HolyDarky
HolyDarky
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@addisonmatteojoy said:
There is absolutely no reason that these killers should have the kits they do, whichever dev thought that plague inflicting broken was a good idea, look at the survival rate with that killer and forfeit your job please. Logically if you wanted to buff plague in a fair and balanced way, you should give her toxin a reduced speed buff for vaulting, gens, sabo etc. Giving her the ability to break and needing to cleanse to get healthy is the dumbest decision I have seen, it's pretty much die or die. Chucky is the same story, you give him undetectable, lunge, fast vaulting speed and not to mention he's almost impossible to see, ALL OF THESE ARE BASE KIT. You are ruining the game in every instance, stop before you lose everyone that enjoys your game. THINK for ten seconds and you should know this was a horribly unbalanced idea. Be better.
@Spirit_IsTheBest said:
Plague should lose her corrupt purge by any stun, no idea why it was only a bug, it should be an intended feature, I feel like her power is a lose-lose situation, you either stay broken all game, or give her one of the most powerful abilities in the game by cleansing, which is not fun to verse at all.
Chucky in my opinion is in an awkward position ever since his scamper was removed, I think it should return but increase the time to scamper by a lot more and add a delay window to hitting for 2 seconds afterwards, so the "free hit" aspect can be avoided easier. Increease his cooldown to 15 seconds in return.
The problem in case of Plague: If she loses her power by any stun it would turn Plague into a more unfun killer: She would slug even more during her power modus - never risk the DS - and new players would dislike to play her just because losing the power due to random stun feels unfair. Experience players would have no problems. However, fearing pallets is still very strong and good. The project tile is also very slow and gives good reaction time. She moves also at 4.6 which means she has no good map pressure unlike Oni for example. She is also very tall which makes mindgames more difficult on many loops. Staying broken is also not a big deal because this turns her in a normal M1 killer. She is basically a Legion. However, you can also be more aggressive and over cleanse her to overwhelm her. There are a few good fair counterplays.
plague is a very strong killer but not broken strong and an automatically win. The only nerf I can see it to rework the Iridescent Seal because that Addon is too powerful.
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@Reinami said:
Some killers make virtually no noise at all when they are moving around, such as skull merchant, or Pyramid head or wesker, leatherface (he has chainsaw but is quiet lol). They are extremely quiet, making undetectable quite good on them.
But would it really be so overpowered if:
- Trapper
- Demogorgon
- Dredge (Part of his power is to be undetectable but he is one of the loudest killers in the game)
- Knight
- Nemesis
- Oni (when not in power, in power it makes sense)
- Singularity
If these killers weren't so loud?
Then you have stealth killers like wraith, and ghost face who snarl and have the "wooshing" sound effect when they are nearby, negating their power.
I guess BHVR has different teams that create the killers and as a result , they have different mindsets about how loud a killer should be. You can hear Demogorgon and Oni across the map when they use their power or get stunned. I guess the idea behind this is to give them something fearful. Nemesis he makes loud footsteps to fit the idea of a big bioweapen. It can also be the case for the older ones that they didn't think too much about it and just made them loud or rather silent.
It is okay when killers do make slightly sounds so survivors can still react when they pay attention but some killers are way too loud like Dredge or Trapper. You can literally track them.
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I play on PC but I feel so sorry for the Switch players who want crossprogression and switch to a better platform (Nintendo Switch is a great console but playing DBD on it is a torture and it always felt like Switch players are the forgotten children). I can understand when Nintendo is not interested in their users switch the platform or it's difficult to make good cross progression between Switch and PC/other Consoles. But I cannot understand why the developers threat their players so badly. This is just injustice and rip off. These players deserve it better.
I agree, at least give them 4500 Shards for each DLC they own so at least they don't have to pay twice (or grind five years) for an original DLC/character they already have. I
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@GolbezGarlandGabrant said:
I promise you I can be the most immersed survivor around and I don't even use Distortion. It's not really the perk.
The Perk itself is a problem - Distortion is not without a reason one of the most used Perks in the game. Thus, it is not only this one Perk but rather the selfish behaviour and how Perks support this: instead of selfish Perks I wish survivors would use more teammate perks like Babysitter, Kindred, BT or utility/antitunnelperks like Unbreakable, DS, OTR. Perks like these give the survivors better odds to espace and to make the match more difficult for the killer. It gives the other teammates also a better feeling when they realise that someone takes care of them or tries to be productive with generators instead of seeing four Perks that aims of the own espace/let the teammates die.
@CowsgoesMoo said:
This is how it usually goes in SoloQ. For me anyway.
Year, I wish we would have less of these "This is SoloQ" matches :/
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No. Dead Hard is already a Top10 Perk and buffing it this way would result in a much worse metagame: Ghost Face and Myers would get a huge nerf and they are already rather weak killers which would result in that less players will play these killers and instead we get more Nurse and Blight mains. Exposed Perks are already rather uncommon. NOED and Friends Til the End are the most common one. However, by nerfing these Perks and the other ones, it would result in killers run more Pop, PainRes, Grim Embrace, and Corrput. Overall, you would face the same killers with the same perkbuilds even more.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764077#Comment_3764077
one day they might buff dead hard to grant the MoM effect making it work even in deep wound without causing deep wound.
Honestly, I wouldn't be surprised if they would do it. invest in this prediction and in a year you will be rich.
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@Droneinthrwind said:
The worst thing that happened to dbd is that it became chase action game. I would much rather have a game where killer is a lot more powerful in chase but he have to find survivors first than to play this chasy meta slave nonsense with 87 aura reading perks and add ons, because be damned if where is even one second of down time where everyone is not being 100 efficient.
The best memory of this game is adding fog to swamp when it actually did something and trying to do 5 gens without killer finding us. It was fun as hell.
chase action was always part of the game. If it's fun for you to hide then okay do you do but that's very simple.
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@WolfyWood said:
After using Iron Will a few rounds it seems weird that No Mither users still have to use two perks to be silent.
No Mither yes. This is a fair trade because you're broken but you are completly silent. This would be a change that I would understand and appreciate but not the change to Iron Will. It is much more fairer then Iron Will which rewards you for getting, beeing, and staying injured for no reasons. No Mither would still be a meme perk but at least a better one and could be paired with the Invocation perk better.
Tenacity, no because sometimes it is already confusing to pick up a survivor when they is replacing by the game. I also don't want to be in a situation where you have to slug this survivor in order to kill another survivor and then the Tenacity survivor is vanished and you have to wait 4minutes until they bleed out because you cannot find them. The faster crawling while recovering is already okay. The Perk is rather special and only works on specific builds but some perks just this type (Retribution is the same case).
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The developers just should either rework or remove map offerings. Yes, SWF can make more use of map offerings because everyone is on the same level and knows which map they will play on. However, facing a map offering for The Game, Badham, Eyerie, or Garden of Joy is not better even when you face a SoloQ. Same on the killerside it just doesn’t make any fun to go to a realm that they chose and have an advantage on
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@Rawrbot5k said:
The second I get hit with franklin's it's a big hit to the morale. I don't even run. I get hit, drop my item and stop moving. Try to 4% then let the entity take me. Lightborn removes blinding items, sloppy make med kits useless, and there are so many gen regression perks like yeah we can use a new part but honestly tool boxes have been nerfed into the ground so hard by now not much difference between a grey box and a commodious. BUT hey part of the game right, the reason survivor queues are so long. Solo queue survivors are losing reasons to keep playing this game.
Year, just give up and make the match miserable for the other three players when you face something that you don't like. Don't try to play the game to see if you can win or to try to be a good teammate. I am so happy that not every player is like you or otherwise every game would be the same. Just grow up.
You also should not spread lies: Sloppy Butcherer got nerfed and only M1 Killers can play the perk. However, medkits are still very strong and helpful. They are not useless. Same goes for toolboxes. They are still extremely strong, especially a 32 charges one with BNP, speed, or extra charges. They also got a huge sabo buff.
Queue time is still the same as before.
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This was more than obvious when the developers announced the Iron Will buff that we will go back to this time. I see this combi quite often too and it will be more once the DH bug is fixed. I also see Distortion and Iron Will users. It is just so stupid. Mandy told us they buff this perk to push perk variety but good job! Now we will see the same four perks while the other ones get used less.
What also bothers me is that the developers are so unreliable and bad at making conditions: They nerfed Pop because it was too easy to use but at the same time you have nothing to do to activate Iron Will - in fact - you get rewarded for beeing and staying injured. They also give some perk the most obnoxious conditions that nobody will use them and then one perk that is just free to use. Also that they really think buffing Stridor is the solution.
I really hope the developers won't wait months or years to rework/nerf Iron Will but I guess this will be case.
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@ahrenisabimbo said:
Forgive me, or better yet inform me, if this idea has been proposed recently but one of my dream additions to DBD would be a small reward given to players once they receive a “Give Props” from another player (This can be limited/off for SWF if you want).
I’m only talking something like 5K Bloodpoints per Give Props or you could be even grander if you like!
Having a genuinely kind and sportsmanlike game feels so satisfying and heartwarming, why not incentivise players to be kinder to one another!
The developers could introduce something like this and more: I play on PC and can see the endgame chat and I always send "gg" into the chat. However, I don't know if the other players also play on PC and can see the chat. There are also the survivors that die early and left the match but still played good. It would be cool if I could give them a Thumbs Up and these players would get a notification that someone gave them a good feedback. It might be very little but it could spread positive vibes when you see a message which tells you "you played good!". The system could also be expanded like if you get 10 Thumbs Up, you gain 50 Iri Shards or a bit of BP. However, players who are on your friendslist can give you a Thumbs Up but this won't counts for the reward. I think the reward should be little and not too easy to get because you should be kind to others even without being paid. It doesn't take much to not be an #########. It should be more of a "We appreciate you for beeing nice to other players, which includes playing good and acting fair in the game. I also doubt that this will help players to be less toxic because they are toxic because it is fun for them and they nothing else in their life.
However, the biggest question is if it's possible to exanding the current Thumbs Up system because the developers told us a replay system is not possible because they have to be there from the start. Idk if the same counts for a system that you suggest.
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@Peanits said:
While I don't have anything to share at the moment, I can assure you that we're taking all feedback at the moment and discussing with the design team. If any further changes are on the way, we will let you know.
and could we get some information about Iron Will? Forgot to ask for, sry for double post
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@Peanits said:
While I don't have anything to share at the moment, I can assure you that we're taking all feedback at the moment and discussing with the design team. If any further changes are on the way, we will let you know.
Why did you, the developers, not took the feedback that was given during the PTB? We give you the same feedback we did during the PTB. Thus, the long cooldown on all Guards is new but just because you added after PTB even though no one was asking for it.
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Oha that's really sad :/ I wish the developers would just disable every offering besides BP Offerings because they don't work in the modus. Imagen the amount of BP with 10 Screech Cobblers
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@Flawless_ said:
In the description perk says "Reduces the volume of Grunts of Pain while in the Injured State". Nowhere in that description does it say anything about other sounds like breathing or panting. This was a bug back when Iron Will was meta and after a nerf and a buff they still didn't fix this. How is this so hard to code I don't get it.
No this is not a bug it's like every game coded something. If you're injured you make grunts of pain sounds and when you're healthy you make breathing sounds but you can't do both. It's like you can walk and run but you can't do at the same time.
It is so stupid and shameful that the developers brought back old Iron Will. There should never be a Perk that can remove an important part ofgameplay element for free without any drawback, especially when it makes injured survivor better in chase and stealth than healthy survivors.
I played a few games with Iron Will and it was so stupid that I can stay injured next to a killer and they don't notice me or can break line of sight and have so much control about any mindgame tanks to Iron Will.
@Rogue11 said:
Yea it's stupid and shouldn't work like that. At least they reverted the Stridor nerf so something actually counters it.
I personally think this comeback from Stridor is ridiculous. Nobody will use this perk, and it is the same stupid mistake they did with Shattered Hope. I
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763305#Comment_3763305
You can also apply exhaustion on survivors now.
Languid Touch + Spies from the shadows is solid combination on most killers.
Year but I don't wanna run very match the same combo just to counter one perk. I also don't wanna run an Exhaustion perk on every killer builds mainly to counter Iron Will so I can bring back a gameplay element.
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How about a give-up-option with a vote system? If one survivor doesn't want to play the match they can ask the other teammates to leave the match. If two or all three agree, this survivor gets replaced by a bot without any punishment or penalty. The main reason why survivors give up on hook is because they know there is no punishment for them and this is what they want and why they rather die on hook than dcing. Bots are not perfect but more helpful than a survivor with the idea of "I will die on hook and leave you here alone." I know this system has it's own problems but could it be something that we can work with?
@Peanits said:
We definitely see the frustration it causes and have shared it with the team, and we agree that it doesn't feel great to have teammates abandon you. I'm afraid I don't have anything more concrete to reveal at the moment, but I'd like to be open about it regardless.
It's a tricky problem to tackle since even if the option was removed, there are other ways to quickly get out of the match, such as running to the Killer after being unhooked. Ultimately if someone refuses to play the rest of the match, we can't force them (in a literal sense, they could walk away from their system and still leave the team one player down).
That's not to say that it can't help, of course - making it more inconvenient can be the nudge some people need to finish out the match - though it wouldn't get rid of it entirely.
Hopefully this sheds a little light on it, and please by all means keep the suggestions coming!
If I play killer and I have a bad match, I have no other choice than dcing to leave the match while survivors can just die on hook or run to the killer to get killed in order to avoid the dc penalty and to leave earlier. I am not implying killers should have a sneaky way to leave the match without any consequences, it's just your statement that I don't like. You say you cannot force players to play the game that they don't want to play but at the same time you already doing this with one role. It is also not fair that one person can ruin the game for the other three/four players just because this one doesn't want to play the game for personal reasons. I know the system of an asymmetric game is the problem and I am not blaming you for that (I think you are aware of this and dislike it too) but it is still such a contradiction.
@Krazzik said:
I believe they should remove self-unhooking. Only allow it if you have Deli activated. Unfortunately I doubt BHVR would ever remove it simply because it's been a part of the game for so long.
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762983#Comment_3762983
Thanks @Peanits for the reply! Glad to know that it's at least acknowledged as an issue. I fully agree that you can't force people to try. But I do think there are things that can be done to discourage the behavior that haven't been tried yet. One would be getting rid of the self-unhook (on 1st hook, except for Deliverance) and skills check (on 2nd hook) mechanics. The 4% chance and the skill checks are outdated and unnecessary mechanics. While not a perfect solution, it would be a big step in the right direction. Even if the player wants to run back to the killer to purposely get downed, at least they are wasting some killer time and helping the team. Another thing to consider: sometimes I see when the survivor does this, the killer will just slug the person, making them bleed out and not be able to do anything while they sit in "timeout", which also helps to discourage the behavior.
Removing self unhooking and skillchecks leans into the problem that you have no real chance to give the other person the hatch quick. There are also these matches which are just done and do a hook kill helps you to go next quicker.
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@Devil_hit11 said:
I don't feel like i need map of the realm anymore. It is good QOL add-on. What I need is LESS COOLDOWN on my guards. There so many situations where my carnifex is on cooldown and i cannot use his pallet break to get the hit. there is many cases where i see a place to use assassin at generator and he is cooldown. there are times where i am waiting in corner of the map for my jailer to comeback so i can pincer.
these cooldown. man.
True. I knew I forgot something. Year the cooldown feels so awful. I understand why his power has a cooldown but it is way too long. In my opinion it could be good when the guard that you just used has this cooldown timer but the other two have a quicker cooldown.
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@Brutha said:
Hooks now respawning after someone dies is amazing, now I'm not forced to bleed someone out if theres no hooks. It ended up helping me against both a sabo squad and two boil over map abusers. But ofc theres people complaining about it and I really don't see why, killers have been nerfed a lot being limited to gen damage and getting the best slowdown perks nerfed (Pop got nerfed to below what it originally got buffed from) and now since theres a mechanic that helps killers a bit it immediately gets complained about and I really don't see why.
I am happy about this change: It is now impossible that someone holds you for four minute hostage because the survivor is impossible to hook (and this ones runs back to the deadzone).
I guess, some players like to complain. You will always have these type of people who don't begrudge the other side the slightest thing. I would even go so far as some of them not complain about this change directly, but rather that it wasn't what they would have liked to see. For example: Players complain about slugging and saw this change and were like "Why did they get this QoL change, this won't change anything. This is not fair." or something like this. They may be upset about this change but it's not what they actually mean. I hope you understand what I mean, it is a bit complex to explain. They may also feel disadvantaged as a result. I remember there was a patch in which many perks from the one side got nerfed (or buffed) and the other side was complaining about it. However, next patch they got this treatment. This is btw. no offense or anything. It is just my explanation and this can happen on both sides, in every game, and even irl.
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@Confused_Individual said:
I’m playing on a switch lite and I noticed the cosmetics shortcut on the left that’s usually below the bloodpoints tab is now missing.
I can still access cosmetics through the character tab above but I’m wondering if the shortcut was removed intentionally as I didn’t notice a mention to it in the news updateThe developers introduced a new UI which has a lot of changes and one of them is that they removed the short cut for customization. I don't know why they did this but they did this. It is not a bug or something, it is intentional.
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@VomitMommy said:
I was laughing a lot, when I noticed it.
In this instance I am pretty sure it was done on purpose, but still…https://us.v-cdn.net/6030815/uploads/QN1I199RK3SV/20240716231452-1.jpg
at least it looks really cute :3
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760945#Comment_3760945
I already reported them both together in a very long post with videos demonstrating the bugs months and months ago.
Oh man that sucks :/
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At least they fixed that Sadako's intermittent invisibility when within 24 meters now happens in sync between Survivors and Killer's POV. After 5 months. I'm pretty sure they will fix this bug in the next 5 months. Maybe it is a good idea to report this bug in the Bug Reporting section @jasonq500 if you or no one has done it already, just to remind the devs that this bug is still in the game.
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@Alen_Starkly said:
Ever since the new store update, this outfit has been present in the store, but always labeled as "unavailable". What is up with that? Will it come up for sale any time soon? Or is it exclusive to someone (a dev, maybe?)
I would appreciate some answers 🙏❤️
https://us.v-cdn.net/6030815/uploads/QL5QOBEP6BBW/jonah-fit-unavailable.jpg
It's a Twitch drop
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It is so sad :/
He could have been a great killer that is fun to play as but also against. But nope the developers ignored every feedback and chose to make him like this while keeping these annoying bugs.
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It is so sad :/
He could have been a great killer that is fun to play as but also against. But nope the developers ignored every feedback and chose to make him like this while keeping these annoying bugs.
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Losing Corrupted Intervention for a quick down is not a lose. If you get a quick down right after the start of the match the survivors have different problems than three generators are blocked. That you lost a Generator and refused to down the survivor to spread more pressure was your own risk. Sometimes it works and sometimes it doesn't. Nemesis is also a special killer because in this situation I am sure some other players would do the same just to get the Tier 2. The main value from Corrupted Intervention is also that the survivors come to you/the map becomes temporary smaller. Corrupted Intervention is a great slowdown perk and is in general a great perk, especially on indoormaps. It also gives some killers like Trapper, Hag or Plague the time for their setup but also helps some killers without good mobility. It does not need any changes and for a more aggressive start, we have lethal pursuer.
Removing the downside would not make the perk too strong. We've already had it and back then it was not that strong because in a normal match once one survivor was in chase the other three found a Generator. Honestly, I wouldn't be surprised when the developers would remove the downside.
Ruin is still a good perk but could get a slightly number buff. It's rather the bad totem spawns that let it look weak.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760485#Comment_3760485
I think the time between tome releases will stay though, it’s just that rifts are longer open.
I mean, they aren’t changing anything about chapter/mid-chapter scheduling (and new rifts are tied to the mid-chapters) and as far as we know they aren’t changing the levels/number of rewards either
Ahhh I see they increase the time of the rift. That's fair and fine. I haven't paid any attention to the rift since I finished it so quickly and when I saw this topic I was extremely surprised that it is still open and the new one opens tomorrow. But you're right the mid-chapters schedule hasn't changed.
Thanks for the clarification
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Crazy that there is no two weeks break between rift 19 and 20. I also had no clue that the rift was still open. I don't know if it's a good thing that there might be no break between the rifts because it could lower the quality of the rewards and challenges while putting more pressure on the team since they must finish it faster.
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@Wiccamanplays said:
I'm seeing this perk on at least one Survivor in pretty much all of my games. If I'm not playing a very oppressive killer, gens go by scarily fast, especially since regression perks have been nerfed, and after the event everyone seems to have a million Commodious Toolboxes with Brand New Parts. What's more, Resilience can make chases pretty painful when you keep missing what feel like guaranteed hits at windows. Alternatively, instead of bringing a toolbox to delete a gen in 30 seconds, the Survivor brings a medkit and the moment they feel pressured, they just pop one of their million syringes to heal while in chase or one of their million styptics to get a free health state. And with the upcoming changes to Iron Will (which will make an injured Survivor quieter than a healthy one), I'm worried we'll end up back in an 'injured meta' like we were with Made for This.
Now of course this means little for a Blight or Nurse (you see where this is going) who don't care about a boost to vault speed and can outpace Survivors' generator progress, but for weaker Killers (and weaker Killer players, myself included) who might not be able to convert injuries into downs consistently, Killers who injure passively (like Trapper and Plague) or tend to injure consecutively before going for downs (like Legion and Twins), I could see it becoming a real problem.
Am I alone in thinking this? Does Resilience need adjustment, and if so, in what way?
I wrote in the PTB Feedbacksector a post about Iron Will and part of it was that with the upcoming Iron Will buff we will probably going back to a metagame where staying injured is not that big of a deal - in fact - gives you more advantage than beeing healthy (Iron Will makes survivors quieter than healthy survivors while Resilience makes survivors better at chase). Resilience/Unbreakable/WoO, Iron Will, DH, and DS/Off The Record will probably become the new meta build on the survivorside. You can pair this with a medkit, especially when playing Resilience, to 99% yourself since besides Sloppy Butcher no other Haemorrhage Addons or Perks are common or bothers you for too long. I personally think this is not healthy.
In case of Resilience, it is a Perk that you will most likely see on rather good survivors since they are good at chase and know how much of a difference this Perk can make. In this way it is similar to old Background Player and FTP+BU you won't see it on rather shy survivors. As a result, some players and the developers don't understand how strong 9% can be while the players that use it know how good it is. It is also extremely funny that the developers nerfed Pop because it was too free but keeping Resilience and buffing Iron Will. In my opinion, Resilience should get either a nerf or rework. In terms of syringes and toolboxes: Syringes need a rework because getting a heal for free is so powerful while toolboxes are in general super strong. But this is something some players hate to see because they know how strong it is and want to prevent any possible nerf. However, as you said the stronger killers in Nurse, Blight, and Billy don't really mind the stupid strong stuff on the survivorside because they can still down you but the weaker ones suffer from this. But this is something that happens on both sides. Some killers have super strong Addons that should not exist like Plague's Iridecent Seal Addon, Billy's Lowpro Addon, or Wesker's Iridecent Uroboros Vial. But this is something no one really talks about it because it is not so present like Nurse or Blight. I am also surprised that no one is talking about how strong the new Singularity's Soma Family Photo Addon will be because it enables Singularity to tunnel so easily. It is also so funny that the developers nerfed Wesker's infection last patch to reduce his tunnel ability but then one patch later they give a strong killer a powerful tunnel Addon. Idk, maybe I'm exaggerating it but it still does not feel right.
@ReverseVelocity said:
I don't think Resilience needs an adjustment at the moment. One of it's best pairings, Adrenaline, got nerfed pretty recently.
Adrenaline is still a strong and common Perk because it gives you so much value (extending a chase, greeding a generator, don't wasting time with healing, reaching an exitgate faster ect.). It is similar to PainRes, the nerf is not big of a deal it is still a great perk.
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I think the biggest issue of the developers is that they don't listen to us or at least not to the players that have the knowhow (e.g. Trickster mains that gave feedback to Trickster). We can also see it on some Fog Whispes; they give the developers so much feedback but nothing happens. Of cause, the community do not always know what is the best for the game (sometimes the developers have the better idea) but the same goes for the developers too (the community has better ideas and the knowledge). I can imagen that beeing developers can be very stressful, especially when you have to work on different killers, perks, maps, and so much more at the same time. But when they make bigger changes to the game or killers, they need to take the time and make it good or otherwise we have to deal with bad things for months while the developers have to comeback in a year which results in extra work for them. So making bad changes and decisions hurts both sides. I really wish the developers would listen to us more or at least explain why they refuse to implement suggestions. It would make everything so much easier and better.
It's not only killers but also Perks get a bad change: Save the best for last was unhealthy before and now it is unhealthy and akward because the devs nerfed it in the wrong direction. We told them that it should deactivated when you're nearthe hook but nope. Sloppy was great on M1 Killers and needed a different nerf and not the timer one. Iron Will will become meta and is unhealthy even though so many players told them that this is a bad decision.
Many players told the developers that Knight needs Map of the Realm fully basekit and not half but also Call to Arm basekit for a better map control. They refused to listen. Now he will still needs these two Addons or otherwise his power will be pathetic to use. But out of nowhere they made the fasterbreaking Addon basekit even though it is a bad addon. also told them that the Bug (summon another Guard when another is active) should become a feature but nope it's a bug. The Twins Rework was so pathetic. What really bothers me is that they needed two years to give them a rework but in this time they didn't gave them a little bit of QoL changes like making Toy Sword basekit or a smoother switch so they feel a little bit better to play. They felt two years so clumsy and then their rework was way too powerful and in the end we got a Twins with little QoL changes. I also remember that one PTB Twins had a bug that made the switch between them super fast and smooth and many players told the developers this should become a feature but nope they refused to listen. But fixing the necessary and annoying bugs of these killers is something the developers never do. I remember when Chucky got nerfed and the developers only talked about the Pallet scamper but not about the window scamper and window scamper was possible in the PTB and we all thought they only remove the Pallet scamper. But nope, apparently it was a bug and they removed window scamper too even though no one was ever complaining about this. But never fix annoying bugs of killers. There was also Demogorgon and the feedback that his portals need also some QoL changes but the developers refused to listen. The only time when they listen to us is when something is overwhelming negative like starting matches with Bots, Twins Rework, or making Vecna smoother. But these are rather a "they have no choice"-situation than a "We listen to you"-situation.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759724#Comment_3759724
They still have the spin exploit? That's sad. That singlehandedly kills her.
Year, it's so sad. I like Hag because you have a complete different gameplay with her but once you have this one survivor in your lobby Hag becomes so useless :/ Iirc you need the green and yellow smaller trigger range Addons so survivors can no longer spin the trap but then your traps become useless on a different level. I really wish the developers would give her a bigger lunge attack after she teleports, so survivors can no longer do it but I guess this will never happen. According to the Stats she is a strong killer but only because many survivors don't know how to play against her, you have this one survivor that does a tiny mistake that cost the team the match, or you're a 10.000h Hagmain who uses magic to play around it.
Her biggest issue is so akward. Many players know about it but it's not a hot topic because only a handful of players play her. If Wesker had a similar issue everyone would write topics about it and they would compel the developers to fix it but Hag ¯\_(ツ)_/¯
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When WA was released, I was thinking that this combination does not need a nerf because there is a good amount of counterplay:
- Perks: Distortion and Object of Obsession counter this Perk fairly well. The more common Off the Record also counters this Perk well but is a special case.
- You get a notification when you affected by this Perk and can look for the item to pick it up and then place it somewhere on the edge of the map.
- When you have an item, just drop it on the edge of the map. In case of Toolboxes, you always use these on the first generator and it unlikely that a killer could find you - but possible. It removes the option to Flashlight save but Pallets saves are still possible and when you cannot do saves you sit on Generators.
- Do a last second switch in the lobby.
- We also have to keep in mind that the killer has to use two Perkslots to make it work.
However, what makes me think that WA should get a nerf is the fact that it affects other Perks in an unhealthy way. If we look at the Distortion stats from nightlightgg we can see that much more players use this perk since the introduction of WA (Patch 8.0.0). Of cause, Distortion was and is always a top10 perk but the jump from 9.15% to 11.74% (38625 → 52723 is +20.000) is noticeable. I'm also expecting that Distortion will become much more popular due to WA. More players use Distortion means that other aura reading Perks and Add-Ons become less used which means killers will run more slowdown Perks. Of cause, running slowdown is always the most common killer choice but it is a different between running it because it is strong or running it because it is the only viable choice you have. Don't get wrong, in my option Distortion needs a tweak/nerf to make aurareading Perks more viable - nerfing WA won't make Distortion a neverused Perk. But nerfing Distortion without nerfing WA would be a mistake because then - I am pretty sure - Object Of Obsession will take over Distortions place which results in the same situation that aurareading Perks and Add-Ons become unreliable and killers feel like to run slowdown. Another issue is the missing mindgames: When a killer has constantly the information about your location, mindgames on the survivorside are impossible (e.g. you cannot fake a window vault on a TL when the killer has no line of sight because he has the aura information). In the PTB-Feedback I made a point about how healthy mindgames for both sides are and that Iron Will will remove this and turn the game in an unhealthy direction, so why should be okay when Perk removes the ability to mindgame on the other side? Of cause, the item has to be on a tile/loop to remove any possible mindgame on the survivorside but this is easier than you think. I played alot of games with WA+Franklins and was able to hit survivor on a good spot because survivors run during a chase into the map or to a strong tile and then you hit them there and WA will give you a huge value. The survivor is also in this moment unable to pick the item up and later another survivor has the issue that they is affected by WA and unable to do any mindgames. I hope you get the point. Of cause, you could run Object Of Obsession to get the mindgame ability back but I also played some games with OoO against WA users and it felt so akward. We knew the location of the other and nothing happened because no one was able to pull off a mindgame that either gives you an advantage or a move. It feel like the hold hatch situation when the killer was able to grab you when you jump into the hatch. The survivor was standing on the hatch and waited for the killer to hit them to get the hatch while the killer was waiting for the survivor to jump into the hatch. It is hard to explain but it does not feel healthy. Of cause, there are aurareading Perks and Addons that can do similar things but these have either a cooldown or a requierment.
Overall, WA should get a nerf because it leads the game in an unhealthy direction and removes important parts of the game.
However, I don't think the developers will really understand it and WA will stick around for the next few months until it has too much usage. Then the developers will nerf it and then two years later they will buff it back.Now the question is what kind of nerf this Perk can get that makes it less unhealthy but still viable? My suggestion:
- Survivors can now see the aura of the WA item
- This makes the Perk more manageable for SoloQ and less akward on some places or maps.
- When a survivor is in the range of the WA-item, the aura of the survivor is revealed to the killer for the next 8seconds. If the survivor leaves the range of the 10seconds are over, the affect for this survivor goes on cooldown for the next 30seconds (can be more, its just an example).
- Adding an individual timer and cooldown enables survivors to do mindgames against the killer after the timer is over. It also makes sure that the survivor is not running from one WA-item into another one. An individual timer is also important to make the Perk more useful. If the perk would go on cooldown when one survivors triggers it, it could become rather useless since a random survivor could trigger it. It should also be possible to add an individuel timer because the Perk game ofoot as a similar feature.
Sorry for my bad english but it is kinda late and I'm not in the mood for a long post.
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I agree with @VomitMommy. Circle of Healing is still a good Perk but easier to use in SWF than in SoloQ. The Perk shouldn't have a Self-Care effect as it would give the other three survivors a fifth Perkslot. I had matches against good SWF that used the Perk fairly good while I also had some success with this Perk when I used it in my SWF matches. The missing communication makes it difficult to use it in SoloQ. If we had a communication wheel or something like this, I'm pretty sure it would be much easier to use in SoloQ. SoloQ has also the issue that some players just spam the boon without thinking if it makes sense to setup the boon or if it wouldn't be better to spend the time on a generator.
Overall, Circle of Healing does not need a buff, it might be rather SoloQ that needs a healthy buff. If the developers would buff Circle of Healing they would missing the point but also do the same mistake again (Which wouldn't be all that unlikely considering we're slowly moving back into the pre 6.1.0 meta)
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@Chocolate_Cosmos said:
I think SWF groups will have even better edge and they allready had if they just play aggresively againts her to destroy and mess with her traps that she can't even set up well.
The removal of flashlight was helpful for Hag but now not-so-good survivors can removal her traps without taking any risk. However, these types of survivors will always do a blunder against Hag and making one tiny blunder against her can cost you the match. So, I would say it is not that big of a deal but still a nerf. Otherwise this change hasn't affect Hag that much. Good survivors won't do the new removal against her traps, they will still do a spin to trigger them without beeing in danger while still harassing her active.
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@Iron_Cutlass said:
30 second cooldown is nice but I dont see this getting any value with Distortion being "meta".
It basically acts like a free version of Dance With Me since Distortion hides Scratchmarks when Aura Reading is active on you, and I see it getting in the way of chases more than actually helping chases as a result.
(Accidentally hit send early so I had to go back and edit this post, my apologies for that.)
It's not only Perks that hide the aura of the survivor like Distortion or Off The Record. The other issue is that this Perk still has a too large trigger radius. 48meters is way too large and results in situations where a survivor randomly triggers the Perk and it becomes useless since you're not interested in this one or the survivor who you're chasing triggers the Perk too far from you. Players told the developers that this trigger radius is too big and the reason why the Perk is underused besides its long cooldown. However, they chose to not listen and ignore us and then in a week they'll wonder why every killer is still running Pop, PainRes, Corrupt, and Grim Embrace. ¯_(ツ)_/¯ However, the Perk is still decent on some killers like Pyramid Head, Huntress, or Trickster but not so reliable like other ones.
@Blueberry said:
I don’t see this change increasing the usage rate at all. 10 seconds isn’t gonna be the make or break for whether someone considers it or not. Also yeah, Distortion things.
Realistically I don’t think any of the killer perk buffs are gonna
see their usage rates go up much at all. Maybe Oppression a tiny bit.
Kinda meh for a perk update for killers in my opinion, I don’t see
enough changes that would make me run any of them.True. Darkness Revealed could have been a good Perk but - again the developers - chose to not listen and buffed it in the wrong direction. I'm looking forward the new Machine Learning because this can be cool paired with Tinkerer, Deadlock, and filler. But other Perks are more reliable. Opression, Trail of Torment, and Dragon's Grip will be for sure decent too but only when you do something funny.
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@TheRealConsent said:
Hello, Killer main here. I've been waiting and hoping for a 2v8 mode practically since I started playing Dead By Daylight. I have a trip to Germany that will last about 2.5 months that's starting on the 17th. I'm not going to be bringing my PC as it is a study trip related to university.
It's seriously so, so hard to comprehend the unluckiness of this timing. I'm also a Singularity main since release, and his greatest buff patch is going live less than a day before I depart.
With all I'm missing out on, I would rather quit the game than be reminded every single time I play Killer again that I missed out on 2v8.
And I'm not talking about it returning in 2 years. Please devs, this is the single greatest gamemode you can add to DBD. How many people need to point it out for it to be implemented quicker?
Either way, I'm just coping, but I seriously probably will just quit if 2v8 is scrapped (or delayed a long time).
The developers confirmed in their anniversary stream that the 2v8 modus will not return this year (after it is done, thus nothing is set in stone) and that they will add more killers (and survivors iirc) to the gamemodus with its next return. However, all of this is up to us like the chaos shuffle one: The Chaos Shuffle got an overwhelming positive review from our side that the developers extended the time of it. If we give the developers a similar feedback to the 2v8 modus I am pretty sure they will priority this game modus and fix potencial problems we suggest. So it is basically in our hands. We like this modus in praxis and give a good review I am pretty sure it will come back quick but if we don't like it (or say it wasn't that good like we thought) then it might take a while until it returns or how much they improve it.
I'm sorry for you that you cannot play this game modus but you can watch streams and videos about it and based on that you can make your opinion about it and gave it to the developers so the modus might come back sooner than later.
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My theory: The skin is a recolor of an existing Jonah skin and was introduced with the update that came with Tome 18 because the skin was part of the 18 rift
https://www.reddit.com/r/LeaksDBD/comments/1af0qz5/rift_skins_18_tome_ingame_look/
However, it seems like the cosmetic never made it into the rift which means either the developers forgot it to make it part of the rift or they changed their plans and removed the Jonah skin from the rift but forgot to remove the skin from the update. I think the second one makes more sense and they just forgot to remove this skin from the store.
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@Laluzi said:
I get why they have to update the interface, moving forward, but I don't get why they can't just make the new code emulate the same layout as before. And that, personally, looks to me like they're just trying to shove the shop in the player's face at every possible juncture.
You basically name it. What do you think why you have to claim the weekly free gift in the shop and why it is not a login bonus and why the weekly gift resets at the same time when the shop has new sales? Because the developers want you to visit their shop because this means it is more likely that you see the cosmetics and would buy one of them. If you buy one of them, it is likely that you will play a bit more since you want to showcase the new stuff. I'm okay with this methode because the shop is the best way for the devs to make money and making money means that they can pay their employees, bills, and spend money in new projects. Even though some cosmetics are a little bit expensive it is not a rip off like other games do. They don't actually make so much money with new chapters. Chapters are good for keeping the game in the conversation or new players join the game, especially licensed ones do this well.
What I don't like is what you said: They're trying to shove the shop in the player's face at every possible juncture. The sad part about it is that they don't need to do it. Players will buy cosmetics no matter what and the few ones that don't buy cosmetics won't do it with the new UI. There is zero reason to slap the shop in out face with this new ugly UI.
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It is easier to ignore Feedback - takes less work. They ignored every Knight feedback, which could turn the killer into a fun to play and good one. they ignored the hole Iron Will buff (in fact made it worse with their mindset of Stridor should counter it). How to buff other perks in the right direction. They don't care if the UI looks ugly as hell or not or the other one looks better.
Mandy's statement is rather poor like some other statement and explanations. If they need this new UI for future features that will come later, then why are they implementing the new UI now? Why do they not rework the new UI and introduce a better one with the next PTB to look if the players like it then - so we don't have to look at this bad one every time we play the game. Why not making a new UI that looks more like the current one so players don't hate it. Why did the developers not asked us before what we think about the UI before they started working on it? They had so many options to introduce a good looking UI that players like but they chose the worst option because it was the easiest one.
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I feel ripped off and sad about the missing changes. I wrote a hole wall of text with facts, experiences, and examples of why Iron Will should not be buffed in this direction and many other players had the similar opinion. There were zero reasonable argument why this buff is good. The answer from Mandy in a different topic was more like we have to push the pickrate of perks that aren'tused very much. Fine but then buff them in the right direction and not buff them stupid strong that nearly everyone will use them which results in other perks get lessed use. However, in the end the developers ignored us. It makes me also sick that they buffed Stridor with the idea that this perk should now counter Iron Will. We had a similar situation two years ago when everyone said that Circle of Healing was too strong and instead of nerfing it directly, they introduced Shattered Hope. Why can't the developers learn from their mistakes and listen more to the community or rather to facts.
I'm also disappointed about the Knight. The PTB Bug was actually really good and many players said that this should become a feature while the Guardfeature that was mentioned as a bug should be removed. They also ignored the fact that Knight needs Map of the realm full basekit and not half and that he needs calls to Arm Addon also basekit. Many players told them this but nothing happened. It's also sadthat their buffed Darkness Revealed I'm the wrong direction and gave I'm all Ears a better buff byddecreasing the range.
And I don't wanna talk about the new UI...
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758612#Comment_3758612
I read your feedback, it was very good and constructive! And I stopped do big feedback posts, because it's pointless. What devs will take into account is just a casino roulette. 99% of community can ask about something and they will ignore it, one guy can say here that Background Player is weak and we play with broken perk for half year. No one, literally no one asked for Soul and Stone Blight's addons changes, all Blight players said it's bad change and addons too weak... and they nerfed it further after PTB. It happens every patch and I just don't keep my hopes for anything anymore.
Thank you, means a lot to me that you like my post <3
After this I will also no longer post big feedback posts since the developers seem not to care about facts, experiences, and the health state of the meta from a bigger playerbase. What upset me the most is the pathetic and ignorant behaviour of the developers that they don't explain why they didn't buff Darkness Revealed and I'm All Ears in the right direction, why they buffed IW in the unhealthy direction, why they didn't implement the Knight bug and removed the stupid feature that was actually a bug. I'm fine when the developers don't implement every suggestion from the playerbase because we not always know what is the best for the game (but same goes for the developers too) but to suggest something and then get ignored feels so pathetic. Mandy posted one post in the PTB Feedback sector but this was more of a necessary one. Every other developer did nothing. But it is what you said "it happens every patch".
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I feel like the developers don't really care about it anymore. They spent 5sec and think it is fine. In the PTB Feedback I mentioned that DR needs a bigger range and not a longer duration. Also that that I'm All Ears needs a smaller trigger range. I even spent so much time in explaining why buffing in that way is wrong Iron Will and so many players gave a similar feedback with facts.
It is so sad seeing that the developers don't really care about it or at least give an explanation why they don't implement things that we suggest.
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I was surprised and happy that Bill got his own full Masquerade cosmetic and I know there are many players ou there who main Bill. It would be great if he would get more cosmetics but I guess there are two big reasons why he doesn't get cosmetics (it's nothing official, just my guess):
First, Bill is a licensed character so it is kinda difficult for BHVR to create new skins for him because the licenses holder has to give their permission. Second, BHVR might not be interested in creating new cosmetics for Bill because Valve, the licenses holder, wouldn't allow BHVR to sell them for real money (Aura Cells) - this is also the reason why Bill is a free character and you can buy his old riftskin with Iri shards. As a result, BHVR would not earn any money - in fact - they would lose money and employees couldn't work on skins that they can sell for real money.
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I agree with @VomitMommy. The main issue with totems are their awful spawns. I don't understand it. It even seems like the developers don't care about bad totem spawns. For example: a totem can spawn right next to the Generator in the mainbuilding on Greenville (a new map). In general, besides a few maps, many totems spawn right next to Generators or in an open spot where survivors typical like to be. I really wish they would finally rework the totem spawns and let them rather spawn where survivors usually don't want to be or where they are hard to spot. This would make them so much better and reliable.
I really like the idea of totems that they have strong effect but can be removed (high risk - high reward) but all these bad totem spawns make them more like a very extremly and huge risk with high reward. As a result, many hex perks are unreliable and players rather use reliable perks which are Pop, PainRes, GrimEmbrace, Corrupt, Deadlock ect. You get it: They use the best perks in the game that you will see every match. Of cause, some hex perks have a good usage like NOED or Plaything but NOED is free and akward while Plaything is rather slowdown or for other stuff. But many other Hexes like Blood Favor, Face the Darkness, or Retribution are really good but not often used due to bad totem spawns.
The developers want more perkbuild variety, which is good, but instead of nerfing the best perks in the game and hoping for the best, they should make the totem spawns better so Hexbuilds (which can have a huge variety) are playable again.
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@Akeeno said:
hello everyone! i hope your enjoying your day.
so i play against very good survivors frequently, and i like to play deathslinger, hes a 110 speed killer.
so these survivors are masters of their craft, and have learn to hug structures very tightly, letting them travel much further than without, but killer cant replicate the same, because their hitbox is much wider than a survivor and will get stuck if you hug a structure too tight.
you would think being 10 percent faster would help catch a survivor faster but under these circumstances, you'd be wrong.
this survivor did nothing wrong and looped very well, but they managed to stall me for 2 gens on a loop without a pallet, for this reason i run enduring to force pallets out of the way, and imagine if this loop did have a pallet, the chase would go on forever.
a 115 killer would still fall victim to this but would do far less laps around these structures,
so in conclusion 110 killers give too much time to excellent survivors, and i recommend to bring them up to 115 like trickster, even with my power i couldn't do anything for the high haystacks.
what are your thoughts?
Your guide helped me alot to learn Deathslinger and I know you are a good Deathslinger who understands him much better than me but I still disagree with the idea of making him 115% or to remove 110% completly. Chucky and Spirit can outplay/mindgame these types of loops. They also should not be 115% because that would make them way to strong. Hag is a special case because she is not a chase killer and it would ruin the spirit of her when she would become 115% (Hag needs some buffs but not this buff). Huntress is already a strong killer and also should not be a 115% Killer, especially with the little slowdown she has with her Hatchet - 115% with this recovery would be disgusting. It would also remove the counter to make distance when she is reloading because without Hatchet, she could still chase normally.
In case of Deathslinger, I also disagree. However, I still feel like he needs some buffs and the developers should try other things instead of making him 115% - maybe give the 24meter terrorradius another try, giving him a better reward for using his power correctly (Huntress has a fast recovery while Deathslinger needs to reload which slows him down), a bigger hitbox, or something that makes him in some situations oppressive (e.g. Basement can be really scary against range killers like Trickster with Mainevent, Huntress due to short recovery, or Artist due to double Birds at the stairs. But Deathslinger has not that much).
Lastly, I feel like in the second video you respected the pallet way too much. These short loops are strong against him and Huntress since they have to brute force them and it might be better to disrespect the pallet. However, it's always easy to say in hindsight.
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@Langweilig said:
One thing I don‘t understand about Sadako is, why does she get kicked out of her ability when carrying a survivor. It wouldn‘t give any real advantage (except of being a cool gimmick.
(I post this here, because I don‘t want to make a discussion for this)
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756070#Comment_3756070
I’ve wondered that myself I agree.
Separately - why can she still get blinded while demanifested. She can’t even attack.I guess the developers want that every killer is the same when carring a survivor. Every killer moves at the same speed - even Nurse - and cannot use their power. If they would make an exception for Sadako, it could confuse survivors. In addition, Sadako cannot be stunned while demanifested and it could be difficult to code that she can get stunned while demanifested when she is carring a survivor.
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Hey,
I like Sadako too and can understand the frustations.
TV RNG - For maps like Ormond, Prenn Asylum, Backwater swamp and Macmillan maps the 📺 spawns are awful. Not sure if this is progressively getting worse but me oh my. Most of my TVs are no where near gens. Maybe 3 of 7 are near a gen. Makes condemn very challenging and applying any type of pressure. If you have a main building you want to protect good luck because your tv will be 20 meters away.
Year the spawns are sometimes really bad because the game priorities chests over killeritems (TVs, Controllstations), which results sometimes in really bad spawns. I really don't understand why this is the case and I have to be honest, who ever did this, did a poorly and sloppy job and I cannot understand why this is still in the game. Sadako and Xenomorph are big licensed characters and the developers do such a poor job with their killeritems. The game should priorities killeritems over chests so these killeritems always spawn next to the Generators because what is the point of a mobilitypower when this power straight up sucks. Here are two wonderful examples: The Eyrie one is from a YTer (it's Xeno but the spawn logic goes for Sadako too) and the TV one from me:
2) Sadakos Demanifest ability is still terrible. Directional lullaby
gives her away, survivors can hear which direction she is coming from.
She flickers in and out too frequently giving away her position. (Due to
a bug) Her phasing in and out is inconsistent to what survivors see so
no mind gaming..(Due to a bug)They fixed the bug in the Tomb Raider PTB and it will be fixed with the next patch!
Solution - fix bugs with her power. Remove directional lullaby. Make
reikos watch base kit. (I’m aware of what they did previously)agree. Sadako has no real antiloop- or chasepower so giving her a better stealth and mindgame ability would be more than welcome. I also feel like they could make the Well Water Addon basekit.
3) Tapes - survivors snatch tapes free of charge. Tv is off for 70 seconds. My gens are popping It’s a long time to wait.
(Hear
me out. In the past when survivors would work on the generator
together, they waited for her to teleport to the TV because there was
100 second cool down for it, one survivor would run away that she would
try and chase off the generator the other survivor would hide and go
back on the generator, not fearing about the TV coming back online
anytime soon. In current sadako….as soon as the TV turns on the survivor
just takes the tape and there is a 70second cool down where both
survivors work on the generator in peace which I understand is the point
but the time I get my butt all the way over there they already know I’m
coming because of the stealth issues mentioned the above and boom gen
is already done. This is an issue and will be worse if Lara’s perk goes
into live. Not sure if they have adjusted it or not)Solution - Tapes have passive condemn. Every 30 seconds you gain a stack of condemn OR reduce tv cooldown to 60 seconds.
I disagree with your solution because this could lean in unhealthy situations where the killer can force condemn and it would be overwhelming for new players. However, I agree that survivors should get some punishment for holding tapes besides getting condemn for turning TVs off when holding a Tape. The TV cooldown should be decreased!
Agree with the Addons. I am not against meme Addons but an iridescent Addon like the Videotape should not be a meme Addon. The drawback is also way too big. They should make it a brown one and remove the +20% longer when survivors turn them off.
I really hope the developers will listen to us und give some love to Sadako - at least they should fix the spawn issue because this would also help Xenomorph and Plague and should be easy to do.
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@legiondoctor said:
Its already too strong. You buffed weaving spiders you buffed toolboxes and now added another bnp perks. Literally at this point gens are flying with no perks to counter it.
In my opinion the Perk Specialist is fine as it is. You need to open a chest to gain one token. This means you need to spend 10sec to open a chest but also need the time to find or go to a chest. Then you gain one token and each token reduces the progressbar by 4. So you need to find and open three chests to get what a BNP does (3tokens reduce it by 12 and a BNP by 10 so a little bit more tbh). So you spend 30sec on a chest and the time to look and go for them while you have the BNP for free with a fat toolbox. There is also the issue that it’s difficult to bring multiple Specialist because chests are limits. Of cause, you can bring and offering for it or another Perk to rummage through a chest but: The offering will tell you what the survivors might do while sacrificing two Perkslots to reduce the gentime looks like a fair deal. Of cause, nothing is set in stone and we need to see how this Perk performance on live servers but at the current moment I don't see it super unhealthy or broken.
In my opinion, the developers should rework and nerf toolboxes and their Addons because they are the issue. The Perk itself is fine and rather useless due to BNP but not because the Perk is weak - it's because how strong BNP and toolboxes are.
In case of Weaving Spiders: you need to spend 60 in the basement and then you are permanently broken which means you are the weakpoint of your team. This can be really dangerous. So in my opinion, this Perk is more of a high riskhigh reward one. However, while should you use this when you just bring four BNP and fat toolboxes? Or use the Perk and bring these things on top of it then yes this is overwhelming against many killers.
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@Sudoxxed said:
Title.
I've been in too many matches where players either bring BROWN offerings or no offerings just to spite other people in the lobby.
Players who don't bring cakes DURING THE ANNIVERSARY shouldn't receive bonus bloodpoints.
As soon as the anniversary ends, that should no longer apply, so players can bring cakes and everybody benefits from them after the event.
You can choose not to bring a cake during the anniversary, that's fine, but you shouldn't receive bonus bloodpoints from other players' cakes.
Do you play in the normal modus or in the modifier? I feel like in the normal one players bring less cakes than in the event one.
However, the problem on the survivorside is that they get less cakes than killers because the cakes share the same spawnplace like the eventitem (which look fancy but besides that nothing special). A killer prestige gives you like 70cakes while a survivor prestige gives you 30 - 40 cakes due to the eventitems. As a result, I think many players can't bring a cake because they don't have one. Of cause some players might be a little bit stingy or they safe them to use them when they play with their friends but not everyone is like this.
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749901#Comment_3749901
no one knows about that.
Yeah, I didn't know about Cobblers doubling event points for the burner until I tested it. I am baffled as to why it's not in the item description or at least in the event write up.
BHVR just likes missing information. For example: Trickster has a combo when using throwing knifes and an Addon that increases this combo but the description does not tell you anything about it. You either have to check the wiki or a YT video to find out what the combo does that this Addon increased. There so many other examples. Idk why they do this but they do it.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747800#Comment_3747800
Franklins + WA is fine in the same way a lot of pubstomper characters are fine in other games.
People say they're fine because high level players have no problem against them. While ignoring the fact they absolutely massacre low-to-average skill players.
So if something is bad against good players but overpowered against average players, I firmly believe that's something that's broken at its core and probably needs looking at.
Or maybe my visceral hatred for Franklins is coloring my view and I would very much like to stop seeing it every other match.
I get your point but it is still weird. Survivors get a notification when WA affects them. They just have to pay attention. Of cause, in the first few matches they will make mistakes (ignoring the notification, Franklin's, droping the item at the stat ect.). However, as in every other game, players will improve and they will also improve in this way. Paying attention to this also improves them in other parts of the game (Paying attention to the HUD, environment). Also making mistakes is completely normal since they're learning the game. If they don't pay attention or take the time to deny WA value then it's their fault.
I also don't get the point why this combination massacre these players because they get the information. It's not like NOED or Knock Out that often surprise the average players in a mean way.


