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HarlockTaliesin

HarlockTaliesin

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HarlockTaliesin
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  • Cosmetics are ok, but they don't fix issues. Although Hux can be a good killer, it's not friendly or fun to the average killer player. The investment needed to become very good at it isn't worth the return value that you get. Particularly comparted from investing equivalent time into another killer, like Nurse or Blight, where the returns can be massive.

  • A long while back I used to make friends with the opposing side from what I was playing. Hasn't happened anytime recently, though. When playing killer, even if playing nice, most of the time the survivors you let go are rude if not outright toxic. Most killers I've played against as survivor at best will delay killing you if the rest of your team is not helping you.

    These days there's not really any time to try to be friendly with each other. Trials just go too fast. It's either pop gens or tunnel out.

  • First Endurance, now Haste. Stop stacking this stuff on perks. There's already mass requests to remove them from perks we already have.

    Three things that should've never been/never needed to be altered in the game are the speeds players run at, how many health states they can get, and Killer Instinct.

  • It could be the lighting, but in some of the images (particularly #1 and #6) her jawline is unusually wide. Looks like she could unhinge it for attack purposes, or has pouches to store food for the lean times.

  • @Zokenay said:

    Meh

    Same. There's much that would need to be fixed between now and then for it to be as fun as prior years, and I don't think they have it in them.

  • @Nazzzak said:

    This would be good. I usually just grab what I want first, then select auto buy. I find it's not too time consuming.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556343#Comment_3556343

    I assume it's for new players, to give them time to read/learn what each of the offerings involves.

    While it's useful for new players, I don't see why it can't be coded so that someone new to the game who's never used the Bloodweb before can't have the manual web, while someone who's prestiged at least one character one time can have the auto web. Maybe make it a selectable option that's turned on by default but can be turned off at any time.

  • No. Must do gens. Gens are mother. Gens are father.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555711#Comment_3555711

    I didn't see any official post.

    I watched Otzdarva and in his chat there is a command for codes. Seen it there.

    That's why i mad this post in the first place. To make people aware.

    Is it truly gone already???

    It was apparently gone within a few mins of your post.

  • Occasionally. I just wish that it and the "Did you have fun" option did something. Placebo effect can only go so far.

  • It looks like the screenshot posted by Nirgendwohin and pops up when you login to the game. I've had several reports show up this way, with one particular one showing up at least once a day for ~1 week now. Not sure if it's a case that is continually being worked due to others reporting them as well, or if it's just hung.

  • Traditionally, female characters are seen as more "neutral" or "warm" than males, whether in fact or just perception. Male characters tend to be more aggressive or stand-offish by design or perception.

    Female players gravitate to them as both a feeling of being "safe", plus relatable, and can be viewed sexually.

    Male players gravitate to female characters either sexually, prefer a sense of safety, or just not wanting to be always-on aggressive.

    Then you have things that can be more mechanically/visually useful, such as female characters tend to be of shorter stature and less bulky to enable hiding better.

    Lastly, there's the cosmetic standpoint. Female characters in general almost always have more cosmetic options than male characters. So if you like to play dress up with your character, it's a solid bet picking a female character.

  • Though it can be tunneling, it also comes down to how altruistic the survivors are. Playing killer, there's been way too often where two survivors go for unhooks way too fast in the early part of the trial and wind up trading hooks or getting downed/hooked shortly after unhooking. When that's the case, the best course of action is to stay with those two until they're either dead or you've double hooked both, then go for the other two survivors.

    If hooks are to be spread out, you need both a killer that's not tunneling/camping, and survivors who don't try to unhook too soon/right in the killer's face. If it's a shorter distance to go back to the hook than where the killer was going before the unhook/unhook attempt, the killer's going right back to the hook to either go after the unhooker or count to ten on the unhooked.

  • I think they'll postpone it for another indefinite period as newer content is released that causes more problems and pushes the Twins, Freddy, and Pyramid Head to the back burner.

  • Never saw a reference to this anywhere besides this thread. Where was it posted?

  • Probably a string of dailies for those two. Dailies seem to come in bulk.

  • Myers, Wraith, Spirit, mostly.

    I used to like playing a lot more, but with the current MFT/WoO/Resilience/BU/FtP meta if you won't have speed or an insta-down you either have to sweat or deal with mass bulls**t. Neither option is fun.

  • Any update available for this? Another month has gone by with nothing but silence.

  • Camping won't really go away, it'll just move to be more proxy camping and tunneling. There was a discussion recently on the places to stand on some maps where you won't trigger the AFC mechanic but still be close enough to swoop in for an off the hook hit to get endurance out of the way or hit the unhooking survivor.

    Plus Bubba, the king of the facecamp, will be one of the few killers still able to get away with it with only a slight downside. It's like whenever BHVR releases new perks and other mechanic changes that effect everyone except Nurse/Blight/SWF.

    Same stuff as always. Treating a symptom with a band-aid rather than the problem.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553790#Comment_3553790

    That's also what I don't get. If the chase lasted 30s, you are already 5s deep into BL 2. BL1 against MfT already still has a .68m/s or a .08m/s advantage over normal for 10s, and BL2 has .88m/s, nearly 50% more than the base .6m/s for that minimum 5s. I've heard various breakpoints of MfT vs SB, and they nearly always seem to put SB in a more favorable light. They also tend to discount SB's other uses, although to be fair, I discount the Endurance in the MfT discussion because I advocate its removal from MfT.

    I understand MfT gives more leeway for mistakes, but those predominantly exist in places where mistakes matter by a sufficiently small margin that it already is 'M1 uncounterable if the Survivor plays it perfectly' like shack. It doesn't add 'new' shacks essentially, just the existing ones are more painful. I already have it in my mind how I plan on countering them, and am ready to 'bruteforce' the 3 window vaults and/or pallets and/or Bloodlust if need be.

    I basically view MfT and Resilience in the same 'anti-lag' realm. Essentially if the Killer and Survivor had 0 ping each, would the vaults/hits still work? Most times, the MfT/Resilience time adjustments are only enough to negate Killer's lagvantage. Negating an advantage that never should have existed doesn't seem like an issue to me (in most cases).

    Unfortunately this isn't a real-world scenario. You lose Bloodlust as soon as you break a pallet. Although not all pallets have to be broken, there's a good number that does. Especially if you don't want it to bite you in the @ss later (ex: Gideon's).

    For this to work, BHVR would have to remove killers losing Bloodlust from pallet breaks. Even then, places like the main house in GoJ exists, where you can lose Bloodlust constantly with a survivor just using MFT, not to mention that MFT is often used with Resilience to make the vaults quicker.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553543#Comment_3553543

    I've been playing Knight, Ghostface and Wraith.

    The perk is strong, but that's okay.

    TBH I wouldn't use those killers as examples of why MFT is ok.

    Ghostface can insta-down, bypassing MFT at least on the initial down. Or, can expose a survivor who's already injured to make them leave the area expecting to be chased while Ghosty goes for another survivor. This killer has an advantage in this area. However if they continually get revealed, or get in a straight unstealthed chase, Ghosty will suffer the same as any other M1 killer. They have a way around it, for at least a little while, which gives them an advantage.

    Wraith has speed+stealth, and as such has a much easier time dealing with MFT in general solo queue. VS decent SWFs and highly-skilled solos, MFT is problematic (especially when combined with other speed/second chance perks). Wraith has a couple of basekit options to work with, though.

    Knight is more easily able to cut off or herd survivors in close quarters for a hit/down/endurance removal, or drop a guard on a gen to temporarily keep a survivor off of it even if they can't catch them. But if a survivor escapes and is even able to shift W out into an open area, MFT gives the survivor an easier/longer chase and can even make it useless for the Knight to try to summon.

    Killers with speed, insta-down, or teleport will fare much better vs MFT and its stacking with other speed perks. This doesn't mean the perk isn't problematic, even if you discount the issues all of the other killers will have vs it.

    BHVR gave killers Bloodlust to help out in areas of maps that would be a problem for them to catch a survivor (even though this is negated by having to break so many safe pallets). Then BHVR turned around and without fixing the map issues that caused Bloodlust to exist, gave survivors a perk that even when pallets are gone and there are no windows, brings back almost the same problem killers had before Bloodlust was added. Except this works everywhere, and just requires taking a hit after the chase/pallets/windows/looping have already been going on. The icing on top of this re-breaking chase and loops, is that endurance was included for no reason at all.

    The salt in the wound is that from what's been discussed so far, whenever BHVR finally nerfs MFT, they're most likely to just do something non-effective, like remove the endurance component. Which isn't the reason that anyone runs the perk. Many survivor's defense of the perk has already said if the perk loses the speed there won't be a reason to run it, which is an admission that speed is the reason for it to take up a slot.

    A proper nerf would be removing the endurance, plus making it time-limited, token-based, or both. Such as, the perk starts with three tokens at the beginning of the trial. When injured, a token is removed and the survivor receives a 3% speed boost for 7 seconds, then the perk deactivates. The perk cannot reactivate until the survivor has been completely healed by any means. Once all three tokens are used, the perk deactivates for the remainder of the trial. This would have the perk maintain value, but without being broken.

    Alternatively, they could remove the endurance, leave the rest of the perk as-is, and remove killers losing Bloodlust after breaking a pallet. The perk keeps its value, and killers (especially M1s without speed or insta-down) still get to build Bloodlust as it was intended to chase down the survivors. I think the time-limited/token-based option is both the more fair and more realistic choice, though.

  • For general purposes all survivors are effectively the same. They're just perk delivery skins with some background lore text for flavor.

    Given the option I tend to play the ones that make the least noise, and of those the ones that have cosmetics (either default, free, or rift) that help them hide on most maps to escape. Beyond that it doesn't matter.

  • MFT and UW were both added to drive sales and be at least somewhat broken to change the meta. You know it has to be deliberate for them both to have even made it out of the brainstorming phase.

    One breaks the built-in movement management for both maps and killers. One makes it so survivors can be found, at least within a certain area, with no real mitigation.

    One is behind a pay wall. The other was on the first sci-fi DLC which drove sales (even though it was a flop except for that perk), then was thrown on the Shrine for everyone to get (making it doubly intended to be available en masse).

    I get that BHVR wants to shake-up/change the meta, but their methodology is psychotic. Every attempt to do this creates a worse meta than before, and pushes the game into being far more competitive than the "party game" they keep saying it is.

    The old formula where trials lasted a while and you got to get in some good chases, had time to pop chests/totems, could do event stuff without throwing the match. Now it's just crush out gens or burn a survivor out asap or you've already lost the five minute match.

  • @CaulDrohn said:

    I got that challenge reasonably fast, should have been less than 10 games. I tried to progress the game normally, and have hatch perks and sometimes a key as a fallback. Of course I had to play selfish, but the games I lost were solely due to bad team mates, that did horrible blunders, dropped like flies in chases, were not doing any gens without any reasons.

    In one game on RPD, we fininshed all gens. I jumped to a gate, I see with bond that one of the other remaining survivors brings the killer to my gate (unintentionally, I guess). Killer switches target to me, we chase for a bit, enough for the other survivor to finish the gate I started. But when I look around with bond, I see one of them opneing a chest, and the other one a totem. Of course I got downed eventually, and the left to die on the hook. Should have played more selfish there, I guess, waiting for the others to open a gate.

    But the biggest issue I had were "teammates" actively working with the killer to hunt me down. Had a game on Badham were the team was abysmal, two ppl getting themselves downed and hooked next to each other, killing themselves on hook. Kate runs to "help" injured, gets found and downed instantly. A few seconds later the others are already gone, and killer lets kate wiggle free so she can lead them to me. i got found and hooked, and unhook spammed until I die. Why? Because i was "being useless, hiding all game", sure. We managed to do one single gen, which I did totally on my own. But I'm the useless one here.

    Sure such challenges suck, playing selfish is bad for the team. But when you play with the killer to actively sabo a selfish player, in a situation were the game is lost anyway, you are not only doing a banable offense, you also may force the selfish player to play yet another round selfishly (bc of the challenge).

    That's a bannable offense, if you got video of it. I don't leave video recording on all the time, but if players start acting weird (hacks, etc.) I'll start it. More importantly, if it's down to two survivors and I'm one of them, I start recording. I've lost count of the number of survivors I've had to report for obviously working with the killer to find other survivors.

  • When playing killer, most of the time I like finding a WoO user. I call them my "Pallet Pal", because they help me clear out so many pallets early on, particularly in the more well-traveled areas, so it's easier to get downs in mid/late game. I've had some WoO survivors wind up helping me wipe the rest of their team so well that I let them go at the end.

    The only WoO users that are annoying are the ones who try to max greed everything, so I usually just tunnel them out first or let them bleed out while smacking around the other three survivors if the team is overly altruistic.

    But to answer the question, no, WoO doesn't invoke skill any more than NOED does for killers. Both are crutch perks for when you're new to the game or you can't/won't learn how to improve.

  • The Knight is indeed clunky, but not as bad as Pyramid Head. Both can be annoying to play, but I'd take Knight over PH for most situations.

    As others have said, if one of your guards gets a hit/down it'll either be luck, bad move on the survivor's part, or you putting the survivor in a pincer between you and the guard. Most times you will use the guards for herding survivors, cutting off escape routes, or patrolling a gen with a lot of progress while you look around it or go check another gen.

    In addition, some things to bear in mind. When sending the orb out to summon a guard or make a patrol path, you can go through windows. This is excellent for dropping a guard in the shack or similar area to aggro on a survivor trying to loop while you move to cut them off. They have the choice of getting hit by the guard, running into you for a hit, or possibly burning the pallet to get away and making the shack generally useless against you the rest of the trial.

    Also, the summoning orb can't go over edges. For example, if you're on a second floor or ledge the orb will dead stop just before you or a survivor would drop down. This seems to be a strange limitation and I'm not sure why it's there, but be mindful of it. If a survivor is close enough the guard will still aggro on them if summoned at the edge and go after them.

    It's also often best to drop a guard a little behind/in front of the survivor from the direction you're going, particularly when you're about to go down a parallel wall. Almost guarantees a hit one way or the other (including forcing the survivor to vault a window, and you can swing around to that side of the wall at the last second and catch up to them while they're in the vault animation.

    Lastly, guards can fly! Not sure why, but per BHVR it's intended. If there's a survivor on an overhang (like the main house in GoJ, some of the houses in Haddonfield, or the main house on a cornageddon map) drop a guard just far enough out from the wall that the guard has LoS of the survivor and the survivor will be in the guard's aggro radius. The guard will fly up to hit them, or drive them down to the level you're on for a hit.

  • Horrid challenge. Basically it's BHVR giving license to players to throw matches or play ultra selfish. Even if that's not the intent, it's going to be the outcome at least half the time. They should know better than to do challenges like this.

    For me, it went down like this (solo queue):

    • 1/3: First trial after selecting the tome I lucked out, the killer DC'd on spawn because the map offering they ran got skipped for a map offering by another survivor (Huntress trying to run RPD offering).
    • ~12 trials pass, all horribly untenable, suicided on first hook to gtfo.
    • 2/3: Another lucky trial. Noobish Freddy got looped by a survivor for three gens then DC'd.
    • ~17 more trials pass. Stuck with troll teams that wouldn't touch the gens, noobs who didn't know the basics of the game, people that just wanted to be chased, people that hid in lockers (loudly) at the first hint of TR, people who'd run from you when going to them for heals, 3-man SWFs who stood in a corner communicating with crouches while I'm on the hook, and so on. Wound up either suiciding on first hook to not waste more time or escaped after only being hooked at the end of the trial.
    • 3/3: Loaded up on Calm Spirit/Sole Survivor/Self-Care/Bite the Bullet and stealthed the trial, only popping out to do a safe unhook and work a gen when someone else was in chase. Killer camped the hatch with two gens left, so I 99'd the last three gens, randomly popped two, then blew through the exit just as the killer (semi-afk?) realized they'd lost their advantage and closed the hatch.

    While this isn't the worst tome entry I've ever done, it's easily in the top 10. Maybe top 5. The trauma of doing them makes remembering them kinda fuzzy. Probably for the best.

  • @EvilBarney666 said:

    As a killer main it makes you target number 1. If you can see I am clearly wanting to after the unhooker and you get in my way to stop me from doing so, your the target.

    Do not use an ability that's primarily used for defense offensively. Your weaponizing it. It is meant to dissuade the killer from going after you. Use it to get away.

    Just my opinion. But I will go out of my way to down you again.

    This. If it's an accidental body block, like the unhooked survivor is panicking and trying to get away, it's no big deal. If they deliberately and repeatedly put themselves in the way of me going after the unhooker, they're getting dropped and going back on the hook. Use your getaway window to get away.

  • I have the issue where the servers will randomly throw me to another continent across an ocean all the time, but 9/21 was bad. The game even lagged on loadup, when it runs through the checklist for your account and such. Took forever to get the main menu screen. Weird rubberbanding in trials, when everything seemed fine moments before and after.

    Even had one survivor lose their mind at me in EGC while playing killer, apparently accusing me of hacking to cause the lag.

    Angry and Stupid is No Way to Live.png

    Angry and stupid is no way to live.

  • @Dreamnomad said:

    I actually think it is hilarious that bots will immediately leave once exit gates are open. Do you really expect a bot to coordinate with a real player to pull off an unhook? Them leaving also frees up hatch options. I do wish they improved the skill checks though. It shouldn't be perfect, but around 90 to 95% accuracy seems fair. It would actually be awesome if Dwight bots had lower skill check success rates and hid in lockers.

    They do! Besides randomly missing skill checks, I had a Dwight bot repeatedly duck into lockers while I was chasing it. The first time it almost worked, because I'm used to bots wallhacking for the power greed on loops. I suddenly lost the Dwight, and while looking around I thought "if this was an actual survivor they'd have to have gone in a locker". Went back and opened the one nearest to where I lost him and there he was. I was so impressed I let him wiggle free and went after other survivors.

    When I came across him a few more times in the trial, as soon as he was out of sight he'd jump in a locker. Maxed out my 600 BP/per Catch score off that bot.

  • Using MFT as survivor and going against it a lot as killer, I've never had the endurance effect benefit me or the survivor I was chasing. The 3% haste is the main and only issue with the perk, and the only reason for running it. The endurance is just gravy in case it ever is useful.

    Remove or leave the endurance, it won't change the reason it's ran by survivors or the issues it causes killers at all.

    MFT and Ultimate Weapon should have never been put in the game. Both perks are the top perk issues both sides are having. Both should be completely overhauled, because even though they're both way overtuned/OP, I'd doubt BHVR would seriously consider removing them completely.

  • I prefer to know when joining a lobby how it's going to go.

    Playing survivor, the three other survivors are high prestige and bringing flashlights, I know they're not going to give a damn about me or the trial. Load up solo survival perks or skip.

    Playing killer, I'm low/mid MMR on the killer I'm playing, all survivors are P80+ and loaded with flashlights/toolboxes, I know to bring a meta build or skip.

  • @ARTRA said:

    Yes, same map but smaller.

    Too much red and too much ""burning wood that looks like scratch marks"".

    At least would be fine if it was NOT red at all.

    This. Of all the issues that map has, this is easily the worst. Headache-inducing aesthetic and color scheme, scratch marks blend into so much of the surroundings that this coupled with the bug where scratch marks just randomly and intermittently stop (without running Lightweight) makes tracking ridiculous.

    All other issues aside, I hate having the pain of just looking at this map, as both killer and survivor. Throw in the stupidly loud chase music and elongated/piercing screams when someone is hooked, and I can't leave the map fast enough. I didn't think a map would be introduced into the game that was as much of a trigger as RPD, but damned if they didn't top themselves.

  • Any killer with high mobility. With how fast gens fly these days, plus the size and hinderance of some maps (Shattered Square as an example of size, Gideon as an example of hinderance), plus the number of chase extending options survivors have, if you don't have mobility you're already losing a gen as soon as you spawn in and start looking for survivors.

    It's awful playing some killers like Trapper and Hag, where you have to spend time with setup on top of mobility issues (if no one trips a Hag trap or erases it, you're walking). Particularly Trapper. Poor guy actually has to go around and pick up his power, then set it up, then look for survivors. At least two gens gone at that point.

  • It's a server problem that's been around for a while now, though as of a few updates ago it's gotten progressively worse. Can happen in both low ping and high ping server connections, player platform doesn't matter. It kicks everyone from the match, no in-game trigger seems to cause it.

    I've also noted on multiple occasions that the game will throw me to a server across an ocean from me for no apparent reason. And even though the lag indicator doesn't show in the lobby, as soon as the trial starts it's just constant lag and rubberbanding.

    I'll have no lag or packet loss to any websites or other game servers I monitor while playing DBD, and yet will somehow still be completely borked in DBD.

    It's been reported several times, and discussed on the forum (as well as Reddit, et all). As someone already said, the only response you'll get from BHVR is that it's you, not them.

  • Why I played SM. To unlock her two achievements, then mothball the terribly designed character. Got them done in the first two trials.

    Don't know that I'd say it was worth 9k shards, but eh. May eventually do some tome entries requiring that mess.

  • I don't believe Reshade alters any of the game's files, so it shouldn't trigger any anti-cheat software. You can check on Reshade's forums to be sure.

    It shouldn't cause any games to crash that weren't unstable to begin with. Since it doesn't change any game files, if there's a crash it would be individually the game itself or Reshade itself, or possibly the game crashing also taking Reshade down. Again, the Reshade forums would be your best bet for info.

  • @ShinobuSK said:

    Yes. Getting kicked out of party into lobby all the time. Best part is that I play solo, there is no party

    This. Even get it while playing killer, which is just....wut.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539756#Comment_3539756

    I am talking about turning down stuff like chase music.

    If you can do that, it completly messes with the balance of the game since its meant to be loud to weaken the sound of steps etc.

    The thing about the footsteps is that if you have even a half-decent set of earphones the chase music does very little to muffle footsteps. When playing killer I can follow survivor footsteps fairly easy with the chase music blaring and being blinded or having the survivor out of sight. Chase music is just excessively loud to be excessively loud, with no actual value.

    The current screams are outright obnoxious and serve no point compared to the old screams that were shorter, lower volume, and still let anyone in range know a person was being hooked. And that's if you're overlooking both the survivor image change to a hook on the HUD and red hanging aura.

    There are filter applications, both visual and audio, that can be found online to selectively adjust the various aspects of the game. Have been for a long time, usually taking one Google search to find. They're no more forbidden or blockable than Discord is, and some of them come as part of a software bundle with new hardware (video card, sound card, headphones, etc.). I don't understand why at this point the devs are trying to make playing the game more painful for such an ineffective outcome.

  • @Seraphor said:

    Why are we prentending 'reaction' is everything, when 'preempting' attacks are a far more common tactic, regardless of how fast the killer's attack comes out.

    Killer's attack at certain predictable times, when the survivor is in a vulnerable place such as vaulting a window, or when their attack comes off cooldown, etc.

    This works just as well for M1 attacks, it can work for the Tail spear as well.

    https://youtu.be/Ck35IEA283g?si=eIx0L_ZWMeBIXrE0

    Jesus. I don't have the Alien DLC and don't plan on getting it anytime soon (not giving BHVR any money with the current state of the game), so my understanding of the tail drag was that it was like Nemesis' tentacle drag: possible but limited, and it took a lot of practice to build up the skill to do it and land a hit. In this shot the Alien was able to drag an entire half way around themselves while the tail was out! That's insane! No wonder it's so easy to get hit by it, particularly when dragging it through an object (wall near a window, junk near a pallet, etc.). That needs to get cut down to at most 1/5 of the circle, and fast.

  • 2/10 or 3/10. BHVR went overboard with the first perk overhaul, and each one after just got mostly worse. Instead of just nerfing the perks that needed it (DH, Eruption, CoH, CoB+OC combo, etc.) they went nerf crazy, and only buffed a handful of perks that could've used a buff. Next perk overhaul did much the same. The healing nerf was needed, but the way they took down medkits and self-heal was hardcore.

    The additional gen repair time was a good add to slow down the trials, but with gutting gen regression perks, doing nothing to toolboxes, arguably buffing BNP, and only slightly changing gen progression perks, it wound up making genrushing easier. Especially since with the healing nerf there was less incentive to heal and more to stay on gens.

    Then came the MFT/BU/FtP/Hope/Resilience/WoO meta, further dumping on the lower tier M1 killers who've already needed some help for too long. Now there's incentive to stay injured as it gives a boost to chase, healing up downed survivors, and repair speed.

    Survivor side has gotten equally boring. You're either staring at a gen, running the best broken perk build to extend chases beyond the capacity of the map or killer to be reasonable, or staring at a killer who's tunneling/facecamping you because they need to get rid of one survivor asap in order to have a shot at winning the trial.

    And, per usual, the only killers/survivors that aren't affected in all of this are the ones that need to be affected the most (Blight, Nurse, SWFs, Wesker, Spirit, SM).

    Latest cluster is dropping a strong bugged killer with some strong perks into the game.

    As a game, 3/10 at highest. As a social experiment to see how much a person will take before quitting, 11/10.

  • Her entire line of addons that increase the distance from a trap that a survivor can be for it to go off needs to be wiped and something else put in it's place. Anyone who's played Hag for more than five matches knows to not use those addons.

    Since she's an M1 killer outside of the traps, adding something like boosting her from 4.4 speed to 4.6 after a trap goes off for 30-40 seconds in case that she's too far to teleport or in a chase with another survivor would also go a long ways for her, particularly vs survivors running speed perks.

    As a trade-off, Hag (and Trapper as well, who could use a boost) cannot place traps within 12m of a hook or exit gate console, and 5m of the Hatch, all of which has always been cheesemode anyway.

  • It's weird that the game doesn't allow switching between items. Of particular annoyance is when doing White Glyph tomes. Once you've completed it you're carrying a mirror that you can't drop and serves no other purpose than bonus BPs if you escape. No matter what other items you brought into the trial or pick up while there, you can't use them at all or drop them so other survivors can use them.

    I don't see why it hasn't been added to allow the switching of items, and in the case of White Glyphs leave it as a cosmetic only so you can use other items.

  • I've never really seen the point in pushing a character to P100 right away, as you don't get anything but a rank icon change after P9, so I can't speak to it from a survivor end. On the killer end, even though Prestige doesn't mean skill it does usually equate to time in game, so I expect a high P survivor to at least know how to play fairly well, even if they're not great. Know the maps/possible map spawns well enough, have the basics down to muscle memory, etc. I don't expect them to be gods, but when they are it's not surprising.

    When I come across them in the trial I'll give them a run to see how good they are, and use that to determine whether it's worth the time to chase or wait until others have been hooked/downed/killed and some map resources are spent to invest the time in dealing with them.

  • If it's at least a semi-strong pallet, throw it and run to another loop. The Wraith will have to either spend time going around or breaking it. Even though a Wraith has speed, and can have breaking speed with perks/addons, it still takes time away from the chase. Unless it's a dead zone you typically can make it to a vault/pallet/loop.

    Trying to vault spam a Wraith is almost a guaranteed way to get camped/tunneled when you eventually go down. It may lose the Wraith the trial, but it'll also get you dead/depipped/weak BPs/dropped MMR, which is usually worth more to the killer than a win.

  • It could simply be that sweating to you is normal/casual to others. I've been accused of sweating when playing killer far more than once, and it's usually after trials that were fairly laid back for me. The only time I sweat is vs a good SWF or survivors running broken perks (MFT, BU+FtP), as I play mostly M1 killers and you unfortunately have to in situations like that.

  • It'd also be nice if there were an audio/visual que for the tail strike.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533788#Comment_3533788

    Closing the game via Task Manager or turning off your console still gives a penalty. So does losing connection

    Also Prestige shouldn't really have a factor in MM. As some one whos played quite a bit before the progression update I have killers who are only at P9 or P10 because I have no reason to level them up as I already have a good number of add ons. That being said I still know how to play these killers. Same goes for Survivor. Just because I decide to play my P3 Jake, doesnt mean my P50 Meg doesn't exist

    I assure you closing the game via Task Manager has never given a penalty in the lobby or while the trial is loading. Penalties are only issued while in an active trial.

    Although Prestige doesn't get calculated into match making, it does give an indication of play time. It's not an absolute, however typically the higher the prestige the more play time a person has put into a character. While this doesn't equate to skill, it can equate to experience, which does impact their ability to play the character (or in case of survivors, that side of the game). It's easier to hide survivor Prestige vs killer, as there's no fundamental difference between the survivors. They're all just skins and perk delivery systems for effectively the same character.

    1. Killswitch SM.
    2. Finish/release Twins rework/addon pass.
    3. Finish/release Freddy rework/addon pass.
    4. Finish/release Pyramid Head rework/addon pass.
    5. Finish/release Myers rework/addon pass.
    6. Finish/release Blight rework/addon pass.
    7. Finish/release SM rework and remove killswitch.

    In all of these cases the issues were the result of the devs short-sightedness and lack of understanding the state of the game for releasing/updating these killers in this fashion. None more egregious than the SM, which should have been obvious during internal testing, much less PTB , how much of a problem this character was going to be.

    The others who have been waiting years for fixes shouldn't have to wait longer because of a more current mistake that never should have happened in the first place. Take SM down, finish and release the list of other characters that have been known for years for having problems, then deal with SM and re-enable.

    Putting out one set of players (SM) for a while is far better than continuing to put out multiple other character's players, or the entire survivor player base (Blight, and to an extent Myers). Everyone paid their money and put their time in for these characters. The bigger investment is the many instead of the one (SM).

  • It's buggy. From what I can tell, once your prior trial is over you're supposed to be able to queue up for the next one and start ramping up the bonus. However, if the next trial lobby takes a while to spawn the bonus doesn't seem to kick in or will completely reset. Also, even while playing back to back trials with little downtime in between the bonus seems to randomly fall off, then has to ramp up again.

    Switching between survivor and killer also seems to cause issues with the bonus, even though you're still playing back to back trials within the same timeframe.

    Occasional bugs, particularly with new things in the game, is understandable (to a point). But it's really annoying that most things don't just work.

  • Has been going on for a while now. As of a few patches ago it got noticeably worse. Used to be it would bump someone (ex: you) offline, but now it's taking down everyone in the trial. Streamers even mention it from time to time, but as of yet no fixes or updates from BHVR.

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