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InvadeGames

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  • oh ok i never knew that or encountered that before

  • it does exist, but its not completely separate, if i remember right, if its a new killer or one who hasnt been used in a while you get a slightly lower mmr on those but you are not getting a new player mmr. however the consensus is currently the primary focus for matchmaking is que times over mmr matching.

  • @Perfect_Dank said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825533#Comment_3825533

    The whole time I could have been netting crummy end game kills like that? ######### feels wrong...

    it feels wrong that the killer has an actual chance to secure the kill?

  • i want 45k shards =( instead of me paying 20 bucks for a ripley and clown skin lmao. but dammit i like my chicken clown

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825302#Comment_3825302

    youve also seen the sacrifice animation hundreds to thousands of times too and thats never been a problem before

    You've missed the threads where people complained about not being able to disconnect during the sacrifice animation, huh?

    Not even joking, I have absolutely seen it complained about.

    Or do you just mean for the people in this thread? A lot of people who don't like the mori animation for some reason take it kind of personally.

    thats wild. i have add myself and thats not problematic for me at all

  • wow tik tok brainrot is getting worse and worse. youve also seen the sacrifice animation hundreds to thousands of times too and thats never been a problem before. its 10 seconds, scroll your phone or tab out if 10 seconds is really that hard for you to handle.

  • This setup would allow Jason to embody his relentless, fearsome nature while providing a unique playstyle that fits the 

    Dead by Daylight

     universe!

    yea this isnt how humans talk lol

    1. Drowned Memories
      • Effect: Survivors who are downed by Jason leave behind a trail of blood for a short duration, making it easier for him to track other survivors.

    what now?

  • @MaTtRoSiTy said:

    Another for Knockout and Franklin's, as Knockout in particular is never used for anything but the most toxic intentions and Franklin's just feels like a petty mean spirited perk more than a necessary perk. I do feel that if you're so scared of items that you feel you need Franklin's, there may be bigger issues with your strats than dealing with items

    it combos well with vecna and his perk for aura reading, and i use it for flashlight squads if i dont want to bring lightborn as i hate flashlights and makes games frustrating not fun for me.

  • probably a good thing, 26 seconds of aura reading is a bit busted i think

  • @upsideinsanity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815196#Comment_3815196

    Wait so we can call out the exaggerated 101 perk comment but we wont call out the survivors also have speed boosts "as much as killer" comment?

    Yes, survivors have speed boosts, the fastest there was (BGP) was nerfed which I am not arguing against, but it only gave you a few seconds of speed boost. Same with SB. Yet killers have Machine Learning which gives speed boost for 60 seconds each time it procs, PWYF, and multiple others including add ons.

    Yes survivors have aura read but not nearly as many as killer and there are stealth killers where aura read does nothing the entire time they are in that form.

    Don't call out one exaggeration without calling out the other just because its on the same side of the fence as you.

    speed boosts and aura reading are a bit more important for killers to have in order to be able to down survivors on a short enough time frame to keep a game in control. I think it would be a bit ridiculous to try and argue it should be any other way(not that i think thats what your saying) SOME killers have machine learnin g which is not as readily available as SB or Lithe is for survivors to have and is also kind of situational, due to length of game and how it procs, your only looking at 1 or 2 times that it will likely apply.

    Also, this is the DBD community, asking them to not exaggerate is like asking your mom to drink a barrel of cement. its not going to happen.

  • @Aven_Fallen said:

    Because he is fine strength-wise. He is not really an A-Tier Killer or anything, but he also does not suck at all. He is not really hard to play, but also not braindead. He is just completely average and this is fine.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821639#Comment_3821639

    Before he gets any Buff it would be nice if his reveal mechanic is fixed. You can look straight at him and dont start revealing, but you can also reveal him without even knowing where he is.

    looking right at him sounds fixable but the game also has no way of knowing if you the actual player is actually seeing his precense.

  • myers, pig, doctor, vecna, gf

  • i think its fine how it is. youd have to rework skill check builds for killer as a side effect and i like my doctor explosion simulator build as it is

  • i dont own trickster or twins so i would main gf lol

  • laughs in

    Hex: The Third Seal
  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821507#Comment_3821507

    I was in an especially bad mood when I wrote that but it is still true that it is way harder for new survivors then new killers and one reason for that is so many different killers to learn how to counter. The map thing was just an exxageration of Bhvr's terrible new and reworked map design. Yes there are still loops but often only unsafe ones or there are just massive deadzones everywhere. How can Bhvr expect new survivors to keep playing the game if they only cater to killer players and basically make it so as survivor you don't even know what is going on until you have a few hundred hours minimum.

    i agree that new survs is harder to learn than new killers based on what ive see in matches that have had new killers and i feel bad for being able to dominate them so easily because they dont yet grasp the fundamentals or what to do in all the possible scenarios.

    I dont think there are like 37 different ways you need to know to counter.

    1. youll see some killers 1 time it 200 games (like i have 700 hours and have seen 6 or 7 nurses and 5ish blights 4 twins and hundreds of legions, weskers, ghostface)
    2. they are grouped more into general genres, ranged basic mele, speed, stealth ect. so there are a variety of different things to counter effectively but the counters apply roughly the same within the same genre, the counters will vary more in relation to perks which you cant really predict beyond meta picks probability.
    3. they dont cater to only one side. i play both types, killer is more fun but way more stressful so i play survivor more as its more relaxing tho less adrenaline filled fun. for every complaint valid or not from survivor pov there is a complaint valid or not from killer point of view. it is 4v1 so 1 person does need to have an advantage on any 1v1 scenario and overall stronger, they are intended to "win" most games or 60% or whatever and survs should be able to escape at roughly a 50% rate. there are unenjoyable tactics that both groups of players employ on the other. but if you enjoy playing one side you will view things from 1 perspective and not understand the issues both groups have.
    4. you definitely should have an understanding of the game by 40 or 50 hours, you may not be able to do the 5k hour i play dnd all day every day player moves but you can understand basic strategy and how to play the game competently enough. this isnt dwarf fortress.
    5. some of the map design choices are ridiculous i 100% agree. i dont find pallet simulator fun on meat factory and i dont find eerie of crows fun on a killer always being right on you if mobility based and it being bright as day (i noticed the knight map whatever its called is now dark and ominous which is waaaaaay better than another daylight map see you from 100 miles away simulator.
  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821633#Comment_3821633

    But how are people meant to learn, adapt to the constant changes to appease many audiences?

    i dont think there is that much adapting that needs to be done. X ability lasts 0.2 seconds less than before or has 0.4 meters longer range.

    That doesnt change the fundamentals of the character. this is a playerbase which complains on 99% of changes made on any side, any character, any perk. Thats a personal character problem(something i have been at fault for myself) not a problem of it being hard to adapt.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821630#Comment_3821630

    They should just change it back to what it was before or rework it again because its just a bad and unhealthy concept for a perk, even if it's not on nurse.

    i havnt played in a bit and didnt know they changed that,(it had been scratch marks or something i believe last i seriously played 6ish months ago) its a perk i find super appealing because im very easily confused and turned around in chase and lose people so that would be helpful for me. But i cant say thats "unhealthy" its a counter to perks that make it easier to lose chases.

  • you have gideons meat factory to make up for it

  • yea the swimming is pretty much the same swimming, theres just small changes most of the time with duration of X. the fundamentals of a killer rarely change.

  • almost every perk counters some other perk in the game.

    we cant just nerf a perk that some people use just because in 1 situation of 1000 it does something you dont like.

  • contact support.

    but its more likely you did something bannable than got incorrectly banned.

  • i have jumped back in after like 6 months of not playing and found it easy to get back in the groove of things. alot of stuff people complain about are things only people who play very large amounts of the game are going to notice small changes. many times they dont actually change how the killer is played. killers are played as how their powers are designed and may have a perk or 2 that complements them or may just get switched out for other perks all together.

  • i do well enough with him and dont use his stalk ability, i find it not that useful for me, time spent stalking is time wasted on a hit to have to chase them down on a timer fore the 1 hit or them to see you and run off wasting it.

    His stealth and crouch ability is strong enough particularly in indoor maps

  • probably changed for balance

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820547#Comment_3820547

    Loop in the maps with non-existent loops? And every projectile killer is exactly the same? Okay. Anyone who uses the word entitled unironically I know not to take seriously about anything anyway.

    all maps have loops. He also didnt say every ranged killer is the same. this attitude is part of the problem and you and the others dont have fun

  • @Roaroftime said:

    agreed, slugging was bad enough as it was. dev's rlly neglect survivor fun and keep pushing the comp sweat killer agenda

    yep its always the OTHER side that gets ignored and is the one thats all Op and sweaty.

    on topic tho, idk why people would slug 3rd person instead of last. just kill person 3, go close hatch and then unless you get bad gate spawn/surv had it mostly open the 4th person is easy to take out and mori

    base mori is fine, its not a problem, its just that both survivors and killers do things that the other group dont like and everyone treats each other like they are real life enemies

  • @ReverseVelocity said:

    Alright, I'll bite. I've got a few

    Windows of Opportunity - Not objectively overpowered by any means, but I think it needs a nerf. The amount of people who are very clearly not good at the game and use this with Lithe to just hold W from pallet to pallet to window is annoying to see. It's braindead gameplay and the perk will play the game for you if you let it. Not conducive towards players actually learning the game properly, the definition of a crutch that could do with becoming a bit less appealing.

    Sprint Burst - Allows you to play far too safe. Massive snoozefest, especially against killers with a lack of catchup. Makes me roll my eyes every time I see someone run into the sunset from a gen for the seventh time this game.

    And to be fair… I'll throw in some killer ones too.

    Hex: Pentimento - Genuinely one of the most obnoxious perks in the game as it stands, and super problematic for various reasons. That much global slowdown is a nightmare, especially against soloq if you're not paying attention to where hexes are cleansed. This perk does not stop being a powerhouse against SWF, though. Playing around a 3 gen or a hook with Pentimento up is EXTREMELY strong.

    Spirit Fury - More specifically the synergy with Enduring. Extremely cheap combo that results in free hits just by playing the game. By itself it's fine.

    Franklin's Demise - GRAHHHHHHHHH GIVE ME MY FLASHLIGHT BACK!!! Genuinely though I think instead of draining charges, it should consume items again now that it no longer works with Limited Items. There's currently basically no chance of getting your item back with any useable amount of charges, and if the items flat out disappeared after a long period of time (i think it was like 90 seconds, could go to 120 maybe?), it'd nerf Franklin's/Weave since it wouldn't be indefinite.

    More importantly however, I think there are FAR more perks that need buffs at the moment, and more urgently than a lot of perks need a nerf. Like most of these perks aren't completely destroying the games they're in, they just have issues one way or another. Except Pentimento, screw Pentimento.

    I have to disagree with spirit fury. its really good for killers with no anti loop like trapper(technically he is but in mid chase its not that practical) and a way to not have a good chain looper waste your time for 5 minutes is a good thing. plus you can always predrop which a killer will always try to do as well, they do expect you to try and stun them so all spirit fury does is decrease the stun and then break pallet every 3 times. i think its in a good spot. I disagree with a couple other points made but i dont feel like typing them out right now haha

  • @ponzukun said:

    It's not fair if we don't nerf the popular survivor's perk too.

    And why can't the delayed effect perk be enhanced to a strength that can compete with the current repair speed of generators?


    Is it wrong for a killer to go for total annihilation?

    I consider this game to be a competitive game, not a party game.

    And while you are quick to weaken strong killers and perks, the perks and combined heinous effects of survivors tend to be left alone for long periods of time

    The case of corrective action is a good example.

    The development team should be more serious about balancing the game and surveying a wide range of user opinions.

    the dev team is constantly trying to balance, its just that the community has 1 billion different opinions on balance

  • @Aven_Fallen said:

    I dont think it needs a Nerf. It is just used a lot and then Killer players think they lose games because of WoO.

    i dont think it needs a nberf, its fine but i will say that i have gotten frustrated because people with that perk chain loops perfectly. I find it hard to do these perfect paths around loops and mind games and stuff, so a competent looper who can perfectly chain each loop together makes it a bit annoying. players who know maps but dont have that perk dont chain loops as perfectly well. without the perk you dont have a way to see which pallets have been dropped/broken

  • granted sprint burst is offset by needing to walk everywhere to not use it or get it to recharge unless its been changed recently. have not looked at it for a 6 months or so

  • @Luckyfer said:

    I like how many of you came to his defence,knowing fully well how busted and in desperate need of nerfs he is.

    It is truly sad you guys take that mistake of a killer's defence.

    But it is what it is,it's not only the developers that kill this game slowly,but the community aswell,especially the killer community.

    people have been saying that for years, game is still one of the top multiplayer games, least on steam

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446385#Comment_3446385

    Survivors tend to exaggerate what the killer is doing. If the killer hit them twice in a row, or they saw the killer twice within a minute, they're being tunnelled. If the killer came back to the hook 45 seconds later, they're camping, etc.

    But I wouldn't say actual camping is 'incredibly rare' though. I experience it about every 10 games as a survivor. 10% might be uncommon, but not rare.

    perhaps for tunneling i can concede that but for facecamping no.


    however, ironically i just played a game with a facecamping nemesis AND 2 griefing team mates.


    In my experience a griefng team mate or 2 happens 5-10% of games where they body block you, lead killers to you ect. total wastes of matches and i do unalive myself in those matches even tho i generally am against doing such actions but when only 2 people on your team are actually playing the game whats the point

  • face camping is incredibly rare and its weird that the community is obsessed with something that almost never happens. ive played thousands of games of survivor probably and less than 1 percent has face camping. Im not playing in a different world than everyone else. Sure bubbas camp more than other killers but they also arent a killer you face all that often.


    Everything gets exaggerated an incredible amount here, camping, tunneling, gen rushing doesnt happen even remotely to the degree everyone claims it does and I think the devs know this.

  • @nars said:

    The game is being ruined because the two sides or being forced to play against one another. Casuals shouldnt have to deal with sweats hard tunneling at 5 gens, and sweats should have to deal with the baby trapper they got queued with after waiting 5 minutes in queue. Let people play with players with the same goal in mind when they queue up. If they want to win, go play comp. if they want to mess around, go for unranked. No shame in either way of playing, but their forced mixture has been plaguing this game for years now.

    edit: yall make very good points about sweats just looking for an easy win in casual queue. But if mmr just did its job that wouldnt be such an issue. Also, ultra sweats will always just tunnel at 5 gens for the easy win. The point of the comp queue is more to send fair playing competitive players each others way. So that casuals running meme builds dont get stomped on people who were looking for a serious game. Obviously there are issues like with any game, im no dev but they could be solved somehow.

    "to mess around" sounds like code for not actually play the game and runa round the killer or lead killers to other survivors, unfortuanately an all to common game ruining experience that people who like to "mess around" do. at least when mixed you still have a chance part of your team is willing to actually play the game.

  • I think maps are intentionally built to favor some killers and disfavor others. Which while annoying for lower tier killers like trapper is just the game philosophy the devs have.

  • @GrimReaperJr1232 said:

    Not going to defend his addons, but... really, the biggest problem? Not maps? People constantly giving up at the start? The fact we have multiple killers besides Blight that can be garbage or jump up several tiers because of unfair add-ons (Tombstone Myers, Iri Tape Sadako, etc)?

    I feel like Blight is one of several problems, rather than the biggest problem.

    while true, at least maps can still be played around. If your playing againt a blight who isnt playing it for the first time what can any average player realistically do? You wont beat him in a chase, plain and simple. Distance doesnt mean anything either. ive not played a bunch of blight games in my 600ish hours, only around 30 games id say with blight but only in 1 of those did I or to my knowledge(depending in what order i died) team mates escape.

    I am an average survivor.

    So no, maybe not the biggest problem, but it is a significant problem if a character in the game is balanced such that people feel they dont have a chance at all against him.


    While fun is subjective, I imagine the majority of players probably would agreee that playing against blight isnt very fun. Not because blight is good or even great but because he is soo good that minus top tier players or going against a new blight user you practically have no chance to escape much less even get more than a couple gens done.

  • The amount of actual tunneling is very exaggerated on this forum, no one is going weeks with every game being a tunneling killer, but sure being tunneled isnt fun sure. However its a pretty silly expectation for killers to not be allowed to get someone twice in a row. Im not interested or capable to mathematically keep track of each surv skin and hook number to ignore someone who ran in front of me or made a bad move just because i hooked them a minute or 2 ago. Why should I?


    I dont ever intentionally tunnel except for proficient flashlighters or people with a skill level thats dangerous to me, but i also just go for whatever target of opportunity is there. Unless the team sucks i dont care if you got hooked 2x in a row alkready, ill hook you again because time is a ticking and you are the one who ran into my view/at gen i went to inspect. Its not tunneling, its just an organic emergent situation that arrives on a map with 5 players.


    and If i am able to get the same person out 2x in a row and not 1 gen is done then whether you like it or not, your team is either throwing or you arent very good at locating/doing gens.


    But at the end of the day, a killer has roughly 5-7 mins to kill 4 survs and every time you decide to ignore someone you recently hooked to go find someone else is time lost and is not in the killers best interest to do if the goal is to win.

    Just as survivors wont stop running to the safest loops or tiles that either make them untouchable to the particular killer/player or have a advantage in the situation. Its in the survivors best interest to do so if the goal is to win.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441797#Comment_3441797

    However he is one of the worst killers in the game, he is max tier C

    laughs in skillcheck doctor

  • @egg_ said:

    If a killer has to waste time to 2 hit me to push me out, an injured team mate that couldn't possibly make it through that gate could easily run to the other and open it. It's buying them time. That's a simple reason and a win/win for us. Either push me out and waste time or have me there to help my team mate with bodyblocks, unhooks etc.

    and when everyone who is left is at the exit gate?

    thats what i am referencing, not the strategy that actually holds game play value.

  • @lifeisstrange said:

    Now we complaining about pallets lol, and the only map that has plenty of them is the game, every other map only have about 6 of them at best and its actually the opposite on many maps there so many unsafe pallets is crazy, rpd being one of them/auto haven. Jesus killers what do you want survivors to have?

    you think maps have at most 6 pallets? what have you been playing?

  • current pig is just fine, tbh, that rework doesnt sound all that fun, and you lose pressure as pig, which is the point of the traps in the first place. 15 seconds may be a long time to remove a trap but when it comes down to it its way less time than a survivor having to traverse the map possibly multiple times, not do gens and search a box.

    This would effectively be a pig nerf, and a nerf isnt what she needs.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299409#Comment_3299409

    Where did I say it bothered me? 😁 I’m talking about killers that are bothered my survivors they can’t catch to the point of BM. It’s hilarious.

    ”you looped me for 3 gens and i lost the game for it, so I’m gonna hit you on hook”

    like, what?😂 So funny.

    looping for 3 gens isnt very impressive when that equates to a minute and a half potentially. which is reasonable considering the amount of chained safe loops in each map.

  • @Halloulle said:

    Ping and packet loss make DH a pain to use a lot of times.

    - But I have also found that lunges and other extended-range-attacks seem to register... oddly. Like, even though visually the lunging killer has to cover more distance to get to you, you have to hit DH in time for a regular attack, not a lunge. When the attack started seems to be the determining factor, not when it actually hits. Which ... maybe even kinda makes sense from a programming POV (which action was initiated first; the attack or the DH?) --- but is super counterintuitive... cause that's not how it works irl.

    where IRL is a killer swinging a weapon at a person with dead hard?

  • i really wish they would change DH to not activate in the middle of a vault animation. dealing with that nearly every single chase is super annoying. if it wasnt 50% of survs doing this it would be one thing but survs have gotten super effective with it and now its just as annoying as it was before. just instead of it being used to get to a loop, its used to make the loop even stronger.

  • @TheMruczek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300643#Comment_3300643

    Damn so much skill is needed to play her.

    You can get good at Nurse in like 3 days.

    Many killers are much more difficult to learn and yet they are much weaker.

    and yet somehow nurse has one of the lowest kill rates even tho shes easier to learn? survivor whining never ceases to amaze.

  • so you require 4 second chance perks for the 1 out of 10 games someone might hook you 2 times in a row?

  • @Archael said:

    I would reduce time with exposed status.

    Starstruck should be a perk that punish survivors that are too coky and bodyblock hooks. There is no need for expose to last more than just carrying survivors. And if it has to last some time, then make it an unsafe area. Starstruck works for 30s after hooking/dropping survivors, and everyone has exposed status when on terror radius, not ouside the terror radius, for a time when perk works. Refresh with every grab. It could also reduce killer terror radius by 50% when carrying or for whole duration.

    that would be fine if it didnt announce to the survs starstruck activated.

  • @Gandor said:

    At very minimum trap placement could be better by default (more towards center). I don't know if removing whole set-up time would not make him too much actually. But it's possible it would still be ok.

    yea possibly, but i just played a slew of Trapper games this morning and until i lost enough for mmr to come down a bit from my other killers, after some initial quick set up and getting into chase and downing it was very common for 3-4 gens to pop. after set up, your trap success is based off rng and luck. sometimes trapper can snowball HARD with traps and if that was a consistent thing removing set up time may be too much but usually you see no traps triggered or just 1 or 2.(and i dont put traps in the middle of nowhere)

    I dont think any other killer is more rng, pig used to be but the rbt rework on her was very good and is now consistent. but yea if at the very least they could centralize traps alot more, that would be wonderful because its silly that we have to go out of our way to pick up traps in areas no one will be the whole match. and his early game is almost non existent unless you get lucky to come across a survivor very fast.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300118#Comment_3300118

    How does my idea in any way require the name to change? Or the lore?

    I am now convinced you just want to attack the idea because you're angry for some reason. Have fun with that, because I will no longer reply to you.

    where in the lore does it state that survivors get slaughtered over and over in the course of the night, or turn into ghosts to float around for a few seconds before re appearing. or that the entity doesnt actually want the hooks for kills as thats how the entity actually receives the sacrifice?

    Its not dead by daylight if its dead for 10 seconds.

    Your idea is bad and thats why the game thats been going for 6 years doesnt play anything at all like the completely different game you suggested. you may feel defensive over your suggestion but it doesnt change the fact that itrs a bad idea and is an insult to people who have spent money on this game when you want it to be a whole other game entirely.

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