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Deadman7600

Deadman7600

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Deadman7600
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  • @snowyhans said:

    Unfortunately I'm not onboard with them, I don't really like the idea of placing greater emphasis on The Clown's invigoration bottles because I personally don't really like using them.

    I play Clown to be an area denial killer, I really like the gameplay of placing negative zones that discourage and impair survivor's options. It makes me feel like how using molotovs in Left 4 Dead feels, you throw bottles down where you don't want your threats to be, in advance, to eliminate their options. That's the gameplay fantasy I like to engage with in Clown.

    But I never really saw the need for the alternate projectile, I really liked the depth of his area denial alone, and adding a second bottle adds all kinds of complexities to his gameplay, such as having to manage your single inventory of the two bottles. Having to switch between them with only one button based of "tapping" and "holding" which for a player is a vague and approximate type of control distinction, especially for two actions that do not resemble one another. And that these bottles do not provide area denial, they require different skills and consideration which massively increase the amount of mental bandwidth to engage with proficiently.

    It's just not something I'm particularly interested in engaging with, because ultimately it makes Clown far too complex with adding very much nuance(?) As in, it just becomes a matter of placing down two zones (in a specific order) to create a bigger speed differential, but takes a hell of a lot more inputs.

    I think, ultimately, if I am forced to use invigoration bottles more or invigoration bottles are made more central to the Clown's gameplay, I would rather just not play Clown. Invigoration bottles are strong and useful, but they just don't relate to the gameplay I want out of Clown.

    I agree, although the bottles are best used together. assuming the bottles can essentially balance out I imagine veteran clown players will be fine. Although I don't see why this change was needed at all.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957815#Comment_3957815

    As someone who has 100 % kill rate on Knight… no. It's his strongest tool. Hunts are counterable, so scouting with orb is good way to monitor. Knight doesn't need restrictions.

    are you agreeing with me or disagreeing with me? I was saying that knight doesn't need a nerf, and that his information (while it is one of his best tools) isn't strong enough to warrant a nerf. Knight and Xenomorph are two of my most played killers with xeno on top and knight in second, and when you play with xenomorphs info you really see the disparity. Although xeno's doesn't need nerfs either.

    Besides, one of the best skills knight teaches you is patience, why nerf one of his best forms of skill expression.

  • why swing at such low hanging fruit? its just information, and he has to take the time to fly all the way over to the gen. There are killers with much more powerful information than knight. As for spamming, what spamming are you talking about? if you mean spamming out guards then that already has a cooldown. if you mean information, refer to the second sentence. Honestly, why nerf a killer who's balanced really well. If the guards were actually more competent in chase then sure, this would be fine, but at the current level its unnecessary.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448931/recommendations

    This is exactly why Lights Out should come back, it was thee Cat and Mouse gamemode, and for some reason its been gone for almost a year

    there is a modifier in september that might be it since it was in september last year. Also there's a modifier right after the anniversary too.

  • @AmpersandUnderscore said:

    So if I just never hook anyone my games get insanely easy, and I can still 4k. Especially on killers who already excel.

    This is just a giga buff to slugging and why they balance around kills and not hooks btw. Not to mention other means of killing survivors without hooks that just skew the results here.

    Well you could just change it to kills instead of hooks. This wouldn't account for going next but that's been reduced anyway. This is actually a really solid idea for a mechanic and essentially allows for multiple things the community wants. it buffs low tier killers (thus allowing for more killer variety), automatically nerfs high tiers like nurse and blight and helps keep the game consistently challenging for both survivors and killers.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953780#Comment_3953780

    But is slamming out the first gen you see in the furthest corner of the map worth it in the long run? Probably not….

    Congrats, you just 3gened yourself in record time!

    A 3-gen can still be prevented through the mid game if the killer doesn't pick one out pre-emptively tho.

  • I've noticed something similar. I can't rule out sleep deprivation for myself but the influx of mentions of this have become concerning.

  • Xenomorph was my first main, and while he has been powercrept a bit by springtrap he's still a really solid choice. He has much better map pressure than chucky and his power is really solid as long as you learn to avoid turret LOS.

  • @SoGo said:

    Oh boy, this is one of my favorites.

    Personally, I have a very clear idea on how boons should work.

    (Quoted directly from my post where I proposed changes to every perk with a ":" in it's name)

    General Boon changes:

    • Reduce the noises that the boons make to make them not as loud.
    • Increase the general radius of the boons to 32 meters
    • Reduce the time needed to bless a dull totem to 7 seconds.
    • Now, totems automatically break after being snuffed.

    Individual Boon changes:

    Boon: Shadow Step
    • Add an effect of muffling footsteps of survivors into it.

    Boon: Illumination
    • Make it so that it also shows the auras of totems, pallets and windows.
    • Replace the cleansing/blessing speed bonus with a 4/5/6 second lingering effect.
    • Make it so this perk ignores the Blindness status effect while inside the boon's radius.

    Boon: Dark Theory (Full Rework)

    Your obsessive study of the paranormal has given you unprecedented knowledge of other realms and planes of existence.

    Press and hold the Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out in a 32 meter range.

    When in the Boon's radius:
    • You can see the auras of all regressing generators in light blue.

    While the Boon is active:
    • Generators regress 10/15/20% slower.
    • When a generator starts regressing, the blessed Totem is blocked from being snuffed for 15 seconds.

    Concept created from ideas from @HolyDarky  and @HeroLives .

    I don't mind most of your changes, but I do just wanna bring up the part about the noise. If the general radius is bigger that means more space for the killer to look, which means more time wasted if they aren't at least tossed a bone. It just feels like the noise (if anything) should be louder, that way more of the map is affected but everything is still fairly proportional.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952921#Comment_3952921

    Might it be from an older game? It's not abnormal for content creators to post videos of games that weren't played that day or the day previous.

    It was specifically about the new vecna changes. I remember because he was really enjoying the new fly buff

  • @Matukas said:

    I tried to throw a pallet earlier on mage hand and couldn't. You should probably just post your video recording of this happening so they can work with similar conditions to recreate it

    it happened in a hens video recently where he was playing vecna

  • Tbh I've been on a losing streak for a few days, I assumed because of sleep deprivation (baldur's gate induced) but there have been a lot of changes that make it hard for me to actually start matches off strong. Like the spawn logic does stop survivors instantly spreading out but that also makes it harder to spot them so I can spend a full minute of my match trying to find them and only find one after a gen pops. Then there's the buffs to healing and stuff and I just can't keep up sometimes. I only played one match of the event and just kinda decided I'm not playing for a few days because it was awful. I play for chase, but I so often get forced to play macro that I just don't enjoy it. The annoying thing is, I can see myself having won many of the matches I lost, if I tunnelled, but because I played nice I get BM'd at the exit gate.

  • Buff the skrungly lil guy, it deserves it.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951055#Comment_3951055

    I really hope that they do come eventually, and will continue to voice the importance of it when I can. I understand the programming could be difficult, but I disgaree that it wouldn't be worth the effort. The game is only going to get bigger and bigger which means the knowledge for survivor will get steeper and steeper. Providing access to a resource that part of the playerbase already has doesn't feel that unreasonable of an ask, in my opinon. Survivor bots are flawed, 100%, but that doesn't mean there is no value you can take away from facing them. Even something as simple as looping against a survivor bot, base-kit, on a specific tile could have value. Just learning how a specific tile could be played gives you an insight in to how better to manage it later, especially with specfic killer limitations, and that's not including the various perks and perk combinations you can slap on a survivor bot to practice against how they work. I'd rather have the option to practice against a terrible deathslinger bot, rather that not being able to practice against one at all.

    We may just agree to disagree when it comes to the bots in 2v8, as I think them existing in 2v8 shows that implementing them into custom lobbies isn't that far-fetched. I don't see their existence as a limitation in this regard, only as another reassurance that this is possible.

    In any case, thank you for taking the time to share your perspective!

    Oh don't get me wrong, if they're being made they may as well go into customs too. As a killer main I always use bots to practice before an adept, test out things like the momentum trick and lunging off ledges. I was just saying that (while I think it's worth the effort) its a lot of effort. Besides there's apparently improvements for custom matches coming in phase 2 of the health initiative so its possible we'll see them in some form of limited functionality.

  • @hermitkermit said:

    Absolutely agree. I’ve been pretty vocal on these forums about this exact issue. It’s not always a skill issue, more often, it’s a skill gap. I've voiced this exact issue in every feedback survey I can lol.

    Whether people want to acknowledge it or not, the fact that killers have access to custom bot lobbies is a huge resource. Killers can test builds with or against perks they don’t even own, experiment with different items, choose specific maps, and tailor exact scenarios to improve. That is an incredible learning tool. Meanwhile, survivors are expected to adapt on the fly - every single time. And while learning to play as a specific killer can give you great insight into how to counter them, it is unreasonable to strong arm someone into playing a killer they have no interest in, that they will have to pay money for, just to get an idea on how to face them because it's the closest thing to practice they have access to- when again- this is not an expectation pushed on the other role.

    And look, growth is good. More killers, perks, and mechanics keep the game exciting. But as the game evolves, the learning curve for survivors keeps getting steeper, and it’s honestly becoming a barrier for newer or even returning players. The fact that the killer role has had access to this training resource since 2022, while survivor still doesn’t, feels like a real oversight.

    All players deserve equal access to tools for improvement. Survivors shouldn’t have to “trial by fire” their way through 40 different killers just to get better. Practice shouldn’t be exclusive or a privilege, it should be standard and equal.

    I think custom lobbies with killer bots will come eventually, but I imagine the problem is programming the bot. Like imagine a poorly made deathslinger bot for instance, either it can't miss, or it can't hit. Killer bots take more time to make, that's why if a killer DC's they aren't replaced. The only time we see killer bots are in the tutorial sections and 2v8, in fact I imagine the long wait between 2v8's is because of the killer bots.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949379#Comment_3949379

    His kit isn't built around jumpscares. If it was, the very loud clunking of his feet wouldn't be a thing. I don't know where people get the idea that Springtrap is any more the jumpscare killer than literally any stealth killer.

    'Jumpscare element' is what I said. I never said his kit was built around them because its built to be versatile. He has Jumpscare capability however, because any killer with undetectable has that. Hell, sm myers is the jumpscare killer, and you can hear his breathing very easily. Same with ghostfaces wrappings. all stealth killers have sounds.

  • @TimberGoingDown said:

    Prepare to get downvoted, but you're completely right. I don't understand why his teleport is so quiet. Every other killer that can teleport warns survivors that he's teleporting. ST just… appears right in front of you.

    I agree that maybe the door he's coming out of should make more noise like a beep before he exits, but I don't think there should be a map wide audio queue because that kinda defeats the jumpscare element of his kit but yeah. Maybe encouraging ST players to exit a door further away from their target might teach them how to stealth properly too.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949073#Comment_3949073

    It'd be extremely rare though. You'd throw a lot of chases and games trying to reach that level, more than most other skilled based killers.

    yeah I had a day off playing him because I like to play a variety of killers, and as soon as I returned I got hit with a sub-5 minute gen rush and an absolute god of an ace visconti. my desire for the axe hits killed me.

  • @XxBloodyBaronxX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948106#Comment_3948106

    That 5% is gonna be a growing number until a patch comes. Overall, survivor is definitely a more fun experience than it was years ago, but it mainly worries me that it seems these QoL changes seem to only be targeting survivors. To me it would've made more sense to have a mix of changes that target survivors and killers instead of just one side of the player base

    The QoL changes of this patch were targeting survivors, they were designed to stop people going next. But you're forgetting that soon there will be new, anti-tunnel, anti-camp and anti-slug changes coming. Its a year long initiative of QoL changes, this one was targeted at survivors, soon enough killers will be in your exact spot. This is just you falling into tribalism, plain and simple.

  • @PetTheDoggo said:

    Maybe give a reason to spread hooks? There is simply none right now.

    Old BBQ did this very well…

    Survivors also need to learn to use longer hook timer. I am usually more annoyed by my teammates than killer for tunneling. In most cases, it was caused by survivors imo.

    Also, most of my tunnelling occurs when someone tries to take hits off hook. Half the time its purely self inflicted by the survivors. Like, don't be surprised if I take the easy target when you make yourself the easy target.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947007#Comment_3947007

    You do realise you have 10k hours in this game, right? Shouldn't it be normal to win much more than average with your experience?

    I have around 1.5k hours in this game, and even my top played killer has less hours than your 8th rank Nemesis, and I only have 56% Kill Rate in average. (I don't camp, tunnel, use slowdown)

    A top rank chess player can win against 99% of the people. Does that mean chess is imbalance?

    Just accept you're much better in playing killers than most people, even though you main Survivor, mate. You're just that good.

    literally, man's really complaining he's good

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946630#Comment_3946630

    I know there's nuance to be had when it comes to the numbers but it's also evidence and proof that isn't reliant upon subjectivity. Everyone is different but I'm the kind of person that can't just disregard actual data in favor of anecdotal opinions. A 72% is objectively, very good. I don't agree with dismissing the numbers just because they don't feel right.

    I also accept them, and don't disregard them. I just have a lack of confidence in my 60% kill rate.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945971#Comment_3945971

    Can I ask how much higher you want your killrate to be for nurse? As 72% is really, really good, statistically speaking. I feel like if it was higher it would be a bit unreasonable.

    percentages are always a bit weird with things like this tbh. I expected mine to be lower for a few killers but percentages are deceiving.

  • I've been playing him a bit and I made a similar observation although I do think he contends for A or B tier. It is possible to get snipes, like once I sniped and downed a meg while in chase, basically making the david I was chasing the last survivor but the range wasn't crazy. I find he works best with assistance from a chase perk, so bamboozle mainly, because if you miss the axe you need some kind of anti-loop or you might just lose on the spot. Next you need decent info so you can get utility out of the undetectable, my current favourite is Compass of Rage (jagged compass and floods of rage). Jagged compass provides you with your next stop and floods reveals everybody on the map once an unhook occurs and tells me if survivors are healing on hook. While ST has an addon that achieves basically the same as jagged compass, I like how it synergises with floods but you could replace those two with bbq or just have the addon if you wanted. That's basically the extent of my build which I've found works pretty well however, my last slot is insidious (for the meme stage play). However, you can mix and match whatever perks so long as you have at least one info and one chase perk.

    Ultimately, I feel like his main strength is undetectable mixed with map pressure so try to play into those aspects a bit more. Like earlier today, I was struggling in chase, so I teleported away to the next closest door to catch the Ace I was chasing with undetectable when he returned to a gen. He's a jack of all trades, so you need to master whatever aspect is your favourite at the end of the day.

  • Nowhere to hide is mine, I don't even remember the last time I used it tho tbh.

  • @JimbusCrimbus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945471#Comment_3945471

    YOU can't throw hatchets over picnic tables.

    I can, many can, I've done it, and seen it done. You can also throw over cars.

    I'm specifically referring to the new map. for some reason at some angles it just gets stuck in the air. I know its the hitboxes for the tables. Doesn't really hurt me tho, I can just bloodlust. Don't see why you're getting so agro, chill tf out.

  • @KueenKara said:

    Plus the hatchet hitboxes are broke he's hit me through cars

    Bruh, I can't even throw the hatchets over picnic tables and you're telling me he can hit through cars?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945191#Comment_3945191

    I'll say again, there's always room for improvement.

    if by improvement you mean killswitch and test a new version on a ptb then yeah sure I agree

  • @KingOfDoom55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945436#Comment_3945436

    I originally meant it too mean that the turrets only fire at the xeno but starts beeping when either one is near, I'll probably word that better when I make the new one

    honestly I don't think even that'd be necessary. The turrets should counterplay the xenomorph and the xenomorph alone. Another killer shouldn't be punished for being in the same match as a xenomorph, especially since we have spirit, ghostface and likely we're going to have dredge in the next 2v8. Those killers have a certain level of undetectability in their basekit (ghostface even relies on it). the beeping will just screw them over for no reason.

    I see why you'd say this, I mean having a turret warn survivors about a stealth nemesis sounds cool on paper. but the turrets should be a problem for the xenomorph to think about. I think killer counterplay should be self contained, (except nemesis and wesker because they're both the same license and have similar counterplay anyway).

  • @ShanoaLegendaryPlz said:

    Never really thought about it but of all the killers xeno would be the least capable of working with others lorewise lol like how would it perceive the legion to be any different from the survivors etc.

    And it would work terribly in 2v8 as killers who get paired with a xeno would end up having to deal with multi turret safezones as survivors would pile them up everywhere and both killers would be slowed down or powerless, and if u make the turrets not effect the 2nd killer than there would be no point in setting them up as the other killer will just mow them down. And if they are removed completely than xeno has 50% less counterplay and gets to freely run around poking people on tons of low height loops.

    Not saying i don't want xeno in 2v8 as hes my 100 main but i think theyd have the most trouble putting him in 2v8 above all others.

    I think the turrets should only be an obstacle to xeno. like how other killers can walk over Trappers traps but trapper himself can't.

    Essentially turrets should only be interfaced with by survivors and the xenomorph. That goes for the beeps too, ghostface shouldn't have to worry about turrets at all.

  • Springtraps punishment for missing an axe is the fact he no longer has an axe. Huntress needs a big punishment because she has 7x the amount of chances to hit. If springtrap misses, he's an m1 killer, that's his punishment. Also, why are you trying to make him a soulless huntress clone, he has the instadown because that's his power.

  • @Pompidou707 said:

    I’m new to the game and I don’t enjoy playing killer, I’ve tried and failed horribly many times. Is there enough survivor quests I can complete to get the banner?

    Trust me they're dirt easy just have a killer tantrum and kick every pallet you see. I don't enjoy survivor so I empathise, but if you want the unlock its just how it is.

  • according to the roadmap (above) its september. We have a bit of information, specifically that its based on south asian folklore. assuming this isn't a slip of the tongue, this means its likely from India, Pakistan or Afghanistan.

  • The fairly basic ranged killer is p2w? Bait used to be believable.

  • @MoZo said:

    We are officially one week away from the Five Nights at Freddy’s chapter being released on live servers! What are you most excited about for the chapter or the update in general?!

    https://us.v-cdn.net/6030815/uploads/ALKBR42T2AIN/img-5176.jpeg

    I'm most excited for being bloodpoint bankrupt again.

  • I don't play much survivor except when I'm with friends (and I haven't played survivor since blood moon) but the sentiment I've heard from my survivor main friend is that since the nerf (and his pickrate dropped) he's more bearable. I even played against that same friend in a 1v1 as ghoul and he is notably less powerful. Not sure how fun he is when you're actually trying to get an objective done since we just chase each other around in 1v1's and don't try to escape.

  • @YayC said:

    The Issue Explained

    This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.

    The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:

    https://www.youtube.com/watch?v=s0G9U2B-Ctc&

    Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.

    https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png

    The door beside me and the door in the distance infront will be useless for the entire match.

    https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png

    The door off in the distance is so far aware from main that there is never a reason to use it.

    https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png

    Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.

    Why this is Such a Problem

    This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.

    Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.

    I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.

    How We Attempted to Fix the Issue

    We had 2 ways to try and deal with this problem

    • We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
    • We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.

    Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?

    Potential Fixes

    The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.

    • Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
    • Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
    • Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.

    Final Thoughts

    Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.

    As someone who's first ever main was xenomorph, this issue is deadly to certain playstyles and hurts both sides (survivor especially). Given that Springtrap is the biggest ever licence in the game, I believe it is in BHVR's interest to ensure an issue like this is not one he faces for very long, because this might be a massive moment for future killer licences. Don't let this hurt your reputation.

  • @Pukenplag said:

    I actually haven't played actively in around 2-3 years, just every now and then, because I just haven't found anything exciting about recent updates.

    It seems like half the new killers are the same formula: m2 for a chase dash/projectile, space/lctrl for a teleport to whatever they used as a portal for the said killer. The other half is still chase power or mobility, but IG like with Kaneki, sometimes innovative.

    But I'm really disappointed with what they did with FNAF. I was just as disappointed with Sadako, because I really hoped they would go a very different route, with a power that's really unique and brings new mechanics (like with Myers in a sort of sense, a simple power but one that has the most fun variety of addons that makes it in turn so interesting and fun to verse and play as). But an axe throw? Is that really that innovative? It just screams "we had to add some chase power so we went with a projectile throw, for the 637th time".

    we do need to remember that this will be the first killer many new players will be playing, therefore it needs to be accessible. And springtraps power despite being slightly derived from multiple places, is a solid one with multiple aspects that will allow these survivors to learn the basics. And for veterans, he'll have so many unique builds just by the virtue of his massive addon variety, and the variety already in his basekit. It's gonna be a good chapter, all I'm worried about is the queues.

  • bruh what has this discussion turned into. I came up with a fun killer power for invincible, why are we talking about roblox and ubisoft.

  • not a bug, just unfortunate

  • He needs many buffs to his basekit, maybe in return they could make traps not actually trap people with endurance but that depends on the buffs. Mainly I think he needs to start with more traps in his inventory, faster placing speeds and more carry capacity among other things.

  • @WeirdHexButOk said:

    I think a feature like this would make the game much more interesting for long time players and new ones as well! Not to mention it would encourage competition, cooperation, and coordination in survivors. On the other hand, this feature could allow killers to trick or lure survivors into focusing on side-objectives or wasting time in general. Of course, either party could take a risk in an attempt to bluff the other out with their own wagers. For example, a killer could say "I bet 50,000 bloodpoints you can't open or rummage through 6 chests" (bold numbers are customizable). In this scenario, the killer could bring a cut coin to prevent the survivor(s) from completing this challenge at all (only 3 chests spawn by default); but this can be countered if the survivor brings a shiny coin with the right perks. I mean, imagine the possibilities.

    yeah it could be like a secondary 'win condition'. not in the sense that you get an escape but it could show up saying you won the bet next to the dead or escaped logo. just a little fun update, nothing too difficult. However, the bet shouldn't be like '2 survivors get killed' but it should be more like 'survivors cannot find 3 glyphs' or something.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444746/what-are-some-reasons-stopped-you-playing-killer

    i took a loooong break before because if you get to high mmr where survivors blast gens and know how to loop if you don't use a killer with mobility you lose, on top of that the devs were constantly nerfing gen regression (i left wayyy before skull merchant and the gen kick limit)

    yeah with the penti nerf I've had to completely redo my build for my main (plague) and even then there aren't really many good options. I've started running grim+pain res but I've not done much testing for it so Idk if its even good.

  • @Rickprado said:

    No survivor content = 15min killer queues. I hope they bring at least something for survivors.

    yeah I wish they would've created like an original security guard or something just to balance out the excitement a bit. Obviously Springtrap would still be massively more popular, but the queue times might go down slightly.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921289#Comment_3921289

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921379#Comment_3921379

    There's just no getting around the original 2016 coding of this game, no matter what engine it is now running through.

    In a fantasy world a DBD 2 is made from scratch, completely recoded from the ground up. Imagine with all they have learned by now included in. Maybe a match replay system for players to learn from and make reporting less barbaric? Maybe a reconnect feature? Maybe a truly airborne killer power? Maybe a thorough optimization? 🤔

    maybe no chance of nancy floating into the sky when she leaves a locker. It'd be magical.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921395#Comment_3921395

    1 he'll be nerfed into the ground if they do that or it'll be so situational and useless it wouldn't be worth it

    i was joking. with this games hitboxes anything bigger than a hatchet would only travel like a cm.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921377#Comment_3921377

    vecna's flight is very limited and also with their very limited powerset they'll probably make him throw things

    Let him throw pallets. Its perfect.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908624#Comment_3908624

    His free injury is a gimmik.

    One you figure out that he has nothing reliable to get you down in loops you'll see how weak he is. He is also extremely map dependent killer.

    I agree he can be map dependent but His main strength is catching up. That's the thing which makes him strong, You'd need to be against JRM style loopers for him to look weak.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920571#Comment_3920571

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920573#Comment_3920573

    They said recently their coding limits what they can do vertically for killer designs. Everything say above the height of the bats for example is top they can have apparently.

    yeah I had a feeling that'd be the case. Still sad tho.

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