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DrDucky

DrDucky

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DrDucky
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  • @ryokoryu said:

    So I played a match vs a Freddy just a bit ago and first he got a gen grab on be because he had no lullaby until he was rounding the corner and grabbing me, second hook was a tunnel directly off hook and the third I ran right into him again he had no lullaby came right around the corner and it wasn't there til he was right on top of me. When he did get right on top of me the lullaby sounded as it would when it just barely starts when he normally comes close enough to have you hear it. Anyone else have this happen?

    You probably just did not hear it, I have got grabs as freddy back when I first started playing him (at low mmr) you just need to be more vigilant.

  • @CountOfTheFog said:

    I play to be nice and to win. When I play to be nice it is just to get BP.

    But, when I play to win, I am literally sweating during and after every single match.

    Irrespective of how the match is going, playing killer makes my heart race.

    I place my controller in a plastic bag and then place the bag in the freezer for about 15 minutes before playing 😆

    I'm laughing because my controller is in the freezer righy now and I was thinking I must be the definition of a sweaty killer 😅 as I wait to play.

    What in the...

  • @GeneralV said:

    I decided to equip this perk just for giggles when a group of survivors sent me to Backwater Swamp, the only realm in the game that I still enjoy. And believe it or not, this perk came in clutch.

    Four kills, and people stayed on the hooks for quite some time. Blocking aura-reading can be powerful.

    Do you ever use this perk? What is your experience with it?

    I do not know why people were left on hook, since even with third seal you still see the bubble of that guy getting hooked and unless your memory is less then that of a goldfish you should know where the guy is to go save.

  • @please_explain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602160#Comment_3602160

    How is being forced from animation into another my fault? I clearly hit space then the prompt says break pallet and open locker and get forced into the pick up animation just cuz a survivor manages to cancel my action by vaulting or exiting a locker.

    Just wait for 1 second and the survivor will vault into you and you get a free hit.

  • @MikaelaWantsYourBoon said:

    https://youtu.be/hwd_QAxgfmc

    People are complaining about SWFs but how many teams are that strong? How many times you are going against strong teams like that. Ayrun and his team is probably one of the best teams in DbD and it's really hard to beat them but i don't think most of SWF teams are problematic or not unbeatable. You can win most of games without issues.

    And the most important question: Should DbD be balanced around teams like that or not? What is your thoughts?

    The answer is, no they are not. Way too many people complain about SWF when it is either they made mistakes which cost them the game anyway or it was just 4 very good players.

  • That addon does not make you scream when you cleanse, it is when she picks up a fountain. She must have picked up a fountain right as you finished the cleanse.

  • @UndeddJester said:

    Occasionally when playing characters I like to deliberately take 1 of their perks and bundle around it.

    Playing Laurie right now and I took Object of Obsession... straight up with commonality of Friend Til The End and Lethal Pursuer... OoO seems kinda cracked right now 😶

    I think the problem is, distortion just does it better.

  • @jamally093 said:

    Every time I face Onyro it's just the same thing teleport slug and just kill by hand there's just no fun in it I don't even know how they find it fun since it's just seems boring. She's like Wesker and Bubba with Wesker constantly tunneling and original Bubba's constantly camping with Onyro it's just being boring in my opinion with how I've faced Onyro she is more boring to face then the once in a blue moon Twin's player.

    Why is tunnelling exclusive to wesker all of a sudden?

  • @dance said:

    https://us.v-cdn.net/6030815/uploads/J8MQ2RTXPDGQ/disturbed-ward-crotus-prenn-asy-1920x1080.png

    We're kicking off a Map check-in for you to share your thoughts and discuss a specific Map with fellow community members!

    So tell us, how does the Disturbed Ward make you feel?

    This map is much too big and the main building is way too strong combined with it being so accessible (you can hit a survivor and they can simply run into it and its a lose lose for the killer). It really needs shrinking and the main building needs its strength tuned way down.

  • @codebibi said:

    earlier today i got a twins and he used victor to body block a hex totem and camp it the entire game attacking anyone killing victor to break the totem. this is litterally cheating and the twins should not have the right to do that sort of things. twins should not be able to let victor afk around a certain distance of a totem or survivors should be able to go through victor.

    Did you ever think to just ignore the totem and win the match instead?

  • @Everllark said:

    Wow killers really can't cope with the idea of having one Gen regression perk being taken down a reasonable notch from a must pick perk to a perk you need to build around.

    When there's a sea of other Gen regression perks there is to stack together on their blights and weskers.

    It was a need that needed to happen.

    Yes but nobody runs ruin because other regression perks are simply just so much better. It is not even a build around thing, the perk is just worse than other perks. That is why people complain.

  • @MadDormouse said:

    I've already had support tell me theres nothing that can be done/repealed, but something has to be done in regards to the matchmaking ban. I'm currently in the hospital and the hospital wifi is atrocious. I've been kicked from games so many times in the last year and all I've done is accumulate longer and longer bans. Surely they can better assess if I'm cheating by turning off the game cartridge, then just running around the map or in the middle of a ######### gen.

    I've dumped so much money on this game in cosmetics and every DLC. The least the developers could do is improve the matchmaking ban situation. At the very least offer appeals as an option, or make the rules more clear for when the ban resets. That shouldn't be some trade secret from me. I'd just like to know if I should wait two days after a ban to reset the counter. But no, heaven forbid I be allowed to play Dead by Daylight.

    And the solo queue experience is already garbage, even if the match continues with a bot replacing me. It's not fair to me as a player to miss out on everything.

    Dont play if your wifi sucks.

  • @Gabe_Soma said:

    "it would let people with actual game knowledge and skill get rewarded"

    Of course, because kicking gens / opening lockers / starting the trial and on are an actual skill rewarded to get an aura reading instead, right?

    An aura read means nothing if the killer cannot use their skill to then down the survivor they found.

  • @CammyChameleon said:

    As of my recent games, and a lot of games on set up killers, even if I find a survivor in the first 5 seconds of the match, have a quick 10 second chase and 10 seconds to put them on a hook, 2 to 3 gens pop every match.

    It's just like how survivors were forced to run old BT every match just to be a good teammate, killers have to run corrupt just to have a fair chance.

    I've spoken with many content creators who share the same Idea and honestly just think it's time for base-kit corrupt to be added.

    It would be nice to run more fun perks like nemesis and furtive chase if he didn't need 3 gen regression perks every game against good survivors with toolboxes.

    Toolboxes, should also be downtuned like med kits were, but that's another story.

    I think with maps shrinking, this is less needed. That said I think something like this would be very nice to kind of even out maps with bad spawns and maps with ok spawns. Since I have had survivors spawn spread out and work on 3 separate gens so I have already lost a gen even with a quick chase with 0 I can do (especially as killers with no mobility) and I may not lose the match on the spot, but I feel like basically starting with 4 gens with 0 I could have done is a bit unintuitive. So a feature like this would help with that a ton and I do hope something like it comes out at some point.

  • @moulesfrites said:

    The same ######### killer over and over and over and over and over and over and over and over and over and over again. The same wesker 12 matches in a row. The same chucky 20 matches in a row. The same killers every single time. There are 34 killers and only 3, or 4 tops, are being played in all of my surv matches.

    I Get it. You're enjoying these killers nothing wrong with that. I just want to face different killers and not the same killer for weeks, months or even years.

    I'm not asking for these killers to be nerfed. I am asking, politely, to give me other killers I don't want to use my entire free day from work only for me to face the same killer. It's frustrating and boring.

    Those same 3-4 killers have a fun problem. In that killers like wesker and chucky are so fun to play everyone is playing them lol.

  • @Toaster427 said:

    Ultimate Weapon is free information for doing nothing but opening a locker, you don't even have to do anything in your objective, on small maps it's GGs since it hits everyone.

    Now we have friend's till the end and again, spoon-feeds killers a free down, has so many negative effects that it's stronger than most 2 perks combined.

    when is BHVR going to start looking at Solo queue survivors and ask themselves...wow are really making their experience just downright awful. your 60% kill rate means nothing when 50% of your solo queue are the ones actually dying every match.

    these last two years have been absolutely awful for solo queue, you've given massive buffs to deal with SWFs, and what did we get? status icons? while simultaneously buffing killers to the point that playing solo queue now is one of the hardest experiences in gaming now?

    I don't even know why I play this game anymore, I've been playing for so long holding out in hopes that BHVR will actually pay attention to the players that makes up the majority of their entire playerbase....but nope...just continued punches in the face....it's like BHVR is actively trying to send the message to these players that they don't want them playing their game.

    Friends till the end literally warns the survivor the killer can see them and the killer has to walk to them and m1. If the perk goes off literally just make distance away from the killer and run somewhere safe.

  • @Vampwire said:

    It's funny how in modern DbD stealth has actually become somewhat of an issue. I remember back in ye olden days killer mains WANTED survivors to stealth. I'm going to explain how and why I think this is becoming a bigger issue.

    This discussion started fairly recently, with the introduction of Distortion + Calm Spirit. This combo was a knee-jerk reaction from survivors to counter Ultimate Weapon. At first, many of us thought "it's not a big deal, they're running two perks just to counter one". While Ultimate Weapon itself is very strong this combo opened the gates for a new type of meta.

    At first I thought people were just being dramatic. Like a Nurse or Blight main pissed about being unable to get world record any% 4k's. But I've noticed the change in playstyle, and that is the issue. This combo itself is not the problem, only what it enables. Instead of coordinating with one another, certain players are instead opting to never be seen the whole game. This is the new strategy: to hide and do gens all game.

    Some people usually respond with "let people play the game how they want to!", but I honestly don't care. This is becoming an issue because it's creating a snow-ball affect. Because I have also noticed another new playstyle. One that is not only based on stealth, but able to waste time without being chased.

    A combo I've been seeing recently is Iron Will + Lightweight. The entire strategy behind it is solely to run away. These players don't loop at all but waste your time by trying to catch up to them. They will literally watch you from across the map, then start running the opposite direction once they see you coming. On top of that, scratch marks are difficult to follow, and if you do get close it's hard to track them through walls when injured. It's possibly the most boring and frustrating playstyle I've ever had to play against.

    This new meta isn't an issue because it's "OP" or anything. It's because it rewards players for not interacting with each other. Quite literally the definition of anti-fun. But I also don't think it's solely because of evil "sweaty toxic high mmr bully swfs". I 100% believe it's because of MMR. Please let me explain before you roll your eyes.

    The thing about all of these players is they cannot run the killer at all. I don't mean that as a dig at them, but they legitimately can't. I think many of the players doing these things is solely because they can't keep up with the sudden difficulty spike after a certain point. As helpless as they claim to be, killers do have some really nasty stuff they can bring. These players are casual ones who are just trying to keep up. That's what I think at least.

    I do think a perk like distortion does need looking at. It is not overpowered but it does let one hide much more easily and encourages it. Mainly though it kills certain fun builds, since you cannot bring heavy aura builds etc because a couple of distortions will completely destroy you and that does suck. So you are basically left with running gen perks etc because well what else are you going to run since this perk completely wrecks tracking perks?

  • @CakeDuty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603698#Comment_3603698

    It was noticed from the beginning with my Deja Vu, the issue is that she noticed it too. She did nothing but chase people away, maybe hit them with sloppy, then kick the gen 5% with Overcharge, which my solo queue teammates kept missing, so she kept getting a free 15% regression from every kick. She never left the area because she knew she didn't need to, she could bore us into giving up instead.

    Tbf it is GoJ and I do not blame killers for just dcing etc on this map. That said, wow that is a bad 3 gen.

  • @Caiman said:

    Currently we have a system that awards bonus BP to either survivor or killer roles to incentivize jumping into whichever role is currently lacking in population. I have a new idea similar to this, where every day a killer on the roster is granted bonus BP for matches played as them, to incentivize playing a variety and hopefully diversify match experiences for survivors as well.

    Cool idea, though it is already kind of being done with daily rituals. That said I could see a mechanic where the first 3 matches you play as say huntress that day are at double BP and it would be random each day for each player. So with a few tweaks I think it could work super well.

  • @Annso_x said:

    I think it would have the opposite effect:

    -> Hooking the weaker link 8 times is easier than spreading hooks between stronger survivors

    -> Tunneling a survivor off hook is much easier than finding, chasing and hooking other survivors

    The best strategy would probably to hook someone 9 times in a row before moving on to the rest lol

    It is actually a very difficult one to evaluate. Because just tunnelling 1 guy 8 times is a lot and you would most likely just lose if you did kill them since you would be pressuring literally only 1 guy for 8 hook states, and that is assuming you can hook 1 guy 8 times before all the gens get done.

    I think if the right amount of hook states was found (since I don't know if 8 is the right number) then it could in theory work. But the point you made about the tunnelling issue is much less big a deal than you think, put it this way, you can lose tunnelling a guy for just 3 hook states if you do it at the incorrect time etc.

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600623#Comment_3600623

    My man UW is in terror radius and BBQ doesn’t make you exposed hmmm

    Just run distortion if this perk offends you that much then (:

  • @BUFFDECISIVEPLS said:

    what a awfully designed unbalanced perk

    My man, killers could just bring bbq or UW for the exact same effect? How is this perk unbalanced?

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593731#Comment_3593731

    Fair enough, but there is certainly legitimate concern over changing games for the sake of accessibility. For example, what about blind players? We'll need to add in the game constantly announcing verbally the exact position and from what direction the killer is any time the killer is in line of sight. What about those who have issues with their hands? We'll need to remove precise timing\movement skills and just treadmill all movement. Eventually, everything would be made to the point where no one would actually play the game anymore. I know that's taking it to an extreme, but the point is, there absolutely is some element where accessibility can hurt the health of a game if it is not handled properly. Accessibility needs to only be added if it doesn't actually give any non-natural advantage over standard gameplay. Right now, BHVR has failed to do so, as the visual TR appears before people can actually hear the terror radius giving him a couple of seconds head start in reaction time.

    Example...this shouldn't be a thing.

    https://youtu.be/-j65wVBMqNs

    For subtle audio cues like sadako's this unfortunately does help even non hard of hearing players it is true and unavoidable. But for me I have an ear infection currently so headphones are a no go and I can barley hear because of it anyway, so this feature is actually crucial for how I am right now for example.

  • @LazyClown said:

    It's apparent that we have gotten to a point where cheating is accepted in DBD and seems to be praised amongst the community. I already have a post mentioning why the game is designed the way it is to protect its survivors and keep chases unpredictable and fun overall for everyone playing the game. But unfortunately, with no reply from the developers and such a lack of respect for its vanilla players who care about other people's fun and fairness, here I am making another post against the cheating cabal because I believe what is going on is completely wrong and hurts any momentum to be gained for new players and to have constant play as well.

    I will now recommend that we add in a system that traps cheaters and makes them feel extremely useless and will ultimately eradicate the dbd cheating problem forever, this is a live service game through in and throughout and should never ever be able to be modified or even have files being manipulated to gain a huge advantage amongst the vanilla players.

    I recommend a system that with the EULA agreement to authorize a legitimate phone number so players of dbd can be kept in check and if you have anything in your file structure that is not of the vanilla settings to be immediately banned and have all loss of progress across the board to make sure that no cheat is ever allowed again. Overall, this change would be quite lucrative offering even more play for its consumers of the game since they will never ever have to deal with the frustrations and torment that the cheaters cause to its player's base. Look BVHR, we love your game so much and appreciate all hard work you've done, but ignoring players that mean most to your market, the console players to even the pc players that play vanilla on your game, we need these cheaters gone IMMEDIATELY. I don't think there's any other way to end cheating than making its players have to provide a phone number, your game is not just only fun but also addicting, at first it might be alarming for some players but overall, anyone that actually wants to play DBD will use their phone number. This will also show players that you nothing to worry about if you don't cheat.

    I can literally put a filter on my monitor to give me an "advantage" and there is literally 0 way anything could detect that.

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599183#Comment_3599183

    Bro I’ve played since 2017 I have over 7k hours in the game and all the killer has to do is go for the unhooker

    Well if you have that level of experience then you should know that if the person is close enough to the gates then you cannot simply just go for the unhooker. You instead have to wait out the BT for the guy they just rescued.

  • @PixelBush said:

    Skull Merchant 2.0 received a ton of major changes between her PTB and live release. Despite being a major improvement on her prior iteration, SM could do with some follow up changes to make her windows of counterplay in chase clearer, clean up some messes that adding the drone rotation mechanic have created and make getting claw-trapped more lethal as a chase tool without reducing Survivor agency in the chase.

    Almost every Killer match I've played since SM's rework has been SM: I've played a huge amount of her and can appreciate how well her kit works for the most part, but I would like to see some polish given to her. Given that she got two new mechanics between her PTB and live release, it seems fitting to give her that much since those mechanics completely change the way she plays and they weren't given feedback time on the PTB.

    The first issue: drone rotation switching is great on paper: it gives the Killer much more agency over their power's utility in chase but the way it's integrated into her kit gives the Survivor very little warning that it's happened and very little counterplay in chase to a drone being rotated back and forth over them. To that end, I would polish up the rotation system to give it a bit more clarity as to when it's being used and give the Skull Merchant a meaningful cost to using it to reward proper timing.

    Recommendation:

    • A sound cue plays when a drone is rotated by the Killer (like an electronic beep from the drone) to let the Survivor know it's happened. This would also help the Killer as it will provide audio confirmation that the rotation has happened.
    • Rotating a drone disable its beams for 1.5s, to give the Survivor room to play around a freshly rotated drone.

    The second issue: clawtraps on injured Survivors. Skull Merchant needs to have SOME lethality when a Survivor is clawtrapped: if she has nothing at all she's just a worse Legion, but the 10% Hindered debuff translates to instant death at short tiles and does very little other than potentially force a predrop at long ones: it doesn't give her the lethality she needs at the tiles where she needs it and isn't interesting to play with or against. To that end I suggest an alternative effect, one which requires more direct input from the Skull Merchant but can translate to higher lethality at tiles that she could otherwise have not gotten a hit at.

    Recommendations:

    • Clawtrapped Survivors are no longer automatically Hindered when scanned by a drone.
    • Killer Instinct duration increased from 3s to 6s, and the Killer Instinct now triggers 1s after a Survivor becomes Clawtrapped as well as whenever a Clawtrapped Survivor becomes scanned.
    • While a Survivor is spotted on Killer Instinct, the Radar gains a new function, Neuroshock.
      • When Neuroshock is used, every Survivor currently Clawtrapped on the map is instantly shocked (in the vein of Doctor's shock) for 2.5s and receives a 5% Hindered effect for the same duration. Shocked Survivors cannot interact with objects for the duration of the shock and scream, interrupting any actions they were doing.

    The third issue: drone evasion in chase. Evading a drone in chase by crouching or standing still at key moments is very much possible (despite what some folks would have you believe) and this counterplay should be the key to Skull Merchant's chase interactions, but after the massive scanline speed buff from PTB this has become increasingly impractical: it can still be done, but not even slightly consistently if the drone is in Scouting Mode. Evading a drone in chase should be more feasible, but a consequence of this should be higher lethality if you're NOT actively trying to evade the drone. If you're just taking stacks thoughtlessly, you should take them faster.

    Recommendations:

    • Scouting Mode drone rotation speed reduced from 85 degrees/sec to 80 degrees/sec. This is a middle ground between her PTB and live speed.
    • Scan line immunity window reduced from 3s to 2.5s (in effect, making the Ultrasonic Speaker addon basekit. This would require a change to Ultrasonic Speaker)

    The fourth issue: addons. Skull Merchant's addons are very hit and miss, with some being exceptional and others being more suited to old SM than her new iteration or just being flat out awful.

    Recommendations:

    Without any of the above changes implemented, the following addons would still need to be given new effects:

    • Shotgun Speakers, Adi Valente Issue 1, Advanced Movement Prediction, Expired Batteries

    All of these addons provide effects that you would never ever want: seeing the auras of Survivors you can already see with AMP, Expired Batteries giving you a miniscule Haste boost for an ultra rare addon slot, and the skillcheck addons that are more relics of her old kit that don't fit on her new design.

    With my suggested kit changes, the following addons would also need to be changed:

    • Vital Targeting Processor, Randomised Strobes, Ultrasonic Speaker
    • Prototype Rotor could also be buffed since the rotation speed changes would be an indirect nerf to an addon that didn't need it

    I don't want this list of proposed changes to seem like I hate new SM: on the contrary, I know this Killer at her core could be a fantastic inclusion to the roster. The kit, at its core, works, it's way healthier than her old version and is a unique take on the trap Killer formula mixed with a midrange zoner. She's kind of got everything, but a Killer with such a vast amount of moving parts definitely needs some further tuning. The dialogue surrounding her since... well, forever has been absolutely seeping with toxicity and vitriol and that has thoroughly polluted the feedback to this rework. I intend to cut through the noise: people will always whine, but I hope what I've made here is constructive and useful in making Skull Merchant the healthiest she can be.

    As someone who has never played the reworked SM and has faced maybe 1 SM, I have little idea of how her power works. It does not help that chucky came out though, probably the most fun killer they have made since Wesker, but anyhow:

    The changes seem to offer more options in a chase or more time to react which is good, hopefully stuff like this will make there be more than 3 people playing her.

  • @Avo said:

    Just remove him from the game or cancel the MMR drop when we DC or killing ourselves on the first hook against him

    The amount of survivors I see give up against him is insane, I am left thinking if you dont like him dont play because he is brand new so of course you will only face him?

  • @Spirit_IsTheBest said:

    I’m not trying to be entitled by any means I just want to know how to counter it without needing Lightborn.

    When a survivor is downed on a pallet and if theres a teammate nearby with the perk theres nothing you can do because they can have so much distance and can get to the pallet in time very quickly when you pick up.

    It’s also not fair with flashbangs and flashlights, flashbangs can be used when looking at walls (in my experiences i’ve been stunned/blinded even when looking at the walls) and if your not looking at a wall they can speed their way to flashlight save instead. Backround player pretty much makes any save guaranteed.

    Slugging works sometimes but the majority of the time they get picked up pretty quickly.

    I do want opinions but the perk has made my games chaotic recently and I love running my Chucky build consisting of Friends to the End, Furtive Chase, Nemesis, and Lethal Pursuer, I really don’t wanna replace it with Lightborn just to counter one annoying perk, though I may not have a choice.

    Advice will be appreciated, thanks! I haven’t played killer in a good while because I was prestiging my Quentin to p100, and getting back into the flow is something I need to get used to.

    I think the perk could do with being 150% at the 5 seconds, but having a reduced exhaustion cooldown like smash hit. I think 200% makes it so that you can be far enough away to the point where even if the killer looks around or knows you are going to do it, they cannot really pick that guy up or punish you.

  • @Ayodam said:

    If you know a player is loitering for a save you should hit or chase them off. One should only be surprised by the perk once because after that one knows it’s in play. The counterplay is the same as if you were dealing with any player attempting a flashlight save.

    How many perks must you run as survivor to counter things the killer can do? I’m just curious. Because you’ve stated you don’t want to use the perk that exists to counter blinding. Just curious if this cuts the other way.

    The perk gets you so much distance, so survivors can put themselves in a spot where most killers cannot threaten them. I have faced strong teams who I know had the perk and I even figured they would be hiding for a save and I knew there was nothing I could do about it.

  • @MoNosEmpire said:

    It's been a number of years now. We should not get taken back to the lobby after every game, we should be able to turn on an "ongoing queue" system. Which auto readies us up once the game has ended.

    I think they just might not want someone going afk, coming back longer than they expected and then it turns out they had loaded into 3 matches giving the poor souls in those matches a guaranteed loss.

  • @Raconteurminator said:

    Decisive Strike right now is an underused perk and, unless it gets a substantial rework, that's where it should stay. It's not functionally broken but it is mechanically broken. What do I mean? Perks should only ever impact the game-state when they're in play, not out of the possibility of them being in play. One of the (many) reasons Dead Hard was unhealthy for the game was that not only was it outlandishly powerful, it also forced you to play in a specific way to counter the possibility of someone having it equipped.

    If Decisive Strike functions exactly the same way as it does now and simply gets a numbers buff or an additional effect that propels it back into common (or even semi-common) use, players are going to get utility from it without even having it equipped. I don't think that's healthy perk design.

    I just do not want to see 4 DS in every match again.

  • Yes, chucky is great.

  • I don't like playing baby killer roulette though...

  • @MrJack20252 said:

    playing against him feels frustrating and unfair atm.

    i talk for myself but i think those are the main problems:

    1) You can't really punish him, dropping a pallet, making distances, vaulting or dodging his dash doesn't work.

    what happens if you dodge his first dash? he can keep moving while recovering, so he doesn't get punished like a Nurse or a Blight would for missing and he can bodyblocks you, if he doesn't manage to do that his cooldowns are ridicolously low and will perform another dash soon enough, today i had an embarassing encounter where i literally 360'ed his dash 3 times and guess what he did? Yes another dash right after missing one.

    2) third person view feels overkill on him, i understand that's because he is short but holy ######### if you mix the third person view to his power and the stealth (+ addons that gives him wallhack while dashing) he becomes uncounterable.

    So i think that Chucky should be punished more for missing and should have longer cooldowns and his kit is too much strong with third person view either reduce his FOV or remove it.

    How did he do another dash right after missing one? He has an 18 second cooldown before he can do it again.

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599056#Comment_3599056

    I main Pyramid Head and I think decisive and off the record should be on cages I think it should be end game why because that won’t affect good players

    Giving someone a guaranteed escape was not fun and that is why the devs have wisely decided (as he just explained) to make it deactivate. I myself got so many free escapes with the perk back in the day.

  • @Hunkulese said:

    It's a challenge. A challenge. It's in the final level of the tome and it's skippable. DBDers will complain about anything.

    The whole point of the challenges is to try something you don't normally do.

    Learning how to use a flashlight is a good thing and also makes the game more fun.

    Yes, but a good killer is not going to let you get 2 saves in a match. Its a challenge which relies on the killer making a mistake.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598645#Comment_3598645

    nope. and if it was that would be a badly designed Killer.

    a killer requiring skill is good design though?

  • Landing a dash from blight, chucky or wesker etc defininitly is.

  • for killers with higher skill ceilings of course not.

  • @HexHuntressThighs said:

    I’d like to point out she has some of the lowest kill rates in the game according to BeHaviour at all MMR and Top 5% MMR.

    People always say she’s in a good spot and while I would say she’s not bad by any means; there are SIX indoor maps that gut your power. And a lot of clutter on maps like Badham 1-5 and some MacMillan maps with low tree lines. My question is; how would you make her not so map dependent?

    would 115 Huntress be too OP? Definitely wouldn’t be as strong as nurse or Blight.

    or Maybe an 80% Hatchet Holding speed?

    Or Maybe gains bloodlust faster? Since about 25% of the loops in the game you can’t land a hatchet at at all no matter if you have 10,000 hours or not.

    I just want to hear some other peoples thoughts on her, I’ve been playing her for two years now and I’m still punching air every time I get one of those maps.

    Its more a map problem than a huntress problem since quite a few killers get wrecked by indoor maps like Lery's (wesker for example).

    Huntress I think is just fine as a killer, decently strong but now where near too strong and fun. If you made her 115 or gave her more bloodlust, then bad huntresses would be rewarded more which is not a super healthy design.

  • @ShowNoMercy said:

    I checked different websites (twitter, reddit, this forum, discord) and there is so much hate against chucky. why do you hate chucky so much?

    Chucky is fun as hell, I love him.

  • @Lemonwolf said:

    I know the title might sound like i am being sarcastic but i am not.

    This is a serious suggestion by a killer main player. My wording will be slightly sarcastic for the reader's amusement in some places, but the core suggestions are 100% serious.

    Now, we all know that Survivors are dealing with lots of frustrations on a daily basis.

    Proxy camping, slugging, 3 gen strat, being sacrificed, pesky killer perks and addons in general.

    It is just so frustrating to be a survivor in DBD.

    However, there is a solution for this. Tweaking the objectives for both Killers and Survivors to alleviate any pain points.

    New Survivor objective: 100% escape, all the time, no matter what happens (i will explain how)

    New Killer objective: Being the entertainer for the survivors in matches. (will also be explained)

    The new concept will solve any issues with Solo Q Survivor matches and will not change much for SWFs. Both will be equal. It will also take care of MMR because it will no longer be needed.

    Killer/Survivor Perks do not have to be changed at all.

    Killers can still chase, hook and slug survivors "but" whenever there is an instance where a survivor would be sacrificed like being put on a hook while being on deathhook the survivor will get a small popup if they want to be sacrificed or not. If they chose no, an automatic decisive strike will activate. If the killer would chase them down and attempt another hook the same prompt would appear for the survivor. If the survivor would choose yes, then they would be sacrificed. In short the survivors have full control about what happens to them. Same with Mori, same prompt. If the survivor would choose no then the mori would be denied and they would instantly be put in the injured state with endurance status and haste (comparable to when being uhooked). Every Killer perk/addon combination that would lead to survivors dying would be detected, like bloodwarden/no way out strats etc and survivors would get a prompt to spawn hatch "if" they want to.

    The entire survivor gameplay could be fixed with these prompts. No more complaints or frustrations because survivors would have full control over what happens to them. They can play as casual or as sweaty as they want for the sake of it. And if they think the killer earned a sacrifice by playing fair and balanced, they can grant the reward by being generous.

    And killer players "could" be substituted by killer bots, or they could still play as killer if they want to under these conditions.

    This might seem like a pretty drastic suggestion but think about it. This would remove tons and tons of complaints, balancing issues. This would give devs time to focus more on artwork, creating even more skins, map changes, charms etc. It would also stop "most" of the complaints and arguments on the forums.

    It would be a true labor of love. And we are all here to play this game and to have some fun while doing so.

    Why in the world would anybody play this? You literally remove any kind of stakes, killers would be frustrated because a survivor after losing a chase can just say "no" and drag it out until they do all the gens. As a survivor I myself would be bored since if I did not choose to abuse this, I know my team mates would and then I would win every game. Literally no one would play if these suggestions went forward.

  • @BubMickey07 said:

    I came back to dbd for the chucky chapter cause it sounded fun and it is alot of fun but the perk friends til the end needs a cooldown.

    Every match I've gone into has been chucky which is fine he's fun to go against but I'm ALWAYS the obsession so if he hooks someone I immediately get downed and I won't even be near the survivor who was hooked.

    I think there should be a cool down of like 20-30 seconds so that way the obsession isn't always being chased.

    But other then that this new chapter is really great!

    Just run distortion.

  • @Atno1 said:

    All but one match today was against Chucky and he's way too overpowered as far as the terror radius removal from perks. No matter which skin you use, he's too small to see even halfway easily unless you're on a large map with very few obstacles. The lack of a terror radius with whichever perk does it makes it <bleep>'n impossible to win a match if you're the last, or one of the last 2, in the match. He can just tail you til you get to the gate, then one-shot you without you even knowing he's on that half of the map. The speed that little bugger can move is insane in comparison to other "stealth" killers is insane as well.

    Other games I've played eventually dealt with the power creep factor as they evolved, or they fell into virtual oblivion (WoW comes to mind). Power creep has definitely arrived in DBD and it's ruining the game for the survivors. I know the game is geared primarily toward the killers, but that's all you'll have if no survivors are willing to even bother trying.

    He is a 110 killer which makes him the second slowest stealth killer in the game. If you think chucky is fast for a stealth killer, you must really hate wraith.

  • @Emeal said:

    I have played like 5 games, I am yet to land a single hit while in slice and dice mode. Not easy to play at all.

    You just need to practice with the killer, took me half of one match to finally start landing his dash.


    Overall love the killer, super fun and a unique design with a pretty high skill celling and a moderate skill floor.

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596944#Comment_3596944

    Honestly I hope we do see decisive in every lobby again then maybe my team mates won’t be dead at 4 because they have been tunnelled out the sad fact is you need decisive even more now a days because no one plays for fun anymore

    The problem is I don't want to see a meta where everyone basically only has 3 perk slots. It would become stale and the devs do not want that either, hence why highly used perks get nerfed.

  • @BUFFDECISIVEPLS said:

    You guys have finally listened to the community on this and the 3 Gen issue we have been saying to you guys decisive strike needs a buff since you guys nuked it

    im hoping it’s given it’s five second stun timer back because that’s what it needs to give survivors a good tool to fight tunnelling

    I think 4 seconds is fine, because it is still sometimes used aggressively and 5 seconds can be a bit much. Plus at 5 seconds you would start to see DS in every single lobby again.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591915#Comment_3591915

    Wasting perk slot ofcourse. It's aura perk after all, if you know maps by your own, you can use better perk instead of it.

    Even the best survivor in the world cannot account for map RNG so this perk shines for both new and good players.

  • @Haddix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594925#Comment_3594925

    When a killer's power is gutted, a 4.5% increase to movement speed isn't all that appealing for strength nor fun factor.

    Trickster has -33% less damage, -33% throw rate, -25% effective ammo count, slower and shorter main event (for more frequency, yippee), and 33% faster laceration decay. +4.5% movement speed buff is not really compensating here, and if it were, it'd be a pretty boring compensation.

    I did underestimate the fact that they capped his throw rate to 3 when old trickster could ramp up to 4 and on the PTB it was just 4 by default. This coupled with the now needing 8 knives to damage has hurt him quite a bit. I think if they just make his throw rate 4 he will be fine.

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