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Ithiria

Ithiria

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Ithiria
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  • This grim embrace is significantly weaker

  • @Mytea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337801#Comment_3337801

    it's in fact easier on killer, but it's still not easy. you need weak survivors, no sweaty swfs etc. for survivor you simply just need an idiot of a killer who face camps and/or tunnels you. i have just played 6 hours survivor today which felt like 100 matches and i have made 0 progress on grades. i got a depip, a depip, a depip, another depip, a depip and oh did i forget to say depip? it's no fun playing this game at all anymore especially when the devs just ignore crucial things like this or allow players to abuse game mechanics like face camping and tunneling.

    Just slap on nurse and you'll be iri 1 in no time


    In contrast it's much harder to get a 4-man swf of good players together.

  • They said something's coming to make spending BP easier.

  • @sizzlingmario4 said:

    I just want the cages to give the 10 seconds protection. They shouldn’t activate hook-related perks, but that isn’t a perk. There is nothing you can do if Pyramid Head stands far enough from the cage to prevent relocation but close enough to just down you as soon as you’re uncaged.

    Yeah this


    The teleportation range is 5m, PH's ranged attack is 8m, he can sit there aiming it with zero consequence.

  • @MadEyePopo said:

    What, there is an aim assist? I never noticed so I can't blame my misses on that. Are they doing AB testing with a new Aim Assist feature or something??

    It's always been there


    Have you never had your aim jerked by the game?

  • Devs already have feedback based on what items are being brought compared to how commonly generated they are


    Frankly, I think the awful items are intentional, and it'd be really annoying to have to keep going back and selling them.


    It's a bit lopsided too, because this affects survivors more than it does killer.

  • A lot of this is frankly assuming that survivors ARE going against the same killer over and over


    But are they? The most popular killer is huntress and she doesn't even break 7% acc. to nightlight. You're getting really unlucky, and it'd be much easier to fix that without allowing blacklisting tbh.

  • Why not just penalize lobby dodging?


    Other games do this, you don't get to load into a dota 2 game and ragequit at the start because the enemy team looks difficult.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336881#Comment_3336881

    Why pick them up if they'll be up in 45s anyway, especially if they're far away? It'll take ~10s to get there, and maybe ~10s to pick them up, and then the Killer knows there are two people where the Slug was. Only go and pick them up once another person gets downed.

    Or chasing after someone with a Flashlight/the downed Survivor is under a Pallet and another Survivor is nearby.

    How does it take longer to 95% yourself? It's still 30s. Just that while holding Recover while it says "Find Help" you fill up a secondary bar.

    And yeah, I don't mind slugging tactically, but prolonged slugging is a problem., especially when it feels like the downed Survivor has no goal to reach for. (So introduce the secondary self-pickup).

    Because the killer knows they'll be up in 45s, and will come back if they aren't clueless.

  • Dead hard gets used poorly by the average person who can't put themselves in the correct position at a pallet.


    SB and Lithe are much more reliable, with weaker effects.


    Dead Hard is a lot more satisfying to use, that's why people use it I think.

  • I hate dead hard


    But I have to admit. Killers would seriously regret it if Dead Hard got thrown in the trash and everyone switched to Sprint burst and Lithe.

  • @TigerSnake said:

    I don’t think BHVR’s survivor or killer sided when it comes to designing and balancing the game, but whoever’s in charge of designing their maps is sure as hell a survivor main. Literally haven’t dropped a good map since Dead Dawg.

    Whenever they revamp a map it's almost always much better than before. Exceptions are like.... the game.... fractured cowshed... gas heaven, otherwise most revamps were for the good. Midwich came after Dead Dawg too and is super killer-sided.


    So I think it's a QA problem, perhaps the people playtesting the maps aren't very good at exploiting them. Because otherwise in theory balancing maps in this game should be pretty easy, rather than say, CSGO where most imbalance comes from broad layout-type stuff, in DBD balance pretty much comes down to resources and size, the latter is harder to change, but the former is very easy.

  • @sizzlingmario4 said:

    It just needs to not work with toolboxes and stakeout. Stakeout completely removes all the skill from Hyperfocus that actually makes it fair and shaves way too much time off of gens. Hyperfocus on its own is completely fine.

    Even stakeout is fine imo, it requires a lot of time to actually build up enough stacks and the combo is taking up two perk slots.


    The people who really hit gens fast with hyperfocus are using both stakeout and BNP, with BNP getting them their first stacks and giving them quick skillchecks afterwards.

  • Either that or make pipping easier for survivors


    Getting my monthly Iri 1 on killer basically just requires me to have a pulse. Getting it on survivor would probably require me to get in a really sweaty team.

  • Grim Embrace, honestly, it deserves a buff.


    There's a LOT of potential ways to do this. Here's one

    Grim Embrace has no base duration, for every novel survivor hooked it adds 10 seconds to its duration. Once a fourth survivor is hooked, Grim Embrace activates, blocking all gens for said duration while also regressing them at 200% speed (so 5-20 seconds of gen progress each.) If a survivor is dead, grim embrace never activates. If you want to be really spicy, make it activate again on 8 hooks with a halved duration, but that's probably excessive and would be a harmful change.


    The goal is to make activating it more reliable because finding the 4th survivor is often very difficult, while still trying to make it something that rewards you for not tunneling. If you camp and just alternate between hooked and unhooker, you'll probably only get 20 seconds of block which is fair to me.


    Although, before we buff any slowdown perks, we really should just nerf the oppressive ones and see what happens. I'd hate it for BHVR to fix the kicking meta while simultaneously introducing something just as OP and oppressive.

  • Wesker has a LOT he can do at loops, and his built-in slowdown and mobility are great to have too.


    Even at loops where your power will struggle to get you a hit, they usually have to throw the pallet against you much quicker than they do against basic killers, which is still good.


    He's definitely a killer that doesn't play himself though

  • What if they were just consumed at the end of the event? For like 1000 points each. It'd be a nice little sendoff at the end of the event.

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363631/frustrating-to-play-killer-without-slowdown

    Just camp and tunnel. It will take one or two (sometime all three) other survivors off gens and is an incredibly effective slowdown tactic. Of course you’ll get tons of salt in endgame chat but many survivors don’t seem to care if you as the killer don’t have a fun match.

    Yeah, this unfortunately.


    If you aren't playing someone like blight, nurse, spirit, etc. who can get downs extremely quickly and can also quickly find survivors, you'll struggle to create enough pressure to 4k through downs and hooks alone without tunneling/proxy camping. (dont facecamp, it's just dumb.)


    However if you want to find a middle path.... the game has a pretty wide variety of slowdown perks. You can try things other than the COB+Overcharge+Eruption+Nowhere to Hide meta. Plaything with pentimento for example is actually a really good slowdown combo, especially if you're someone like dredge or billy who can get around to throw down pentimento.


    There is also yet another alternative, which is to stop caring about 3ks and 4ks. You can totally just play the game, enjoy some chases, and go for snowballs when the opportunity does present itself and you'll still get 1 or 2 kills usually just from end-game. You can even throw on end-game perks which are extremely strong, like No Way Out and NOED. Mad Grit is also a pretty fun perk when I'm not playing sweaty, body blocks while carrying are really common in the end-game especially from the better teams.

  • @arcticgirl36 said:

    I don't think having more aura perks makes the game more competitive. Quite the contrary. If anything seeing the survivors auras is like easy mode for killer and vice versa for survivor. It doesn't require any wisdom or game sense. In fact most of the changes recently were simply to make the game more approachable for new players.

    I would love to see a hardcore game mode where you can play without allowing any aura perks as well as not allowing the killer to see the generators or hook auras. Also not allowing the survivor to see the exit gate locations. I would love to have a hardcore competetive survival mode for experienced players. Yeah, rather than being more competitive, the game has become far easier and less challenging.


    I think by competitive they mean more balanced + both sides trying their hardest to win



    Killers on launch DBD only got anywhere because people were awful.

  • @Heytherebigguy said:

    Favorite: Blight. Fun, feels like a racing car in a hold w game, strong and works with many perks. once you go blight you can't go back.

    Least: Pig - vs strong survivors you always get bmed cause she's not scary at all, just feel sad playing her.

    Deathslinger - after his nerf there really is no reason to play him. the other range killers do things better.

    If there's one nice thing about slinger compared to other ranged killers nowadays, it's that dead hard does literally nothing against him.

  • @ProGamerMD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337274#Comment_3337274

    If an image like a monochromatic icon of a rope triggers thoughts of self-harm, it may be worth considering avoiding certain types of media. A gory horror game filled with scenes of mutilation and killing may not be the best choice for individuals who are especially sensitive to such content.

    They can judge that for themselves

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335318#Comment_3335318

    Alright... so my build for now is

    STBFL, Surveillance, Corrupt, Whispers

    I hope that works

    But I might have to prestige a few Killers... but there you have it

    Whispers is funny because you never see it anymore, whereas when I started it was really common all the time, even among streamers like Otz.


    I think it really goes to demonstrate the power creep this game has had with perks. Overcharge was bad back then, and COB, pain res, undying, eruption, etc. just didn't exist. So what you had was ruin and pop, maybe corrupt, which left more room for utility like whispers.

  • What if current DS gave a sprint burst, iron will, and lucky break effect for 3 seconds instead of putting it to 5?


    At least you'd be able to vanish, possibly meaning you have better odds of just not instantly being downed again.

  • The worst tragedy of all for me is the model being so ugly, and his lack of voice lines.


    I would unironically be willing to put up with playing him if he had good voice lines

  • Favorite: Deathslinger is my comfort killer. I just love the aesthetic of shooting people and reeling them in, and he's pretty good on most maps. I enjoy the perk choices that work on him too, imo, most things work. Pyramid head is a close second, and twins a third and fourth, these are basically my mains.

    Least Favorite: Probably Freddy, he's cumbersome in chase and has very bad addon offerings, and doesn't have a lot of great perk builds. He doesn't have good avenues for skill expression either, he borderline plays himself. Love the aesthetic that gets applied to the map though. Second least favorite is artist, I don't even have a reason why I just don't enjoy her. I can't think of a third.

  • Who the hell is gonna read all that.


    Press enter sometimes and space things out to make it legible.

  • Yep, that's why they're garbage killers.


    It depends on the map though. M1 killers are pretty happy on shelter woods for example because the loops are usually bad and don't chain well.


    In contrast they may as well tunnel and facecamp until the pain is over with if they get fractured cowshed against conscious survivors.

  • I'd be happy with him getting nerfed and sinking to hag pickrates honestly.

  • @Mat_Sella said:

    You can spend an entire match and not be forced to go to the gallows, you can also not choose to go to that area for personal reasons.

    The noose offering was thrust in your face, the game goes: "Here, have a noose!"

    It should be obvious to anyone why the offering was changed. You cant avoid the offering popping up, but you can certainly have a say in the areas of the map you approach and point your camera to.

    The type of people triggered by this are pretty unlikely to be triggered by people obviously being executed, so meh.



    I do find this change annoying because it's very restrained and token. I know a bulimic person who always instantly DCs against plague because the constant puking sounds are very unpleasant, but BHVR's unlikely to do anything about that despite it being a common mental illness along with general emetophobia being common. Plagues high kill rates may unironically be buffed a lot by people just DCing lol.

  • @HoodedWildKard said:

    It's actually pretty easy to counterplay a knight doing that. Use 2 survs. One to trigger the guard and lure it (and probably the knight away) the other to unhook.

    It's not broken and knight is mid tier at best.

    Using two survivors to deal with facecamping is not a counter, because it means only one person is on gens, and that time is against you if he's not silly enough to be lured away.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337144#Comment_3337144

    That killrate is misleading.

    In a dataset of...around 1,000 matches now, about 15-20% of games have either a suicide or a survivor going AFK (not counting DCs, as the kill rate stats exclude them).

    This means that the kill rate against solo queue is likely higher, but substantially lower against SWF.

    Yes, streamers with 8-10k hours are going to melt faces, but that's more due to the MMR softcap and the changes made.

    Do you stream? Because outside of maybe folks like Supaalf and a handful that almost certainly derank offstream (not naming names), I don't think I'm seeing a 90% kill rate.

    Eh...solo queue can be maddening but I don't mind it, aside from how badly designed survivor BP/emblem scoring are.

    • 'Kick meta'...so, what? You don't want killers to run regression? Eruption is getting nerfed, CoB is the only remaining 'kicky' perk worth a damn and it's not amazing without Eruption...yeah, not sure what else you could possibly mean? Yes, killers run regression. Gen speeds are, against certain comps, faster than 6.1.0. What exactly do you expect them to do?
    • Tunneling is weaker than it's ever been, aside from a handful of killers who can break endurance (that should be fixed). But yes, again, removing one person from the game ASAP isn't just how killer feels like it needs to play at a tactical level, at a certain level of play it can be straight up the only way to even contest a match.

    Yes, it's cold today. Yes, there are things wrong with the survivor role too - but whataboutism is always worth avoiding. This isn't that thread.

    Nah, I don't stream.


    Killers running regression is fine, but regression should be limited. The issue with the kick meta is that it's free, never goes away, and there's nothing you can do about it. Killers shouldn't be able to hold 3-gens as potently as they can now where they rarely have to commit to anybody. Comps that do gens much faster are very much, and PT is disadvantageous to use in most circumstances, it's only ideal when there's a few gens left that need to be done very quickly. But yeah, I do want nerfs for some of that. Hyperfocus shouldn't work with toolboxes for example, BNP needs a new effect, etc.. Just like regression, any gen speed buffs should be super conditional and limited imo, for example Resilience needs to apply hemorrhage to make it not safe.


    How much weaker tunneling is is very debateable. OTR is a pretty bad counter to it when many killers, esp. a lot of new ones, are good at getting back to the hook quickly and hitting you during the BT endurance, and then you're left with nothing, DH won't give you an extra health state, etc.. You used to have to deal with decisive strike and dead hard both providing extra chances if you tunnel them, but now decisive is quite bad.


    And at the same time, tunneling is much more encouraged than before. BBQ and the pip system used to do a lot to encourage you to spread the pressure, especially BBQ, I know I never tunneled early-game with it because I wanted to be sure I got my blood points. Pop demanded you actually leave too, but was nerfed despite being a really balanced perk. Healing was on average worse before circle too, so hit and run was viable. (Medkits used to be better, but imo it was relatively rare to like bring a 3-heal green)

  • Would survivor queue times even be that bad with uncapped MMR?


    They'd be too busy stomping killers who tunneled their way to high MMR and who are otherwise terrible at the game. Like it's waaaaay faster and easier to reach Iri 1 (I know this isnt mmr itself, but just giving an example) as killer than survivor.


    if anything, that may be why it's capped, to stop the race to the bottom.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363483/is-there-any-plans-to-make-killer-fun-scary-again

    Eh...

    On one hand - yeah, it's a bit silly.

    On the other hand - half the killer roster is in an 'okay' place, barring an addon pass or two.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336929#Comment_3336929

    It was -50 yesterday.

    It's -30 today.

    Is it still cold today?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336708#Comment_3336708

    Yeah, but let's look at those.

    • Eyrie...still a strong map. But you've also seen Borgo added, which is horrible on the weakest killers in the game and Garden of Joy which can have an effective infinite.
    • Basekit bonus regression and gen speed means diddly squat - because they also buffed 'faster gen' perks out the wazoo, left PTS as is and then added the abominations of hyperfocus and fogwise which...why? Gens, under certain conditions, can be faster than they were before the chances.
    • On top of this, nearly all killer regression was nerfed. So you've got (potentially) faster gens and less options for dealing with it.
    • The 'hit speed' buffs were a mixed bag, because they only changed M1s. Meaning that some killers that were really struggling, like Demo, were effectively nerfed.
    • What other killer buffs were added 'recently?'.
    • A realm beyond was ages ago.
    • Most...nerfs...ugh. The issue isn't the stupidly OP stuff getting slight tweaks (which is...generally reserved for survivor perks - see Dead Hard), it's mildly OP stuff being nerfed into complete uselessness. See: Thana. Ruin. Overcharge. And almost certainly Eruption.

    Is it cold today?


    The average killrate is about 60% and streamers are 4king about 80-90% of their games, and so am I.


    Frankly, if it's cold, it's cold for everyone because there's a lot of things the other side does that's absolutely irritating, but I pretty much refuse to play survivor these days and just play killer except with my friends because I loathe the kick + tunneling metas that exist rn. Killer is way more relaxed for me these days.

  • I s2g modern killer players have no idea how good they have it

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336896#Comment_3336896

    Only if the 10% damage stays. 6% was much too little.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336899#Comment_3336899

    And turn it into worthless crap? No thanks. Can’t really save a gen from getting done if you have to make the commitment to pick and hook them up. The Incapacitation status might as well not even exist at that point either.

    Getting a pain-res effect on several gens is not worthless


    Also people get hit by pain res a lot, so people will def get hit by this too.

  • @FridayNightPizza said:

    I feel like I'm one of the few people that don't actually mind it, it's got good lines of sight for killers like slinger and the pallets aren't the absolute safest around, one thing I do agree with is it's way too big for most killers, the colour scheme is horrendous (I can't be the only one who's mistaken the red for scratch marks) and there's more clutter than what is really necessary. I'd take this over Gideon and Eeyrie any day.

    I mean.... slinger's one of the characters that does fantastically well on this map. Killers like nurse also have a field day cause of the incredible visibility.


    The problem with a lot of the loops is that they're just a BIT too long to truly be unsafe, and they usually chain together extremely well.


    This is all on a map that's larger than Ormond, by the way, and I think Ormond's generally a relatively fair map nowadays since good things don't tend to chain into eachother too well throughout a lot of the map.


    So yeah if you're something of a basic killer who has to play loops normally you're gonna suffer.

  • @AssortedSorting said:

    The original 45s incarnation would have been too quick.

    Survivors wouldn’t bother going to pickup survivors on the ground anymore as 45s isn’t that much time when you factor distance traveled or the Killer being in proximity. Better to just focus on the Gen and either the Survivor picks themselves up, or the Killer has to spend more time going back preoccupying themselves with that Survivor while everyone works on gens.

    It would turn slugging a survivor into a neutral or a negative for the Killer with no detriment for Survivors and no longer require any input from any other survivor to resolve the scenario back into a previous state.

    Thematically this doesn’t fit. Being put into the dying state should be a significant detriment to a Survivor, which can be alleviated by a teammate.

    If a self-pick is introduced, it needs to add a significant detriment to a Survivor for a significant duration, such that outside of edge-cases it’s usually a better play to seek help from another survivor.

    Something like Suffering from Deep Wounds + Exhaustion (60s) after performing a Self-pickup. And also making recovery still 30s, and at the 95% mark make any additional recovery progress add to an overlay recovery bar that can reach 100% after an additional 30s of Recovery.

    Survivors would pick them up to stop the killer from snowballing


    Unless they're being mean and slugging to avoid hatch, they're doing it to try to get more downs.


    Like this is actually simultaneously a buff to slugging and a nerf, because it takes longer to 95% yourself for someone else to get you, but if the killer takes too long you can get yourself up.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325514#Comment_3325514

    "even more survivor sided"....

    https://youtu.be/lIzwuFOOYiI?t=602

    2nd most killer sided map according to well know killer main that plays all killers...

    Dead dawg is def a very killer-sided map but some of the breakable walls do create infinites if broken. Like the one in the back side of the saloon by the basement, fortunately no one ever breaks that one.

  • Not sure if consoles have the memory to pull this off lmao

  • I'd rather they partially sink into the ground after being set for like, 20 seconds, leaving only the teeth baring.


    That'd make it a bit harder to see, and it'd increase the places you can hide traps. Like if there's a little bit of grass or pebbles right now, trapping it won't work because the whole-trap is easy to see. But if it's just the teeth? It blends in.

  • @CookieBaws said:

    I don't get it.

    You are happy that the game have translation, but you want localization?

    Probably bad translation, DBD has no Ukrainian translation.


    Lacks a few other languages of similar size too, like Romanian's missing.

    image.png


  • Imo this is a pretty dangerous change since it destroys a class of perk and item.


    And one reason this game is so successful, imo, is just the wide variety of perks and playstyles available. Hit and run shouldn't be free either, you use it to spread pressure to put the survivors in a really bad situation when you finally do down someone.


    Might be better to just nerf healing... again (botany knowledge was a huge nerf.) Swap self-care and CoH's self-healing times for example.


    This might be a bit radical, but if you ask me I would double the charges and halve the healing speed to nerf medkits. For example, Brown and Yellow take 32 seconds, Green and Purple take 21.33 seconds. We could then buff the speed addons to make people more inclined to take those instead of stacking charges.

  • @grisu said:

    A month ago the game had full linux support through proton, today i bought the steam version to switch from the microsoft store version to linux and steam to finally uninstall windows. but it doesnt work anymore

    why was linux support removed? is there a fix? is there an eta for proton support?

    Please help, i just paid money for this game to play on linux and my steamdeck when it arrives and the game isnt playable on linux, neither can i transfer my windows store progress to play in windows via steam to wait till support...

    Why are you actively regressing linux support?

    IIRC it's planned


    But you have to distribute the right version of EAC to enable proton support, so that may be what the holdup is.


    Although, EAC runs in user-mode when ran under Linux so it's possible they'll change their mind eventually.

  • @Veganmoose39 said:

    Ive had disconnection issues off and on since I started to play this game. Up untill now I've never been penalized for being thrown out of a game, ever. Recently my game lost connection during a match and I just waited figuring on it showing me disconnected and losing all my points. Instead I was penalized with about a 2 min or so ban. A couple matches later I started to lose connection again so I decided to leave the match which i never really do. And i got penalized for 15 mins. Would you PLEASE consider removing this penalty or make some adjustments to it. I really do not appreciate being penalized for losing connection or the game messing up.

    Don't play a team-based multiplayer game if your connection is that bad?


    Sorry but the penalty's gotta stay lol. Otherwise it'd be so easy to abuse by just yoinking your ethernet cable.

  • I believe they said the lack of cross-progression wasn't up to them because of sony, but im not 100%.

  • @Kaffry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363317/key-rework-buff

    Keys are very underused and can actually bring a lot of value to the table which baffles me as to why they are rare.

    I like the idea of reworking keys because maybe we’ll see more use out of them.

    Clearly it's all these young windows-usin' whippersnappers who just prethrow and run to to the next pallet without looping smh

  • Honestly, it kind of baffles me how rare keys are. The ability to completely shut down mindgames is great, and prayer beads are a common addon so you can get good uptime out of a broken key. You just have to use it wisely, aka actually in opportunities where you might be getting mindgamed.


    I dunno if they ever nerf medkits again that might make keys more popular

  • Alternatively, they could make it not consume a stack if you don't use the distance it offers.


    Coup can feel awful to use because there's cases where you have to make a really short lunge, and you lose a stack for it.

  • Base corrupt would be really powerful, even if it only lasted 30-60 seconds.


    Killer is in their worst position at the start of the game and this mitigates that. Means you're vastly less likely to have 3 gens pop by the time you find your first target and down them, and also means that you have less to patrol immediately afterwards to keep the pressure going.

  • Look on the left side of the screen, the little claws animate when the obsession is in chase with you.

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