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DrDucky

DrDucky

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DrDucky
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  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585993#Comment_3585993

    I don't know she is easier to play on mouse and keyboard like a lot of killers are, gives them an advantage, I have played against high Nurses, but I don't hear her shriek and think oh hell naaaaaa lol and also yes, to any who don't think can drop pallets on her, yes lol she is easier in indoor maps I find but I don't feel she needs to be deleted or nerfed, I don't see many of her. I am just glad the whole Wesker population has died out a little more.

    Leave wesker alone, he is chad.

  • @Huxy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585915#Comment_3585915

    It will be marginally better. Just take a look at the GoJ rework. It made 1 Window slightly weaker and kept the rest more or less the same

    Even tru talent admits the map is way smaller than before, I personally dont even care if the god window is kept; this map being finally normal sized will give me so much relief "I can pressure people again".

  • @TAG said:

    Obviously a definitive answer is gonna have to wait until we see what changes are being made to him for live, but going from playing a few games as Chucky back to the Pig feels depressing for me, not gonna lie. She just feels so limited at everything compared to Chucky apart from slowdown since Chucky has none of that in his toolkit. I've stuck with the Pig through thick and thin for the majority of my time playing this game, but I feel like my willpower for standing by her has been running thin for a while. It's hard for me to see the way the Chuck plays and not feel like Pig is obsolete the way Bubba used to be compared to pre-nerf Billy or pre-PTB Trickster is compared to Huntress (granted, Bubba and Trickster came out after Billy and Huntress respectively, so "obsolete" technically is the wrong word to use for them, but I imagine you get what I mean).

    Is there anything The Pig might have that can give her a meaningful leg up over The Good Guy, or do you think there is no point to sticking with the Pig beyond having an attachment to the character or for memes like snoot booping?

    Its probably partly as well because chucky is a much stronger killer than pig, there is also wraith or wesker if you like lunging/dashing.

  • @russf10 said:

    I am being serious, slugging is so boring and takes forever to end the game. and of course we cant disconnect against it so we are forced to wait the entire 4 minute timer....... idk seems kinda dumb to me but i guess what are others opinions on this?

    Just bring 1 or two unbreakables in your team or FTP + buckle up and slugging strategies suddenly become much less effective.

  • @Huxy said:

    Maps.

    Maps are the game's biggest issue

    This.

    Thankfully they are actually reworking maps as we speak. They finally shrank mother's dwelling after like 6 years of it being so absurdly large. If they keep up with this, then the game will be in a great spot.

  • @adsads123123123123 said:

    Singularity has quickly become one of the least played killers, which is bad considering he's the 2nd newest killer. On Nightlight, he's 5th least played killer. Though his real pick rate is probably lower since Nightlight mainly uses stats from PC players. Without any change, Singularity will probably reach Twins levels of obsecurity in the future.

    The reason no one plays Singularity is that he's too hard. Otz, a player with 11k hours, is currently trying to win streak on him and only averages 3-4 wins before losing, which is extremely low compared to his other killers. This killer is also impossible to play on console due to the need to quickly aim pods. The main issue with Singularity is that it's hard to apply Slipstream while it's too easy for survivors to remove it.

    Firstly, EMPs should only remove Slipstream on the survivor using it. Given how easy it is to acquire EMPs, it shouldn't be able to mass remove Slipstream. Slipstream is similar to Plague Infection, which is much harder for survivors to remove while also having a stronger effect.

    Secondly, when switching to a pod, the camera should automatically face the nearest survivor. This is the only way to make Singularity playable on console.

    Finally, they need to make it possible to place pods on all surfaces. There are too many situations where you try to place a pod on a perfectly flat surface and it doesn't work.

    Singularity is in a fine spot, the biggest issue is as you said; he is hard to play with no huge reward to compensate like say blight. I think bigger still though is his map dependency; if he gets an indoor map of any kind (or one with clutter but less so) then he basically has no power, imagine trying to pod people on Lery's for example, you basically cant and that just sucks.

    Your proposed second idea would help an ok amount for console players sure.

    Your first idea though has some problems, and you misunderstand the counter play to the killer and why EMPs and teamwork are so important against him. If that change was to go through and you could only EMP yourself, then if he chases you, you have absolutely 0 counter play since a teammate cannot run in and save you so you will have a pod stuck to you for the entire chase unless you grab an EMP before hand. In fact even if you EMPed the first one off by having one at the start of a chase, he could just pod you again and since you used your EMP you would again just have nothing you could do. A big part of this killer is helping your team by coming in with EMPs etc.

  • @SweetbutaPsycho said:

    As we are told mmr is apparently a thing. Ideally u should only be matched with ppl that are about ur skill level. Reality as most of us have noticed is that the System deems short queue times more important than the accurate matchmaking.

    For me that means that when I play dbd in the evening i mostly go up against survivors with above 6k hours most of them in swfs that most of the time absolutely wipe the floor with me. But apparently even though im losing a lot of matches and can totally not keep up, this repeats again and again every evening. So either im im somehow not losing mmr even though in like 70% of matches i have 4 escapes or which i rather believe im getting pulled up into higher mmr since there is no killer available and the queue times get to long.

    I feel like when this happens and you get pulled up you should get a base BP reward right of the bat. Chances are that you wont make nearly as much BP in matches against higher skilled survs that run you for an eternity than you would when playing against ppl from your level. For me its super frustrating playing these matches, trying to make it fun and basically having to sweat my ass off to get anything and in the end i go out with like 12k points. Thats why I think you should get some BP reward after the match depending on how high the actual mmr difference was.

    Same goes for surv when they get pulled up into higher mmr. Somehow when I'm on holiday and therefor have time to play DBD in the early afternoon the same thing happens the other way around. Killers being clearly stronger and survivors totally getting destroyed left and right.

    Some of my most BP filled matches have been against super good players since long chases and getting multiple hooks, breaking a lot of pallets and damaging a lot of gens all max out your points in longer matches compared to just stomping people.

    If you yourself are a new player then it is understandable the frustration, but once you get to a certain point you can put up a good fight against most players (except comp teams, but these are good players and they have a specific plan) hell even if you lose and only get 1 kill, if you put up a good fight then you can still get a lot of points.

  • @Zeidoktor said:

    Hex: Two Can Play is a Chucky perk which has a unique trait, or at least so I've heard but not confirmed first hand: Even after it's been cleansed, it can re-light if you once again meet the activation condition of being stunned/blinded so many times.

    Whether it actually has this trait or not isn't strictly relevant to what I'm about to suggest; it's mostly to show what gave me the thought: Could any existing totems benefit from such a mechanic?

    The idea I have is that, in the event a Hex is cleansed, it could be reactivated if the right conditions are met and/or after a set cooldown, provides there's still a dull totem for it to go to.

    I mostly had this in mind for the token totems, so I'll use that as an example. You're using Devour Hope or Huntress's Lullaby, get a few tokens on it, but it gets cleansed. After it's cleansed the next time it would gain a token (A hook for Lullaby, a rescue for Devour) a dull totem in the map relights with the Hex, but at zero tokens (similar to OG Hex: Undying). You still gotta build it up again, but you're not left with an empty perk slot of it's taken out at the start.

    Other totems, like Blood Favor or Crowd Control, might have a cool down before relighting, probably a couple minutes or so to give some breathing room to survivors that got the totem. This would not apply some, like Plaything, NOED, or Haunted Ground, whose triggers aren't repeatable (hooking survivors the first time, entering Endgame, or being designed to be broken).

    It offers Hexes more longevity, (hopefully) isn't too oppressive, still encourages use of things like Undying (which would keep/reactivate the Hex immediately) without requiring them, and gives Pentimento something to pair with besides Plaything.

    Does this seem like a viable idea?

    I think this effect for something like 3rd seal would be great. I think it would be directly too strong for devour and devour + pentimento would be a super strong combo as a result. I think if you had it so that devour only lit after gaining 1 token and once cleansed could never relight would be fine for it; this would actually fix the problem of it just getting cleansed before you even got a single hook. So I think we could have your idea on quite a few hexes, but some stronger ones I think should instead have an effect where they only light up once but its delayed to prevent an instant cleanse.

  • @Caiman said:

    Hex: Grim Embrace

    When you hook a survivor for the first time, gain 1 token. Upon gaining 4 tokens, a Dull Totem is transformed into a Hex Totem and Hex: Grim Embrace activates.

    When Hex: Grim Embrace is activated, all generators are blocked for 120 seconds. Once 120 seconds have passed, Hex: Grim Embrace deactivates permanently.

    The Hex Totem uses the same function as NOED, revealing its aura to nearby survivors in a gradually expanding radius over time.

    With this rework, Grim Embrace can potentially block generators for a lot longer than the current 40 seconds, and survivors are practically forced to search for the Hex Totem to cleanse it instead of simply waiting it out, unless they really want to sit around for 2 minutes making no progress. The 2 minute time limit exists to prevent the killer from camping the Hex Totem and holding the game hostage. They could camp it anyway but all it would do is give survivors time to heal up and reorganize, evaporating the killer's pressure. In short, Grim Embrace becomes a mid-game Corrupt Intervention that offers a meaningful reward for spreading hooks, making it a much stronger game-delay perk than it is right now, while still giving survivors counterplay to it so it doesn't completely shutdown the trial for them.

    The Obsession aura-reveal is removed because it's unnecessary.

    I feel like it would need something else the survivors can do to counter it since some killers could legit just proxy camp the totem for 2 minutes, especially if it is in a really good spot. If you had a totem build as well etc or even just undying, the amount of game delay and pay off would be absurd. The camping thing I am not even saying is op or anything but it does let the killer hold the game hostage for a guaranteed 2 minutes which I think is not a healthy thing. You need to reduce the time on it or have something else going on.

    Also if you did kill a guy and hooked the other 3 and activated this perk, it would literally end the game right there, especially with the right build since the amount of pressure you get would be insane and in most cases teams would probably not be able to come back.

    The above said, I do like the idea and I think a buff in this direction is good because it does encourage hooking multiple people and a perk with such a requirement does need to be strong to justify it.

  • @UnknownKiller said:

    The mechanic of I use my power so surv run to next loop need change.

    You need to be setting yourself up to some extent with the power. You cannot just use his power whenever you get to a loop or they will just run to another one, you need to bait it out or stand in the way etc.

    If we removed the hold W away thing somehow then this killer could guarantee hits or pallets and thats just not interesting for either side.

  • @gabcheban said:

    As seen in the image below, there are four generators extremely close to each other on Nurse's map, including the generator in the main building. This proximity makes it nearly impossible to repair them when the Killer is using the "Surge" perk.

    https://us.v-cdn.net/6030815/uploads/N01V8FWIIBNE/image.png

    I am sorry to say but you could do this for most maps in the game, its called a "3 gen" and you as a team need to break it as early as possible. It is part of the strategy of playing both killer and survivor.

  • @IHSGames said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583920#Comment_3583920

    No its not. Did you not read my post? Its very boring and uncounterable to go up against when in terms of an M2 Killer. It also encourages them to not use their power making their performance bad. Killers stop learning how to win chases/play optimally because of this perk, And when killers start to become terrible, BVHR will either buff them again or nerf loops/maps to compensate when really it's the lack of skill because killers rely on a single perk. I'm not asking it to be nerfed because it's OP. It's really not. I'm asking for it to be nerfed because its harmful in the long run. We're already seeing it with Demogorgons. They rarely shred anymore and it's not fun plus they lose more games micro-managing a perk. It's very unhealthy. But tell me why you think its fine please. Their must be a reason other than "It's not strong."

    The perk encourages strategy and cuts distance gain and is only super good on a couple of killers. The strategy to counter it is to have the obsession take hits, even if the obsession has to eat an m2 to do so; that still means more distance for the person they body blocked for. The killer to even get value from it has to win chases and get hits to build it up.

  • @BlueMoonBRUHMOMENT said:

    For 2 main reasons

    Every single prestige 100 survivor I have gone against has been the sweatiest, most un-fun game ever. And 9 times out of time they are in a SWF, so pretty much gg's from the get go.

    Second is because it takes an ungodly amount of times to get the bloodpoints for P100, I just play this game for shits and giggles. I have 600 hours, combining all my prestige I have 40 prestige for survivor, and around 60 prestige for killer.

    I couldn't even imagine going against a 3000~? hour survivor, who is probably playing in a SWF. And myself, running a killer that I am probably using only because they are in my daily rituals, or trying some stupid challenge.

    The actual whole reason I made this is because I was running memento blades Trickster for some bloodpoints, and I didn't realize I have a P100 Ace with matching cosmetics of another Ace. I got hit with flashbangs from behind, and plot twisted when they ran away.

    And believe me, I understand that P100'ing your main must be a really great feeling, but oh boy is it not fun when I go against you. Because I can probably guess how the match will go, and not in my favour it will go.

    You were playing trickster with a meme addon and you were surprised that you lost the match?

  • @GoofyGooberRock said:

    He was actually a really fun killer to go against and always got my blood rushing when he would use his dash on me I'm a bit sad as I haven't really been getting games with him lately....

    I never understand why people do not like facing him. Wesker is awesome to play and face, we need more killers like him.

  • @itstofuuu99 said:

    we all know how big some peoples egos are and because people get offended so easily by you doing a better job at looping them than they’d expect, you load into a game again with them and they tunnel you and hit you on hook, proxy camp you, rinse and repeat until you’re out of the game… would be nice if the block feature actually worked and stopped me being put into a game with someone who wants to ruin my experience.

    i know there’s an “anon mode” but i shouldn’t have to use it if there’s a block option in the game, plus why should i at the expense of someone else’s ego?

    if bhvr doesn’t want to make their in game features actually work, we should be able to see the username of the killer before we load into the game so we can avoid this.

    just a thought.

    (also yes i’m a little salty rn bc i keep getting put into the same game with the same killer(s) who i have quite clearly upset and have no way to avoid, thus wasting my time and making my time in-game miserable, which leads me to disconnect and low and behold - i get stuck with a dc timer… so essentially i’m being punished in my match and i’m being punished for not wanting to play in the match i was originally being punished in - so i’m sure some people can understand where this annoyance is coming from).

    anyways…

    Just go into anon mode and then those killers will never know its you and you can have a normal match. If they give you salt in the chat you can simply just close the chat and never have to read it.

  • @Huxy said:

    People will call this bait but, no, you're 100% right. STBFL is the biggest trap Perk in the game.

    People will use it on Demo and then their ability to use Shred as an anti-loop tool will basically dissappear and will play a primarily M2 Killer as an M1 Killer just so they can... keep the STBFL Tokens when Black Heart is better in almost all situations

    STBFL is a great perk, cutting survivors distance gain by like 50% with enough tokens. That by itself is amazing and I dont see how it cant be?

  • @Slan said:

    This concept I refer to as "PTB effect" is simple. When a new chapter or inportant update is released, it usually spends from 2 to 3 weeks in the ptb, where PC players can try the update before everyone else. Now you see new/buffed/reworked killers being absolute beasts there at first, seemingly being broken, new/buffed/reworked perks being also extremely good or bad. Then the update goes live and all survivors seem to know exactly how to counter the new killer and/or handle the reworked/buffed/new perks while console players struggle to get used to said new content. This creates a situation where PC players have the upperhand against console players, which seems to be a little bit unfair kf you ask me.

    This would not matter if crossplay weren't a thing, but it is. Someone may suggest turning it off, but then the wait times would increase exponentially.

    I believe a proper solution would be to shorten the time between a PTB release and the actual live release. Thing would still not be equal between console and PC players, but would be closer to it.

    I think you overestimate how many people actually download the PTB and even if they do, they probably only play a few matches which is hardly that much of a head start. That said, I like your solution because it means the content arrives faster so even if I disagree with the reason I wish the solution was done.

  • @please_explain said:

    More than sure you were toxic to the Oni in some way and taunted him, killers don't go out of their way to be scumbags for no reason. I'm most positive you T-bagged him or something or emoted at him after a pallet stun. I know very well survivors can't help themselves but be toxic to new or inexperienced killers for that ego boost. So how about you tell us the entire story and give us a reason why the Oni was hitting you on hook.

    No my guy, some killer do get mad by a survivor simply just running them for a while. It has happened to me plenty of times and I scratch my head confused whilst I get hit on hook.

  • @please_explain said:

    More than sure you were toxic to the Oni in some way and taunted him, killers don't go out of their way to be scumbags for no reason. I'm most positive you T-bagged him or something or emoted at him after a pallet stun. I know very well survivors can't help themselves but be toxic to new or inexperienced killers for that ego boost. So how about you tell us the entire story and give us a reason why the Oni was hitting you on hook.

    No, some killers do get mad if the survivor did nothing but just run them for a long time.

  • @Unam said:

    There is something on the new chucky Hex, that was implemented before on Plaything or Face the Darkness...

    These Hexes have a prerequisite and only activate if this task is completed (e.g. injure/hook a surv or get stunned).

    Why dont we add this kind of "activation requirement" to every hex?

    It would immediately kill the "Survs spawn on hex and delete a complete perk of a killer without any means of counter play" situation at once.

    Hexes Could be more Powerful again (and would be the risk/reward perk they are intented to be) bcs killers have to do something to get them active while micro managing survs.

    I actually agree and think they should try this with basically every hex. Devour for example could light up a totem after 2 survivors get unhooked. Ruin could be buffed (because a requirement on it would make it weaker than it already is) and only light up after 1 gen is complete etc. Perks like devour could stay as they are without a base buff since making the totem hidden until 2 unhooks would already be a buff for something like devour.

  • @Z0mbiv0r said:

    For real, I've been having some trials in which I am putting a lot of pressure, like, 2 minutes into the match I've already hook 3 different survivors, and still 3 gens pop like magic. No, I don't have proof. I don't know how to record matches and I'm not sure I'm interested in recording them anyway, but yeah. Yesterday specifically I had a match in which they were being downed one after the other and still gens were being repaired nonstop.

    Try to find a way to record these tougher matches and people here can advise you.

  • @CircusClowns said:

    Survivors do enjoy abusing a overpowered perk for their personal amusement and you wonder why BP incentive is 100% on killer. They really make me turn my stomach. Don't complain if your queue times are long.

    It may come as a surprise, but yes people do use overpowered stuff in video games.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577124#Comment_3577124

    "tbh I'm a little surprised to see it as often as I do"

    Tbh I'm not. I never touched it once in 2.5 years, but started using it regularly several months ago. I think a combo of things has made it popular, such as new map reworks generally cutting down pallets (particularly safe ones) and having more deadzones. Also SBMM has gone up the wazoo somewhere along the line, and it's good to know which resources your team mates are just burning through. Also the fact that other popular perks are being reworked to be so situational, so having a perk that gives value passively as you focus on your objective is nice.

    I've stopped using it completely recently (I've gone completely off meta) and found that my games and chases aren't really any different without it. So it's saying something that I was using a perk that I probably didn't really need to be using. Or maybe it helped me learn tiles better? Who knows.

    I actually think this is one of the most accurate reasons I have seen so far as to why its so popular (you can see by night light numbers as well since the perk rework etc, its use goes way up). As well if you look at how there are less "auto include" perks now it actually means you have room for a perk like windows.

    That said, its a difficult perk to know whether or not its actually working. For instance, the last match where you went down, perhaps there was a pallet you missed that if you had this perk you would have made it to? You cannot actually know that for sure. I will say I do think it is also great for new and pro survivors in that even the best survivor in the world cannot know if a pallet is used or where a pallet spawned in quite a few maps due to simple pure map RNG and this perk saves you there.

  • @Iron_Cutlass said:

    Ive seen very mixed opinions on the Made For This changes; many people believe that it got gutted while other people believe that this perk is basically just the same if not stronger than before.

    What changes happened to Made For This?

    Made For This is having it's 3% Haste effect tied to having Deep Wounds; but the "Does not activate while Exhausted" effect is being removed.

    I think Made For This is realistically going to hold the same position it had before, it wasnt uncommon to see people run Made For This with Dead Hard; before the changes, youd have 3% Haste and an extra Health State from the Endurance; after the changes, youd have an extra Health State from the Endurance and 3% Haste after.

    I also think that anti-tunnel perks may come back into the meta seeing how tunneling has always been an issue for your average player; Off The Record will be used a bit more and Decisive Strike will be used to reset Deep Wounds for Dead Hard, all while Made For This provides a nice 3% Haste in the background of everything.

    Realistically, I dont think Made For This was nerfed, I think it was simply just reworked and/or tweaked, but it's strength will roughly remain the same considering the new synergies added and old synergies removed.

    This is objectively a nerf since it will not just work by itself with you being injured you actually need to have synergy or trigger its healing effect now?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577874#Comment_3577874

    But you can only call out via cons, so I solo q it would be kind of useless for that purpose...

    You yourself can still know and play around it so its not useless even then. My main point is; I feel like 1 perk that just shuts down entire builds is a feels bad and kills a lot of the fun. For example, I really wanted to try aura reading huntress but I know that it would be pointless since just a couple of distortions would literally make the build useless.

  • @Dweet_Unfairfield said:

    Buuuut not for the reason you'd think.

    I hate it more as a Survivor as the teammates who use it are becoming more and more common I've noticed they often never take chases, are usually the obsession when killer has stbfl and as a result never take hits ensuring max stacks most of the game.

    They often play very immersed and are often a detriment to the team. I see this perk more and more as my matches feel like they're getting even worse for soloq standards.

    I'm not saying nerf it or anything as it's a fine perk and often the only counter to strong killers running full tracking builds. But i wish it'd regain tokens for chase time or gen percentage completion to reward good team play instead of hiding and letting your team die.

    I do wish distortion did not have a way to regain its tokens and so then it has to be used as a team perk (calling out tracking perks/addons) rather than it just always being on and so tracking builds just get destroyed. This would also fix the problem you mentioned in your thread.

  • @Tsulan said:

    I´d like No Mither to have a bloodpoint bonus. Kinda like the meme addons for killers, that disable their power, but give 100% bonus bloodpoints.

    Oh and MfT wasn´t nerfed.

    Thats actually a cool idea for No mither, especially since the devs have literally said "this perk is hard mode and is meant to suck". The MFT nerf was deserved, 3% extra speed with 0 counter play AND the endurance thing?

  • @BBTschak said:

    When using Head On you can enter a Locker without noise. This has a cooldown of ~15 sec. No additional changes.

    I noticed that Head On is the only exhaustion Perk that you have to use in combination with annother Perk (Quick&Quiet) to effectivly use in a chase.

    This limits the use of Head On.

    I think with this change you will see alot more Head On and it frees a Perkslot for something else.

    There are alot of Maps with very few Locker and alot of them are in bad places.

    When you get one of those bad Maps atleast you have 3 Perks and half of your Build is not completely useless.

    TLDR: Add a mini Quick and Quiet to Head On (only for Lockers) with a cooldown so you are not forced to use Quick&Quiet everytime you want to use Head On.

    What do you think?

    I think the perk is fine as is and your change whilst not invalidating quick and quiet, still does make it a bit too similar which I think is the main issue. If quick and quiet was not in the game then I would say this is a fine change.

  • @Boons123 said:

    -At first, all remote generators are blocked by the entity from the center of the map for 45 seconds

    -With each generator repair, the generator's repair speed decreases by 25% if one survivor is working, and the cooperative's repair speed increases by 8%.

    1 generator repaired = 25% slower repairing generators on your own

    2 generator repaired = 50% slower repairing generators on your own

    3 generator repaired = 75% slower repairing generators on your own

    4 generator repaired = 100% slower repairing generators on your own

    This is only if there are at least 3 survivors alive

    This would be a 3 gen nightmare. Also the game naturally slows down a lot by the time there are fewer gens left. Since the natural pressure cycle of killer works out this way. If anything these speeds should be in reverse (its why so many suggest basekit corrupt as certain spawns etc can make you lose a few too many gens at the start with little most killers can do).

  • @CountOfTheFog said:

    https://us.v-cdn.net/6030815/uploads/DWH65411XGY7/hero.jpeg

    I've been meaning to make this post for a while but have been procrastinating. Today, someone asked what we would want in a DBD 2. There's no reason for a DBD 2 because DBD is like the game show Wheel of Fortune.

    Let me explain:

    Wheel of fortune has a formula that has kept an audience for decades: Spin the Wheel, guess a letter, buy a vowel and solve the puzzle. Over the decades, the game makes tweaks and changes things here and there but never strays from the core.

    DBD has a formula that also keeps people coming back: fix 5 generators, unhook teammates, open exit gates and escape (opposite objectives for killers).

    There's no reason to make a sequel and like Wheel of Fortune, they just make little tweaks through the years and decades.

    I love playing Wheel of Fortune and DBD for the same reasons (I play Wheel of Fortune on Switch). The objectives get you hooked and keep you playing.

    Its wheel of fortune with skill attached.

  • @Krazzik said:

    I see quite a few different killers commonly referred to as 'boring to go against' and I wonder if people really do want more diversity in the killers they see in games.

    People complain about so many Nurses, Blights and Weskers but when other killers are buffed or even just talked about in general, people complain about them too.

    I've seen Twins, Hag, Trickster, Skull Merchant, Knight, Onryo, Legion, Artist and Pinhead all called 'unfun' to versus quite commonly, and I've also seen Wraith, Freddy and Plague pop up a little less commonly in such discussions as well.

    It's hard to take people seriously who beg for more viable killers when so many of the other killers are so unpopular as well. Less Nurses and Blights would mean more Knights, Skull Merchants and Tricksters after all.

    Why are so many different killers so hated?

    If we just got more wesker type killers with extremely high mechanical skill but a low skill floor with interesting counterplay then this problem would vanish overnight.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576705#Comment_3576705

    Everything i mentioned is exactly how one would make it feasible. So no, they did not give an answer.

    No they gave you THEIR answer. Which is that they dont want people getting banned over what could have been a legit accident. What I mean is like it or not or provide any logic you want, they want it this way and it looks like it is staying that way so you are just gonna have to deal with it.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576697#Comment_3576697

    I dont have the DLC, plus using UW would totally beat my game sense.

    Ok fair enough, if it comes up in shrine though or you do get the DLC it is worth a try. You could even just hold it for when you desperately need to find that 4th guy and it could save u the game. Its worth a thought.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576667#Comment_3576667

    I played pig with the addon, where the aura isn‘t shown and almost everybody everybody got the traps off.

    You miss the point, that addon switches off once the trap is active. This provides a situation where you can do a box or two and have a gen done to find the rest. Not being able to see your final box or two at all on a map like lery's would give the pig insane game delay or a head pop or two which would be miserable to face. I am not saying this would be a constant thing all the time or some new meta build, but it would just be so unfun to go against when it does come up there is no reason it should be a thing.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573700#Comment_3573700

    Can you at least understand the frustration?

    Like, come on, you and i both know that 99.9% of the time, if someone sees a spirit or something, and then gets downed 10 seconds later, and then tries to 4% several times, fails, then dies 5 seconds later on the second stage before the match has really had a chance to "begin" that the person did it on purpose.

    Yeah ok, so sometimes in exceedingly rare situations, that might not be the case and they are new and don't understand what is going on. But, if i see someone with 2k hours doing it? Do you really truly believe they didn't do it on purpose?

    There's an MMR system in place too, can't you like, use MMR and past history to determine if it is happening? It isn't hard to see that the person might do it 2 games, then not do it a 3rd and 4th, then do it again a 5th. Like, in those types of things it is obvious the person is doing it on purpose.

    And you still haven't answered the question, what is a survivor supposed to do when their teammate does that? It completely ruins the game for the other 3 people in the match. You do realize that right?

    I'm not saying ban someone for doing it one time, i'm saying hold players to the same standard that any other multiplayer game does. If they show a repeated pattern of behavior of doing this over and over again, they should be punished for it in some way. If someone has a keyboard failure, they aren't going to immediately hop back into a game 5 seconds later, they are going to go deal with the hardware failure.

    And even in the example of a new player, why not make them take the DC penalty, then have a popup that simply explains what happened and how what they did was wrong, and then guide them over to the tutorial to help them learn what went wrong.

    I really think this entire problem would be solved, if you just made it so that way a "hook suicide" counts as a DC in regards to the queue penalty. You'd see this problem mostly go away. You simply make it count as a queue penalty, have a simple popup that explains what happened and why they are punished. Then you'd run into the people who would grief and troll instead, but THOSE ARE bannable offenses, so its much easier to see if someone say, intentionally body blocks someone, then it is if they just suck at hitting skill checks.

    The devs gave you their answer, they do not want people who accidentally let go to be banned, there is no way you can tell for sure that they did or did not. It is unfeasible.

  • @DarkBrilliance said:

    Can something please be done about VPN killers? I'm tired of getting killers playing in Asia that have huge ping and make the game unplayable. They also seem to play a lot scummier (camping, tunneling, post game toxicity) than other killers.

    And there is 0 that the devs can do about it, if they block VPNs then people will just use a proxy.

  • @Pulsar said:

    Overnerfed.

    BHVR just can't seem to help themselves when it comes to making perks so situational that you need three other perks, specific Killers from a specific area of the world and RNG on your side.

    The perk literally synergises with itself or you can use it with DH.

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/ERTR3HMGNUSO/image.png

    I give myself a heavily restricted rules to see if MMR works as intended.

    Note:

    Generally many matches with less kill were because I cant first hook the 4th survivors to process to second hooks others.

    • Match 5: Struggle to first hook Zarina so I can process to second hook other 3 because other 3 keep trying to flash light save Zarina.
    • Match 12: Struggle to first hook Adam to process second hook other 3. Adam was the last standing while other 3 were slugged, he failed to pick other up. Lead to 7 hooks 4K
    • Match 17: Bad spawn, I was on the upper floor corridor. Felt like survivors could see me right in the beginning. Really close to get the Claudette's 2nd hook, but 1 mistake costed it all (Tier2 98% stalked to 99% and stab her before vaulting window, only injured Clau)
    • Match 18: It was really tough, down a Meg early, Haddie blinded me but I didnt drop Meg, but when blindness slightly cooled down, Im blinded again when I still dont see anything, and Meg was saved. Wish I could know if my face is on the sky or on the ground so dodge the 2nd attempt.

    I think if you ran UW it would massively counter your issue of not being able to find the 4th guy for a 1st hook. Also when it comes to flashy saves, if you spam your mouse downwards that is a certain way of making sure you are looking down to avoid a double blind. Overall congrats on getting this many hooks and kills as a D tier killer with the restrictions you placed.

  • @TheMruczek said:

    I have encountered a certain group of Survivors, twice.

    https://us.v-cdn.net/6030815/uploads/BC6NFCV83PGD/zrzut-ekranu-2023-11-04-021745.png

    https://us.v-cdn.net/6030815/uploads/PI44IDTJA3PE/zrzut-ekranu-2023-11-04-023554.png

    Pre-dropping pallets, 3 insta heals, hold W, MFT and SB, map offering and yet even with Sacrificial Ward you go to Mother's Dwelling.

    Camping won't really work, they will just sit on gens. Good luck with tunneling considering how they have so many insta heals, couple of bodyblocks or pre-drops, they are fine and you don't have anything that elevates Xeno's strenghts like you have with A-Ring or speed add-ons for Blight.

    Got called a clown twice.

    I'm confused, do i just go and main Blight now? Or Nurse? Do i now have to use NOED?

    When you bump into these teams just dont focus on winning. You will be surprised at how much better you do, I went against RW about 3 times in a month, they were nice enough and I lost all 3 times but the third time I accepted my fate so to speak and actually got a draw. Your other option is to lobby dodge, which to be fair if you did not want to face this you should have done.

  • @Annso_x said:

    It seems I've finally lost all hope in the devs and the future of the game.

    I've barely touched the survivor role for a hot while because solo q is a pain, and to no one's surprise nothing is done or even planned to improve things.

    On the other hand killer will be in the best spot it's ever been when the MFT murder comes through, and I'm already bored after three games because it's literally just free 4k after 4k (and I'm not even that good).

    Anyways, yes MFT deserved a nerf but BHVR proved once again they can only produce either busted or useless perks.

    BHVR still stands by the calm spirit and pharmacy "buffs", there's better chances of Pig and Billy being nerfed than Blight (who of course will stay untouched for an other six months at least), and all the "map balance changes" do is adding a bunch of unsafe pallets everywhere because the devs apparently think it's peak gameplay when both sides dislike it. Chapters are not worth buying because the perks are either already bad or they're way too good and will nerfed to the ground anyway, and the whole cosmetics FOMO thing is tiring.

    Finally, that trickster buff. I have no doubt it will be changed before it goes live but just the fact that it was planned, made and approved before being presented as "we know survivors think he's annoying so we've made him a whole lot worse" did it.

    That was the last nail in the coffin. Just the fact that the devs think it's fine and worth testing made me realise I've given them too much credit and maybe the people who claim BHVR barely understands their own game were onto something.

    In any case, I'm playing Demo and Dredge until I finish the rift and will uninstall the game when it's done. I also won't come back here, so good luck to everyone (especially the mods). Don't forget to have a bit of fun.

    I personally thing its great that red forest is being shrunk, that map was just simply way too big. MFT is getting nerfed but is still useable.

  • @averagemikaelamain said:

    https://us.v-cdn.net/6030815/uploads/N15U8E9RIV16/image.png

    In this update, we’re aiming to address points of frustration for both sides

    For Survivors, dodging Blades could feel inconsequential since so few would injure you, making it feel unavoidable.

    Trickster is now completely overbuffed and has even less consequences to missing,can build up his camping focused main event in less than a health state and zones you completely for free now with 4,6 m/s.

    https://us.v-cdn.net/6030815/uploads/N9PFIPIWWT0Y/image.png

    MFT now is only useful with Dead Hard or against Legion,promoting perks being generally useless except niche frustrating scenarios. Great job!

    Second, we’ve reviewed various pallets loops and reduced the amount of vegetation surrounding them, making it easier to identify loops at a glance.

    https://us.v-cdn.net/6030815/uploads/SBAPIGNI2WVF/image.png

    They actually just added more fog and everything is still impossible to see with 40 trees and bushes.

    How is this entire update just: "We identified the issue,we now do nothing about it". What the hell is this,genuinely I dont understand this at all.

    That is just a screenshot of the current map, please at least go into the PTB before making assumptions. Also I am glad MFT got this nerf, baring in mind it still synergises with itself in that if you get a heal off you gain endurance so the perk is fine now and it can trigger its own effect.

  • @NekoAndromeda said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572797#Comment_3572797

    That combo already exists and has nothing to do with the stuns. If you have an issue with the add on combo, thats something else entirely. Wraith is the only killer who gets an extra long stun while using power. On top of another killer with a mini version of what he has, because Onryo does get a tiny boost out of demanifesting, is entirely rewarded for getting stunned when using the power.

    Onryo actually gets slowed down a bit when coming out of her cloak, not a tiny boost. I think the current stun is fine because if you do get stunned as a wraith in cloak that is 100% your own fault. I cannot even remember the last time I got cloak stunned as a wraith and every time I have; I recognised it was my own fault. If you wanna buff wraith, bring back his uncloak lunge that he had, that was so much fun and actually gave wraith some relatively decent anti loop.

  • @dbdthegame said:

    We all talk about how upset we are about the new broken thing that we all hate from the other side, but can we stop and acknowledge that BHVR has been taking many steps in the right direction? Let's examine what happened over the last year or so:

    • Genkick, one of the most hated meta ever to grace this game, was gutted.
    • Onryo, a very underbaked killer, was given a pretty significant rework that conserves her original spirit but makes her power more interactive
    • Skull Merchant was reworked within the year to something that's still problematic, but more tolerable
    • Circle of Busted and 4x heal medkits were gutted to oblivion
    • Dead Hard finally stopped dominating the meta
    • Gen regression slowly drifted to something that's more healthy for the game, incentivizing hooks
    • Anti-facecamp measure is actually well implemented and strictly prevents facecamping, without being another tool for survivors to abuse
    • Many weaker killers got smaller buffs and QoL updates that made them marginally, or significantly better to play (looking at Trapper especially)
    • Many weaker perks got their potency bumped up a notch and actually became more viable
    • We've had some decent recent killers and chapters, with Alien being one of the chapters people have been asking for for the longest
    • Quick measures were taken to fix Xeno when he was glitched (although he got overnerfed in my opinion)
    • Many of the stronger perks were kicked down a notch, for both sides
    • Brand New Parts no longer do the funny 5s gen repair when you spawn together on a 4 man gen
    • A lot of pretty strong perks were released, shaking up the meta. Some healthy, others not so much
    • A lot of maps were reworked according to feedback
    • Some planned changes were scrapped after negative feedback was received instead of implementing them live and taking years to revisit them
    • The long-awaited Nurse addon pass that killed Double Range and Starstruck Nurse
    • Spirit addon pass that finally stopped MDR+Yakuyoke from being a free win every game
    • Billy was given some love

    And now, we're finally getting the MFT nerf update, reworks to Red Forest and Garden (arguably the two most survivor sided realms currently), a Trickster rework (in my opinion, they were a little overzealous, but I doubt he'll make it to live in the PTB condition), and a new chapter very soon.

    Can I also just say, I really love this approach that BHVR has been taking lately of trying to buff things up to the level of something that's strong, instead of nerfing the strong thing. Some things that are strong should be allowed to exist (like Nurse, like Blight), and BHVR should aspire to make killers that are closer in strength, rather than reducing the strength on those killers to the level of the weaker ones. Of course, there are some things that are objectively too strong, that rightfully deserve a nerf (like UW, like MFT, like some Blight addons, like FTP+BU, and a few more things). There's still plenty of work to do. But for now, can we at least stop and celebrate the overall direction the game has been going in?

    BHVR has, indeed, done a pretty good job so far.

    I will say them doing these map nerfs every patch (like the new red forest one) is one of the most welcome things they have done in a while, literally one of this game's biggest issues and one it has had for years is finally getting looked at so I agree.

  • @locochameleon said:

    So the Big Alien Chapter! the Chapter to bring the infamous Xenomorph from the Alien Chapter and put her square dab in all of our favourite Murder Simulator, sounds like a recipe for success right?

    well all day, I've been playing Oni for Tome challenges and been doing surprisingly well, 2 - 4k games, decent blood points, generally fun, then I decided to play some Xenomorph for the sake of well, my enjoyment, She's my favourite Movie Monster so of course I wanna play her, and do you all wanna know what EVERY Xenomorph Match ended up like? let me show you a step by step chart

    Start Match ---> go into Tunnel ---> pop out near Gen being worked on and begin the chase ---> run into loop the Survivor wants to take me to and let the mind games begin! ---> before I even get my first hit on the survivor get knocked out of crawler mode by a flame turret ---> become a m1 killer and try to get a down that takes more time then it should ---> go back into tunnel ---> pop out near gen and do it all over again

    want makes this worse isn't the fact I lose my power, My ENTIRE power to a turret at a loop they plan to exploit, the problem comes from that they have, and get ready for this, INFINITE TURRETS TO SPAM, I know the idea of fighting back against the killer is a thought Survivors cream themselves at the idea of, but remember this is a HORROR game, they should delay, they should disrupt but they should never be able to take me head on without needing a risky perk like Head on or Pallet Stunning me, but the issue comes from not the fact of what the Turrets do but the fact survivors can INFINITELY spam turrets,

    I use to think to myself when I play Survivor "why aren't there any Xenomorphs about?" and now I know,

    I won't pretend to have all the answers all I'll do is a few suggestions I think may make things better and until then I'll go back to playing Oni and Wesker for the time being

    Suggestions:

    Make the Turret Finite: give the Survivors 10 Turrets to use per match, once they're gone, they are gone but keep everything else the same about them, they can knock me out of my power instantly, they can be used to slow me down on loops making me NEED to deal with them to being closing the distance but now Survivors have to be pick precisely where to put them before the game really gets going, kind of like a little pre-Objective for survivors to have a fighting chance in the game

    Let the Turrets Destroy themselves upon successfully disabling Xeno's Power: Becoming a M1 killer can be a huge cripple to the Xenomorph player so having the xenomorph not need to worry about the turrets once they're job is done would be a blessing (think of having 'Ripley's Watch' a brown add-on for xeno as basekit) and for a bit of flavour and planning on the Xenomorph side perhaps being able to see Turrets in Tunnels as basekit would be cool too? make me need to strategies my approach

    Hope you all have a great day <3

    Did you ever consider you can just break the turret and if quick enough it will not remove your power?

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575855#Comment_3575855

    Has he even played Trickster? To be an S-tier Killer, you pretty much need:

    -Little to no downtime on your power (No; Locker reloads)

    -The ability to easily beat any, or almost any loop in the game (No; projectiles are good, but not that good)

    -The ability to quickly and easily close the gap with Survivors so they can't just hold W to another loop (No; he's just a 115 Killer)

    I think the idea is what knightlight is trying to say (he is one of the best dbd players in the entire world as well as his team) is that because trickster will be able to down so fast given that he can be main eventing left and right, has max throw speed etc, his map pressure and the like will come from him getting downs. The other factor these S tiers have other than map pressure (blight with his map speed for instance) is that they can down super fast and this buff basically gives that to trickster. You could be a 9k hour player but if you face this new trickster at a loop with low enough walls or you run into the open, you will get shredded (which in some maps is unavoidable). He or anyone could be wrong until we see him on the PTB but for the most part trickster will almost certainly be A tier now if he does not quite hit S.

  • @jonifire said:

    Title

    Because then a pig with third seal etc would be an utter nightmare to go against?

  • @sickdeathfiend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575553#Comment_3575553

    No weapon in hand? Semantics. Flashlights/fireworks/flashbang/decisive strike are a weapon that is carried by the survivor, so I still can't tell if you trolling or just want to argue because you hate change of any kind. Who said there wouldn't be counter play? That's like saying flashlights and pallets have no counter play.

    I think the game would be greatly improved by adding some new survivor weapons to vary it up and add some spice. We have only had flashlights, flashbangs, decisive and pallets for forever. Lets add something new. The flame turrets were a good addition as far as survivor weapons but it's tied to one particular killer.

    I love change, I just dont want a repeat of no counterplay stuns etc (like when you could get a flashlight save at any point in the pickup animation for example).

  • @Exerlin said:

    Hi, I am a big No Mither fan, and the recent changes to MFT are going to be gutting this combo soon. I'd like to talk about the MFT nerf and why I believe the MFT nerf is going to ruin a fairly new, blooming playstyle.

    MFT in its current state is the perfect partner for No Mither. When combined, you are playing with a kit that prevents you from being healthy, gives you a 3% speed boost, grants you near-healthy-tier stealth the entire match, and lets you tank a hit if you healed someone in the past 10 seconds. This is one of the ONLY perk combos in the game that requires you to play in a different way, and MFT is the one perk that enables No Mither to keep up with non-No Mither users. With the upcoming nerf, No Mither is going to become obsolete in the eyes of try-hards once again. As a No Mither try-hard, this makes me really sad.

    I doubt people are going to be excited to use the new version of the perk that the devs listed. The perk is ridiculously unbalanced because it has no downside. Imagine if No Mither didn't make you broken! That's what MFT is right now. That being said:

    MFT would be fine if it made you broken the entire trial.

    No Mither + MFT is a unique playstyle that takes some time to learn, and there's nothing else like it. This game is so complicated that there are too many variables at play to purposefully design a perk combo that is about on-par in viability as the standard while being so different. MFT + No Mither is exactly that; They designed it on accident and others and I have found it.

    Behavior, please do not add the new condition for the haste requirement. Instead, to preserve this unique and fun playstyle, have MFT make you broken the entire duration of the trial, just like No Mither does. The perk is strong enough that this will still let it see the light of day every once in a while. I'm afraid that the nerf the devs proposed will cause MFT to see as much use as perks like We're Gonna Live Forever or Borrowed Time.

    They wont do this, but if they did I see no issue with it.

  • @MegaFreeman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567033#Comment_3567033

    If you're actually getting bullied by an extremely niche situational build, then git gud

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567035#Comment_3567035

    5 health states lol? I'm just asking for 2. Please explain how would someone be able to stack 5 health states

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567044#Comment_3567044

    How is there already way to much in this game, everyone runs same 5 perks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567049#Comment_3567049

    Why shouldn't it be a thing tho? Killers have so many powerful perks but its OP for survivors to be able to use Dead Hard while getting tunnelled?

    It is just annoying, so no I do not want to hit a survivor 3 + times.

  • @sizzlingmario4 said:

    Jolt and Eruption are fine. Pop, Pain Res, and STBFL are not.

    Either way, MFT needed the nerf though.

    Pop is fine?

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