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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • Tg some1 actually reported this. Absolutely gamebreaking bugs as usual for our favorite pirate

  • @Mazoobi said:

    https://youtu.be/7zl-6cFiC3o

    I've recently been trying to pick up the Houndmaster and so far, it's been decent! Averaging around 2-4k per match.

    Her power tickles my brain and I enjoy the aesthetic of the character but I fear she's underwhelming. She has a mix of map mobility, tracking, and chase potential but it feels clunky and awkward in most situations. Snug bugging out on certain terrain and indoor structures don't help with this and outside of bugs, the only thing really keeping her gameplay smooth is the extremely short cooldown when using Snug!

    Releasing the Chase command early enough to not see the orange path is a nice trick I picked up and using the Scent path to catch up to survivors has honestly been more consistent than using the chase command. Any pro houndmasters out there willing to drop a few tips?

    The attached clip is gameplay as to why I enjoy her power, it was a wannabe bully squad with flashlights and I was able to pressure two of them at once.

    P100 HM main here, lemme drop sum pointers.

    #1: stop sending snug to props with search command. Snug often bugs out or ends up going to far from you when you find a survivor and need your power back. Start sending him only 40 meters away tops (max beacon range without prop snapping,) so you're not too punished for seperating.

    #2: Use Chase Command for tracking. Snug gives killer instinct within a 10 meter range or so of himself, while redirecting your chase command. Use this to find survivors hiding in lockers, out of LOS etc...

    #3: Use Search command in chases. Sometimes, you can't make a grab with chase command and redirect, so at longer, more complex loops, start using search command to give yourself haste. Ensure you're facing the direction yiu want Snug ti start the path on though, sometimes he'll go too wide and you'll lose the Slipstream speed boost sooner.

    #4: Return Snug to you sooner after a missed chase command. If you know you won't succeed at grabbing a survivor, either redirect and cancel immediately, or if Snug is too far, redirect towards Houndmaster and Snug will be right beside you afterwards, immediately starting your cooldown rather than waiting for Snug to return.

    These are the main four I'd say when it comes to playing her. You need ti get creative and compensate for the bugs and lack of QOL shes been given. Glhf

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979749#Comment_3979749

    You point wasn't proven. The only way the Fog Vial is a viable option is if it has unlimited uses. You want to balance it? Make the recharge time take longer than a minute. It's intended to counter tunneling, which only works if it can be used all match. Not that it matters anymore anyways - you Killer mains cried to papa BHVR nerfed one of the only good things they've done for Survivors in years.

    There are two times where you can be tunneled, which is after the two possible unhooks. Thus, you should only need two charges. No point in extending the time until the item can be used again, no ones lasting that long. If anything they should remove its cooldown to only be while the clouds already active, and give the item limited charges.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979146#Comment_3979146

    If you gave it charges then it defeats the purpose of the item. It's meant to aid in combating tunneling. Giving it limited uses would be the same as the other things that Survivors have that "combat toxic strategies" that only work once - it's not a solution if you can't use it all match. Decent Killers were already finding ways around and adapting to the Fog Vials, the fact it only had a cooldown wasn't a problem. The only people who see it as a problem, or complained about Fog Vials in general, either refused to adapt, or were actively cheating with mods.

    So it should have 2 charges. Thanks for proving my point

  • @Defnotmeghead said:

    So, the dude gets basically auto aim on survivors giving a guaranteed hit.

    Then why does he have a 5 second window to align his auto aim? Wesker has a similar mechanic, not auto-aim, less distance, not a guaranteed hit, 2 seconds.

    5 seconds is enough to walk around an entire shack wall and still align the hit. Why not reduce that window to 2 seconds? What's the genuine reason of it being 5 seconds?

    As a Kaneki player, i feel the auto aim and reticle stickiness works against me. Sometimes id even wanna grab a survivor and the game forces me to cus of these boring and annoying machanics.

  • @MechWarrior3 said:

    Are we getting a more solid concrete plan down for bug fixes?

    How do we plan to keep up with the content we have when content we receive comes out so fast. (Sure it’s nice don’t get me wrong but there is so much to catch up on)

    Do we have plans to cut back any further to help the team catch up?

    Houndmaster still needs attention along with her addons.

    Sadako needs some attention also along with her addons.

    Plague and Pinhead could use some tweaks, and fixes.

    Demogorgan is a killer I forget we even have when I come across him in matches. He could use some love and addon adjustments.

    Nemesis has stuff he could be tweaked on. His infection his limited and doesn’t really do anything other than make you cough. 😷 It could make the zombies stronger or give him a 3rd one or make it an addon either way.

    Obviously of course we still have Meyers, Skull Mommy and Trapper in the works..

    It’s a lot to do and it’s hard to do all of this in a timely manner with the constant new content.

    I’m aging by the day people 🤣🤣🤣❤️

    I think my QOL and Buff discussion was forgotten fully. I can't even search it up. But, hopefully her Houndsense gets some more love, they fix her annoying ass bugs that make her far weaker than she should be, and only then will Pirate Mommy be perfect

  • @tannhauser said:

    I mean, think about it. Offerings are simply a severely outdated mechanic that only exist to bloat the Bloodweb.

    • Bloodpoint offerings (party streamers, anniversary cakes) are basically the only offerings that do anything at all.
    • The "wreath" offerings that give you a pitiful amount of extra bloodpoints (like 25% extra in ONE category) are genuinely useless. It feels like they cost more bloodpoints than they give back.
    • Map offerings are useless now that it's only 20%, not that they were ever good for the game to begin with. Sure, you have achievements for specific maps, but it kinda feels like you should just play the game and eventually you'll get the achievement.
    • Shrouds are useless. What's even the point? Genuinely? I just can't see how this would ever have any real impact on gameplay.
    • Nobody uses hatch or basement offerings, and it feels like there's no reason to do so.
    • Coin offerings do nothing because nobody interacts with chests, and there's no reason to interact with chests.
    • Fog density offerings do nothing. Why do these exist? It's not like the fog in each map has any real effect on visibility.
    • Ward offerings have an almost insignificant effect for their rarity. Essentially, they just give you another of your item/add-ons.. which are not hard to get at all. And sacrificial wards do nothing now that map offerings have been nerfed.
    • Mori offerings are useable.. but in the overwhelming majority of cases, unnecessary. Many killers have long moris and it can be a waste of time to do them compared to simply hooking the survivor again. Sure, it lets you ignore DS, but that comes into play probably less than you'd think.

    Offerings are just another piece of old, outdated design (like the Bloodweb itself). Why are they still in the game? Why not just remove them and give everyone compensatory bloodpoints? Or make new offerings that actually do stuff?

    Hatch offerings are used quite often, especially with the new change making them secret to everyone but the user (really unhealthy and unfair change)

    All the others though haven't been used often

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979488#Comment_3979488

    No, you only see if you tunnel. People dont use shoulder at first hook, thats all

    That has absolutely nothing to do with what i just said. Obviously you don't use ut on first hook and you use it on death hook, tunneled survivors. Why are you explaining ti me how the perk works when I'm talking about something completely different? Can you not accept that your wrong?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979499#Comment_3979499

    The timer and range should have significantly more leeway. 10s is nothing minimium should be 2 minutes.

    I think anywhere from 10 seconds to 30 seconds is fine. You shouldn't be able to do nothing for an entire gen, or be bodyblocked for the entirety of end game collapse, thats a really annoying feeling. The idea for me making it only 10 seconds was so people know not to dc, since the wait to trigger the machanic is really fast. There can even be a universal sound effect when the killer triggers the machanic, so the survivors know when they can move again.

    As for the range, some map's one way exit areas are quite long, thus the range would need to encompass the entire room so the killer would still be considered bodyblocking if they moved around inside the room. Hawkins has alot of these one way entry and exit rooms, especially downstairs with the rooms with loops and rarely only one way in to them. The killer would just stand there and trap the survivor for a really long time if this machanic doesn't happen.

  • @ContentCreator said:

    Does any other killer benefit from missing their power? A lot of Springtraps just dump the axe intentionally and go M1 if you discourage them at all.

    Getting haste for HITTING their hatchet makes sense. There's already a Huntress add on that does the same thing. And going faster for not pulling out the hatchet is already a thing as well.

    Cus hes essentially powerless when he loses his axe. Huntress can just reload once she loses all 7 of her hatchets, while he has to wait at least 7 seconds to retrieve the axe. Hes not a very good killer anyway, is it worth complaining about?

  • @Coffee2Go said:

    I second this yes if basekit corrupt gets added

    @taktak1 As long as it comes with a visible anti camp meter for all survivors to see, im all for it.

    @Coffee2Go Kindred is more of a QOL addition. Corrupt being basekit would be a buff to all killers. Nothing wrong with that though, since set up killers could use it alot, and those gens across the map where the killer spawned being popped by your solo queue teammates can really hurt your chances of escape, since you're likely gonna 3 gen where you spawned.

  • @ABAEX said:

    Like Hawkins glass gen.

    when finish this gen but killer is very near.

    If survivor decide forced repair completed, will be body block by killer.

    if teammate don't know killer is body block and open the escape gate.

    This survivor is absolutely no chance to escape.

    3 idle crow need 180c (1c/s)

    but end game will give x0.25 multiplier. x0.5 Killer Proximity multiplier.(32m)

    means need 1440s to get 3 idle crow to ignore body block from killer.

    so need a multiplier that if killer is near 2m and not in locker will multiplier x50.

    this will quick get 3 idle crow and ignore body block from killer.

    Dude i have absolutely no idea what you're trying to say. Forums is english only, but whatever you're translating from makes no sense.

    I assume what you're trying ti day is when a survivor pops the main room generator on Hawkins, the killer can block them in that spot since they can't vault the window right? Yeah thats a problem, and it has an easy fix for the devs.

    • When the killer has stood within the same 8 meter radius for 10 seconds, they lose collision
    • The collision loss can only be regained if the killer exits this 8 meter radius

    How this hasn't been fixed yet is crazy, seeing as majority of bodyblocking is coming from the killers nowadays.

  • It has a low pickrate because you only see it in coordinated groups, typically in high mmr only. 4 man swfs making up only a small amount of survivor matches, so YOU will likely never see the perk in action. I see it almost daily if i play a few matches of killer.

  • It was added back some months ago. But before this you'd either have to explain yourself, or not say anything.

    I think a fix to the machanic could be to not have upvotes and downvotes be anonymous. That way if certain users show a trend of liking/disliking posts about certain topics, people will know to just disregard that persons opinion right away, since they're not even explaining themself.

    Or downvotes and upvotes will only show when you write a comment on the post you're looking to up/down vote. Ofc you'd have to write a minamum amount of characters, you can't just quote and write a space and post.

    Or both

  • @Pizzaman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979146#Comment_3979146

    It's not infinite. The max. time of a trial is restricted (not infinite), so the vial usage in a trial can never be infinite, even if there's no small number in the HUD or a charge bar (like with other items).

    If you think fog vial usage is infinite, then you probably also believe that you can earn infinite money through compound interest.

    Somehow I'm really not surprised to see the same talking point popping up again and again.

    It's not infinite. The max. time of a trial is restricted (not infinite), so the vial usage in a trial can never be infinite, even if there's no small number in the HUD or a charge bar (like with other items).

    Brother the item literally has an endless number of uses, with a cooldown on using the item again. No ######### trials don't last forever. Point being you shouldn't be able to use the fog vial pretty much every single time you get chased or unhooked. Similarly with medkits and toolboxes, they need to be limited to be fair, because self healing after getting injured everytime so your teammates crank gens or doing every gen with toolbox repair speed isn't fair. Thats a no brainer

    If you think fog vial usage is infinite, then you probably also believe that you can earn infinite money through compound interest.

    Even with garbage simple interest, technically as long as you keep investing your money over whatever time period, you're making effortless, infinite money. I see you're trying to relate this game machanic to irl, but thats a stupid and irrelevant example, seeing as you yourself are wrong about how investing works.

    Somehow I'm really not surprised to see the same talking point popping up again and again.

    Because the amount of times it can be used per trial is a problem. Its a really strong effect that hides you through every aspect of the game's tracking machanics (scratch marks, blood, grunts and auras) other than killer instinct. Having that first off be usable as long as the match is still ongoing is not fair, but also when its used altruisticly, then its effect is pretty much always being used, since when one cloud ends, another person will just release theirs while the others are on cooldown, essentially creating not just infinite charges, but infinite fog. Thats not balanced, it needs to be like keys and maps and have limited charges.

    This is really a no brainer, the item is obviously too useful. It wastes so much of the killer's time to try and pick up a chase after someone drops this stupid cloud down. That shouldn't be happening every single time you find that survivor, thats not fair. And if its going to be like that, it needs to only happen like 2-3 times per match (2-3 charges.)

  • @SoGo said:

    Just make it so items lose 10% of charges right away when you get hit with franklins.

    Higher than that and its a fair perk

  • @MeduSnake said:

    I understand the sound nerf of the Fog Vile. But the "It's too strong I can't see anything" only came from people sharing clips of their modded game with multiple filters since they are so bad that they need every help that doesn't ban them.

    I agree fully. Though the item should have limited charges, its not fair to hide yourself for so long infinitely with only a minute cooldown on average.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978822#Comment_3978822

    Meta? lmao

    I think I have seen literally 2 or 3 people using it since the introduction of this perk

    Someone hasnt hit high mmr yet

    Like someone else said already, shoulder is very common in swfs. Something you'll see alot of when your KR is 75%+

  • @[Deleted User] said:

    I keep getting put into 90-150 ms lobbies, NA east. This was happening before the patch and after, through game restarts and everything. It's 100% not my connection, and some lobbies even have multiple (if not all) 100-150 ms players. I don't know what's up but it's really irritating.

    God forbid they implement the ability to select what server you want to be matched in instead of forcing us to rely on their shoddy location tracking.

    Well idk anyone who'd want to play in a server that isn't their own. In games like fortnite ur ping doesn't really affect other players, thats why you can pick your server whenever you want. But yeah, this has beena problem for years now and It needs to stop

  • @Raccoon said:

    I just see the same collection of users, usually with private profiles (you can still see their previous posts with Google/etc), stirring drama on a continuous basis.

    Conversations rarely include any nuance/knowledge, just statements like 'Devs are X sided,' 'that is what a Y main would say,' 'Z mains win again,' etc.

    The downvote system usually buries any useful topics/commentary as such topics usually get bombarded with a strangely similar number of downvotes after being posted.

    At the very least, the downvote system needs to go, imo, as certain topics seem to be brigaded into obscurity regardless of post count.

    Still no clue why downvoting was even brought back. Its just a way to quickly disagree with a statement without explaining your stance. Stupid feature and its entire purpose pr much is to ragebait basically.

  • @Siphonicwheat16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978859#Comment_3978859

    For your first point, that's why I'm suggesting a haste bonus. Because a killers ability to chase should not be dependent solely on whether or not it's a good map for them, which is the case for Dredge, arguably the most map dependent killer in the game.

    Thank you for the correction. Still, if Dredge being in the middle of survivors is problematic in the first 10 seconds of the game, then how is it not as problematic for, say, a Blight or Hillbilly to do the same thing? They can secure downs far faster than Dredge, but is accepted as healthy game design.

    And frankly, Dredge has multiple counters to his power beyond locking the lockers. Teleporting to even an unlocked locker generates a LOT of noise, making it very easy to pre-run, especially if the survivor has exhaustion perks (which is nearly every game). Furthermore, the survs can do this up to 2 times PER location in a game at many places, which fundamentally wastes far more time for a Dredge than any counter to, say, Vecna.

    Finally, I don't exactly agree with Dredge being good. Not only is he weak by BHVR standards (at a 52% kill rate compared to the target 60%), but at higher MMRs, he struggles like crazy. Having to run mindbreaker just to even have a chance at catching a survivor isn't a healthy solution to his weaknesses, and at the very least, he shouldnt be completely at the mercy of map rng.

    I think it'd be more interesting if he was Undetectable and quieter when exiting lockers. His whole gimmick when he released was like "this is the first scary killer dbd has dropped in awhile" and BHVR should still want those reactions to being jumped by this thing while doing a gen.

    Im pretty sure they don't want him being able to insta grab a survivor whos locking a locker. Its a pretty bad and disengaging feeling. With Blight and Billy (other than with lethal) they actually need to find survivors on foot. Their attacks are also avoidable compared to Dredge being able to grab you right when the game starts or tp right on you the second he can move with lethal. Thats stronger than Springtrap's tp time and its far more dangerous and likely that a survivor would get found in 2-3 seconds.

    Dredge can instantly exit a locker once finished teleporting. He only does this if survivors didn't lock or wasted a lock early though, and now must suffer the consequences of wasting resources early. Dredge is a killer you play slow and passively charge your power, while eating resources and locks early on. Honestly im fine with a locker bunch only having a single lock, it'll strengthen his early game, but they'd have ti be used very wisely then.

    Dredge is commonly considered a high B tier killer, which is considered balanced on both sides. Community killrates are almost always innacurate you should never trust them since it includes even low mmr killers. Dredge is really good in the right hands and with the patience he requires. I mean I have a 75% KR with only 20 hours of playtime on him, and I'm at the peak of mmr, like im talking a swf pretty much every match.

  • @Chilli_man2400 said:

    on Scott Junds comments and other peoples channels when streetwise was not being killswitched, everyone said BHVR doesn’t care about killers and survivors make up most of the playerbase so that’s why they never nerf survivors.

    Hmm how strange fog vials got nerfed almost a week later. Meanwhile clown can go braindead mode and kill everyone with super speed?

    But wait a second I thought killers only get nerfed there not allowed to have strong things??

    Is anyone going to acknowledge this or are we going to memory hole this to fuel this agenda??

    Fog vials nerfs are a lil too harsh. While having a limit is fair, nerfing it's effect isn't.

    Clown will likely getting reverted almost fully. He takes 0 skill to play now, and hes far too strong for someone who just gets haste as their power.

    Statistically speaking survivors do make up 4/5 of the playerbase. So it often seems like their voices are heard more since theres more of them.

    Killer in general is still not as good as survivor as it has been since the games release. Almost no killer, perk build or map can take down a half decent team. And if they are on comms, its just ggs.

  • @azulababe said:

    12% speed buff to clown is crazy, knowing there is already bloodlust on killer side. This should be fix as the killers always camping and tunneling. The camping as well range is so little. You are driving people not to play your game already.

    Clown is a case of poor, panicked balancing. Though the game has been survivor sided since the beginning, especially when you factor in the QOL Initiative happening rn.

  • @jamally093 said:

    My mission till dawn is play any killer but Ghoul weither I suck at the killer or not my mission till sun rise is play killers that aren't ghoul so people can play against someone else for a change so please send your killer builds and suggestions I have every killer available.

    Houndmaster with a full hex build

    Hexes: Thrill of the Hunt, Devour Hope, Face the Darkness, as well as Undying

    For add ons, run Trainers book and Fatty Meat, or alternatively Marlinspike and Fatty Meat. Now that the Houndsense unhook bug is gone, If you keep afflicting the status effect on survivors, they'll never be able to cleanse a totem for at least 64/45 seconds.

    Truly a diabolical build I cooked up last month. Perhaps even Devious one might say. Houndmaster is a rare come across, but this'll make survivors despise her.

    1000014462.jpg
  • @Siphonicwheat16 said:

    Over the years, many powerful killers have been added to DBD, ranging from Vecna (The Lich) to Dracula (The Dark Lord). Irrespective of balancing opinions regarding those two, it has become quite clear that certain characters have become "power crept", with their powers being increasingly obsolescent by comparison, and let's look no further than the Dredge.

    Unlike Dracula or Vecna, who receive their abilities at the start of the game, the Dredge has to wait 15 seconds just to even start moving. This wouldn't be so problematic on its own, if not for one small fact; the Dredges map mobility is already quite weak in comparison, and very map dependent.

    Where Vecna can immediately fly with little to no restrictions, giving him full control over his mobility, as can Dracula, the Dredge is not only limited to locker spawns, but additionally gives a significantly louder warning in the process. Even without locking a locker, Survivors can still get a guaranteed 6m + headstart on the Dredge compared to the aforementioned candidates, and with locking lockers, can gain up to 12m on the Dredge before a chase even starts. I feel like some small quality of life buffs can give him better parity to other modern killers, at least:

    1. Grant the Dredge +5% haste whenever he exits a locker for 6 seconds. I feel it wouldn't be too oppressive, and would at least give him a fighting chance against competent loopers.
    2. If not removing his teleport cooldown on game start, could it be reasonably reduced to 10 seconds (instead of 15)? I feel that it would be a fair buff to his power, as he wouldn't even really be able to abuse lethal pursuer, and he would be able to actually pressure gens at game start.
    3. Perhaps another reduction to time to open a locked locker? Reduce from say, 2.25 → 1.5 seconds, to make it less oppressive? I understand that there is intended counterplay against the Dredge, but being able to effectively shut down his power and gain a whopping 9 meters before a chase even begins can seemingly extend chases by minutes, even when a skilled Dredge player has done nothing wrong.

    Thanks for coming to my TED Talk

    If You're even within attack range of a survivor once exiting a locker, you won’t even need a speed boost. If they aren't right beside a locker though, you're likely not getting a hit anyway. That said, they should extend the window to get the teleport hit score event

    His game start tp timer as well as his ordinary cooldown is only 10 seconds. Idk where you got 15 seconds from.

    Absolutely not. Haddie's Calendar is already partially basekit as of his buffs last year, and locking lockers is the only counter to his tping. If it was that short, then whats even the point in locking lockers? Survivors need that reaction time to make something if they're doing a gen for example.

    Dredge isn't even a bad killer tbf, idk what other changes he needs. Hes quite balanced in the current roster

  • @NotJared said:

    I've been thrilled to see that chests and looting has gotten a lot of love and attention over this last year to make chests feel better and make looting mid-match feel an activity worth doing.

    The new perks like Specialist, Moment of Glory, or Apocalypstic Ingenuity that encourage and reward chest use are very fun to use, and the reworked Keys make it easier and more fun than ever before to get items in a match!

    However, there is still a remaining problem: there are only 3 chests in a match, at default.

    In Order to Get Use Out of Chest-Oriented Perks, Survivors Must Cater Their Entire Build Towards Chests

    There's pretty huge logistical and practical frustrations & problems with there only being 3 Chests in a trial, with the new Chest-activated Perks requiring 2 openings or rummages to activate them.

    1 ) These Perks aren't strong enough to warrant being force-limited to only one use per the entire TEAM per trial:

    With only 3 Chests spawning in a Trial and all of these new perks requiring 2 uses of a Chest before they activate, in most scenarios only a single player out of the whole team can only get a single use out of these perks. There aren't enough chests to use these perks more than once. Most of these perks are not THAT strong that they pose a threat worthy of forcing them to be limited to a single use by a single player only once per trial. Moment of Glory is weaker than a syringe and leaves survivors incredibly vulnerable for a long time, and Apocalyptic Ingenuity isn't guaranteed to even protect Survivors when it's used: Fragile Pallets are so dangerous that in most cases I opt to not even bother looping Fragile Pallets, and if I did manage to land a stun there's the possibility the killer can just immediately catch up again because the pallet is gone.

    2) Solo Queue Players Have to Race and Fight Over Who Gets to Open Chests or Else Half The Team's Perks are Un-Activatable and Useless

    Not being able to communicate that your build requires you to open chests to get a single use out of your perk(s) makes matches really frustrating in solo queue. Sometimes you don't realize that your teammates may be doing the same thing, or they don't realize that you need to loot for your build and are just looting for the fun of it, opening your precious chests without the realization or a care in the world for how it affects their teammates. Maybe they wanted to activate their own Hardened or Moment of Glory, but only one of us can with this last chest remaining.

    If any more than one person is running one of these chest perks, half of the team has a perk that's worthless because it's impossible to activate. At least Invocations grant the ability to speed up the Invocation if multiple people run it!

    3) Appraisal or Other Rummage Perks FEEL REQUIRED to Get Value Out These Perks More Than Once:

    If Appraisal isn't used in these builds, it feels pretty impossible to get any use out of these perks. Most of the chest perks don't even guarantee value, so it's nice : Apocalyptic Ingenuity can be missed if the pallet's thrown early, and it doesn't guarantee safety. It's very easy to go down when running Moment of Glory unless you can last a whole minute in chase, which is rare honestly. It's nice to get value out of my perks a second time, plus these risky perks in particular. Also, if one doesn't run Appraisal, Scavenger, or Residual Manifest, then if someone else opened more than one chest your perks are completely useless for the entire match.

    4) When Multiple Chest Perks are Used, it Rewards Min-Max Stacking Them on One Player

    If I want to run Moment of Glory, my duo queue wants to run Specialist, and my 2 randos that I'm matched with are running Apocalyptic Ingenuity, only 1 of us is going to be able to use our perks this match. Therefore, if one of these perks is equipped, it encourages stacking more of these perks because not just the synergy potential but because otherwise, you're potentially 'stealing' someone else's ability to use their perks. We can't all get value, so I may as well get as much value as possible

    5) Chests Have Become a Precious Currency, and Now I Actively Avoid Chests to Avoid "Stealing Value" From Other Players

    With so many Chest-activated perks in the game, even though Chests are easier than ever to use I actively avoid them now, because I fear what if a teammate needs them?

    By turning Chests into an activation requirement for Perks, Chests have become a form of currency. In a way, every match now has a Chest Economy, and it's important that I don't hoard the wealth if I don't need it. And if I do need it, I feel I must have it all to myself.

    Plus, this grants Killer players an advantage with the Cut Coin offering: by decreasing the available economy, they have the potential to completely deny Survivor players from being able to use their Perks!

    This means, that if I do need the 'wealth', I feel I must do anything possible to ensure I have even a single piece of the cut, or as much of it as possible. This means I feel I MUST run Appraisal or Residual Manifest or Scavenger to get as many Rummages as possible or in case my teammates open the Chests first. I MUST bring my best Coin Offerings just to have an increased chance that I MIGHT get to use these Perks in case someone else has the same idea. I MUST bring a Key so that my teammates can also Rummage through the Chests I open in case they also need to use Chests. I MUST do these things or there's a chance I might either ruin this economy for my team, or that I will not even be able to partake in this economy.

    It's genuinely great that there are more options than ever to synergize and get more value out of these perks, but it does not feel great feeling like I HAVE to synergize and cater my entire build toward using this perks or else either I (or my teammates) may not even be able to use these Perks.

    Proposal: Increase The Default Number of Chests by 1 (to 4 Total)

    I believe, as a part of the ongoing initiative to make Chests and Items more relevant, we should increase the number of Chests that spawn in a Trial to 4 by default.

    By doing so, we would grant the opportunity for a single player to get value out of Chest-activated Perks more than once without having to min-max their build for Chests, or, grant the opportunity for 2 players to have the chance at activating Chest-activated Perks.

    By adding a fourth Chest to the Trials to boost the Chest economy, players will also feel more freedom to experiment with creative and interesting builds when running Chest-activated Perks.

    Increasing Chests will also make Chest Offerings less directly impactful on gameplay, as the way Chest Offerings are implemented on Live servers renders them the only Offerings in the game that have the potential to completely enable or invalidate whether a player is able to use the Perks that they brought, since they directly affect the Chest Economy which is now tied to Perk usage.

    Additionally, increasing the number of Chests found in a Trial gives Killers more creative opportunities as well. It would provide the potential to get increased value out of Chest and Item-centric Perks, making them more valuable. Hoarder, Human Greed, Dominance, Weave Attunement and any future item-based Perks all would become more valuable with this change. This also provides trap-based Killers with more interactables to strategize and play around.

    Id see any problem with this. Im all for it

  • @Starlesque said:

    DBD has been going strong for over 9 years - with plenty of epic moments - and some frustrating ones too.

    Lately, more of us in the community are noticing bugs, balance issues, and overall concerns.

    This thread isn't just to vent - it's a space to share pain points, suggest fixes, and spark ideas to keep the game fun and thriving in hopes BHVR reads our post.

    What We've Noticed:

    • Some Killers (Like Clown) remain frustrating to face, even after being buffed.
    • Pigs suddenly S-tier killer increasing likelihood of having heads popping off.
    • Ongoing issues with maps, chase mechanics, sound effects, and streaming party errors.
    • New content release sometimes introduce more bugs than fixes.

    With the recent layoffs at BHVR, it's hard not to wonder if quality control has taken a hit. The game's nearly a decade old - some cracks are becoming a bigger problem.

    Here's what players keep brining up in chats, streams, and forums.

    • Give OG killers some love - updated moris, animations, even rework. - My suggestion
    • Slow down on content drops and focus on stability
    • Bring back or try new event modes - Lights Out, My little Oni, or something fresh. - My suggestion
    • One licensed killer a year is enough - let's see more original ideas or continue to get community involved in creation.
    • Introducing new surviors/killes comes with additional perks, it make overwhelmnew comers.
    • TRYKS either as Killer (my request & community) and or legendary skin for Sable (community). She has 30 voice lines, exisit in the world of DBD and would make a unique killer. Plus, Tryks and Sable have a connection as being one in the same Tryks (Je-Zable) = Sable.

    Check out these forum.

    My forum drawing the parallel between the two: Request TRYKS aka JeZable as a killer (Playable character)

    • https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975571#Comment_3975571?utm_source=community-search&utm_medium=organic-search&utm_term=tryks

    Communty forum: Request for Tryks:

    • https://forums.bhvr.com/dead-by-daylight/discussion/417741/please-make-tryks-a-permanent-feature-in-dead-by-daylight
    • https://www.reddit.com/r/deadbydaylight/comments/1lxsx3l/thoughts_on_tryks_as_a_character_in_dbd/

    Now, I open the floor to you all…

    • What's working, what's not?
    • Any bugs that ruin the fun for you?
    • What small or big changes woudl keep you in the Fog?

    This isn't a rant thread - it's a community check-in. Personally, I've invested time and money into this game, and I'd hate to see it fall apart.

    See TikTok complaint: https://www.tiktok.com/@frickingnick /video/7376867350294842667

    Youtube complaint: https://youtu.be/q6NxmkKvgdY?si=jqYiOZKlyR1HCYSo

    Houndmaster. I love her so much, yet each patch she gets an even more gamebreaking bug. While none of her existing bugs are getting fixed. Now theres a bug where she becomes slower permanently if she uses her chase command. Its really dumb how the game could get so unstable after a single update.

  • @meg_solos said:

    So fog vials are being nerfed tomorrow and then nerfed again next week with a limited amount of charges now. Great job devs add a new fun item but immediately nerfing them a week later. Back to commodious toolbox w built to last I guess… Also great job on kill switching THREE survivor perks after saying you won't.( Make up your minds, and no I didn't use them anyways b4 y'all start, also don't remember perks like merciless storm or stbfl nemi killswited but wtv.) Was very excited to buy the new Lara skins but won't be doing so anymore. I sure a lot of other players agree w me.

    Im fine with the item having limited uses. The effect it gives is pretty strong and shouldn't be unlimited like that. Its a really useful anti tunnel tool (or just when you want to delay being found,) but using it every 55-70 seconds is not fair when its infinite.

    As for the effects nerf, that doesn't need to be changed, that includes the visceral add on. Fog viles opacity isn't what makes them annoying tbh, its the fact that they hide scratch marks, blood, auras AND grunts of pain in them. You can completely lose a survivor because of the item, thats a really strong effect that needs to be limited. But its opacity and audio are fine. No touchy

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978180#Comment_3978180

    So true same with perks. There wasn’t one new meta perk since MFT.

    Meanwhile Shoulder The Burden

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453247/dbd-needs-comms

    They've said many times over the years they have no plans to addi in comms. The reasons they've given are language barriers globally and the availability of things like Discord and the built-in comms most of the consoles already have.

    Like others have stated above, I too think they just don't want that moderation nightmare.

    They've said many times over the years they have no plans to addi in comms. The reasons they've given are language barriers globally and the availability of things like Discord and the built-in comms most of the consoles already have

    But how can you comm with randoms using discord? Because the game is pretty much always played cross platform, you can't use your console's VC methods anyway.

    If your playing with someone in your region, chances are they're gonna speak the most prominent language in your area. Only region where language barriers could be a problem is EU, since theres so many countries there with alot of different languages. Then again, games nowadays with comm features ask for your preferred language, which typically impacts the queue on who you get as teammates

    It's not hard to add, and it would probably be one of the last solo queue buffs ever added, since nothing beats comms in terms of the solo survivor experience getting better.

  • @Ragna_Rock said:

    When it comes to the balance of DBD a lot of what is made is with the though of soloq people who cannot communicate with each other while people who play together can use a 3rd party software to communicate with each other.

    This has led to a massive imbalance as being able to share info as quickly and precisely was not an intended feature of the game and made playing against people like this frustrating as anything the killer did could be relayed to the rest of the squad with no need for a perk or any down sides allowing for more altruistic plays at the right time with little gen time lost for much better gain as well as being able to cut down on time lost due to confusion.

    This game was originally a hide and seek horror game so it made sense then to not have comms but now it is much more competitive due to MMR, hiding just not being that great anymore and a generally more competitive atmosphere than it used to.

    So I would say that adding comms so that when future balance discussions are had it can be taken into account people are always communicating with each other as an expectation as having essentially two different worlds of balance is not good as people from both worlds are going to pull the balance in two directions.

    An example of this is shoulder the burden in a soloq world it is not great as you need to be able to coordinate with your team to a degree to pull it off well while in SWF this perk is broken as it can reduce killer pressure massively and effectively make a killer tunnel backfire drastically.

    Then there are the soloq band-aid perks that would not longer be needed like bond, kindred or empathy.

    And before you say it there are more people playing SWF 3-4 man than you think is not some small amount a lot of people like to play with there friends and should not be punished but the imbalance cant be ignored either so I think adding comms would be the best compromise. (And if you want data unfortunately behaviour do not give this any more since they first added SWF to the game but from the one data bit they did give and if you have a chance to check profiles they are more common than you think)

    (Could just add lights out as the dedicated spooky mode in its place)

    It'd be a nice option, but it would make survivors way more powerful if your teammates have good comms [Clock callouts memorized, calls death spots with deja (deja vu is a must in any team tbh. Knowing what gens need to be done first for the whole team is important), finding teammates without the need for aura perks, etc...]

  • @AhoyWolf said:

    Without a build specific for it, the Perk is pretty much unusable, like any other chest perk by default there aren't even enough chests to activate the perk more than once.

    The perk takes way too much time to set up, it's not worth going around the map looking for chests, opening them, then again spending time looking for pallets worth resetting…

    And for what reward? A pallet that can be easily wasted by your teammates, the pallet instantly breaks, if you don't pull of the stun it's a free hit.

    Those pallets were great in the event because they were so easy to set up so wasting them wasn't an issue, you didn't even waste time doing so because it was an ability on cooldown that would take a single button press and went through walls.

    What can be done to fix this perk?

    It obviously needs a condition to activate for sure, but the current chest one just isn't it, but I have an idea with a few more buffs on top!

    Apocalyptic Ingenuity

    • The auras of broken Pallets are revealed to you. (removed range limit)
    • While holding an item and standing next to the location of a broken Pallet, press and hold the Active Ability Button for 5/4/3 seconds to consume the item and build a Fragile Pallet. (no longer requires searching or rummaging 2 chests, reduced the time to build a pallet by 1 second to be the same as Any Means Necessary)
    • Fragile Pallets instantly break when dropped.

    Now the perk can be used for as long as you're holding the item, so you can bring one into the match to use the perk instantly, or you can still search or rummage chests for more items to use it more!

    Also I'm not sure if this is the case but rebuilding should grant bloodpoints, so with this change you could technically say that you're recycling unwanted items for bloodpoints haha, what do you think?

    But it still requires the use of a limited feature 🫤. If anything thats worse, cus your going to need to search chests to get a new item. Heres my suggestion:

    • You see the aura of broken pallets (unchanged)
    • The auras of pallet placeable spots are now shown
    • You can now collect the broken wood in the form of perk tokens. Collecting them takes 2/1.5/1 seconds. You need 2 tokens to rebuild a pallet, though the tokens are not capped.
    • When standing in a pallet available spot, perform a 5 second action to build a fragile pallet. Dropped fragile pallets do not drop broken wood.

    notes: no longer requires the use of other perks/items to be used, rather the number of pallets you can recreate is based on the map's size and the resources thats determined to be balanced per map.

  • @ThatNebbyisaSpy said:

    Seeing Pyramid Head get buffed so significantly made me very happy, and it made me want to go for his adept achievement. But I quickly realized that all three of his perks are gimmicky and feel incredibly underpowered. I feel they need to either be buffed or completely reworked

    Forced Penance is the only situational and not to good perk he has. Trails and Deathbound have received major buffs these past 2-3 years. U should have no problem getting adept with his perks and current power

  • @Araphex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978342#Comment_3978342

    I get it. But now with it being easier to inflict torment and be caged, they should really look at how cages work because that's one perk that will be used less, especially for me.

    Executioner doesn't have a very high pickrate, and hes the only person who can inflict stages without giving perks. You should be fine to use dh still, even if theres better alternatives. Also its not any easier to get tormented than it was in the previous patch, all thats changed is his trail lifetime

  • @Araphex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978325#Comment_3978325

    Then by that logic, I shouldn't have gotten a hook state. Plus basekit BT is useless. Had the killer hit me with his ability, I would have been on hook stage 2 already.

    Not trying to argue with you but I don't see how that logic, even if the devs never implemented it, is sound and fair.

    Plus, they don't go through the forums looking at everything posted. If it wasn't for the amount of bug reports on Last Stand or Blood Rush, or the fact that popular streamers made videos of them, then those perks wouldn't have been killswitched. And with the latest update, I've been going against the Executioner at least 1 every 5 matches. And yeah, this was the first time I noticed Dead Hard didn't activate. Probably because I don't always use it. But still, being caged should count if it counts as a hook stage.

    Its treated as a hook state, but neither roles can trigger perks off of cages. Thats their gimmick

  • @TheNecr0mancer said:

    I want the option as killer to see which surv is in lobby as a duo, or as a full squad, simple as that.

    Is not fair i always need to go against a full team with meta perks, strong items, gods at looping and knowledgeable at everything.

    If i want a chill match i should be able to have one, so if i see the surv ar swf and i want a challenge i accept if i don't want to i don't and i go to another lobby.

    Call me bad, tell me to git gud i don't care, i just want to have some relaxing matches, is not like that since 2019

    It shouldn't be used as a dodging tool

  • @4thdslip said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978280#Comment_3978280

    You're not getting constant 100s on NA East? Brother, I wanna play on YOUR MMR.

    MMR?!?! My Match Making is pretty strict seeing as I myself am a Comp player who typically 4 mans, AND currently has over a 70% escape rate, but MMR has nothing to do with ping. I play on 40-52ms on average, home host, but if your getting 100ms on your own server, It could be a wifi issue on your part, or DBD's servers. Who knows atp 😏🤷‍♂️

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978277#Comment_3978277

    I wish that was true, but it isn’t. BHVR have been very clear that they are totally fine with people using VPN, even if it’s to gain an advantage in the game. They do not consider it cheating and are completely fine with people having 500+ ms pings.

    Damn, someone else on the forums told me it was not allowed. But then again, thats exactly why there needs to be a ping limit, which would stop people from VPNing on the game if they weren't able to play it anymore.

  • @tparadise said:

    It's time for DBD to stop gatekeeping old cosmetics from early rifts, specifically ones from Tome 1 to 11. In the past 2 years, cosmetics from fairly recent rifts have been prioritized when adding past rift outfits to the store, while ones from early rifts that people have been waiting years for, continue to be unavailable.

    A while ago in an AMA it was stated that old rift recolors would likely not be added back because it would "clutter the store". Except now we're getting 4 deep rift recolors per rift, 8 community contest outfits yearly, and more and more outfit collections every update, which is great, but this excuse just does not hold water anymore. A couple additional outfits per character from these old rifts is not what's going to clutter the store. And frankly, the store having too much clutter is not something any player has ever complained about. It's a non-issue.

    I think the real reason they haven't brought these old rift cosmetics back is because they're mostly all lower rarity, therefore less expensive, so they'd rather throw them in FOMO auric cell only bundles to inflate their worth and price. But I think quite enough time has passed now, there are plenty of recent rift cosmetics that can go in those bundles, and zero reason to have this extensive level of FOMO for basic recolors from 6 years ago. Please stop gatekeeping these old cosmetics and release them to the store for newer players who missed out on those early rifts.

    https://us.v-cdn.net/6030815/uploads/FR26D6D4F81W/old-rifts.png

    Suprised These haven't come back. Though the deep rift should still remain locked to Rift Pass owners of that pass and required levels only.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453182/fix-your-sorvors

    Killers haven't been the 'host' in quite some time.

    Why people sometimes get bumped to other servers is something that has been going on for awhile and to the best of my knowledge no one knows the exact reason why, but probably related to one server being overloaded.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978277#Comment_3978277

    But what i wanna know is how this is impacting the entire lobby, all 5 players getting their ping cooked up cus one person has to cheat

    One person VPNing won't impact the pings of everyone else. If everyone in the server has a bad ping then for some reason everyone has been shifted to a different server (I've seen it happen to streamers though never experienced it myself)

    I always report all other players when it happens, just in case one of them actually is VPNing.

    And this is one of the reasons the report system needs evidence. Don't report people just because there is a possibility someone in the lobby might be cheating, it doesn't actually achieve anything and just clogs up the system.

    Also I don't think BHVR bans anyone for using a VPN.

    Killers haven't been the 'host' in quite some time.

    The problem is this can happen even when you are the killer, and thus its cause is still unknown.

    And this is one of the reasons the report system needs evidence. Don't report people just because there is a possibility someone in the lobby might be cheating, it doesn't actually achieve anything and just clogs up the system.

    Because theres a "possibility" is exactly why I and many others report people. Even content creators report people if they look sus, thats completely normal. As for the evidence, the devs are capable of watching games back, we aren't unfortunately, but when watching the other players POV, that is often what confirms the suspicions of the reporting player. If they aren't cheating, they won't get banned. Simple as that. People have been doing this since the dawn of time.

    Also I don't think BHVR bans anyone for using a VPN

    VPNing is not allowed as of BHVR's TOS. Its also illegal to VPN to play/access certain things in banned regions, but thats not relevant. Point being, its bannable, and theres no need or excuse to be doing it if your completely capable of playing the game in your own region. Ik some people try playing with a vpn to force worse ping on themselves to practice. Some competitive players do this, despite it being quite unfun to play against for the players who actually belong in that server.

  • @I_Cant_Loop said:

    how do you know what server you are getting sent to?

    From playing customs on various occasions with friends from the listed regions. Ik what my ms should look like on these servers. Its almost always 96-112ms on west, which is what i connect to majority of the time this stupid bug happens.

  • @PigWithTvs said:

    servers sometimes get weird and send NA players to EU or EU to NA

    i literally got sent to EU servers and played with 200 ping on killer like a month ago

    just to have a survivor tell me "hotel wifi"

    WELL MY BAD I GOT SENT TO EU

    this can happen even in your default server, i had several lobbies where everyone had 100+ ping its really weird

    Idk What causes it, i kinda just assume its some survivor or killer who is potentially VPNing, which btw is considered cheating/exploiting the server to your advantage. But what i wanna know is how this is impacting the entire lobby, all 5 players getting their ping cooked up cus one person has to cheat? I always report all other players when it happens, just in case one of them actually is VPNing.

  • @TheGoone said:

    If your facing Slinger if you drop your item while your harpooned you break the connection

    Thats more of an exploit than a tech icl

  • @taktak1 said:

    Hello just wanted to start a thought that i have. I myself am killer main.

    So why killers should allways give hatch has 2 reasons.

    1.) It makes other player happy and enjoy the game more

    2.) It ######### up the statistics.

    BHVR is trying to balance the game on 60% killrate of killers.

    So for example you have 1000 games. In 600 of them the killer kills all 4 survivors. in 400 games all survivor escape. That means you have 2400kills from 4000 kills possible

    So BHVR sees that killer has a 60% winrate and says "this is very balanced and i want it like this". But if you allways give hatch on this 600 games where you basicly could kill em all you dont have a killrate of 60% anymore.

    Your killrate goes down to 1800kills of 4000kills possible this means that killer only have a killrate of 45%. BHVR thinks "Well this killrate is way to low" and buffs killer until the killrate of 60% is back. That means in the end killers are way stronger as the statistics show.

    What do you think about this? Should killer give the hatch? Or rather not to make the game more balanced?

    They mean around 2 kills on average per game, not "4k 600 games" and then "get 4 outed in 400 of them." Thats really unrealistic, especially if u can get a 4k that many games out of 1000, that clearly means your really good and your MMR will skyrocket.

  • @sinkra said:

    It took years to nerf skull merchant despite sitting at 70% kill rate. Nobody could argue it wasn't broken. Now we're in the same situation with Freddy and ghoul, and they just broke clown as well. In other pvp games I've played if something is brokenly op, it gets hotfixed within a week.

    Freddy is still relatively weak. Ghoul isn't too much overpowered anymore. Nurse is someone whos far more overpowered compared to all other killers, even Blight.

    The community's collective Killrate does not mean a killer is good or bad necessarily. Freddy's KR spiked in march-april cus of rework that people were actively learning how to beat still. Thats why he looks way better than he actually is.

  • @Jargonator said:

    I've heard talk about P100 rewards... I think it would be cool to reward people for their dedication, but what would a P100 reward be? I want to hear your thoughts.

    Special frames that are shaped and coloured like your current crest on that character, badges unlockable at Prestige 10 on all characters, triggerable effect for any outfit that mirrors your current crest colour in the form of blood vein like branches on your character's body (licensing issues likely tho)

  • @FusedGod265 said:

    why do they have to ruin all the good perks for survivors. Just went to use street wise noooooope its awful now. You ruined distortion as well. How about you ruin lightborn and franks demise it seems fair you take the best perks away from survivor that you change some of the killers.

    Streetwise was never that good, but this version is not only better, but also exploitable to give infinite charges. Distortion is a pretty unfair perk, it's nerf was justified and now you actually need to earn your extra hiding by first getting found, no more infinite stealthing.

    Now the killer perks you listed aren't even good, Franklin's recieving a change that nerfed it in the wrong way. Instead of no longer losing charges, it should no longer drop from survivor's hands. That way it wouldn't synergise with Weave too well. Lightborn is a stupid design that though isn't good, makes an entire machanic unusable. It needs a rework fs.

    In conclusion, you're kinda wrong about "good survivor perks" being ruined, and you want bad killer perks to be nerfed as compensation? Definitely not happening.

  • @Alen_Starkly said:

    While doing a seeking command, trying to target a generator etc. is unnecessarily hard. It takes me 2+ seconds most of the time to finally snap to a gen, and can finally send the dog. A lot of the times, the target changes off the gen right before I send the dog. It is very frustrating.

    Please make the targetting snap to gens, exit gates, totems much easier.

    As a P100 Houndmaster main, I've completely given up on sending snug that far and would seriously recommend other people do too. In the case he bugs or you find a survivor, you want your power to be back sooner. You should send Snug to places only 40 meters away tops (the max range without prop snapping,) I find it much better than relying on the search beacon to properly connect to a generator or totem

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