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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @Memesis said:

    ######### 50 dollars for a deep rift variant, you'd seriously pay that? This is why the industry gets away with such predatory micro transaction models.

    Your right, that's too cheap, we instead need to fork over our third son and a kidney to afford a single cosmetic? Or am I being too generous here?

    In all seriousness 50 USD for a single skin for a single character is too much, 20 USD was already pushing it to begin with. At the same time, I have zero faith in this community when it comes to not spending money on stuff, we have way more control in terms of buying power than people think but it kind of gets ruined if people just mindless dump their money into the first thing they see.

  • I think the art direction for FNAF is interesting. I like the mix between the canny and the uncanny, the humaniod and mechanical, it just kind of works. Keep in mind that I have never really played a single one of the game but videos of the series and promotional art has always caught my eye.

  • You are suppose to but it is currently bugged to where you cannot crouch it. Keep in mind that on certain loops the elevation of objects can still block the whip, but on loops where crouching could be performed to avoid the whip you cannot (e.g. you cannot crouch at Shack window to avoid it). It's weird, but Im sure BHVR will (hopefully) address this (by either making it a feature or reverting it altogether).

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934181#Comment_3934181

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934172#Comment_3934172

    All three should be nore present in the lore.

    Benedict could come back in some form (unless he and the Observer are one and the same)

    The Observer shouldn't be as sidetracked as he is currently.

    And Vigo could get some more mentions in the lore. Last time we heard of him was the Blight DLC.

    Ngl I completely forgot about Benedict considering how I have never needed to open up the game manual for years. I dont even think they are referenced on any perks or items either, it's just the game manual. (Hell, I bet most people didnt even know that DBD had a game manual to begin with.)

  • @GeneralV said:

    Become part of the lore, like my goat Vigo.

    Vigo and the Observer just… there… forgotten… relics of the past. I wish they would bring them back or at least bring back some stuff that references them.

    I hope they are okay at least. :(

  • My biggest issue with how Survivor in 2v8 has been handled is that BHVR thinks it is a good idea to give them one-off gimmicks that hardly matter while giving Killer more permanent additions. Since Survivors are just skins, there is no uniqueness to playing Survivor, especially when no new classes have been added since the release of the gamemode.

    Want to fix queue times? Give players a reason to play Survivor. Role Incentives can only do so much, and the fact that we not only have low incentives compared to before, but the Fog Crystals, while fun, have very little grounds to stand on compared to what Ghostface and Oni bring.

    We have TONS of other playstyles that people enjoy but we only have classes that cover the basics, and instead of catering to the various utility or chase styles that people love, or catering to mechanics like items/chests, we instead just get a gimmick that will be removed and never seen again.

    And there are people who wonder why queue times are awful. :/

  • Still a bit "Survivor-sided" but generally it is still miserable playing Survivor in the gamemode since we have seen no additional classes get added to 2v8 Survivor.

    I mean, I guess the Fog Crystals are cool and fun, but just like Green/Yellow Herbs, they are a one-off gimmick that holds no meaningful value to the gamemode whatsoever. It does not help that you have to search Chests to get them, which means that they arent even guaranteed and have limitations in terms of supply.

  • Games Ive been playing recently:

    • The Binding of Isaac: Repentance + (Beta)
    • Balatro
    • Celeste
    • Helldivers 2
    • Monster Hunter: World/Wilds
    • Risk of Rain 2
    • Warframe

    That's about it.

  • @Twiggsy said:

    Strange enough in this mode Devs have not balanced anything in many iterations or even fixed the bugs from last time

    I believe the Wesker bug from 2v8 is still in the game as well. In fact, the new animations made it even easier to break Wesker.

  • Honestly I really like Ghostface in 2v8, I think they are really fun. I like the idea of not just marking targets for myself but taking a look at Survivors to expose them for my teammates.

    peeper.gif

    The peeper.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927522#Comment_3927522

    Have you never played a game at high MMR?

    If a survivor Shift + w to a corner of the map, no pallets, no windows, no nothing, and lets say you are a trapper, do you know how long it takes to 2 hit that survivor and down them and hook them? Lets do some math shall we?

    Some quick facts:

    • Lets assume the survivor is super slow, and doesn't realize the killer is near them until they are 16 meters away. Then they shift + w to a corner
    • Killer moves at 4.6 m/s
    • Survivor moves at 4.0 m/s, and 6.0 m/s after hit that lasts 1.8 seconds
    • Killer needs to be 3.61 meters away from a survivor running away for a lunge to connect.

    So lets look at it:

    • Survivor starts running at 16 meters shift + w
    • Killer takes 20.65 seconds to catch up to the survivor to land the first hit
    • Survivor takes off at high speed and the killer can start moving again when the survivor has gained 14.4 meters of distance
    • Killer takes 17.98 seconds to catch up to the survivor to land the second hit and down the survivor
    • Survivor is downed in a corner of the map
    • Killer wipes the blade, 2.7 seconds
    • Killer picks up the survivor, 3 seconds
    • Killer walks to a hook about 19 meters away (on average), 5.16 seconds
    • Killer hooks the survivor 1.5 seconds

    Now STOP, how long has this taken now that the first hook has happened? Lets add it up:

    20.65 + 17.98 + 2.7 + 3 + 5.16 + 1.5 = 50.99 seconds. Lets just called it 51 shall we?

    51 seconds and that is assuming the survivor doesn't use pallets, doesn't use windows. What about if they say, idk, predrop a god pallet, like shack, one time in the chase. How long does that add?

    Well, from one side of a pallet to the other is a little less than a full lunge distance. I'd say its probably about 5 meters ( a full lunge is 6.21 meters). Survivor drops it, and starts running from 4 meters away. Killer breaks it, and it takes 2.34 seconds. This is enough time for the survivor to get 14.36 meters away. How long does it take the killer to catch up? 17.91 seconds, lets round up and say 18 to make it easier

    So predropping just 1 single god pallet at shack, adds at minimum 18 seconds to that chase. Bringinging it to 69 seconds, from 51 seconds.

    So now you know where the "predrop 2 god pallets lose 3 gens" comes from. Because quite literally, you can completely no skill just predrop 2 god pallets that by definition MUST be broken because they are not mindgameable, and shift + w to a corner of the map, and you will last long enough for the other 3 survivors to do 3 gens.

    The devs have stated before at one point that the game is designed in such a way that the average chase should last around 45 seconds. So this isn't too far off from that.

    Now i know what you are going to say next. Probably something like "well that's if your temmates do gens" and YOU ARE RIGHT. That is the point, at high MMR? Your teammates WILL do gens, and this is a typical game you get when you play one of the lower tier killers like trapper, and wraith, and pig, and doctor, and demogorgon and so on.

    I think when people talk about stuff like this they tend to forget that maps are not strict built to be a straight line. A lot of maps wind and turn in various different ways and there are borders that exist within the map to limit how much a Survivor can inherently do something like this. Because of this, youll eventually reach the position where a Survivor has to turn, they have to take an alternative path, which creates room for cutting offs, shortcuts, or unique pathing to catch Survivor off guard.

    Not every single chase is going to be the same amount of time, sometimes it might be longer because you make a mistake as Killer, or sometimes it is shorter because the Survivor makes a mistake or they get outplayed. People are people, and people are humans, humans make mistakes all the time, but either side can capitalize on those mistakes to great effect.

    Finally, not every map has multiple God Pallets that Survivors can just throw over the drop of a feather. Maps vary, and some maps are better than others. The difference in a maps like The Game and Haddonfield really show since The Game is full of multiple God Pallets while Haddonfield is bone dry with resources and loops to begin with.

    Technically speaking, your math is probably correct (Im not going to argue against the math itself), but it does not consider the nuances of DBD, which is why I dislike it when people use math in regards to chase time instead of providing more tangible data (e.g. average chase times from their own gameplay, data and statistics from community averages, etc.).

  • @Skillfulstone said:

    I really don't understand why Nemesis of all Killers seems to just gain bugs everytime another is fixed. Like, most of the Killer roster has a far more complex power than him.

    At least BHVR usually fix him in a patch or two but still.

    Umbrella created one hell of a monster.

    Anytime they get fixed or nerfed, they self-evolve, change, becoming a stronger killing machine. It cannot be stopped, you can only run.

  • Not yet, youd have to wait a few weeks before you can (since it is unlicensed as far as I am aware).

  • 1080 Auric Cells (usual price); just found in the store.

  • @Nazzzak said:

    It's matchmaking. Like, there's no way I should still be getting team mates that hide at the hint of a terror radius. But sometimes I do.

    This.

    But also, last time we had strict matchmaking, people complained that their Killer matches were too stressful, sweaty, and were overall miserable. This is a direct by-product of changing how MMR functions. If you want easier and less stressful games you need more inconsistent and loose matchmaking, which only serves to harm new/less experience players by throwing them in matchmaking brackets that they do not belong in OR harm more experienced players by diminishing their experience by giving them dead weight.

    Keep in mind that none of this is to say that the complaints were not justified to some degree, but simply that these complaints led to matchmaking being more loose and SoloQ being made more miserable since you have no way of insuring quality teammates.

    This all shows if you just check Steam profiles. I consistent face players with thousands of hours, but it is not uncommon for me to also get players with less than 500 hours either. Just earlier today I faced off against a Survivor with 32 hours in the game.

  • Clown is in one of those really weird spots where their 1v1 is actually really damn good (among some of the best in the game) but lacks the 1v4 tools to meaningfully deal turn that pressure from downing Survivors into something more tangible.

    Honestly, what I personally just want to see:

    • Yellow Bottles have their effect activate sooner; allowing for an easier time using them as a map traversal tool.
    • Yellow Bottles have increase Haste when not in a chase.
    • Purple Bottles and Yellow Bottles have increase effects when hitting a Survivor directly from far away (I like this idea just because it rewards skill and encourages more risk/reward gameplay).
    • Decreased Bottle Reload Action Speed BUT Bottle Reload Movement Speed makes the Killer 115% speed, unless they are in a chase, in which case they are put at 105%.

    Though keep in mind that I do not main Clown, Idk how well recieved it would be by Clown mains so if anyone mains Clown please provide feedback on this.

  • I personally use Filters because DBD's colorblind settings are pretty bad. All I do is change red to purple so I can actually see Auras and Scratchmarks, I dont do anything over the top. I personally do hope that DBD reached the point to where Filters would not be needed, but as it stands, their accessibility options have a lot of issues and do not help enough.

  • @Wiccamanplays said:

    I'm sorry, but the game was really disappointing both critically and commercially. I watched a playthrough and while some of the characterisation was engaging, the DBD references were stupidly heavy-handed, the gameplay was uninteresting, the plot was bland and, more importantly, the player has no agency over the story whatsoever, which really matters in that kind of game. Your choices make no impact on the narrative 90% of the time, certain characters live or die regardless of decisions you make and even if something does change, nothing else in the game reflects it (the cutscenes are literally the same, down to the camera looking at an empty space where a character would have been).

    The downgrade to a skin is BHVR cutting their losses on a failed project.

    From what I heard, BHVR stopped funding the game half-way through the development which left Supermassive Games to try their best and stretch out whatever remaining funds they had to develop the game. Because of the overall lack of funding, the game came out really bad (poor optimizations, issues with storytelling, and character deaths that were laughably bad and poorly thought out often feeling "forced" deaths) and the game's advertising was also very minimal.

    Keep in mind that most of this is anecdotal or based on what information has been provided by BHVR or Supermassive Games, but we dont entirely have an entire picture of the development timeline and/or it is possible for not all the information to be accurate/correct. Please take any information regarding the development with a grain of salt.

    Considering BHVR's way of working with other games, this seems true (my subjective opinion here, not saying this is "absolute fact"), since BHVR has consistently ran away from projects as soon as there is the slightest issue or push back though.

    • Death Garden? Conceptually good, but abandoned.
    • Meet Your Maker? Conceptually good, had a ton of potential, but the development was unbelievable terrible with how little content was added and such as a small time and was thus eventually abandoned because it was unprofitable. On top of that it did not help that they let an exploits completely ravage their game for several months upon the launch of the game.

    The way the company approaches risk (on a corporate level) feels like a "one step forwards, two steps back" kind of thing, since they dip their toes into other projects, but never really commit to making them anything more than just a side project. BHVR constantly shoots themselves in the foot because of this.

    Keep in mind, when I say that, I dont hate BHVR or anyone that works there. There are a lot of people at BHVR who are really kind, talented, and amazing people; but it seems that on a corporate level, there are issues with the company that cause them to fail time and time again with their side projects, and they need to do something to address this.

  • Premonition is one of those perks that I really dont know how to feel about it. I dont want it to be reworked entirely, since I think it remains as one of the most unique perks in the game.

    My solution? Decrease the angle required to proc the effect and add a visual indicator (a vignette and/or some Scratch Marks at the edge of the screen) that provides a better visual indicator for those with hearing problems.

  • I think Balanced Landing should be reverted to have the Reduced Stagger effect apply from all falls but all maps should be designed in a way to cater to this design since it would actually make more niche Exhaustion perks more viable without making them too overbearing.

  • @I_Cant_Loop said:

    solo queue escape rate at normal MMR is 40%. If your personal escape rate is way below this, I don’t know what else to tell you other than your skill level must be below average as well. I’m not saying this in a derogatory way - it’s just a simple reality of any game. There’s going to be a distribution of skill level from very good to very bad, and there are all ways going to be players on the very bad end of that distribution. I know from my own personal experience that 40% escape rate in solo queue is very much possible. I’ve been at the “very bad” end of the skill curve and I know how frustrating it is. I learned how to play better by 1) playing the killer side regularly to see how good survivors play, and 2) watching videos of other skilled survivors to see how they play.

    I know I’ll get downvote-bombed for this, but don’t really care. It’s a lot easier for someone to complain and downvote anyone who tells them that they might be wrong than it is to work at improving their own gameplay.

    Your skill level must be below average as well.

    MMR is a horrible system.

    I can consistently play fairly well but never escape a single game since the Killer can just avoid me and go for my teammates that are significantly worse than me, leave me as the final Survivor, and push me into a Hatch Stand-off or Exit Gate 50/50. The persistent issue at hand is that my skill does not matter, since DBD is a team game, it matters about the team's collective skill, which I cannot control in SoloQ, which is why I tend to lose more in SoloQ than playing in a SWF. Or, I get tunneled by high-tier Killers which even on the highest level of play, players tend to struggle against.

    To make matters worse, the new surrender system has made it so players are able to DC but salvage their MMR since the game treats it as a tie so you dont lose/gain MMR, which leads to awful players being able to progress their MMR easier or with minimal effort. Pair this with the very loose MMR rating system, it is possible to consistently get awful players who will leave you to dry just for their own self-gain. Time after time after time I have been consistently left behind from some of the easiest to play around situations because my team rather escape than help me for a single second.

    Im just tired of it. This has been a thing for years. I have been complaining about this for years. This issue has only gotten worse and worse. And every single time I am met with the same "if you are below the % escape rate" as if it matters here, it waters down a more nuanced issue into "just get better" without actually addressing the issue.

  • If I remember correctly, The Casting of Frank Stone's Twitter (not calling it "X") account made a comment on another person's post stating that Frank Stone would be their own unique character separate from Trapper, so I dont understand why they would make it a skin instead of a Chapter/Paragraph.

  • @Ace_Main said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444848/springtrap-needs-to-be-very-strong-a-at-least-and-pizzeria-map-needs-to-be-killer-sided

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924747#Comment_3924747

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925001#Comment_3925001

    FNAF fans talk like Springtrap would dominate in DBD, but the guy literally got outsmarted by a night-shift employee making $4 an hour and a door button. That’s not a killer — that’s a security system glitch.

    "FNAF fans" I quite literally havent played a single game, though I do find interest in the game's story.

    In a similar sense, I know a lot about the game Rust, but never actually played it, just from watching content, browsing the wiki, just doing a lot of reading/watching. I could probably make a long list of games where this is applicable.

    Keep in mind that FNAF also has a lot of books, and Ive also read some of it (pirated). Though Idk, I dont really like being labeled as a "fan" since I dont play the games or own any merch, Im just kind of there doing my own thing.

    Also, I think you are missing a lot here.

    Springtrap does a lot of stuff outside of context of what happens within the security office. By your logic, would Spirit not be a Killer? Since in their lore, they quite literally never killed anyone and was actually killed by their father before they could actually do anything, yet the context for her being a Killer is that she kills in the Entity's realm which is good enough to be defined as one. But you say Springtrap cannot be a Killer because they only directly interact and kill the player once (or technically not even at all, if you survive all nights), despite the fact that they also literally killed children?

  • @AdamZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924895#Comment_3924895

    Yea i know that, but still, i think it would be cooler to have a giant f*cking axe.

    Honestly, I think the knife works better.

    Within the games we are not really given an exact murder weapon but a knife just makes more sense to the character. One of the incidents hinted to in-game was a murder that took place while William was drunk, using a kitchen knife would make more sense to that, it makes it seem poorly thought out and sloppy compared to using other weapons. Also since the games take place in a pizzeria, grabbing a knife from the kitchen also works out well.

    Keep in mind that this Chapter is focused HEAVILY on keeping it accurate to the movie AND games. This is meant to be oriented towards the FNAF community, and from what Ive seen, the FNAF community has loved what they have seen just because it leans more towards the actual lore of the game. The "fire axe" thing was a community concept for a weapon based on the fact that the facility Springtrap is in burns down but other than that it had literally no grounds to really be a thing; which is what more people have liked the fact that they have a knife instead.

  • The only thing I want from the Chapter is for Springtrap to say "I always come back" anytime they return to Survivor who is freshly unhooked. A joke for camping/tunneling/returning to the hook is just on the table, they might as well take it.

  • @Hex_Ignored said:

    How does someone even get ping this high?

    Inconsistent/bad internet. Ive been there before, at 1000+ ms, many times.

    Unfortunately my area only has a single internet provider since they signed an exclusivity deal for the area, but since the contract is going to end soon, some other companies have started to prepare to provide to our area. Overall it kind of sucks right now since the only internet provider we have also charges large prices for very little returns and inconsistent connection.

    It also does not help that DBD has really awful netcode and matcmaking, so you can easily get sent to out of region servers. Pair this with awful and/or inconsistent internet, and you have a really bad time.

  • @ImWinston said:

    • even though DBD is our favorite videogame, we must not forget that BHVR is a company, not a charity, so it is normal that they push users to play as much as possible. all videogames do this (the most important example is Fortnite), I don't understand why BHVR shouldn't do the same. It is obvious that our experience as consumers is important, but we must also understand the needs of a company that is trying to make a profit

    Nobody is arguing that BHVR cannot make a profit, I think most people have the basic ability to understand that BHVR is a company and companies need to make money.

    The issue ACTUALLY is that the new system appears to not respect the time of players. If I could dump 1 week into the Rift and still finish it entirely using Rift Challenges, etc, that provides more incentive to engage with the game and spend money on the Rift (you could do this with the Old Rift). This new system decentivizes that, thus people are less likely to buy a Rift near the end of it's duration, meaning BHVR gets less money.

    Quite literally what you are arguing for does the complete opposite of what BHVR wants to accomplish. Engagement is reduced. Profits are reduced. The community remains unhappy.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922197#Comment_3922197

    bodyblocking with endurance exists for such a long time, Babysitter further empowers it. Have a Babysitter user unhook you, you have OTR and you're ready to help any other survivor being chased on the map by now being able to reach them even faster. Not to mention that you can now run away for free because your MS is higher than killer base MS

    Im actually going to bite this and say that I really disagree.

    The increased Haste from Babysitter plays really well into getting distance, it is especially strong against M1 Killers since most high mobility Killers can catch up relatively well or have powers that let them play around the Haste effect while M1 Killers dont have the tools to meaningfully catch up.

    The main thing here is that while you do get increased Haste, which would theoretically make Bodyblocking easier, your Endurance is still the same, and there are just better perks for Bodyblocking. Off The Record lasts for 80 seconds and is just outright better for trying to Bodyblock, or you can use Resurgence with a strong Medkit to accomplish the same/similar results.

    Since M1 Killers struggle a lot but high mobility Killers can play around the Haste, and the Endurance remains unchanged, this perk plays more into distance/chase than into Bodyblocking. "Well you can technically do it" only goes so far here. :/

  • This is the funniest change to me.

    I made a thread a few weeks back about how the Haste/Hindered Changes outright makes Babysitter worse since Borrowed Time would just be objectively better. They ended up deleting the thread (I have no idea why they deleted it since most of it was comparing two perks via math).

    Now they are buffing Babysitter (again)? Im getting mixed signals here.

    I assume they saw complaints from people about how it would make the perk useless, but instead of just reverting the Haste/Hindered Changes, they also just buffed the perk?

  • @Rokku_Rorru said:

    it would be nice if they'd just add a notify when out of focus option.

    This ^

    I currently use Linux (NixOS ~ Gnome) as my Operating System but anytime I find a game I get a notification that "Steam Application Is Ready" anytime I find a game since the game changes some properties that causes my system to trigger a notification. Almost all of my games do this, except only a handful (which I should probably fix).

    It's hands-down amazing to have since I can just completely zone out without ever having to worry about being AFK when I get into a game.

    But even still, some older games have stuff like this, I remember there was an old flash game I would play but anytime a new round or match would start, you would get a "bell" sound to notify players. You could turn it on and off in the settings.

  • @WolfyWood said:

    It's a boring perk that encourages more time sitting on gens before the person getting tunneled dies.

    I'm not sure why anyone should ever enjoy going against it. It doesn't change interactions it just removes them.

    1 perk slot wasted means 1 less slowdown perk. <3

    I like facing Lightborn unironically. Flashlights are already gimmicky and can even throw matches sometimes, Lightborn just gives my teammates more motivation to actually do their objective instead of running around the map like a headless chicken all while doing nothing in the process.

    Also some people use it for accessibility, which Im all for.

  • @JPLongstreet said:

    Y'all use headsets?

    Nah, I duct tape two speakers to my head (one for each ear).

  • I made an entire post about this but the Blood Generators are outright not treated as Generators.

    Any effect that requires Generator progress or Generator completion do not work with Blood Generators, which severely limits what perks/Killers/add-ons/etc you can and cannot use.

  • That's an awesome cosplay! It's nice to see some creative stuff on the Forums every now and then (albeit, it's really rare to see)!

  • @TragicSolitude said:

    Really, Demogorgon and Artist are less played than Vecna? I see Skull Merchant and Twins more than I see Vecna.

    @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443079/most-played-killers-last-30-days

    I cannot really explain why Demogorgon is so low. You can say he is weak but same goes for Ghost Face and Myers and these two are popular because they are iconic but Demogorgon is also iconic. There was a big hype when Stranger Things came back and now? I can only speak for myself and say I don't play him because I enjoy other killers more and don't have the time to play more killers.

    Artist has a low pick rate because many players play her wrong and think she is weak. The mindset is shutting down loops and that's it. Spam the birds to get info or track survivor and that's it. She has a really high skill floor and ceiling and this makes it difficult for many player to get decent with her or to understand her.

    Hag has always a low usage because she is not A chase killer - you play her as an area control killer and this is something many players don't like. In addition, she has also a high skill floor and ceiling but you can not use much of your knowledge for her and what you learn with her, you cannot transfer to other killers. Many things you learn just by playing her.

    Skull Merchant got nerfed to the ground. Only the ones who love her, play her.

    Twins is actually a really strong killer but many players don't like their long cooldowns, the fact survivors can hold Victor hostage, and the whole slugging part. This killer is also known for many annoying bugs. they also have or get many good skins - having good skins can make a huge difference.

    I can explain for Demo at least, since I can speak from the perspective as a Demo main.

    They nerfed their Portal addons rather consistently… Leprose Lichen was nerfed to be less of a map-wide universal Aura Reading to only be aura reading during the teleport and only for Survivors within 16-meters of a teleport… keep in mind that Knight can get infinite Blood Warden and Bamboozle with Iridescent Company Banner, and Kaneki can get a map-wide Infectious Fright with Yamori's Mask (which also interrupts actions which makes it busted with DMS or Hex builds).

    Portal Sealing Time (PST) Addons (Upside Down Resin, Thorny Vines, Viscous Webbing) were nerfed because their Portal Travel Speed was increased but they provided no basekit changes to sealing speed to supplement which makes Portals far more vulnerable than before. PST Addons were already considered niche and all it really did was make already niche addons more niche and overall worse.

    Lifeguard Whistle was rightfully nerfed, it was a busted addon, but it was one of the few things that gave Demo some level of relevancy, and after it was nerfed a lot of people stopped playing them.

    Personally as a Demo main, Ive also seen many other Demo mains move onto other Killers since it became clear that alternative playstyles were not allowed and running Barb's Glasses and Black Heart were the only viable way of playing Demo but also have been that way for literal years without any changes… only 4 addons affect Shred, and 2 of which are objectively horrible, and the rest of their addons just get nerfed out of the blue so why bother?

    The map geometry for maps is really awful so your Shreds get snagged on loops more often than before. BHVR has been introducing more rounded loops to the game, which Demo struggles on, on top of that they also have been implementing more of those "Ormand" loops which Demo struggles to play around compared to conventional loops since the walls along the sides are shorter and their are often more objects to obstruct Shred LOS.

    Their power is simple, but the effectiveness of his power as a whole has been reduced through direct and indirect changes. Demo has been slowly shifting down the tierlists. What was considered an average Killer has started to fall behind as a result. On top of that it does not help that power creep has shifted many Killers forwards a lot, resulting in other dash Killers becoming or naturally being released stronger than Demo. People moved onto Kaneki and Blight, which even after changes remain potent and strong.

    They also keep releasing perks that help M1 Killers which is inherently fine but ultimately none of them can be used my Demo because of the nature of their power. The end result in a lot of perks that would be amazing as Demo just dont work for them or can never reasonable be used. This puts Demo in this area where their power is close enough to an M1 Power to need perks like it but far enough away from an M1 to never really get any value from M1-Perks. Unfortunately this comes down to Demo's design and how BHVR refuses to balance M2 Powers to allow for perks to work for both M1s and M2s.

    Outside of the License coming back, it's also insanely apparent that Netflix only did it to stop people from complaining, Demo has not gotten cosmetics and despite Demo players pleading to get Blighted Demo, other licenses have been getting Blighted Cosmetics before Demo has.

    Also it does not help that Demo has slowly shifted from "character people love and respect" to "character people hate facing" since I consistently get matches were people insist on going next because Demo over time has built up a reputation of being an "M2 Zoner" despite the fact that dozens of other Killers accomplish the same but get more respect for it. Even if I dont "M2 Zone" I still get "-rep"s fairly often for doing so.

    So yeah… there is a reason why Demo has dropped in playrate… and despite all of this I still love them because they are the creature.

  • Oh, a thing I forgot, if you do use it, I can recommend Demo for it. And I don’t say this because I am a Demo main, I mean it because Demo is one of the best use cases for Dissolution.

    Demo’s Shred can put a lot of pressure on Survivors, it can force them to drop pallets early to play tiles much more safe, which allows Dissolution to get more value for the pallet break. Even still, Demo is good at playing around straight tiles and windows, which is what Dissolution forces Survivors to play around.

    It takes a bit of getting use to since you have to equate yourself to the play style, but again, Id recommend Demo. I also dont mind hoping into a custom game and giving you some pointers and advice.

    (P.S. Use Enduring, it’s not required for Dissolution but it’s a good perk for Demo since sometimes being stunned while using Shred displaces you on the same side of the pallet as the Survivor, you can get some pretty easy two-taps because of the reverse-stun. It’s mostly just a comfort perk but istg it makes Demo feel so much nicer to play.)

  • Would this just snowball perks which leads to more wins which leads to more Haste which leads to lasting longer and more wins, etc, etc?

    On top of that, the balance behind this perk does not make sense. Like yes you would have to win 10 games in a row as Survivor, but youd get 10% Haste, and 110% Killers wont be able to catch you without Bloodlust, and 115% Killers cannot catch you at all if you bring Hope.

    Idk, the numbers would have to change, but as it stands, that is a severely unbalanced idea.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912750#Comment_3912750

    You know you can hit survivors, right? An unlimited number of times, in fact.

    Imagine complaining that you have to patrol a single house....

    Honestly you can just sit in the main doorway next the downstairs Generator. Survivors cannot physically access the upstairs Generators without being hit or bodyblocked, and Survivors downstairs are close enough to just swing at.

    Also keep in mind that there are two Dull Totem spawn locations within that house (downstairs in the kitchen, upstairs in the "matress" room), so if you get lucky enough to have Hex: Ruin spawn there, you can bypass the 8-Regression Limit.

    The more you think about this whole Gen Spread, the worse and funnier it gets.

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912223#Comment_3912223

    The perk gains no value at all if the survivor has an IQ of at least 5. It takes 3 seconds to activate after injuring a survivor and announces itself as a big bright red icon in the bottom right of the screen. It’s not underrated at all. It’s awful.

    It’s not about the direct value of getting the pallet break.

    Dissolution does something important against good players, it forces them to change the way that they play tiles. Pallets becomes significantly weaker, it forces Survivors to play more around windows which a lot of Killers can take advantage of. Even still, Survivors playing safer are more likely to exhaust their window vaults which can make structures that are safer less reliable for Survivors.

    Hard disagree that it is awful, you are not using the perk right.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912204#Comment_3912204

    I ran Dissolution on Wesker for a long time. Very underrated perk.

    ^ I can attest to this.

    Not just on Wesker, I think people severely undervalue Dissolution. I remember making a whole post about the perk and a majority of people responding were talking about how horrible the perk is without considering what it actually brings to the table.

  • @Pulsar said:

    Probably a test to see how it works out, if successful (popular), they will look into having it on other Dash Killers.

    I hope they don’t just slap it onto all Dash Killers but actually take the time to do it on Killers that need it.

    While being two-tapped can be annoying, you have to severely mess up to get two-tapped by Demo or Wesker, and Id hate to see them get an unnecessary nerf.

  • @TotemsCleanser said:

    To be honest repair speeds stacking seems like something that needs addressing way more than haste/hindered stacking. I still don't understand why they want to nuke haste/hindered stacking builds when most builds these days revolve around gen speeds, not haste/hindered.

    I understand their point in preventing Survivors from Haste stacking since it prevent situations where Survivors can take the Killer hostage by running structures in a way that they will never be caught, but at the same time, restricting Killer's tools doesnt make sense to me.

    Haste helps chases end faster but they will still never be "meta" enough to surpass 4 slowdown perks. Running 4 Haste perks ensures you have quick chases but that's it, you gain nothing else, you have no slowdown, the builds were strictly just meme builds from how mediocre they were (at best). Haste on Killer was paramount to what they want to achieve, preventing situations where Survivors cannot be caught.

    Part of me also feels like we are removing a part of DBD history that we will never get back. Trying out 4 Haste Perks on Clown for the first time was an experience that I really enjoyed, and Id hate to see that experience be gone for new players, who will never have the opportunity to try it. :(

  • Because sometimes people do not like "reaction farming" or "bait" where someone intentionally make posts to try and derive a response (often negative, but not always). Alternatively, some people just instantly downvote things based on a preconceived bias against things (e.g. "this is about the opposing side therefore I dislike it").

    It's also just possible for people to not like your post… Ive definitely made posts that people didnt like.

    Honestly I dont mind it, the forums are small so it really does not matter too much, I just post what I want to post when I want to post because I feel like it, but mostly just talk about stuff I am interested in (e.g. deeper mechanics with the game, audio layering, etc.).

  • I love how most of the "<3" tier is just…

    Le Creatures

  • Awhile back the servers use to consistently crash if you had two or more people hooked at a given time and someone progressed a hook stage, Idk if they fixed it but server crashing has been a persistent issue for awhile now.

  • Whenever you leave a chase, the Survivor hears your Terror Radius as if you were still chasing them, and also get a red stain for 60 seconds.

    So just Dark Devotion but worse? Since it only applies to a single Survivor instead of the entire team and has no Terror Radius synergies.

  • Honestly, I think my issue with the Pentimento changes is that they were not as specific about the changes they made. I would just like to know the %s of each totem, that's it.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442425/does-bhvr-look-at-reports-of-post-game-chat-abuse

    If I were you I would do a player support ticket to insure it be reviewed by the team so action can be taken cause thats bs.

    Screenshot From 2025-04-09 19-18-14.png Screenshot From 2025-04-09 19-19-16.png

    Nothing else happened from this. Some of these reports have been sitting there for months and I have yet to get a response or report feedback.

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442425/does-bhvr-look-at-reports-of-post-game-chat-abuse

    Do we know for certain that temporary bans are communicated the same way permanent bans are? We are logically using an example of a permanent ban as a comparison here, but I do not think that is right.

    I think this is more likely a communication issue.

    Some players I have gotten report feedback for have gotten temporary bans for abusing exploits but not necessarily "cheating" in the conventional sense. Id imagine if I can get report feedback for that, Id get report feedback for other temp bans.

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