap tech. This is actually preventable and better if you just let him bite you rather than running away from the vault. All you need to do is hug the vaultable prop and the killer's only option is to take the bite and you get more distance, or cancel power and vault the window, or just cancel power (some people play for no enraged with broken chain.)

    Not to say kidnap teching wasn't broken, its just avoidable when you're injured and theres a better option to outplay it since you're getting injured regardless.

  • @Elan said:

    Basic movespeed

    → Every killer base are 5 % faster when in chase

    → Every killer is 15 % faster when out of chase (this will have 10s cooldown after landing basic attack when in or out of chase)

    Basic lunge

    → base value increased by 30 % so it's sorta works like mini antiloop at unsafe pallets across killer roaster

    Basic damaging

    → kicking generator regresses it by 10 % (max 8 kicks)

    → the base gen regression is also applied to perks that don't rely on kicks (fe. surge now gives away 18 % of the gen - was 8 %, eruption would give away 10 % on kick and 20 % on explosion better worth it burning out limits faster)

    → Killers can now destroy windows, leaving them open area (same as what happen when you destroy breakable wall)

    → Once per game, killer can destroy upright pallet (you can choose which pallet you won't to get rid of at start of game (shack, main building etc.)

    Basic chase

    → Bloodlust grants 8 % movespeed (was 5 %) but happens less frequently B1 after 15s, B2 after 35s, BL3 after 45s

    → Bloodlust is no longer lost when destroying pallets, windows, breakable walls

    → Basic attack cooldown reduced to 2.5s (was 2.7s)

    → Landing a basic attack grants 5 % haste for 10s

    Scouting

    → Aura of all survivors on the map are revealed when:

    • you damage generator
    • when you hook a survivor
    • when you destroy pallets, windows, walls
    • for 20s at the start of the trial

    Killers can now destroy windows, leaving them open area (same as what happen when you destroy breakable wall)

    Thats all I needed to see

    No.

  • @jesterkind said:

    What is it that people are referring to when they say this, genuinely?

    The anti 3 gen system wasn't, to my recollection, adjusted at all from PTB to live. The survivor HUD update wasn't adjusted from PTB to live unless you count fixing a bug + was buffed later on down the line. Post-unhook Haste and Endurance wasn't nerfed from PTB to live + was buffed later on down the line.

    Is it just that the anti facecamp system got tweaked? Is that what people are thinking of with this take?

    No one had a problem with the anti 3 gen system, it almost never comes into play anyway.

    Basekit anti tunnel only hurt people who insta tagged off hook, it didn't affect fair players at all.

    Anti camp needs a buff, and a pretty substantial one. The meter grows far too slowly and doesn't recognize when the killer is still camping a narrow entry to the side of the map where the hooked survivor is (like on Coal Tower's hill hooks or Azarov's Resting Place's or Suffo Pit's weird narrow mid map.)

    These new anti tunnel adjustments sound very unfair and super punishing, even if you try to make an effort to spread hooks. Imo and some others have already suggested it, the total hooks required before killing a survivor should be reduced to 4 stages, and the Consecutive hooking to sacrifice/kill the same survivor should be linked to this stage requirement rather than just being if you tunnel someone out, you lose all your gen defense. This way your not punished for having someone die early if you at least tried to go for someone else.

  • @Xray said:

    Which Survivor or Killer has the most aura in the game?

    Dwight

  • @vol4r said:

    I feel like the perk needs a change.

    90 seconds in terror radius is just not it, efficient team is able to finish 4-5 gens in that time.

    One use of a perk isn't really great too for saving - I can bring background player and save people every 20 seconds with flashlight.

    After all the bugfixes with its unintentional finesse and collision shifting now gone, it definitely needs to be changed. Maybe it should operate on a cooldown instead of being a one time use.

  • @Elan said:

    Medkits

    → no longer allow self-healing

    → no longer synergize with perks (fe. Do No Harm and Ranger Medkit result in 50/100 % bonus based on hooks, Botany now works only with perks like self care, strenght in shadow, We'll make it etc.)

    → Healing bonus is capped at 150 %

    Flashlights

    → blinding killer carrying or picking up survivor no longer frees them

    → Reduce blindness duration by 30 % across all flashlights

    Toolboxes

    → now have charges that can be consumed to temporarily increase repair speed

    • brown toolbox (1 charge) can be consumed to repair 2 % faster for 60s
    • yellow toolbox (1 charge) can be consumed to repair 3 % faster for 70s
    • blue commodius toolbox (2 charges) can be consumed to repair 5 % faster for 30s
    • blue toolbox (has 1 charge) can be consumed to instantly destroy hook
    • engineers toolbox (has 2 charges) can be consumed to repair 5 % faster for 60s
    • Alex's Toolbox (has 2 charges) can be consumed to instantly break hook

    Keys

    → no longer can open hatch

    Maps

    → beam of light now stays forever when not equipped iri add on

    Fog vial

    → reduce opacity, size and duration to better suit an antitracking tool

    → charges reduced from 2 to 1

    Medkits

    → no longer allow self-healing

    → no longer synergize with perks (fe. Do No Harm and Ranger Medkit result in 50/100 % bonus based on hooks, Botany now works only with perks like self care, strenght in shadow, We'll make it etc.)

    → Healing bonus is capped at 150 %

    Flashlights

    → blinding killer carrying or picking up survivor no longer frees them

    → Reduce blindness duration by 30 % across all flashlights

    Toolboxes

    → now have charges that can be consumed to temporarily increase repair speed

    brown toolbox (1 charge) can be consumed to repair 2 % faster for 60s

    yellow toolbox (1 charge) can be consumed to repair 3 % faster for 70s

    blue commodius toolbox (2 charges) can be consumed to repair 5 % faster for 30s

    blue toolbox (has 1 charge) can be consumed to instantly destroy hook

    engineers toolbox (has 2 charges) can be consumed to repair 5 % faster for 60s

    Alex's Toolbox (has 2 charges) can be consumed to instantly break hook

    Keys

    → no longer can open hatch

    Maps

    → beam of light now stays forever when not equipped iri add on

    Fog vial

    → reduce opacity, size and duration to better suit an antitracking tool

    → charges reduced from 2 to 1

    No more self healing means no ones ever gonna use a med kit again. Self healing with them is the only reason they are used.

    Capping healing speed is an awful change. If you don't want survivors healing, run leverage and sloppy or gift of pain. Gen speeds should be capped or even made like the old haste/hinder stacking removal.

    Flashlights

    → blinding killer carrying or picking up survivor no longer frees them

    → Reduce blindness duration by 30 % across all flashlights

    Defeats the main use of flashlights.

    Toolboxes

    → now have charges that can be consumed to temporarily increase repair speed

    brown toolbox (1 charge) can be consumed to repair 2 % faster for 60s

    yellow toolbox (1 charge) can be consumed to repair 3 % faster for 70s

    blue commodius toolbox (2 charges) can be consumed to repair 5 % faster for 30s

    blue toolbox (has 1 charge) can be consumed to instantly destroy hook

    engineers toolbox (has 2 charges) can be consumed to repair 5 % faster for 60s

    Alex's Toolbox (has 2 charges) can be consumed to instantly break hook

    Toolboxes need nerfs, not a buff to long term repairing.

    Keys

    → no longer can open hatch

    Defeats the whole purpose of keys.

    Maps

    → beam of light now stays forever when not equipped iri add on

    This is fine. I'd add that the beam should also show an aura to help on indoor maps.

    Fog vial

    → reduce opacity, size and duration to better suit an antitracking tool

    → charges reduced from 2 to 1

    Fog Vials need almost a complete revertion, not even more nerfs. The item needs it's effects nerfs to be reverted and 1-2 more charges (3 or 4 is healthy. )

  • @MikeStev said:

    • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.

    I don't understand this line, can you help me?

    You essentially lose the game if you went for the same person consecutively until they died.

  • @HolyDarky said:

    So, usually a PTB drops on Tuseday and even in the developer update they said next Tuseday (September 2nd) is the release of the PTB. However, the social media accounts just dropped a new teasers that says the PTB will be on September 3rd (Wednesday).

    So, which one is true?

    PTBs always starts on the same day DBD releases weekly stuff like your store gift, quests and updates. That day is Tuesday, and sometimes updates drop on Thursday too.

  • @Drunkenmunky said:

    It's a silly argument.

    Killer's mains continue this silly dialogue; I'm doing my objective, it's my job.

    Competing gens is literally the objective of the survivor.

    It's a strawman argument.

    The difference is, survivors can't abuse the system to change gens to 4v1. It's always 5 gens; regardless.

    Except gen speeds are actually a problem

  • @FilthyLegionMain said:

    Clickbait title aside, I'm sure you've felt it as well. Loads of negativity, people on both sides reinforcing their prejudices against the other? I can't help but think that with how many comments and posts I see that not only devolve into wars over which side is being bullied more. Part of me thinks that this community, specifically the forums, could use a break. I know it sounds crazy, suggesting to just have the site go offline for a bit just so everyone can have a cleanse from all the hatred that's being spread around (and in such immature ways, I have to add) and recover. It's most likely not gonna happen, but I do worry for the mental state of some people on this site (and the game itself, but that's besides the point).

    It needs alot more users and more of a sample size. Forums could be the perfect place for changes to be recommended if so many others would agree.

  • Thats not a bug, only the generator thats repaired triggers the perk

  • @Mandy said:

    Just to confirm, the people we've got working on the Game Design section have been there for a very long time, most over 4 years, some as much as 8. Some people have moved to other projects but the majority is still in situ.

    I'm in game design rn in college. I want to work on the balance team in some years on DBD.

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