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Deadman7600

Deadman7600

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Deadman7600
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  • @R2k said:

    Plague - Nurse
    Legion - Nurse
    Oni - Legion
    Literally anything with Legion and dashes with closed map offering. Enjoy survs suffer.

    I'm really curious is it even possible to avoid Meyers get his stalk level with so many people around

    I'm not sure how BHVR will balance plague, but I have a suggestion. Only 4 survivors can be infected with maximum infection at a time. Once the cap of 4 is hit all other infected survivors will not be injured and can cleanse (but it will take slightly longer) and this cleanse will not corrupt the fountain, but also won't contribute to a hypercleanse and force plague into corrupt before she is ready. Once a maximum infected survivor is caged or cleanses the next survivor who was infected hits maximum infection. I think this makes her viable while not making it a free stomp. Although, any match with a nurse is practically a free stomp.

  • @jedimaster505 said:

    What they should really do is remove incentives entirely and balance the game sensibly. Making one side more powerful by design and then bribing the other side to play while punishing them for DC is kind of silly. It's like the game mode itself is rage bait from the devs.

    what did you expect in an assym? the power role not to be powerful? Escaping is meant to be a struggle. The real problem is we've had two survivorless licensed chapters in a row, with only Orela to give something to the survivor side. If they want the game to be balanced both sides need to gain equally.

  • @killer_hugs said:

    luckily 2v8 is coming back soon

    I'm so excited. Dredge and unknown are the new additions I think. Although, I have a conspiracy theory Springtrap will also join them. If you think about it they're all killers with teleports and all have a map on withered isle.

  • @SoGo said:

    I doubt that we "missed out on the chance".

    As you said, werewolves are staples of horror media. I'm certain that we will get one eventually (unless we stop making original chapters altogether for some reason).

    plus werewolves are part of so many licenses, it'll have its time. Although, BHVR is clearly going in a more experimental direction when it comes to original killers so maybe we might get another were-creature all my fellow closeted furries can enjoy.

    That last part was a joke… I think.

  • @Tenac said:

    Here are the top 5 killers I would love to see in the game and please let me know yours.

    1. The Wolfman (2010) Since the game is produced by universal I'm surprised they haven't had the classic monsters yet. I do think the 2010 wolfman would fit the esthetic perfectly. He could have an all fours running ability to help chase the survivors.
    2. Pennywise. I mean he is just a terrifying creature and owkrs well with the violent nature of the game.
    3. The creeper (jeepers creepers). I know others have commented on this one and yeah there is controversy but I still think he would be awesome. You could turn his layer into a really creepy map as well.
    4. Jack (Halloween Horror Nights) Again the universal license has so much potential. With HHN coming up it would be an awesome Halloween crossover.
    5. Trantor the troll (Ernest Scared Stupid) Ok this one is an absolute pipe dream but he was my childhood boogeyman and I've always wanted a game with him.
    1. Predator
    2. Thin man (little nightmares)
    3. Indoraptor
    4. Either Homelander (the boys) or Conquest (invincible)
    5. Gabriel from the Mandela catalogue

    honorable mention Bruce from jaws, not because I particularly like the film… but because its a shark

  • @Jamo003 said:

    It just seems to be a mix of good loopers and exhaustion perks, or drama and finesse. Which, I get, you know, a survivor has gotta survive, but as a killer, I just feel very underpowered. Of course, if I lose, it's then "gg ez." I have over 300 hours in killer, which won't sound like a lot from what people have said to me on other sources, but 300 hours on 1 role in 1 game is a lot and more than likely enough to make my MMR higher than it should be, right? Am I just going to have to "throw" so I can get back with people in my skill level?

    yeah i've had the same stuff happen to me recently. I've redone my xenomorph (my main) build to Grim, Pain res, Pop and Languid touch. I feel disgusting but with the queue times I want to at least have a fighting chance.

  • @PetTheDoggo said:

    Thing is with 5 perks, It will be pretty easy to create build basically for every situation.
    1 - exhaustion
    1 - antitunneling
    1 - antislugging
    1 - healing
    1 - chase

    While it wouldn't really change that much for killers imo.

    true, a swiss army build doesn't sound fun to face. But then again… Pop, pain res, eruption, COB and grim…

  • Its just a nice perk. not particularly strong but it helps streamline the game a bit, I feel naked without that perk.

  • @HaliAndEx said:

    I think it'd be so cool thematically if the killer was something that was the opposite of what the entity represents. But at the same time it wouldn't make too much sense since it'd also be the cause for their survivor counterpart's suffering. Regardless, I'm hoping for this chapter the devs will finally go in on religious horror again.

    I think it has the potential for such a good contrast with the other killers. Hopefully they come up with a good power.

  • @joeyspeehole said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451927/healing-speed-feels-too-fast-and-my-suggestion-for-it

    I don’t get the obsession with stripping away all survivor healing and aura perks, then piling on anyone who says the game isn’t fun for survivors. And if the go-to response is 'don’t play,' that goes both ways, doesn’t it?

    I don't think we need to remove a lot of the healing perks functionality. I feel like resurgence is the only one that needs thinking over, for the rest buffing the anti-heal a bit should suffice. And when I say a bit I don't even think it needs a lot either. Without current resurgence healing perks would be mostly balanced.

  • I also think some level of gift of pain should be basekit, that way survivors will be forced to find a good hiding spot before healing or else they'll be vulnerable for longer. Basically using the threat of tunnelling to scare survivors.

  • @lettuchia said:

    Commit to chases and u barely have to worry about healing perks, buff chasing not hit and run

    me when im trying to trick a killer into getting genrushed:

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451940/anyone-find-killer-unappealing-to-play-these-days

    Some questions:

    What killers have significant bugs now? I see you mentioned some examples, but I haven’t seen any of those in my gameplay nor have I heard about those anywhere else.

    Who is siding with cheaters?

    I guess I just don’t see anything that you’re referring to as a problem on the killer side. I play killer and it’s felt pretty ok to me with the exception of occasionally getting matched against SWF teams on comms that play super efficiently and get all the gens done in like 5 minutes.

    I have experienced a few bugs.

    All ranged killers are either being bugged or nerfed atm, probably not an intentional nerf but one very much affecting them. For instance, Shiny Sylveon (a p100 deathslinger) recently made a video about the broken collisions on a lot of maps and needlessly placed invisible walls making his power absolutely terrible on some maps. I play xenomorph and springtrap, and I can say that xeno's tail attack has felt off for a while now but it's hard to articulate why (but easy to adjust to for a xenomorph main) And springtrap gets hit with many of Deathslingers issues with invisible walls and collision (xeno does too, just not as hard).

    Also Deathslinger sometimes doesn't play the aim animation from the survivor POV so it's hard to zone.

    Victor sometimes slides straight off a survivor, just watch a recent Lynxi upload.

    When knight places down jailer, sometimes jailer takes multiple seconds to actually activate a hunt leading to the term, drunk jailer. ZM pixie talks about this sometimes.

    Vecna's mage hand sometimes gets bugged so survivor's can just drop it instantly after a pickup.

    Ghoul currently also gets stuck on a lot of weird collision surfaces

    Do I really have to explain houndmaster?

    Just because you don't experience them doesn't mean these (and more) killers aren't bugged, and there are more constantly being introduced.

  • @PigWithTvs said:

    im talking about the bugs not the balance

    so many killers are bugged its borderline unappealing to play not to mention the horrible rubberbanding that has been going on lately

    from the fact that sadako has been legally blind and has buggy tv icons for i think months now? to vector bouncing off to the fact pig traps literally refuse to trigger because a survivor is searching the box (yes that's a bug) to wesker getting denied grabs with his power and so many more

    i know im a nobody and me simply quitting won't effect the game but tbh the fact dbd is in the 8th spot in steam charts and a buggy mess along with the rise of cheaters again is just a shame…

    also not sure if this is the rubberbanding or something else but u can miss a survivor while u are literally right behind them or while vaulting even tho it should have hit

    ngl…call me bais but why do i feel like bugs that effect the survivors negatively always get fixed instantly while killers always takes months (nemi was able to hit survivor inside lockers with his power was almost instantly patched, while wesker was still able to softlock himself using his power in 2 v 8, meanwhile finess is still bugged )

    its feels unfair sometimes….

    not to mention some of you side with cheaters because someone DARED to play a killer u dislike

    like dude…i understand u hate the killer but siding with a loser that payed for cheats its just another whole level of idioticty and u will get banned since u are helping a cheater

    Literally rubber banding has made me miss some of the easiest shots ever just because a survivor teleports behind me. hopefully the new engine upgrades make it better so we can actually start thinking about balance.

  • @jesterkind said:

    I'm not so sure. While healing is quite strong right now, it's definitely nowhere close to any version of CoH— especially not the first iteration. Eight second heals are still not the norm for every injury, there's only one tool that gives survivors something close to that- although admittedly it does give them faster heals than that.

    The thing about healing is that it hasn't really changed much recently, so that makes it difficult to assess what exactly might be problematic. Resurgence was buffed initially forever ago, the recent Botany change was functionally meaningless, there are a few new perks like Clean Break that are good but not overpowered… really all that's changed noticeably recently is Desperate Measures being buffed, but I'd be hesitant to suggest that's a cause of any problems here.

    I think it's probably on the mark to suggest buffing anti-heal to help players feel like they have good options, but that's also tricky because it's easy to overcorrect. Still, maybe a slight buff to Mangled or something primarily to remind people of their options might be a good call.

    The only actual healing tool I could see being worthy of a nerf right now is Resurgence because it is pretty insane. It does only work twice, though, so it's not that bad.
    Maybe lower it back down to 50% but give it an extra effect for clearing negative effects on unhook, or something? Just spitballing.

    Every other tool, though, eh… I think they're probably okay. The meta just needs a light push towards good counterpicks.

    yeah my friend runs resurgence and stacked with do no harm and potentially a medkit you've got basically a sub-3 second heal. I've done heals on him in killers faces before.

  • @QuantumEcho said:

    I know that a lot of people in the Dead by Daylight community have been wanting a dinosaur killer for quite a while now and i think it would be pretty cool and interesting to play as a literal dinosaur chasing down people like Lara Croft, the Entity can clearly bring in creatures and people from the past and future so why not add something like a raptor or a literal t-Rex into the fog?

    I wouldn't mind it being from a original chapter or from the Jurassic Park franchise, Dead by Daylight needs more non-human characters and adding a dinosaur into the fog would be pretty interesting.

    yeah I really want either a raptor/concavenator or something like that if original. Then maybe if its a JP chapter we get an indoraptor.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969319#Comment_3969319

    sorry to let you know that yes it will be a larger than normal download again, nothing we can do about that with the engine update unfortunately :(

    I guess imma have to uninstall another game.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969323#Comment_3969323

    Oh yeah I agree banning it would be pointless for that reason

    I think we were making two different points - you were talking about the practical aspects of whether or not to ban it, I was talking more about if it fits in with the spirit of the game - but it looks like we mostly agree on each of those points I think

    yeah we kinda took aim at the ally there.

  • @RodanThrelos said:

    From the DBD Reddit AMA:

    For the Clown, the intention was to make Yellow bottles more useful, while making Purples less dominant in his kit. We're hoping this will encourage using both bottles more often.  For The Knight, it was mostly quality of life. We tried lowering the Standard spawn time in hopes that it would make him less oppressive in "sandwich" scenarios, but it didn't pan out.

    With the upcoming release, there are some changes from the PTB. The Clown's Purple bottles are being adjusted, and we've reverted the gas spread changes, as well as some of the addon changes. When it comes to Knight, we've reverted the Standard spawn time changes. We're thankful for all the feedback from the PTB, which helps us build better patches for all of our players!

    -Jeff

    Thank god theyve not killed the knight. Hopefully this also means clown's purple bottles are slightly more effective than ptb tho.

  • Damn that's a good figure. I feel like its face is too intact and the skin is too pigmented (I feel like it should look a bit more sickly pale to contrast the orange pustules) but other than that the concept is very solid.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968461#Comment_3968461

    Yeah, and my point is the killer would still need to reach over and mark the post it note in order to use it to keep track of hooks. It's specifically the fact that the computer automatically does the marking for you, without any additional input, that is a problem. I believe it goes against the spirit of the rules. What you're talking about is more, "the letter of the rules as BHVR can realistically enforce them." I don't disagree that BHVR won't ban for something like that, but I still think it goes against the spirit of the game (as it works rn)

    Anyway, if it worked by waiting for a keyboard input, that would be different and IMO acceptable (although I'd prefer if BHVR just gave killers the ability to see hook states by default)

    I personally don't think its something I like. I probably didn't communicate well enough that I was purely saying banning it would be pointless because it's not something they can enforce. I like complication and memorisation in games, a lot of my favourite games are in the grand strategy genre for this exact reason. Having to memorise hook states is part of the fun of killer imo.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968342#Comment_3968342

    In Clown's case they literally nerfed every single of his good addons, not only the purple ones. Also, I fail to see the "giga" surv buffs. Could you enlighten us?

    I think they're talking about healing perks. Not sure if I'd call them giga buffs but I kinda see what he means.

    I run do no harm on my builds and my friend runs resurgence, and I can basically heal him in like 3 seconds on 2 hook states.

  • @ratcoffee said:

    I'm gonna go against the grain here and say that this should probably not be allowed. It likely won't get you banned, because they don't really have any way of detecting it, but I think it goes against the spirit of the game as it is now. (I also think killers should see hook states by default so this program would become unnecessary anyway, but that's a different matter)

    Reticles for ranged killers just overlay an image on the screen, they write to the screen but don't read from it. Reading from the screen and using that screen information to automate something that you're supposed to do with your own brain power feels like a fair play violation, as the software is far more involved in the process. How is having the computer keep track of who you hooked to avoid tunneling, or having it count to 10 or to 60 for you to facilitate it, any different from having a program that automatically hits great skill checks for you? Obviously the skill check program shouldn't be allowed, why would the hook counter/timer be different?

    Since it doesn't interact with code apparently, there's nothing illegal about it i don't think. Technically a killer could just do this themselves with a post it note if they really wanted so ig its not something enforceable. Itd be the same if I enlisted a friend to memorise the hook states.

    My guess is its not something in the game its something watching the game and displaying what it sees on screen over the game, so it can't really be against the rules and bhvr can't really do much about it. BHVR can't control what people have on their monitor as long as it's an overlay and not in the game.

  • literally in my last blight match my first thought was 'oh yeah nerf ghoul, but this is fine.'

    Like its not just the devs its the playerbase who are way to chill about this disparity. He's just as easy for me as old ghoul (the killer who's adept I got by accident) and somehow easier than current ghoul. Tho this may be a hot take.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967469#Comment_3967469

    instead of killing one person you just burn through everyone's health states with as many slowdown perks as possible (especially against altruistic teams)?

    Ok? I mean, the whole point of this system is to spread hooks and encourage the killer to burn through hook stages. The least efficient way to do that is to camp and tunnel, because you want to be working on your next hook while someone is still on hook.

    This basically just forces killers to discover pressure as a slowdown force. Being concerned that slowdown will still make things to easy just confirms that I don't really think this is so impactful that killers will need that many buffs. The system works, because you can play this way more or less right now, on live. People don't, because tunneling is easier.

    Also what's to stop that being used in completely honest chases with no tunnelling?

    If you're already spreading hooks, then the system works exactly like live. In fact, hooking each survivor exactly once is effectively doing both: burning through hook stages and "countering the system" since no one even has a first hook to "donate".

    There's no concern in a "fair or honest" game, because that plays out exactly the same. This is, honestly, the kind of gameplay this system is actively promoting: spread hooks, give everyone a bit of chase, and you get map pressure and get to act like the system doesn't even exist.

    It only comes into play in hard camping and tunneling situations, and makes those situations less efficient ways to play the game.

    That's part of the flexibility of the system, honestly is that is leaves player agency completely intact. Killers can choose to camp over survivor or tunnel them to death, it just isn't as efficient as spreading pressure.

    You *can* still camp a hook, but since you're going to be there for about 7 minutes, the gens will all be done and the gates open.

    so it specifically procs if a survivor gets hooked twice in a row? if that's the case I may have just misread your idea and its pretty good. I'd prefer a system like my own since it can't really be weaponised without a survivor actively killing themself but yours would also work to reduce tunnelling and probably pretty well.

  • @lettuchia said:

    what would even be the point of this

    spooky myers, thats the point

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967093#Comment_3967093

    The system I've been pushing for years now encourages spreading hooks early, doesn't impact late game camping or tunneling ("resorting to"), and makes camping and tunneling inefficient to the point that people will naturally stop doing them.

    I refer to it as hook donation. Essentially, each survivor can choose to donate their first hook stage to a shared pool that anyone can use. Make it so that you can't donate anymore after, say, 200% or less total gen progress remains on the map to prevent people just 99ing a gen.

    This does several things: most importantly camping and tunneling at 5 gens goes away. The killers goal to playing efficiently is still to get one person out of the game as soon as possible, but waiting around a hook is not a good way to do that. In a hard camping/tunneling situation, the killer has to get through all 4 shared pool hook stages, then "final hook" then death hook. So 6 hook stages before anyone dies. Camping a hook for 7 minutes is a loss, and people will stop doing it when they lose games because of it.

    The best way to burn through hook stages is to chase. You want to get another hook as fast as possible, ideally having multiple survivors on hook at the same time to burn through hook stages as fast as possible. This also creates map pressure naturally and slows down gens, since the killer is pushing people off of gens instead of standing near a hook waiting.

    Shutting off donated his speeds up end game and doesn't impact "late game tunneling", but this kills the early game tunneling.

    It also means better skill expression for the killer, since you're chasing more survivors and getting more hooks. Generally speaking, getting more hooks is an indicator of killer skill. Unfortunately, this also means people whose only skill is camping and tunneling will reject this idea outright, since many of those people refuse to learn anything else as long as these "tactics" are all they need to win.

    I don't hate that idea, but what's to stop a killer from still tunnelling, but instead of killing one person you just burn through everyone's health states with as many slowdown perks as possible (especially against altruistic teams)? Also what's to stop that being used in completely honest chases with no tunnelling?

    Questions like this are the reason Anti-tunnel is such a complex issue and I'd rather BHVR take their time. Whenever I play survivor myself or one of my friends get hard tunnelled at least once so I know the frustration, but I also know without the perfect solution tunnelling will either become an even worse issue or won't be affected at all.

    I really don't understand why people are so opposed to killers having a system like what I suggested tho. It not only de-incentivises tunnelling but also incentivises getting back into chase (the most fun part of the game for the majority of the playerbase). And a version of your idea might work (even in conjunction with a version of mine) but I feel like its not the fix you think it is and is just a flat nerf to killer.

  • @Caustix said:

    Hey Everyone!

    Now that the new DBD stat tracker released I was wondering about my stats with Trapper and if they are good or not? I do not know really what qualifies as good stats with this new tracker but if anyone has any thoughts it would be cool to see! For context Trapper is my 2nd most played killer and I have him at prestige 16 at the moment.

    https://us.v-cdn.net/6030815/uploads/QV9M1K5SNXUR/image.png

    63% on trapper is very impressive, keep it up.

  • @Aven_Fallen said:

    Usually it is not intended that Survivor Perks give advantages to Survivors. Must be an oversight.

    Jokes (with a bit of sad reality) aside, they most likely changed the animation to give the Killer a tell that the Survivor has the Perk equipped so that they dont get stunned out of nowhere. IF the vault is actually faster, then it is not intended. But it might look faster, but if it is only the animation, this is not really a big deal.

    yeah I'd guess its an oversight, the animation (if faster) should be slowed so the hitbox makes more sense.

  • @AmpersandUnderscore said:

    Almost all of these "just incentivized other play styles" suggestions simply do not work. Almost everything people suggest, including OP's, is just buffing killers and hoping they won't tunnel.

    Because here's how this change would work in practice: killers will tunnel one person out, get a card (buff) on their first hook, which makes tunneling easier, and then have an easier time winning the 3v1.

    We've had 3 years now of "just buff killers and we'll stop tunneling" and it hasn't worked. It won't work.

    There is literally no buff that will convince people not to eliminate someone early. You'd have to think if something even more powerful than eliminating a player, which would be game breaking, and it would somehow have to be completely incompatible with tunneling.

    The carrot doesn't work. Tunneling at 5 gens needs to be nerfed so that it's not "hands down, the best way to win every match, every time". Period.

    If there is something to incentivise not tunnelling I'd be open to a punishment for tunnelling, so long as its a deficit in game not like a dc penalty type thing. As annoying as tunnelling is, it's a part of every competitive game ever, I remember doing it in For Honor and Battlefront to get the competitive advantage. It's always going to exist in some form, but rather than penalise it (outside of the match) its utility can be changed. By giving the killers that don't tunnel an advantage, and the ones that do tunnel a deficit which weakens its macro utility I think tunnelling could just become a tool to achieve a 1k for a desperate killer.

    So for example, every time a killer hooks a unique survivor (which was not the last one hooked) the killer gains 7% haste and a 10% terror radius reduction for a minute. this helps them find the next survivor to hook. The effects ware off once the killer has found the next survivor. - But if the killer tunnels a survivor until death every gen loses 10% progress requirement (basically basekit weaving spiders that stacks).

    Obviously my example is very tame and only covers a limited amount of tunnelling but I think that'd be fair for both sides while doing at least a little to dissuade it at 5 gens. Obviously any anti-tunnel should deactivate during endgame.

  • @tes said:

    I'm new here on the forum, but I've been playing the game for a while now. I'd just like to discuss how most people play killer. Not in the sense of endless complaints (which I might), but more of a question - what are your impressions of the last few months of the game?

    My killrate has dropped significantly, after 600 hours of play I'm starting to have more and more mixed feelings. Have I just gotten better at playing and am I forced to confront people who have been playing dbd since 2018, or is this a mistake of the mmr system? I don't like tunneling or slugging, but the more I play, the more I feel like the game forces me to do it, because gen efficiency is off the charts and many of the perks for protecting genes have been nerfed, as I know. I can play fair, but that will probably just mean 4 people running away from me on death hook. If regression of one gene is forbidden more than 8 times, does it make sense to cut the numbers like of the old pop goes, while buffing perks for genrush at the ptb stage?

    As a pyramidhead main, I also have mixed feelings. I am happy with his addon rework, I don't care that survivors were given an endurance base kit after cage, not really happy with making him 4.2(cause it doesn't actually solve the issue of zoning, that's just make using m2 less favourable in many situations and affect new players on him), but his ability feels weird. Flicks are just broken, input buffering spoiled the impression. At the same time, the problems with m2 for example on nostromo or 2nd ormond lake variation are not solved. And I feel other killers faced with same issues.Like The Knight, who got a huge nerf yet his bugs (which I was usually complaining on when playing against him) wasn't actually fixed.

    As a person who also plays solo queue, I support attempts to make the life of survivors less miserable, but why do I feel solid improvements for the only part - sfw? New perks at the ptb stage aimed at anti-slug are useless if you do not have a friend in the team (or plot twist), with good solo you don't need it anyway. But when you have three friends, it all looks so broken that it is perceived as bullying the killer.

    I would like just hear opinion of others, either it's survivor or killer, with more or less experience in game as me.

    I'm in practically the same boat, its like i hit a stride and win most matches one day, and I just get absolutely wiped the next. I've been a killer main from the start but now I kinda enjoy survivor more.

  • @VibranToucan said:

    First we only had Garden of Joy.Then almost 2 years later, Greenvile was added, which people liked. It made the map offering less consistent, since the map was very one-sided. Also, its a nice realm with two maps based on original otherwordly killers. Then a year later, Freddy Fazbear's Pizzaria was added which was weird, and now literally the next patch the Walking Dead map is pushed onto that realm as well?

    I don't get it. Is Withered Isle just the realm for maps you don't know where to put? Map offerings already got nerfed, they don't need to be less consistent. This just punishes people who like the maps. If you want to go to the new Walking Dead map, you need the 20% for your offering to succeed and then get a 1 in 4 of the right map. That is a 5% chance. You need to use on average 20 of the same map offering, to see the map you want once.

    Things like Mac Millian or Yamato Estate make sense visually, thematically, and gameplay wise. Nostromo and Toba make sense to be together too, but even then they got seperate map offerings. Neither FNAF nor The Walking Dead fit the themes of the first two maps, and the Walking Dead map with its lighting doesn't even look like a Withered Isle map.

    I don't know why these two maps don't have original realms. Is the worry to clutter the blood map too much? If that is the issue you can just remove all the bad BP offerings, and that would be fixed.

    Please stop adding new maps to that realm and, if possible, migrate FNAF and TWD to have their own realm/map offering.

    I kinda agree, but it might be because the FNAF map is on withered isles that it got put there. It kinda makes sense since we only usually get 1 map per chapter that both maps end up in a kinda similar spot (probably easier to implement this way). Or maybe they just wanted to flesh out the realm Idk.

  • @UndeddJester said:

    https://us.v-cdn.net/6030815/uploads/MMPSU41S69EO/screenshot-20250717-163027-youtube.jpg

    Kinda noticing that the Xenomorph licence seems really flexible compared to a lot of other licences... Xeno gets some awesome original skins, and to be fair Ripley has been better treated than most regarding new skins.

    While I'm not a Disney fan at all (at least anymore after being a real die hard fan 10 years ago)... Suppose this is what happens when a major company hard buys up all the rights to IPs... makes it easier to get such things done.

    Long may it continue. 🤘

    that hopefully means a ton of skins for predator when he comes. (and darth vader if that turns into a thing)

  • If it was idling in the main lobby I'm cooked.

  • @MoZo said:

    I got the notification yesterday but for a valid reason. the queues for killer were so long that i forgot i ready’d up for a match, went to eat a bowl of cereal, and came back to the last survivor teabagging at the exit gates lol. The message i got was only a warning but if this is happening to people that aren’t even AFK, then that’s a problem.

    yeah I didn't even know I readied up, I must've pressed Y instead of B (controller) and came back to egc after I ate. got the warning message so it at least works sometimes.

  • @Regann_ said:

    first off, semi-banning players from disconnecting/quitting due to tunneling killers or camping ones is absolutely stupid to say the least.
    you’ve implemented bot gameplay so the team isn’t “losing” a player technically. I get you wanting to punish those who just leave or throw the game but the same doesn’t apply for all. I don’t think it’d take a genius to figure that out.

    Secondly, since you’ve all removed ability to struggle for basically all states until it’s you and one other person . It’s ridiculous.

    https://us.v-cdn.net/6030815/uploads/QLT9LV3RYUXH/img-3801.jpeg

    this is mostly what my games look like ever since it was introduced to the game. No wonder there’s literally no new players unless there’s an event. Yall have absolutely gutted the game and made it unfun for everyone. Congratulations ! And yes every persons perk build requires atleast OTR or decisive to ATLEAST TRY to counter tunneling by ourselves . But even then if they’re dead set on you , you eventually run out of loops and pallets before they get bloodlust and just take you out. All this to say , fix the game if you want new players or reoccurring for that matter.

    funny how you hid the abandon prompt.

  • In the case that Myers got a full on buff then I think Judiths would be fine, like it brings with it a debuff and everything. Piece should definitely get nerfed in that case tho, maybe only like 2 mori's and a bit of a speed nerf.

  • Alternate idea: theres a new player mode called 'haunting' who lives on another plane of existence called the spirit world and helps the killer behind the scenes by sabotaging gens and occasionally manifesting to get hits. After a survivor dies they enter the spirit realm they have the ability to try and distract the haunting by preventing his sabotages and revealing his location.

  • @UnicornMedal said:

    I'd like the idea for a separate game mode, but as is it'd just make Survivor feel more pointless.

    yeah maybe an event mode or smth

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965242#Comment_3965242

    Calling all No Mither bros

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965247#Comment_3965247

    Everything with the game is anecdotal. In my experience, there are an increase of Killers slugging everyone early on in the trial and/or slugging to prevent hatch. When it's not that, it's slugging to prevent unhooks in scenarios where they aren't losing (i.e. one Survivor dead, two injured, and one on hook). Those are all scenarios where it's not being used as a catchup.

    if one survivor is on hook, one dead and two slugged that's not the killer catching up that's a snowball. I don't see how that's problematic. In most cases that's just the game done, and that's what the abandon feature is for. In all likelihood, the killer will probably go over to the slugs and hook them to end the match for themselves (since the survivors aren't usually even there for the mori so why wait). As for preventing hatch I can see that as being annoying. I think there should be a feature in a situation like that for the survivor to die (after a certain time period) to give someone hatch.

  • @UnicornMedal said:

    The issue is that slugging is a catchup mechanic, meaning that sometimes it does have a purpose. It's when it doesn't have a purpose (which I'd argue is the majority of the time) where it's a problem.

    Something realistic would be that Survivors would be able to pick themselves up after a certain amount of "charges". Think of it working similarly to green glyphs.

    What I'd love to see is that Survivors can always pick themselves up, but they need to do something while they're downed. Some sort of game or mini challenge. Then the more dire the trial becomes, the easier it is to do.

    Most killers I know don't just tunnel because they like it so where is your evidence that most tunneling is for no purpose? Most of the time tunnelling is done because the killer doesn't feel safe to pick up or their power doesn't support easy pickups. Thats the reason. Unless you're going against a billy or blight who has never made an attempt to hook, you're just patently wrong.

    Also, slugging is used to counter sabo squads too, should we just let them get up all they like. Any idea like this is just a massive buff for swf, and a minor buff for solo which they will rarely get to use because in most cases the killer will hook them.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964822#Comment_3964822

    That would be nice, although might need some testing. You'd essentially be able to hook them on any hook you want with that. Planting Charlotte in basement before picking up with Victor would be a thing.

    thats true tbh, there has to be something they can do to incentivise hooking tho. Maybe tp charlotte to victor then so you can't force basement.

  • @thrawn3054 said:

    Their power doesn't revolve around slugging. That's just how alot of Twins players like to play.

    yeah their power isn't slugging but it absolutely encourages it. The best thing I think they could do is give victor the power to sacrifice himself to tp the survivor onto charlottes shoulder, that way they can easily use their power to get hooks.

  • @Coffee2Go said:

    Any type of mode that gets added as a permanent thing will split playerbase.

    What they should do is maybe add a thing where you can get put in a skirmish match like other games have waiting lobbies, preferably u can choose the said suggested 1v1 or u can get put in a 2v8 mode.

    This should actually help make it not unbearable for killer queues, as in you can just practice chases with a random survivor while you wait.

    yeah I've been thinking about a mode where its just chase, chase, chase and using it to help killer queues feel less awful would be ideal. Although it should be something you opt into rather than something triggered automatically.

  • Thank you for literally saying what I've been thinking for days. My gameplay history isn't really in competitive games and mostly sways towards strategy and puzzle games, and I saw a lot of that in dbd. My main is Xeno because he has that strategic potential while still having a threatening chase power, both things my first main (wraith) never had. But the third killer I ever picked up was knight, and he absolutely had that macro gameplay I was looking for. Seeing one of my favourite aspects of one of my favorite characters get so utterly brutalised is so disappointing. Lets just hope we can make enough of a stink before the devs kill my boy.

  • I agree with the last stand point. It only happening once is nice but if you do that really annoying thing where you chain it with head on or lithe it's just a free save with no risk. Personally I think it should trigger once still but give like 30 seconds of exhausted that way the killer isn't getting stunned like 3 times all at once. That would be countered with vigil, but that would eat up 3 perk slots on a single use strat.

  • given his massive impact he had during his day He'd be perfect. He's not exactly relevant anymore but he is absolutely worthy of the horror hall of fame. Although given his height I think maybe it'd be a bit finnicky especially on lerys or something. However, It'd be cool to give him a unique animation where he bends down beneath doors and such.

  • @Rokku_Rorru said:

    As the thread says,

    Playing as them I love the arch to the skillshot, they feel really fun and powerful but the map mobility is wild, I was just using common addons too.

    I personally feel like are comparable to launch Xenomorph, feels a little overtuned but I do enjoy going against them (When they aren't used to Tunnel m2 to m1 is wild).

    I feel with how fast they are/how quick they end chases, it's hard to feel like the doors do much against an experienced Springtrap. the m2 feels not punishing at all to use, unlike Unknowns UVX and has a bigger pay off too.

    How do you feel about them? Do you think they need buffs? Nerfs? Or well balanced.



    I think he's really well balanced. Many think there should be a bit more warning when he comes through a door but since he's meant to be stealth/ranged hybrid I think too much warning would be bad for him. But he is fun to play as and against in my experience. I'd call him high B/low A depending on the player. I'd personally say hold off on nerfs and buffs until we have plenty of data and playerbase experience with him and his playstyle, and then we can actually pick out the real problematic parts (should there be any).

  • Tbh I think this is a bit overtuned.

    working from this premise I'd probably adapt it like this.

    Overgrowth: When the power bar is full gain a charge (up to 4). Holding the active ability button gives you access to your powers, press secondary ability button to toggle between them.

    Wall of thorns: select a vault location or a pallet, if a survivor interacts with it your thorny vines will punish them. either removing a health state from healthy survivors or putting an injured survivor into deep wounds. (cooldown 20 seconds) (effect lingers for 10 seconds)

    Bloom of Bane: place a bed of flowers, if a survivor walks over it a noxious pollen is released immediately, if a survivor walks through the pollen they become hindered for 3 seconds. (15 second cooldown) (Traps remain until either the number of traps has exceeded 8 or a survivor walks over/scorches them) (pollen cloud remains for 4 seconds)

    Choral Growths: place carnivorous vines on a wall, if a survivor walks past the vines they will be attacked and scream, activating killer instinct for 4 seconds and giving them the detected status effect for 30 seconds. Once a survivor is detected, they become downable by wall of thorns and the pollen cloud now gives them 3% more hindered. (cooldown 60 seconds) (Choral Growths remain until the number of growths exceeds 2 or they are manually disabled)

    perks:

    Hex: twisted roots: every time a survivor vaults a window they gain 7% hindered for 3/4/5 seconds. The aura of this totem is visible within 24 metres

    Adaptive resistance: Whenever you are stunned or blinded gain a token up to 12. For every pallet stun and blind duration is reduced by 1%/2%/3%.

    Scourge Hook: Venomous: Survivors who are unhooked from scourge hooks become exhausted and gain blindness for 10/15/20 seconds. Survivors who unhook a hooked survivor on a scourge hook become exhausted for 20 seconds and gain blindness for 30/45/60 seconds.

    Don't take this the wrong way tho, I didn't make this to insult your idea. I just like to make concepts and I wanted to give my take on your concept of the Druid.

  • or like a favourites tab or something to make selecting characters less annoying before I consume caffeine.

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