CompetitifDBD
CompetitifDBD
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@YayC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976552#Comment_3976552
If you're talking about the first rework it was unhealthy. It's buildings windows were exceptionally broken and created problematic loops for the entire match.
They were a little too long and there were too many of them, but thats no where near as unbalanced as the current version.
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@Duncan_Ellis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976552#Comment_3976552
← New player
This one and the Crash of the Nostromo both almost feel claustrophobic. I've also noticed that the generators seem to spawn on top of each other on some maps, like there's no default distance separation in their random spawn locations. For instance, had a swamp map yesterday where 3 generators were so close and positioned so you could see who/if someone was working on them at the same time.
Nostromo is kinda survivor sided. It has alot of pallets and its pretty big. But yeah they really need to work on their random map generation and where props spawn, cus some 3 gens are too tight and absolutely unbeatable. Or they can make a machanic to fix it like making on eof the 3 remaining gens repair itself but a previously repaired generator further away becomes unrepaired again
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@francesinhalover said:
Otz? The killer main with a killer bias? Doesnt like a good survivor perk? No way!
Says a lot when he spends the day streaming and barely had good conviction content for the vid.
That being Said 25% is a bit low.
He plays both roles pretty equally. He has no biases, hes one of the most informed dbd players on the planet
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@cosmicvolts said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975451#Comment_3975451
I definitely see the devs doing another perk bomb or rework in the near future for killers, survivors or both. Especially with the huge tilt in killer dominance lately and the item/add on survivor nerf….
What dominance? Killer has gotten worse since the FNAF patch. Specific killers have gotten buffs in this latest patch, which'll skew the stats for a bit until they nerf clown back due to the backlash. Otherwise killer haS dropped below the targetted 60% KR since FNAF, and thats not good.
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@xGodSendDeath said:
Killer has never been easier, you can close your eyes and move around randomly and 4k
Bros Ragebaiting
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@Blaconia said:
Rookie Spirit is cute but not great.
Add an extra effect where the perk owner gets a large repair speed boost (like 100%) for only a few seconds (maybe 5 secs) after touching a regressing generator.
This aligns with the general idea of the perk, where once you see a regressing generator with the perk you can also stop it regressing faster (almost old gen tapping) and also make up for the time spent travelling to the gen.
There needs to be an exception for Ruin. It also might be too good against Legion's Fuming Mix Tape.
One work around would be to give it a 30 second cooldown after touching a regressing generator.
So essentially bring back gen tapping? No thanks
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The awnser is no, most definitely not. Tho they have anti cheat in phase 2 of the QOL Initiative changes
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@kosaba11 said:
Can we please make this map bigger? It's far too small. I'm sorry, but no map should ever give either side a distinct advantage, and the small size of Lampkin just gives Killers, especially those with high mobility, far too much of an advantage to be fair. Besides, the small size is such a waste of the Halloween license.
It wasn't even too unhealthy in its revamped state before its size reduction. It still lacked pallets, it just had alot of windows is all, which they said was corrected (in which they fixed by shrinking the map and removing one of the houses
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@LavaLamp617 said:
We should make him a killer in light of his new show.
https://us.v-cdn.net/6030815/uploads/MBFD720G0XK1/image-2025-08-03-121946928.png
He'd be better as a survivor.
Dexter is just a phycopathic human, and all other people in the show are just humans too, with no powers other than his knowledge in blood. He could have perks related to being injured, since thats what hes all about, hes the blood spatter analysis. Plus it opens alot of doors for him to have legendary skins of good and bad people from the show(for good guys; Debra, Angel, La Guarta, Masuka, Quinn and Doakes. For bad guys; Brian Moser, Arthur Mitchell, Travis Marshall, Issac, Oliver Saxon/Daniel Vogul.)
It'd be cool if BHVR could twist his lore a little and have him work with other survivors who he'd much rather just kill for the sake of his own need to satisfy the dark passenger, while at the same time hes the prey forever now (not like that one time with the death maze, otherwise hes the one who does the killing.)
For the stated reasons and personal opinions, Dex would make a great survivor, but not a very good killer. His skill set comes mainly from quiet capturing and then killing in prepared areas, hes not going to be too lethal in the realm as an ordinary human. Lore wise he could make for an amazing survivor though.
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This was apparently a "bug" that was fixed in the TWD PTB. I miss it too you ain't alone
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976036#Comment_3976036
Oh yeah I somehow forgot that perk exists.
Its not that great compared to other perks. Its just a weaker dark sense but with that aura duration buff
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@Astel said:
Survivor Perk:
- You don't get blinded by any means.
- The time you can see aura of anythings(teammates, killer, gens, and other objects) increase by 1/2/3 seconds. (For example, you can see killer's aura for 5+3 seconds when you equip Alert with perk tier 3)
Killer perk:
- The range of aura rearing increases by 6/7/8m. (For example NTW's aura reading range becomes 32m with perk tier 3)
I thought about these designs by thinking "what if there was survivor version Lethal Pursuer and Killer version Open-handed?" How do you think about these perks?
Eyes of Belmont already has that aura extending effect. An Open-handed for killer probably wouldn't be balanced like it is for open-handed
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@SpringMyTrap said:
https://us.v-cdn.net/6030815/uploads/EXBOOVWB6IBT/conviction-2.gif
fair and fun perk
I feel bad, but then again you're playing Oni (super boring to vs) + Borgo which losing on is just inexcusable due to how few resources there are
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975382#Comment_3975382
U can’t outplay him in loop at all now. He is just broken. Why B tier?
Ofc u can still outplay him, its not like hes blight or smth, someone whos way faster. You can still play most loops the same since hindering isn't common or much of a threat to stop you from making tiles. Him being faster is different than survivors being slower
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@MoZo said:
i’ve had this wrapped around my head for the past couple days since the update dropped. clown feels like an unstoppable beast in chase and actually has a little bit better map mobility since his main play style (spamming yellow bottles) works pretty good with traversing the map too. i’ve only played against new clown once and let’s just say that might’ve been the fastest game i’ve ever played against clown before. curious to hear your thoughts on new clown and what tier he is currently in. i’m still on the fence if he’s top of B/low A or just straight up A tier.
I would say hes a mid B tier killer up from high C. Being faster is good, but its not really a power other than being slightly faster (this is a seperate problem, as his power is really boring and quite literally takes no skill now). Kaneki is way faster, has a secondary method of damaging survivors and built in slowdown, for just a measly cooldown. Thats way better than clowns 12% haste for only 6 seconds.
Typically B tier killers are the most balanced in the game, but this power is just boring to play against now, while not making him much stronger and only making him unfun to play against. If they wanna fix him while keeping him at this strength, they should revert the haste buff and even nerf it to maybe 8% while keeping the yellow activation time at only a second and add a new effect of making the cloud disappear faster (so survivors can't get your haste as easily. Make Tonic bottle clouds much bigger to compensate for the nerfs. Increase the overall bottle capacity to 8 bottles. All changes are to incentivise the use of both bottles, while not having either one too powerful
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@Atomicrow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975153#Comment_3975153
It has not been in the game for years. I've never had this happen before this update, and it just disorients you by moving your mouse between screens.
I know this because I have 5 years of muscle memory that's suddenly been screwed with after a single update.I play on PS5 and this has been happening since at least 2022 (when i started) icl
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@Atomicrow said:
SUMMARY OF THE ISSUE: When entering or exiting certain menus in the main menu, the mouse is snapped to the center of the screen, including when tabbed out of the game and loading into the menu for the first time. This behaviour was not present pre-9.1.0 and is very annoying for navigation
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Open Dead By Daylight, navigate to any submenu of the main menu and move your mouse away from the centre of the screen. Then back out into the main menu and notice that your mouse is automatically centered. This behaviour also occurs when opening the Options menu, and strangely does NOT occur when backing out of the Options menu and into the main menu
VIDEO:
https://www.youtube.com/watch?v=IvkDIKxbw5A
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/4V3GTKCYVT4Z/deadbydaylight.log
This has in fact been in the game for years. Its intentional and its a good feature seeing as if you're opening the menu you'd want to be closer to all options equally.
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@DeStilleGast said:
SUMMARY OF THE ISSUE: When going or returning to the main menu, the cursor gets reset to the center of the screen, killing my flow of closing the game
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Load THE game, go to a lobby and return to menu
VIDEO:
PLAYER LOGS:
- Player logs are required from PC players only.
https://us.v-cdn.net/6030815/uploads/U0CEY3P893GJ/deadbydaylight.zip
Id think thats a bug. Its been like that for years, and i like it this way
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@BottomPolice said:
For me personally, the switch has been pretty challenging but also fun, I feel like I’m relearning how to play the game again and it’s honestly fun and frustrating at the same time. I’ve been playing dbd since late 2017 on and off and I’ve always been a console gamer, I have about 4K hours on this game and I would say I’m pretty strong killer and survivor on controller. My first day on KB&M was so horrible, I genuinely felt bad for my teammates and I would laugh at how garbage I was , I struggled with everything, looking back, looping, simply just running, etc… Picking up killer came pretty easily for me though, especially for huntress and nurse, it just felt right using your mouse to aim your hatchets and blink. Day 2 was pretty decent I started to figure out what inputs felt comfortable to me, it looked weird and maybe janky but it worked for me. I still wasn’t great in chase and at times I wanted to pick up my controller but I genuinely wanted to get better so I continued playing. Day 3 felt really good, I practiced my movements in the tutorial/survive with bots and it helped a TON with survivor movements. I lasted longer in chase and even managed to get a few flashlight saves which felt really good. Everything wasn’t perfect though, hugging loops and camera control didn’t come easy for me and I wasn’t completely used to using space bar for dropping pallets and vaulting but I just need to get used to it. I’ve now made up my mind that I’m fully switching over to kb&m, if anyone else is reading this and are also switching over to kb&m I would recommend that you use the tutorials to practice looping, hugging walls, or just doing the objective, because it helps out a LOT. One last thing I have to say is don’t be discouraged if it takes you some time to figure everything out and DON’T pick up the controller it’s about improving so don’t use the controller as your crutch.
Its been Suprisingly easy. Seeing as DBDs the first ever keyboard mouse game I've ever played, other than fat fingering the wrong keys its been pretty much the same, except now i can play killers like Blight and Billy thanks to free extra turnrate
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@MechWarrior3 said:
If you know you know, it’s in every game I am in.
Isn't the perk bugged rn to give you infinite charges when you spam pick an item?
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@canche said:
why was this concept for Yui Kimura by DuskMascato never put in game it is quite possibly the best concept I've seen for this game and i bet there is alot of people that would buy this if it were a real skin
Its good, but it has a visible thong. BHVR would say its too oversexualized. Also they try to keep religion out of the game, so having a cross visibly on a survivor/killer whos performing atrocities or being attacked doesn't look good on BHVR
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@MudSpit83 said:
Yeah, survivor players are getting a bit too strong in this meta. They really need a nerf soon
Its only getting worse from here man. Unfortunately
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@lilmisschiff said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973358#Comment_3973358
Yeah, but at that point they might as well not have bots. Which I personally wouldn't be opposed to, but I can recognize that it'd be unrealistic to expect them to be removed entirely.
The bots are there so the killer can at least play a normal match
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@lilmisschiff said:
Bots aren't fun to play with or against, and any halfway decent survivor is leagues better than a bot. So most games with 2 of them turn into an easy win for killer. As a survivor I don't want to play out what will likely be a losing match. And as a killer I don't want to play out a match where my skills don't matter
Just make it after one dc then at that point. Bots are extremely detrimental to the match success rate
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@TheUnitCircle said:
Making the purple bottles this bad has ruined my favorite killer to play and the changes to the yellow bottles do not outweigh the heavy nerfs.
I understand being made 'slow' in any game isnt fun, but how to you reconcile the fact that your game's mascot killer's (the trapper) power ends chases instantly rather than slowing you down then? Because it's his power! So leave clown's power in-tact and revert these changes, it's game ruining and I want to uninstall! I probably don't speak for everyone but certainly anyone who plays clown, a notoriously already weak killer, didn't need nerfs when you leave Tokyo Ghoul alone!They should revert the intoxication linger. Maybe if they want both bottles to be used they should have them at equal numbers and increase basekit bottles, cus playing for invig now is so ass, its like now even having a power, its just a manually activated furtive chase
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@kosaba11 said:
Honestly? I love it so far. While I ultimately couldn't save the Meg (the Houndmaster was tunneling) I was able to give her more time than she normally would have, since I managed to help her lose the Houndmaster twice.
Is it a perfect tool? No, but it does help. So ultimately, I say it's a win for BHVR.
Its pretty busted and honestly really annoying to have to play against. It was nerfed and somehow its still not balanced
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971948#Comment_3971948
Nick Cage is in a bunch of horror films.
This is not a character though, its just himself, thee actor. No horror skins anywhere, just a dude
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@HexBloodBath said:
We should stick to horror first
Brother Nicolas Cage and Lara Croft are in the game, nothing scary about them. Houndmaster isn't very scary, and shes an original character.
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@Destaice said:
Here are the changes.
Buff, after using 1 blink charge, the second blink will lock onto a survivor for a guaranteed hit.
Buff, hits with a blink apply deep wounds.
Buff, movement speed increased to 115%.
Buff, after injuring a survivor the nurse unlocks a 3rd blink for a duration.
Buff, if a survivor vaults a window or pallet, using a blink on top of them will stun the survivor.
Buff, significantly reduced the stagger after blinking.
Nerf, blink attacks can no longer put survivors into the dying state.
Seems strong tbh.
Thats essentially just a stronger Kaneki, nah
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971605#Comment_3971605
Twins already is a killer truly works in pair. Charlotte's inert body bodyblocks windows/pallets and can catch vaulters when placed well, that's how you do it. There's already Knight and Nemesis if you want to work along an AI.
You can stun Charlotte to cancel power. These changes wouldn't take that ability away, it would just make their slugging potential harder and buff their hooking
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971721#Comment_3971721
OTR deactivates at the moment you start healing yourself, not when you finish healing yourself.
Yes, so obviously you're not being tunneled. And in fact a self heal takes at least 24 seconds by default. So there should be no problem woth OTR hittakes unless someones wasting time as they would be self healing
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971484#Comment_3971484
That doesn't make much sense honestly. You said about wasting so much time self healing, but OTR deactivates at the moment you start healing yourself, so the time you have wasted self healing is 0.01 seconds.
The time you waste healing is 24 seconds at minamum, and you lose OTR immediately. Its really not that hard to just insta eat someones OTR (in the form of a bodyblock or off hook), and if they're running ds as well and taking down, just wait it out cus its probably about to deactivate from how long their heal and time to reach chase took anyway.
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@MechWarrior3 said:
I was really hoping that after waiting a couple of years we were going to get…well…a rework with her. I really don't like using that word around here due to reputation respectfully, but twins really didn't change much. A few little tweaks, okay sure. Then some number changes.
That's as exciting as it got. I wasn't around for when Twins released so I can't really say much on the killer but from what I do know, this killer requires you to slug…A lot. I know we are trying to move out of that playstyle to a degree, but hey Knight and Oni still exist among anyone I can't think of right now. Meanwhile Sadako gets the anti-slug treatment.
Any who - I digress…Regarding the twins, on a serious note. If we were to rework her power. How would she work? What would she do? What would victor do? What would his role be?
I think it'd be cool if once you unbind, Charlotte becomes an AI M1 killer, and Victor upon hitting a survivor, doesn't latch onto healthy survivors anymore, and had a cooldown on the spot before being controlled by an AI to continue chasing the hit player, like a Knight guard. If Victor downs the survivor with a Springtrap style scratchy scratch grab attack up close and personal, he'll latch onto them then (like in the PTB that made them the best killer in the game temporarily,) preventing the survivor from picking themselves up, from recovering and requiring a teammate to get rescued from Victor's clutches. Charlotte can't recall Victor in this state, or that'll just let them slug again. Charlotte upon coming close to Victor, would bind with Charlotte again automatically (latched or in chase), letting you release him on a different survivor, or control him and down the already injured Survivor yourself. Charlotte at anytime can also recall Victor as she can now, if hes struggling to down the survivor and you'd like your power back, its available at anytime the second the AI takes over.
This way, Twins can truly be a killer that hunts as a pair, getting the slowdown of the advertised 2v4. The only way to get rid of victor once he hits you essentially is to crush him instantly and give Victor back to Charlotte, or keep the killers power and risk going down. This way they can't slug since Victor will either get crushed in his AI chase, or he'll get the down and latch onto the downed survivor until you pick up. Charlotte should be able to make her pick ups now, since survivors can't recover while victor is attached to them.
Thoughts? Just a speedrun comment, i barely thought about what I've said, kinda just wingin it
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@Shaddoll_Serpent said:
Most unhealthiest killer slowdown perk in the game currently BY FAR. 50s is such an absurd amount of time to block off a single gen. I actually think the previous version was more fair because not only did it last way less, but it also had a strict time window to get value off of it with the longer it took for a survivor to let go of the gen, the less effective it was. The new version is just so overpowered at an always 50s blockage and it honestly synergizes better with other slowdowns when it only affects one gen at a time.
I think DMS has always been an unhealthy perk that always gets broken by synergy with something else and truthfully, I don't think there's anyway to truly balance the perk without a complete rework.
My two suggestions to better balance this perk would be to either revert the perk entirely the way it was before, but make it where it only triggers when the survivors manually get off the gen on their own accord so no other perk that forces survivors off gens will trigger it with maybe a slight duration increase to 35s to compensate, or keep the current design, but massively lower it to 25s.
You can just tap a 0% gen tho, and they lose their entire perk
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@joeyspeehole said:
I'd love to see more vault-able upstairs railings added. The house has plenty of dead ends, which is fine, but there aren't many options to jump down from upstairs. I don't see how that would be a disadvantage for killers, since falling usually favors them unless someone's running Balanced Landing.
Kitchen and the bathroom for Thompson house should have broken walls so you don't necessarily have to break the wall downstairs or get held hostage in bathroom. The upstairs needs a broken wall as well that leads to the roof or a drop off of main, that way you don't need to break the wall if you force survivors to loop the window clockwise, but they can still make distance if you vault or go around, so no more sandwiching.
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@M0mmy said:
I love the collaboration with Tokyo Ghoul, it's great. Sadly, I cannot find myself having any fun when playing against this killer. Any exhaustion perk against him is useless because he can just catch up and he always gets a guaranteed first hit? When you manage to outplay his power with some obstacles he gains it back immediately, no reward for the survivor.
I like playing against a good blight (or even nurse) which both are S Tier Killers because there is some skill involved and you can outplay the killer if you know what you're doing, but this? No fun. The more I play against him the less I want to play this game.
Hope this gets better or different.Hes not 🙂
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@Wiccamanplays said:
Basically the above. My matches have been absolutely miserable since the event ended, and the only way to get anywhere at all is to be so tryhard and mean that I stop being able to have fun. My theory is that only the super hardcore players who weren't even in the event queue are still around and everyone else has left: hopefully people come back for the Walking Dead chapter. No queries or solutions, just want to vent.
Maybe Its just my opinion, but this event has been boring for the past 2 anniversaries now. Other than playing for the massive bp increase, both sides having overpowered abilities isn't particularly fun to play against or applealing at all. I did all my quests and stopped playing it cus it was just so poorly designed ot wasn't even worth playing. Amother factor is that literally nothing about the event mode has changed, which is baffling tbh. No extra party tryks or changed/nerfed power ups. If anything it feels good to have semi normalized queues again now that its gone. What a disappointment for the last masquerade
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@SkeletalElite said:
The anti body block system where you lose collision with crows takes too long to activate because it takes a VERY long time to get 3 crows if the killer is close to you. This is because being near the killer slows down the already very generous crow timer. Now that the base crow timer is as generous as it is, I don't think it is necessary for the killer being nearby to slow it down anymore. Moving already slows it down so unless you are hiding from the killer for several minutes without moving you are not gonna get crows in regular game play even with this adjustment..
Killers should lose collision after standing still for 10 seconds, and that should linger for 3 seconds after they move. This way they can't exploit or bodyblock for ages like this
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@TimberGoingDown said:
The problem is, the cornfields themselves are very good at helping survivors lose chase. If we're going to add more pallets and such, then the corn needs to be less dense so that they're more of an aesthetic thing than something survivors can use to lose chase.
It hurts specific killers that rely on LOS, but then again, no one uses the corn to hide anymore. They should just reduce the density as you said and compensate with new structure loops
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@Good_Pancake said:
Notn to mention that 2 of the 4 coldwind exclusives are extremly weak/boring
Rancid and Rotten is just a pain in the ahh to play on. No pallets other then the few edge map structures and fillers. If the corn just had something in it, these maps could be fair and balanced.
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@Wiccamanplays said:
Now that the Grimoire has been updated it looks like we're getting an angelic Killer, which I guess I'm okay with, even if I'm surprised at its popularity. But for a moment I was really excited at the prospect of the 'chimeric' type Killer, especially if it had gone in a wolfman/werewolf direction. 'innocent person who turns into a hulking beast' is both a staple of horror and also a niche that's not really been filled yet on the DBD roster: I'm also a huge fan of werewolves and similar tropes in pop culture and folklore, so I may be biased here. Do you think that it will ever show up again, or have we missed our chance to bark at the moon?
BHVR when making original characters try to avoid these common themes for monsters and horror characters. They make really good original ideas anyway. Like we have a Pirate with a hunting Dog, you don't see that in horror movies or any media.
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@Amanova said:
Unfortunately it's a cheat that changes maps realms visual look, plus he was fov cheat
Its not considered cheating. Its something you can do at your own risk
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@Forsey48 said:
I think this would be an amazing QoL change to the game. When this change first went live, it was amazing to be able to switch builds and therefore enjoy an entire new approach to my next match! And while that still is the case, the ever growing nature of dbd’s perk list has opened up multiple new perk combos, builds and strategies to try, with the list growing longer with each new DLC. I think adding something like 2 more pre builds would not only be great for all players(whether new or veterans) but also can probably be implemented pretty easily and not even have to cause menu UI problems. There are so many ways to play each killer and so many ways a survivor can come into a game with fun synergy and I think it’s time Dbd opens more doors for the community to do this!
This should just be 20. Maybe even do universal perk and offering (item + add ons for survivors) loadouts you can quickly copy and paste onto other killers/survivors
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@albertoplus said:
I don't really understand why survivors are able to weaponize OTR by getting in front of the killer when healed and being able to tank 2 hits?
If you are healed to full, you are definetly not being tunneled. I could argue it should be the same for DS.
It is not that easy as "just hit the survivor", as now is not enough to hit them once but twice. Hell if they have DS they can still tank a 3rd hit, knowing that being down will not be a problem at all, while their mate and the original target can keep chaining loops forever.
Its a lose-lose situation for the killer. Also yes the survivor weaponizing the perk is not doing gens, but probably their two mates are. If you keep with the chase it will last a hell tons of time. If you decide to leave the chase then you have already lost time in it and leading into nothing just because the survivor could tank an extra hit that he shouldn't be able to.
The worst part is that im not even trying to tunnel, i am actively trying to get the other survivor but i am being punished by one of the "anti-tunneling" perks.
No. It functions just the same as DS. Teammates heal alot faster than self healing, which incentivises basekit anti tunnel. Self healing makes sense as a conspicuous action since if your wasting so much time self healing, you clearly aren't being tunneled.
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@MechWarrior3 said:
When the Tome releases next year, may I ask also for a Snug Charm with glowing eyes? 👀
Can we make it the first interactable charm when you walk up to the charm and press a button, the 🐕 dog makes little bark noises. ☺️
(cough cough and another cosmetic or 2 thank you :p)Snuggling with Snug 🐕❤️
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Shes one of the few hybrid killers in the game who utilizes multiple minature powers (Movement, anti loop, tracking and information)
I guess if she we're to get a new command, it should be something that makes her Undetectable and a bit of slowdown. Like maybe when a survivor is found via Houndsense, Houndmaster can make Snug continuously harass the survivor (like a guard hunt. There is also an unused machanic on Houndmaster referred to as Dog Taunting, which could be the name of this command), all while the killer becomes Undetectable to surprise the other survivors. Effectively chasing 2 survivors at once and catching someone else off guard
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@TheGoone said:
Vigil has become a top used perk with good reason being able to Stack Vigils and grant 15 second Sprint Bursts Scott talks about how overturned Vigil has become.
Its an easy fix. Just make it so vigil can't stack with itself, similar to provethyself.
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@Destaice said:
To clarify. I'm do not believe these addons are overpowered. This isn't a "I just got mori'd and I'm mad" thread. Rather I feel like these addons prevent Myers from seeing meaningful changes to not be so weak.
Sometimes in online games a weak mechanic or item or character will get removed or reworked because they clog up design space. They prevent something else from being buffed or added and therefore must go.
I believe the tombstone addons are such a case. Myers is a weak killer. But if he was stronger then these addons would be menacing as they break the rules of the game. The only way to buff Myers without making these addons problematical would be to simultaneously nerf them into being unusable. In which case why not just get rid of then?
They should be Reworked into deathhook kills only. These add ons are really unfair when they can activate with no chase and hook effort
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971021#Comment_3971021
Houndmaster is as much of an M1 killer as Deathslinger is.
True true
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@BorisDDAA said:
Like holy, how many crutches does this killer need? Even if the bite animation doesn't play, he just has to lock on you and boom instant enraged.
Ts pmo 🥀
