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Hex_Ignored

Hex_Ignored

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  • I don't why this was also canceled. It is purely defensive in nature and can't be used offensively at all.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067497#Comment_4067497

    Pick rate is 8.1% at high MMR with a 63% killrate along with being the most hated killer in the game.

    but its okay hes middle of the road! /s

    He's basically legion, literally just an m1 killer. Trust /s

  • My very first killer game was definitely something. I was playing as the spirit without knowing how her power works. This was back in the day when spirit had no phase indicator. Since I had no idea what I was doing, I was just occasionally pressing m2 (without fully charging it because me dumb) and one of the survivors would run back into me. For the longest time I had no clue why they would do that.

    I also tried to bloodlust every pallet because I reasoned that the killer was already faster and getting even more speed surely had to be the best way to play.

    And I vaulted most windows because that obviously had to be faster than walking around the wall and I would keep my bloodlust.

  • Yes, absolutely. Gens on Greenville (also in 1v4 but especially in 2v8) are bunched together insanely closely, making it very easy to defend them. Spreading them out more by placing one or two in the parking lot corner would help alleviate this issue.

  • Double post; ignore this.

  • @CatManThree said:

    We don't need another cute young woman again. She also does not suit the backstory at all. The other three all befit the description of a scientist from a fallen world. Especially the two men. They look like they've experienced a lot and have much to tell.

    Also a side note but if you wanna compare black man to Adam then the old woman is grandma Kate.

    Exactly. We are drowning in that survivor category. We already have feng, kate, yui, sable, vee and mikaela. Do we really need sable but with a blue wig?

    The last male character was Gabriel and that was 2 years ago and we still don't have an elderly female character.

  • The GOAT. I miss them. They were genuinely funny.

  • Fully agreed. This should have been a new class. Survivors are already starved for content in 2v8, so I don't get why they are replacing one class with a completely different one rather than just keeping the old one as is and just adding the new one. Having more options to choose from would have been great.

  • Legion simply doesn't belong in 2v8. He never should have been added and of course small tweaks like what we got in this iteration will not be enough to fix him. The fact that he got what is arguably a buff with the reduced hit count is also quite questionable.

    His power of keeping every survivor injured for pretty much the entire trial is "fine" in 1v4, but if there is another killer, a power like that becomes problematic.

    He needs much more severe changes in 2v8 to not break the mode, especially since they also added oni last time, who arguably profits the most of perma injured survivors.

  • My vote goes to left for dead. This achievement is literally impossible to complete under normal circumstances. It basically forces you to get lucky and run into a friendly killer that knows the achievement exists and decides to let you have it.

  • Most likely intentionally removed to push fomo and "incentivize" daily challenges, much like the milestones nerf.

  • No, killswitch no mither (forever). 2 birds, 1 stone.

  • The only new and exciting thing to spice up survivor gameplay in years and it's literally getting nerfed into a weak meme within a week. Amazing.

  • Milestones got nerfed extremely hard both in terms of rift fragments but also in how grind heavy they are. At the same time, daily challenges got "buffed" from 3 to 4 per day and each one rewards more fragments. This looks like a calculated move to introduce more fomo into the rift and "encourage" players to log in daily. Maybe I'm wrong but that's the impression I'm getting from those changes.

  • Why is the pretty much unanimous backlash against the system as a whole not considered valid feedback? Why are the devs so vehemently insisting on sinking resources into a system that nobody wants and will most likely never be able to sort out false positives?

    I really don't understand this decision to keep the system active. We are providing very clear feedback, but it's getting apparently ignored as the devs appear to be dead set on making this system work, despite the community's obvious disapproval. Just why?

  • I'd rather have weak perks that can be buffed later than op perks that take months to nerf. I do agree that out of the 6 perks we got, 5 are not worth running at all, but I hope they receive necessary buffs later on.

  • Rick's hook screams are some of the funniest noises I've ever heard in this game. Dbd hasn't made me laugh like that in a long time.

  • They buffed him in the worst possible way. The best way to play clown now is to just throw a yellow bottle at your feet and get 12% haste to run down survivors. So in a way, the change does encourage the use of yellow bottles, but not in an engaging or skillful manner.

  • Preventing self unhooks did more than enough to prevent go nexting.

    The automated system is a terrible idea, as even 1 erroneously flagged innocent player is 1 too many and as we've seen the system is not capable of differentiating between going next and legitimate gameplay.

    Just retire it entirely. No one wants or needs an auto ban system.

  • This system has already proven to be incapable of distinguishing between going next and getting tunneled/being inexperienced/the normal use of shoulder the burden/etc.

    Just stop. It does way more harm than good. Disable it and never bring it back

  • He might be even worse, honestly. Skull merchant was a terrible design that was obnoxious to play against and a noob stomper with a non existing skill floor. Ghoul is all of that but actually strong as well.

  • The devs should either completely remove them (I personally would prefer that) or change them to prevent their associated maps from being selected. However, buffing their current function is a terrible idea. No side should be able to dictate the map and tailor their build around that.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971271#Comment_3971271

    But this next chapter is giving us two Survivors and no Killer, so that should even that out.

    I highly doubt it. Unlike a new killer release, which offers completely new gameplay options, survivors are merely skins, so the only "exciting" thing about a new survivor release is the perk selection and none of them are offering anything novel or interesting gameplay wise.

    Sure, maybe for a week or so people will want try out the new walking dead duo, but the hype won't last long as they are just survivors. There is no difference whether you're playing meg or michonne.

  • The devs apparently aren't doing anything about it as that has been the case for months now, so at this point, we simply have to assume that the incentives have been intentionally reduced for some reason

  • @calem said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970659#Comment_3970659

    Remove the condemn mori entirely and you can actually buff her in other aspects to be more fun for both sides

    Exactly. Too much of her power budget went into her insta kill.

  • @AdamZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969762#Comment_3969762

    well they need to adapt then, i mean i sure as hell would be happy to see a new meta shake up, cause i personally am getting tired of going aginst the same build over and over again

    So you don't like the healing changes and are requesting buffs for anti heal, but if those changes were to go through and people would then complain about anti heal, they just need to adapt? Did I get that right?

  • She is a difficult killer to balance solely because of her insta kill mechanic. We've seen how quickly that can spiral out of control after her first rework.

  • @ImWinston said:

    • In the phone game, perks were ALWAYS visible and everyone was happy and chill. I don't understand why it shouldn't be in the main game. It's just an excuse to make "solo q" even weaker. How helpful would it be to know that one of your teammates has "unbreakable"? if the problem is "no mither", change this damn perk!🤣

    Exactly. Whenever this gets brought up, people are quick to respond with "but think of the poor no mither players".

    No mither is for all intents and purposes a griefing tool and needs to be changed urgently. Using it as an argument to prevent people from seeing what their teammates are running is pure nonsense.

  • No. All singularity matches revolve around aggressively defending 3 gens, so as a survivor you do a gen, get tagged, search for an emp and continue working on a gen and this boring war of attrition drags on for 30+ minutes. Singularity is the spiritual successor of dull merchant, just not as egregious.

  • 8 pallets can be considered "a lot" for coldwind standards. The entire realm is one giant deadzone with a weak filler sprinkled in here and there.

  • A logical consequence when bp bribes have been either intentionally lowered or are still bugged and the average survivor experience teeters somewhere between "meh" and "I regret clicking ready".

  • More often than not, it isn't specifically a perk problem but a killer problem.

    It's a similar situation with starstruck and nurse. Starstruck was never the problem, it was always nurse.

    Of course ghoul can get great use out of this perk. He can do that with basically any given perk as his overloaded kit already has an answer for everything.

  • Not just boring but straight up miserable. Ghoul, like old skull merchant, can very easily force survivors into lose lose situations with little to no skill required from the killer player.

    His aim assisted hit scan (that locks you in place while he enters a powered up state), the fact the he quite literally has a stronger version of chucky's scamper, his mobility that rivals blight and hillbilly and his pathetically low cooldowns give him the perfect blend of obnoxious abilities. The fact that all of that is as free as it is puts him way over the top. I genuinely can't believe someone approved all of that.

  • I've seen gameplay of a new 1v4 survival game and I found their solution to "tunnelling" quite interesting:

    In that game if the killer grabs and throws a bunny (which essentially takes 1 hook stage from them in dbd terms), the bunny enters panic mode. In panic mode, the bunny is faster than the killer, if the killer tries to throw the bunny again, it instantly escapes the killer's grasp and, this the most important part, if a bunny is in panic mode (and only then), it can enter a rabbit hole that teleports it to a random different rabbit hole somewhere on the map.

    The last part is imo the interesting one. What if dbd did something similar? What if a recently unhooked survivor could enter a locker to get teleported to a random other locker? I don't see how that could be abused, as it can't be used to get in the killer's face and stun or bodyblock them.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967485#Comment_3967485

    Possibly.

    That'd be a pretty obvious movement of goal posts though.

    But we see this every single time your or someone else posts killer gameplay. The response is always "well, MY survivors would have had all gens done in 2 minutes. Your survivors are just bad, so obviously your gameplay doesn't count."

  • It's double standards again. Artist can't even attempt to place a crow around a hook nor can skull merchant set up any drones, but pyramid head and dracula can both hold their power forever around hooks with 0 restrictions. The devs really need to put those restrictions on more killers to make camping less effective.

  • You can definitely put players into miserable games they don't want to be in and hold them there, but you can't make them try. They will instead look for other ways to get the match over quicker while avoiding penalties.

    Everyone could see that this was going to happen since the underlying causes for miserable games have still not been fixed and no automated system will be able to differentiate bad plays from throwing on purpose without falsely banning innocents, which would be unacceptable.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964311#Comment_3964311

    • Survivor Ui rework giving a lot of info
    • Basekit BT
    • Hook grab removal
    • Anti-facecamp
    • Basekit Reassurance

    These are changes from the past years that affect all killers. Are you actually convinced that all these changes made the killer role easier?

    I am genuinely curious about "basekit reassurance". Could you show me the patch notes in which that change was added?

  • As others have already pointed out, she needs a complete rework, which is currently in process.

    Her old playstyle of simply pooping out a drone at a loop and getting passive haste while applying passive hindered on the survivor should absolutely not come back, if that's what you're implying.

  • Because some people are convinced they are a top killer and face team eternal at least 4x a day. How else could it be possible that they aren't winning? It can't possibly be that they are mediocre players that occasionally lose to other mediocre players. In their mind, their plays are perfect, they have reached the pinnacle of high mmr and now the entire game is rigged against them, as that is the only feasible explanation why they sometimes lose.

  • No mither: screwing over 3 other players by turning yourself into a massive burden for the team should not be a perk in a team based game. This is a troll perk used to grief teammates and nothing else. A full rework is the only thing that can salvage this garbage.

    Slippery meat: it never had a use outside of gimmicky swf luck builds and still doesn't. Its effect is just bad and needs to be reworked entirely. It's just a newbie trap.

    Third seal: technically blindness in general. It hard counters soloq and does next to nothing against swfs. Making the already weakest role in the game even weaker is not what I'd consider great perk design.

    Dying light: you already explained that one perfectly.

    Territorial imperative: it's only used to allow mobile killers to camp the basement better.

    Insidious: literally, its only genuine use is camping.

    Still sight: the survivor's insidious. Exclusively used to immerse yourself with a key and urban evasion in some bushes and wait for your team to die. I've never seen this perk used for anything else.

  • @Yoshirama said:

    Deal, but they will have the blind effect the whole trial because they have their eyes covered, right?

    Pyramid head and demogorgon just have an entirely black screen and wesker has the gamma turned to the absolute minimum and beyond.

  • @MaTtRoSiTy said:

    I absolutely will not stand for this claim!

    Twins is by far the worst designed killer, that encourages the most miserable and unfun game play of slug, camp slug, slug and camp slug then repeat.

    But Kaneki is pretty awful and unfun for sure, I do not enjoy them in the slightest and can honestly say I have never had a fun Kaneki match

    At least twins are rare because their gameplay bores even most killer players to death. The same can't be said for ghoul, unfortunately.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959533#Comment_3959533

    I think if the survivor picks the item up they should just auto sacrifice

    That might still not be enough compensation. Maybe if reclaiming the item, additionally to the auto sacrifice, also automatically uninstalled their game?

  • I think 180 seconds is a tad bit too short. I'd say 284,012,568 seconds is much more reasonable.

  • Fully agree. If dbd truly aims to be a casual game, then we need comeback mechanics so that games aren't essentially decided within the first minute of playing.

  • @coolgue1 said:

    I’ve been playing Survivor long enough to know when something is actually improving the experience — and this update just isn’t it.

    Calling this a “Quality of Life” update feels more like marketing than reality. The new item is a neat idea on paper, but one smoke vial doesn’t change how frustrating the core gameplay still is. Survivors are still stuck in solo queue roulette, dealing with constant camping, tunneling, and overwhelming slowdown — and none of that was addressed.

    Instead of tools to help with coordination or more meaningful baseline changes, we get another niche item and a few adjustments to Keys. It feels like surface-level polish when what we really need is structural repair.

    If this is what we’re calling QoL now, I worry that the bigger problems are just being ignored.

    My thoughts exactly. Unless the new survivors introduce some game changing perks (which they most likely won't) this update isn't really changing anything about the survivor experience.

  • Double post; please ignore

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