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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • Yeah just remove the pregame lobby. There's literally no reason to let players see each other pregame. The only thing it does is encourage people to lobby dodge.

    Being able to check players hours if they are same platform in pregame is harmful, killers seeing survivor item loadouts is unfair, because they can switch up perks to counter it. I'm mainly thinking of switching to lightborn if you see 2 or more torches. I don't do that anymore becuase i can counterplay torches now. But I've done it before and it literally caused a survivor to ragequit barely a minute into the game when they realised their torch didn't affect me.

    You shouldn't have any info at all on the opposing team in dbd. All it does is make people dodge lobbies which hurts the game

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068575#Comment_4068575

    Run Self-Preservation it now gives Elusive for 30 seconds every time a survivor gets hooked. It totally counters BBQ and unless you get hit by the killer during that 30 seconds every other killers aura reading abilities or perks too.

    Yh i noticed they were adding very specific counter aura read perks. Tbh I'm not too fussed about countering bbq. I can already counterplay that one with lockers.

  • @Wezqu said:

    Nothing should be removed just increase the chance to get a map.

    They got nerfed into the ground for a reason. Reliably influencing the map affects a match way too much. It was bad for game health. If they increase the chance they'd need to be careful with it

    I think a 40-50% chance would be fair, enough to make them worth using but not a total guarantee.

    Imo it would be better to scrap the offering though. 90% of the time it's just being used to make the other side miserable, and if they got removed, we'd see a lot more bloody party streamers in the web. Which would be nice.

  • @DeathByBJ224 said:

    stop letting letting content creator dictate how you think. Scott jund is a KILLER MAIN. You killers have so much aura reading perks it’s sometimes impossible to be stealth.

    Amen to that, and since they absolutely gutted distortion there is no viable way of countering aura reads anymore unless you want to hide in a locker all game.

  • Would be cool if it affected the rarity of items in chests.

  • At least we have bots now. Used to be if a player left they just winked out of existence. Bots still contribute and provide a distraction for the killer. And if I'm honest I find the bots play better than a lot of randoms.

  • @Rokku_Rorru said:

    I'll go first:
    -Underpowered low tier killers
    -MMR and lobby dodging causing newer killers to be matched against SWF's
    -High Latency and how it's handled
    -Twins (slugging playstyles are really harmful to the casual side of the game)
    -Blight/Nurse/Ghoul (Hyper mobility and how its strangled meaningful perks for lower tiers)
    -Swamp Maps

    Tunneling/Slugging are only incredibly problematic tactics on killers who compliment the style way too well (mobility and twins) and I think when BHVR acknowledge some of these issues the game will be in a much better place casually.

    Honourable mentions:
    -Gen Progression/Regression, but I know these are here to stay and are answers to each other.

    Twins might be an issue if literally anybody played them. Over a thousand hours in the game and i can count the number of twins games I've had on one hand. Kind if a problem in of itself, to have dead killers that you never see anyone play.

    But yh weird amount of players still lobby dodge. Less than they used to though, i rememeber when they used to show players prestiges and killers would dodge any high prestige survs they saw.

    Big thing not mentioned is how bad the game is for new players, particularly survivor soloq. Game has no decent tutorial and newer surv players just get constantly stomped and tunneled out via convenience. Newer players need more support

  • Honestly, not to be mean but it sounds like a really bad idea imo. Survivors are supposed to be running scared but we already have enouh bully squads about using flashlights, traps, bodyblocking and stun perks to make killers miserable. Imagine having a team like that with a player using an occasional cannon shot for on command stuns or slowing the killer down.

    And from the survivor perspective the last thing I'd want to see in a soloq game is someone yanking progress off my gen to go and wind up the killer, getting themselves killed and throwing the game in the process.

    Just doesn't seem like it'd benefit the game at either level.

  • Yh map offerings are effectively useless now. Considering they're a rare bloodweb drop and more so individually because of how many maps there are they are super pointless. A 1 in 5 chance of popping is stupid, they might as well just remove them at this point. Like they should be a 50% chance at the very least. That way they aren't a guarantee but at least you have a tangible chance of getting the map you want.

  • Why did someone bother reviving this thread? Ghoul's mechanic is annoying for sure, but he's effectively just legion but a bit more annoying his power is only traversal once you're already injured. He gets stuck with M1ing and can just keep making up distance, survs who know how to run chase can still loop the hell out of him.

    Like legion he's just a seal club that destroys low mmr teams who panic when they're perma injured and keep wasting time healing.

  • It's interestimg with the new prestige reward portraits to see how many people have p100s. And yh for me a I know a p100 usually knows the bare basics, but doesn't mean they are amazing. But i find p100 killers tend to be that olayers main so on average they tend to play a little better

  • Welcome, good luck in the fog and never mind the haters 😊

  • @SandMan212 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063603#Comment_4063603

    except this isnt how it works. this only works in a endgame scenario with three people. if you go for them, the person who is unhooked can body block to the exit gate and only specific killers dont have problems with this. and since haste also lasts 15 seconds you either hit the survivor who got unhooked as well and attempt to down them when they body block OR you fight for the unhooker whilst going to the gate. and this doesnt take into account that a smart survivor wont let you just "hit" them before they go for a unhook theyll make sure you only can even attempt to do so whilst unhooking.

    but obviously you didnt read what i said.

    I did read what you said and you're just cherry picking. You're also effectively saying that killers are entitled to a kill every game. If killers play bad, they don't necessaurly get a kill, it's how the game works. If a killer is bad or unlucky and the survivor is hooked right near the gate they have less/no chance to confirm more hooks.

    The situation is always fluid, particularly in end game. As a surv i see bad killers turn a 4 out into a 3k because of one endgame hook.

    The bt allows survivors a solid chance to save and endgame hook, but the timing has to be perfect. 4 man swfs can usually pull it off but teams without communication don't, and either abandon one to die or throw another player or two away.

    Not every game is a sweaty 4 man swf, who are expert bodyblockers. Not every endgame hook is in easy distance of a gate. Heck a smart killer can trap someone on a loop near gate easily to wait out bt while fending off other survs. You just need to use skill and patience instead of taking every swing that presents itself.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066467#Comment_4066467

    The 3k is still lot of work on many killers with their just 3 base perks and only reason how to get 4k is to slug or be super lucky but if you dont slug than you throw your chance out of window and expect someone will throw it back to you from outside of window thats it (gens fly without perks).

    It can take way more than 2-4 games as you claim all depends on killer you play (how stront and versitile that killer is plus his perks and addons and your skill and experience with that killer etc.), map, perks and addons (especialy on survivor side hurt you more), offerings its just huge mix of things so you can get it in first game of trying or it will take you few tens of game like it took me 5 games to get skullmerchants (I did it before she was gutted from devs that call it balance) and only reson was two people disconected which meant I had 2 easier chases with bots so it was higher chance to win for me, things like this effect it a lot not all killers wahe power of blight or nurse or perks in tier of artist,clown,plague like huntress has one function perk (her hex) and thats it.

    I have all adepts on killers I own (all ecept pig I wont spare my money on killer that sucks and doesnt seems to be fun when I own her teacheable perks for many years its just not worth it) but i dont have tendency to spread wise choices because I had all these adepts.

    Giving it for 3k isnt free like i said earlier adept is just huge mix of odds and outcomes arent guarantee (unless 3 people dc on 5 gens but that almost never happens) and hatch cant be much influenced and than if you influence it with offering than map is in play because not all maps have gates you can patrol and I think getting kill from endgame collapse wont count it to adept you need to kill them by hooking them or mori them so endgame collapse kills and bleedouts arent counting (thats why twins arent so easy to get either even the killer is slugmaster becuase if someone bleeds out in corner than your adept goes bye bye).

    On many killers getting 3 kills with their perks is just hardcore like trapper,buba and many others even stronger killers like even wesker (all depends how skilled you are with that killer but still some killers that are very good if you are skilled with them and running them with best addons are lacking perks like loot at bubba beast marks are must and even with them you need build to fully utilise his power especialy if you slap his another best addon iri flesh).

    I would argue that getting 3 kills on like 50% of killes with adept builds can be harder than escaping with survivor running just their own 3 perks because as survivor its mostly team than can carry you but as killer no one carryes you you are there on your own and your choices and skill are what determines your outcome plus some mistakes and missplays from your oponent thats it.

    It is not hard to get a 3k even with adept builds. You'd literally just be trivialising the achievement if a 3k gave an adept. Aside from blight I've literally never had an issue getting an adept even twins didn't take me that long, the mmr is famously bad so even with weaker killers you will still get the odd soloq team thrown at you that you can stomp without too much difficulty.

    The adept system really doesn't need any changes, perhaps make it so survs only get adepts on gate escapes to make the surv adepts a bit more of a challenge.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066467#Comment_4066467

    I can´t agree here.

    Getting a 4k over a 3k is no difference and will most of the time lead to slugging the 3rd Survivor and dragging out the game.

    And after your own argument Hatch should not give the Survivor the archivment either because its not a total victory over the Killer by just having luck with hatch

    Then we just agree to disagree. Overall it doesn't feel like too much of an issue, there's not enough players going for adepts at any one time to really cause a matchmaking issue. And let's be honest, there are more people slugging for 4ks just for the sake of winning than doing it for adepts. Aside perhaps from when a new killer comes out, but that's short lived.

    And as for surv adepts? I'd have no issue with needing an exit gate escape to get an adept. A killer playing hardball for a 4k is less game ruining than an adepting surv throwing the game to get hatch.

  • It's all in the pathing, bit of wobble in your run will help throw off a few knives, aim to break LOS as much as possible. Pallets are a real trap with trickster, if you drop a pallet while he has knives up and clear los you are giving 2-3 free knife hits. Same goes for pallet vaults. Stay close to walls and don't forget to crouch at low walls. Every knife you dodge gets him closer to running out and then he's just a slow M1 killer. Watch for it, soon as he runs out of knives they're likely to go to the nearest locker, giving you chance to open up a bit of distance or hide and escape chase entirely.

  • I mean tbh the whole game is weighted against new survivors lol. Personally I think the OP has a good point. Just getting bp bonus for great checks seems reward enough, that and the sound you get on great skill check triggers the endorphins for me, plus it can give better progress only if used with perks like fogwise and hyperfocus, allowing players to benefit from being good at skill checks at the cost of a perk slot.

    Do I think base skill checks should boost progress? Ehhh... probably not, all that really does is ramp gen speeds across the board. And I don't think the game needs that.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066369#Comment_4066369

    Hatch offering is secreat now so like other 3 types of addons from survivors (the spanw ones and maps) so its wild guess that they have it while hatch can spawn anywhere and no one than cheater (wallhacks) or bot cant know where it will spawn its chaotic element always been but now one side cant know for sure if other runs the offering as it was before.

    You say challange and i agree but I think its enough challange in this economy to play the killer with just his 3 perks like not all have artist tier perks or power of the sun in their palm (blight,nurse) so killer like trapper,bubba,huntress even wesker or oni are pretty hard with just their 3 base perks, gens will fly and there only 3 perks that can be totaly useless like huntresses ones like many killers have perks of their own that arent good on them and can only be good on different killers or with combinations of other perks like that houndmaster perk that switches scorge hooks without other scorge hook perk (mostly pain res) this perk has no value or undying (maybe we can argue it steals 15 seconds from survivor but that perk alone does almost nothing and its aura reveal range is small 4 meters thats distance running survivor covers in 1 second).

    So I dont see problem making adept work on 3 kills, hatch is something you cant influence much and if you do (with offering) it still doesnt mean you will win by 100% sometimes on some maps gates are in position that your killer (majority of killers) cant deffend it like larrys,hawkins or even rpd some variant have gates in position not all killers can patrol and smart survivors will win there so its not just hatch because closing the hatch isnt win the games goes to gates being powered and thats last battle that isnt guarantee to win thats why I think it should be 3 kills for adept.

    The whole point of an achievement is it is supposed to take work. 3ks are so common that getting a killer adept would take no work. Getting a 4k requires work and a little bit of luck. It doesn't need to be made easier. Sure a hatch offering isn't a guarantee, but it doesn't need to be, it still shifts odds in your favour.

    Even with how the adepts currently work it still only takes me 2-4 games at the absolute max to get a killers adept. I think the only exception was blight, his adept took a while because I suck at playling blight, doesn't help I play on console. All of my killers are adepted, and aside from blight they were all pretty easy.

    There's no point just giving out achievements for free just because people want to get them straight away.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066166#Comment_4066166

    Yeah but why "support" this playstyle for slugging for the 4k at all?

    I mean look at this:

    You go into a game as a Killer with a perk less, from time to time really bad perks and do a 3k.

    After all that the game is like "Let´s see if luck is on your side aswell"

    Thats just designed to be frustrating.

    I mean why you get addept as Survivor if you get hatch but not for a 3k with hatch escape.

    It is frustrating to lose an adept to hatch, but the whole point of adept is you need to get that overwhelming, total victory. Otherwise it isn't much of an achievement. And hatch isn't all about luck, you can bring a hatch offering, and even without it, the situation is in the killer's favour. They have more freedom of moment and depending on the killer they could have traversal powers that weight it even further or other powers to guard the gates like twins or trapper.

    Achievemens are supposed to have a bit of challenge, simply getting a 3k with gens unfinished is such a common scenario that every killer player would get their adept in a game or two. Surv adepts are easier in a way but i definitely get more killers 3+ ks than I do surv escapes.

  • @Leon_van_Straken said:

    I am afraid BHVR won´t change this in near future.

    Same thing for Killer if you manage to 3k and last Survivor gets lucky hatch you get no adept. Maybe you should have played better in that case or slugged for the 4k but to be honest… adepts only ruining games for the most of the playerbase.

    I mean I don't mind if killers play like that for adepts. You only do it once per character and if your mmr isn't bottom tier you'll really struggle to get a 4k with an adept build usually. I don't come across killers trying to adept all that often. We get plenty of killers who play like that without adepts anyway lol.

  • Honestly when I play killer I don't really bother with the crows. When they fly up they disappear in seconds and even if i see one land, it's old info. And that's if I even notice in the first place, normally I'm paying attention to other stuff.

    They can be useful if you run spies from the shadows, gives noise notification when a surv scares a crow nearby. I don't often run it anymore but back when I started playing killer it was my go to location perk before I unlocked decent aura reads. Tbh it's a slept on perk, it's very tough to call it from the survivor side, and it gets around stuff like distortion and other aura read prevention.

  • @NeverSolus said:

    I can give lists on this, but I'll just give a handful in the Killer:Survivor format. Most of which I consider, personally, outlandish for different reasons.

    - Amazing Digital Circus [Caine:Pomni]
    - Hazbin Hotel [Nifty/Cherry:Charlie]
    - Magnus Archives [Any:Any]
    - Who Framed Roger Rabbit [Judge Doom:Roger Rabbit]
    - Cool World [Holli Would:Jack Deebs]
    - Predator [Predator:Any]
    - Judge Dredd [Judge Dredd:Any]
    - M3GAN [M3gan:Any]
    - The Blob [The Blob:Any]
    - Splinter [Splinter:Any]
    - The Ritual [Loki:Any]
    - Puppetmaster [Any:Any]
    - Sleepy Hollow [Headless Horseman:Ichabod Crane]
    - The Craft [Nancy Downs:Sarah Baily]
    - Perfect Blue [Mamoru Uchida:Mima Kirigoe]
    - Gremlins [Any:Mogwai] (Please god if killers can chucky height lemme be mogwai)
    - Critters [Critter:Any]
    - The Prophecy [Gabriel:Any]
    - John Wick [John Wick:Whichever-survivor-failed-the-dog-event]
    - Final Fantasy 6 [Kefka:Terra]
    - Letterkenny [Wayne:Skid]
    - Rick And Morty [Rick:Morty]
    - Jurassic Park [Raptor:Any]
    - Nightvale [Kevin:Cecil]

    Edit: Forgot Nightvale.



    Brooo I didn't think about judge dredd. The dark judges would make sick killers

  • Mood 🤣 it really winds me up seeing new notifications when there's nothing actually there

  • Yesh I'm surprised they aren't customisable. It's mixed for me though. Blue survivror auras is great, makes aura reading while people are working gens actually useful since the old red survivor aura used to blend in with the also red generator auras.

    But I wish they'd left the totem auras as I often use inner focus as a way of self healing, now when I'm aura reading totems with a map and the ourple add on for totem auras, it's a struggle to distinguish the totems from the sea of yellow auras of pallets and vaults because the colour is so similar.

  • Just picked up trickster and been having fun with him. Aside from the usual regression perks I find he benefits a lot from anti vault perks since his power makes using pallets very risky.

  • @TWiXT said:

    They Fixed it!

    9.5.0 Patch Notes (Changes from the PTB section):

    https://us.v-cdn.net/6030815/uploads/NH76EETP9VBF/wraithfix-png.png

    Welp, that's egg on my face.

    Is it? They're just confirming and clarifying that the add on is supposed to uncloak when using tbtc. Can't say I'm happy about it personally, feel like it isn't a fair interaction, and every single wraith I've seen since stranger things chapter drop has been using this combo. But hey if it's intended it's intended. Just going to have to do my best to counter it.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465121/15s-endurance-in-the-endgame-is-very-stupid

    So i 100% agree that this 15 second endurance is insanly unfair in the end game and I have made a similar post to this myself when the basekit BT first came about. Like you i was met with a lot of people saying that im just entitled and a crybaby killer.

    I've read thru the comments on this thread and its quite laughable how extream each side goes. Killers say its an unwinable situation and that survivors sweat for the 4 out. Survivor say end game is killer sided and any end game hook shuold be a trade at least. What i feel a lot of people overlook is the situations that the 15 second endurance becomes unfair. So lets break that down when the endurance is fair and when it is not. Now before i get into it full disclosure. I'm a killer main thru and thru. I have played survivor a little but 90% of my time is spent as killer. Desite this my thoughts on this are objective and look at both sides of the game not just from the side of the killer

    2 survivors left - Completely fair to have endurance. Rescuing someone on hook on your own in end game is certain death. Either you don't get the unhook or its a straight trade and most of the time the killer will then try for the 4k because why not so in this situation i feel like the endurance is 100% fair for the survivor

    3 survivors left - Semi fair to have endurance. Its a much easier rescue if 3 are alive as it shouldn't be a trade however likely hood is everyone will be injured meaning killer has a good chance of getting someone down. Allowing endurance to take 1 body block hit i feel is fair here

    4 survivors left - Unfair to have endurance - The reasoning behind this is there are 3 survivors who can rescue. chances are you within running distance of a gate and most of the time that gate is open. This means 2 survivors tag team the rescue with the last survivor there to take a body block hit. Having endurance after this is just insane and results in a completely free escape

    So given the 3 scenarios of end game rescue this is what I personally would love to see

    During end game the standard 15 second endurance should be scrapped and replaced with a new type of endurance that is based on the amount of survivors alive at the time (alive and not slugged)


    Base kit of 5 seconds of endurance and for every other survivor not in the trial 5 seconds of endurance should be added.

    • 2 survivors left will default 15 seconds
    • 3 survivors left will default 10 seconds
    • 4 survivors left will default 5 seconds of endurance

    I feel this would allow an endurance hit straight of hook so its not completely unfair after an unhook else killers would just let the unhook happen and hit off hook but at the same time would require survivors to actually work for the escape by taking hits instead of relying on endurance to give them the escape. I feel this is the fairest way to handle endurance in end game as to not make it free for the survivor or make it free for the killer by just removing endurance completely

    Ngl this is a pretty good suggestion. Much changing the post hook endurance timer depending on the number of survivors alive seems pretty balanced. And 5 secs at 4 alive gives the killer a solid but not unfair chance to secure a kill.

  • Yeah seems fair enough since pc players can add their own crosshairs anyway. For trickster specifically it feels necessary, and maybe nurse too.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064324#Comment_4064324

    "Remove hatch, remove this issue," but then what are you left with? A game that's already lost well before it's over. And we have enough Survivors giving up early as it is. Do you want to make that issue worse?

    Yeah removing hatch would be an insanely bad move. Like game already sucks for majority of survivors, and without hatch survs have no reaso to bother staying in the game once it's obvious killer will win.

  • I'm enjoying it so far, I've never played trickster and I'm loving the opportunity to play him for free. They should do this more often so people can try killers out before they buy. He seems fun to play so far after a few games, and I have his adept now. I'll probably shard purchase him after the event finishes.

    The new maps looks absolutely dope, not sure if I like it mechanically yet. It's too easy to force a 3 gen in that market area. 3 gens in easy los of each other in a relatively open area is not a good idea.

  • @Callahan9116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064281#Comment_4064281

    Yes they can,hence the killer having the option to do it or not. Only really confident killers would,and they'd go in expecting a SWF

    I don't think many killers are going to voluntarily opt in to guarenteed swfs with counter builds to their killer.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064496#Comment_4064496

    I know? That's why i specifically said and i quote ''if there ever were to be more than one BioShock chapter, a Big Sister killer & Frank Fontaine in his final boss form would be the go to''

    Big Daddy would obviously be the go to choice for the first chapter, i was specifically talking about which character would be most likely for any sequel chapter, and those two would be a more likely choice to be picked than any of the regular enemies.

    Ohh i misinterpreted it. I thought you meant only big sister and fontaine, didn't realise the big daddy was taken as read. My bad.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064468#Comment_4064468

    There's still a difference between choosing the poster boy of a franchise as a killer and choosing any other regular enemies to be killers. One is obviously going to sell better than the rest due to brand recognition.

    Xenomorph is the face of the Alien franchise. Demogorgon is the most well known character of Stranger Things pretty much, and Big Daddy is the poster boy of BioShock.

    Hell, the reason Wesker got in after Nemesis, is because he's not only the most well known antagonists of Resident Evil, but also a central villain in it. The same would also apply to characters like Andrew Ryan and Frank Fontaine for BioShock specifically, as they're both central franchise villains in it, just like Wesker is for RE.

    So logic would suggest that, if there ever were to be more than one BioShock chapter, a Big Sister killer & Frank Fontaine in his final boss form would be the go to, due to both being the more well known characters like the Big Daddy is.

    I'd argue frank fontaine, while a massively integral character storyline wise, doesn't really get much screen time. Aside from voice lines and recordings you see him very briefly a couple times in his atlas guise and once as the boss. While cool it isn't really iconic. Whereas the big daddy is a massive touchstone for bioshock. It's the face of the game and has a super unique look that's recognisable even by people who've never touched the series. Each to their own at the end of the day, but I'm sure if bioshock got multiple chapters the big daddy would be the go to first chapter killer, maybe an alpha series.

  • @pigslittlepet said:

    Yes tbtc still works but they nuked his dissolution build. Was it strong? No. But it was very fun but like all fun things bhvr had to stomp it out.

    See I find that weird. The dissolution interaction wasn't a huge issue, it did allow easy hits but was super situational, and required the survivor to misstep by vaulting the pallet while it was active which the survivor is alerted to by the tooltip.

    The tbtc interaction is much more spammable and triggerable specifically by the killer with minimal setup.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064446#Comment_4064446

    It has a lot of parts that make it up that make it not as crazy I guess. Normally theres always a resource nearby a generator via a pallet or a window. Wraith wants to get close enough to take advantage of the uncloak right next to you. Giving you more time to see him coming and move toward the nearest resource. Its LOS based so maps with a lot of stuff in the way have a balance act of helping and hurting you. You cant see wraith coming but he also cant see the gen. Then TBLC has a duration activation time of 1 second where the killer has to hold the button for it to start activating. Then the uncloak time. Then theres a 1 second delay on attacking. Giving a good bit of time to get to something even if hes right next to you. Its a difficult game probably.

    https://us.v-cdn.net/6030815/uploads/1ZZE8KI7RU96/1000013885.jpg

    Example. All that added together guarantees the survivor makes it to that pallet on the right. And its a open area a actual survivor would see them coming anyway.

    I mean I've tried the build and you can do some very busted stuff with it. All you need is an LoS blocker on approach and it's literally a free hit. In my game i absolutely stomped a co-ordinated team of high skill survs. At one point I was chasing an injured dwight, (best chase runner in the group) while cloaked and with tbtc active, he ran nearish to an unfinished gen with a tiny bit of progress on it, i triggered tbtc on it to instantly uncloak mid chase for the down.

    The interaction would be fine but since tbtc doesn't have much of an animation or any slowdown it just allows wraith to circumvent his uncloak slowdown repeatedly. I'd be happy with the interaction if tbtc slowed the killer and/or didn't apply any speedboost after the uncloak.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064439#Comment_4064439

    Was actually replying to the guy above who i forgot to add the reply box in my previous message, but anyway.

    Xenomorph and Demo are still both central characters to their source materials. The former being the main antagonist of the first Alien movie, which is with confirmation where the Xeno in DBD is taken from. The latter is also the main antagonist of season 1 of Stranger Things, which while not directly confirmed, i assume is also where Demo in DBD based on.

    Even if they're grunts in terms of their overall franchise in of themselves, they're still central characters compared to other of their kinds in later movies & seasons.

    Fair enough. I mean it feels like a very specific distinction. Main questions are: will it be popular enough to sell, is it cool and can it work mechanically? Answer to all is probably yes

  • Can't say I'm a fan. The tbtc interaction is very cheesy. Literally every wraith I've played against since the stranger things launch has been using this combo and absolutely dominated with it. But at least there's a definitive answer now.

  • @Smoe said:

    The thing is, all of the Killers we have in DBD aren't grunt enemies. They're all central characters to their respective source materials, each to various degrees.

    Even a Big Daddy plays a more prominent role throughout the franchise compared to the rest of the cast of enemies encountered, hell you even play as one in the 2nd game. It's only surpassed by central characters important to the stories of the games.

    Idk the xeno and demo are definitely powerful "grunt" enemies that would be roughly on par power level with a big daddy. Neither of them are a specific character could be any random xenomorph or demogorgon pulled from another realm.

    Fontaine endboss is an interesting shout. Personally i prefer the big daddy, more spooky and iconic. But having a naked mutated adonis looking dude flinging plasmids about would be fun.

  • @Navenallimcam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064318#Comment_4064318

    This is one hell of an accurate summary. Everyone wants change, but changes keep getting complained about. Things will never change.

    It's because people can't see the bigger picture. Low mmr survivors get stomped constantly by basically every killer, complain game is killer sided. Newer killer players get constant 4ks until they ramp their mmr, get 5k+ hour survivors, get repeatedly bullied then complain the game is survivor sided.

    Doesn’t help that so many players only focus one roll.

  • @secret_survivor_main said:

    Since I've started playing this game I've only really played survivor with my only killer experience being challenges for rewards during an event. I have 800 hours in the game now and I wanted to share my experience with the game so far.

    I'll start by saying the game is getting less enjoyable as a survivor player when I solo queue from when I started playing the game to now. It used to be that I could solo queue and it would be fun, nobody is all that good but everyone is doing their part and trying to win. But now when I play the game I struggle to even find a lobby where it's even gets close to end game. I've been playing for about 2 hours the night of this post and all my games so far have not made it exit gates powered.

    I'm not sure entirely what is planned for survivor but it really just feels like this game is heavily balanced towards the killers side leaving survivor players to suffer. The only times this game is even fun anymore is when I can 4 stack and actually communicate to my team or else it's just impossible to play.

    Additionally when survivors decide to troll and ruin the game for others there is no detection for this so there are no punishments given and there is no way to abandon a match earlier. For example if I get left on hook to second stage when a player is standing beside me or starting and stopping the unhook action should I not just be able to abandon the game and go next? Even after a game if I report someone I don't get notified that any action was taken and that a player was punished in some way (unless it's cheating related or the report system actually does nothing).

    For a game I really enjoy playing it's sad to see how slow these issues are handled. There should not be a sacrifice of content in the game to solve these issues either. Both should be in development at the same time. What do you think? I'm hoping by making a post here the devs will see this and use it to help to future development decisions being made.

    And please remove Henry Creel this killer adds nothing to the game except ruining the survivor experience. You can't even loop this killer on a tile it's just 50/50s the entire chase.

    Yeah game balancing is an absolute mess, problem with asymmetric games. Soloq has never been a particularly fun way to play, random team mates rarely play well. I almost never play soloq anymore because it's such an unpleasant experience.

    Thing is that high skill, co-ordinated swfs absolutely dump on killers. This skill split is a huge problem. Killer mains demand the game is balanced so they can still compete with these survivors. But getting that good at survivor requires thousands of hours. And not everyone is going to want to put that kind of effort in. There were plans to add survivor buffs, specifically harsher anti hook camping and antislug protections. But killers argued these would make high level swfs unbeatable, so they got scrapped. Beating a killer requires requires a good balance of co-ordination to work gens and make sure you're completing the right gens, and good chase skills which are not easy to develop.

    So you end up with a game balance where low to mid level survivors have basically no chance in most matches and mid level killers still end up getting slapped by high skill survs. I've got maybe just over 11k hours in the game and split roughly equally between killer and surv. I'm at the point where I can counter high level swfs as killer, IF I run a killer I'm good with and use a meta perk build. I can compete but it gets tiring, I don't have breathing space to play with builds or get use use low tier killers without constant 1/0k games and relentless BM in from survivors.

    My surv experience is pretty rough, I'm distinctly mid as a survivor. My tactics are on point and i know how to avoid three gens and co-ordinate a team, my chase skills are ok at best, i can run a halfway decent chase but am not particularly good at looping killers. And in all honesty it sucks, soloq aside from the odd game is just a long parade of losing games that are obviously a loss 4 minutes in. My swf games are a little better, but my friends who i play with regularly generally struggle with chase. So I do marginally better as swf but not by much.

    It doesn't make for great game balance but unfortunately that's what we have 🤷‍♂️ can't see it changing anytime soon. Personally i reckon a playlist split between ranked and casual would help but a lot of people seem against that.

  • @Huge_Bush said:

    I don’t think it’s very outlandish and can be a great if BHVR does a good job with it but:

    https://us.v-cdn.net/6030815/uploads/NXWQMCJZEE9S/img-6405.jpeg

    OoooOoooh what about ivan ooze?

  • Something from the lovecraft mythos. There is some weird stuff that would make for some gloriously unhinged killers. A hound of tindalos, the midwich horror, a shoggoth, one of the ancient creatures from the mountains of madness story, a lovecraftian ghoul, a fish person, the goat goddess with a thousand young (would type her name but worried it might get me banned 🙃) The list goes on.

    Also in a similar vein, darkest dungeon has plenty of potential killers that would be plenty weird and gribbly.

  • @Callahan9116 said:

    Add a beacon game mode, where the survivors request one of 3 killers. If the killer answers the beacon they can see the difficulty of the group, and also they recieve shards for answering. Basically it's sometimes fun to go against different killers, and in this game mode the killers MMR should be able to be much higher. Sometimes it's really fun and scary going against an insane but rarely picked killer.

    Interesting idea but seems open to abuse. Teams could simply request a killer then make perfect counter builds to that killer. Perhaps a playlist where there are several diverse less used killers and you don't know which one you'll get.

  • @Smoe said:

    I'll only accept a BioShock chapter, if we also get a sequel chapter with Eleanor Lambs from BioShock 2's evil ending as a Killer.

    A Big Sister killer would work much better as her own character, especially with how agile they are and all the different Adam abilities they possess. Relegating her to be nothing more than just that of a legendary skin for characters that are only similar in shape and stance, feels like complete squandered potential imo.

    Oh imagine a chapter where the killer and survivor are the same person. Eleanor lamb from the good ending could be survivor, and evil ending could be killer. Parallel universe versions pitted against each other in the realm.

  • @Wezqu said:

    Ranked mode is pointless in this game and the event modes has shown what having several queues in this game do and that is that they make queue times longer.

    I'll happily take longer queue times if I get better games. And I'm pretty sure ranked would be popular, people already play their socks off to get iri 1 ratings each month.

    @TicTac said:

    Im not completely against the idea, but the recent events showed the opposite. 2vs8 ruins my queue times.

    2v8 was a bad example. Neither ranked or casual will need double the amount of normal players to start a match. Seasonal 1v4 events did affect queue times but not to a drastic degree.

  • @Shinkiro said:

     2v8,…..and not affect queue times too badly.

    Errrr.. what?

    Splitting the playerbase is the last thing we need. The game is far too RNG, perk reliant, lopsided and luck dependant to ever have a real worthwhile "ranked mode" in any sense of the meaning. You'd basically have to copy comp DBD and hard limit survivor and give preferable maps to killer. Not to mention it'll just be blight by nurselight ft. ghoul and people SWFing, sounds god awful and boring as heck and not even remotely fun because the game isnt created and balanced for that. BHVR arent going to incentivise that anywhere near enough to get anyone to play it enough to be worth it.

    This would also allow players who don't necessarily want to play hardcore to gravitate to an explicitly casual playlist.

    99.9% of players are not going against "hardcore" players, the gaslighting really has to stop. This is a perfect example of the biggest issue in DBD, it has always been player mentality. It's a PvP game, not PvE roleplay gen simulator. Playing to win is literally the foundation of PvP games, its literally just playing the game, its not toxic, sweaty, or try hard or whatever other buzzword you might describe it as. The game has MMR, by definition it has a competitive basis.

    People just want easy wins with minimal effort and it really does show in how people react to normal gameplay (DCing, giving up, throwing, crying tunneller, crying for unjustified killer nerfs etc etc), and in how they talk about the game.

    The negative mentality you're talking about is in part caused by the fact that everyone is stuck in one playlist, sweats and casuals alike. And it makes for really bad games. Vast majority of games that I play, survivor and killer alike are not that great, I get a good hard fought even game once in a while, but they're the exception rather than the rule, usually it's a steamroll.

    The whole point of two playlists is it will ease that and help divide the attitudes a bit. There will always be salt, that's a given in any pvp game. But this solution would focus more of the competitive energy which causes salt in a separate playlist. It's rare to see big pvp focused games to not have some sort of ranked and casual split. Plus you can have two different balances for the playlists. Atm low mmr survivors have a remarkably bad time, due in bo small part to the fact that anti camp, tunnel and slug mechanics were scrapped because it would make the game unplayable for killer against high skill co ordinated swfs.

    I also noticed the fact you had to cherry pick my words to change the context of my statement of queue times. Yes 2v8 had a bad effect on queue times for 1v4, but it also required twice as many players. Take the seasonal events for instance they are a better example. During the winter event I found my games on the event playlist were on average, more fun because killers and surv teams were being a bit more chill, excuse the pun. And I never experienced a drastic increase in my queue time for games during that event.

  • @loisue said:

    Hi! Ive been playing this game since a time now and 5 days ago i bought the Xenomorph because Alien is one of my favorite movies ever. so ive played some games and i really like my build, but i want to know if i can change something. My build is Ultimate weapon (Xenomorph), Im all ears (Ghostface), Lethal pursuer (Nemesis) and Knockout (Bubba). Has i said i like my build, take in count that i still dont have a lot of perks so yeah, the one i think to change defitnely is Knockout but if you guys have some reccomendations it would help me alot! Thx😁

    Personally I reckon you need a bit of regression, scourge hook pain res is always a good shout, pop goes the weasel, surge. Eruption might work well with your build since you have lethal pursuer and it's another nemesis perk so hopefully you already have it.

    Another suggestion I'd swap out ultimate weapon for darkness revealed. Gives you practically map wide aura reads for the same setup. It's a dredge perk, reveals auras of survivors who are near any locker when you open a locker. Again synergises well with lethal pursuer.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064204#Comment_4064204

    I think they can change him with some small tweaks but I doubt they will, if you remember pinhead and plague were in roadmap like two years ago but they kinda forget about them and maybe it was year ago and some time after pinhead licence was lost so they wont touch him most likely.

    Yh i mean even if they can change him, they don't really have any reason to, since they won't make any money off him now

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064131#Comment_4064131

    Thing is plague isnt best in chase she is pure m1 without red puke and she is one of tallest killers not to mention her lamp or flail or whatever its her weapon makes smoke that can be tracked behind her so good loopers when the loop isnt super tall where its all 50/50 guessing have clear sight on you and this makes her one of worst midngamers in the entire game because most of loops cant be mindgamed with plague because survivor has still los on her or parts of her character like the smoke thats behind her, dam even kanekis tenticles move with his character and not against him or ghosfaces flips arent moving with him bu he is small and can crouch to mindgame or many other most used cosmetics dont have them and these are best on him.

    I mean yh, i wasn't saying she was good in chase. And yh mindgaming mainly applies to loops with high walls that can hide her.

  • I can't see them doing anything with pinhead since they don't have the licence for him anymore

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