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HolyDarky

HolyDarky

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HolyDarky
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  • @halcyondays93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878478#Comment_3878478

    No, they had a challenge in one of the episodes of Dragula's latest season back in November, where the winning creation from that episode would be turned into a killer cosmetic in DbD. The Boulet Brothers are also supposed to get a cosmetic for a killer, as well as a badge/banner, but it's been 2 months since that episode aired and we've had no news for any of it.

    On the Boulet Brother cosmetic: The official twitter account said the cosmetic will come but we have to wait a little bit

    https://x.com/bouletbrothers/status/1894513666101580106?t=Bs6kpZ-P4KyphKvNAwunxw&s=19

  • One thing that I really like about Inner Strength is the fact that the perk is good on one survivor but not good when everyone runs it. I wish the developers would create/rework more perks to work like this. for example, Potential Energy could get a rework and you gain gen progress by opening chests or cleansing totem - you would get a fair trade and it would enable better chests/totem builds.

    But to answer the question: No, Inner Strength is in a good spot and the suggested buff would buff it in the wrong direction.

    However, the only buff the perk should get indirectly is to make cleansing a dull totem takes now 10 seconds instead of 16 seconds. This would help every other totem perk. Meanwhile, the could increase the cleanse time for hex totems to 24 seconds while nerfing Thrill of the Hunt.

  • I really love the Unknown and think he has a high skill ceilling and floor since you need to use the bounce logic in a really smart way. It also feels really satisfying to hit a survivor with the UVX and there are so many ways to hit them in a skillful and funny way. His design is also great - just wish more skins for him.

    However, he still needs some buff:

    • The weakened status duration needs a buff to 12 seconds
    • The lingering of revealing needs a nerf (from 1 second to 0.5seconds) since it feels so dumb when someone gets rid off it behind a wall
    • The cooldown for his UVX should be buffed to 6 seconds.
    • Hallucinations are too easy to remove and they are a key ability for him (he has the easiest counterplay in the game). Survivors should get a little yellow glyph/merciless storm skill check to remove it and the aura should be decreaed for survivors.
    • Some of his addons need a rework: He has two exhaustion addons and they should become one addon to be useful. His Captured By the Dark addons should have no downside since why has it such a high one but Singularity and Weskers ones have no but another big advantage and his one is the weakest one. He has one addon that just applies Haemorrhage for 30 seconds which is completely useless.
  • @Verconissp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896569#Comment_3896569

    I'm still baffled with the fact that everyone and their mother didn't complain about Eyrie enough and didn't bother to comment "We don't want a second Variation. we just want the actual map Nerfed in terms of literal brightness and loop-wise"

    It still gunna be strong as all hell even post-nerf. Like they're just pulling a GoJ and "Slightly" Nerf it, 100%

    It has to become a thing of "No more 2nd map Variation. Nerf it so other killers have a Chance. not just S Tiers / A tiers even,"

    ….Oh and still waiting for Swamp Rework,

    I will write my feedback to the new maps in the PTB Feedback forum when I revisit the map tomorrow, but I guess the main issue is this is a PTB and we need to wait how the new Eyrie plays on the live servers. Everyone is also more hyped for the new killer and is testing him more than Eyrie/the focus is on him and how he can slide.

    From my PTB view, the biggest issue is how strong the mainbuilding becomes with Balance Landing - yes before it was also good but now it is much easier. The other window that is still the same, is still problematic since survivors can make good distance on it. I also don't like the fact that killers have to break the walls to make it easier. In my opinion, the mainbuilding is still strong and not balanced. Then - but this is a general opinion -, the shack window should always face the edge of the map to avoid unhealthy connections (Garden of Joy and Ormond Lake Mine Shacks have this and it makes everything healthy). But I like the fact that the developers added a new rock tile with lockers, which is nice, however, the map needs more lockers as it would help both sides. Lastly, of cause the brightness is still an issue. The new shack map also have their own issue but more for survivors, however, still not okay.

    @justadreampallet said:

    It was a quick fix so crows eye isn't a good for survivors. Made a map killers are better on so they can take time with an eyrie rework.

    Most of the map problems come from the color in my eyes so if they just redesign that it would be about better

    I highly doubt that the shack version is their way to balance the game (one map better for survivors and the other better for killers). According to leakers, in the PTB gamefiles are information for a shack version of Toba Landing and Saloon. In my opinion, both maps are the most balanced ones in the game while still having a unique design - of cause they have some issues but not as big or many like Eyrie, Badham, or Haddonfield.

    I really would like to know why they add shack versions of some maps because I don't see the point in it.

  • They actually nerfed Eyrie by nerfing the mainbuilding window and making all tiles a bit smaller so it is more a play around for both sides instead of a safe pallet for survivors. Overall, the map feels much better.

    But they just added a boring Shack based map on top of it. I don't understand why they did this and wish they would remove it and never comeback with the idea. FNAF alongside the big new playerbase is right around the corner and I am really afraid that many players will just leave once they see the unnecessary amount of things they have to learn. Yes, unnecessary because we already have enough maps at the moment and I rather wish the developers would focus on fixing the extreme unbalanced maps instead of adding new maps to the game. Garden Of Joy is still an awful map and instead of spending time for a new Eyrie map, they could have spend the time in fixing the GoJ mainbuilding or looking at a map with unreliable pallet spawns like Haddonfield and fix this. Or spend the time in fixing the brightness of the map and making footsteps sounds better to hear.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896264#Comment_3896264

    I remember this, that's just in regards to it affecting self-healing actions in general. There was a mistake in the patch notes for the original version of the perk claiming that it no longer worked on self healing, which was false.

    Anyways, I just double-checked this and while Leverage does affect self healing, it only affects the unhooker and any healing action performed by the unhooker will have reduced speed (altruistic heal or self heal), but it does not penalize the unhooked survivor in any way.

    https://www.youtube.com/watch?v=3D4LYp857WQ

    The first heal here was when I was unhooked and then healed myself, Leverage did nothing here, this was a standard 24 seconds medkit heal (I also made sure not to hit any great skill checks to make it faster).

    The second heal was after I unhooked another survivor and then healed myself, Leverage does work in this scenario.

    Ah okay, then I remembered it wrong. But then it cannot be Leverage.

    @moonlessSky do you have any footage of the match or can you remember your build?

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896022#Comment_3896022

    If it's affecting the unhooked survivor self-healing then that sounds like a bug, it should only be penalizing the unhooker - though if the unhooker is self-healing then yes it would apply, it's not limited to healing others like We'll Make It is.

    It's not a bug, its intended (the wiki gives an explanation)

  • @sizzlingmario4 said:

    Were you the one healing or were you the one being healed?

    There normally is an icon for it on the healer's screen since it's their penalty.

    Actually, Leverage also applies on self-heals for the unhooked survivor. The game text doesn't explain it well. This was also the case before its rework.

    But I don't know if a self-healing survivors gets the icon information.

  • Besides the fact that the developers took the extra three weeks for the QoL update and not for the killer, I think this PTB is an outdated version and the love version might have less bugs and errors. It still sucks to play with a bugged killer since you cannot truly tell what is intended and what is a bug but I am pretty sure the live version might be better. Additionally, the developers also said they want to fix various bugs with the QoL update which means they also try to introduce less bugs with the next patches. However, I still can be wrong and the live version might be similar bad in terms of bugs

  • I mean, these killers need a buff anyway and should not depend on a few maps. Nerfing map offerings will be the best thing that happens dbd.

    The developers already said that they don't want to many Terror Radius and 24, 32, and 40 meters is enough.

    Pig's Ambush addons should become basekit since she needs them to have a more usable Ambush. I also think she should be able to break pallets with her Ambush - similar to Blight and Demogorgon. Overall, her chase power needs more buffs and love since this is her weakest part. Next, this might be a hot take but her purple RBT addons should get a slightly nerf since they make the game too RNG depending.

    Ghost Face should get a little bit of haste when marking a survivor. Maybe he should also get a +10% breaking and vaulting action speed whenever a survivor is marked to give him a slightly better chase - similar to Singularity when he is in Overclocked.

    Skull Merchant gets her rework soon and until then we have to wait, ig.

  • With the announcement of a new Eyrie version, I am kinda scared that the developers won't get rid of map variants/choose the best version and removes the other ones.

    grafik.png

    I played on Ormond II and Meg is running to a filler pallet that connects perfectly into a Labyrinth Gym (on the other side you see the mainbuilding). I, the Knight, stay btw at another filler pallet tile

    I don't want deadzones or anything (that's boring for both sides) but it is kinda disgusting when good filler pallets connect so perfectly into stronger tiles and I noticed a lot of these issues on variants.

  • It's really nice that Eyrie gets a rework and its tiles get a nerf but why do we need a different version of it. We already have enough maps and with FNAF right around the corner (that will bring a lot of new players), it does not seem like a good idea to add new maps.

    @SoGo said:

    All of these are great.

    Aside from the new Eyrie map (what do you mean "double pallets"), as if we didn't have enough issues with it already.

    The double pallets on Greenville and Ormond Lake Mine are funny but I am a little bit worried about the Screenshot for the Eyrie version since it has a window on the one side and maybe another one on the otherside - or is this a "door"?

    Xenomorph changes look like a nerf with the 15 seconds timer and longer time to remove the burn points. Also, the developers say turrets are good when used by good players and bad when used by bad players and therefore they buff the burn? It does not make any sense. The issue is that turrets are strong but many players don't know how to use them since the game doesn't explain anything. It's a communication issue and not a turrents are inconsistent.

    Chucky buff is nice

    Legion buff is nice but wish his Freenzy start movement speed would be 6.0m/s to use it as a little mobility tool but also to threaten survivors more with his fifth hit.

    New TR for some killers is cool

    Perks buffs are nice. I like the buff to Alien Instinct and Nemesis but Deathbound will still be bad since they missed the point. The cooldown for Hysteria is still weird and should be removed completly.

    The surrender option is cool but has some issues. I wish a killer player could surrend at two bots and a surrender after 10 minutes when no gen got touched should not be a surrender for the killer since the survivors gave up and not the killer - the change should be that the killer can claim the win after 10minutes and get the BPs they would get when killing the last two too.

    Really sad that we didn't get the map offering nerf. Its a simple change and we need it asap.

  • Mandy once said they don't wanna do this because it messes with players when killers have too many different Terrior radius ranges - their new goal seems like have 40m for high mobility killers, 32m as standard, and 28m for stealthy killers.

    One solution could be that survivors suffer from the oblivous status effect when they hold a tape and no longer hear her lullaby after a while when keep holding tape. This would be also a decent buff to tapes which are really free to hold.

  • @radiantHero23 said:

    Isn't there a delay for new content due to the planned operation health?

    Yes, but the developers released a roadmap that confirms the next PTB with the new killer will drop next Tuesday (so three-weeks later than planne)d. We can expect this PTB might includes more than just the new killer

  • @fixblitzskin said:

    I know that nightlight isn't the most reliable source on dbd data but just based on that xeno is in the top 5 least played killers and the least played license killer

    1- Hag

    2- Twins

    3- Skull merchant

    4- xenomorph

    5-artist

    Kind of shame xenomorph is even close to being at the same play level as twins, current merchant and hag. Granted I don't play xeno often as i would like to because personally i think he is the worst designed license in dbd and plays boringly but i still play him just because well its xeno. Darn Shame.

    When Xenomorph was announced for dbd, I was really hyped for it and played her a lot. I really love the tail attack because it has a high skill ceilling and you can do a lot of funny tricks and hits. But otherwise, she feels kinda meh. Her Controllstations can sometimes have really bad spawns, she feels clunky, her addons are overall boring (you always run vault + turret resistance) , and all of the sound notifications from the turrets are annoying as hell.

    I hope the developers will give her an update to fix these issues.

    @Iron_Cutlass said:

    Sidenote, but Im not surprised that Artist is among the least played.

    I have only seen 1 over the past year (not an exaggeration), and that 1 person was Carniveris of all people (she used us as a mop to clean the floor with). All the others Ive seen a few times, but it's weird how Artist is the one I just never see.

    Anyways (obligatory Xenomorph Queen joke).

    She is really difficult to play and many players don't understand her. They play her in the wrong way (use all of the bird immediately and think "good tracking", loses distance, never get bloodlust ect), don't get any kills, and then frustrated/think she is bad. She is that type of killer who has a high skill ceiling and floor while other killers like Wesker, Billy, or Blight are easy to understand but similar difficult to master - these fast/dash killers are also more fun to play for many players. The game also doesn't tell you what you did wrong/its hard to understand. Then, you have so many different ways how to outplay tiles and things (e.g. shack alone has like five different ways how you can hit a survivor depending how the shack looks) and the game does not tell you anything - either spend many hours in her and learn it or watch an 120h video.

    Artist is my main and it is really sad to never see her when I play survivor. Last week, I had one Artist and I was so excited for this match when I heard her TR but then she dced :/

    I also have no good ideas how to make her easier for beginners. She can/should get some QoL changes and an addon update but these are really tiny things and nothing big since she is almost in a perfect spot. But then, it is okay to have less played killers but then she is the only killer that everyone has but no one plays unlike other less played killers.

  • So happy when map offerings get its nerf and I can finally use my cakes and BPS again. Its just getting so boring

  • The developers announced on February 17th that there will be a three-week delay for all content. The PTB, originally scheduled for release on February 18th, has also been postponed by three weeks. As a result, the next PTB is likely to be released next week. However, it is uncertain whether it will be released on Tuesday or Thursday, as the developers will be attending an event at the IKUSA ARENA in Tokyo on March 12th (Wednesday). Therefore, there is a possibility that the PTB might be published on Thursday, as they could introduce the new killer the day before.

  • @Interrupt_Vector said:

    Shortly after the Freddy PTB I have noticed, that Huntress Hatchets do no longer collide with survivors on the hook.

    They pass right through them.

    As a Huntress main I welcome the stealth buff but I am not sure if this is intentional, and if so, why?

    This makes every unhook unsafe because no matter the angle from which the survivor unhooks, I can get them by just aiming at the hooked survivor and I will get a guaranteed hit every single time.

    Maybe make a report so the developers get aware of it. I know there was a time when Plague was able to hit survivors through a hooked survivor but then it got fixed but never mentioned if it was a bug that got fixed or a shadow buff (at least I cannot remember any info about it). I also know that Artist's bird cannot go through hooked survivors. So it might be a Huntress only issue and therefore, I assume it must be a bug.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891552#Comment_3891552

    Probably. It can be either bad, or a noobstomper.

    Neither is good.

    year, it is also difficult to balance it for SoloQ. One idea was like "If you finish a selfheal, you get a -10% penalty on generators". This would encourage players to group for heals but then on the other hand, SoloQ could suffer from it since it is difficult to get a teammate heal while teammate heal in SWF is ez. I was also thinking about aura reading when you fully heal yourself but I guess players will dislike it too while something like blindness or exhaustion feels rather weak.

    I really like the idea of the perk to compel survivors to group up and heal instead of doing it on your own but it is so difficult to keep the idea but also make it useful but not OP, unfair, or turn it into a noobstomper. My last quick idea is to change it completly and say "When you injury a survivor with a basic attack, the survivor suffers from the broken status effect for the next 30 seconds". It would be balanced in that way that only M1 killer can use it (so no Nurse, Blight, Billy) but Idk how much players will like it as it also introduce a hit'n'run playstyle or is too strong for how simple it is.

  • Buffing it by also applying on teammates heal will be unhealthy. As already mentioned by other users, teammates will refuse to heal their teammates since they are afraid of failing the skill check and then get blamed for it. Additionally, difficult skill checks are against average and experience survivors not really strong (unless you run it on Doctor, Ig) but against beginners it is really oppressive and unfun. So, these are already two reasons why it shouldn't get this buff.

    The perk is already really weak since good players won't miss the skill check and No Quarter doesn't effect Syringes and healing perks. It is really difficult to buff the perk in the right direction and I rather feel like it should get a rework instead of a buff.

  • @Iron_Cutlass said:

    The issue is map design, actually.

    The ability to ensure you go to a specific map itself quite literally is perfectly fine, in my opinion, there are many reasons to go to certain maps.

    Accessibility, or sending yourself to a map where you can see better, is something that some people tend to do, as the color schemes on some maps can be unfriendly to colorblind players. I personally am red-green colorblind, so I tend to use Map Offerings to avoid going to Coldwind Farm, Toba Landing, or Eyrie of Crows.

    In a similar boat, some people might want to go to specific maps for achievements. There are many "go to X map and do Y think and escape" achievements that players need to get. Most of them require you to repair the main building Generator and escape, while others require you to escape many times or avoid being hit/injured. Not having the ability to send yourself to a specific map can hinder your ability to progress in these achievements in a meaningful time.

    Finally, the meat and bones of the topic, map design.

    The main reason why sending other players to a specific map is appealing to either respective role is because they are designed in a way that strictly benefits the side that brings them.

    For example, Midwich is an extremely Killer-sided map with most pallets being really unsafe to play around, especially when accounting for Killer powers, and many perks benefit from the small map size, so Killers will send themselves there because it is beneficial to them.

    Likewise, Eyrie of Crows is an extremely Survivor-sided map with most pallets being decently safe, having weird geometry that Killer can easily get snagged on, and most tiles chain into one another fairly well. There is no reason for a Survivor team to not bring themselves to this map every single game, especially when 4 Survivors bring 4 opportunities bring Map Offerings.

    Instead of addressing the actual problem, being that these maps are poorly designed and only benefit a single side, BHVR is addressing the symptom of the problem, which is Map Offerings, and by extension they are causing more problems regarding other aspects of the game. To me, it feels like a really short-sighted solution to a more long-term issue.

    The accessibility issue will get fixed within the next patches by being able to increase or decrease the bringtness and more accessibility features will follow according to the roadmap.

    Achievements are optional and if the players want to do them, that is their issue and not mine. In addition, killers don't have map specific achievements, so why do they have map offerings? Also, correct me if I'm wrong but Switch players can't even do them. It is only a small amount of players who wants every achievement ASAP. Most of the dbd community doesn't care about it. I usually see Map offering for Badham, Eyrie, McMillen, The Game, and Autohaven on the survivorside but never for Yamaoka, Toba Landing, Nostromo, Red Forest, and since its rework Haddonfield. Similar on the killer side: often a map where the killer has an advantage. players abuse the map offerings to get an unfair advantage since they know the map and are prepared for it. They don't do their achievements. The game is also balanced around the random factor which map you will get as this prevents players from being prepared or absuing specific stuff on these maps.

    Next, you are right that there are extremes like Midwich and Eyrie are night and day for both sides. This is an issue that needs to be fixed -> maps should be overall more balanced, and there should be no extremes. However, this takes a long time, and sometimes the developers fail (Eyrie got a rework and still sucks while Haddonfield go three reworks and still sucks but now in a different way). However, the devs still try their best, and their map philosophy is much better than before since Ormond Lake, Toba Landing, and Nostromo are overall balanced maps. As a disclaimer; It is not really possible to make every map balanced as some killers and Perks perform on some maps better than on others like Dredge with Surge is a nightmare on Midwich while Billy loves Coldwind farms where Dredge suffers. The developers can also still rework maps after they nerfed/reworked map offerings - it's not either this or that choice.

    Lastly, I rather think map offerings should get a rework and reduce the chances for the realm instead of increasing it. This would make them fair, and players can still avoid their most hated map. But the current version is problematic and needs a nerf/rework since it takes the fun away and forces players to use Sacrifice Wards instead of BP Offerings.

  • @Massquwatt said:

    I don't know how feasible it is but what if they nerfed map offerings in the way where playing generates WORSE tiles/pallet spawns depends on who plays it? E.g. If a survivor plays it then tiles become unsafer and the inverse for killer. And if both the survivor and killer play the same map offering? I dunno, the map explodes or something I guess.

    That would be too complicate for the game. There are also maps like RPD which have a really reliable spawn of pallets and everything. There is also the issue of SoloQ: One SoloQ member drops a map offering and suddenly the map becomes unsafe for the unprepared SoloQ members - SWF can bypass your suggestion.

    The game is also balanced around the random factor of which map you get. Map offerings play around this fact and can give you a crazy good advantage since you know which map it will be a use the right perks for it. In most cases, you are also extremely familiar with the map and gives the other side some type of disadvantage. No one should have such a big impact on match by knowing which map will come. In the end, maps cannot be 100% balanced since the killers are too different and some of them are better on maps where other sucks.

    Maps itself should also be balanced for both sides which means no crazy loop paradise like Eyrie or Crotus or deadzone map like Haddonfield. Therefore, also not have crazy RNG where sometimes you have everything and sometimes nothing like your suggestion kinda implies.

    @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890119#Comment_3890119

    Autohaven is the bane of my existence... Not so long ago I played 1 night for hours and almost all matches were autohaven due to survivors bringing azarov offering and if I brought sac ward or my own offering they would DC in loading screen. Pretty much in a position where I had to play no offerings to even play a match. Change to map offerings and hiding them in loading screen can't come soon enough.

    I have a similar experience; When survivors bring a map offering and you deny it with a Sacrifice Ward, they either give up or dc. I just want have normal matches and not play exactly how the other side wants or they don't give me a normal match

  • I would say on its own OTR but you can combain DS with many strong perks such UB, Plot Twist, DH (+MFT), or Lithe. The first ones also put killers in a lose-lose-situation but these perks are also good on their own and don't depend on the DS action. OTR also has the issue that some killers can easily double hit you. In some situations killers can also grab you to outplay OTR if you are not careful. The killer can also easily call out OTR when you don't make any grunts of pain unlike DS - there is no information and the killer has to do a guessing game. However, OTR protects you on both hookstages while DS only protects you once. In addition, OTR hides your aura and makes you completly silent even when you do a conspicuous action which can be huge in some situations. Then, if you get hit with OTR, you get a speed boost that you can use to run to a better loop while DS forces you to think a little bit ahead. Some killers can also outplay DS (Artist can put a bird on you, clown can use his pink somke, Pyramid Head can outplay both but if he eats a DS, he can put some trail before, Knight can put a Guard).

    Overall, I say with the options you have DS is better than OTR but OTR is better on its own and easier to use but both can also be abused to protect your teammates without any drawback.

  • @HeroLives said:

    I saw someone suggest that map offerings should work as map bans instead and I really like that idea.

    Year, some players made this suggestion and I feel this is the most healthiest solution for map offerings. Everyone has a most hated map and it is okay to avoid this map. It just doesn't feel fair and good to get send to a map one side wants and is prepared for it.

    I really hope the offering change comes with the next Patch so we can give our suggestion and can convince the devs to change map offerings in that way.

  • Not really predictions but more hopes:

    I still hope we will get some QoL changes for Unknown. The last one was more of an unfair nerf. His UVX still feels underwhelming compared to the amount of skill and time you have to spend into it. Then, some of his Addons are still useless (besides the faster recovery one all of his brown ones suck and the two exhaustion addons are a bit too much and unnecessary) or could become basekit (killer Instinct when someone gets rid off their weakenedor the ability to remove your own Hallucinations).

    Then, I hope for simple perk buffs: Thrilling Tremors should get a buff by reducing/removing the cooldown. Remove the cooldown of Eruption. Remove the drawback of Aftercare. Something like this.

    Lastly, I hope the map offering nerf, the new spawn logic and the go next system come with this chapter.

  • @CountOfTheFog said:

    BHVR posted this a couple days ago and now I'm on the fence. They make some good points about the risks in the final paragraph.

    What do you all think?

    https://us.v-cdn.net/6030815/uploads/D13GZF0DBD6J/screenshot-20250226-134729-chrome.jpg

    In my opinion, some players are too picky. I remember a match where I played against a Sologroup and Feng with SB, DS (two metaperks) and then CoH and Overzealous (two niche perks) was the best player in this match. She made good plays and just played well while the other ones with more meta builds played rather "decent". I know, good perks can help you and change the game but the best perks in the game does not help you when you just play poorly. Therefore, just because someone has four niche perks doesn't mean this one will be a weak player. Of cause, there are exceptions where a SoloQ teammate has a rather selfish perk like Left Behin or Solo Survivor and this might be a reason to dodge but then I think it is more a problem of the perk and not of the the feature (selfish perks should get a rework anyway into more helpful teammates perks for SoloQ). However, I think despite the chance of seeing more lobby dodges, I believe the feature will more help than hurt because I find myself often in a situation where I wish I know which perk my teammates had - e.g. someone gets slugged but has UB and someone goes for the healing instead of sitting on the gen (sure you can tell it based on the healing speed but not many players do this) or someone has Deli and it is better to leave the unhook to them or to take the aggro of the killer when the Deli user is chased first.

    I think we should see our teammates' perk during the loading screen since the loading screen is the most boring moment before the game starts and then we can see which perks my teammates have. They can still show us the tips on the bottom even though they become useless once you know the basics. If this is not possible - for what ever reason - then we should see out teammates perk when pressing Escape (where we can see our perks). Both would prevent a situation where a survivor had the option to dodge. Sure, someone can still dc or give up on hook when they see something they don't like but then this player gets punished by the upcoming "Go Next"-Prevention-System.

    In the end, the developers should give it a try. They can see the statistics and tell if more dodges happens when seeing teammates perks. If it happens, okay remove the feature we tried or add a feature that prevents players from dodging a lobby too many times.

  • @MoZo said:

    Ever since the devs announced what the nerf to map offerings will be (basically gutting them) I’ve seen one or more map offerings every single game. It seems like there’s a flood of players trying to burn through all their map offerings before the nerf and I think this is more problematic than before tbh. Before it was maybe every other or every 2 games would be a map offering but now it is every game nonstop. Do you think the devs should’ve done a surprise nerf to the map offerings when the time came around instead of announcing it months prior?

    Since they made Sacrificial Wards brown offerings, I use them every match because I am so sick of the same boring offerings - which is really sad as I would rather use my cakes and BPS (have like 1500 cakes and 200 BPS on Spirit alone) . I am so happy when they get nerfed and we can have actually a normal game.

    Currently, I see a lot more Map offerings but I wouldn’t say its because they'll get nerfed but rather the 1v4 misses the normal players. Many players play the 2v8 mode and a big part of them are the ones who plays more chill, fair, and for fun. Many players who play 1v4 rather want to win and therefore uses map offerings and every single broken stuff. Once 2v8 is gone, there will be less map offerings - probably still many of them to abuse them as long as they can. I don't fully disagree with your theory but I think the main issue is the splitted player base.

  • @MechWarrior3 said:

    I am sending in a video clip now so I don't get banned but I am hoping the community already knows about this and if not well, here we go.

    I basically used my power, and it bugged out causing me major lag spikes and server issues. I was teleporting and moving at insane speeds. Even through pallets and Vaults!

    If you need me to make a ticket on it I will. I also flagged this game by an in game report as well.

    https://youtu.be/Ldh34Ud9sKM?si=CsWAsen3OYjX45uH

    You should post this in the bug forum ( https://forums.bhvr.com/dead-by-daylight/categories/bugs ) so the developers get to know about this bug.

  • In my opinion, the current Bloodhound perk could become basekit since I know some people actully use it since they struggle to see the pools of blood well on some maps and it wouldn't hurt that much.

    I like your suggestion, the aura reading might be a bit strong on some killers but this is rather an issue of the killers and not of the perk.

    @DNet89 said:

    I think the Bright Red Blood pools could be added to the hemorrhage status effects. Maybe Blood hound could be like the Scent Orbs from Dracula's Wolf Form.

    Grants the ability to see and collect Scent Orbs left by Survivors:

    The Auras of Scent Orbs are revealed to you within 12 meters.

    Collecting them grants a +4.35% Haste Status Effect for 2.5 seconds, temporarily increasing the Movement speed to 4.8 m/s if you are a 4.6m/s Killer.

    I think the Bright Red Blood pools could be added to the hemorrhage status effects. Maybe Blood hound could be like the Scent Orbs from Dracula's Wolf Form.

    This would be a nice buff to hemorrhage. Hemorrhage and Mangeled became so limited and kinda bad since their nerf (Gift Of Pain is the only relevant now while Sloppy is decent but got hard nerfed with the 70sec hook time and only worth it on HitnRun). I still hope the developers will reverse them, especially when survivors have so many quick healing options.

  • @PinheadGlazer said:

    I doubt there will be a point where survivors and killers are satisfied. No matter what there always is "tunneling is toxic" "slugging is toxic" "genrushing is toxic" everything is bad for both sides. Constant war of who gets what and who will get more changes. "Game is killer sided" "Game is survivor sided" and so on until one side gets a change and then the other side will cry and it doesnt stop. There is just nothing that would make both sides happy, this is an eternal war of sides fighting.

    It depends on what is your interpretation of "balanced". In my opinion, the game is on a good way to become balanced. The current issue are the extremes we have in the game: A poor little Trapper will suffer against a SWF with Syringes, BNP, full metaperks, and on Badham. However, a Nurse with full meta won't suffer that much while a little SoloQ will suffer against her on her best maps. So, the way I see it, the developers need to nerf, buff, tweak, and rework the extremes on both sides (e.g. killers should be closer to A and B tier but not C tier or lower and S Tier killers should not exist; Syringes and fat Toolboxes still need a rework; strong killer and survivor maps need to be nerfed in the right direction). If everything comes closer, the game might become more balanced. However, the disclaimer is that it will never ever become 100% balanced since killers and maps are too different but then, I guess it is okay when a handful of things is not 100% balanced as long as it does not feel unfair to play against.

  • Currently, survivor sounds are really unreliable: sometimes survivors just stop making sounds when the game has to play too many sounds/soundeffects. In addition, depending on the shoes, some shoes also stop making sounds. Then, the game stops making sounds of something when something is behind a high obstacle like a wall. It is really painful.

    All this started when dbd switched to UE5. I really hope the developers will fix this with the big health update.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888797#Comment_3888797

    Um, no. That is not the same type of audio that plays. Picking up an item has a very distinct, cloth like rubbing sound effect when dropping or picking up. Also who does that? Why would you stun lock yourself at a 50/50? She can just unphase and hit you garunteed, that is genuinely the worst spirit counter I've ever heard

    Dropping the item has an extremely similar sound like a slow vault and can work. Same when starting to pick up a pallet with AMN. Mindgames like these work to confuse the Spirit player and still better than giving up when you have nothing.

    @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888797#Comment_3888797

    Did this dude just say spirit has a "skill ceiling"? 💀 Are ######### deadass right now? Downvotes actually make sense for this comment icl, and that feature is a bully tool for the most part. This, this is just brainrot

    Downvotes make sense for people who are overwhelmed with facts that don't fit into their small world, especially when their comments would have the same "quality" like yours.

    @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888779#Comment_3888779

    Tell me who you think is better than spirit? Other than the obvious Nurse, Blight, Artist and Twins. Dracula and Singularity aren't S tiers and are rng reliant. These killers aren't held back by map generation at all, whiich is a common trend in why these characters are so strong

    Also please don't tell me you think Artist is S-Tier or why do you listed her next to Nurse, Blight, and Twins?

  • @XtremeDBD said:

    @HolyDarky

    Thats simply not true. Shes way too strong to be seen as A tier. You turn completely invisible and turn 50/50s into 10/90s in the killer's favour. She is not A Tier, theres little to no counterability to her kit, you can run Iron Will even though you don't know what killer you're playing against, which is very uncommon since Iron Will is pretty niche and no one runs it anyway

    There is still a lot of counterplay against Spirit even without iron Will: if you have an item, you can drop it near a vault location to make the killer think you vaulted. You can do a uturn or spin around when you're in the open, you can also fake directions to make her make a mistake. You can also drop pallets from the wrong side. Then, once Spirit's power is on cooldown, it is on cooldown. She becomes an 110 killer which is easy to loop or to make distance/run to a stronger loop. When she has power, you can hold foreword. she is also limited in her addons: 95% of the time, it will be Rust Flute with either speed or charging - MDR is only used by experienced players due to its drawback and the fact how awful sounds can be sometimes. She also has to use her power for mobility (and this mobility is no longer as insane as it used to be or like Nurse, Blight, Billy, or Dracula have). and chase, which results in more cooldown time. If you don't use Rusty Flute, you power takes ages to come back - more wasted time.

    Singularity and Dracula don't have these problems. It is extremely difficult to hold W against these killers. Dracula can easily adapt to a loop with his powers, and even when he is on cooldown, Wolfform has still a third-person view, is small, and a 4.8 killer half of the time. Bat form gives him a great map mobility while the Bamboozle addon makes this form also a great tool for chase besides just to use it to carch up. Hellfire is strong on small loops, against bodyblocking, on hooks, or just to make the survivor hesitate. Singularity has his power always available and adds a sidequest to survivors, which is always huge for them - can also make use of every M1 addon. Their addons are also much stronger and provide more variety than Spirit's ones - their addons are less niche than Spirit's ones. Much like Singularity, Twins is a very rare killer, which means survivors are often less experienced against them. A big counter against these killers is also teamwork, which makes it even more difficult since many matches are against SoloQ, and some of them are rather selfish. Both are also great at slugging, which is a strong playstyle. Twins also have a good variety of addons to hit survivors off guard or simple ones to make Victor more ooppressive.

    @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888779#Comment_3888779

    Dude shes still super strong. You can’t counter her in anyway, she doesn't even take skill, just a good head set and if u like tweaking vinilla dbd settings u run an equalizer to make footsteps louder and counter iron will

    This comment makes me guess that you don't have a lot of experiences with Spirit. Spirit has a really high skill ceiling and floor, especially in a time where sounds are so unreliable and bad in this game like never before. "Just a good head set" is such a basic answer that is simply not true. A good headset does not make you a good spirit player - its like saying crosshair makes you an insane Huntress player.

    Idk, but it's a really based behave without any deepness.

  • @XtremeDBD said:

    @HolyDarky

    Dracula & Singularity aren't S Tiers, most complex kits fron newer killers lately have sat at a healthy A Tier. Spirit has been S Tier, but probably the weakest one. I completely forgot about Twins, they're barely played anyway but they are pretty annoying in the right hands

    I said they are closer to S Tier than Spirit not they are S-Tier. I main Spirit and can tell she is not S-Tier, especially when the A-Tier killers in Dracula, Singularity, and Twins are slightly above (or around- depending on who you ask) her. Spirit is an A-Tier killer.

  • Nurse is still the strongest killer in the game. I think if she could not see auras while charging her blink attack would be a healthy nerf. Then, nerf her range and third blink addon. After that, maybe add special effect to pallets when playing against nurse that leaves more counterplay against her - kinda like Dredge and the ability to lock lockers to slow him down.

    Blight: Still strong but it is difficult to nerf him in the right way. Many players say make him a 110% killer but the issue is his power and not he being a 115% killer. The only nerf could be to increase his cooldown since 10 seconds is very low compared to how strong he is - Dredge has a similar cooldown but his power is less oppressive and more limited l.

    Billy is in a good spot. The only change I have is a Tweak to his overdrive: the current Overdrive feels so awkward and I wish instead of getting Overdrive by using chainsaw much (he has to use it a lot to get overdrive and then the speed feels so low), he would get it by hooking a survivor for like 20 seconds to reduce his slug potencial and to get overdrive more consistent (in this case he should also get back his old Overdrive speed).

    Spirit is not an S Tier killer - She is in the healthy A Tier and Dracula, Twins, and Singularity are closer to S Tier than Spirit. Spirit is in a fair spot but could get some little QoL changes (faster recharge) and some Addons could get a rework. The only unhealthy part is the Dired Cherry Blossom Add-On but for both sides since it removes many possible counters on the survivor side and requires zero skill on the killer side.

  • Breakable walls are a given and taken. On the one hand, they slowdown the killer (double storey house on badham) and make some buildings strongers which is unfair in that way that the killer has less time. But on the other hand, they also make it more difficult for survivors like the Game, Gas Heaven mainbuilding, or badham mainbuilding would become so disgusting without these walls - the developers had to block these doors completely to not break the game.

  • I don't use it because it does nothing which is really sad. Sometimes I have extremely good teammates or survivors and want to give them props but they are on console or already left. Would be nice if you could give someone a prop and this one would get a notification and could read the message.

  • Who asked for a down vote button?

  • I voted for no: 2v8 is fun but not in long term. I rather wanna play killer with different builds but during 2v8, playing killer feels impossible as it takes so long to find a lobby and then you get "go next"-survivors. It's just depressing. I cannot play killer in 2v8 since I don't wanna wait 15minutes for a match. Playing survivor in this mode also gets boring since there is not much variety for them and the missing of pips is also kinda sad.

    It would also be better to not extend the 2v8 but bring it back in three weeks instead of extending it now.

  • In my opinion, map offerings should just decrease the chance for a specific realm since everyone has a most hated realm and that's okay. But it's not okay to get a massive advantage by just dropping a map offering and being prepaird for it while giving the other side a massive disadvantage. Map offerings are an unhealthy issue in the game for a long time and there is no good reason to keep them as they are.

  • I cannot say it for sure but I highly doubt it. Currently, when you dc you don't get a dc penalty immediately. The dc penalty comes after some dc in a short period of time. I think something similar will be the case for the upcoming Anti-go-next-feature. When you dc, you won't immediately lose a grade or your 'not go next'-streak - only when you dc multiple times. This is my guess.

    The developers also said the system will identify go next attempt. The developers are not stupid, they know a dc can happen due to bad connection, servers or a random black out and this should not get punished.

    I can understand that you are worried about it but keep in mind that this new feature will be tested within the next three months and we can give our feedback to make it more accurate and better for everyone.

  • Hey,

    Sorry to hear that. Some players feel better when they put other players down which means they need to make the experience for others miserable and then need the attention in the endgame chat to let you know they won. They want to feel above you. It is their type of "fun". I know it is just a bad feeling and it is so sad to have these types of players who want a miserable match for other players. The best thing you can do, is to move on so they don't take your fun of the game away, especially when this game also has really nice players who can play fair and well but also good sports. It's just a handful of bad players.

    There are some good news: In their recent AMA from last year, the developers said that they want to change Badham since they agree that the mainbuilding is really strong. In addition, on Monday, they published the roadmap for 2025 and on this list is a map offering tweak within the next three month (they will get a nerf to increase the chances to 20% but not stackable - maybe we can get a better nerf or rework when the time has come). Of cause, it will not completely remove situations or player groups like these ones but limit them and make them more rare and put the game in an overall better place for everyone.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887036#Comment_3887036

    That's incorrect, we need evidence in order to take action against a player and for things in game it must be video, screenshots are very easily edited and we do not accept those. Nobody is banned on number of reports.

    A little bit off topic but I want to take the opportunity: The report system is extremely misleading and not friendly for beginners. Many players - even average one's - still think it is enough to report them ingame. But you also have to make a ticket with either a video or screenshots. Then, it is extremly frustrating that you basically need to record every match just in case there could be a cheater - then uploading. A few days ago, I did a Myers daily and faced a cheater: I chased him first - it was a Dwight. He felt kinda sus because he won every 50/50 on tall loops and whenever I had no line of sight, it felt like he made more distance. Then, I left him and downed a Jake. When I tried to hook him, I wasn't able to hook because the game though someone is sabotaging the hook. This was the proof for me that something wasn't right and in the endgame chat the Jake agreed that someone was cheating. Dwight was also not playing on steam and had typical perks that cheaters like to use to make them less sus. Luckily, a program records every dbd session and I had a proof but imagine I hadn't had this program.

    I know you said a while ago a replay system is not possible but is there no other way to make it easier for us to report players? Or at least, the report system needs more advices like a link to the ticket or helpful tools to record a match. Something that also helps these players and let them know what they have to do when reporting a player.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886166#Comment_3886166

    Oh, I missed the part where it said they won't stack.

    In that case, they may as well have just retired map offerings.

    @Coffeecrashing made a good point: survivors can still have more control than killers: dropping Eyrie + Badham or Autohaven + McMillen gives them a 40% chance to get their preferred maps that gives them an advantage while killers will have a 20% chance no matter what.

    I can only say it again: I agree and wish the map offerings would decrease the chances for this realm instead of increasing it. For me, map offerings are the most annoying part in this game. I can understand that some players don't wanna play on specific maps but not that some need to send the other side to the most miserable one or with the best advantage.

    But once the PTB with this change goes live, I hope our feedback will convince the devs to make additional changes to map offerings

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886166#Comment_3886166

    The concern is if all 4 survivors bring 4 different map offerings, then what is the overall chance that one of those maps is chosen?

    Oh. Then, I miss understood the post and didn't think of it. Year, that is actually a problem since - that's the way I understand it - survivors can drop an Eyrie and a Badham offering and already give you a 40% chance for a miserable killer-map.

  • @Kaitsja said:

    Moving forward, Map Offerings will no longer guarantee the appearance of a given Map, but rather increase its chances by 20%. Note that they will not stack. We’re also looking to make it so Map Offerings, as well as several other types of Offerings, will remain a secret during load-in – that way, your decision to remain in the match will not be swayed by external factors.  

    I feel like this is the wrong approach to map offerings. A 4-man gets an 80% chance of getting the map they want with this, while the killer only gets a 20% chance. The simpler solution that is fair for both sides is to flip the current effect. Instead of sending you to a specific realm, it removes that realm from the pool.

    Basically just map bans.

    No. Map offerings will be no longer stackable. So dropping four Eyries won't increase the chance to 80% - it will stay at 20%.

    I am personally happy about the chance but I also rather prefer your suggestion.

  • @OrangeBear said:

    I am very excited for the Quality of Life initiative however the Anti-Slugging, Anti- Tunnelling and Anti-Camping in my opinion sound like pretty major changes to gameplay.

    What has more worried about is lower tier killers. I can play killers that have strong chase powers with map mobility just fine without these tactics. But a lot of lower tier killers rely pretty heavily on these things .

    For example Trapper and Hag rely a lot on being territorial, is the Anti-Camping just going to shut them down completely?

    Every killer can tunnel, but one that i feel like needs to do it even more than others is Nemesis.

    Anti-Slugging actually affects more higher tier killers where slugging is often a result of just using their power correctly. Oni and Twins.

    So yeah i really hope BHVR is carefully considering the balance of killers when it comes to these changes otherwise i think it will further push people to play strong chase killers with map mobility like Blight and Hillbilly more than ever.

    I understand your worries since sometimes the developers do really bad changes that makes the game more unhealthy like the hole slugging situation came due to all of the hook nerf (70sec, nerf to genperks ect.). But the developers also have good ideas that don't change the normal gameplay but make it better: The anti-face-camp-feates removed the boring face-camp Bubba players while the 3gen-feature was healthy for both sides. Back in the days, they also had a good idea for box-camping Pig by adding a fifth box. On top of it, the developers want a 60% killrate and will never ever add or change something that could reduce it since everything else will be miserable.

    Then, Mandy said in a post awhile ago that there are different types of slugging which means the devs know that there is slugging for 4K (mini holding hostage), slugging for pressure, slugging since unpickable, and more. We can also asume that they also know there are different types of camping and tunnling. Speaking of tunnling, I also believe the devs know that some antitunnelperks are abusable (they nerfed DS to make it less bs)

    Next, just because they call it "anti-something", does not mean it is for free. In my opinion, a healthy anti-camp-feature could be that killers cannot use their power around 12meters a hook or get punished for it (similar to Dredge or Artist). Anti-slugging feature could be an Unbreakable but you gain one hook state for it - a fair trade. There are many options how to make a feature good and healthy for both sides but not mindlessly unhealthy and stupid. In addition, the developers said they want to test the anti-tunnel feature in an upcoming Chaos Shuffle and then there will also be a PTB for everything. If we test it well and give a good feedback, the developers will fix potencial issues and make it either better or move back (similar to when they tested basekit Mori and Unbreakable) - They listen to our feedback.

    Lastly, some killers still need some QoL changes or buffs, especially the weaker ones (Legion, Demo, Ghost Face) and if these new features will make these weak killers even weaker, it is a good thing in the long term because then the developers have to buff them and can no longer ignore the gap between these and the stronger ones. I know, this sounds a bit awkward but I guess it would be a necessary evil.

    Overall, I can understand your worries and I share them a little bit with you but we should wait how these features look in praxis before we judge or being to worried about them.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884646#Comment_3884646

    It won't affect DC bots, this is only about the bots in the lobbies.

    May I ask you why pipping in the 2v8 mode is disabled? You give us +400% BP as well as tripple XP (= more iri shards) but no pips for the 2v8 mode. Is there a special reason since in the game modifier we can rank-up - it is just this gamemode

  • @SAWII said:

    This seems like the right approach. The only thing that seems odd is giving 1v4 Surv a 400% bonus when the queue times for surv right now (NA) are instant and the killer queues are a few minutes. Don’t think that 1v4 survs need any incentive…

    Giving survivors in 1v4 +400%BP is in fact a really awkward decision since BP wise this mode is much better as you can drop cakes and BPS on top of it.

    If you look for the grind aspect, 1v4 is now much better and provides more variety than 2v8.

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