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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • @jamally093 said:

    With all the perks out there one has to be the killer version of this is not happening a perk that's just really bad or has no real use. I wanna say whispers because it just really has no purpose 32 meters is pretty big plus indoor maps make it a nightmare to use since it also actives on hooked and learned carried survivors because man I didn't know the Dwight I'm carrying was right beside me. But want your opinion what is the killer version of TINH.

    Also random fun fact. Probably the only killer perk in the entire game to never been nerfed or boosted the only change it had was a tweak or fix that prevented it from activating if the survivor nearby is dead.

    Also probably also a perk people completely forgot about you see the icon for it or in videos because someone actually chose to use it but you never know what it is. All it does is at tier 3 if a survivor/s is in a 32 meter radius of you it actives and makes noises to tell you a survivor is nearby.

    I kinda wish they'd buff whispers to let the killer hear and see (accessibility feature from mobile) the closest survivor's tr. It would work pretty much the same, but the visual would get more detailed the closer you are to a survivor, just like how mobile Whispers worked.

  • @Mandy said:

    Our design team is looking at ways in which to make Legion viable in the game mode, so far they're not happy with the things we've internally tested, hence we will kill switch them for the next iteration in November until there's a way which we feel that Legion can be in the mode in a way that works.

    I feel like it's more the survivors instantly mending thinking the killer left and then they come back and give them more chain hits, rather than Legion being broken. He's still a relatively weak killer in the mode, it's simply just survivors playing poorly. It needs to be more apparent where the Legion is in 2v8, if people are just going to mend right away thinking they're safe. Maybe that comes down to lack of MMR in the mode to prioritize queue times, but that was the only frustration I've ever had vsing that killer in 2v8, people giving free chain hits

  • @CotJocky said:

    They reduced the "Hook 20 survivors on esoteric hooks" to "4".

    Now Part 4 wants us to "Hook 40 survivors on esoteric hooks".

    Is BHVR going to reduce this to "8"?

    40 is a lot of just hanging out in the void and trying to farm to make that happen.

    Esoteric hooks are just hooks during the Halloween event. Its pretty easy, 4-5 matches and its done

  • @BenneBolle said:

    SUMMARY OF THE ISSUE:

    When you use For the People, it should work with Made for this, that you get the Endurance effect. But since Monday it doesnt work anymore.

    PLATFORM: STEAM / PC

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:

    VIDEO: https://medal.tv/de/games/dead-by-daylight/clips/loXeVVWHy3Ad-SdB8?invite=cr-MSxqTDMsMTg5OTYyNzY5&v=12

    https://medal.tv/de/games/dead-by-daylight/clips/loXhioXMYMXAefgju?invite=cr-MSxiU3gsMTg5OTYyNzY5&v=13

    PLAYER LOGS:

    • Player logs are required from PC players only.

    I mean, you're healing after getting the endurance. Thats intentional, MFT isn't supposed to work with FTP

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021499#Comment_4021499

    There is no replay system and they said it was not possible without remaking DBD from scratch.

    It's likely that for the same reasons voice comms can not be recorded.

    Reporting for the most part should require the Reporting player to prove what happened, not BHVR going back into the match's in game VC. All platforms can easily clip the game at the moment someone were to speak with ill intent.

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459508/voice-chat

    You think a voice chat would allow survivors to communicate between each other about the game.

    But what you're not seeing is that Voice chat would be used a lot for racist slurs or telling you how your colored charms means you deserve to die, but not in game.

    And the game is coded in a way that it's not possible to have a moderation around that, there would be no way to punish those people.

    Then it would just need to be moderated like every other game's VC feature. Fortnite I know has an anti slur filter that delays your teammate's comms to filter out potentially bad words, but this shouldn't apply to dbd for the most part since its a mature game anyway. (I mean basic generic slurs, not racism or bigotry, that should definitely be filtered out or banned for instantaneously if detected)

  • @Mandy said:

    There is no plan to put voice comms natively in the game, not because of tech limitations but through choice.

    Will you guys ever officially recognize Clock Callouts as a method of finding teammates on the HUD? This could fix so much if it was visible to solo queue players and survivors who want to learn effective locating and communication.

  • @random1543 said:

    Glad to see all these posts about it, dbd mobile had a comm wheel with pre made messages meanwhile the main game is struggling to add something like that for solo q for some unknown reason

    It didn't even just have that, quick match had an actual optional VC feature with a voice changer. Though Netease released this feature in the mode where it mattered less, VC would have been more useful in ranked, which in mobile actually affects your MMR and not just your monthly BP

  • @mees said:

    So in the proposed changes for the ptb one of the changes they made from the previous ptb is making it so that survivors have their hitbox again after unhook. They say the reason they did this because before survivors were using the anti tunnel changes offensive which wasnt meant to be used this way but I dont understand this one bit. If survivors get unhook and have 30 second of endurance and they dont have a hitbox then they cant bodyblock the killer and then the killer can just walk through them and go for the unhooker. If they do have a hitbox then they can use it agressively for 30 seconds by bodyblocking the killer. So doesnt giving the survivors their hitbox back just allow them to use the anti-tunnel as a weapon. The only upside of not having a hitbox is that the killer cant hold you hostage in a corner (which should never happen after an unhook) and that you can run through other survivors so they wont sandbag you cause you have haste.

    So does anyone know how survivors were using not hitbox as a weapon what am i missing?

    edit: I said no hitbox but I was aware they still could get hit I just couldnt think of the word collision for some reason.

    Being inside your teammate and slightly behind them made it impossible to hit the other survivor, the unhooked survivor would always get hit. You essentially can guard a teammate to a way safer area just by both of you w keying while phasing through eachother. At least with collision, the unhooked survivor can't make the killer hit them garunteed, they actually need to body block if they're going to do that.

  • @Meg_Survivor said:

    I really want to know you guys thoughts on this…..why do survivors heal so much rather then doing gens? I had a match where we was still at 5 gens because everytime someone got hit they would leave to go and heal….I understand healing is important but sometimes its OK to stay injured a bit longer to get gens done esp if you have Resi - sometimes survivors always want to heal you not knowing you have Resi and when you tell them to go away they still try to heal you….very frustrating

    Also, another thing….as soon as someone gets hooked they stop being on gens and run for the save, its OK to leave a survivor on the hook for a bit but just make sure they dont go into second state , i honestly feel like these are the main reasons why most survivors barely escape - that and because some survivors just play bad and make bad decisions

    Genuine curiousity. There are many factors as to why someone would be healing before returning to a gen. Maybe the gen they're pressuring is in 3 gen and its unsafe (no pallets or loop to go to if the killer comes to the gen), so being hooked beside it is not ideal. Playing the long game is necessary in that situation, cus if u rush and get caught outta position, u sell the game.

  • @OutlawRacer666 said:

    The killer can literally stand right in front of the player and camp the hook and the bar doesn't move.

    The bar should gain when within terror radius.

    thats abt to be tested in the upcoming PTB

  • @[Deleted User] said:

    Yea im getting 3-4ks most matches but im not enjoying it, and that’s because of the matchmaker and the general lack of balance. The most fun i have on killer is late night games on the stronger killers when the legit swfs come out. Even when I get a 1k-2k i’d prefer these games. But if i want to play something like Pig or Doctor i’m at the matchmaker’s decision. I’m either winning so easily that perkless might make it balanced or holding W, eating pallets, and watching survivors escape.

    Solo queue is a lot more fun than this garbage because I feel like my skill matters more except in matches that are doomed from the get go, and even if I die it’s usually more fun than this killer gameplay described above. And sometimes your death can be someone else’s escape so losses dont hurt as much compared to on killer.
    sure I could play the A-S tier killers all the time but I dont want to. And I dont want to play B tier and lower knowing that my matches are generally gonna be one-sided boring wastes of time.

    Anybody else feel the same or just me?

    wrong reason vro

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459261/why-do-they-never-address-why-killers-actually-tunnel

    Because none of those things are the true reason why Killers tunnel.  The true reason why Killers tunnel is because it's incredibly easy to do, requires very little, if any skill, and it's extremely rewarding.  For Survivors, it takes an insane amount of skill and coordination to counter, the latter of which is way easier said than done in solo queue.

    BHVR tried to address that in the last PTB, and I'm sure I don't need to remind you how that went.

    So now the question remains, when will BHVR address the true reasons for tunneling?  Given what they revealed in yesterday's stream, I'm convinced the answer will be never.

    Thats not true at all. Tunneling when your teammates actually run anti tunnel perks and actively help their tunneled teammate don't struggle at all to prevent them from dying early, granted its far easier on comms. You can easily run empathic connection so teammates can find you when they need a hit or Babysitter to give extra basekit speed and stealth, plus Borrowed time for extra endurance. Pretty much all survivors should be running at least OTR if they don't own DS, but preferably DS since its uncounterable unless waited out or you have a mori, which even then you can force grab or locker.

    Respectfully, you can't say tunneling is easy if you haven't actually tried to stop it yourself. Survivors need to realize how much power they have outside of gen speeds. They're the stronger role, they shouldn't be getting steam rolled because the killer needs to force someone out to keep the pressure up, its a valid strategy in response to the ridiculous gen speeds that can be achieved right now.

  • @まうっす said:

    It is wrong for a killer to kill survivors.

    If you are going to kill, please do it in an interesting way that the survivors can enjoy.

    A match where survivors cannot enjoy themselves is unnecessary.

    Tale old as time. Survivors complaining about the main goal of the game, let alone complaining about something the killer is allowed to do

  • @OmegaXII said:

    https://us.v-cdn.net/6030815/uploads/B0OX8DW9Y6CE/image.png

    They really messed up with the pallet spawn LOL

    PS: It actually stunned me LOL

    I'm ngl, u might have to uninstall after getting stunned by that

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020009#Comment_4020009

    Its because it shows what the devs are thinking.

    I don't actually care about what changes are being proposed, as that is not relevant to me at the moment, they aren't in the game, they need to go through PTB where they may receive some changes, or maybe even be scrapped again completely.

    What matters to me is the language that the devs are using. I would suggest you watch Choy's video on this stream, its a bit long, but he points out that the language the devs are using indicates (i'm not saying proves) but indicates that they don't actually care about the killer players. Every word, every change, every reason behind every change is geared towarded

    • "this is how survivor players feel"
    • "we want player agency to matter (then proceeds to only describe things that are survivor things with agence)"
    • "players described this as handholding, you know, you get all these cool basekit things for killer thats handholding"

    Even in the recent information about the survey, they said camping and tunneling are the reason most players uninstall. Look even at the QUESTIONS on the survey when they adressed slugging a while back asking how players felt about it. Did they even have a SINGLE question that was geared toward killer players asking WHY they tunneled or slugged? Or asking them if they felt like they HAD to?

    Again, i'm not saying that the devs are biased, i am not privvy to some secret information that would prove one way or the other. But they constantly keep releasing information, or posing questions, or posing changes and doing so in a way where they are obviously gearing toward survivor players.

    Hell even in PATCH NOTES whenever they buff a killer for some completely unknown reason they ALWAYS nerf something about them, literally like every single time. The only exception to this is when they are reverting nerfs they previously did. The last time we had big changes that affected all killers was back in 6.1.0 which was almost 3 and a half YEARS AGO.

    Look at their proposed buffs for the skull merchant. Even THOSE have some NERFS in them. WHY? She is horrible, her pick rate is horrible, her kill rate is horrible, and you INTENTIONALLY NERFED HER INTO OBLIVION so that people would NOT play her. A dev literally admitted this on stream, she wasn't nerfed for balance reasons, they just wanted people to stop playing her so people would stop complaining so they could spend time to rework her.

    So my question to the devs is simple.

    • Where are the surveys asking killer players how they feel about the game?
    • Where are the surveys asking killer players why they are uninstalling?
    • Where are the changes for killers who are really horribly undertuned that are actually just buffs and not "side grades"
    • When are you going to ask killer players about the problems they face and what they would like to see changed?

    The devs are still convinced the game is killer sided cus of these horribly skewed stats. Everything they change is based off the stats, rather than the devs actually playtesting their game, if they watched a few minutes of high mmr or even a swf, they'd see how much better the role is than majority of the roster.

  • @GuardianoftheCrystal said:

    Remeber when the devs used to make changes to oversaturated perks? Lithe has been in 99.9% of my games as killer and it is just so freaking annoying man. It needs a subtle change at least bc half the killer roster loses a chase due to Lithe.

    Just because a perk is popular does not mean it's busted. Lithe isn't even the best exhaustion, thats Sprint Burst.

  • @random1543 said:

    had a match where someone got upset because i opened the door when someone was on hook.

    someone was on hook, opened the door so we can unhook an don't get caught at door and rather we could just get out and bodyblock as we run out as needed but they would rather 99% doors with the chance to get bottlenecked at it and someone goes down and we all get chased out?

    I don't see a point in 99% the doors unless someone is in active chase still but curious on others opinions.

    In majority of situations, hopefully when whos hooked or downed is near the gate, you open the gate after they are hooked to avoid Blood Warden. Then, you try to make your position as obvious as possible for your teammates who are also going to bombrush hook.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020296#Comment_4020296

    Bro is just askin to get bp after saving with Last Stand and you are here distilling hate for free lol.

    Yes, and I'm saying Last Stand users don't deserve to gain BP since using the perk requires no effort. It's the only form if saving that's unavoidable with basekit killer mechanics. Only singularity can avoid these stuns and thats if his short ass duration is still active while hes picking up. I don't care for consistency or the fact that other perk related stuns give bp, perks that are unavoidable and or busted shouldn't be rewarded for.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019846#Comment_4019846

    What does you not liking the perk have anything to do with it not awarding points? LOL

    Thats what you get for running a perk with an uncounterable effect

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019844#Comment_4019844

    A haste boost against Kaneki or Blight isn't going to do anything. The Elusive will be great against killers who don't have eyes, yeah, but we'll see how it goes against the ones who do and are still determined to tunnel and just maintain LoS. There are already killers who stand just outside the anti-camp radius. They're gonna take a few paces back. If they're a ranged or high mobility killer, it'll have little effect on them.

    As for skill, soloq teammates aren't renowned for their smart plays, and someone trailing behind you to heal might lead the killer right to you. The map and RNG are going to play a big part too. Like most things, coordinated team will do better with these changes (if they even survive the ptb) than soloq, because they can tell each other what to do and not to do.

    Well it depends on how poorly you loop. Are you just gonna jiggy (w key) from the hook the second you get hit, or are you going to run to the nearest loop? Either way, no matter the killer, it's not gonna make a difference, you should be staying at a loop once you've lost your endurance, because mobility or not, they will catch up to you.

  • @Rokku_Rorru said:

    Hey,

    as the title says Last Stand, Michonnes perk doesn't award any points like Head On or blast mine for its stuns, is this intentional? it's hard enough to get value from this perk as it is, it'd be nice if it rewarded you for it.

    Much like this perk: One-Two-Three-Four I think doesn't and neither does Bardic Inspiration or Mirrored Illusion.

    Could we fix this please? I feel like they deserve to have points tied to them since they are like mini powers on their own.

    Punishment of getting an unavoidable save I guess. Last stand saves gotta be the most annoying thing to experience as a killer, just watching as that survivor emotes and slides under a window pisses me off, cus you already know that mf is not getting picked up until you deal with the last stand user.

  • @cogsturning said:

    What anti-tunnel? Like what's happening in this proposal that will stop you from tunnelling? Hit them right off hook and it's the same as it is now. Maintain LoS and you'll get them again. There are zero penalties proposed for tunnelling. These measures are outrageously soft. Medkits are likely getting nerfed yet the crying has already begun.

    No it's not. Survivors still have a massive haste boost, they're untraceable by any means and they can see and avoid you. And if they are getting caught so soon off hook with these changes, thats definitely a skill issue on their part. If a killer is within 20 meters of the hook for a long period of time, your anti camp gain rate is going to be massive, you might as well not be near the hook and let your teammate unhook themself, saving you time and giving extra gen pressure, especially since you can all see the resolve bar now.

  • @Rudjohns said:

    because they want to preserve her gameplay style for the people who enjoy it, but they reworked Myers? What about the people who enjoyed his old style? Why not just rework Skull Merchant and leave a couple of add-ons that retain her current style? It makes no sense

    Having said that, revert Myers and make his "rework" an add-on please. New Myers suck.

    Old myers was buns, he was super weak and really boring to play. His add on reliancy and busted tombstone add ons were unfair and boring to play against. Now with his recent buffs, his identity is restored, while Myers himself is a strong killer as he should be.

    People like Skull Merchant the way she is, they don't want her to become a dash slop killer who smashes drones into survivors. That completely kills her identity, and she'd just be yet another ranged killer

  • @TheTom20 said:

    Someone goes down quick they dc an then a chair reaction of dcs start
    then other games
    We absolutely steam roll the killer an they DC when the last gen pops

    The wild DBD player is seen never pleased when one little thing doesn't go their way.

  • @girorgadan said:

    New Myers is absolute garbage,old one was one of the symbols of DBD

    He's actually pretty fun and actually strong now. This recent bugfix brought his Identity back and made his new lunge actually good

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006873#Comment_4006873

    You also never know if someone goes psycho in their car, but we still give people driving licenses

    Tbh, this is a bad analogy. If you go psycho in a car, you're posing a risk to your own life too. This situation is very different, other than getting banned, this user could just make another account and come back

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019117#Comment_4019117

    The changes are a step in the right direction, it's just ridiculous to get nothing but that, after a PERFECT anti tunnel PTB, and YEARS of promising "yes we will remove tunneling" from the developers constantly every year.

    That's like tomorrow they annoinced they were finally nerfing nurse and she will be as good as mid tier killers and then, 4 years later, get gets an additional second cooldown on her teleports.

    Like, thanks, but… That's it?

    Almost nothing was perfect about that PTB, It was awful for killers. At least with this iteration, tunneling isn't punished for now outside of extra time chasing the recently unhooked survivor.

  • The point being no matter what it'll be dropping to, tunneling is harder. I couldn’t care less what the tunneling percentage for all players is, I don't get tunneled out before at least 2 gens left so idc. But if anyone is getting caught super quickly with these upcoming changes, thats definitely a skill issue on their part.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019063#Comment_4019063

    I think people who downvoting someone consistently in one way or another had some convo with person before. So it's more about people still showing their disagreement /frustration with your overall position about the game, but they understand you unlikely would change it ever

    More of the half discussions in this game is never about finding common sharepoint and mutual agreement, so I’m not surprised

    See, thats Bias or having a Personal Vendetta, something that happens to everyone at least once in their life. Here on DBD Forums, key name DBD, that is the daily if you post anything someone else doesn't want to see. And if you've been dv'd by that person omce, they'll likely do it again, and again, and again, rather than actually speaking.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019076#Comment_4019076

    So what will the tunneling % be at next year with those changes????

    Well the avg according to their data was 42% across all mmrs, I think it'll drop to maybe around 30% if these changes stick around. Tunneling is still very necessary with nowadays gen speeds, it just shouldn't be possible and so easy early in a match.

  • @Emeal said:

    Most tunnelers dont get many points anyway, I don't think they care about getting more points by not.
    And there is nothing in this system that deals with Killer players who just tunnel for malice.

    You need a system to kick in for repeated consecutive matches in which tunneling was detected.
    Otherwise it will just be slightly harder to tunnel, I doubt it will be enough.

    I will prove it to you BHVR by tunneling like a mad man on the PTB.

    Actually, it has quite a huge impact. Tunneling is still hard to do, but succeeding no longer punishes the killer. So if you're in a situation where forcing someone out with one or two gens left is necessary, you can still do that shortly after losing them and finding them again. Though, killers still get some even hooking bonuses, so it's still decentivised.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019032#Comment_4019032

    Who cares tbh, I know I probably pissed of some people on this forum so let them do whatever they want if it helps them to cope. I get used to -1 almost on every of my post xd

    See, thats exactly whats wrong with downvotes, they're misused by alot of people, mainly those who don't ever engage in conversations, they just spam votes without providing any actual feedback or progress to the discussion. And thats exactly why votes should not be anonymous, cus goofs like that person exist and misuse the feature. They should be known so people can ignore and disregard their vote, meaning if they want to be considered, they actually have to speak instead of just assuming they're all knowing.

  • @KingOfDoom55 said:

    Please provide feedback, id really appreciate it, I'd really want to know what people think of these ideas and want people's inputs on it, thanks for taking the time to read, and hope you all have a great day or night!

    Uroboros infection has 3 stages:

    Stage 1: infected: the infection itself is slow when it's passive, however, doing any conspicuous action like repairing generators, opening exit gates, unhooking, healing or cleansing will increase the Rate that the infection grows but once stopped doing such actions, will revert it back to a slow crawl

    Stage 2: half way point: provides a debuff to cleansing, healing and unhooking by 5% each and when interacting with other Survivors (healing, unhooking, etc) the infection spreads to those uninfected

    Stage 3: full infection: provides 10% gen repair speed reduction and still allows automatic carry even if Survivors are fully healed and 3% hindered

    First aid spray: provides Immunity to the infection either for A: 1 health state or B: 30-45s

    Reason for these changes:

    Tunneling: large part of the issue with weskers infection is the need to tunnel people, which is largely a problem and unacceptable and unfair, with the first stage only increasing or decreasing its growth rate, there is no downside, even more so when fully infected, and combined with the fact that the infection resets to 1% everytime in the live game of dbd, it rarely provides any benefit

    Passive and active: large problem with this, is that how fast it picks up right off the bat, changing how fast it is depending on the action will not only allow Survivors to not worry about for a bit but still be conscious about what they do depending on their stage or situation

    More useful but not too powerful or unfair:

    The only down side is the 10% gen repair speed reduction and the 3% hindered which is only applied when fully infected but also allowing others who aren't infected to become infected even if not caught in the bound dashes

    While also providing Immunity for a set duration or health state depending on how people would feel would be best for it or how the devs would feel to be the right choice, so when someone deinfects themselves, they wouldn't be having a risk to get it back immediately and prevents tunneling if it's someone who got off the hook immediately without losing their endurance and haste to get away once unhooked

    I don't like the idea of a kit having built in gen slowdown. Old Freddy had this through some add ons, paired with certain perks and every game was just Forever gens that wouldn't ever pop, tis the name Forever Freddy.

    Wesker doesn't really need buffs per say, the Pallet Density Update just needs to be reverted and he'll be back to his peak balance state.

  • @Nun_So_Vile said:

    Alienating a group of your playerbase by reworking 2v8 (a super casual mode) to remove Legion is certainly a decision. So who or what is next? What does it mean for any future killer who even has the potential to be a menace in 2v8? I.E. Kaneki, Krasue, Skull Merchant, Plague, Myers? etc… Should we just assume they have no chance of ever being in 2v8 unless receiving major nerfs to their abilities? Combo potential with other killers? Should we just go to 1v12 so survs can be have no doubt there is a game mode where they are in the power role? Please, i'm curious, what are these new requirements for a killer to be accepted into 2v8.

    They did WHAT!?!?!?! He wasn't even that good, it's just a massive amount of solo queue teammates selling and staying grouped up and insta mending. Thats a skill issue on their part, not the killer's. Legion was still really bad in 2v8, they didn't need to do that.

  • @GroovyAshes said:

    This is clearly indicated by the Devs aiming for a 60% Kill rate. So anyone with can "win" as Killer with a mediocre amount of effort. In fact the Killer role has to be easier in most cases or it would feel so bad that most people wouldn't continue to play. This is obvious when anything negatively affects Killers because the community loses their marbles over it.

    Can a good team with coordination and skill turn the tables on Killer? Of course but it's few and far between. Survivors have to suffer the worst metas over and over again and dirty tactics that honestly are not fun. Yes, Survivors can often bring the Metas too but they are also not the "power role" and at most it buys them a few more seconds before they are inevitably dead. Again, coordination and skilled Survivors can flip the power role but it's not often enough to make almost every game miserable for Killers, maybe 5% of matches overall?

    What's worse is when a skilled Killer is face stomping match after match and can never even be bothered to tone it down and let the team have a little fun, even in an event. I've never seen so much sweat in a event with side quests and rewards, they just plow through with the same dirty stuff as they would in normal matches.

    Wow, congratulations you are so good at the role that is literally designed to win a majority of matches, great job!

    Both roles should be around the same level of difficulty, though right now survivor gen speeds are ridiculous, there are an insane amount of pallets and despite all these changes, most survivor players still have horrible chase times. In short, survivor is way too easy, and even more unbeatable against actually decent players, while killer is much harder, especially without tunneling, slugging and camping.

  • @Langweilig said:

    In the stream you mentioned the stuff you scrapped and kept, but you completely forgot about this part.

    Is it still coming or scrapped?

    Didn't really do anything to stop killers from camping and coming back to hook, so I assume they just dropped it since its just a stupid inconvenience, like the Blindness status effect to a SWF on comms.

  • @tes said:

    Do they already have VOD of the stream of its gonna be later?

    Some cornball downvoted this man's genuine question. I just watched it through a reacting YouTuber, I think its ended now, but it's gonna take time to upload into a past stream video

  • @Daniel_Silva04 said:

    So, let me try to understand, survivors will continue to have the same benefits as before: 30s of endurance, Haste, wall hack and Babysitter basekit and the killer will now only have bloodlust which is around 5% speed? You must be kidding. Not to mention the increased anti-camping to a ridiculous 20m.

    No, they actually seem pretty fair this time. Killers are no longer punished for succeeding in tunneling someone out, though its still really hard to tunnel someone out, plus Killers still have even hooking bonuses and extra bp

  • @jesterkind said:

    As the title implies. I've been thinking about who the most balanced killer overall would be, and I'm curious what the rest of the forum community thinks- though I do personally have an answer, so let me make the case for that too, just to keep things interesting.

    To me, "the most balanced overall" should be a question that considers multiple angles before answering. The killer would need to be strong, or at the very least not weak, but they'd also need to have their strengths be in fair and balanced areas, they'd need to have a well designed kit, they'd ideally have a good addon spread, be good on most maps, have high perk variety…

    With all those criteria, my answer is Wraith. He's a very solid killer, not weak and not overwhelmingly powerful, everything he does is reasonably honest and he doesn't have much unfair cheese, his addons are very good overall, he isn't tremendously map dependant (for the most part if Wraith struggles on a map, every killer bar Nurse does), he's an M1 killer with a balanced design so most perks work on him…
    Wraith's a good model for what a balanced killer would look like, in my opinion.

    I'm curious, though- what do you guys think?

    With bug fixes hopefully coming in the November PTB, I'd say Houndmaster is by far the most fair killer in the game. Her kit at least imo is fun to use and play against, while mot being overly powerful and too easily countered by survivor mechanics and strategies.

    I'll add that most low A tier killers are fair, like Wesker, arguably Myers with his new buffs, Huntress, Lich, Chucky.

  • @Supernaut said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016768#Comment_4016768

    WAIT WHAT?!?!??! Near 10k hrs and I've never heard any of this?! #########?!

    Every survivor from Nic and onwards talks in the lobby at least, though Leon and The Lyra Twins don't speak in game, only Alan does. though his voice lines are rare, and only trigger in certain situations

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018413#Comment_4018413

    I don't feel like you really addressed my points about why removing downvotes is bad though.

    Also, generally speaking everybody tends to think they know the game best and anyone disagreeing just doesn't understand it. We all think we know how the game actually works lol. Tends to be human nature I find.

    You're right about Removing them being bad, though both votes should definitely be made no longer anonymous if Downvotes are gonna stick around.

  • @coolgue1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018489#Comment_4018489

    I'm sure that the pallet density thing made that more obvious that people are doing this

    People do that for defending the change? Cus im pretty sure majority of players want it reverted, and its by a much larger ratio compared to those spam defending

  • @cestoda5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459126/dbd-forums-feels-unfair

    Why can't posters accept that others may disagree with their opinion? A downvote is just a much of voice as an upvote as or a long winded rebuttal. I don't have time or the energy to sit here and argue schematics with a bunch of people who demonstrate consistently they think they know everything.

    Consistently repeating false claims over and over again doesn't magically make them facts.

    Downvotes are only warranted as a way to quickly disagree in a yes or no sort of post. If you make a massive post talking about Anti Slug and Anti Tunnel and people are downvoting it, how are you gonna know what they dislike? They didn't say anything or give any feedback. Its a major flaw in conversation on the forums and defeats the whole purpose of a forum. And that example was of the dev's own post talking about the sinister grace PTB. No one knows whats bad about it if you don't give feedback, the devs need to see patterns in frustrations, and if everyone just downvotes, they don't know what needs to be fixed or changed.

  • @Rudjohns said:

    If you dont like downvotes then do a downvote on every single post you see, including the ones you like/agree with

    What in the protesting rally is this gonna do? Most people actually have good and interesting things to say. I'm not tryna start a movement, I just want people who spam downvotes to be dealt with

  • @coolgue1 said:

    Their needs to be something done about people with like 5 and 6 accounts just to down vote, to vote on anything TBH it kind insane BHVR hasn't weeded these people out yet

    Idk if people actually do that, but if they do that is definitely annoying and problematic. Haven't ever seen evidence of someone using spam accounts before.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018478#Comment_4018478

    Sadly because of Singularity pairing with Terminus and Remember me, it would be a guaranteed win combo.

    Okay I got a change to propose:

    • If a survivor lets go of an exit gate switch, the Entity blocks it for 16 seconds and the gate will regress at the same speed you opened it. The blocked switch is highlighted in a yellow aura
    • This can only trigger once per switch

    At least this way, he can't keep defending it to stop it from opening, but the perk still punishes survivors who 99 a gate.

  • @Elan said:

    TBH, I feel like perks are good, they just need number buffs:

    Help Wanted: Increase attack cooldown by 32 %

    Haywire: Once the exit gates are powered the switched will regress from 99 % to 50 % once it hasnt been touched for at least 10s

    Phantom Fear: Decrease cooldown to 40s and aura reveal to 5s

    Honestly, the gate should just regress to zero at the same speed you open it. With this perk's current effect, it can't even stop 99ing that well if the opening survivor has wakeup or sole survivor. If it at least goes to zero, survivors will know they need to choose between opening the gate and starting the EGC, or delaying the gate and only opening it once all survivors are in a better situation for escaping, or you be a useless teammate and keep tapping the gate switch

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