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HolyDarky

HolyDarky

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HolyDarky
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  • I hope this is the update in which the developers buff/tweak the more than 20Perks and don't split it in this and the next chapter. I really hope this will change the meta on both sides and give us more variety. I'm also interested in the Unknown tweaks and how they look like. A map offering rework would be cool too as a surprise

  • The Wolf tech is an exploit like the old Blight Tech. Even though it gives the killer a much higher skill ceiling and is fun to use, it is still not indeeded. It's better to remove it and then buff the wolf form in a good and intended way.

    the question is when the developers will fix this because they needed five years to remove this exploit from Blight while Wesker still has his exploit in the game. Either the developers will fix it within the next two patches or in years.

  • I hear it clearly too. It must be a sound bug but it's hard to say how this can happen.

  • A Carmilla skin for Dracula would be so sick. I hope this will happen. BHVR is good with Konami since PH got a unique Blighted Skin and Dracula as well as Trevor gets their own rift in which original dbd characters get Castlevania outfits.

    I really hope we will get Carmilla <3

  • The hindered effect on Nemesis seems to be bugged which should be fixed soon. Otherwise, the buffs made Nemesis much better play. You can have T2 already with your first chase without needing Marvin's Bloods or to kill a Zombie. The extra 0.5meter in T3 makes also a big difference. Same for the shorter cooldown on successful M2. The point of the buff was to make Nemesis smoother and better to play as. He still has a miserable early game because hitting a survivor three times can be really difficult and waste some time. In general, hitting a survivor three times and the infection does so little is really depressing sometimes. But the infection is something that would need a rework if it would become oppressive. He has no good map mobility or map control and most of his Add-Ons suck. In my opinion, the next step for Nemesis is to rework his Add-Ons and they should focus on his tentacle ability because this is his main power that the player can control. Many Zombie Add-Ons can become either full or half basekit to make them more reliable. And of cause fixing Zombies because to see them bugged somewhere is so depressing. They can be a decent map control and info when they get buffed and work fine.

    Dredge is also much smoother and better to play. Beeing no longer Add-On dependent is so good. But his main issue is still the fact that he is map depending due to the locker placements. I highly doubt the developers will fix this which is why I hope they will give him extra lockers next to generators- similar to Sadako's TVs or Xenomorph's Controlstations. Might not be the best solution but better than nothing. Otherwise, he is fine. I still feel like the coooldown for his power should be 8 seconds but nothing more. His iri Add-Ons should get a rework because they are really weak and pathetic.

    Doctor is okay the buff is nice but that was not the buff he needed to perform better.

  • @Entinaty said:

    When it comes to Dead By Daylight I have seen many perks become useless over the years so I’ve thinking of how to update some of the more useless ones. My first tweak to an old perk comes from none other than Freddy himself with his unique perk Blood Warden.

    Right now it is a perk that only really works at the endgame and may not even be able to activate if you don’t hook someone at end game or they just 99 the exit gates. Here is my new suggestion.


    Once either exit gate switch is touched this perk activates. The opening time for both exit gates will increase by 5/6/7 seconds and exit gate progress will regress if switch is not being activated. Once either exit gate switch is fully powered the doors will remain shut for an additional 10/15/20 seconds.

    Just throwing an idea out about an old perk. Would love to hear any other tweaks to either this idea or others. Let’s all try to come up with ideas to widen the collective perk pool for both sides.

    I guess your suggestion is a rework of the perk? Then, why should you use this perk over No Way Out? No Way Out is much more reliable then your suggestion (e.g. SWF can all this perk out and in most cases it is better to fully open the exitgates instead of 99% them). I also don't like the idea of punishing survivors for nothing at the end game. In case of NWO, you have to hook a survivor to gain a token. You also have to hook different survivors to make it even strong, which is a healthy condition/requierment.

    Don't get me wrong, I like the idea of reworking or buffing less used perks but they should be buffed in the right and useful direction. I also think that BW is underused but it is also a funny and useful little meme perk.

  • They also changed The Game map by removing the fog (or they did something else but the map looks different). I think the maps looks better without the fog - it also feels so refreshing because coldwind looks like a hole new realm, lel.

  • @VomitMommy said:

    I am actually pretty good Spirit player, and I have equipment for it.

    But for some reason using Bat in chase is near impossible and usually cost me time instead of gaining.

    That loud high pitch noice definitely doesn't help, but I think 3rd POV might be an issue too for this.

    Overall for Dracula, Vampire is good enough.

    Wolf is decent only because of hug tech, if that gets removed, then it is going to be bad.

    I mostly enjoy playing him, but there are definitely some annoying aspects.

    Spirit is one of my mains and I don't have much issues when it comes to track survivors - unless they have IW. But Dracula's Batform is something different due to the high pitch noices. The developers are rather bad when it comes to sounds (Survivors have different audios, screams are awfully loud for no reasons, Plague's whispering is still very annoying, Dredge had a build-in 20meter breathing sound for two years, Trapper still has a loud breathing sound to name a few examples). I really don't know why the developers gave the killer player these loud noices because it does not give you any info (e.g. you can say that Plague has the whispering as an audio info to let the player know what you still have your power up) but for Bat it doesn't make any sense. It is just annyoing and disorientiering. The 3rd POV is alright and helpful in my opinion. I really hope the developers will fix this.

  • I think the old rift cosmetic won't come to the store because the developers started to make them a week bundle "from the rift bundle", so they only avaible for a week. Currently we have Jake's Ranchman cosmetic from the fourth rift with a charm as a bundle. I guess, the developers think it is better to make these old rift outfits aviable for a week to make more money with FOMO and to feature the bundle option more. However, it is still a weird and disappointing decision because why bring the developers new outfits to the store forever but older outfits are timelimited

    But I have good news for you: From what I've heard, the "On The Move" outfit for Zarina from rift eight should be the next "from the rift bundle" with the walkitalky/telephone charm (so next Thusday).

  • @Bookern said:

    With the new chapter a new meta slowdown build has been appearing alot Wretched Fate, Pentimento, Dying light.

    How strong is this build op or no?

    The build is not op but rather boring for the survivors because sitting on generators is boring. Dying Light is a bad perk and nearly every other perk such as PainRes, Pop, or Surge is much better. Ruin also for der synergies with Pentimento.

    @jasonq500 said:

    Haven't tried them out, I mostly tried using friends till the end with wretched fate, if you happen to find and hook the obsession, another one is now affected by wretched fate, decent combo in my opinion

    Oh that sounds funny. Gonna give it a try

  • I uninstalled and reinstalled my game and now I have no longer any long launch issues or fps drops during a match. Maybe if you uninstall and reinstall your game too, it will solve your issue

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789315#Comment_3789315

    This a lowkey argument

    Low or not the forum will be filled with people demanding the return of the offerings because they were deprived of their favorite strategies.

    Other users already explained why map offerings are the main issue and not maps itself - even though there are still some busted sided maps.

    However, I still object, think in terms of fun, not balance, as all players are playing for fun time.

    Removing or reversing it would greatly harm the game even though it is a change intended for balance "Oh, this map again, I don't want to play it," and ds.

    We will see players trying to play a specific map and waiting for luck and if not they will leave the match and try again, the result is long waiting times to enter a match.

    If you say why do they do this? ask yourself why so many skull merchant take the game hostage even though it is so boring brainless.

    People always come to the forum and complain about changes that effect them in a negative way - see Adrenalin and PainRes nerf big drama but that's it - but they still play the game. Also when they can't play the game with everything in their favour it shows how bad they actually are.

    Do you really think it is fun for a killer to get send to Eyrie, The Game, Badham, or Ormond and play against survivors that are prepared for this map? Do you really think it is fun for a SoloQ group to get send to Midwich and play against a Nurse who is prepared to play on this map? Do you really think it is fun when you play SoloQ and a random teammate sends you to Midwich?

    Map Offerings are not only a balance issue but also kill the fun already in the loading screen.

    So many other players should rather suffer just because some snowflakes don't want to play a match on a random map that they don't like? I don't use map offerings and play from time to time on maps that I don't like but this okay because the RNG decided it and I can play 8 - 10 minutes on a map that I don't like. Other players can do the same. Map offering survivors do this already: if the game does not work like they want, they dc or do a hook kill. To keep map offerings so not a random survivors ruins the game is wrong. This is the wrong solution→ the issue are these types of players that want a match that works perfectly fine for them (map they love, juicing the other side, and win). But this game does not serve this.

    Again the issue are these players who act like a little baby that want everything how they want. I also think many of them will adapt to it and take it as it is.

    So your Skull Merchant take is: if there is one suffering it is okay to have another suffering element in the game? Also current Skull Merchant with the 3gen mechanic is not really able to hold the game hostage like old Skull Merchant was. I also play Skull Merchant (only her chase build) and can tell that survivors don't hate how she plays but rather that she is Skull Merchant and think of her old version - they don't even try to see what type they face. Lastly, she gets a rework so the developers care about fun because many players feel like she is unfun to face. So why it is okay to rework something in a better way but the other not?

  • I uninstalled and reinstalled my game and it seems like my fps drops and every other issues are gone now. I played three matches with different killers on my normal setting and everything worked and seems to be good again. Maybe this will help you too

  • @Boons123 said:

    So the survivors send you to a map to get an advantage and the solution is to reverse or remove the offerings?

    Isn't the problem the map itself? Isn't it better to fix the maps instead of denying all players the ability to go to any map they want to play on?

    With or without maps offerings the game still sends you to those maps and one side gets the advantage, so we will make another post asking for the maps to be removed so that no one plays them?!

    With the removal of map offerings, some fun games like Myers in indoor maps will also disappear.

    All because someone is blaming the maps offerings instead of the terrible design maps themselves.

    Other users already explained why map offerings are the main issue and not maps itself - even though there are still some busted sided maps.

    With the removal of map offerings, some fun games like Myers in indoor maps will also disappear.

    This a lowkey argument.

  • @Caiman said:

    It makes itself too obvious when it's just the one survivor hit with it, it becomes self-defeating. If it could apply Oblivious to all injured survivors on hook while still tracking only the furthest one, it makes it a lot more ambiguous whether or not the killer is approaching you specifically, unless you're the only injured survivor.

    Do you mean every injured survivor should be oblivious for 20zec after a hook or as long as the survivor is on hook? Or do you suggest a different buff to Alien Instinct Oblivious part?

  • It would be the best solution when map offering would reduce the chance to get sent to that realm instead of increasing it. On the Dracula release, SWF groups sent me three times to Eyerie, two times to The Game, and one time to Badham with the best stuff you can ask for and adapt to the map. It was so annoying because I didn't care about winning or losing (especially when I learn a new killer to find out tricks and everything), but it is so pathetic how easy it is to give yourself such a huge advantage before the match even started. This happens way too often and just shows how broken map offerings are. The problem is the offering and not only the maps itself because even though every map would be perfectly balanced (which is impossible but just pretend) you can still take advantage of a map by having the perfect perks, items, and characters for it which is easy to do by just dropping a map offering.

    There is also no good reason why map offerings should stay the way they are, especially when they hurt the game more than anything else.

  • I think it is a bug because there is no mention of a change to his hindered. It might be that they messed up with the multiplier like they did with Sadako (Sadako is supposed to be 1.2sec invisible which is a buff from her first to her second rework but it does not work because the multiplier isn't working). The multiplier isn't working on Stridor too.

    multiplier is BHVR's Nemesis.

  • @Akeeno said:

    im super disappointed in this killer, another noob stomper, but gets bullied in high level swf.

    his hellfire takes too long to charge up and slows him down. 0.9 seconds, in that amount of time survivor can turn a corner or get behind something.

    nemesis takes 0.35 to charge and is way faster. deathslinger takes 0.4 to charge. i guess they did it this way because of unknown, but that has a bigger area of effect.

    wolf form is not as advertised. wolf form is not fast at all, and those little orbs are a joke. when i first read the power, i imagined the wolf playing like victor, fast but can only attack with pounces. but since the wolf can m1, they made him normal speed.

    and last and worst, bat form.

    this form is so bad to use since survivors make little noise when they see it, and all the bat noises makes it hard to pinpoint survivors even with strider max volume. you cant even track survivor blood trails, being a bat, which is just wow.

    i dont know why we balance killers around weak survivor players, and then high level survivors stomp on killers balanced that way. thats why nurse is always a top killer, since all you need to succeed is high mechanical skill, game sense etc. but killers such as drac are handicapped, to play with the bad survivors instead the other way around.

    please set up another event like when cote played against south korean survivor swf to see what im talking about. if everyone in the dev team is mediocre and play against each other, you cant really see the issues that pop up about this.

    no offense to anyone at dev team, but this is my feed back. thank you.

    his hellfire takes too long to charge up and slows him down. 0.9 seconds, in that amount of time survivor can turn a corner or get behind something.

    nemesis takes 0.35 to charge and is way faster. deathslinger takes 0.4 to charge. i guess they did it this way because of unknown, but that has a bigger area of effect.

    Artist and Pyramid Head have a similar time to fully charge their power. This is fine. Yes, Nemesis can charge his power much quicker but he also has to hit survivors three times with his Tentacle and he has to work for it make his power more oppressiv. His Tentacle is also his only power - same with Deathslinger who is also 4.4m/s - which means it is okay when their power is stronger in that way that they can charge it faster or move faster when holding. So the charge time for Hellfire is fine, especially when it also can hit over obstacle or in many different angels to surprise survivors. He also has a Wolfform with Dash and a mobility ability. The only change I want is that Dracula does not slowdown to 2m/s after casting Hellfire because this still feels awful. It should be 3.8m/s like when holding it or 3.68m/s. This would make him much smoother. Hellfire is a strong ability that can hit survivors off guard and also has a short cooldown but survivors can react to hit and there is counterplay for it - it is not like Xenomorph's Tail Attack that is nearly unreactable. Lastly, they should tweak the way he uses his power because currently he aims when you click M2, there is no adjustments like PH or Huntress has, which feels a bit weird.

    wolf form is not as advertised. wolf form is not fast at all, and those little orbs are a joke. when i first read the power, i imagined the wolf playing like victor, fast but can only attack with pounces. but since the wolf can m1, they made him normal speed.

    No the movement speed is fine. Making a killer faster than 4.6 for free does not feel right, especially when they has other abilities (the wolf itself has thirdperson mode, a Dash with little Hugtech, and Orbs for a little movementspeed. Otherwise he has Hellfire and mobility). They should slighly buff the Dash and give the player the ability to control when you use it with a small time window for the second one - similar to Wesker. They also need to fix his moonwalking because this still feels awful due to the huge slowdown which makes disables many mindgames.

    and last and worst, bat form.

    this form is so bad to use since survivors make little noise when they see it, and all the bat noises makes it hard to pinpoint survivors even with strider max volume. you cant even track survivor blood trails, being a bat, which is just wow.

    The biggest issue with the bat form is the lullaby. I don't understand why the developers give a killer undetectable but then add a lullaby - same with Sadako. The bat is very big and easy to spot - there is also a map wide info when Dracula switches to a different form. The pools of blood part is also weird. Idk why they do this - but they also keep it with Legion for no reasons. Overall, the batform feels so bad because the developers make bad decisions on it.

    i dont know why we balance killers around weak survivor players, and then high level survivors stomp on killers balanced that way. thats why nurse is always a top killer, since all you need to succeed is high mechanical skill, game sense etc. but killers such as drac are handicapped, to play with the bad survivors instead the other way around.

    Dracula is overall a fine killer, it is only a fine tuning. The developers did a good when we look back at how miserable or op other killers were on release. The real issue are the little broken and unhealthy things in the game that makes some killers miserable to play when they come together. If a four SWF plays with the strongest Perk in the game (which is easy because they don't need Perks that you otherwise need in SoloQ), brings strong items and addons and on top a map offering for a strong survivor map, then nearly every killer looks weak - considering the fact both sides are equally. So instead of overbuffing killers (we don't need S-Tier killers) and do an unhealthy powercreep, I wish the developers would fix the unhealthy issues to make the gameplay at the strongest more fairer. In addition, I don't think the developers build around beginners but rather they don't see the hole problem - in the end I agree that they should not balance around weak things but rather around strong ones.

    please set up another event like when cote played against south korean survivor swf to see what im talking about. if everyone in the dev team is mediocre and play against each other, you cant really see the issues that pop up about this.

    This will never happen but I wish it would.

  • I wish the developers would response to us that they are aware of this issue because the game is miserable to play with the fps drops and little freezes. Everything feels so awful and this is so sad because the update is so nice with Dracula, Trevor, and all the buffed killers and perks.

  • @MechWarrior3 said:

    If the Lullaby is Map Wide for him while in Bat Form, it should be as well for Sadako when she is demanifested. Get rid of the loud directional lullaby with Sadako.

    I wish the developers would just remove the Lullaby from Sadako and Dracula's Batform. It is only a handholding for beginners and bad players. Survivors are automatically more aware once they know they face a stealth killer - it already happens with Wraith, Ghost Face, and Myers. What is even the point of a stealth ability with a Lullaby? In case of Dracula, him as a Bat with his bats are so easy to spot.

  • I also feel some performance issues like mini freezes and it does not work so smooth. I've even set my game from high to low quality but it changed nothing. I've never that these issues before.

  • @LordGlint said:

    Saw this clip while scrolling and the comments section was divided. Thoughts?

    https://youtube.com/shorts/jOXjcVilvTg?si=igoQXgpD2tr00p6a

    Slugging is not toxic when you use it as a way to win like Hens did in this video or when you use it as a way of pressure the survivors. Sometimes I slug a survivor to not waste my time with hooking because I don't want lose track of a more important target or when I know what I can get more by slugging. If players complain about this then they look for a reason why they lose that is not their skill. It is easier to blame the other side instead of admitting that the other one played better and you not. There is also Slugging builds which are okay because they are part of the game and a way to win but this is rather an unhealthy and not toxic part - the developers can fix this by changing game elements.

    Slugging is toxic when you do it to give the other side a bad feeling like bleeding them out for four minutes and look at them just because you can. You might know which situations I mean. This slugging is not for your gameplay or way to win, this slugging is for you personal feeling to feel better when the others feel bad.

    This is my opinion about what is toxic and what is not toxic when it comes to slugging.

  • @Belzher said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777110#Comment_3777110

    There is no block for maps, even using Sac Ward you can still get them, the anti-map offering just removes the offering not the map from being chosen by RNG

    I guess they know this. If you know something is broken and you like to use it, because you need it, then you try your best to pretend that it is not that broken and also easy to counter. It's always the same.

  • In my opinion, Pentimento is a rather unhealthy Perk not because it is strong or powerful but because it has a bad effect on other Perks and sidequests: Plaything is a good Hex Perk because either survivors go on a sidequest to cleanse it or they don't hear the terrorradius. However, due to pentimento, survivors stay oblivious because Pentimento is worst than beeing oblivious. As a result, Plaything becomes weaker due to this Perk because survivors ignore the sidequest and still sit on generators. Survivors also get punished for having rather unique perks like Inner Healing, Hardended, or Overzealous - and of cause for doing archives (and yes I count this because everytime we have a "cleanse totem" archive, I see much more Hex/Pentimento killers than usual - myself included). The downside is that survivors don't use these Perks and will play the more metaperks. However, the good part about Pentimento is that it makes hex builds much better (I would say: viable) and gives them more value - so at the same time it is also healthy. If Pentimento would not exist, hex builds would be dead. The perk on it's own also is strong but has counterplay - just pay attention which totem you cleansed and check it when you know Pentimento is active. There is also the general issue with hexes that totem spawns are really bad and they miss something to prevent a start cleanse. This makes them much weaker. Of cause, we could also talk about how unfair this Perk is for SoloQ but okay for SWF (maybe also about how strong it is against new survivors), but this should not be count because then we would look at the weakest moment of a Perk and if we do this, every Perk would be too powerful.

    Overall, it is a really difficult Perk to balance because on the one hand it has some unhealthy aspects but on the other hand, it is also healthy. But the moment, I would say that Pentimento can stay as it is because comparing to other stuff in dbd (map offering, syringes, Kock Out, Nurse, SWFs) it is not that problematic. In addition, before the developers either rework or nerf Pentimento, they should fix hex perks in general as well as totem spawns on every map. If they make them better (which is not so difficult and they are rather lazy tbh) then we can talk about it again.

  • @Chocolate_Cosmos said:

    I mean what is the point of it? Does it make people joy when they win a match easily or close one and want to show how "good" they are and want to be mean? I don't get it.

    If you win, that's cool but why go your way and be mean and act like child?

    This one is rather old but still gold: I remember when I played as a survivor in SoloQ with a Jeff against a Billy (the old pathetic Overheat billy) it was on the long Azaroth map and the exitgates were on the other sides. I was in chase with the billy on the otherside of the map so my teammates can open the exitgates. The other two teammates left but Jeff didn't left, even though it would be good so I have a chance of the hatch. However, he stayed at the exitgates the last second to tbag the Billy when he came to him. In the endgame, he sent the typical "ez" Two days later, I played killer and had this Jeff in lobby and he dropped an Ormond offering (I don't remember every player but when you have these type of players, you remember them). I played Artist and downed him quickly and he dced. This is the typcial behavour of players: If they win, they want that you know that they won this match but if they lose, they are very quiete. It is also the same with the bad players that need a map offering for a good map, when they win they let you know that they won the game (even though it was not their skill) - if they lose, they either rage quit or blame you for things that are not as worst as they did.

    It's really sad and I wish the developers would do more against these players because it would make the community as a hole better. But I guess they don't really care about it.

  • Not every map is too big but some of them like Badham 1, 2, and 4, Ormond, or some Azaroth ones. We also have to make the difference between the actual size of a map and the real size of a map (e.g. Saloon is samller than it's actual is due to the fact that it has not pallets or tiles on the edge of the map, meanwhile some Azaroth maps have something playable on the edge of the map which makes the map bigger). It makes killers like Ghostface, Pyramidhead, Deathslinger, or Trickster so miserable to play sometimes. I really hope the developers will make these maps smaller and change everything to fit it.

    I also don't like big maps as a survivor because it feels so stupid when you run like 20 - 30 seconds to unhook a survivor because you are on the otherside of the map. This feels so bad. It also makes it more difficult to help a teammate that is in danger.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786593#Comment_3786593

    I also saw the discusdion about totems. There was no explanation on why do totems spawn right next to gens. There was also a point about some totem spawns being guaranteed. That should not happen. The Boon range buff also ties into this, since totems would be in much less frequented areas, I increased the range to compensate that.

    Unless you want Crowd Control to have another effect, this is the only buff you can give it.

    All Lullaby does is make skill checks silent and cause extra regression. Only the skill check sounds are stack based, and you rarely get 5 stacks. This perk can be nasty... against new players. I don't think it would be that op.

    I made Wreched Fate with the main gimmick of Hexes in mind: high risk, high reward.

    I made Wreched Fate with the main gimmick of Hexes in mind: high risk, high reward.

    But it's not really high reward (please correct me if I am wrong or misunderstand something because I will explain why I don't see the high reward based on how I understand your suggestion/rework):

    The Obsession suffers from a permanent 50% action speed penalty to cleansing/blessing totems. → 28sec is not that much. You are also in the situation where you either let the survivor cleanse the totem and leave them alone or you harass them. Of cause the survivor is useless for this time but I will explain later why I don't like it.
    • The Exit Gates will take extra 15 seconds to open. → No Way Out and Remember me are much more reliable and the survivors need more time with them.
    • If the Hatch spawns while this Hex is active, it will close itself automatically. → not really a strong or healthy effect. I don't like the hatch in that way that once two survivors are left, they play the hide game for the hatch which is really boring but if the last survivor gets the hatch, this is not a huge deal.
    • Unopened Exit Gates regress automatically → Also not really strong because survivors are aware of this and can easily open it, and it is rather unreliable because you cannot always harass the survivors away from the exitgates. You also don't always 99% an exitgate.
    • The entity blocks an exit gate for 10 seconds after it becomes open, and for 3 seconds every time a survivor loses a health state in the exit gate area. → overall, 20 + 15 + 10 = 45sec. Remember Me has with full stacks 44sec while No Way Out has 80sec (if all survivors all hooked but in general, you will get at least three different hooks which means 68sec). Both Perks don't have the drawback of beeing cleansed. In addition, you can still ignore or tunnel a survivor and get the best value out of these Perks. In case of your rework, the Obsession has an additional sidequest but once it is gone, it is gone. The only real advantage you have with this rework is that you can use it on a hex build with Pentimento but idk considering the fact that the developers seem not to care about hexes and totem, I hexbuilds are still meh.

    In general, I don't like the idea of one survivor gets punished for the fact that the team is doing good because it is how the perk works and because this survivor is the obsession. Other Obessionperks requiere interaction and initiative from the Obsession - STBFL → go and force the killer to hit you so the killer loses their tokens; PWYF → Be stealthy and hide to avoid haste. It is a similar problem I have with Rancor: You are for no reasons useless because the game chose you to be the Obsession. It is okay to disagree about it but I don't like these types of Perks.

    However, this does not mean, I don't like your rework. As a perk it can be good and will have it's place in the game (like I said, on a full hex build) but there are some points that I don't like. In my opinion, the Perk should get active when you hook the Obsession and when the Obsession switces during the game, the Hex is still active and switches with the Obsession. Since this Perk is rather an endgame perk, maybe it is better when it gets active in the endgame instead of during the match?

  • I think players dislike Skull Merchant more. Yesterday, I played ten matches with Skull Merchant with a full chase build (PWYF, STBFL, Batteries Included, Rapid Brutality) and in five matches one or more survivors dced/hook kill right at the start but eight of them complained about me. The funny part is that players don't complain about realistic and understandable points but that it's Skull Merchant. Some said "boring chess game" or "that's so boring". They really complained that I would be old 3-Gen Merchant even though I played a full chase build. When I play Knight, survivors neither dc/hook kill nor complain brainless that often. It still happens but it would also happen when I had played a different killer.

    Year, I think players dislike Sull Merchant more but many of them for the wrong reasons and with no braincells in their head.

  • Peanits already explained the issue with totem spawns even though it was kinda low (Peanits said this in a recent post about totems) .

    I am still thinking about how the developers will buff Crowd Control. Would it be a healthy buff when it works like Blood Favour? The duration is not really the issue of this Perk - even though I am afraid that this the buff that this perk will get - similar to Darkness Revealed. It is more like that this Perk is rather map depending and Bamboozle is more reliable. I was also thinking about that Crowd Control blocks every window until the hex is cleansed but that might be too strong on some killers and on some maps.

    Lullaby is a bit too much but maybe it could get two stacks by one hook instead one stack by one hook.

    I don't like the idea of bringing back old ruin but since we are moving back to the old dbd, okay bring old ruin back.

    TotH okay.

    2cplay okay. The Perk is still rather meh.

    Wretched Fate: I think the rework is a bit too much but at the same time it is rather weak. If you prepare for endgame, bring NWO. I still don't like the upcoming version but I also don't like your suggestion.

    Boons are fine. Increasing it to 32m can make them too powerful like dropping a The Game offering and you can always get a quick heal. Same for Dark Theorie and it's haste, especially when buffed to 3%. You can also drop Eyrie because a totem often spawns on top of the main building. Combinations like these can be really powerful especially on SWF.

    Boon Illumination could get a buff for SoloQ like seeing teammates auras or something like this instead of seeing Totems. I mean, this won't make the perk better.

  • Artist:

    I would make her Severed Hand Addon an iri one because it is her best Addon. The iridescent Feather Addon would become a purple Addon with a rework: when you injury a survivor with your crows from more than 24 meters away, you become undetectable for 25 seconds.

    The Garden Of Rot Addon gets a rework: When a survivor loses a health state through your crows, the aura of the survivor is revealed to you for 6sec.

  • @Hawkinss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785629#Comment_3785629

    I've taken this in consideration. What worries me about all of this is what will happen now that the Killer and (probably) the cheating Survivor reported me. I'm aware of this happening to other players, but I'm not sure if they got wrongly banned.
    Which makes me wonder how reporting exploits work, if BHVR actually check if there was a cheating program being used, in order to take the necessary actions.

    I can understand your concerns but don't worry too much about it. Even if the killer and the other reported you, they still need to prove it. I record every match I have which allowed me to send a ticket to BHVR with a link to the videos. In case of the first cheater (a sable) it clearly shows that she was cheating because she teleport when I tried to hit her with my M1, she did a selfcare animation even though she was in dying state and - of cause - that I was unable to hook a survivor. All this proved that Sable was the cheater. The second cheater was a Laurie and it was kinda obvious that she was the cheater because one mate dced (this one must realize that something was sus), the bill one played normally and the yui one was confused in the endgame chat what happend during the match. Funny was also that the cheater had a P66 Laurie with her Perks at tier 1.

    What I want to say: Even though the players reported you, they still need to prove it. In addition, just because you got reported in one match does not mean the developers will trust these players without any proofs. I remember one match when I played Plague, had anonymous mode on and played against a SWF, they reported me because they find it sus that I play with anonymous even though I am not a streamer or something. I guess they were a bit salty or something, idk. In the end, nothing happened because they weren't able to prove any sus because I am not a cheater and it was only in match. Yes, in your case, there was this situation where the killer was unable to hook you but nobody can prove that you are the cheater and it was only this match. A real cheater will get reported by different players in different matches (some of them will also take screenshots or start recording to send a ticket). I also don't know if the developers can check our playtime (I guess they can) but if they can they will see that you have a good amount of hours and these cheaters typically don't have many hours. They create or get a new account which means they have less than 10h. If the worst case happens, you can still send a ticket to BHVR and explain what happened and why they banned the wrong person. They have a good amount of experiences with cheaters and know what a cheater looks like / how a cheater behaves.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785628#Comment_3785628

    Its not even about his buffs, its about giving him a full rework with a sprint and rocket launcher. There have been so many of those lately

    Oh I've thought you only mean these posts. Idk, since Nemesis came out some players say he should get a rocket launcher because he has one in the RE game. For me it is the same like "give Victor a hat". Takes like this get never old for some people. About the sprint: I guess players want a good mobility ability for map control. Many players think only killers with high mobility are good/strong killers - it is not completely wrong but also not completely right.

    The recent changes to Nemesis gave the community hope that the developers will give Nemesis some love and they will now listen to every single crazy idea.

  • @Hawkinss said:

    I got accused of using hacks because a Killer couldn't hook me in one of the Yamaoka Estate maps. Either the hook was bugged or there's a general hook bug going on in the game.
    I wanted to know if anyone has seen this happening before.

    Are you sure non of your teammates was a hacker? In the past few weeks I had two cheaters that were able to make it impossible for me to hook a survivor - it was like someone bodyblocked the hook. These two were obvious cheaters and got banned.

  • I guess people just hate it when the developers make bigger changes to killers without testing it on the PTB or when no one was asking for it. I've didn't read every post about Nemesis in the PTB forum, but there was no big part of the community that suggested making his T3 tentacle longer is good and the cooldown shorter. It is one of the developers weird choices they do on their own.

    In my opinion, I think this is a good change becauset he tentacle is a power that you can control, but the survivors still have a counterplay for it. We will see if it will be too strong or oppressive when it comes live, but I highly doubt it because it is not for free. The Nemesis player has to work for it.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424578/should-map-offering-swf-losses-not-count-as-lost

    Honestly this really isn't something you should be worrying about, winning or losing doesn't define the match - not in DbD. The more you win, you will increase your MMR and get tougher and tougher opposition. I think this is why we see a lot from killer players saying they have to camp when their MMR increases, it's because they're out of their play area, and then feel more pressured to camp to get those kills. Rather than letting themselves gain MMR and experience slower.

    Do you think the same for tunnling? If a killer has to tunnel these players play out of their play area or what would your be guess?

  • Chaos Shuffle was a wonderful modifier. I enjoyed every match so much and many matches were so funny and good. I really hope it will return.

  • Nemesis is eating really good this Patch. His basekit is now much better and the early game will be much more manageable for him. The developers surprised me with the buff to his tier 3 and faster recovery on successful Tentacle hits but I am more than happy about them. Tier 3 always felt like nice to have but not necessary but now it will be much better. I am really happy.

    Thus, I still hope the developers will do the Addon rework for Nemesis because this is still one of his biggest problems.

  • I guess it was a design choice. I think the BHVR has different teams with different employee who work on different killers. Some of them may think that a killer with mobility does not need a cooldown while other think they need a cooldown which results in Nurse and Blight doesn't have one but Vecna, Sadako, and Dredge. Maybe some of them are afraid of the situation where a Dredge can immediately teleport to a survivor due to LP or that a Sadako can immediately condemned the survivors at the start of the match. It's the same with Perk and power changes, different employee works on them which results in different changes. There might be a leader who keeps an eye on everything but maybe this person thinks that's cool because it makes them more unique or that trusts the teams to make good stuff.

    This is my explanation.

  • The problem is that this perk is really difficult to balance because against some killers it won't do much but against others it will be really strong. There is also the problemwhy should you ever use this perk when you can bring a Syringe that is much easier to use and you can pop it whenever you want.

    In my opinion, they need to rework Syringes first because it is so stupid that this Addon exists and a perk with so much requirement. Then, they can buff this Perk in a much easier way. Maybe into something like "after unhooking two survivors and then you become broken for 40sec and after that you get healed".

    Thus, I wish they would rework chests and make them a better part of the game instead of a time waste. But this needs a bigger rework and much more work. I highly doubt they will do this because they haven't touched chests all this time.

  • @MechWarrior3 said:

    I’m shocked they didn’t adjust that form after all the feedback? People had such great ideas for it and feedback. The power feels off. Is it even worth using?

    I am more than happy the developers listen to the wolf feedback and made him usable. I was expecting they would keep him at 4.4. However, no buffs for the Bat-Form is really bad. I really hope they will listen to the future feedback and buff this form.

  • @NerfDHalready said:

    https://us.v-cdn.net/6030815/uploads/AAAK3FPY08UH/image.png

    thank you thank you thank you thank you. brown toolboxes, yellow flashlights and green keys will go crazy. guess will have to spend my last auric cells i was planning to save for the next rift.

    Idk. Why should you bring a bad version of an item to the match with this perk, when you can use the strong stuff directly without this Perk and replace it with a stronger one. I'm happy they removed this awkward part but the perk still feels so bad and is difficult to balance/make useful because some killers are easy to stun while others are extremely difficult.

  • Even though it took the developers a while to make these changes, I am very happy they made them. Thank you for doing these changes. Very happy about it.

    I hope he will get future changes that we wish for a long time

  • @Nazzzak said:

    I wouldn't use the usage rate on Nightlight as the deciding factor on whether something needs to be nerfed or not. Like I'm pretty sure Nowhere to Hide has the same usage rate on the killer side as Iron Will, yet I feel like alot of killers would be pretty annoyed if that was used to justify a nerf on that perk. I mean, the requirement on that (kicking a gen) is kind of low too. Let's just let both sides have something useful for once.

    I don't only use the pickrate as the reason why Iron Will should get a change. Please, read my post, ty.

    Adrenalin, WoO, Finesse, DH, DS, Babysitter, BT, Resilience, Lithe, SB, Troubleshooter, Deja Vu, Kindred, Pop, PainRes, Corrupt, LP, Ruin, Bamboozle, Surveillance, Sloppy, No Wat Out, BBQ, Devour Hope, Floods of Rage (these are a few perks that come from the top of my head) are a joke for you when you say "Let's just let both sides have something useful for once"?

  • @Toystory3Monkey said:

    id rather deal with iron will than another mft.

    anything that doesnt directly buff survivor's ability to loop, reach&vault windows/pallets or get extra distance is manageable and fine.

    Iron Will buffs the loop ability of the survivors because they can use checkpoints and line of sight blockers much better than without it.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784505#Comment_3784505

    You should not underestimate it. The Survivor cannot run immediatly, otherwise they wont get rid of the Exhaustion, which makes their grunts of pain appear. So either they have to play without Iron Will or they have way less distance to the Killer.

    @Topic:

    This is not the first Thread from you about Iron Will. The Perk is fine. Using Nightlight as statistic shortly after the Perk was buffed is also not the best thing. I can imagine many Survivors tried it out (there are Survivors in the game, after all, who never played with it before it was nerfed) and removed it from their Loadouts already.

    In my games (Killer and Survivor) I dont really see it as the fifth most used Perk.

    Nightlight is a more trustful statistics than saying "I don't see it that often". At this point players don't use this perk to see how strong it is, they use it because it is strong.

  • @Linkdouken said:

    I think it's fair to say that it can be a bit disheartening when your hex totems have bad placement causing them to be destroyed very early in the match.

    I suggest allowing the killer to select where their chosen hexes are in one of two ways:

    1. The Hexes aren't active until the killer has placed them by having dull totems auras shown and highlighted when killer looks in that direction with a prompt to select said totem as the hex
    2. The match doesn't start until killer has had a small time limit to place totems via a bird's-eye view of the map (if they do not place them then RNG kicks in)

    I would imagine option 1 would be easier to implement but I would like to know if this is a good idea or not

    The developers don't really care about totem placements and hexes in general. We told them so many times how bad nearly every totem spawn is and they still don't learn it - best example is the greenville map (a new map) where a totem spawns right next to the generator in the mainbuilding. They also refuse to introduce a good totem defender like a corrupt intervention but just for totems or that the hexes get active when it gets active - e.g. Devour Hope or Lullaby glow up once it gets their first token, Ruin glows up once one survivor lets go off a generator. The best totem defender is Thrill of the Hunt (+ Face of the Darkness). With Dracula we will get Dominance which blocks a totem for eight seconds when a survivor touches it the first time but this Perk is rather bad because eight seconds is not much and the chest part is also a downside: You should be greatful when the survivors waste their time with a chest. So why should you prevent this and tell them: WORK ON A GEN! Lastly, totems (as well as the mentioned Dracula Perk) suffer from the issue that they are weaker against SWF than against SoloQ. A SWF can call out a hex location - SoloQ is not able which means when a survivor knows your totem location, you can keep them busy to prevent a cleanse.

    To make totems better, the developers need to rework every totem spawn - they should never spawn next to a generator or loops (= places where survivors like to be). Then, they should introduce new and good hex defend perks. Maybe also increase the time it takes to cleanse a hex totem. Lastly, they should also rework Pentimento because it is a rather unhealthy Perk and also hurts hex perks as well as some hex builds.

  • Year they should take the most """"balanced"""" one and then fix their problematic parts ans call it a day. Nobody needs five variants of one map because nobody can call them apart. It makes the game just more confusing and less beginner friendly. Same for all of the other variants. Nobody asked for them and nobody needs them. They should rather focus on the rather unbalanced maps and not create new problematic maps.

  • @Chocolate_Cosmos said:

    Aka the killer that always sits in bottom of pickrate yet being always put into top A tier killer.

    • Why "nobody" plays Artist?
    • If Artist strong as everyone says, why not more people play her?
    • Is there something that should be changed about Artist?

    Artist main here:

    Artist is a really difficult killer and she does not explain how she works. Sometimes I see videos from players who try to play her and do it in the worst way like sending all three birds out to find a survivor or to use her Birds as a tracking tool. They don't fire off one Bird to swarm a survivor and then try to injury or zone them out with a second one. Many players don't like this small time window where you need to hit a swarmed survivor with a second Bird. You also need to think a few steps ahead like placing a Bird in a chase that can be useful a bit later or in a more creative way than just zone the survivor out. Players also don't understand how strong the 8meter hitbox is and how to use it correctly. These are just a few examples, there are some more. It takes some time to understand and play her correctly. She is a really strong killer but why should you spend all this time in the eight strongest killer in the game when you can spend this time in the strongest, second or third strongest killer in the game, especially when these killers are super fast ones which is loved by many players. Overall, Her difficult learn curve, the boring playstyle that see many in her (she is not boring), and the huge time investment are the main reasons why not many players play her.

    However, in my option Artist is one of the most balance killers in the game which is good and there is nothing on her that should be changed. Only some of her Addons should get a rework or tweak - the iri ones are so bad or stupid while all of her green Addon (besides the sloppy one) are bad. It is also okay when a killer is underused as long as it is for the right reason (not because she is has a unhealthy playstyle or is hated by many players like Skull Merchant)

  • The biggest balance issue is her condemned part. The first version of her was really weak in terms of condemned and everything else while the second version was way too strong (so much pressure for little effort - just spam teleport and hit survivors with tapes, repeat until someone is fully condemned). However, I think the current version of her is a good base to balance her in the right direction. In my opinion, the developers need to tweak Tapes a bit more because currently they are so free. There should be a punishment or drawback for holding tapes (for too long). Turning off a TV is also a problem because the first one is for free while turning off a TV with a tape gives you one condemned stack. However, the TV is turned off for 70 seconds, which is nearly a hole generator (if you do it on your own without toolbox or Perks). This should be much shorter. If the developers can tweak these two issues, then she would be in a good spot. Then, the developers can rework some of her Addons because some of them, especially the purple ones, are so weird or useless. They also should remove her lullaby because this ruins her stealth part completely. Lastly, they need to fix her invisibility bug because this is her only antiloop power, which is already limited. It would also be cool if they would give this part of her power a bit more love by creating exclusive Addons for it - only the yellow watch addon is usable. Giving her proper chase power would also be more interesting for survivors.

    So, year she is a messy killer to balance but her power is really messy to balance but the developers are on a good way. I really hope they will give her an one last big tweak and then she should be balanced, fun, and interesting for both sides.

  • Yes, the game would benefit from it and it would make the difference between SWF and SoloQ less.

    SWF groups can use many Perks easier than SoloQ such as Head On, Background Player, Deliverance, Fogwise, Boon Circle Of Healing, or Mettle of Man. So they have a bigger pool of many good Perks. In addition, they don't need specific Perks that are necessary such as Kindred, Bond, or Emphatic Connection (necessary in that way that you know what I going on, what are your teammates doing, and where you needed). Beyond that, in SoloQ some Perks feel safer than others: Off The Record and DS feel better to use because you can't expect that your SoloQ members will bring Babysitter or Borrow Time to help you with tunnling. Meanwhile, SWF can use Babysitter, We'll Make It, Borrow Time, and Resurgence because they know who has it and who should go for the rescue. That some Perks are necessary in SoloQ than in SWF also results in the fact that SWF groups don't need some Perks which means they have free Perks slot which they can use for the strongest stuff in the game. It wouldn't also hurt SWF groups that much because they can communicat and say who should use which Perks. In fact, if a SWF uses the same Perks multiple times it shows how strong these Perks are.

    Year, in my opinion it would benefit the game if the Perks of SWF groups has to be unique and there are no real contras. The good part about it is also that SoloQ would be uneffected from this.

  • I agree. I played a few matches on this variants and some loops and tiles have a really nasty connection which are easy to abuse. The developers need to look at this version and make some changes.

    The yamaoka maps always felt rather balanced overall but these new variants make them unbalanced and rather survivorsieded in an unhealthy way.

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