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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026797#Comment_4026797

    You can unlock the characters in game with auric and still buy the DLC in Steam.

    then you would get the DLC exclusive cosmetic/charm/badge and banner. Personally, id think that's worth the price

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026617#Comment_4026617

    The pallets are at least going to be changed Mandy confirmed, just not this next release, so there is good news at least and if we give good feedback, maybe they'll give us better bonuses to fresh hook incentives

    I hope. this PTB has been a nightmare for balance and for basically no bug fixes

  • Uhh, I guess none. Can you even buy a chapter a second time?

  • @cestoda5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026611#Comment_4026611

    Give me a break, someone disagreeing with you is not misusing the forums.

    When you're not explaining why, it absolutely is. You not actually saying what you dislike about a post is exactly why things like the current PTB's anti tunnel changes exist in their current iteration, its a lack of actual feedback. Downvoting and saying nothing else doesn't help the Devs at all when making changes, It doesn't help posters who make valid suggestions that can't be answered with a single button press. You need to speak your mind, otherwise why are you even on here? Forums are for conversing, not speedrunning through every post and basically being an unheard voice. You downvoting someone's post because you dislike their topic feels more like a bias than you actually disliking the post. How about you try explaining what you don't like instead of instantly reacting and moving on?

  • @Rigbeta said:

    I guess not a single other soul has experienced this then.

    Id think it nerfs basekit aura reading, its never done that to me either. If someone dropped a fog vial on you while carrying, on some maps its so hard to see you'd never find a hook if their auras were hidden

  • @Metagamer said:

    No really tho can we get the extra couple seconds of linger post hook/drop back? Starstruck nurse was the ONLY reason it didn't happen, that's gone now. I want more weak perk buffs as opposed to the current axing of Furtive Chase.

    Remove aura reading from nurse when charging blinks ❌️

    Remove aura linger and nerf the perk for all killers ✅️

  • @TheMruczek said:

    Just a heads up this is a long post. I'm not against an idea that Killer should be powerful becouse well, they should be. It's a 4v1 game afterall. However as someone who plays midtiers imo S tiers and sub-S tiers take it too far and i would attribute the recent awful changes like extended hook timers, creation of overtuned survivor perk (eg. shoulder the burden, resurgence), pallet density update and continous mistreatment of killer meta or this current ptb etc etc to the simple fact that they exist and developers need to give survivors a chance to win against them. At the cost of Killer role in general.

    But instead of only complaining I would like to discuss my ways of changing S tiers and sub-S tiers, with the ladder ones being discussed in quick succession since they aren't as bad as S tiers and they do stick to fundementals of the game much closely but they do have their own issues.

    My goal is tone them down while not making them miserable to play or play against.
    S tier killers being Nurse, Blight and Billy, sub-S tiers being Twins, Ghoul, Singualrity, Dracula and Krasue in this order imo.
    Nurse-I think the biggest issue with her is that she really doesn't need to predict your movement half the time with her cooldowns, ability to see auras, how proportioned her blinks are and that she doesn't really care about DS or any stun in the first place. CHANGES:
    Extended each blink cooldown by 0.75s;
    Decreased the second blink range from 12m to 10.5m;
    Increased the first blink range from 20 to 21.5m;
    Added the blindess status effect whenever she charges her blink;
    Any stun resets her token count. The tokens start recharging after recovering from the stun.


    Blight- ahhhh the golden boy of dbd. There are many issues with Blight. Big hitbox making so getting hit in the open is almost guaranteed; he doesn't really care about pallets since he can dash immediately after breaking one if his power is full or near full; becouse of how his first dash is as quick as the rest of them a lot of the time he can just react to survivors for example chaining tiles, his cooldown is low being at max 10sec. He's still 115 btw with many good add-ons on top of this. I thought about him a lot and making him 110 while keeping his power relatively the same is probably the best course of action. CHANGES:
    Blight is now 110 killer with a 32m TR;
    Added the same token reset mechanic as Ghoul, removing up to 2 tokens upon breaking a pallet;
    Extended each token cooldown by 0.35s (going from 2s to 2.25 for each token, max 10s cooldown to 11.75s cooldown);
    Shredded Notes add-on- Reduces the Recharge time per Power Token by -0.25s (was -0.33s);
    First dash in now 7.5m/s (from 9.2m/s) with a 4s duration (from 3s);
    Last dash is now 10m/s (from 9.2m/s);
    Slight adjustment of hitbox (so that crouch tech doesn't apply but the hitbox is smaller so the killer player has to be more precise).


    Billy- I think base-kit Billy is mostly balanced. He is suffering from lack of interesting add-ons and playing without turn speed rate feels kinda bad. But then we have Iridescent Engravings that make Billy into an F1 car, this add-on is ridiculous and i wonder why it still hasn't been nerfed. CHANGES:
    Iridescent Engravings- Increases your Movement speed during a Chainsaw Sprint by +10% (from 20%), increases the charge time by -8% (from 12%);
    Increased the turn speed by 20%. Add-ons like Spiked Boots are changed accordingly;
    Decreased the charge rate of Overdrive while revving the chainsaw from 1.5charge/s to 1charge/s (20 charges being the requirement to fill Overdrive on live servers);
    Adjustment of hitbox (so the crouch tech doesn't apply).


    Twins- It's hard for me to say much since I've played maybe less than 10 games as Twins so I am not gonna go into numbers and please take everything with a grain of salt. Transition into Charlotte should be smoother, Victor when charging should be moving slightly faster while his overall movement speed is slower. You could also give Victor a token system as well where he has 2 tokens to prevent 4 man slugging. Victor works like he does now, 1 token is consumed when injuring a survivor. If Victor has only 1 token remaining he will leech onto a survivor that he put in the dying state giving Charlotte out of chase haste effect to quickly get to that survivor. Killer can recall the Victor after 35sec or get him by picking the leeched survivor. Tokens are recovered once Victor respawns in Charlotte.


    Ghoul- i think he is mostly fine, just needs mostly number tweaks. He now slow downs to 3.68m/s for 1sec in charge-cancellation and for 1.25s when cancelling his leap; a louder noise notification plays when power is refilled, starting and letting go of m2; charge-cancellation cool-down is now 2.5s (from 1), maximum distance of the leap is 12m (from 14m).


    Singularity- removal of the blindness add-on, Denied Requisition Formand add-on's second effect should be removed; sligthly reduced overclock duration to 5.2s (from 5.7s).


    Dracula- last Dracula changes were kinda bad, here's what I would do. Revert the movement speed nerf for Hellfire while reducing its range to 8m; cancelling Hellfire puts it into a 2sec cooldown. Bat form should be quieter on Killer side and its movement speed is now 5m/s (from 6m/s, so slightly slower than Wraith) + an add-on pass.


    Krasue- HEAD FORM: replaced the ability of gliding over pallets with breaking them, reduced movement speed to 4.6m/s (from 4.8); slight reduction of hitbox; Headlong Flight is disabled for 1.75sec after recovering from injuring a survivor; wind-up of the attack is now 0.45sec (from 0.35). MASHROOMS- it takes now 15sec to get rid of the infection (from 20sec). HUMAN FORM projectile recharge cooldown is now 4sec (from 2.3); transition into HUMAN FORM is now 1.85s (from 2.2).

    Wants S Tiers nerfed but mostly lists high A tiers. You can expect a nerf to these killers when gens aren't flying anymore and there aren't a ######### ton of pallets, cus that's way more unbalanced than the already chance based system of what killer you face.

  • @LordLazeris said:

    The nerfs they gave her were overkill. Now she is at the top 6 lowest killer pickrate in the game. I am already beginning to miss her terror radius music.

    Give me something else than the blight or ghoul in my games bhvr.

    I still play her despite her nerfs. Tbh, it's just her stupid vault time that bothers me, you have to transform to body and break stuff usually because some pallet loops are so long and your vault time is too long as well. Her movement speed and transform time to body form also takes way too long and feels really clunky

  • @HexHerbz said:

    Got a random question if anyone can help me please. If I purchased a chapter I already own what will I receive instead? Will I receive Iridescent shards, or will it just be a case of receiving nothing?

    You get the dlc exclusive usually. If you buy a licensed chapter or a original characters pack, there's always bonus rewards exclusive to those who bought the character's with actual money.

  • @jamally093 said:

    As the title says what is the killer with the best terror radius and chase music. For me still has to be legion even without the mixtapes it's still hands down best terror radius and chase music in the game.

    Also just for fun why not add least favorite note we'll exclude the default one as little cheap to go with it. So I'll say Ghost Face just not a big fan of it.

    Krasue

  • @random1543 said:

    some people will just downvote mindlessly even if you may be making a more nuanced points, thing i find annoying is downvoters wont speak up about why what was said is incorrect or why they disagree a lot of the time.

    Thats why the feature should not be anonymous. If you're not gonna contribute to a topic, than you deserve to be seen as someone who misuses the forums

  • @Adam_Francis_Main said:

    Is it because they are hiding the fact that killer is underperforming in that mode, but they don't want to justify reasons to buff killer because they want more survivors playing it?

    It can't be more obvious that killer is way worse than survivor in this mode, but the stats get skewed simply by bad survivor players. Killer is just more fun to play, you don't need to rely on 7 randoms to know what they're doing. Even if it's the worse role, its just more worth your time to actually have fun than survivor is where gens fly, teammates are horrible and often uncoordinated despite having lots of basekit info perks

  • @90bubbel said:

    still no fix lmao

    Ide think they fixed this in the current PTB. You know, the one about fixing bugs that has little fixes and even more bugs

  • @Kaelum said:

    SUMMARY OF THE ISSUE:

    Rescuing a survivor from an Executioner cage does not reduce the ability timer for the 50% heal.

    PLATFORM: PS5

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:

    1. Start a 2v8 match with Executioner.
    2. Have the Executioner lay down some goo.
    3. Have a survivor go through the goo.
    4. Have the Executioner cage that survivor.
    5. Have a Medic who is still on a cooldown timer, unhook the cage.
    6. The Medic will not receive the 30 second reduction.

    Its not supposed to. The idea of cages in this game mode is the same as 1v4, it doesn't affect perks

  • @AcesSpeedo said:

    ima be real syringes werent even a problem…styptics yeah, but a 24s heal that can be cancelled by being forced into mend or being hit? hell nah. heck make it a 30s heal idc… but if i see someone pop a syringe mid chase, i try to get the down in 15s if not i leave and find someone in a more vulnerable situation i.e. the injured megalodon.

    and the reworked add ons seem even more problematic, like i would rather someone cocky syringe in my face than deal with double lithe or 99sb into fully healed into another on demand sb or lithe into god pallet into dc over the sheer lack of thought going through the survivors brain whilst juicing my ass.

    keep old syringe, chop styptics i say

    also feel like made for this will be a dead perk bc theres nothing to activate deep wound other than like dead hard - and dead hard is already absolutely poo

    No. New Syringes extend chases by way less now, much more welcomed than free heals. Styptics can be useful if that number is toned up

  • @skippyrizzo said:

    This is an observation I had yesterday while playing against a clearly new killer. They didn't appear to be camping just to be an #########, it seemed that they simply didn't know any better. Then it hit me, I myself didn't know what camping and tunneling meant when I was new and I only learned from the community. There aren't clear signs that outright say "hey don't do that" when there absolutely should be. Have a message pop up or something after standing near the same hook for a few seconds, if the behavior continues they a warning, then 3rd strike is to be removed from the match. I think this would be a lot more efficient than nerfing everyone's abilities every other week.

    I think if they bring back that on screen notif from 2v8 and the Krasue PTB it'd be fine

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023906#Comment_4023906

    I think 70% of people on here disagree with you sir. Its stupid easy to get 4k. The only matches that are challenging are swf's and they are the best players. Just because you have to try a little harder against a coordinated team doesn't mean the games survivor sided. Sorry! Lets also keep in mind that most of the games playerbase is solo.

    As specific killers. Have you ever asked yourself why people play only high A tiers or better? It's cus they have to to win

  • @vol4r said:

    So you want to nerf surviviors yet again.

    NO to everything.

    What nerfs? Survivor is the stronger role. What nerf are you pertaining to?

  • @Madmillennial said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023941#Comment_4023941

    No it wasn't a death sentence. Your teammates could still get you with a little brainpower and caution. This game dude... its doomed....

    No it wasn't. Trapper could easily lock down the basement with double disarm or even blood coil. Either way, once he returns to the hook after getting the notif, he'll just trap again and you're now stuck in shack.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023941#Comment_4023941

    Yeah but it was one of the few things trapper was good at... now hes just borderline unusable...

    That shows that he himself needs a buff and a nerf to certain playstyles, not an outcry for unfair playstyles

  • @BongoBoys said:

    One of the strengths Trapper had was when he hooked a Survivor in basement he could go up and trap the upstairs however now with the Anti-Camp Changes Trapper can no longer trap the upstairs before the Survivor can self Unhook.

    Thats a good thing. This strategy was very powerful and pretty much a death sentence once you were hooked down there

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023342#Comment_4023342

    60% kill rate not including thrown out matches by dc and says survivor sided. sorry you lost to a swf but the games been killer sided years now.

    Idk what ur smoking but the game has nevwr been killer sided before. You can ask any veteran player other than myself and they'll tell you the same thing. And actually considering those collective and communal killrates is very unrealistic, since thats not actually how matches should be playing out. Some killers are way weaker than others, way stronger, some maps busted for surv, some for killer. There are endless factors, but fir the most part, the game is no where near killer sided, and it has been shifting away from it alot lately in the form of "QOL" which is just blatant survivor buffs thats no one asked for nor was needed.

  • @TheMcLovin said:

    Distortion used to be a reliable tool for stealthy survivors, especially newer players or those who struggle in chase. The current version, which ties token regeneration to being in chase, punishes the very audience most likely to equip it. There's a weird mismatch between perk design and player behavior.

    Meanwhile, the aura reading on the killer side continues to proliferate and expand. Distortion burns out entirely too fast in a match and for all intents and purposes is a dead perk right now. I never see anyone use it, and rightfully so, it was neutered.

    I think the following adjustments should be looked into:

    Token regeneration: Tie this to working on gens. This encourages game advancement and supports stealth/supporting role type players who don't thrive in chase

    Starting token amount: this needs an increase, starting with 2 seems fair, negates Lethal pursuer at the very least and still allows you to block one additional aura read.

    From the Killer side: disable distortion when there are only two survivors left in the trial, or when all gens are completed. That's a fair tradeoff, the game has to end eventually and it sucks trying to find the last two stealthy survivors.

    This seems like it could bring back the original spirit of distortion, while limiting some of the unfun parts of it from the killer side.

    It used to be a reliable tool to NEVER GET FOUND!!! This perk was ridiculous, you didn't even need to confront the killer at all for it to get tokens. Super unfair, glad it's gone

  • @vol4r said:

    BHVR!

    why are you making BALANCED perk that convices people to go for the obsession (different guy that was not hooked/unhooked) a stealth perk?

    Furtive chase was really balanced and somewhat good for synergies with friends till the end/nemesis?

    This became one of my favorite perk after the buff, now you are killing effect that was so enjoyable for me!

    I was playing save the best before the nerfs and the perk was somewhat killed for me and I do not use it anymore.

    Why are we killing perks that literally convince people to play different way than 4 regression perks?
    Why are we killing perk that TELL YOU NOT TO TUNNEL?!

    I am definitely not happy about the change. I really feel like my playstyle is getting killed off.

    I don't want to play regression perks because that is just boring.
    You are starting to give us no other choice because those perks are not gonna be good enough or relevant.

    This is what happens when they just look at a perk's usage stats and not how good the perk actually is in game. Furtive is very balanced, no clue why it's getting changed

  • @FusselTeddy said:

    BHVR got rid of the playstyle of camping a box to guarantee a kill.

    Now the Pig can just crouch behind you and you can't do anything about it. When your trap is active you are ######### no matter what. In my opinion a chase should start like normal, when the Pig is crouching, so there is at least some counter play.

    I don't want to get the Pig nerfed, since I also like to playing her, but his is just bullshit design.

    Before anyone says: "ThEn DOn'T ComPleTE AnY GeNs" go ahead and tell this randoms in your lobby, when you're not a 4 people SWF.

    Helps with the stealth aspect. If you're crouching behind someone running and looking infornt, they won't see or hear you coming until you ambush or uncrouch.

    For this strategy with the RBT, its pretty redundant and irrelevant. Yes, you'll die, but you're going to waste her time all the remainder of the game if you just keep getting on the box in her face and eating the down, which pauses your timer and once you're picked up, restarts the cycle of her getting a single kill. This strategy is unavoidable for that one survivor, but it also means she can only get one kill cus she's not pressuring the others.

  • @THE_Crazy_Hyena said:

    Recent discussions with @cogsturning and some other players has made me wonder about what some actual good QoL changes might be.

    The most debated topic: Tunneling.

    As has been the case ever since the 9.2.0 PTB, the discussion around tunneling, prevention of said tunneling, and not being too punishing has been like a rollercoaster to say the least. My refined idea of anti-tunneling would be something like this:

    • Delay the unhook notification by 5-10 seconds (could be changed depending on how strong/weak that effect would be).
    • Tweak Elusive to always hide scratch marks, pools of blood, grunts of pain, and coughing for a solid 45 seconds, or until the survivor does a conspicous action.
      - Reduce the Endurance and Haste portion down to 15 seconds. 30 seconds is a bit much for a base-kit effect of this magnitude.
    • Have a progressive killer status buff for spreading hooks, based on killer map traversal capability.
      - Slow traversing killers like Trapper, Deathslinger, Pig, or anyone without any form of teleports, passive speed boosts from power, and that kinda stuff should get a 10% Haste (or some new) status effect for 15 seconds after hooking. A status effect that only disables upon power usage and attacking, not when kicking pallets or gens.
      - Medium mobility, and certain ranged killers, like killers with shorter dashes, temporary speed buffs (like Clown), Huntress, and Trickster, should also get a 10% Haste bonus, but only for 10 seconds, which also deactivates upon power usage and attacking. - Nurse also falls into this category.
      - High mobility, and fast traversing killers on the other hand, like Ghoul, Blight, Billy, Krasue etc. does not receive a special buff to the mobility aspects.
      - All killers receive a stacking bonus to Bloodpoints earned (up to a 100% bonus), per unique hooked Survivor. Like old BBQ did, but this effect only stacks if every unique survivor gets hooked once before going for a second hook. To lessen the blow on Survivors that gets tunneled out (even after these suggestions), they will receive a +100% Bloodpoint bonus for every consecutive hook (+200% maximum), if the killer does not hook anyone else after the survivor is unhooked.
    • Anti-tunnel measurements deactivates in the end-game collapse, like anti-facecamp does

    This way of changing the anti-tunnel system would be the best of both worlds. It offers a safer way for survivors to be allowed to reset, and it will not be overly punishing for killers who still decide to go the tunneling route. Just disincentiviced by offering no BP or speed boosts, as well as making the unhooked survivor harder to track.

    Anti-slugging, another hot topic:

    This is also a widely hated strategy among survivors. Especially the toxic 4-man bleedout slugging.
    Tactical slugging on the other hand, like leaving the survivor downed while checking for teammates nearby is usually fine.
    Late-game slugging for the 4K is also frowned upon.
    Here is my idea for a good and fair anti-slug mechanic:

    • Reduce the proposed 120 second auto pick-up timer down to 100 seconds. Two full minutes is a long time on the ground.
    • Stays active in the end-game to prevent excessive slugging for the 4K
    • Does not include base-kit Tenacity, but crawling won't stop the auto-pickup bar from going up.
    • Repeated slugging makes the recovery process faster, once the auto-pickup bar is full. +20% recovery speed for every repeat offense, up to a 100% faster recovery (same as being under the effect of Boon: Exponential).
    • Plot Twist does not count towards being slugged.
    • Alternative option: Slugging in the end-game would instead trigger an option for the survivor on the ground to instantly bleed out, if their anti-slug bar is full.

    It has already been made some arguments about 120 seconds being too long, so maybe 100 seconds won't feel too much for the survivors being slugged.
    Slugging in the end-game is just pitiful, and a waste of time, especially if one of the survivors are hiding.

    Anti-camping - Not sure about this one:

    The recent proposal saw some changes to the anti-facecamp system, mainly the increased radius, and the progressive speed increase of the unhook-bar, starting at half rate.
    Proxy-camping is still widely used in conjunction with the intent of tunneling, to instantly being able to track the recently unhooked survivor, or to force a second hook stage.

    • Not really sure how to truly fix this, without it being overly punishing, also for unintended proxy.
      But the current proposal is not the right call. This needs much more thorough thinking before it should be considered.
    • Should there be a projectile-blocker in place around the hooks as well, to prevent killers like Huntress and Trickster to be able to proxy outside of the radius?
    • Should there be a safe zone around the hooks where killer powers does not function, to prevent cases like Basement Trapper, Hag and Bubba, or blocking teleports near hooked survivors, like is the case for Dredge (could be applied to Springtrap). These suggestions could also tie in with the idea of a delay in unhook notifications, where there is a grace period for the survivors to get away from the hook area, in order to prevent tunneling?

    Maps, and pallet density:

    The increase in pallet density, and generalization of the tileset pools has been a mixed bag for sure.
    Some maps really needed it, like Rancid Abattoir, Rotten Fields, Haddonfield and Temple of Purgation.
    But a lot of other maps really didn't need this change, like the Autohaven maps (maybe aside from Azarov's), the MacMillan realm (aside from Shelter Woods), and worst of all, Crotus Prenn.
    Other maps affected by the changes only saw safe areas become safer, while leaving other areas deadzoned. Like the Swamp maps and Yamaoka Estate.
    And then you had the maps that got worse for both sides after the change, like Greenville Square (spawning more double-pallets, and has way worse jungle-gyms than before.

    We need a full revamp of the maps affected by the pallet density update, and a benchmark map to base the pallet, window and loop spread on. Something like pre-change Ormond Lake Mine, or the pre-change Coal Tower, which were both highly regarded as very balanced maps.

    Survivor items and add-ons:

    In the upcoming PTB, there are talks about changes to Styptics and Syringes, but no changes to items that are clearly under-used or under-utilized, because the alternatives are the only ones worth running.

    • There needs to be a priority of de-cluttering the Survivor bloodweb. First off, reworking items and reducing the amounts of add-ons for each item. I am sure there are many good community ideas for this, such as toolboxes, flashlights, medkits etc.
    • Fog Vials needs to be looked at, or completely reworked to function in a more similar fashion to the Void Crystals.
    • Toolboxes and medkits does need a look at, but not necessarily in the terms of nerfing them.
    • Maps and keys definitely needs another look at.
    • Event items should always be common.

    Some of the item reworks were really not that great. Windows on demand was an okay change for maps, but a lot of the features of the old Rainbow Map got reduced to nothing, or shifted to add-ons that are hard to come by.
    Keys are essentially useless, as info perks does their job a million times better, and is now just a waste of an item slot, or something you hope to show up in a chest in the end-game (in a non-broken form).

    Killer add-ons:

    As with survivor item add-ons, some of these are definitely a product of their time.
    Many killers need an add-on pass to become better versions of themselves. One good add-on pass that was made in the past year or so, it has to be Pyramid Head's add-on rework.

    • How about an add-on pass that aims to add some variety, with add-ons that changes the way killer powers work, like a whole new playstyle baked into an add-on. Similar to how Myers' add-ons can change him back to his old form, or with Scratched Mirror offering a completely different way of playing. Or like Nurse's Spasmodic Breath, that disables blinking and makes you a normal M1 killer. Something completely unexpected. Offering add-on variety can definitely make for some more interesting gameplay.
    • Some add-ons definitely needs some tweaking or outright reworking.
    • Killers with ranged powers should all have that one add-on that helps new players learn the trajectory of projectiles. Unknown in particular could use an add-on like this.

    Offerings, and the Bloodweb:

    Many offerings has become pretty much worthless after countless changes. There is no reason for them to stay in the bloodwebs anymore.

    • Map offerings being the worst offenders. The 20% chance to get to a certain realm is not worthwhile, as you are better off using the random map picker, and using the offering slot for something else.
      Either make map offerings into a 50/50 coin toss (no stacking), or just simply remove them from the game.
    • Single-category Bloodpoint offerings, and some personal offerings are not that worth it either.
    • Change the rarity of Bloody Party Streamers to anything but Rare, so that the chance of obtaining them goes up. There is no reason for them to be harder to find as compared to Brand New Parts or Syringes.
    • Make event offerings stackable instead of personal, their rarities should be Common, and not take priority over Ultra Rares, especially if you are using a P100 character.
    • Add a priority filter to the bulk spending and automatic purchase functions, so that you can use this feature and actually get more of the items, add-ons and offerings that you are looking for. Having to manually analyze the bloodwebs and select the nodes you want is pretty counter-intuitive, since those features was supposed to be time-savers, but due to how ineffective they are, in terms of "return on investment", they are not worth using.

    These are just some of the changes I would have wished for in a QoL update.

    Matchmaking and MMR:

    This is another strong topic in the community. It is known that DBD does not have the best matchmaking system.
    Sometimes you end up with perfectly balanced matches, but other times you end up in a very one-sided scenario. It is wildly inconsistent.

    Matchmaking should definitely prioritize an average of the players MMR, and the back-filling of lobbies should also take this into account.
    In the old days of ranks, you would for the most part be matched against someone of an equal rank to your own, with a small deviation of 1-2 ranks up or down. Somehow, the matchmaking times were okay, even when considering that there was no crossplay back then.

    MMR should also be determined by more than just wins or losses. There has to be other parameters in play.
    Using the emblem system, that could help in determining how good your performance was.

    There should also be a grace period when testing out new killers, so that you don't get put into a lobby that is way too high rated. Once that grace period is over however, you would face against opponents of your own skill level again.
    This grace period should last between 4-6 matches, based on your average killer MMR, and could be highlighted through a golden frame (or something else to distinguish it) around the killer's portrait.

    More thoughts:

    If anyone has more ideas on QoL, feel free to let me know, and please leave some constructive feedback in the comments :)

    I think by base and even in the last PTB, the off hook protections only last 10 seconds in end game, which is good, because if it was still 30 seconds that would be super unfair.

  • @ImperatorHaze said:

    Obviously, there are pros and cons to this idea, but it could help casual/new players get into the game while others have another option that is more competitive.

    I would certainly appreciate a gamemode with proper balancing, restrictions, set maps like in the Comp scene. Playing DBD ranked in the discord server takes ages to find a matchup and you're often paired with pretty inexperienced players, since the only requirement to play is knowing Clock Callouts

  • @AbsolutGrndZer0 said:

    I don't know why people complain about tunneling when there are perks to counter tunneling like Decisive Strike for example. Seems silly to me.

    It really does seeing as the game is already survivor sided as it is, and we got the devs with their skewed stats and "one-sided" upcoming PTB

  • @Colt45m said:

    …there are perks to counter pallets like dissolution for example. Seems silly to me.

    Dissolution isn't even a very good perk. Sure it became more prevalent in the Pallet Density update and with Krause since its really powerful on her, but it's never been long enough to actually do something. Most people just W key once they see that red icon, or they play windows to wait it out, because again, its very short. It also only works when you're in the killer's TR, so it's not even usable as a stealth killer.

  • @SoGo said:

    While yes, these sound scary, these assume the first survivor can last 90 seconds in a chase.

    Which is rare.

    Another thing that can happen and does happen, is 3-genning. It got nerfed, but it still works really well.

    A tight 3-gen as the final one is a death sentence against any stronger killer.

    Not that this is completely invalid. It shows why tunneling and perks like Pain Res are popular, and why everyone complaints about gen times.

    What I've noticed often as of the FNAF update and the Spawn Logic changes is people now double a gen immediately when the game starts, and its smarter to since you can't garuntee a survivor lasts long enough for a solo gen, though most of time they do since there's now an insane amount of pallets already on top of how unfair survivor was before.

    The thing is, coop repairs are way too fast, a generator should not be popping in less than a minute without any perks, let alone with perks (not even gonna mention Hyperfocus which btw is bugged to sometimes not give a bonus to progression, but still is super busted). Gen perks are super overtuned too, Prove gives 10% per survivor on a gen, Friendly Competition got a major duration buff that actually makes it worth it to stack the first gen and split afterwards for more than one gen, overzealous is 10% and doubled just for blessing or cleansing a hex, paired with COH and now healing speeds are problematic too.

    Haste and Hinder stacking was healthy, but would've made some perks boring and useless, but why can't there be gen speed and heal speed stacking caps, and also some nerfs to existing broken survivor perks? Survivor does not need all of these resources, they're already the better role, some perks and items need to be reduced in strength.

    I'm tired of having to play Ghoul or better to even stand a chance against a random group of solo queue survivors who have horrible chases and just have teammates cranking and insta healing in the background.

  • @IWantCandys said:

    Something happened to me a while ago that's still bothering me. I don't have a main survivor; I always play in rotation because I like variety. When I went into the queue that day, it was Sable's turn in my rotation. I don't usually read the pre-game chat, but for some reason, I did that day. And I'm glad I did, because otherwise, the match would have been a nightmare for me.

    Apparently, the other three survivors were a SWF. One of them wrote in the pre-game chat, "Go, we don't like Sables," and I was too perplexed to reply immediately. Then they wrote again, "We'll keep you on the hook," and that's when I left. Sure, they got their way, but I don't see why I should stay in a match where my team is against me from the start.

    What's with this nonsense of judging a player based on which character they're playing? I don't play any differently whether I'm playing Sable or Mikaela, Kate, Meg, Yun Yin, Nea,Leon,Bill ....

    Anyway, I find it disgusting to be so mean to a random player whose personality and playstyle you know nothing about. I might have been able to save your butts in that match. But if you don't want, then fine.

    Depends on the survivor.

    Take Sable for example, alot of people play her across all MMR's, but for the most part she is seen as the quote on quote "gooner" or simp character, which often leads to the stereotype of all Sable players not being good because they're wasting time admiring their pixelated character too much, rather than actually playing the game.

    Leon is similar. Leons often spend time hiding, because the game he originates from is a horror game where stealth and quiet matters. Factor in the influx of RE players to DBD when it first released to DBD, and you got a bunch of people crouching behind rocks and doing nothing all game because they assume that's how you win a game of DBD. Not that all super low MMR survivors don't do this, it's just especially prevalent with Leon.

  • @UndeddJester said:

    ⚠️ Sound the alarm! Pig Nerf!!! ⚠️

    Fun fact, Pig's Jigsaw boxes do not count as a Conspicuous Action, meaning OTR and Decisive Strike stay active while doing a box.

    This also applies for Borrowed Time ofc, but obviously this is usually too short to matter. However with the new anti-tunnel changes coming in, Survivors coming off hook with an RBT on their head, even at base speeds can take a quick heal, and still have time to hot foot it over to a Pig Box with their 10% extra haste and get quite a headstart on their headtrap timer.

    Now because it isnt a conspicuous action, this buff won't disable, so if they have Resurgence, We'll Make It, or something similar, there is a good chance they can complete a box and then carry the 10% Haste for a short time onto the next one as well...

    Needless to say, whether you're a believer head pops should be a realistic outcome, or if you believe that head traps are purely just for slowdown... either way, Pig's headtrap pressure is inevitably hurt by these anti tunnel changes, and hey presto, we've got a nerf to Pig... even if she isn't tunneling. -🐽-

    Compensation pl0x?

    Given that her timings are pretty dependent on numerous factors, such as map size, box spawns, survivor speed, etc, etc... all of which have gotten progressively worse for her over time.... her 150s base time with no changes isnt gonna cut it. Just cranking down the number seems a bit of a problem (and definitely supporting a headpop playstyle)... so what to do?

    Personally I vote for Ruleset Number 2 basekit to compensate. Would make a number of her add-ons better passively (such as Jigsaws Sketch/Annotated Plan, the Gears Add-ons and Amanda's Secret), and actually mean Pig has a much better time tracking her headtraps in your average game to work out her pattern and play around it accordingly. ^🐽^

    So, nothings changed and you're claiming that existing mechanics are a nerf to Pig?

  • It would become a Broken Perk. Solidarity is already very good, 70% of your heal progress just for healing someone else saves alot of time. If you heal two other people whilst injured, you can fully heal without even completing the second heal

  • @GenmLV10 said:

    Right now, there are just too many locations where Freddy can place his Dream Pallets. Every few seconds of running, there’s another spot available for him to set one up. I even got hit by a Dream Pallet explosion and then immediately got hit by another one right after—why is that happening!?

    The entire map feels like a dangerous minefield with no safe areas at all, because Freddy can place his Dream Pallets literally anywhere.

    Please explain why there are so many possible locations for his Dream Pallets!

    Because there's more pallet/filler spawn locations on every map pretty much. That shouldn't matter though, Freddy is still a pretty weak killer

  • @TheTom20 said:

    They aren't even new players some of them have thousands of hours.
    Or at least give us a way of avoiding them.

    I'm pretty sure this counts as Unsportmanlike

  • @Sngfun said:

    I mean I'm sorry but fog crystals are so much better designed when compared to fog vials.

    1. They aren't map dependant. Because instead of working with opacity they just make you not see (crazy idea that the item that is supposed to make it harder to see does that I know) you actually can rely on them.
    2. They aren't as big. This makes it so finding the survivor /evading the killer is more of a 50/50 around a select small area, whereas when the fog vials worked at their strongest they were much more in favor of the survivor because of how big their radius was.
    3. They don't have charges. One charge, make it count, makes you actually forced to use it tactically instead of feeling forced to thorw them willy nilly.

    What do you think?

    Honestly, I find the Crystals to be really annoying. They're completely solid and not see through at all from the outside, and barely on the inside. Fog Vials are actually map reliant however, some skydomes have a greater or lesser effect on the fog when they're used. If they fix that and make them emit a consistent opacity, give the item some more charges and revert the nerfs to its effects, the item would definitely be back in circulation.

  • @KingOfDoom55 said:

    We already do, its all the game modes bc of the Survivor and killer grades (bronze, silver, gold, ire) THOSE are the ranked modes you want that we already have, what WE need, is a casual matchmaking back before we got the ranking/grade system

    Those have nothing to do w/ rank. They affect your BP output on the 13th of every month. Though, when the 13th of a month does occur, some sort of MMR reset happens to all players on both roles.

  • @DeeBeeDeeAddict said:

    Just watched the dev stream… did I miss something? To me, it seems like there's nothing preventing a killer from choosing to tunnel a survivor on the upcoming PTB. There seems to be no penalty? They're just incentivized to not tunnel with bloodlust (which doesn't persist once you're in chase) and some bloodpoints? Is that correct?

    You're ragebaiting right? OTR, Babysitter, BT, Wicked basekit is no joke. Survivor was already better without these changes and anti tunnel perks, pair all this new stuff with DS, and killer is about to become even more of a nightmare than it already was.

    Not to mention that you also can no longer camp outside of securing a stage for a few seconds, and for some reason Survivors get permanent unbreakable if the killer decides to slug the remaining two survivors, (only situation where this mechanic will come into play, but also the only one where it shouldn't) which is just stupid since them getting into a 2v1 situation is their own faults.

  • @Zombieville said:

    What do you think?

    Not necessarily. Singularity for example isn't exactly a mobility killer, more like a short ranged anti loop killer, unless you somehow manage to get tagged by him from a camera, then he can travel the whole map. Twins as well are definitely not mobility killers. Victor is a seperate entity that can't perform basic killer actions, leaving Charlotte ages away from where you unbinded Victor. Both these killers are high A tiers, and they lack mobility in their kits.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022148#Comment_4022148

    that's a lot of survivors doing nothing to respect a killer who can get their power back in a matter of seconds, all to repeat the process again.

    Not to mention how fast legion gets when he stabs several survivors in 2v8. You're really sounding like you've not played against them on the survivor side at all…

    Everyone has played against legion in 2v8, they're the most popular killer in the mode. And for the record, it takes like 15-20 seconds for legion to get their power back. Them getting that fast happens when you keep feeding them hits, you need to bodyblock in deep wounds. The killer is not fast at all with a single hit, hes a measly 5% faster per hit, thats 5m/s with one chain hit, which with the size of these maps and survivors actually being smart and staying apart, they should never be extending their power.

  • @QueenGob said:

    There really needs to be a way for the game to differentiate between CLICKING DISCONNECT and being in the middle of a chase when the game kicks you. I've had to deal with matchmaking locks 6 times in the last 2 days simply because the game decides it doesn't want me there. It's irritating enough losing my entire kit and missing out on any BP and quest progress, but then having to wait sometimes up to half an hour to play another game and make up the missing progress is absolutely infuriating. And no, it's not just my internet connection. I have consistent 300 Mbps dl, 100 Mbps ul, and the game itself shows me 30-50ms ping when it disconnects me. I have no problems with literally any other game so it definitively has to be DBD. If you can't fix your servers at least fix players getting punished for things that are fully out of our control.

    I think the problem with that is the game can't detect whether a DC is purposeful or accidental. Plus, people would just start pulling the plug on their routers to make the match never happen

  • @dallonjay said:

    With all the talk of slugging, since they introduced the killer being able to mori the last person on the ground after the the third survivor is on the hook, that s were i see it the most. Ill be on the ground, killer goes searching for the last survivor, and i lay there until i bleed out or the survivor is found. Get rid of this and you lose the incentive to leave someone on the ground. Ive been guilty of it as well but i think it would change the way killers behave

    I mean at that point you've already lost. You shouldn't have anti slug when only two survivors are left anyway. When 3 or more are still alive and theres no anti slug perks in play, thats where this new mechanic is needed and welcomed with open arms. No survivor should be getting 4 man slugged.

  • @angrychuck said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021615#Comment_4021615

    This is a survivor issue in 1v4 but in 2v8 a legion can injure half the team and then a blight or nurse cleans them up. Legion himself is weak but that's because in this mode he functions as more of a support.

    I mean, people could just split up, which is the usual counterplay to Legion, even in 2v8. You can also body block while in deep wounds to prevent extra chain hitsz but no one does that either, even in 1v4. It quite literally is the lack of MMR and actually good players getting paired with severely inexperienced survivors who can't think about their positioning and mend timing yet.

    It's suprising too, since obviously if you still have a strong heartbeat while you're mending, the other killer is coming to "clean up" or the Legion is coming back to get another chain hit if you were too stupid and mended. Survivors also have ridiculous healing speeds and tools to their disposal, two Medic classes can instantly heal any survivors nearby.

  • @Adawong91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022002#Comment_4022002

    i played both tutorials as a survivor w bots and as a killer vs survivors bots but i won as a survivor i lost as a kiler

    online play takes time to install

  • @Rokku_Rorru said:

    People just don't like playing against teams that involve them right now @Slurp_Ramen and @CompetitifDBD. It's not fun at all to face against and it's not a rare opinion either, most my friends weren't gonna play 2v8 because of them possibly still existing.

    I honestly would rather they focus on their lethality on their own like they are trying to do in a way that's fair, than make them mega busted for information and forcing everyone to have 1 health state.

    Other than the killer's long standing free hit issue, he had no problems at all and he's still a horrible killer.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021842#Comment_4021842

    Yep, I started to play DBD on mobile first and it was my most used perk back then. When I equipped it on PC, I was surprised how this perk does almost nothing here.

    Yeah, its pretty much useless. Mobile's was way stronger, like potentially A tier perk with how much more info you got from the on screen indicator

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021606#Comment_4021606

    It's way too easy to change the audio of a video to make it seem like someone you don't like used racist slurs.

    Than only files recorded within the app or game will be accepted. File names when recording within dbd start with "dead by daylight" and then the date. Your editing device can recognize when you've edited or changed a file format, so the devs can just state that they must be recorded in game (like with steam or psn screen record) and they'll know if it's edited otherwise

  • @chknTM said:

    Recent Killer Perks have been either decent, to bad, to completely useless, for the most part.

    Its definitely a recent trend, cause back when Artist dropped, with amazing perks, almost every Killer before Artist had pretty good Perks, not saying every single Killer had 3/3 amazing Perks, but there wasnt as many bad releases.

    Ever since then there has been alot of times where you could go multiple Killers with no good perks.

    And recently, its just been nothing good, not saying there is completely no value of any of the perks within the latest Killer Releases, but overall its quite a niche set.

    The Animatronic: Phantom Fear is probably the only perk that will see any use, and even then its not great.

    The Ghoul: Forever Entwined, as a feel good perk, and then 2 Niche Perks that either arent great choices or undertuned.

    The Houndmaster: Just Jagged Compass and the rest are niche at best.

    The Dark Lord: Human Greed atleast has the unique funny power of letting you Kick chests, but theyre overall not great, unique, but not great.

    The Lich: Nothing great, a vault speed perk with a pretty big downside (Just use Bamboozle), Weave requires Franklins, and Franklins just met its Demise, so thats a 2 for 1 deal going down, and Languid Touch is an exhaustion perk that exists.

    The Unknown: Unbound finally saw use for like a month after being useless since release, didnt last long, Undone, has been awful since release, a perk that relies on missing Skillchecks, i mean if they miraculously miss 7 Skill Checks u can finally get, a SINGULAR use of Pop goes the Weasel, Congratulations, Unforeseen is alright but its quite obvious.

    Thats 6 Killers in a row with no Objectively Solid perks.

    Perks are alot of the Spice of the game, and it feels like BHVR is too afraid to add good Killer Perks.

    With how Haywire got treated, it basically got Skullmerchanted, before it even released, yes it was badly designed.

    What is another badly designed perk that is recent, oh right.

    Conviction, 0 changes from PTB, i wonder why, 25% pickup infinite unbreakables at a 'cost' of healing once.

    Clearly BHVR doesnt have this same mindset for Survivor Perks.

    We still get great perks like Shoulder the Burden recently, and Nic Cage who is a little less Recent, probably has the best 3/3 Amazing perk design, all 3 of his perks are mostly well balanced, fun, and still see constant use.

    I would love to see similar energy on Killer Perks, experimenting with unique, cool and fun ideas (Chem Trap, Dramaturgy, Shoulder the Burden, Plot Twist, Bardic Inspiration, Mirrored Illusion)
    Even if they dont wanna design good Perks, id love to see more original and fun ones (Human Greed) but we just get neither, and a whole lot of mediocrity at best.

    Maybe im wrong, but i just barely see any interest in most recent Perks from Killer side, and its gotten stagnant.

    Even Phantom Fear is pretty bad. A single 2 second aura read per minute is awful. Languid Touch is good, too good, that perk pretty much permanently keeps the survivor you're chasing exhausted

  • @PanDePlatano said:

    Since the release of fnaf, the killer dropped from Tier with every passing time, because he turned out to be the same as Vecna (he has a lot of arsenal but little practicality in the game), the worst thing about it is that the pallet density patch was the last nail in the killer's coffin.

    My ideas about it are these, since it is my main killer, and I already have it p100

    1. Implement the pennant accessories and the base restaurant menu (similar to what they did with Wesker and Ghostface implementing base accessories)
    2. Give real value to the character's grab
      Something like that after recording a survivor, the killer is permanently undetectable, until a survi reveals it with a camera, or that the survivors in a certain radius scream, revealing their locations (giving real value to a mechanic that is only aesthetic and also, making the killer more similar to their games. Also, in the case of screaming there are worse cases such as Kaneki's yamori mask, or the oni's iridescent accessory)
    3. Encourage survivors to use the doors
      A. In the event that the killer had a mechanic that gives him almost permanent stealth, it would be a good option for said undetectable to disappear when revealed. And it encourages the killer to use the mechanic of covering the doors with the ax (in addition to functioning as a secondary objective for the survivors)
      B. The survivors, when passing through the office, can pick up an electro shock control, and these can be placed on the raised or knocked down pallets (something similar to the cryogenic mine perk, only these would be based on fnaf 6)
      C. Survivors will be able to generate screams with the doors, causing intense noises within a radius of 8 meters from the door (Similar to the mechanics of fnaf 3 with the audio of balloon boy)
      D. Survivors passing through a door will be able to close certain doors and the killer will only be able to go through them again within a period of time, or if he goes to the door and unlocks it manually (similar to fnaf 3 with the system of closing the vents, plus it would be similar to the dredge in that sense)
    4. Change accessories
      There are accessories that make no sense, such as the bag (purple accessory), my idea is that this grants 4% speed to the killer when hitting a survivor (removing its current effect)
    5. Add a more feasible option to drop the ax
      When the killer goes to 4.6 without the ax, they should implement a function where when pressing a button, the killer releases the ax to the ground, without wasting time and without penalties
    6. Add a mini mori
      Similar to Michael Myers, Springtrap is able to execute the survivors if they have a last crash and Springtrap catches them (this is on a whim of mine)
    7. Remove link panel visibility
      I could see this as a little unbalanced, but being a slightly weak killer, he deserves some things (I say this because there are stronger killers than this one). But I consider that it should be eliminated that the survivors can see if the killer is approaching from the door screen, since it removes the surprise factor (considering that there are killers like Onryo and Alien that do this function better), that or removing the door from making noise when Springtrap comes out that way.

    I do not consider that they should implement everything, but at least a part to give more dynamism and a little more balance to the character, since with the direction, it is becoming a bit stagnant, since it has many penalties and these are more noticeable with the increase in pallets on certain maps

    Postscript: Fix the bug where Springtrap doesn't earn hunting rank emblems, and fix the bug where he doesn't earn blood points when locking a camera.

    https://us.v-cdn.net/6030815/uploads/5S28QEWB5F0A/image.png

    I thought people liked Loot Bag, it garuntees a kill if a survivor tries to escape with the axe embedded in them. They could definitely make that effect basekit tho

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