CompetitifDBD
CompetitifDBD
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Houndmaster has the same issue, except her dog is actually dodgeable, so idk why it was ever nerfed. Ghoul in the other hand has reticle stickiness and auto aim. There needs to be a different way of applying that gate blocker machanic with his power.
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@DarkStrife said:
Survivors now have voice chat and their talking can be heard by the killer.
How good or bad would this fully be?
Why does the killer need to hear? Unless its proxy chat then that makes sense, but if its just a vc with map wide audio, theres no point.
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@MrMori said:
That would just lead to toxicity. Head On should show the aura of the locker you're in when it's ready anyway.
It should basekit, but teammates should also be notified if they're in a locker or not through the HUD.
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Bumping again. Pls check em out, including the discussed changes
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983599#Comment_3983599
Reflective is still useless, it's a fundamentally bad add-on that's competing with ones that will actually help you get the save. As someone who does go for sabo plays quite often, killers don't normally go to the closest hook anyway they are going for the scourge hooks. Not to mention by only showing the closest is not great on maps where the physically closest one is actually far away due to walls. Just have it give the effects of sabatour and it might not be totally awful.
The issue with the lamp is that toolboxes don't last long, it's even worse with your plan to remove wire spool for no real reason, this is the same reason why spring clamp is a joke of an item. Having ten seconds of a gen being slightly quieter and the killer not being able to see gens auras is entirely pointless. No offense but your fundamental lack of understanding on how toolboxes work is not a great sign. And that's not even going into how much of a waste it is having multiple toolboxes for sabotaging. It's an incredibly niche playstyle, people aren't going to be burning through them at a rate fast enough for weighted and mechanics toolboxes to be used up, and this has the effect of further nerfing chests by bloating them with bad items.Sorry dude, there's some… okay? Ideas in here but you need to go back to the drawing board.
With the new Hook spawn logic and scourge spawns, Reflective Panels could make for a very useful Add On on most maps that either don't have hooks upstairs, or a second floor entirely. Saboteur does the same pretty much, so giving the Add On it's effect feels lazy. Heres an interesting spin.
- The killers aura is now shown when they are within 16 meters of the downed/carried survivor.
This way you can see if the killer has decided to switch up their choice of hook.
I have a full rework for Luminousity Lamp.
- Upon using the Toolbox on a generator, you'll now see the text "install Luminousity Lamp." Going through with the decision instantly consumes the Add On, triggering the following effects for 60 Seconds:
- All Generator auras are hidden from the killer.
- All Generator lights and environmental lights turn off.
With these fixes, wire spool can confidently go without complaints.
Spring clamp like I said is map reliant, but has a unique effect. Heres a change that can make it a littlw more appealing.
- Upon repairing with your toolbox, the text is replaced with "Attach Spring Clamps." Once you go through with the action, the following effects occur for 90 Seconds:
- The generator's prongs no longer move or produce audio for the killer.
And I'll add a QOL buff to the BNP, just so it doesn't hurt new players, while no longer making it a waste of an Add On slot if it were to be missed.
- There is no longer a difficult skillcheck to install the Brand New Part.
This should make all of them not rely on charges, but still have impactful and rare/very rare worthy effects.
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@Foggyguy said:
Reflective panels is bad, luminous light is kinda cool but ultimately still bad + potentially terrible for survivor since it lets killers know that a survivor is on gen which can be bad, spring clamp just needs to silence the gen while working on it, wire spool and clean rag should be kept.
I have an easy fix for Reflective Panels
- As long as the killer is within 16 meters of a survivor thats downed or being carried, the closest hook is revealed to you in a red aura
Luminosity Lamp isn't going to give meaningful info on which gen is being done. The idea is just to be a portable and manually activated residual manifest for gens. Though to make it a little more busted, I'll give it this:
- A random generator's lights or respective environmental lights (on maps like Treatment theater) will flicker as if it were being repaired.
Spring Clamp would be pr busted if it made gens fully quiet, but also that'd be map dependent. The current version is a better technician and potential energy if you play to fake high progress.
Charge gains are already kinda nuts in their current state for toolboxes, so I decided to take out Wire Spool rather than Scraps. Clean rag is worse than Socket Swivels, so I kept this repair speed Add On instead. Repair speed is healthy and can be used strategically to pop a generator before pop or pain res for example.
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Bumping this cus only 1 person has seen it. Reasonable
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@Maxlel said:
SUMMARY OF THE ISSUE: Hello, I was playing against a killer and had hit double exposed back to back from my two Dramaturgy.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:Dramaturgy was used twice in chase and both times exposed was rolled in the same match.
VIDEO: Sorry, no video for this.
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/9OD3CCQED6X6/deadbydaylight.log
- Player logs are required from PC players only.
Well if theres no video, how can you prove thats a thing?
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It's not supposed to be considered a great skill check, its the same as a oppresion or overcharge skillcheck. The perk itself is bugged, not the BNP
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@tannhauser said:
Why? Just why did they do this? Genuinely, what is the point other than to make everyone miserable? The absolute worst offender is hatch offerings. Why are they secret? Why? It turns the endgame into "haha, the survivor brought the offering you couldn't see, so they get a free escape" or "haha, the killer brought the offering you couldn't see, so now you die". Like, what? If hatch offerings are visible, then at least both sides can play around it. But now, you can't tell whether or not someone brought a hatch offering, or if it's just a black/white ward, or if it's a mori, or if it's some useless junk offering like a shroud. What at all was the thought process behind making some offerings secret?
Its especially unhealthy for the hatch offerings. Why should one player know where its gonna spawn? And the killer not knowing essentially gives on survivor a free out rather than a hatch standoff. Super unfair change
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983308#Comment_3983308
Separating repair and sabotage could be a good possibility. I don't mind both being a part of the same item, but it could work as a way to make them less strong.
I nerfed the repair speed add-ons, because they are frankly outrageously strong for their rarity. I still think they would be good even in my ideal nerfed form, tho.
I just like using the item strategically like that to pop before Pain Res or even Pop (the perk.) Doing that would be alot harder without socket swivels
That said, here are my changes.
@CompetitifDBD said:
SO WHY CHANGE TOOLBOXES?
Toolboxes at the moment are used for two things, Repair Speed + Unique Buffs with Add Ons, as well as Sabotaging hooks. There are currently 6 different Toolboxes in the game, two in the rare and very rare rarities, which fiddles with how some perks operate, like Exultation for example. The aim of the following changes are to: A, split Sabotaging Toolboxes and Repair Toolboxes into two seperate items. B, to make Sabotaging seem like a more viable playstyle through Basekit and Add On changes. And C, to have there be less Add Ons in total that do the same thing and clutter the Blood Web.
HOOK SPAWN LOGIC
- Hooks will now spawn at loop tiles only. Somewhere that features a window and or a pallet built into the tile.
- Hooks will now spawn at least 20 meters away from the edge map walls when applicable.
- Scourge hooks cannot be within 20 meters of eachother horizontally, and 5 meters vertically.
- The basement no longer counts as an environmental hook at the shack or main building tile, allowing one to spawn outside or near the building.
SABOTAGE BASEKIT
- Hooks destroyed by a Toolbox stay broken for 60 seconds by default.
Notes
Hook spawns are a frustrating for both factions. Survivors getting hooked at the edge of the map woth nothing nearby to make is very frustrating, while it also forces killers to make more distance to generators they want to patrol. This way we can get the best of both worlds by ensuring hooking near no loops or the edge of the map, isn't possible anymore, so long as you haven't already wasted a pallet or a window is blocked.
Scourge hooks should consistently spawn more spread out now, while still being random.
In case you can't make the basement hooks, a normal hook should spawn outside the main building or shack now. This is only a problem on select maps that are lacking in size however (speperate problem)
NEW ITEM: SABOTAGE TOOLBOX
These Toolboxes only works exclusively with Sabotaging hooks. These toolboxes share the same Use based system as Keys, Maps and Fog Vials.
Weighted Toolbox (Uncommon)
The thing is empty, but the Toolbox itself is as heavy as a hammer.
- 4 Uses
- Sabotaging takes 2.5 seconds
Machanic's Toolbox (Rare)
A metal box with destructive mechanics tools. Can be used to break various metal components.
- 5 Uses
- Sabotaging takes 2.25 seconds
Alex's Toolbox (Very Rare)
A Toolbox addressed to someone named "Alex." This person was somewhat of a master of Sabotage, the box is filled with destructive tools, far beyond machanic standard.
- 6 Uses
- Sabotaging Takes 2 seconds
Sabotage Toolbox Add Ons
Claw Hammer (Common)
A spare tool to keep on breaking, and more efficiently too.
- Adds 1 Use to the Toolbox
- Reduced Sabotaging time by 0.25 seconds
Hacksaw (Uncommon)
The tool is big, leaving less room for more already brittle tools, but it can make quick work of metal components.
- Reduce Toolbox uses by 2
- Reduce Sabotaging time by 0.75 seconds
Reflective Panels - New Add On (Rare)
Typically they're stuck onto Toolboxes to be seen while working after dark, but here they hold a strange supernatural power.
- Sabotaging a hook whilst the killer is picking up or carrying a Survivor reveals the hook closest to the killer
Grip Wrench (Very Rare)
An adjustable wrench with a tough grip. This tool isn't letting go of parts so easily.
- The time until hooks rebuild themselves is increased by 20 seconds
Ominous Gloves (Visceral)
Thick gloves, pulsating with power. The wearer gains a better sense of stealth and perception while breaking the Entity's tools.
- Sabotaging creates no audio
- Hook break notifications are silenced
- The hook's aura lingers for the killer for 10 seconds after it was broken.
- Reduce Toolbox uses by 2
Notes
Sabotaging is it's own stand alone machanic now. By making it it's own Item, we can change how many uses it has so you aren’t left with not enough percentage to complete the interaction. By using a Use system, the Sabotage action is cancellable without losing charges.
The basekit buffs are only means to make the feature more appealing and more helpful in situations where multiple survivors might be hooked nearby harder to accomplish, through faster Sabotaging and longer hook rebuild times.
REPAIR TOOLBOX (Item Renamed)
The following has been retired and removed from the Bloodweb:
- Worn-Out Tools (Common Toolbox)
- Instructions, Clean Rag, Wire Spool, Cutting Wire (Add Ons)
- Any Instances of Sabotaging ability gains or speed increases.
Scraps (Common - Unchanged)
Springs, screws and gears. Mostly unusable junk.
- Increase Toolbox charges by 8
Socket Swivels (Uncommon- Unchanged)
Swivels provide bend and flexibility for bolts that are out of reach, deep within mechanical devices.
- Increase Toolbox repair speed by 30%
Spring Clamp (Rare - Unchanged)
Useful tool to clamp hoses or hold wires in place to prevent abrupt and loud noises.
- All generator audio's hearing distance is reduced by 8 meters
Luminousity Lamp - New Add On (Very rare)
The bulb seems to steal the light produced by other electronics in the area, making them harder to locate.
While the toolbox is being used to repair, the following effects occur:
- All generator auras are hidden from the killer.
- Generator Lights are turned off
Brand New Part (Visceral - Unchanged)
This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory.
- Hit a difficult skill check to permanently reduce the required charges on that generator by 10%
Notes
Add ons with reused or near useless effects have been removed to reduce Bloodweb clutter.
Okay, lemme know your thoughts.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983231#Comment_3983231
I was thinking of it as a beginner-centric add-on, that's why I made it like this.
But, this is a really simple thing to change, so yeah, it would be probably better if it worked for the user only.
Are there other changes you have some thoughs on?
You didn't write it here, but I think they should split the existing toolboxes into two different items, making an entire new Item class called Sabotage Toolboxes, carrying over Sabotage related add ons and reusing Machanic's and Alex's Toolboxes as well as a new uncommon one. These toolboxes would be made on a charge based system, just like Keys, Maps and Fog Vials. Giving you a predetermined amount of charges to sabotage a hook and no punishment through not committing to a sabo by reducing your item's percentage. Grip wrench would make for a good very rare add on, hacksaw giving a basic buff to the toolboxes would be an uncommon. Then there could be a common to add 2 charges to the Toolbox, a rare add on that shows the closest hook to the killer while they're carrying/picking up a survivor, buff and change protective glove's rarity to visceral, adding the ability of making sabotaging quiet, and making hook auras linger for 10 seconds after being destroyed, but charges are reduced by 1 or 2.
Repair speed add on nerfs feel unnecessary, since the faster you repair, the faster your charges are depleting anyway. Most people use their toolboxes on the first gen they see, so theres no point in nerfing the stretegic use of speed add ons to lets say pop a generator as the killer is actively running at your gen.
Normal Toolboxes already have 7 add ons linked to doing gens, so might as well do what they did with Keys, Maps and Fog Vials and make only 5 of them stay, having one for each rarity. I'd say we cut loose wire spool, instructions and clean rag. Keep the existing version of scraps, existing socket swivels, change springclamp to a rare add on, make a new very rare that hides all generator auras for the killer while the toolbox is in use, and keep existing BNP.
I kinda wanna make my own post covering more detailed changes to toolboxes and the two things they are used for. I'll get to it now.
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@SoGo said:
Hello everyone!
So, I am now on post talking about how I'd improve an item type number 4. (Links for the rest at the end of the post.)
Now, it's time for toolboxes. The main things I want to achieve with these changes is to make them a bit less unbalanced, and make them each specialized for a certain kind of playstyle. Enjoy!
Worn Out Tools:
• 20 Charges
• 25% faster Repair speed
• 50% larger Good Skill Check zones
• Great Skill Checks do not appear.
• 30% slower Skill Checks
• Unlocks the Sabotage actionThis one would be tailored to beginners and people who have problems with Skill Checks. I also decreased the repair speed and removed great skill check zones to avoid potential abuse with Hyperfocus.
Toolbox:
• 20 Charges
• 50% faster Repair speed
• Unlocks the Sabotage action
• 50% faster Sabotage speedThis one would become a jack-of-all-trades, but unlike the current one we have (Commodious), it's not just the best in any thing it does.
Commodious Toolbox:
• 28 Charges
• 50% faster Repair speed
• Unlocks the Sabotage actionIt should only be focused on repair, not also sabotage. I also trimmed down the numbers just a smidge to even out the field a bit.
Engineer's Toolbox:
• 16 Charges
• 100% faster Repair speed
• Unlocks the Sabotage actionThe only real change is that it no longer sabotages faster.
Mechanic's Toolbox (REMOVED)
Alex's Toolbox (Unchanged)
Next up, add-ons. These are, imo, some of the main offenders behind why toolboxes get so ridiculously strong in certain ways. These are the changes:
Instructions (Common):
• Now can be permanently applied to a single gen, working for all players.
• Single use, no Skill Check required.Clean Rag (Common):
• Decreased Repair Speed bonus from 20% to 10%.Scraps (Common → Uncommon)
• Increases the bonus from Great Skill Checks by 1%.
• Causes the Skill Check pointer to have a chance to go backwards, faster, or slower.
• Causes the Skill Check zones to have a chance to be smaller.Protective Gloves (REMOVED)
Spring Clamp (Uncommon):
• Now can be permanently applied to a single gen.
• Single use, no Skill Check required.Socket Swivels (Uncommon → Rare):
• Decreased Repair Speed bonus from 30% to 15%.Wire Spool (Uncommon → Very Rare)
Brand New Part (Visceral):
• Now, it also reduces the total Charges of the Toolbox by 12.Thoughts?
Related discussions:
That instructions change is awful. Hitting skillchecks is way better than having none at all, cus you gain more bp and have a chnace fir great skillchecks. You'd likely get made fun of by your teammates for running that.
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@MechWarrior3 said:
title.
No Houndmaster bugs fixed i see 😑
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@YamamuraVideoRentals said:
All other complaints about Twins aside, why is it that Victor can camp the hook, and the anti-camp meter does not do anything?
This needs to be fixed.
Victor can camp the hook and the Anti-Camp does progress, its just that the Anti-Camp Meter in general just sucks and needs a buff.
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Wheres the video?
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@yowhatsupman said:
More value for sloppy butcher and mangled addons its a pretty harmless change and helps against insta healing under hook.
Run leverage then.
Forcing longer heals just because a survivor is unable to heal or do anything for that matter does not warrant a buff to mangled like that. It was nerfed last year to be more temporary, this would just defeat the whole purpose of the nerf.
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@a_2can said:
As everyone has addressed on numerous occasions, The Ghoul is one of Dead by Daylight’s biggest issues atm. Here’s how I’d tackle nerfing Kaneki. First of all, his auto lock should be removed ENTIRELY. Other characters such as Huntress, Houndmaster, etc’ don’t have auto lock and yet their abilities are harder to capitalize on, making the balancing distribution between killers worse than ever before. Second of all, Kaneki’s Kagune Leap (including Enraged Mode) is already fast but on top of that, he can quick vault? That’s a bit excessive imo. Definitely remove being able to vault pallets (including vault reduction (Enraged Mode)). It has rendered dropping pallets an effort in vain against Kaneki. Finally, minimize the Countdown (can be any amount (preferably by 1/4 or 1/2)). Understandably these changes are harsh but still encapsulate key features of The Ghoul’s power, making him fun for survivors.
None of those are the communal problem with Kaneki's power. He has a ridiculous grab attack range, he has the kidnapped tech which shouldn't exist anymore especially since when it occurs or not is completely at random, and he has very short cooldowns.
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@AcesSpeedo said:
why did last stand get kill switched but the ghoul and clown didnt lmao
anyways i will be dc-ing the moment i hear the ghouls terror radius from here on out as i have reached my limit. thanks.
edit: so let me get this straight, when a perk isnt bugged (last stand) but doesn't work as intended it gets killswitched but when a killer power isnt bugged (ghoul) but doesnt work as intended, it gets left as is for months??? I WILL NOT BE GASLIT BY THIS COMMUNITY. I WILL NOT BE GASLIT BY THIS COMMUNITY. I WILL NOT BE GASLIT BY THIS COMMUNITY. I WILL NOT
You might be the best ragebaiter of 2028 with this post bro. They've mentioned constantly that the Killswitch feature is for gamebreaking bugs only. Neither of those killers are bugged, sure their boring asf to face, but not bugged. Last stand is giving infinite Finesse for free, which is unintentional, and thus has been killswitched since it often makes survivors uncatchable due to a fast moving collision.
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@Coffee2Go said:
No, it should keep being what it is.
No it should not for the reasons stated. Think of it as a solo queue buff, your teammates shouldn't be causing you to risk dying or wasting more time trying to heal because they don't know where to take chase. If they could see your aura while healing and make it less punishing to be interrupted, than the status effect would still be achieving it's main purpose of preventing perks with uninjured requirements, without getting completely nerfed to the ground.
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@Callahan9116 said:
You can get healed in like 15 seconds, self healing needs to be worse.
Also healing is really strong right now
I'll add, altruistic healing is a problem rn, NOT self healing. Self healing can only be dine once or twice (with select perks and add ons) using a medkit, and Selfcare + Botany or Strength In Shadows + Botany is just a waste of perk slots. Self healing is a strategic way to save time and let your teammates do gens or get a save while someone else is in chase.
Altruistic healing wastes absolutely no time and makes every survivor safe guarded. Thats not balanced at all, and it makes it virtually impossible for some killers who rely on hit and run to function, like Oni, Legion or even Ghoul. Not saying that two of those killers aren't boring asf to play against, it hurts their kits to the point where they can't win very easily, making them weaker indirectly.
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@cogsturning said:
This has puzzled me for awhile. I see a lot of doom and gloom about soloq as though it's some curse that's forced upon players so I have a question: why do people who only play soloq while constantly lamenting about it?
More specifically, why don't people send randoms that they liked playing with friend requests? Is it an anxiety thing? Are you afraid they'll reject you? Or that you'll have to perform?
Let me assure you that, as someone who is absolutely mid at both roles, I've made a good amount of friends just by being a helpful and loyal teammate. Just send the request. Or go in soft and send a gg and start a convo. You don't have to use voice chat (I never have), you don't have to stay partied up if you don't want to, and if you don't like playing with them--or you just straight up don't like thier vibe—just delete them.
Friends aren't on + Tomes. If I cleanse a totem in my usual 4 man, I think I'm just iff the roster atp.
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@Callahan9116 said:
You can get healed in like 15 seconds, self healing needs to be worse.
Also healing is really strong right now
Self healing without perks takes 24 seconds, and there aren't many perks that impact self healing other than Strength in Shadows and Botany Knowledge, which are kinda mid perks
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@Zuiphrode said:
The entire point of status effects is to "waste your time".
Name one other status effect that has nothing to do with healing that "wastes time." And don't say hindered, thats a chase tool, not a slowdown effect on action speeds.
The entire point of this post comes from a solo queue stand point mainly. Teammates sometimes bring chase to where you're healing, and its really frustrating to have to abandon an entire self heal and get a teammate to heal you all over again.
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@Tamo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982667#Comment_3982667
Not if it's facing away like it usually tends to be. He's not a weaker huntress at all either, the hitbox is the same if not worse. He also speeds up whenever he throws the thing. If he hits that too it's a free grab completely avoiding saves too. He's OP
Hes weaker in the sense that he has a single fire axe, that when thrown goes on a pretty long cooldown, which gets even longer if he hits the survivor, plus all he gets as compensation is a 5% speed boost. Now removing and keeping the axe has their own benefits, but usually keeping his axe makes him completely powerless, smiliar to Twins. You can bypass the aura reading he'd typically get by 99%ing the removal action and restarting it. Recalling the axe manually forces a second long animation with no interactions allowed.
For context, Huntress has 7 hatchets, a much further reaching and faster traveling projectile and almost no throw cooldown. All this to be permanently 110% speed (4.4m/s.) That is way better than Springtrap's Fireaxe, which pretty much is his main power outside of his tps.
His tps if facing away from you wouldn't be much different for any other killer if you're in a dead zone. Unless you have SB, your not gonna leave the area without getting tagged, his power doesn't change that.
Your post is strictly an opinion on how YOU feel Springtrap is to play against, while on paper hes pretty obviously worse than half the roster.
And a sidenote, his pickrate has dropped by alot after the first month since his release passed. People know hes fun, but kinda weak and quite punishing if you don't play him well.
My personal opinion on him is hes very fun to play against, because of how much counterplay the devs gave survivors against him. You have the ability to find him anywhere on the map using cameras, you can steal his axe and rob him of his aura reading just by 99%ing the action, and can travel through his doors yourself and save lots of time that'd be wasted running.
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@Tamo said:
I'm just wanting to rant it because again much like ghoul this killer needs a nerd but isn't getting one. For all those who claim he's fair & balanced; 1 I know you're a killer main, 2 you clearly fail to see an absolutely massive problem with his power compared to other killers, Freddy not to be confused with Fazbear can teleport straight to gens now including completed ones, he has a massive cooldown on that regardless of if he actually goes to it or not, Freddy also isn't ranged, keep that in mind. Springtrap can just keep going through his doors of infinite info without much if any real cooldown & most of which are positioned oh so conveniently NEXT TO GENS! He also gains undetectable & that's just one of the many massively overpowered gimmicks to this killer. Nerf Him!
Have a good day.
Springtrap is a B tier killer at most. Hes essentially a weaker Huntress with a slightly better Xenomorph tp machanic. Also you are able to see if hes tping if the door screen is blinking
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@ThatRyanB said:
Hey! I understand how you feel and can sympathize. While I don't have specific confirmed fixes I can share, I can see that quite a few Houndmaster bugs are under investigation, including the slowdown you've mentioned above. While I know it's little solace as you wait, I did want to thank you again for taking the time to flag so many of them. I know you've been waiting patiently (and I seriously appreciate that!), and want you to know that these haven't been lost.
Thank you man. Needed that reassurance.
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@ACosmicWhale said:
I don't know in what world it makes sense to make clown so fast. He was already good if played right, but in the current status, he is simply disgusting and broken. Anyone else feels the same way? I bet you do! Can we riot this please because I straight up don't even wanna play as soon as I hear the bottle. Please hurry up and revert your mistake. Thank you
The speed isn't the problem, its the activation time thats the problem
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So, you're reporting the kidnap tech as a bug? Even after the devs have stated that it is indeed an intentional machanic. This also does not apply haste ir endurance, he just freezes you, which in turn wastes time if you actively have an endurance or haste timer
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@PR0BKA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981865#Comment_3981865
Voice chat in this game would be just average cod lobby experience considering how toxic dbd community is and how much they hate new players (just imagine new survivor player gets trashtalked in his first game for not doing gens or looping for 10 seconds). What could they do instead is to encourage players to find teammates to play with (maybe some kind of looking for a team button in survivor lobby where you can see your teammates perks). But honestly anyone with at least 1 braincell can find a team in any youtuber or community discord server. Balancing the game around solo q is the reason why half of your games at high mmr is against blight/nurse/ghoul because other killers can’t compete. Playing in a swf is already a huge advantage and you can’t complain about perk limit being “unfun ” since facing a pub stomp swf as a killer is 10 worse and extremely frustrating.
Thats the thing, voice chat would need moderation, but otherwise would be a very healthy feature in terms of bridging the gap between SWF's and Pubs.
For the record, I currently have an escape rate of almost 80% and I rarely see Nurse or Blight, just Ghoul only cus of how fun he is to play. He isn't stronger
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@PR0BKA said:
Same perk limit on a 4 man swf can help to adjust this scenarios, but I guess we can just nerf franklin's. Maybe also show the killer that he is playing against 4 man in pre game lobby, but nah lets just nerf Kaneki for the 3rd time. Really hope that all killer players would switch to ghoul/blight/nurse or just leave the game because the devs clearly dont want killer players to enjoy the game.
Killer ain't that bad man, sheesh. If anything solo queue survivor needs a buff.
Limiting swf player's perks won't fix a thing, cus not every swf is full of comp players, typically they're just friends looking to have fun together. Solo queue needs to get the thing any swf of survivors uses for the most part, that being in game voice chat. Then from there, survivor would need to recieve some big nerfs to their basekit to compensate for the free info they can give eachother without the use of perks.
Franklin's didn't need a nerf, idk why they did that, just typical survivor catering.
Swfs should under no circumstances ever be shown to a killer. That would create the same problem as the prestige change, making killers dodge from a false sense of lack of confidence.
Also I find 2 of those 3 killers insanely boring to face, simply cus they have almost no counterplay. That being Nurse and Blight, the top two strongest killers who are much stronger by a long shot compared to others in top 10.
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@KA149108 said:
I know currently we have an option to edit menu music but can we PLEASE have an option to edit the volume of the standard main menu screen when you are sitting in lobby. The camp fire is so loud and also when spending bloodpoints in the bloodweb.
The zombie noises are actually annoying and loud
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@Tong said:
Is this a bug or a feature ??? Because I just recently notice that if a survivor is repairing a gen or cleansing a hex totem, they won't be detected or get scanned by the drone for sure.
Thats a feature. This was the main problem with old skull merchant, their fix was to no longer count scans if you are standing still, crouched or doing an action.
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@MechWarrior3 said:
It went right through his shoulder 😑😑😑😑
He crouched. In case u didn't know, u can't hit survivors who are crouched behind an obstacle.
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@MoZo said:
I could’ve sworn they did a change that caused him to lose 2 tokens after breaking a pallet but every kaneki i face uses brutal strength to zone and then only have a 2 second cooldown on their power. unless there’s a resource right next to me after kaneki breaks the pallet, im pretty much screwed. i checked the wiki and apparently in patch 8.7.1, there was an undocumented change where he only loses 1 token instead of 2 after breaking a pallet. why was this change reverted? it makes him far more oppressive than he needs to be.
He does, in fact he does this for any amount of spent tokens. He endures the typical cooldown for breaking a pallet (4 seconds normal, 2 seconds enraged.) Though if your power is already on cooldown for longer than the stated times, his cooldown won't start again. Its not bugged and its not faster if he breaks pallets.
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@20_Henry said:
Twins have had bugs in the game since their PTB years ago, I don't think these hound master bugs are going anywhere anytime soon :(
Similarly with Houndmaster, Twins has a low pr, very old and not relevant killer in modern dbd, and is free, thus the lack of care and prioritization they need.
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@Birken13 said:
They're definitely aware of all these bugs. But I think they just choose to prioritize Killers with higher pickrates.
Her low pr is cus of how buggy she is though. They choose to prioritize bugs on newer characters people are still looking to buy. Houndmaster, being original and already 8 months old doesn't really have any appeal to the devs to prioritize, unfortunately.
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@Vicia said:
SUMMARY OF THE ISSUE:
I had this issue since The Walking Dead chapter came out. After finishing the invocation (not in every game but in most) some gens on the map aren't capped at the 90% and I even made some of them and it's not a visual bug, in order to complete those gens you have to do full gen.
PLATFORM: PC
PHOTOS:
https://us.v-cdn.net/6030815/uploads/OW8YLS26403J/381210-3.jpg
https://us.v-cdn.net/6030815/uploads/8724V5EGY9ZD/381210-7.jpg
https://us.v-cdn.net/6030815/uploads/LGN77FBRYQMB/381210-6.jpg
As @OnryosTapeRentals said already, if a gen is blocked by the Entity, weaving spiders will have no effect. Use it more strategically to avoid Grim Embrace and becoming broken for no reason all match.
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@MechWarrior3 said:
I think it would be nice if they take the great skill checks out of this perk.
That’s all you hit anyways when skill checks pop up.
Thoughts?
If anything this perk works against killers. By increasing the skill check chance and the good skill check zone length, players can more easily hit great skill checks and more often. It needs a rework atp
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@TheGoone said:
On the Devs live stream confirmed 2v8 Survivor classes are getting changes and buffs which I kinda thought Survivor classes were already pretty strong.
but I geuss in order to make Survivor more appealing to play they have to make Survivors the ones with the 60\40 Win rate so they gotta give majors buffs to Survivors while they implement that "Play while you wait feature" as well.
Plus there heavily nerfing Legion and adding no new killers so I guess it will be more enjoyable for Survivors oh well buff my Healing class please Devs. PS (Still waiting for a Boon Class Devs)
Survivor was already far better than killer in this gamemode, its just not fun when you have a greater chance of more unreliable teammates, where as with killer you can play with a friend similar to you in skill and have more fun even when you lose.
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@UndeddJester said:
Maps I think have potential, but the aren't quIte there. I liked @jesterkinds take a lot, though I have my own thoughts on where I think maps should be, as I really want yo avoid the aura overload of old Iri maps... and the WoO basekit I feel is a good buff to not go back there... but we need more charges (but not the iri).
Sharpened Flint also needs improving. I reported a bug that demonstrates an issue with Sharpened Flint out of chests, that shows both auras instead of totems or windows/pallets... and quite honestly it was cool... I liked my map in this variation.
So here is my final revised list of map changes:
- Map tiers gain 8/10/12 charges (up from 4/5/6)
- Generators just revealed with window and pallet auras (instead of only working off the pillar of light)
- Gates added to aura list basekit. (Instead of not being usable at all)
- Pillar of Light decoupled from auras and placable without channeling. (Instead tbe awkward and clunky double use they have now)
- Totem add-on just adds totems to the aura list, but halves the charges. (Instead of either or)
- Iri add-on reworked to no longer reveal the killers aura, instead reveals the aura of the channeling map itself, and all visible auras to it to all survivors. (Killer aura under the pullar of light completely removed)
The Bug is here to see new Sharpened Flint in action... isn't it pretty?
Original discussion with full thoughts and context here:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980554#Comment_3980554
One change I have always wanted with the beam of light is to reveal it's aura to all survivors. This way if you're on an indoor map, the beacon will still show your teammates what gen to do in solo queue for example.
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@SkeletalElite said:
In theory, you could put a strong effect behind these perks because searching chests is inherently a gabrage waste of time. In practice they're too conservative on the balance of any remotely powerful effect to ever release a perk like this that is worth using. Every single perk with this condition is garbage. You can run several of them together and they're still garbage. You can run them with perks to make searching chests faster/enable rummaging and they're still garbage. There's nothing redeemable about them. The strongest one, moment of glory is just straight up objectively worse than inner strength.
They would be fine if there were more chests and less searches to activate.
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@Destaice said:
As per the Michael Mori Locker stand off. Either player can choose to end this stand off.
He shouldnt even have these add ons anymore. They are super boring to play against, and just warrant zero effort, unearned kills on people you haven't even touched all game.
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@Nicholas said:
The Hatch should auto-close after X minutes to keep the game moving along. I've noticed that The Killer often camps the Hatch and drags out the Trial. The devs have long stated they are in favor of bringing the Trial to a quick end, but so far have only considered The Killer's experience. Survivors forgo several Perks like Deliverance and Unbreakable and even comeback opportunities in the name of ending Trials without any consideration or regard. So, auto-closing the Hatch after a short period helps advance their stated goal without hurting either side.
If the killer found the hatch first, camping it to try and see you is a strategy. As much as its boring, sometimes people do this cus they know they can't make a gate to patrol. Forcing it to close and potentially risking their final kill isn't exactly fair.
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@Dipper said:
I mainly think they either would or could slow down with new killers. One day we'll have like 100 characters on each side and tht would be way too much.
Maybe they do keep going for a while but with 10 years I feel like a bigger change is inevitableNothing wrong with having a big roster. If anything thats good. Though id think that many horror licenses exist that are worthy and willing of being in DBD.
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@Amanova said:
Remove it and make fewer items/addons less as a trade, so you won't even need to QOL on bulk spreading to have the ability to choose items/addons. This was the case in mobile dbd, where entity blocker was completely ignored and everything was bought at once
I try not to use bulk spending because it only gives me cheap addons :)
Wdym make items/add ons "less of a trade?"
Well on mobile you needed to buy a minamum amount of stuff in the market for the next level to unlock and get higher quality items. And if you decided to buy anything from the next tier, your previous tier would be blocked entirely by the Entity. So its either you spend nothing, which theres really no point in doing since BP didn't level up characters on mobile plus all survivors shared their inventories, or you spend everything and lose like 60-70K+ BP from a single market page, which is really bad. And then you also had the option to pay 20K to refresh the market (which also had a daily limit of 10 times a day for some reason, not that it was a good feature anyway.)
If they remove the entity steal machanic from the bloodweb, prestiging would cost a lot more than it does now. No one wants that. Maybe it can be a thing for P100's, as like a benefit for dedicating to a certain character, you're now free to optionally buy your entire web, or continue to let the entity limit you and save BP.
The Blood Market was an awful feature, the bloodweb is leagues better. As someone who had accumulated 9K hours, played on mobile from its initial launch to its unfortunate demise, I have always wanted it to have the Blood Web. They kept pushing for unwanted unique features though, and thats kinda what made people think mobile was weird. Netease's version only made it worse though. Really hope BHVR remakes mobile again in the future.
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@RizeKagune said:
With the addition of the gamma settings, I can only assume majority of players have it on the brightest setting (I do too). I was thinking about playing some Dredge until I recently played against one and when Nightfall activated I really had very little trouble navigating. Is he even worth it now?
Nightfall seems pretty unaffected. You still cant see past a certain distance, so it really didn't change anything
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@Amanova said:
I need 2v8, i'm just tired of normal sweaty mode that favors killers only
Did you need to write that 3 times bruh?
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979514#Comment_3979514
Bodyblock is tool killer can use some scenarios like blocking the survivor getting out of basement to wait out bt endurance or to block survivor to prevent last second save. Sometimes camping close to hook is also valid stragedy. That's why minimium for you suggestion should be minute or two. That's not long time to wait if killer blocks you into corner.
Endurance lasts ten seconds. You shouldn't need more time than that
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@UnicornMedal said:
You could look at it this way—every new patch is a surprise! 😝
This is a sad truth 😵💫😔