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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • Midwich and Haddonfield are maps where regardless of what role Im playing it instantly ruins my mood since the map(s) is so poorly designed and the gameplay it has is just unfun.

  • Tbf, they got an Anniversary skin before a lot of other characters, and Ive seen a lot more Bill players since. Bill has good perks, but they also dont have much to use in the cosmetic department, often Survivors with more outfits tend to be used.

  • AFK Matchmaking Bans are done by an automated system.

    If you sit too long AFK as Killer, you get kicked. If you sit too long AFK as Survivor, you get AFK Crows, and by proxy, killed.

    Is it the best system ever? No. It definitely has flaws. But a system is at least there.

  • Spies From The Shadows has always been a really underrated perk.

    Low cooldown. Decent information. Good accessibility perk for those with visual impairments. The range is in that "just right" area where it isnt too big but also isnt too small. Ultimate Weapon getting nerfed has made it so you hardly see Calm Spirit, which is the only perk that can counter SFTS.

    Im actually surprised to see that a lot of people dont run it. Like yea, Aura Reading is more accurate, but SFTS gives you constant information passively and has probably carried me to a lot of wins.

  • @Steakdabait said:

    My only opinion about this stuff is simply just learn to read the room of the match your in. You aren't playing against high level swfs every other match and survivors understanding the bare min of the macro of their role doesn't count as "high level" imo. Do you honestly need to 3 stage 1k timmy who clearly doesn't even know the layout of the map he's on to win? Im not saying that you never need to tunnel/heavily slug to win in some of your matches. It's 100% the only winning play sometimes, but if have to 3 stage someone every match to feel like you have a chance you need to look inward instead of blaming game balance if you're playing match make games. Just try to remember the human on the other side that's all im asking fellas.

    This. Well, kind of.

    I feel like the mindset of "tunneling being necessary at a high-level of play" often translates to "tunneling is the only way of playing" for a lot of people. Instead of using other strategies, spreading hooks, or focusing on improvement, players often focus on playing a specific way because the community tells them that it is optimal and nothing else matters in the long run.

    For me specifically. When I was a new player I would tunnel, camp, and slug in all of my games, and I won a lot of them, but I also did not grow as a player either. I got my head stuck in the mindset of "I got to get players out" then I never took a moment to analyze ways I messed up and ways I could improve. By the time MMR got added, I eventually came to realization that I sucked and worked on personal growth.

    Part of me just feels like along the way we kind of just forgot that actually learning the game should be the forefront of everything first before winning, and new players should be encouraged to experiment, try new things, and take the game at their own pace.

    In fact, you can look at some of my old, old Forum posts see this progression happen as time went on.

  • There is only 1 correct answer:

    Screenshot from 2024-11-18 16-29-30.png
  • @tippy2k2 said:

    What exactly do you want them to do though?

    WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY more people want to do the 2 killers over the 8 survivors. Short of making survivors stupidly overpowered to make playing killer less appealing, I don't know what else they could do to fix the issue.

    I think the issue is lack of interesting mechanics for Survivor tbh.

    Each Killer has their own power which acts and reacts to the other Killer's power, plus 4 classes, leading to more diverse gameplay. Meanwhile Survivor just has really basic classes, like they feel more akin to a normal match of DBD in terms of design. If Survivor had more classes or interesting aspects, more diversity, gameplay mechanics that encourage engagement, etc, it would definitely have wider appeal, but in it's current state, it's just boring compared to Killer.

    Furthermore, teammates in 2v8 are a bigger issue than in 1v4. It's generally easier to get 3 friends together for 1v4, finding 7 friends for 2v8 is just naturally harder, and there is more of a chance for gaps to be there, leading to issues where you have useless teammates, people who last 2 seconds in chase, etc. Basically, SoloQ issues are made worse, and SWF is harder to form and you will most likely have some SoloQ elements in your matches.

  • If there is an Adept, Archive, or Daily Ritual that requires such, I will slug for the 4K, but in a 99% of my games I dont since it just pans out the game unnecessarily.

  • I personally think the main issue with this is just the Guide class as a whole. The amount of Generator progression you can get in such a short amount of time is insane and should definitely be adjusted. It also does not help that the Archive Challenges for the Event require you to play the Guide so you see it a lot.

    Tho if it were up to me, Id remove the Guide class altogether in favor of an item-based class so it provides incentive to do side objectives (Chests/Totems) to slow the game down and provides interesting interactions with the Killer for people who want that. To me, Guide is just a boring class, even Medic is more interesting since you can bait the Killer into a chase and then heal yourself with the +50% Total Heal Progression ability.

  • Huntress is already a popular Killer, and in 2v8 they can put in a lot of work, so it is expected tbh.

  • 2016 Face Camping has returned! 💪 💪

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839117#Comment_3839117

    when i play demogorgon, i hit like 90% of my shreds and a lot of these are max distance shreds. if i went for non-risky shreds, i'd hit 100% of them. so my first point is that if killer player is good, your very unlikely to avoid any shreds to begin with.

    Demogorgon's Shred timing is timed specifically to be good enough to use in many loops

    my second point is that shred vs good loopers is ineffective tool at most drop pallets/loops. the charge time of the shred allows competent survivors to perfect judge the distance between you being able to land shred and not being able to land the shred. demo vs good player is pallet break simulator.

    Killer diversity by making Demogorgon far stronger than other Dash-related Killers.

    Stronger than Chucky? I don't think so. Stronger than billy, maybe but it only does 1 hit-point of damage. Wesker's dash is too slow at loops and requires sliding teching to be effective. Oni's charge time dash is too slow at loops vs good players under normal turning angle restrictions. you need to use turning angle exploit to make it work at loops. The charge time at best might allow him to play more drop pallets loops without breaking the pallet but a lot of the times, your often dashing into pallets. at worst, the charge time decreases increase his total distance by allowing you to wait less time to release shred button for max distance shred.

    in my personal opinion, i think coup the grace can sometimes be a better chase perk than his shred where his shred gets relegated to an ineffective pallet break perk.

    My second point is that Shred vs good loopers is an inffective tool, at most it drops pallets/loops.

    Demogorgon is not solely about using Shred for hits, it has massive mindgaming potential and a fully charged Shred can easily zone Survivors and force hits on many loops; this is because Shred itself can definitely put in work and forcing Survivors to respect your Shreds can often result in hits.

    And even still, forcing Survivors to drop pallets early or forcing them to leave the loop can often prove to be a more favorable outcome. Survivors have limited resources that they can use and forcing them to use them whereas other Killers would be forced to run around it for an extended period time is insanely good. And forcing Survivors to leave a loop can sometimes cause them to run into deadzones, areas with less resources, or put them in a position closer to teammates/Generators giving you more pressure.

    Demogorgon mains (such as myself) have been getting this to work for literal years, there is nothing wrong with the current Shred timing, we dont need an addon to change it.

  • @Devil_hit11 said:

    shred distance is pointless. it is better to make an add-on that reduces charge time by 100%.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839109#Comment_3839109

    not a joke. i don't think they'll buff mediocre characters into relevancy.

    This would literally kill any amount of balance that Demogorgon has.

    Demogorgon's Shred timing is timed specifically to be good enough to use in many loops but enough room to react and counterplay. Reducing that time by 100% would make the reaction window small enough to where your average person cannot react in time, and would also have negative effects on Killer diversity by making Demogorgon far stronger than other Dash-related Killers. :/

  • All the people complaining about Killers running full Generator slowdown builds watch this please

    > (Tru3Talent Video)

    I feel like I could sense this from a mile away that it was going to be a Tru3 video.

  • The answer is simple.

    Survivors are not inclined to instantly rescue you. You can sit on a hook for a long while and having to travel to the hook effectively puts two people out of the game (one person is being chased, one person is actually repairing Generators), so people tend to leverage the extra time for Generators.

    As soon as you start to give up on hook, Generators stop becoming important and all players drop what they are doing to rescue since losing a teammate and going into a 3v1 is pretty much an instant loss that you cannot recover from.

  • @Vishlumbra said:

    Ok, everyday there’s dozens of posts crying about tunneling or slugging and such. Let me try to help you understand something: That’s the idea of the game. It’s supposed to be hard to survive, that’s the thrill of the game.

    The game is incredibly survivor sided. You might say:


    “Killers hold a 60% win rate” Yes buuuuut this is considering every single tier, skill and mmr division there is. How many times have you had a guy leaving the game after his first hook? People doing glyphs, opening chests or just being silly and not doing the objective? A lot right? If people played to win as survivors, it would be at least a 70-30 survivor win rate.

    “We don’t believe you!”

    Have you seen competitive games? Every single game the killer has to slug, tunnel and camp hook and most of the times he gets a 2k, with all gens completed in 5 minutes.

    Please guys, understand that is part of the fun, beating the odds and surviving. Even end game is very survivor sided. Hatch, unbreakable, keys, doors, adrenaline. There’s plenty of chances to survive, just enjoy the fun and stop trying to nerf killers to the ground, at high MMR is already very hard to win and dare I say, stressful as hell.

    Have you seen competitive games? Every single game the Killer has to slug, tunnel, and camp hook and most of the time he gets a 2k, with all Generators completed in 5 minutes.

    Let me explain this to you since a lot of people get it confused. Competitive DBD is not normal DBD.

    Competitive DBD has a ton of perk, item, addon, and offering restrictions on both sides, as well as rules restricting how people play. In Competitive DBD, they are not playing for Kills, they are playing for Hook/Progression Stages and Points so their team can progress in the tournament.

    Competitive DBD is nowhere close to normal DBD. Normal DBD does not have the same rules. Normal DBD has far worse players in most of their matches. Normal DBD is not playing with money on the line.

    Stop acting like Competitive is an excuse to play a given way if you dont even understand how Comp DBD functions.

  • Wraith is like the 1 Ply Toilet Paper of DBD. It doesnt do much, it's weak, and just causes pain for everyone involved.

  • @ReverseVelocity said:

    They said it's for a different chapter. I guess they finished the map earlier than the rest of the content and want to do some testing beforehand.

    (that or this is a rehashed previously licensed map that got cancelled but let's not assume the worst)

    Wait this was for another Chapter then why include it into the PTB?

    Also based on the ice/arctic-theme, it gives me The Thing vibes, so maybe it is for a future collaboration or scrapped Chapter?

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834028#Comment_3834028

    Only benefits myself

    It would appear you didn't read my post thoroughly, or simply don't know the properties of the perks I listed, so I'll explain:

    Borrowed Time: Extends unhook Endurance and Haste on the unhooked Victim by 10 seconds (This benefits only them, sure).

    Reassurance: Pauses the hook progress for 30 seconds + Stuggle skill checks if in hook stage 2 (Also only benefits them).

    Off the Record: After YOU being unhooked, you gain the following for 80 seconds; Endurance, Killer can't read your aura, and no grunts of pain (This ONLY benefits you).

    Decisive Strike: After YOU are unhooked, if the Killer picks you up within 60 seconds of the unhook, you can escape and stun the Killer for 4 seconds (This ONLY benefits you).

    As you can see, there's 2 perks for team, 2 perks for you. You can make it just for yourself by replacing Borrowed Time and Reassurance with ex. Dead Hard and Overcome, or you can make your perks just team by replacing Off the Record and Decisive Strike with ex. 'We'll Make It' and Kindred.

    Pardon me for not clarifying, but most anti-tunnel perks benefit myself but there are perks that benefit the team, and I was moreso just focusing on the ones that benefit myself.

    There are anti-tunnel perks that do benefit the team and I have used them and their effectiveness is decent but at the same time there is no way of me consistently getting the unhooks in SoloQ since sometimes it would get snagged and the Killer would get an easy down.

    I tried Borrowed Time and Babysitter and while both are decent I found that Babysitter was just overall more effective at preventing tunneling with the raw distance gain plus the long effect duration. It did help, not to the greatest degree but it did something.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431672/event-rant

    If you keep encountering tunneling, this is what you do:

    Equip some anti-tunnel perks: Borrowed Time, Reassurance (if you have it), Off the Record, Decisive Strike (the last two for you, more than team).

    And remember this tip: There's no harm in letting your fellow Victim hang on the hook during the first hook; it's 70 seconds these days, before it goes into the next stage, so just let them dangle a bit (and hope they're not mentally stunted and attempt to self-unhook).

    Lastly, remember to not take the game too seriously. Go in there with whatever objective you have, it's what you're there for, and consider how you may best complete said objective. Do not worry so much about gens being finished, do not worry about escaping, if truly your only goal is to complete your objective, whatever it may be.

    The issue is that bringing anti-tunnel perks only benefits myself… and I cant really shout through the screen at my SoloQ teammates to magically get them to put on anti-tunnel perks, there is the pre-game chat, but only PC players can see it. This being said, if it gets down to a 3 v 1, especially in SoloQ, there isnt much I can do.

    Also this being said, I dont mind being chased, I can handle myself in chase decently well, the issue is that it can interfere with certain archives. There is an event archive to repair Event Generators, and I cannot really do that if the Killer decides to chase me the entire game. :/

  • For more active playstyle, Distortion is better since the tokens recharge faster than before for actively engaging with the game and mechanics. I actually enjoy running it.

    Old Distortion was not necessarily strong, but I did not like the impact it had on my SoloQ games, since Survivors were more likely to hide and awful Survivors were carried by Distortion enough for them to be brought to my MMR range so I was often thrown under the bus by a single teammate only playing for themselves.

    We have other perks like this and frankly and you can get this gameplay without perks sometimes as well, but I think they should be reworked as well to be less "selfish" in terms of design.

    Also I understand that there is a lot of Aura Reading but Aura Reading is not slowdown, they dont work to make games last longer. Likewise, while we have a lot of Aura Reading effects, loadout still restrict how much Aura Reading can be used, we only have 4 Perk Slots and 2 Addon Slots.

  • @angrychuck said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431578/auric-cells-are-you-kidding-me

    Pretty sure this is because the Adam pixel glasses head piece costed 1 AC.

    The April Fools content costs Iridescent Shards, not Auric Cells.

  • @Rudjohns said:

    Some skins when are on sale don't end with a 0 or a 5, so maybe a combination of purchases caused the count to end on 9

    https://us.v-cdn.net/6030815/uploads/QUFTUOPZ1SB5/auric-cells.jpg

    Id like to add to this and say the Weekly Developer Choice Bundles also could be the cause since their pricing is inconsistent and can vary depending on what items are in the bundle and what items you might own discounting the bundle.

    Screenshot from 2024-11-04 15-21-52.png

    1461 Auric Cells (for me) in this case. Auric Cell Bundles normally have extra Auric Cells so it could be that purchasing a bundle with the extra (and/or buying Auric Cell packs and using that amount directly) resulted in an odd ending number.

  • I dont think Iridescent Addons are necessarily designed to always be strong, I think they are designed to open up alternative playstyles or change the way you play a Killer.

    Iridescent Head specifically changes how the Killer and Survivors play the game enough to be given Iridescent quality.

  • @100PercentBPMain said:

    I don't think it makes much of a difference. If survivors arm themselves like Americans there's no "weak link" but if they embrace socialism then everyone even the weak links can benefit.

    It's really about how you use your perks and comes down to personal philosophy. I don't think there's a right or wrong answer.

    I do think overall, we are better off helping each other with Bond than helping ourselves with self care. But that's what I like about perks...you can lean into your strength or bandaid your shortcomings. You can focus on early game, mid game or end game...focus on yourself or help others...

    Helping others hinges upon your team operating in good faith; some days you just can't blame people for falling back on Wake Up+ Sole Survivor

    If survivors arm themselves like Americans there's no "weak link" but if they embrace socialism then everyone even the weak links can benefit.

    If everyone was using perks the benefited themselves, there would still be a weak link amongst the group, since the solo strength of all Survivors is elevated, but perks can only do so much compared to skill.

    Though this is just in an instance where all people are using Selfish Perks. Realistically, people use a wide variety perks with varying effects so the weak link tends to vary based on Skill/Perk influence.

  • I honestly hope the perk gets reworked altogether.

    The perk has an insanely strong effect but it is shoehorned behind an awful activation requirement and leads to clunky/unfun gameplay just to force value with it, only to have 60 seconds of fun followed by another set amount of time of depression trying to get it to proc again.

    Also the perk always procs when the final Generator is completed, with NOED and other Haste perks, it can lead to the Killer snowballing with very little effort. While NOED is definitely the main issue with this, Machine Learning is a massive enabler of this playstyle.

    I think Machine Learning has an interesting idea, but I really dont think it fits into the game. I think the easiest thing BHVR could due is make it a token-based perk that gains tokens when a Generator is completed like Fired Up is.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825061#Comment_3825061

    His skill ceiling isn't very high but his power isn't that strong either. He's similar to Wraith in that regard. There is absolutely no reason to nerf Demo. On most loops his power is not very good because it either takes too long to charge up or the shape prevents it from being useful. Also, his shred is very predictable and even has a one button counter.

    His mobility is also on the weaker side. Yes, you can teleport but only after setting up the portals, which takes time you usually don't have.

    To top it off, Demo's addons are atrocious. He has like 3-4 good addons and the rest is terrible.

    This killer needs a buff. Flat out.

    To clarify as a Demogorgon main;

    Demogorgon does have a skill ceiling, it isnt the highest there is but I really wish people didnt act like Shred "takes no skill" when you can still pull off some crazy stuff with them.

    Demogorgon's addons are not bad, the issue is lack of addon variety. Demogorgon as 4 addons dedicated to Shred and 17 addons dedicated to Portals (1 is a hybrid addon), Shred is the ability that most people play Demogorgon for and the lack of fun or interesting addons for Shred cuts down on the variety, and Portal addons are too inflated compared to Shred addons.

    My main concern with Demogorgon being overbuffed is how BHVR might handle the Killer as a whole. I dont want to see a Twins Rework redux. I dont want Demogorgon to get omega-buffed only to get nerfed or rendered unplayable.

    • ALSO, we saw the Unknown get changes to reduce "M2 Faking" and M2 Faking is a common complaint Demogorgon players get. It is also likely that we might see M2 Faking get removed or punished, but it will likely just make Demogorgon feel clunky or more unfun since you are not encouraged to go for fancy plays.

    The only thing I want/expect from this is Teleportation Speed to be increased, reduce map-wide audio for Demogorgon in general, and an addon pass to just increase addon variety. Anything else will have me concerned.

  • I think there are just many design oversights that should be addressed with it for next year:

    • Should apply a Cooldown to prevent M1ing directly after using it.
    • Should remove certain Killer power effects (e.g. Pinhead's Chains) since it should be treated like a normal hit.
    • Save The Best For Last and Play With Your Food should lose tokens appropriately (they currently dont lose tokens from Haunts).
    • A more defined "start"/"use" animation. You can see the two orbs circling but there is nothing to really indicate that a Haunt is going to be used until it is actively being used. Would be cool to see a pointing animation based on the promo/loading screen image, like "Ghost, beat this man down".

    Other than that, I like the idea, I just think it should be refined.

  • @THE_Crazy_Hyena said:

    Windows of Opportunity is fine. It does not need nerfs

    I seriously have no idea where the WoO hate comes from.

    I play Killer frequently and can never point my finger and say that "WoO lost me the game" when in most cases Im just playing poorly or getting outplayed. My only surmise is that the WoO hate comes from a lack of understanding or inability to accept that you just lose sometimes.

  • @HoodlumDX said:

    Stranger Things is just really perfect to me all around and I'm surprised no one's mentioned it yet.

    I was thinking about saying Stranger Things since overall the content we got was alright.

    Might be an unpopular opinion but I think the map plays better than people say it does, I also like how some of the god pallets are one-sided god pallets so depending on how you run the loop you can make it stronger or weaker. Stuff like this makes the loops feel really thought out since DE thought about directionality of loops and the strength (or lack there of) loops.

    The perks were decent, they arent amazing but they are decent enough to consider using. I really dont have much to say about them other than that since they are incredibly basic and feel more in line with General/Universal perks in terms of design and strength.

    Demogorgon as a Killer is decent. Plenty of room for playing and counterplaying. Pretty much a staple Killer that I often recommend to new players since they feel overall well-rounded and simple enough to understand on a basic level. Demo can put in work and I consider them to be better than people say but Demo is also a victim of powercreep but it still serviceable enough to be more than viable.

  • @Shroompy said:

    I know when you say content you mean like the characters themselves, al though when I think of "best chapter" this is always the first one that comes to mind due to how impactful this update was.

    Curtain Call

    The Clown himself set a new standard for killers as his animations and design were a lot more polished compared to other killers, and (he was the first killer to have facial expressions!) he had a whole new lobby music that came along side him. Kate herself was received very positively and was one of the most played Survivors back in the day. And al though she isn't as popular today, she's definitely no Haddie.


    Then theres the 2.0.0 patch… it marked a new era for DbD. The store was added, pallet vacuums were removed, Dead Hard finally got an animation (as well as a bunch of killers getting new lobby animations!), hit speed boost bug was fixed, emblems had a face lift, characters started with their teachables at level 1, tutorials were added, blood web improvements, characters being able to be purchased with iri shards, and there's probably more that I missed.

    It was the biggest update this game's ever had, and Ill never forget the hype surrounding it.

    I believe I joined DBD after Curtain Call came out and I played super casually so I didnt pay attention to changes. It was when DBD was free through PS+ and the Scorching Summer BBQ event started.

    I still remember my first ever match, I played Trapper on Haddonfield, I was told by a friend that hitting Survivors on hook made the progression bar deplete faster so I just sat in front of the hook and spam swung, I got a lot of hateful messages even after explaining that I was a new player and didnt pick the game back up until after the 5th Year Anniversary had just ended.

    Ive heard great things about when Curtain Call came out, I honestly wish I kept playing the game around that time, I missed a lot.

  • I think they are going to put her on the shelf until they can release a full-on power rework, I really hate to say it since it will make a lot of people upset, but I think it is the expected outcome.

  • @bjorksnas said:

    https://us.v-cdn.net/6030815/uploads/NLMXNXD9T6NR/7bc1e94cee-e67f-4088-8229-dc17e32fb089-7d.png

    Idk I think the addons fine

    Chucky has many powerful addons but can only use 2 and its overall effect is kind of overrated because more often than not the aura reading while slice and dicing is mostly useless the main effect of it is seeing a bit of where the survivor goes after if you hit or missed them. It mostly just helps consistency and in a good case might cut down on a couple seconds after a hit or miss from better pathing. Frankly his other addons are more likely to give more value 9 times out of 10

    Id say these other addons provide better value

    https://us.v-cdn.net/6030815/uploads/TCNTRF9EXBBC/screenshot-2024-10-17-220129.png

    4s long heal time on every hit

    https://us.v-cdn.net/6030815/uploads/5FTUTZNDM5A5/screenshot-2024-10-17-220133.png

    massively increased stealth duration with no downside because hitting out of hidey-ho still does damage

    https://us.v-cdn.net/6030815/uploads/C4O3WALPBFKV/screenshot-2024-10-17-220102.png

    Longer charge and shorter downtime especially together usually means you down as soon as the power comes back

    https://us.v-cdn.net/6030815/uploads/QFS5KJ2CBC3Z/screenshot-2024-10-17-220122.png

    Scampering at windows and reaching the survivor before they can vault it again leaves them in a lose/lose and happens much more often with this addon

    Idk I think the addons fine.

    Chucky has many powerful addons but can only use 2 and its overall effect is kind of overrated because more often than not the aura reading while slice and dicing is mostly useless the main effect of it is seeing a bit of where the survivor goes after if you hit or missed them. It mostly just helps consistency and in a good case might cut down on a couple seconds after a hit or miss from better pathing. Frankly his other addons are more likely to give more value 9 times out of 10.

    You literally pointed out why this addon is so strong without realizing.

    It makes Slice and Dice insanely consistent. With his power already having a short cooldown, the Aura Reading makes it literally impossible to mindgame the Chucky since they see your current position when they NEED to see it.

    Running this addon is a night and day difference for experienced players since you will get tons of hits you otherwise wouldnt and there is little to no risk for using your power; pair it with Power Drill and youll get insanely quick downs with very little that can be done from the Survivors end.

    And dont get me wrong, Chucky does have really good addons, but most of the ones you listed are not as good as Rat Poison. Rat Poison is an insanely strong addon that leans towards being oppressive, especially in the hands of good players.

  • Id love it as a permanent item… but also, can also please get the Putrid Serum as a year-round thing we can use? Im tired of the Putrid Serum ONLY being usable during HBD.

  • I would love this event if they fixed the the bugs/glitches or used their Killswitch as intended. The event itself is good but like, everything else just kind of taints it for me, which kind of sucks.

  • @kommandantlocke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820568#Comment_3820568

    are sure thats not your mmr? and could be just demo what im saying is the activation is too long to get use they just hold W instead and with lithe it doesnt matter so it could do with a buff or rework its supposed to be a trap perk or so i thought.

    Are sure thats not your mmr?

    Yes. I am sure. I face good Survivors often.

    Dissolution is strong in the fact that it changes how Survivor play the game and how you play the game, Survivors effectively cannot play around pallets if you play it right, and certain Killers (such as Demogorgon) can make amazing use out of forcing Survivors to use windows (due to elongated hitboxes). Killers with chase powers benefit the most from this perk, unironically, and M1 Killers struggle with Dissolution since they lack the tools to really benefit from what Dissolution CAN do.

    A perk can be good but also can be designed in a way that isnt perfect for every Killer. Things can be amazing, things can be good, they can also be awful. I think people tend to forget that good can extend beyond what is "meta" and can just be perks that work and function fine… they arent the best, but it doesnt need to be the best to be good.

  • @jokere98 said:

    Since Hex: Wretched Fate can be cleansed at any time by the Obsession, Hex: Pentimento is here to provide an additional -30% Repair Speed for a total of -79% (when Hex: Wretched Fate activates again); this results in adding 71.1 seconds of repair time, making Generators take 161.1 seconds.

    i'm gonna dissapoint you, but Hex: Wretched Fate lights up only once, when the first gen is completed. After it gets cleansed - it is gone for the rest of the match

    I got 2 Hex Cleanse notifications before using Hex: Pentimento when I originally posted about this build, either it was bugged when I posted it or it is bugged currently and does not spawn multiple Hex Totems, either way, it works when the build was posted.

  • Dissolution is a strong perk already. I use it on Demo a lot and it wins me a lot of games.

    The issue is that you are not using it correctly or playing with Killers who do not benefit from Dissolution enough for it to be useful.

  • @Paige said:

    wait…. are you NA East? i might have been the dwight xD that match sounds vaguely familiar to me lol

    Im NAE but I havent used this build since I posted it (in September).

  • @UndeddJester said:

    I wish polls were a thing in this forum...

    I flip flop on the changes to Chucky and his scamper constantly. After listening to people on both sides, and playing as and against Chucky a number of times of console, I feel there are 2 chains of thought on Chucky, and I think where you fall kinda indicates what type of game you want DBD to be.

    Scamper Chucky

    Chucky with scamper was controversial because instead of trying to catch people at loops with his more skillful power (especially after it's turn lock nerf), you could instead just dive under the pallet and the mind game was heavily in Chucky's favour, even on medium tiles and it felt rather easy and cheap. However in the the same breath... his power was on an 18s cooldown and he was stuck as a 4.4 killer for quite a long time after doing it. This long cooldown balanced out the scamper ability to not be too oppressive really, but it did have the knock on effect that Chucky slice and dice was a dangerous ability to use, where if you missed, you were very heavily punished.

    This all made skill expression on Chucky much harder and less rewarding... but it did make Chucky more consistent across lower levels of play. For console and less skilled players he had a fallback, but overall was less efficient and effective at higher levels...

    However more importantly... Chucky felt like Chucky. His scamper, while annoying, was the defining part of Chucky's kit... and it being as useless as it in on modern Chucky robs a lot of Chucky's identity.

    Modern Slice and Dice Chucky

    On the other side of the coin, modern slice and dice Chucky is a lot stronger than old Chucky. His slice and dice is hard to use, console and low skilled players miss SnD often (though in fairness you get a lot more chances to try)... however this makes Chucky unappealing at these levels, as unless you can consistently S&D accurately, Chucky is a 4.4 killer who has slightly better mind games, but otherwise tends to get dumped on.

    However accurate and skillful Chucky's, who are able to flick their aim are very strong and hard to juke. He feels somewhere in the regions of Blight and Spirit in terms of strength, and really rewards players for being actually good with his power.

    This comes though at the downside... his scamper while SnDing is trash, cause it yanks your aim behind you as you vault, so 99% of the time any chance you had of landing a hit becomes none existent... so his scamper barely features at all in his kit, and the effect of that is Chucky kinda feels rather generic, and just dashes round corners every 10 seconds. He's still got all his voice lines, his 3rd person camera and height to feel unique... his roar as he charges is always great... but his gameplay is just that of sprinting around with lunges constantly, we never see scamper and we don't get very long trying to read his short stature at tiles before the next dash is coming.

    And that's the trade off...

    Skill Expression vs. Character Identity.

    Camp Blight or Camp Myers?

    I can't really say which side I prefer... I would like both if possible... some configuration where skilled players can show their skills via S&D and be strong at high levels, but we also get to see Chucky's scamper and play tiles as a very hard to see 4.4 m1 killer from time to time...

    However the 2 contradict one another, and where you fall I think is a strong indicator of what kind of game you want DBD to be…

    I just wanted to add this to the discussion…

    Scamper takes 0.4 seconds less seconds to go under a pallet than it does to perform a Fast Vault on a pallet as Survivor. Even if you didnt mindgame, youd still gain distance on the Survivor from using Scamper, which was the main complaint at the time.

    If Scampering was slower but was more mindgame focused, it would be perfectly fine since it has a risk/reward element with the amount of distance you would make/lose on the Survivor.

    This all made skill expression on Chucky much harder and less rewarding.

    Survivor drops a pallet? Scamper underneath, Survivor loses distance. Survivor vaults a pallet? Scamper underneath, Survivors loses distance. You really did not have to think. Im really tired of people acting like Scamper Chucky had some high level of skill to get hits when they really didnt.

    Cooldowns dont "limit skill expression," mechanics do. Look at Wesker for example, Wesker has a lot of techs and tricks to playing them, Id argue that they have the highest skill expression in the game at the moment, but they have a longer cooldown than current Chucky, and this is solely because the mechanics behind Wesker are what elevate their skill expression here.

    Skill Expression vs. Character Identity.

    I dont think it is "skill expression vs character identity," I think it is "balance vs character identity."

    Nemesis is a good example. Within the RE games, Nemesis is designed to be this giant unkillable wall that hunts you down and obliterates everything in it's path, but in DBD, they have to be toned down for balance. This also applies to other characters with high strength or have a god-like nature to them; because the game dictates that balance is required over lore accuracy.

  • @Hecata_Harbinger said:

    Killers are way to overpowered it's no fun to play survivor anymore, because all the killers play exactly the same as though they never got buffed, we would like to get more than 11k blood points per trail because of killers who end up getting blood points for playing sweaty.

    Demogorgon fading from existence because they got a 10% recovery speed buff half a year ago:

    fade-away-oooooooooooo-1261375870.gif

    (Just now realized this was a thread that got necro'd by another user but I might as well have some fun with it.)

  • Not as far as Im aware, only things that apply an instant blind effect.

  • Someone else has already filed a bug report (as far as Im aware); Im just generally saying that it should be Killswitched.

  • There is no limit to the amount of Killers you can choose from.

    Old Speed Limiter for Billy before their rework. The amount of work required to get Chainsaw hits consistently with Billy only for it to not even be a down is just…. it breaks my soul.

    Unlike Bubba Speed Limiter, there is no way to improve it, it's just kinda bad.

  • @Shroompy said:

    thats kinda funny ngl lol

    The only reason why I know about this was a friend in my VC was trying to get a Mori daily done and their game kept crashing because people kept using Flashbangs and Firecrackers during the Mori. :(

  • @NekoGamerX said:

    I like them stop giving survivors backpacks or bags

    DBD Mobile actually makes the backpack part of cosmetics its own separate thing; meaning you can remove the backpack altogether or put it on other cosmetics.

    I dont normally like making DBD Mobile comparisons but Ive been wanting this to be added for years.

  • @Dwight_Fairfield said:

    As Dweet main I concur. Don't need the same repeated cosmetic cluttering up my wardrobe.

    Thank you (real) Dwight Fairfield.

  • @Yamskeezy said:

    You made it a waste of a perk slot. How many times a match do you think your aurora is revealed a match? Imagine a killer With a weave atunement franklins demise and two other aurora perk build. The aurora will be revealed like 20-30 times a match and now you are lucky to get 6 hidden auroras a match (two before each hook). Unless they have new predator you escape chase and lose a token you were better off bringing a different perk. 3 tokens was very fair, but now two tokens only getting it back in chase just made this a waste of a perk slot. I am a survivor main and run distortion heavy. It is a niche perk, some games it doesn’t proc at all and i waste a perk slot or some games i thank god a brought it. On matches where killer has an aurora build all 3 tokens are gone before the first gen. Nerf aurora builds good killers dont need wall hacks. Survivors have their aurora revealed for anything, spawning in a match, unhooking a friend, going in a locker, completing a gen, taking protection hit, weave atunement franklins demise is also busted. Bbq chilli, no where to hide, and now the new predator perk. With new predator i will get two tokens back in chase then lose one as soon as i escape chase, that is sad. Distortion is nerfed to garbage tier perk. Make it so you still have 3 tokens but recharge them doing gens. So survivors have incentive to do the objective. Now instead of people hiding you sill have 3 survivors trying to steal a chase wasting time trying to get their distortion back instead of doing gens.

    How many times a match do you think your aurora is revealed a match?

    Aurora Reveal? At this time of year, at this time of day, in this part of the country, localized entirely within your DBD match?

  • The Range should remain the same, the effects should be buffed or altered to be more useful.

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