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Daniel_Silva04

Daniel_Silva04

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Daniel_Silva04
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  • @exDbd said:

    when dropping a pallet, killer sometimes use the swing animation to get out of being stunned. This should not be allowed. If you are picking up at a pallet the killer should be able to be stunned and not block it by swinging. This has been an issue for awhile now. Also we need to talk about gen rushing. What the heck! I literally started a game and not even 1 minute later 2 to 3 gen’s are almost completed. Something needs to be done about this, the cheaters the excessive brand new parts etc! I don’t think either side is fun at the current state of DBD and I don’t know if I even want to play anymore. No improvements on getting rid of cheaters (the obvious ones especially) just make the game unenjoyable. Hope the coming updates actually balances the game. I play both roles but both seem like they need a TON of work. Get to work behavior bc I love DBD and hate to leave.

    Oh, yeah. Let's leave a strategy that already doesn't have much counterplay without more counterplay, great idea.

  • It wasn't intentional and it was pretty stupid, it basically took away one of the killer's few counterplays. I think it was good that they took it away in my opinion.

  • Thank goodness, that was pretty stupid, and the devs have already said that his power has a 90 degree cap.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894263#Comment_3894263

    What’s wrong with Disturbed ward, swamp and Hawkins? They are good maps.

    I like midwich a lot more before they changed it

    Disturbed Ward is very Survivor sided, the map is huge, the main building is very broken with 2 god pallets and has a bizarre loop layout with the shack connected to a jungle gym.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893881#Comment_3893881

    "The thing is, using both dashes and going on full c/d saves you less than 2 seconds in travel time."

    This can't be accurate. He can literally get from one side of the map to the other side with his dashes.

    No, I think you should play with him more, his dashes don't even cross half the map, they go less far than Nurse's blinks and has a significant cooldown.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893274#Comment_3893274

    He can still close distance SUPER fast. Even if it's not across the map, how fast can he close the distance from going outside his TR to ontop of you. Wesker can travel roughly 20 meters in the timespan of 2 seconds. Map mobility isn't what determines Terror radius, otherwise deathslinger's wouldn't be high. It's determined by how close a killer is to a survivor that you should be wary.

    They increased the Deathslinger's terror radius because of the Monitor and abuse perk, not because of this. With this perk you could shoot the survivor before he even noticed your terror radius,since his shot went further than the terror radius itself. So the terror radius is indeed defined by mobility. So there's no reason for Wesker to be 40m, his power doesn't go that far and has a long cooldown.

  • @MoZo said:

    @Mandy Hi Mandy, quick question. Why was nurse not apart of the 40 meter terror radius? She can blink on top of a survivor in a matter of 1-2 seconds and only has a 6 second cooldown for both blinks.

    I believe it's because she needs to wait for fatigue and the cooldown of the blinks, during which time the survivor can run calmly.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892714#Comment_3892714

    Sadako already has a low 24m TR, we're not looking to go below that number, and Wraith fits with the current 32m, he has no terror radius whilst cloaked and moves at a greater speed so he has some ability to cover the map well, not as much as Billy for example but it's still faster than the 4.6/4.4 defaults.

    We've gone through the roster about the existing Killers we wanted to adjust and they were listed in the Developer Update, right now there's no plans for changing Chucky's TR, we feel that given what's involved in his kit that 32m is in the right range. We might see new upcoming Killers with different TR's however, so not just the default 32m anymore.

    What about Wesker? I honestly never understood why he has a 40m terror radius. Yes, he has the virulent bounds, but they are much more limited and cannot cross the entire map like Billy and Blight.

  • I hope it is banned, many people really think that reshade is just visual but does not offer a competitive advantage,which is a big lie because there are settings that highlight the killer's Red light well, making it easier to see and respond.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891815#Comment_3891815

    I don’t know about healthy since the killer literally doesn’t have to do a damn thing to get deadlock to work but I do agree it’s very helpful to prevent gen rushing and multiple gens popping back to back.

    Well, survivors also have many very strong perks and addons that they don't need to do anything to use them, like syringes and DS for example. So I think Deadlock is a fair perk.

  • F Pinhead ☹️☹️

  • @Thesevenspirits said:

    Here’s a more organized version of your write-up:

    The Illusion of Choice in DBD Perks

    In Dead by Daylight, survivors have the most conditional perks, creating an illusion of choice. Most survivor games follow a predictable pattern:

    Got tunneled? You should have brought Off the Record (OTR) or Decisive Strike (DS).

    Got slugged? You should have brought Unbreakable.

    Faced Doctor? You should have brought Calm Spirit.

    Meanwhile, most killers tunnel through DS, and Unbreakable only activates once per game. Worse, perks like DS and OTR immediately deactivate if you try to do anything useful while they are active.

    In fact, OTR and DS arguably favor killers more because killers gain Bloodpoints for hitting and downing survivors multiple times. Survivors, on the other hand, receive fewer Bloodpoints if they fail to escape.

    There are very few killer perks that activate only once per match and then remain inactive until the endgame—excluding Hex perks. Most killer perks stay active throughout the entire game and provide significant value, such as:

    Gen slowdown

    Healing slowdown

    Aura reading

    Hindrance effects

    Killer perks offer versatility; they don’t have to be used solely to counter a specific survivor perk or playstyle. In contrast, survivor perks are primarily designed to slightly delay inevitable tunneling, camping, and slugging—with little to no control over the outcome.

    Killers have suffered from this since the game was released, you are required to use at least 2 anti gens in your build if you don't want to lose 1 generator with each chase or more. Killers are also tied to perks to play, this was never just a survivor thing.

  • I'm going to pretend I didn't read this post.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889145#Comment_3889145

    And? Gonna whine that we can hold m1? Don't forget to mention "gen rush" either which is the only thing that progresses the game. So if match is doomed we shouldn't be punished for trying to go next, also we shouldn't spawn together since it will make lethal pursuer even more stronger combined with fast killer. Map offerings should stay the same, bhvr can just balance those maps, if not, then having sac ward in bloodweb makes no sense

    Killing is also the killer's objective, so I don't know why people complain so much about tunneling. If the match isn't over, you should be punished for wanting to go next. If you don't want to play the game, don't enter the game. Survivors spawning separately has always been one of the biggest problems in this game and it does need a solution, this gives a huge advantage at the beginning of the match .And I agree that the best option was to balance the maps, but since this is not and never was a priority for BHV, then it's better to change the offering.

  • And the most frustrating part is that they knew this bug was in the mode and decided to release the mode with the bug anyway, hahahahaa. This is unbelievable.

  • @SharonPancakes said:

    I'm sorry you're not proficient at your main, there is plenty of content available showing how strong Onryo can be when played at a high level. Maybe practice instead of insisting the game be made easier for you.

    Sadako is horrible, survivors can turn off half of her TVs without any punishment, and she has no chase power, if you think she's strong, maybe you should improve your gameplay.To lose to this killer you have to play really badly. Most of the matches I see are survivors who don't know how to face her and don't turn off the TVs, which is enough to make her useless.

  • Another week of lobby simulator...

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888969#Comment_3888969

    Yeah killers can hold us hostage, slug us, torture us, hump us and they are still whining here, thanks to them they are changing maps, spawn rules, going next prevention

    Poor survivors... It doesn't even seem like they just need to hold m1 on the generator and pre-drop pallets to win matches against most killers...Really, survivor needs more buffs, the buffs they got in the last few years are still lacking.

  • @Rokku_Rorru said:

    I'd honestly be fine with the first iteration of haddonfield's rework again, that one was fine.

    The two first were completely survivor sided, and now they made it killer sided, they really don't know how to balance this map.

  • @UndeddJester said:

    As a member of the SAWciety of Swine (Eep... I'm definitely getting stick for that...), I think I agree with the takes from Druss and JMD.

    The Pigs ambush is perfectly fine. You can fake, you can moondash, it has a good amount of skill expression, you just need to learn to use it. An idea they recently got me exploring is using the ambush to profile survivors. Use it just to see how they react and adjust your playstyle accordingly. As such I don't think the ambush needs buffs at all, it's perfectly fine.

    We might need more buffs for her crouch speed though, maybe a buff to give her more combat straps, because as well as knowing when to ambush, it's also important to know when to cancel. When you crouch as Pig, your profile becomes very small. If you hide your red-light well (it doesn't vanish instantly), you can fake a survivor into thinking you're ambushing and instead stand back up for an m1. This mind game is very important on Pig, so being able to crouch/stand up faster helps all her interactions... not just ambush.

    That said... 80% is a little extreme... that's a buff from 1s → 0.55s to crouch/uncrouch, which is super fast... if I eere to eyeball it, something 15% (0.87s) with combat straps making this 0.79s would be enough to make her a little smoother.

    A faster pallet break is interesting, I've often liked the idea of Amanda having additional tools to aid her breaking pallets faster with a unique animation... I imagined a crowbar, a bit like how Charlotte breaks pallets with her hook weapon thing. Vaulting faster is Myers thing though, so wouldn't really wanna steal that from him.

    Her ambush is useless without the two yellow addons.

  • This is the intention when playing in pairs with a killer, I don't see any problems.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883379#Comment_3883379

    I can never reveal ghostface period, even when he is stealthing out in the open. I literally stare right at him and nothing ever happens, the entire mechanic needs fixed for BOTH roles.

    A tip for you, to reveal him, position the middle of your screen on his head, it's much more precise.

  • @Jadelysta said:

    I think the reveal mechanic is trash and definitely needs reworked/fixed. Its near impossible to reveal him as a survivor, even when im looking directly at him.

    It's not difficult, it's just his skill, you can only reveal him if he has less than half of his body exposed, which is super fair.Now, you don't talk about the times you reveal him behind the wall, right?

  • What changes did the devs make that would benefit killers from hooking a survivor? Tell me.They just keep nerfing all the generator defense perks and giving more second chance perks to survivors.In addition to increasing the hook time, which was completely unnecessary.

  • @AmpersandUnderscore said:

    There are only two reasons:

    It's easy to do and hard to counter.

    Content creators started promoting it.

    Everything else in your list is more than 6 months before any real issues occurred, and are only there because this community on the forums largely believes that "we'll keep making people's games miserable until you buff us" is somehow a good way to convince the devs to change the game or fix perceived issues.

    Until this literally bully mentality. The true reason slugging occurs for a lot of people is simply to make people miserable and take advantage of the imbalance of the power role in the game. We saw the same exact thing with the 3 gen meta.

    You don't believe it yourself. Killers are not responsible for the survivors' fun, just as survivors are not responsible for the killer's fun.Don't be a hypocrite, I doubt you put in the effort to make the killer game more fun.

  • Calm down, man. They'll probably post something a few days earlier like last time.

  • Alex's Toolbox is that braindead toolbox where you sabotage the hook insanely faster than the basic attack cooldown and have a guaranteed save? If so, no thanks

  • Yes, even though she is the worst killer in the game currently, they will still disconnect. This just proves that the problem was never the killer, but the survivors who are spoiled.

  • Yes, that would actually give the perk a use, since it's currently basically useless and even for beginners there's no reason to use it.

  • But that's totally fair, if he only had one dash it would be horrible. It's all his merit to use the dash efficiently and that takes skill. And you can also try to dodge, which isn't that hard since the dash's hitbox is tiny and has already been nerfed. The infection has also been nerfed, which in my opinion didn't even deserved it, because if Wesker needs 1 minute and 20s to take you down, he's the one who loses. The large terror radius is more of a detriment than a benefit. And he applying Deep Wound when colliding with another survivor is very rare.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879006#Comment_3879006

    I suppose I'm using fun as shorthand for being interactive. Freddy I don't think is interactive because either they hit you with the snare and after you're hit there's not really anything you can do because you become glacial or he misses and then he's back to being sharp hand joe until he gets his power back.

    Which I don't mind that as far as playing them goes that Freddy isn't for me and I'm 100% okay with that not every killer is going to be but playing against them is still a slog. Like I don't like playing Huntress or Wesker at all but playing against them is fine because dodging them at least has some interactivity that usually always feels fair. But Freddy you get hit with a snare which arn't that hard to hit and it's just not fun waiting to get hit because there isn't much you can do and I think that's a failure of game design. Singularity can be a little BS in chase too if you don't have an EMP but at least I can appreciate the complexity of how much is happening with the pods, the infection, how much is going on with overclock it doesn't always feel fair but it is an interesting design and I can appreciate that. With Freddy he's committed the sin of being both not really interactive and also ridiculously simple and I think that's what bothers me about him.

    ""There's not much you can do." Just pre-drop the pallet and play for the 50/50, same thing against the Clown, or use one of the 5 clocks on the map to become immune to his power and he won't be able to do anything.

  • @jesterkind said:

    I'd like to be upfront and say this is a discussion, rather than a declarative statement. I want to know what other people think about this topic.

    So, I've been thinking a lot about Wesker recently, and specifically about how much stuff he has in his kit. Just to run down the list, as neutrally as possible, Wesker has:

    • The ability to damage survivors with a dash/lunge mechanic that can curve around objects
    • The ability to displace survivors with that dash mechanic
    • Hindered via his "infection" mechanic
    • Instadown capacity via that same "infection" mechanic
    • Tracking via Killer Instinct on survivors who try to avoid that "infection" mechanic
    • A larger terror radius, which may be a plus or a minus depending on your build
    • Deep Wound for colliding a survivor into another survivor (this one doesn't really matter, it's just a cute gimmick, but I'm being thorough here)

    If you stop and pull back a little, and look at all of this while remembering how good Wesker is in general, this really starts to look like a bloated kit to me. Damage, mid-chase mobility, movement speed reduction, instadowns, tracking… sure, some of that's harder to reach but it's still more than a fair few killers get.

    I'm curious to know if anyone has an argument for all of this stuff being necessary to his kit's strength and identity. I'd also put forward for discussion that the combination of Hindered and tracking being on the same mechanic + one of them being guaranteed to happen depending on which one you choose to counter makes him quite good at delayed tunnelling, EG, chasing someone a short time after an unhook but before they can actually get back into the action.

    What do people think? Is Wesker's kit bloated, or does he genuinely need all of these mechanics?

    Wesker is fine and requires a good amount of skill to get his full potential. And where did you get the idea that he can curve around objects with his dash? His dash is literally completely straight.

  • @itsquiet27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878908#Comment_3878908

    yes I know but it's still someone with knowledge taking advantage of an error in design that wasn't intended i think.

    @itsquiet27 said:

    Like for example if I am playing the twins as victor victor cannot pounce facing upwards on the stairs and someone knows this knowledge and takes advantage of it.

    No, the game is made like that, they said it's intentional that some killer powers don't work in places with high elevations, like Victor's pounce.But you can also avoid this by just standing to the side of the survivor or going to the top of the stairs.

  • @Wezqu said:

    Them avoiding it already gives you value as you force them to move somewhere else.

    It's still useless, you just run somewhere else and it doesn't help you at all, especially since the pallet doesn't really exist. I played 6 games in a row and it only worked once against a babysurvivor.

  • If you're referring to the sound similar to what survivors hear, then it's not a bug, it's always been like that. I saw a gameplay with her today and it was normal.

  • @Hex_Ignored said:

    With the healing teleport, this is warranted, Survivors essentially have to stay awake at all times to not get slugged to death.

    You wake up when you get downed, that's not even possible. If he manages to teleport to you it's because the person who picked you up didn't wake up.which would be her fault. And slug isn't even that common, the devs themselves said that.

  • Nah, the duration is already very short and you can almost never take someone down in time. And you can go into the locker so the killer doesn't know where you are.

  • They said that they listen to the feedback, but in the end they decide for themselves whether they will change something or not. Even if the change doesn't make sense and has no logic whatsoever, they will do it if they think it has to be done.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876527#Comment_3876527

    Most killers can't keep a three gen indefinitely like old Skull Merchent or Singularity. Matches that go over half an hour into an hour holding three gens extremely unfun for both sides. In most situations, however, it never comes to that to begin with. Most killers either get the upper hand or the survivors are able to complete the three gen in a reasonable amount of time. Killers are not being punished over a survivors mistake.

    An M1 killer would never be able to hold a tri gen against a decent team, so I think this is more of a killer design problem and there was no need for anti trigen.

  • Yeah, I also liked the previous Sadako, she was much stronger than the current one.

  • @Devil_hit11 said:

    ii is written special attack and not health-state loss. trickster's shot and doctor's shock are coded as non-lethal. deathslinger and pinhead are coded as lethal special attacks.

    Yeah, but that doesn't make any sense, that's the point. Pinhead's chain is just a chase power to help you land a hit on the survivor, just like the Doctor's shock.

  • They make changes just to try to alleviate the problem but the killer can still use the strategy.In my opinion, this anti tri-gen system shouldn't even exist, because it's more related to the killer's design that can benefit themselves with this kind of strategy. Besides, leaving tri gen is most of the time the survivors' fault, basically the killer is punished for their mistake.

  • Unfortunately, there are some countries where the skins are not available ☹️

  • Personally, I only find aura reading perks problematic on Nurse, otherwise I've never had many problems... I don't think it needs to change since most of them are quite predictable.

  • @DeBecker said:

    Saboteur never was an issue. Oak offerings are on their own not an issue too. If a highly skilled 4-man SWF intends to sabotage all game, yeah this game is really bad for the killer, unless the killer is prepared. But both is not very likely to happen at all. If sabotage would be this easy, it would have been meta at some point, but it wasnt/isnt. Still I wouldnt even care if they removed hook offerings at all. For 99% of the players its just a bloodpoint dump.

    Also I dont get it why killers should be allowed to prolong games like this without any disadvantage. And no, the survivors getting back up isnt a disadvantage to those just wasting play time by slugging.

    I play on both sides, but I think sabotage is a pretty stupid mechanic and shouldn't exist, it's pretty ridiculous that you can take the killer's down just by holding down a button, has no merit whatsoever. Besides, it's a mechanic that has been and continues to be easily abused by SWF, getting downed into the corner of the map and sabotaging the only hook there, and the only counter is slugging.

  • @TwinsMain2004 said:

    it's a feature

    It's not a feature, dev Peanits himself once said that his power has a 90 degree limit.

  • @TWS001 said:

    It would help solo queue but definitely not the right time to introduce it. Would be another thing to push killers even more to stopping hooking and just slugging everyone. We are way too far down that road already without this taking us even further.

    Slugging is a problem that the devs themselves created, instead of giving the killer an incentive to want to hook a survivor, they just keep nerfing all the generator defense perks. I don't blame killers who think slugging is more beneficial.

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875385#Comment_3875385

    Oh look the standard get better comeback from a killer main who never played survivor in his life. Magic hand needs nerfed to where it slows him down if he lifts a pallet. Right now its incredibly broken. All survivors have is pallets.

    I also play as a survivor and I've faced Lich many times and I can say that it was always easy.I agree that if used correctly the magic hand is very strong, but it has a huge cooldown and after this he has nothing more. Skulls are very difficult to use and are most of the time very predictable for survivors, Fly is easy to counter, even more so now that they removed the bodyblock in the window, so the only thing left is the magic hand. But if he needs to use Magic Hand twice to take you down, he'll need to waste a lot of time chasing you to do so, because as I said, the cooldown is really big.

  • You're always complaining and asking for nerf for some killer, why don't you try to improve your gameplay instead of asking for a nerf for everything?

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