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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • If you dont like being left on the ground for the Killer to go after somebody else, you can just surrender and essentially "go next".

    That's not how it works.

    You only get the surrender option when ALL Survivors are in the dying state and the game state is basically in a position where you lose anyways. If you the only Survivor who is on the ground (in the Dying State), this effect will quite literally never proc, since it requires the entire team to be in the Dying State.

  • On one hand, I do like the skill expression of Oni flicks, I think it gave Oni something interesting and fun to toy around with, and to me, it made playing as/against the Oni more exciting. I know this will definitely be an unpopular opinion but I seriously enjoyed it.

    On the other hand, Console players were unable to do that, since it was not an intended effect. And I think DBD should be in a position where Console and PC players should be relatively equal in terms of performance, and one platform should not have an inherent advantage over the other.

    Part of me also feels like it was around for long enough to become part of Oni's core identity, kind of like Billy's original curving. I feel like there could have been a middle compromise with this, where they fix it since it isnt intended, but make some of it as a basekit change. Maybe have the turning angle be 135* instead of the bugged 180* but more than the current (fixed) 90*.

  • Id like to at least imagine this would be really sensitive information that a lot of players will not fill comfortable forking over. A lot of people want to keep some level of anonymity on the Forums.

  • ^ This, in fact it kind of makes the Flashlight timing easier since you dont even have to wait to get the blind off properly. Fired Up has that same issue.

  • @TotemsCleanser said:

    Can I ask what makes you like the perk so much? I personally find it kinda underwhelming but I'm glad there's someone who's all hyped up about it, lol.

    Increased Pick Up Speed and Increased Hooking Speed.

    Solely as a concept, running this with Agitation means I spend less time transporting Survivors to hooks and more time in chase. Keep in mind, slowdown will 100% be better if you want to win, but entirely from a QOL perspective, I will be using these perks.

    @Gardhome said:

    Unfortunately streamers already test this and this is garbage

    Idk how the values will fully translate into gameplay just yet, but fundamentally as a concept, I like the idea. It wont be a meta pick, but I like using QOL perks just to make the game feel smoother.

  • @arcaneGospel said:

    The problem with putting facehuggers in the game is that they're explicit in a very different way than the rest of the game. The game is fine depicting violence, of course, but facehuggers and Alien as a whole allude to sexual subject matter that's extremely sensitive, especially to put into DbD now. You can argue that's a reason not to put Alien in the game at all, but the design of the Xenomorph alone is at least more subtle. It would be cool, but ultimately would isolate some people from the game, and that's just not something that should be done.

    Plus, mechanically, they seem a little… Hard to implement? At least not without them being totally over- or under-tuned. One of those mechanics that could never be good without being too good.

    Im pretty sure they dont allude to what you think they do, solely from the fact that they are an alien species and their reproductive cycle is based on various kinds of insects and parasites that do exist in the real world. In fact, the carapace design of the Xenomorph is quite literally based on the carapace of bugs, just a bit more oriental.

    I think the only issue with this is that it would take a lot of time and resources to implement, as well as to upkeep it as bugs/glitches are introduced, and I dont think BHVR is going to do that. On top of that, it's also hard to have hooks respawn if a Survivor is dead on it… I think it would have to go away after awhile.

    This being said, I do actually hope BHVR implements more stuff like this, since I think they make DBD feel more alive and they make each Killer have their own unique identity. And atm, I think DBD needs more of that, since it feels like they tried to do it in some areas but then gave up in other areas.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885362#Comment_3885362

    It seems more the case that a lot of survivors just have main character syndrome so badly that they're ignoring the format of the game and just giving up when they realize they won't be able to absolutely stomp.

    I hit a generator with driver's license yesterday and three people pulled the plug, I hadn't hooked or even stabbed a single person yet.

    Check it out:

    https://www.twitch.tv/videos/2385083333

    Completely unrelated but I really like your voice! :D

  • Past a certain point, I stopped having Killer anxiety.

    For me, and I do play Killer fairly often, I realized that I quite literally have no reason to actually justify bashing myself for not performing well. DBD is a game, and I spent a long time it taking insanely seriously where I had to win every single game. Eventually I just kind of stopped, I set small goals for myself, stuff I know I could do or work towards, and nothing extreme, and it's helped a lot, I would highly recommend it. Winning stopped being important to me, and with it, the game became more relaxing, since I could just play on my own terms, and play however I wanted to.

    Finally, I also just kind of stopped caring about what people think of me, sometimes you just make people upset, and it's not a matter of you doing anything wrong, some people want to be upset and want to use other people as a punching bag. I have a lot of +rep and -rep, Ive had good and awful things said to me, past a certain point you remember more of the positive experiences than awful experiences, at least for me it did.

    None of this is to discount Killer anxiety, but just to say that things can, and often do, get better as time goes on. For some people, it is a steadily progression, for me, things just clicked right into place, it's not an easy process to get into but it is possible.

  • Deep Wounds was not really dangerous to begin with. The only "threatening" aspect of it was the darkened screen affecting visibility, but even then that was mostly an accessibility issue more than anything.

    The longer a Survivor doesnt mend, the faster the Deep Wounds timer will drain when they are stationary

    Keep in mind that some actions the game treats as "sitting still" despite it not actually being sitting still. Vaulting and dropping Pallets both count as "sitting still" to the game, despite the fact that a chase action is occurring. It could result in players just dying in the middle of a chase because Deep Wounds does not properly separate chase actions between non-chase actions.

    The Deep Wounds timer drains at a steadily rapid pace while a Deep Wounded Survivors work on an objective or heal.

    It already kind of does this, they designed the Deep Wounds timer around various different actions, it's why you cannot open the Exit Gates while having Deep Wounds. Tbh, not opposed to making it drain faster compared to just plainly sitting still, but in the same boat, it also just feels like a "non-change" since it wont affect that much.

    The time it takes to mend resets when you stop mending, and will take longer the more your Deep Wound timer drains.

    Im not opposed to Deep Wounds losing progress when the action stops, however the action taking longer the more the time has drained might be problematic when you pair it with the draining effect. I think it's more of a "one or the other" kind of change, having both could lead to issues.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893876#Comment_3893876

    I just think it's overblown. Like why were we not seeing Hex Demogorgon in tourney or top MMR? Because it's not that good. It preys on players not having the skill or game knowledge to counter it. But why nerf it then? Doesn't that just mean the players need to get better? Survivors have prevented killers from getting meaningful changes for YEARS by hiding behind, "But solo weak," while never ever demanding that matchmaking be fixed. I know it's not fixed now, because it's random. I go against a really strong team and beat them, I get a weaker team next match. Other times, I lose to the stronger team and then get an even more dominant one next match. This is all based off bad matchmaking. It's not consistent and it's not skill-based, but y'all want to use it as justification to get the most niche and mediocre killer stuff nerfed. And I like how you speculate that Demogorgon players just don't use their shred, because of this build. There's no link. Every Demogorgon I've faced has used shred. At the times they don't, they couldn't use it, because it was a rock loop or something. If anything, Lifeguard Whistle was nerfed because it gave info, because you know survivors hate the killing seeing where they are, because they can't loop. Those are who these changes cater to.

    I've said it about other hex builds and the "gen kick meta" as well. The killer is spending all this time not getting injures or downs, because he's too busy defending a totem, or a gen. You should win the war of attrition automatically, slowly but surely. If you don't, you're just not being efficient or strategizing. You can't balance killer around survivors not knowing what they're doing. And yet here we are.

    Like why were we not seeing Hex Demogorgon in tourney or top MMR?

    Because Lifeguard Whistle was banned from a lot of tournament formats, since most tournaments dont allow Very Rare and Ultra Rare addons to begin with, and some tournaments that do allow for Very Rare and Ultra Rare addons also have it banned.

    The least you could have done is just look up tournament formats to see what restrictions they have and dont have.

  • Not throwing them randomly as he does now, knowing that it'll be a hit.

    Then it isnt random, is it?

    Unknown is one of the most well designed Killers in the game. Their power can be strong but can also be difficult to use, the fact that infection is removed by staring at the Killer, and it doesnt take long to remove it either, means the Unknown player has to get repeated hits within a small time window while also having to be precise.

    The projectile is also slow, telegraphed, and fairly easy to dodge in a lot of situation. If you miss, you get harshly punished for it since you have to re-infect the Survivor and then hit them again to actually take a health state. On top of that, when you do down a Survivor, there is no way to guarantee that they will keep in the infection, since Survivors can remove their infection by looking at you while you are actively carrying and/or hooking a Survivor.

    Unknown players dont just "randomly shoot and gets hits", they know how the power works, they know how they can leverage it for a hit. That's not luck, that's not randomness, that's skill and experience, and if it is "random", then that's on you.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439921/can-nurse-and-blight-please-get-a-longer-cooldown

    Just make the other killers better, and they won't seem so strong by comparison. THAT is what the devs should've done years ago. But they keep nerfing like Pig, Freddy, Chucky, Demogorgon, and Xenomorph. They have no idea what they're doing.

    They keep nerfing like Pig, Freddy, Chucky, and Demogorgon

    Just wanted to speak as a Demo main for a moment.

    Lifeguard Whistle deserved the nerf. My only issue with the change is how uninspired the change to Lifeguard Whistle was, 2 extra Portals, while nice, is boring, and definitely not worth the Very Rare quality. It would have been nice to get some addon adjustments to have more addons for Shred, since currently only 4 addons actually affect Shred, and two of them (Rat Liver and Mew's Guts) are outright useless in their current state.

    Outside of that, Demo has gotten a lot of basekit buffs that are really good. But I really think the way people percieve Demo has been permanently damaged by "harmful" metas surrounding Demo. Devour Hope Demo and STBFL Demo were two awful times to play the game since they pushed players towards cheesy playstyles that were actively detrimental to learning the Killer mechanically, and still today, I see a lot of Demo players that struggle with basic Shred mechanics because they never actually used Shred as a power.

    But, yea. All I really want is an addon pass, and hopefully a set of addons that promote build diversity while not being unhealthy.

  • Screenshot From 2025-03-08 13-25-50.png

    (I spent like 5 minutes on GIMP trying to get the text right just for this joke.)

  • @supersonic853 said:

    https://youtu.be/A0B2CGXmZSg

    I know with them announcing the "go next solution" people are worried about false positives and that BHVR will use it to just keep unfun mechanics in the game since you can't just leave, And it is a game at the end of the day. But there's also the opposite end of the spectrum of people who just don't seem like they fit in this game anymore or just don't enjoy it at all. Its first chase and i am on demo with a meg. I get a good shred on her and mind game her at a window (nothing really unusual). She then proceeds to just try to go next and when saved just runs after me to make sure i get her out of the game. Wasn't gonna slug her just hoped she'd eventually get bored of it and actually play. Which she eventually did and they actually got all the gens done (with a bit of hand holding on my part but it is what it is). Like i play a lot of survivor too i get there's a lot of unfun things they have to deal with on a daily basis especially in solo que, And going next is definitely one of them as me playing survivor when they do it on the first hook. I just personally never resort to forcing myself out of the game as fast as possible even if its a unfun one. If we want to improve the game what could happen here that would keep them in?

    From my experience as a Demo-main, 5% of the time people give up because of Demo's weird hitbox allowing for hits that do not seem natural (especially when considering Killer-to-Survivor latency) despite them mechanically being legitimate hits.

    The other 95% are Survivors who are already going into the match with a soured outlook. They played many matches, dealt with frustrating or annoying things, and rather than taking a break or getting off, they continue to play and make themselves feel worse in the process. I personally call it "doom-queuing" since it's basically the DBD version of doom-scrolling social media.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893549#Comment_3893549

    The new perk effect only triggers if the survivor moves away within a few seconds. How does one delay a killer? One way is to be extra annoying a blind at every pallet where the hinder doesn't come into play.

    While knockout wasn't useful, it had its uses. Even against a SWF, without prior callouts you still need to tell someone where you are. The Doctor's map being the nightmare scenario.

    They could of easily made the survivor aura return after a few seconds or cause blindness until they are healed. You know, something other than survivors hate this perk, lets scrap it and replace with a rejected idea some intern had.

    But, as to what I stated, survivors campaigned to change the perk. So much so that one would believe it was an S tier perk if looking from the outside. The Devs, like always, gut the original intent of the perk and put in a half ass effect to please the mob.

    Then to complain that survivors get nothing and the game is killer sided when it took years and several revisions just to make DS fair while keeping with the original intent.

    1. It's 6-meter range which is really small. There are many loops where you will get hit with the Hindered effect just by playing around the loop because of the range.
    2. Play a Killer that instant breaks pallets after they are dropped, like Demo, Bubba, Billy, Blight, etc. The forced instant break forces the Survivor to leave the area and eat the Hindered.
    3. If they drop the pallet and try to play around it to avoid getting Hindered, they are actively losing distance by doing it, thus putting the pre-dropping Survivor at a lose/lose situation.
    4. It stacks with other Hindered effects.
    5. It has no cooldown, unlike other perks/effects that inflict Hindered.

    Ive seen people say that it is "bad" but honestly Im going to completely disagree, I think this perk can be useful, I think people are trying to be intentionally obtuse about the change because original Knockout only served to make SoloQ more miserable and did nothing else.

  • @redhat74 said:

    Lets not forget how 'stealth' killers aren't actually stealth killers no matter what terror radius.

    Wraith: crackle crackle Bing Bong… or crackle crackle whoooosh with IRI addon
    Myers:Hooooh, Hoooh
    Ghostface: Flap, flap, flap… burrrrzss (wait, I'm looking at the killer??)
    Deathslinger:… wait scratch that, he was nerfed
    Onryo: The LOUDEST 'stealth' killer ever
    SkullMerc: So bad to play even DBD doesn't seem to give this killer as a daily
    Chucky: Ha ha ha ha…

    All of these I can happily sit on a gen not looking with the exception of tier 1 myers, I just listen for the 'stealth' killers

    Jake: "I wonder if the Killer is nearby."

    The humble Onyro rapidly approaching their location:

    https://www.youtube.com/watch?v=vPhg6sc1Mk4
  • @Mr_K said:

    Survivors got nothing?

    An entire killer perk was nuked from orbit and survivors got nothing?

    Knockout was objectively a poorly designed perk.

    It only worked against SoloQ, the weakest role in the game, since the lack of informations and comms made it easy to slug the entire game with minimal effort. Paired with MMR being loose enough to result in your random teammates being of varying qualities further making the issue worse. Compared to SWFs that just easily counter Knockout just from using basic communication.

    The new versus works against SoloQ and SWF, since it's a static effect that can proc in a chase. The new version solves the issue of "pre-dropping and holding W" that is often complained about, since it punishes Survivors for doing such. It also has synergies with many Killer powers that makes it insanely flexible to use (as a Demo main, I am going to enjoy this perk, it will be amazing on them).

  • Id like to imagine that some people still talk smack in Post-Game Chat but like, they are yelling at a brick wall since the other person is just on Console, and they see none of it. Probably the funniest thing ever.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893019#Comment_3893019

    I never said 0% changes will benefit killers. I said the anti-slugging project, that's literally supposed to be a multi-phased project, is so far 100% survivor sided, with 0% announcements, or anything to imply that killers are ever going to get anti-slugging things in their favor.

    And the map offering thing hurts both sides of the game. Some killer builds are just plain awful if you can't choose a map. And it still heavily favors survivors, because if they pick 4 separate maps, it's still a 1 - (.8*.8*.8*.8) = 59% chance they get a map offering they want, compared to the 20% the killer gets when they bring a map offering.

    And we already know that "adjustments to the kill rate" are sometimes just flat number buffs, with zero quality of life improvements. Kill rate adjustments are sometimes literally slightly faster kicking speed, which is a zero quality of life improvement.

    Because that is how these balance changes sometimes work. Survivors sometimes get real quality of life improvements, and killers are just promised a certain kill rate, like it's a giant present that killers should be grateful for, as opposed to something necessary for the game.

    That's not how Map Offerings will work. The effects wont stack altogether, even if a different Map Offering is used.

    Let's say 4 Survivors all run different Map Offerings, it would be a 1/4 (25%) chance to get a desired Realm out of a 20% for the Map Offering going through, or a 1/20 (5%) chance of getting a desired Realm… keep in mind that some Realms have multiple Maps, so if you want a very specific map, the chances can be further lowered by that factor. They want to severely reduce the effectiveness of Map Offerings, which they have done.

    The worst part about the change is that it negatively impacts Survivor achievements, since getting a specific map for the "do the Generator at the Main Building of (insert Map) and escape" is made far worse, and achievements like Hemophobia and Outbreak Breakout (which are already terrible) are made into nearly impossible tasks.

    Kill Rate adjustments are sometimes literally slightly faster kicking speed, which is a zero QOL imrpovement.

    We are quite literally getting Killer (and technically Survivor) QOL improvement via a Gamma slider, which people have been asking for, since not everyone has a good monitor/TV.

    And again, they will probably make more changes, we just lack the information, BHVR is listening to community feedback.

    Survivors sometimes get real QOL improvements, and Killers are just promised a certain Kill Rate, like it's a giant present that Killers should be grateful for, as opposed to something necessary for the game.

    Maybe because Survivor lacked a lot of information and basic accessibility options for a really long time?

    I have a hearing impairment, I struggle to hear certain things sometimes, the visual Terror Radius was a massive step in the right direction for BHVR, since before I would often die and feel frustrated because I could not hear some aspects of the game. Furthermore, Colorblind Settings, while not the most helpful at times, can be helpful to a lot of players.

    I really dont see the point in looking at another person's plate and saying "well, they got more food then me" when earlier they were starving.

    None of this is to say that Killers dont need accessibility and QOL features, but the way you go about it really does ignore how awful things were for Survivor compared to Killer prior to the updates and changes made, the game was incredibly unfriendly in terms of accessibility.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893005#Comment_3893005

    I'm saying there's supposed to be this massive anti-slugging plan, that's so huge that it spans multiple phases of the year, and yet 100% of the changes so far are to benefit survivors, and there are 0 announced changes that will benefit killers.

    Are any of the anti-slugging changes in this giant 2025 plan, going to help killers?

    Yet 100% of the changes so far are to benefit Survivors, and there are 0 announced changes that will benefit Killers.

    Map Offerings are getting nerfed to be a 20% chance instead of a guaranteed way of getting a particular map. This throws a wrench in your whole argument here since you quite literally cannot guarantee that you get a specific map to abuse. The 20% effect does not stack either, and Sacrificial Wards still exist in full effect.

    They are changing the spawn rules to make Survivors spawn closer together which helps a lot of Killers get early on pressure where they tend to lack it. Unironically, it also buffs Corrupt Intervention and/or Lethal Pursuer as well since Survivors are required to run Shroud Offerings to split themselves up and the increase pressure from CI and/or LP can be insane.

    And recently they announced a lot of Killer changes for the PTB which includes a lot of buffs and adjustments to Killer powers, including the long awaited 24m TR on Pig that people have been asking for years.

    But yea… that arent making beneficial changes towards Killer… they are just ignoring them the entire time… ignoring all that I put, just sweep that under the rug.

    Are any of the anti-slugging changes in this giant 2025 plan going to help Killers?

    We dont know. We are only getting information as they make changes, and they do plan on making changes and adjustments to Killers if necessary to not only keep Killrates the same but to help prevent the systems they are adding from being abused. Mandy (among other community managers) have already been saying this for weeks.

    You want to see if they add anti-slugging changes for Killers? Wait. There is quite literally nothing else you can do since we all objectively lack the relevant information to know for certain at the moment.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892990#Comment_3892990

    I never said knock out should have remained the way it was.

    What I am saying is that if slugging is a problem that needs to be fixed, it should be fixed on BOTH SIDES of the game. But when BHVR nerfs Knock Out, and allows survivors to surrender early when everyone is slugged, it's basically only fixing the problems that negatively affect survivors.

    BHVR could have easily made or announced anti-slugging things that would benefit killers, that would help reduce the frustration that happens when killers are repeatedly forced to slug. But none of that happened. Badham + basement in shack, is still a super grief that survivors can do. Any all the other ways that killers can be forced to slug is still fully intact in the game.

    BHVR has been working to try and prevent unhookable situation, in fact that have made many changes throughout the years focusing on addressing issues with Survivors holding Killer hostage via making themselves unhookable and unsluggable.

    • Boil Over nerfed from 33% of Total Wiggle Progress to 33% of Current Wiggle Progress.
    • Adding a hook to RPD's upstairs of the library, which unironically just inverted the situation by creating a hook location that Survivors could not rescue another Survivor from. RPD's upstairs of the library would eventually be removed altogether.
    • Hooks added to many locations to prevent unhookable situations.
    • Hooks respawn (seriously the best change they have made in my opinion).
    • Nerfing perks that discouraged the Killer from picking up a Survivor (e.g. Background Player) so the Killer can get hooks easier.
    • Introducing new or changing existing perks that promote engaging with hooked Survivors (e.g. Babysitter, Shoulder the Burden, etc.) with the intent of reducing Survivor-forced slugging and addressing other aspects of the game (tunneling) with it.

    None of this is to say that BHVR is perfect, they still do ignore some issues, but you are acting like BHVR has not attempted to reduce slugging and encouraging hooking altogether.

  • The issue is that the way countries interact with other countries is something beyond BHVR’s control and can easily lead to players being targeted, harassed, and/or treated poorly based on whatever country they are from or they represent. This is why BHVR will probably never implement this.

    Keep in mind, I don’t personally mind if they would implement this, but I’m stating from BHVR’s perspective, they probably wont.

  • @ratcoffee said:

    it's not a competetive game tho

    Duality of Man.

    In all seriousness, I really don’t know if DBD is competitive or not since the way it is structured it very “middle of the road”.

    Like for example, we have MMR, which is used in competitive games for matchmaking to try and create a fair and competitive environment, but the way it is implemented seems to prioritize speed over quality, so having MMR really does not do much.

    They constantly make balance changes that feel designed for competitive but then sometimes release perks or change perks to feel more outrageously designed for the sake of “oh, but don’t worry, we are still a party game”.

    And here is the thing, DBD started as a party game, it was meant to be “le spooky horror game” from the start. But the way they are changing the game feels like the equivalent of the “class clown” trying their best to be taken seriously while still persisting to crack jokes along the way. Some will take them seriously. Some people wont. But they are just stuck in their own personal limbo.

    My response, DBD is neither a party game nor a competitive game. DBD just is.

  • I personally do not mind being tunneled since at least Im being chased, and the only time I get annoyed is if Im working on an achievement or archive, since being tunneled kind of prevents me from working on them.

    Meanwhile, I do dislike being camped and being slugged, since there isnt much room to do anything as Survivor.

    While Im on the hook, Im effectively in the time-out corner while the Killer does nothing but stare at me on the hook from a moderate distance, there are no interactions since the Killer wont chase anyone, it's just boring, and I play Killer so it is boring from the Killer's POV as well. During EGC, of course, camping is fine, since defending the Exit Gates is insanely difficult if you dont have perks for it, and Im not a fan of "bring X perk to counter Y playstyle or mechanic" as a whole across both sides.

    Slugging is similar, you kind of just sit on the ground, recover fully, and then maybe crawl to a better position, but the crawl speed basekit is so unbearable slow that there is basically nothing you can do in a reasonable time. From my experience, I havent dealt with too much slugging outside of slugging for the 4K, which is its own can of worms. Also bleeding a Survivor out for a full 4-minutes instead of ending the game (very rarely happens to me) is just objectively stupid, it wastes everyone's time.

    This being said, it is just a game, people can play how they want, if I get upset I can just play another game, and often I do.

  • Easy answer: You dont.

    She is in such an awful state. Her power is incredibly weak, and the lack of bug fixes has made her already weak power even worse since it does not work as intended half the time. Compared to any other Killer in the game, there is no reason to waste your time playing her at the moment since a majority of Killers can outperform her with significantly less effort.

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

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

    Anyways (obligatory Xenomorph Queen joke).

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891933#Comment_3891933

    When the prestige rework was released however, if prestiged Demo I believe you unlocked all the perks on all characters still.

    No, I had Demo prior to the rework (on Console), this never happened, since BHVR did not plan Demo around the Prestige Rework.

    We did, after many, many months, get Demo’s perks as Prestige Charms but it was so long after the Prestige Rework that it hardly even mattered. And it was near the time when Stranger Things was coming back anyways.

  • Based on their FAQ (found here: https://forums.bhvr.com/dead-by-daylight/kb/articles/493-faq-the-hellraiser-content%29. ). Someone can correct me if Im wrong.

    It seems like their perks will remain permanently unlocked on all characters if you Prestige'd them to any capacity, this applies even after this removal I think, you just need to have the character unlocked. New players will have the opportunity to obtain the perks through the Bloodweb as General/Universal Perks.

    With Demogorgon, their Shareable Perks were a special case separate from Pinhead due to the Stranger Things license being removed before the Prestige Rework. For reference, the Prestige rework came out around July of 2022 while Stranger Things was removed November of 2021.

  • Knockout Pros;

    • Can be consistently proc'ed through a Basic Attack. Minimal effort to proc.
    • Slows the Recovery Speed of Survivors.
    • Slows the Crawl Speed of Survivors.
    • Blocks Aura Reading on Downed Survivors.
    • Survivor on the ground gets afflicted with Blindness

    Knockout Cons;

    • Survivors still get Aura Reading within a 16-meter range.
    • M2-focused Killers need to play around the Basic Attack requirement.

    Hex: Third Seal Pros;

    • Can be applied through Basic Attacks and Special Attacks.
    • Blocks all Aura Reading for Survivors.
    • Blindness cannot be bypassed while active.

    Hex: Third Seal Cons;

    • Requires more effort to proc, since you need to injure all Survivors to get maximum value.
    • Can be cleansed.
    • Often requires support perks to maintain.

    Honestly, I think Knockout is just overall better, but depending on the Killer, you can definitely weigh your options between the two. Either way it is SoloQ so players will suffer against either option.

  • DBD Forums really does not like it when you name and shame people.

    Typically it is best to censor names if you are speaking about an individual negatively, it helps prevent witch-hunting and harassment.

  • Changes to Maps;

    • Rainbow Map reduced rarity from Ultra Rare to Rare. Map reduced rarity from Rare to Common
    • Rainbow Map will have 60 Charges (was 20 Charges). Map will have 40 Charges (was 20 Charges).
    • Increased basekit tracking capabilities. Yellow Wire will be basekit. Black Silk Cord will be basekit.
    • Add-ons re-balanced and redesigned to be more new player friendly (and addon that tracks a specific object will be reduced to Common rarity).
    • More addons added.

    Changes to Keys;

    • All Keys have Gold Token basekit.
    • Broken Key will have 30 charges (was 10 Charges). Dull Key will have 20 Charges (was 5 Charges). Skeleton Key will have 60 Charges (was 30 Charges).
    • Blood Amber will be nerfed to correspond with the basekit changes. Charge Consumption will be increased to 4 C/S (was 2 C/S). Range will be decreased to 18 meters (was 32 meters).
    • More addons added.

    Alternative Ideas;

    • Both items involve Aura Reading so BHVR could probably combine the functionality of the Maps and Keys into a single item rather than having them split into two different items.

    These are all the changes that I think (or hope) BHVR will make.

  • @SAWII said:

    I’m not saying you’re wrong, but every time this topic comes up, people’s suggestion is to redesign maps except they have absolutely no tangible ideas on how that can or should be done. This thread is no exception. Since it’s a total pipe dream to expect every single map to get remade, it’s a lot more realistic and feasible to deal with the most obnoxious part of unbalanced maps: the offerings.

    Im not going to disagree, since my idea is very broad and isnt specific.

    But in the same boat, I also dont want to make an insanely long thread or creating infographics and drawings to articulate my points specifically since it just takes a lot of time. None of this is to say I wont ever do it, but making something as comprehensive as that can take a lot of time.

    Also I just wanted to moreso communicate that the community's mindset behind the change itself, that community perception that Map Offerings are the issue is flawed, because they are a symptom of a greater issue and the change is really short-sighted. This is moreso addressed towards the community than the developers, if that makes sense.

  • Coldwind, Tobba Landing, and Eyrie of Crows are the bane of my existence, not because they are strong maps for a particular side, but because I struggle to see Scratchmarks due to colorblindness, and changing my settings does not help that much with it.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888668#Comment_3888668

    If that's your complaint, then ask that MMR be brought into the mode. Don't let killers suffer from a bogus game state just to carry the uncarryables in solo. Most of those survivors have no place escaping these killers.

    And that extra regression is like nothing. Survivors just don't push gens, like you said. The moment they actually tap gens after the killer kicks gen and starts chasing/patrolling again, the killer gets like 5 seconds of regression and that's it. The gens truck on.

    I was literally in a match on Thompson House where the killers "6-gen'd" us, aka my teammates were dumb and just ignored an entire corner all match, and I was the only 1 (maybe 1 or 2 others who realized) who was going around undoing the regression events, because I could see we were 6-gen'd. Now that the entity blocker prevents regression after 8 kicks, killers can't hold those gens like that anymore. Same reason 3-gens are dead. Survivors don't need that, because they can win through the war of attrition alone, but now they've got that too. Anyway, after minutes of survivors mostly screwing around, half of them wandering around, me and 1 other pushed the furthest gen til finish and allowed everyone else to escape. We coulda been outta there 5 minutes earlier, but because survivors were literally forcing the killers to reap value from their regression, that's not what happened, and it coulda got us all killed.

    If that's your complaint, then ask that MMR be brought into the mode.

    2v8 does have MMR.

    In fact, all Event Playlists have MMR, they use the MMR you have in the Normal Playlist to matchmake you with other players, and you cannot lose or gain MMR in the Event Playlist. BHVR has already gone out and mentioned this before.

    The issue is that 2v8's matchmaking cannot use MMR properly, since the MMR and role distribution cannot work or function properly if there isnt enough players. MMR already prioritizes speed over quality, with the lack of Survivors playing 2v8, the game is just shoving Survivors from any skill level (for better or worse) into whatever matches they can just to shorten the queues as much as possible.

    This issue has been explained multiple times in many different threads across all iterations of 2v8, it's been a persistent issue because BHVR has yet to listen to community feedback that would make the Survivor role more appealing.

  • @jajay119 said:

    I was playing on decimated borgo and there was a new hill design - is was ‘S’ shaped and looked like it belonged to another map. It also lead straight into a window vault and had loads of random blue patches around it. Has anyone seen this? I was trying to get some more shots but I couldn’t. You can see the blue patches around the window vault at the back of the shot.

    https://us.v-cdn.net/6030815/uploads/7URUTLWII9HX/6029fe74-4850-4b48-888c-184f45a72390.jpeg

    is this a new hill design that the rng isn’t used to yet or a bug?

    It's a bug.

    People are reportedly getting this tile clipping into other structures since it was not meant or designed to generate on the map. One of the most notable examples is it generating next to Shack and blocking the doorway adjacent to Shack Pallet.

  • @theonryo123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888668#Comment_3888668

    You sound like a survivor main because of what your temmates not doing that’s not answering my concern of how gen rushing is still a problem. Just because you’re doing gens doesn’t mean the rest of the 7 survivors aren’t doing gens there’s at least 4 people doing gens or less. And there’s 8 survivors so gens still fly by no matter what? Plus I’m not saying you gotta be in a 8 man swf that Involved gen rushing. I play solo on 2v8 and a lot of my teammates do gens pretty fast so I think your excuse in you or matches is not valid. Like I said killers needs more classes than to kick gens that lose 20 percent progress you can only kick gens 8 times before the entity blocks it meanwhile survivors can tap and touch gens anytime they want without no limit

    You sound like a Survivor main

    Ive made many Demogorgon guides because I mostly play Demo nowadays… but yea… Im a Survivor main… for holding a different opinion… cool.

    Like I said Killers need more classes…

    I never completely disagreed with the notion of Killers getting more tools to slowdown the game.

    I just disagreed with the idea that they have absolutely no tools, they have basekit increased regression, which is at least something.

  • Most of the community plays SoloQ and with how the perk is designed it mostly benefits SWF.

    There is basically no way to guarantee that your random teammate doesnt die in 10 seconds after being unhooked, or what Ive mostly experienced, teammates half the time snag the unhook before you can even use STB, so you dont get value and your teammate dies easily.

  • Not everyone has a full 8 people to lobby up with, nor does everyone have the coordination necessary to play well on an 8-man team, people will misplay, not do Generators, run around doing nothing and waste time, it is bound to happen, and it happens a lot.

    Like 50-60% of my Survivors games in 2v8 I lose because people just run around like chickens with their heads cut off because nobody wants to do a Generator, and so, we lose. Likewise, as Killer, I win a majority of my games for the same reason.

    It's not fair for Killer if we dont have any offense on the side.

    Killer has increased regression from kicking Generators, it isnt the best thing out there but I think people underestimate how useful it can be.

  • Hens is a streamer, and thus they are more likely to be streamsniped.

    Even still, lately the amount of cheaters has been increasing since cheaters have realized that killing Survivors in the start-of-match transition hits them with a DC Penalty, so people have cheating bots set-up for that now.

  • @danielmaster87 said:

    He's trash. Even before slugging became popular, the only way you should* have been able to win with him was by slugging. Obviously you can go against noobs and win any way you want, but I'm talking about when all players know what they're doing.

    I actually liked playing as him, as I did Hag, but they face the exact same frustrating gameplay loop which makes them the most stressful killers in the game to play. You spend the entire match setting up stuff, spreading injures, using your power, downing, using your power, and then 5 gens have been done when you've got like 3 hooks. Why? Because the survivors got free counters to your power every step of the way. But whereas Hag, you just run into her traps and waste them, Singularity has EMPs. The EMPs are easily the most broken killer-specific items in the game. They cure infection, on you as well as ALL teammates in range, and they disable ALL cameras in range for like a minute, AND both of those are done in the same action, AND they're infinitely respawning. As if that wasn't enough, you lose infection FOR FREE upon being hooked, literally forcing the killer to go for the more effective slugging playstyle.

    This has flown way under the radar for way too long. There was a bit of talk about Singularity with the auto-aim that "made him skilless" aka made him accessible to console players (well, there went that), and about his needed add-ons becoming base (while they also nerfed those add-ons, and he still needs them). After that, suddenly everyone stopped talking about, as if he was in a terrific state. He's in a terrible state. Literally the most work ever just to get pressure and downs. I'm shocked you've seen him more than once in a while. Nobody wants to play a killer whose power is designed to be disabled the whole match.

    I really, really disagree with this. I think Singularity is one of the most underappreciated Killers in the game at the moment considering how strong they can be when you play them right.

    EMPs do counter your power… that's like the whole point of them. But they are not free, since you have to take time at a 3D Printer to grab one, which acts as a mini-slowdown, and considering the time it takes to get the most benefit from the EMPs (moving to the 3D Printer, speeding up the 3D Printer, moving back to a good position, and then using it). Singularity's specialty is his macro-game, which they more than excel at, especially when you look at it from high-level play.

    The only issue with Singularity is hit map dependency. Some indoor maps can be the bane of his existence since applying Slipstream, since LOS blockers in general work against him. Lery's MI for example, is pretty much an instant loss as soon as you get it, and RCPD can be somewhat manageable if you play for the 3-gen at the center, but if you lose that, it's game over.

    Overall I think Singularity is in a good spot, but they could maybe find ways to reduce his dependency on good maps.

  • I hope they go back and refine the new player experience as a whole, the tutorial section is incredibly barebones and lacks really important information, and unless you have external information or help, you will really struggle.

  • I like the downvoting system honestly.

    The strictly upvote only system was more of a "people like their opinion more than mine, but dont actively hate my opinion", which was a more moderate approach to things.

    But now I feel like the downvoting system works as a self-governing way of dealing with people's egos, since it forces people to come to grips with the idea that sometimes you just say stuff that people dont like, and with how the Forums have been over the past few months, I feel like we've needed that with how rude or offensive some people can get.

    My only issue though, with what you mentioned, it leads to overall less engagement. It shortcuts the discussion in favor of pressing a single button. I think people will still engage, but it overall reduces the sense of community since less people will engage in conversation.

    I just like talking or engaging in conversations about more niche DBD topics, like audio layering or visual design, and posts like that tend to get ignored anyways so I really dont get affected by this change tbh.

  • @[Deleted User] said:

    I feel like downvotes were turned on by accident. We had them here years ago and they were removed.

    That is possible. The "Read All Notifications" button is also gone.

  • @solarjin1 said:

    ..so you can get ratio now. 😈😈😈😈😈😈😈🙂🙂🙂

    this should be fun

    Honestly I cant wait for people to complain when their posts get mass down voted. (Grrr, how dare people not agree with me.)

  • @Aven_Fallen said:

    First of all, if you get 15 minute DC-Penalty, you DCed twice before.

    But, for your actual question - I can only guess, but I think that the AFK-System tracks the percentage of the Match you were AFK. If you get insta-killed by one of the most recent Bots, you were 100% of the match AFK (even if it only lasted a few seconds), therefore you get the Penalty.

    I got hit with a 15-minute DC Penalty because it happened multiple games prior in the same day. I just got off DBD since it felt like there was no point in playing if Im going to get hit with a DC Penalty for dying to something that isnt my fault.

    Currently playing the Binding of Isaac though, but just made this post because I was curious behind the actual mechanics that caused the DC Penalty.

  • @radiantHero23 said:

    Survivors spawning together is a, from the survivor perspective, generator nerf.

    Did I miss something?

    On the topic, yes. This seems to be a healthy buff to hexes. Much better than the thrill of the hunt shenanigans we had to deal with a couple of months ago.

    I think they are looking at it from the perspective of "the Survivors will finish the first Generator before the Killer can get there" but it is horrible inefficient compared to splitting Generators. Also with Prove Thyself not really being used, it really does not do much.

    1 Generator done versus 3 Generators having massive progress; I rather take the later of the two.

  • +400% in Normal Queue is so the +400% in 2v8 Queue does not disrupt the Normal Queue.

    It quite literally pertains to nothing else.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885848#Comment_3885848

    When bhvr has recent changes like the skull merchant, sorry I'm not inclined to put faith bhvr cares to keep the killer role in mind. If they had more killer changes it would have been better if they put them upfront rather than hidden.

    I’m not saying BHVR is perfect.

    I think most (sensible) people can agree that Skull Merchant was over-nerfed and gutted completely when they were functionally a weak Killer.

    And even lately, as a Demo main, still dealing with the Crouch-Tech (in fact it was made even worse to deal with now) while BHVR is telling us that it is fixed (it isn’t).

    But in the same boat, I feel like these changes are also needed, they make the game easier for new players to understand and draws more people into playing and enjoying the game. It serves to make the game more accessible which I’m all for. But many, many people are acting like it is doom and gloom for Killers when we still don’t have all the information yet.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885781#Comment_3885781

    "and more…" does not mean that killer issues are included

    BHVR is most likely going to make balance changes while these updates are being rolled out, this includes potentially nerfing Survivor toolboxes to repair slower, and changing Survivor perks to not make Generator speeds as problematic.

    Furthermore, one of the Killer’s biggest issues, splitting Generators, thus making pressure harder to maintain, is going to be slightly addressed (at least in the early game) by making Survivors spawn closer together naturally (grouped up Survivors leads to more pressure).

    Dark maps, which were the bane of many Killers, especially on Console, is also being addressed by implementing a Gamma setting to make the game brighter or darker depending on the needs of the user. Technically this can benefit Survivor but this is far more beneficial for Killer players since finding the Survivors is naturally more important.

    Map Offerings, a thing that is mostly complained about from the Killer’s perspective, are being nerfed to be a slight chance instead of it being 100% of the time.

    I think people are overblowing the changes, people act like Killer is going to evaporate but BHVR has already announced that they plan on addressing some grievances for Killer and will probably do even more than what is listed based on community feedback.

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