Feneroe
Feneroe
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- Feneroe
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Killers want to win their games as much as survivors do.
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Things like this are a problem for balance, because even increasing a survivor's strength slightly in a chase can heavily extend chases to the point it really hurts the killer. If multiple survivors are running it, it would completely kill a killer's chance in a match unless they're way better than the survivors.
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@anarchy753 said:
For tunneling:
When the first survivor is hooked, they are marked with something on the hud. Let's call it "weakest link."
When they are unhooked, weakest link lingers for 3-4 mins, paused while downed.
If the survivor with weakest link is hooked again, all survivors gain a 25-33% repair speed buff. Weakest link from this point no longer has a timer, it is permanent.
If the survivor with weakest link is hooked for a third time, the repair speed bonus is made permanent on all survivors.
If at any point another survivor is hooked (while weakest link is not downed) then the weakest link effect is removed for the rest of the game.
This would have ZERO effect on matches where the killer doesn't aggressively tunnel the first player they find, removing them from the game and getting the cushy 3v1 situation for the rest of the game. All it does is say "if you choose to make one person's game awful from the get go, you aren't rewarded with a way easier match."
It would have zero effect, as long as the survivor doesn't weaponize it (spoiler: it would be weaponized) to be as big of a nuisance as possible to the killer in their four minutes they couldn't be hooked.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643417#Comment_3643417
no. bhvr specifically said they picked a higher number than necessary so we wouldn't reach it in normal matches.
the actual question is, how/why did we reach it?
It's possible they didn't remove generators finished so early in a game they couldn't be regressed or generators never regressed because survivors never touched them. That would skew the data.
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Ask BHVR to balance better so more killers are good so you see more instead of the same handful.
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You mean anti-facecamping feature? It has to disable when all generators are done because then camping is all the killer can reasonably do unless the survivors are incredibly bad.
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If a survivor is using Windows of Opportunity to run from pallet to pallet, a perk that allows you to see the aura of the object they're running to isn't really going to help. It's why Zanshin Tactics is so useless.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642367#Comment_3642367
Teabagging neither wastes the Killers time nor does it impact their gameplay at all. Those are not really compareable.
Not saying that slugging until Bleedout should be a bannable offense, since it is not holding the game hostage, it is a dickmove, but not bannable.
So survivors standing by the exit and teabagging until either the killer or the game forces them out instead of just leaving once they're all safe isn't wasting the killer's time? How about when they do it split up at two exit gates, so the killer has to spend even more time forcing them out? Killer could have already been loading into another game with all they wasted.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642151#Comment_3642151
But doesn't that indicate the issue with the player and not the killer.
It is definitely a player issue. Most turrets I see are placed out in the open or next to a generator.
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Make it so survivors can't play hide-and-seek for hatch when only two are alive and give killers full win benefits (complete challenges, adepts, and gives the scoring and bloodpoints as if the hatchee was sacrificed) if a survivor gets out through the hatch.
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This would be a great addition, in addition to having the ability to opt out of hearing others' voice lines for the people who want it.
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Agreed. How survivors stand and move now feel like they're just playing a game instead of being in a life-threatening situation.
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Wow, that's a pretty big failure on Behaviour's part.
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@GolbezGarlandGabrant said:
Hatch should just appear at 2. Also eliminates the need to slug for hatch because we all know that will happen. Realistically 2 survivors can't finish gens, especially if someone got tunneled out early.
No, half the survivor team shouldn't be able to get a free win for losing.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633917#Comment_3633917
Didn’t survivors just get anti face camping?
and are getting anti gen regression.
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The difference from other items is blinding items directly affects the killer where other items don't and has blinding an annoying visual affect that can be stressful to the eyes.
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Killers that it makes sense to be chatty (minus one exception: Freddy) are already chatty. Absolute no to survivors having abilities beyond the items they already have. A single survivor should not be on par in strength to the killer.
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@AfraidMonsters said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619381#Comment_3619381
So you mute them, and report them.... df? It's literally as simple as one button to fix that. Also you literally can still get that in text chat. No idea how your only argument for "this cant be added" is that....
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619384#Comment_3619384
You either clearly didn't read what I had said, or are just oblivious to it.
"quite the opposite" is absolute bs of a response. I literally explained, and I know I'm right, that if proximity chat was added, less SWF's would use global voice chat. meaning less instant details of the match, less knowing who's chasing who, where are totems, etc. Your "quite the opposite" argument literally shows how little thought you put into this idea, before even replying with your disagreement.
This would not fully abolish sfw's using global voice chat, but it would actually make a lot more not use it. And proximity chat would not be overpowered. You'd have to meet up with other survivors to communicate, obviously, which is also what people should be doing in the first place. To heal, do gens together, etc.
And that would also help the killer more, too, cause it would allow the killer to have survivors grouped up in areas together, allow the killer to hear them speaking, etc.
People shouldn't have to hear that garbage in the first place. Plus, unless BHVR stops giving away the game occasionally on Epic and makes a decent sized team dedicated to moderating voice chat (which we know they won't) and banning every account they stored up last free week, it'll be a never ending problem.
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@SMitchell8 said:
Ranks were better. A new player would start at rank 20 and face rank 20's.
I wish that was the case. When ranks were still a thing, new players often faced high ranks.
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@oreoslurpee said:
if what your saying is accurate, and that’s what they believe. then why not try something like..
remove the ability to teleport through walls, jungle gyms, all that (maybe not pallets, but that’s debatable). but increase her base movement speed, increase her blink speeds increase her blink charges, etc! that way she uses it as map mobility so she has better gen pressure but isn’t so terrorizing for survivors who learned how to loop. plus c she can use it to gain speed on survivors too.
That just makes her a worse dash killer.
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It's a bug.
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It seems like an easy fix for this would be have killer objects have their spawns chosen before event objects. Not sure why it isn't that way already.
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If licensed outfits are sets or not isn't up to BHVR, it's up to the license holder.
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It's probably a lot more trouble than it's worth to manually disallow certain items in custom games instead of just giving you access to every item that isn't disabled. Also, honestly, it's a non-issue. You just don't use them.
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Go to the license holder and demand they allow one. It's not up to BHVR,
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They need to either make a backpack slot, or two versions of the torso - one with and without - that you get both of when you buy it at the same cost as now.
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No thanks. If there's one IP that should never be added to DBD, it's Jeepers Creepers.
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Offerings should be shared per role, but powers and addons should still be per character.
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The mechanic is supposed to stop facecaming, which it does.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555168#Comment_3555168
Weakening nurse without changing anything about her is fairly easy actually, give maps more high line of sight blockers so it is easier for survivors to break line of sight, most m1 killers don't really get bothered by that since they can just follow the scratch marks, whereas nurse needs to blink to catch up and therefore decide where to blink to... I m not saying they should plant ever map with such things, I'm just saying it is not impossible.
A change like that just means the Nurse runs aura perks and ruins the game for ranged killers. Bad change.
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The same reason that every original survivor before him doesn't have one: He was released before that started to be a thing for original survivors.
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They can do this right after they force survivors to run away from the killer after being unhooked instead of trying to weaponize borrowed time to bodyblock.
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So another perk survivors won't run and then whine because killers existed in a way they didn't like?
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Probably 2026.
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I dodge streamers for one simple reason: I'm not here to be their content.
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Agreed. Maps shouldn't be all one color. It just looks bad. We don't need the ground, buildings, objects, sky, and fog to all be the same color on any map.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549501#Comment_3549501
people forget who they hooked. that is why your asking a UI to not forget. this is something survivor seeing gen aura's. counting hook is a basic killer skill.
No, killer seeing hook stages of each survivor is akin to survivor seeing hook stages of each survivor. It was a basic skill for both sides, but they removed it on the survivor side. May as well make it fair and do the same for killer for all the killers that want to play nice. Or revert it for survivor and add back in that "basic skill" to them.
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Comms will not magically make people actually communicate and work together as a team, which is a premade's strength. It's way more likely most people won't use it and most of the ones that do will use it to insult and be toxic to their teammates.
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I don't get the point of making it so anti-horror in appearance. It would really look better with different lighting.
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There's no way you can make an anti-tunnel system that isn't a heavy nerf to killers chasing in general or abusable by survivors.
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If we go by previous reworks, either it'll completely gut her or it'll end up making her 3 gen playstyle the only viable style.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544635#Comment_3544635
Both is gamebreaking. It is just as easy for a survivor to abuse the locker exploit as it is for a killer player to find 3 gens and hold the game hostage. I don't know why we have double standards here.
There's no double standard. A double standard would be only killswitching things that are gamebreaking bugs for one side but things that aren't bugged at all but can be frustrating to play against for the other side.
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@Venusa said:
Yeah I agree very easy access to aura reading perks has made the game quite boring and killed the horror-factor.
Not a fan of the "unstoppable horror you can't ever escape from" type of horror monster?
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@EvilSerje said:
What problem chasing bots? You can't harass people because bots don't care?
I would really appreciate that that game won't end in 3 minutes while you are playing as survivor. But who cares...
Because people are playing a pvp game to play against other people, not bots.
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No. Hook the third and let the last survivor have a fair shot, or if you desperately need it for a challenge or something, just slug. We don't need hatch appearing early ever again.
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No. The killswitch is for game-breaking bugs, not unbalanced things.
@CatnipLove said:
They have already confirmed that it's getting changed. Why even bother making this thread?
3% makes M1 killers useless in chase? That's definitely a skill issue. Maybe try using their power instead of just running in circles hitting M1? That might help.
By definition, a M1 killer's power doesn't help them down people in chases. That's why they're M1 killers.
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This doesn't sound like a remotely fair addition to the game. It's way too much in one side's favor.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540141#Comment_3540141
Being neutral is boring.. forum is killer sided, reddit is killer sided, most content creators are killer sided and I don't see people complain it's ok, then if someone post a survivor opinion here all of a sudden it's a problem
it's just a funny fact if it affects survivors it's probably fixed in the next 3-6 months, bug affecting killer they're always very quick to react
Except that's not the case and what has been brought up a few times in this topic proves it. Don't try to create a false narrative because you want something to blame on your lack of skill and BHVR not balancing the game in the way you think it should be.
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Sure, but only if it's because the survivor died from being held in a flamethrower.
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@SMitchell8 said:
Can the Knights guards get to them? Without a console atm so not seen this exploit or been able to face it either.
They cannot.