Jay_K
Jay_K
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@Valuetown said:
I'm not going to sugarcoat it: this combination needs a nerf. Franklin's in and of itself is already such an unfun perk to play against, but Weave Attunement takes it 100 steps too far.
Please stop giving killers aura read for almost 0 effort. The aura range needs to be cut in half at least. It provides too much coverage at loops. Oblivious needs to go. Either that or have there be a cooldown on the perk. Better yet, make Weave Attunement only activate within the killer's terror radius AND have a cooldown.
This game is balanced around killers using addons and survivors using items. I would much rather play against 4 slowdown with an item of my choice over 2 slowdown and no item because of this awful combination. Too much information for free. Unnecessary status effect. Zero cooldown. Terrible design.
Looks like I found my new build with silent bell wraith. Thank you for brining this to my attention the build sounds like a ton of fun an I will no doubt really enjoy running it. Thanks again.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702312#Comment_3702312
There is no gamble. You walk up to the locker and mash the spacebar. If the survivor fast or slow vaults out, you quickly look in another direction, start an attack, and look back at a survivor, and they go down without being grabbed. If the survivor doesn't leave, you get the grab which is blind immune (except for flashbangs). You can still move or prepare an attack while mashing spacebar so there is nothing preventing you from doing this and getting the down without a locker interrupt every time.
Also, flashlight saving from interrupts (totem, gen, locker, etc) is intended game mechanics and not abuse.
Your wanting me to spam space bar, identify if a survivor is leaving a locker, stop spamming and instantly 180, swing then 180 back to the survivor? Thats something that just won't happen due to human reaction times.
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@KaTo1337 said:
Slowly coming out of a locker, the killer grabs the survivor - Anti-Locker-Blind deactivated.
Its getting abused over and over. Shouldnt locker-saves be out of the game and for that they made Flashlights Baby-Items everyone can use now?
I fully agree with you. Anyone saying "Skill Issue" or complaining that you brought this up are likely little entitled survivor main wanting to abuse mechanics in the game that shouldn't be a thing..
Not sure when behaviour will actually fix some of the mechanics that are abused in the game on both survivor and killer side but they really need to start doing that instead of changing stuff that doesn't need to be changed@bakedpot8oes said:
https://forums.bhvr.com/dead-by-daylight/discussion/411240/will-bhvr-ever-fix-the-locker-abuse
brother what??? do you want the game to just be a boring do gens and dip? skill issue fr
No not boring but fair. So many mechanics survivors can abuse such as this, crouch to just invalidate a hit and so on. this has nothing to do with making the game boring it has everything to do with the fact that this anti flashlight at lockers was introduced then instantly rendered pointless abusing the fact you could slow exit a locker for a grab. Any grab at a locker be it going in, coming out or whilst inside should be immune to flashlights.
@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702221#Comment_3702221
There is a very clear difference between the two that makes one an abuse with no counterplay and the other a trivial trick you can easily avoid: vulnerability.
A survivor hiding in a locker never has to leave. You can sit in front of a pair of lockers for an hour until the server closes and survivors die, but aside from that, there was no counterplay to two survivors sitting in lockers next to each other before this. Survivors cannot be hurt in any way inside a locker if they are not already mending, so you HAD to pull them out and get blinded, or leave them be. You can try to play around the locker with certain killer powers but it was otherwise uncounterable.
In contrast, if you think that vaulting out of a locker, slowly or quickly, is uncounterable then it is genuinely a skill issue and such a dissonance from reality that it is not worth talking about. When a survivor is entering/exiting a locker they can be grabbed, but you don't HAVE to start this interaction. It is not very difficult to lunge and hit them instead. You do not even have to back up, you can simply 180 and start a lunge/shortswing while not facing the survivor so you're not grabbing them, then turn back toward the survivor and they go down. Since this counterplay is in place and the survivors cannot force you to grab them in a way that can be flashlight saved, there is no problem here. This is common knowledge which is why OP is being clowned on.
You say this is a clear skill issue but in the moment of someone jumping in a locker instinct is to open that locker not lunge at the locker. How much skill is it if you are basically gambling on if the survivor will slow vault out or stay in. If the chase has gotten to the point where survivor can't do anything else then killer has basically done his job of getting his down but is denied because survivors abuse a mechanic in the game.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698251#Comment_3698251
They've said in the past the Aim Dressing doesn't rob a killer of a hit that the server says they registered, just cleans up the animation to look more like a hit. So make of that what you will.
I think it gets confused in tight spots and can absolutely lead to misses, especially if you lunge instead of just swing.
I mean BHVR can say it doesn't rob killers of hits but the evidence is seems clear that it does. The only way to know for sure is to disable it and have it tested.
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Would be nice if a dev would comment on why this is still a thing in the game or at least why it isn't something we can turn off as killers. Although I'm guessing if its turned off then survivor spinning you would be a thing of a past because a lot of the reason you miss with a spin is the aim assist kicking in. if this is the case and we could disable it we would see an increase of complaints from survivor mains as they are getting downed more often than before.
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I've played nothing but The Unknown since the release as I've been having a ton of fun with him.
My main go to build is kinda boring tbh and consists of
BBQ Chilli - All around good tracking
Unforeseen for those surprise attacks
Lethal - For the early game knowledge (Might be swapped out soon)
4th perk is a mix depening on the lobby. If there are 4 items I will bring franklins mainly as it makes survivors missplay and is funny
If there are 3+ flashlights then I bring lightborn as the tracking with lightborn is hella good.
If there are no items i will run Agitation
Have never and will never run gen slowdown perks as they are Boring AF for me and the survivors so i stick with just quality of life perks mainly.
For addons I always run the brown addon which brings you to full speed 50% faster after teleport and depending on my mood either the iri addon to start everyone with weakness or the Green addon that gives weakness when a gen is done. -
Glad to see its not just me. Can't really comment on the grabs because i rarely even attempt a grab because 9/10 its a hit regardless so i don't even bother i just lunge.
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I thought I was going against some subtle cheaters recently but I record all my games. So when looking back at the clips and re-testing that scenario (for example distance gain) in customs most of the time its just normal play. my suggestion, record every game, if you can find someone to test that exact situation in custom then judge if it is subtle cheats or not.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695844#Comment_3695844
Otz got in talks with the devs directly regarding how nemi hitbox works, he even gives a hitbox animation example. If you look it up you'll find it.
Why you can crouch at a window and deny nemi power most of the time? Idk it's obviously dumb.
A lot of things are broken with nemi whip. stairs is another big issue. This is why i play a M1 nemi build and only use whip for breaking pallets and walls.
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Wasn't aware this was a thing but would explain a lot of my nemi games.
My question is why does ducking at a window even work against Nemisis. The tentacle physcally still goes through a survivor and would very clearly have hit the hitbox of them yet the game sais "na there is something else you can hit so you are denyed.". Easy fix would be change the priority of hits with powers like this. Basically priority would be Survivor first, then something breakable (pallet or wall), then scenery. Obviously survivor would only be hit if you hit their hitbox but its just stupid that now a survivor can jump a window and just crouch to never get hit. Anything that comes in contact with a survivor hit box should score a hit regardless of where they are. -
@Peanits said:
First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.
Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.
For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"
To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).
Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.
This is fair and i understand that disabling killer perk would be a nightmare to get working properly for the reasons you gave. but can we get a comment on why a perk like DS, that is clearly supposed to help if your being tunnelled even though its not there to eradicate the playstyle, is stuck behind a paywall. Any perk that helps counter a playstyle even in a small way shouldn't be locked behind a pay wall as this then starts a slippery slope to pay to win (which the game kinda already is when you consider the base kit perks).
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@Lynxx said:
They threw 1 million bp at us earlier to 'fix' the problem.
So uh, enjoy the inventory clutter, I mean blood moon souvenirs.
the 1 million blood points were compensation for loads of players losing bonus blood point offerings. they need to do another wave of compensation or just have the system refund for each offering you got during the event
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So let's get this right. Devs buff clown and huntress to give more base kit bottles. Then nerf pinky finger clown (that one was kinda fair kinda bull imo) then you just remove the ability to have more hatchets/bottles. Why are you messing with these kills so much. I get its annoying to have a huntress with a load of hatchets or a clown with a load of bottle but why not do all these changes in one go. Or better yet test these changes and get it right before going to live. At least revert pinky finger clown back now that the extra bottles arn't avaliable so its as it used to be.
Also anyone saying pinky finger clown is OP you forget you have to direct hit THEN hit the survivor unlike huntress which is just hit the survivor thats it. -
I'm glad you made this post. When trying to play against bots either thru DCs in game or custom to test a killer the bots feel like they are running constant hacks.
As you said they have perm wall hacks. I proved this on clown with the addon that shows auras with yellow bottle. I could see the bots aura behind a wall and every time i changed direction the bot would as well. It is next to impossible to mind game a bot at a big loop
I also feel that when I'm undetectable the bots always know where I'm coming from at all times. Its like their wall hacks persist and ignore undetectable killers.
M2 killers also have no chance. When testing the unknown in PTB i run it against bots as I'm not a fan of the 10 hour killer que times on ptb but trying to use unknows ability was pointless. Bots are always able to anticipate where to dodge as they do not have to worry about reaction times and can react the moment you click your m1 or m2 button
Now on the flip side the bots do make just stupid decisions which appear to have come from certain techs that survivors run.
For example Dumb Tech (vaulting back into the killer after a stun). A normal player will attempt this at certain situations as it usually pays off but recently bots have been attempting this at every single pallet stun. Its almost like the devs have programmed the bots to watch various youtubers who play DBD and have the bots act just like that.
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ive been playing nothing but unknown since release and honestly i don't think its to bad most of the time. The lingering effect is really annoying granted but I he already feels very powerful to play.
Against other players there has only been a few occasions where the weakness has cleansed that little bit to quick for my liking but majority of time I'm able to get a m1 followed by a weakness damage hit.
If you want to know where it is really broken head on over to custom lobbies against a team of bots and you will never get to use his power due to the fact they are able to look back and know exactly where they are going. not to mention they can see you thru walls XD
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from my experience if it doesn't say it in the perk description it likely doesn't do it lol but I guess only bhvr can confirm this. I mean they also said in the live stream it would be Mad BP gains but we all know that wasn't the case.
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@AnxiousGummy said:
I'm not a dev so I could be wrong, but I'm not sure BHVR can do much about it. It's the same as having to restart your computer after performing an update on the OS. Sometimes a full restart is needed for changes to take effect.
Surely its as simple as applying code that fully disconnects anyone in the lobby when a kill switch is applied and then applys that to anyone in a game. I mean make the kill switch work like Adrenaline. It activates instantly for anyone available, aka not in a game and activates for everyone else once they are available, aka once they finish the game they are in.
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I love the math but where does it say that the blood shot eye increases BP gain by 50%? I double checked the offering and no where does it say it increases the blood point gain. the only mention of 50% is 50% extra speed when doing event actions.
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@Rase said:
It's more likely the same RCE exploits that were used against CS:GO players 2 years ago and that weren't patched in Apex's modified Source Engine. I 'm pretty sure DBD is safe.
would be nice if bhvr officially commented on this though as there are now several posts about this topic cropped up.
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honestly the event is just hot garbage. if you want decent blood points you basicly just throw the game to run around moving blood from one place to another. on top of that they broke all BP offerings when an event offering is used.
Dont even get me started on yet another pointless offering that we are forced to get in the blood web. So not only do we not get decent blood points we lose most of the extra BP to the offerings.
I'm honestly just not bothering with the event once i have done the tome. even then im doing the bare minimum for the tome challenge then just playing normally.
One thing this event has done is the same as every other event. People hating on me because im running franklins during an event were survivors get event items mwahahaha
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@mca240 said:
Per title. It is no secret that the most overpowered thing in this game is a premade on comms with every meta perk and stacked item possible. It is all you face after playing the game for a while and the main reason people lobby dodge.
As a killer main I can sympathise with you. I've often been destroyed by swfs and it usually goes one of 2 ways. either they are chill in end game and we have a good interaction or they are all just kids and try and bully in end game.
However would I want SWFs nerfed that much or even removed...hell no. Its what makes the game fun for me as a killer. Knowing someone is in a swf (which is usually fairly obvious for the sweaty ones in pregame lobby) makes me wanna kick there ass even more to proove i can.
Also once you realize someone is in a SWF then use that to your advantage. For example SWFs will often protect each other more than solo que will. Awesome use that for free hits, "Tunnel" someone off the hook and they will swarm to take hits. Hit one then swap target its just free. Or run perks such as Mad Grit so when they take what feels like 5000 hits with their stacked endurance perks it makes no difference and you sweep.
Anyone complaining about SWFs in this game from a killer point of view kinda needs to just get over themself and take precautions around it.
I myself do the following. 3 - 4 flashlights...lightborn, 2 or 3 p100's...tunnel, clear clan names....just run around and chase 1 person all game to get it over with, 4 of the same cosmetics....Excuse to tunnel because i can't tell them apart XD
I think the only players who should be able to complain about SWF's are the solo que survivors who end up with a team of 3 because 9/10 times they are just abandoned as the swf only look after the SWF not the solo que
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@Superyoshiegg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579160#Comment_3579160
You say this as if the Alien chapter didn't have the majority of it as an outside nondescript alien planet with only a little bit actually inside the iconic Nostromo.
Yeah, a pizzeria from the games would be too small and cramped for a typical DBD map, but there'd be nothing stopping them from having a large amount of the map take place outside in an expansive parking lot.
Think the parking area in the corner of Garden of Joy, but bigger and with the standard procedurally generated tiles littering about.
not gonna lie. already forgot about alien XD
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@MikaelaWantsYourBoon said:
It's not Myers' weapon. So this teaser is nothing with him.
https://forums.bhvr.com/dead-by-daylight/discussion/396254/its-not-myerss-weapon
Also weapons are belongs to Trickster, Clown and Wesker. Wesker never reworked and where is Legion's weapon in teaser?
Weskers knife isnt up there that is legions knife.
This legions knife taken straight from the game
This is weskers
And this is what we were shown.
Very clearly Legions knife not Weskers.
also all unlicensed killers so it doesn't make sense to use this image of 3 unlicensed killers to tease a licensed one.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579389#Comment_3579389
Oh, by "another version of Myers" I got from the idea of the PTB introducing a new killer and - if that was Myers - having a second one sounds odd. It wasn't saying that was mentioned, moreover making a comment that a promo for a new killer would be more likely than an update for an existing one. It seems Trickster is the next on BHVR's list anyway.
Also, I do get the humour your showing so please don't see this as pedantic, but looking at the shape of the knife and handle bears more resemblence to Chucky than Bates' weapon and such. However, as I mentioned earlier, it could easily be Myers having a sitdown after a hard day's murdering.
However it is, I'm looking forward to whatever it may be tomorrow. BHVR may have sidestepped us all!
I get you. Its funny everyone is shouting 99% chucky knife and so on but its a kitchen knife. I have one in my kitchen draw that looks identical to the shadow lol so Jay_K next killer confirmed XD.
But im with you. Whatever is announced tomorrow im looking forward to be it FNAF, Chucky or something completely different. The outcome will be the same regardless. Some will hate it, some will love it, some won't give a damn but majority will buy the chapter at some point to have the perks. I will buy all chapters ongoing not because i will play them but because i'm a bit of a completionist and like to have an entire collection.
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@DredgeyEdgey said:
That's what I was saying
Clown got his rework
Legion got their rework
Trickster is about to get his rework
But look closer at the knife there's a little bump between the hilt and blade that isint on either of his knives
ignoring the bump on the blade for now I didn't realize that all three killers who's knives are up there have had their rework/confirmed the rework. So this could literally be saying "we have already proposed a trickster rework coming soon is the Myers rework". Could just be an announcement alongside the new chapter not necessarily a rework being complete for PTB.
Also the image simply sais "Find out more November 8th" i would think if this was teasing the new chapter different wording would be used that states Chapter 30 or something. Something like Chapter 30 PTB November 8th.
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So your saying because chucky posts and predator posts aren't being removed by BHVR then it can't possibly be those licenses?
if that's so i think you miss the point of a teaser which is to get people discussing what it could mean and drum up hype for something.
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@Marc_go_solo said:
It's plausible. However, there are a few decent clues that this may be Chucky:
1. The knife. You rightly say the knife matches the weapon Myers has. It's also the weapon that Chucky used. Comparing the knife to images online match exactly to the shadow.
2. There is a chair just below. This indicates whoever needed the knife also needed some help in getting it. Judging by Chucky's height, he would need a chair. Myers would not (unless he was tired and needed a sit down).
3. The PTB is due imminently and they were introducing a "big L". Having another version of Myers as the new character doesn't make sense as he's already in it and this new chapter will be a new killer. This ought to eliminate Myers.
However, nobody will truely know until tomorrow. We may all be wrong! However, the strength of the picture and timing alone so far suggests a strong tie to Chucky.
But hang on...The knife is the same knife Norman bates used in Psycho. The chair is what he sat on to take a breather. The chase music is the iconic pyscho screeching. we know BHVR like washing machine chase music... looking at you Ghostface and the "Big L" is the L BHVR takes by having a normal man as a killer XD
But seriously though the knife is a generic kitchen knife. Seen in many horror films and isn't even the main weapon for chucky.
No i have never seen the chucky films but doing a quick google of "Chucky Knife" it points towards a smaller style of knife is used and i believe the standard kitchen knife is only used in one film out of all of them. It looks like Chucky uses whatever comes to hand and according to the articles I read he only ever ended 1 person with a knife and used guns, axes and so on.
the chair is..well i dont know. we see the very top of what looks like a chair thats it. also doesn't show the direction of the chair. Whos to say the chair isnt facing the wall and whatever killer used it simply sat in the chair pondering the weapon of choice. I think its a bit of a stretch to say its used purely by chucky to reach the knives.
As for the PTB. who knows whats going to happen. The trickster rework looks like it shouldn't be a thing just making trickster basicly a god killer given the insane buff he gets. whos to say BHVR isn't trolling us and comes out tomorrow saying "woops did we say trickster sorry about that we meant myers". Now yeah i know its unlikely but just saying XD.
Regarding the Big L i have to admit i didn't see the post relating to this. Was it called "Big L" or was the L in licenced capitalized. If its just Licensed with a capital L in a tweet then it could mean anything. if they called it "Big L" then as gamers we have to agree that this will be a loser killer right XD.
As you said no one truly knows until tomorrow and if it is a chucky chapter more power to BHVR for it. Im sure regardless it will be another chapter that is played like crazy on release then very quickly majority go back to their prefered killers after like a month.
quick edit: Never said a second killer of myers but a rework. not sure where you got "another version of myers" from
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@biggybiggybiggens said:
Grasping with this one. It's Chucky my guy. Come to terms slowly.
Iconic characters never disappoint the majority that knows what they stand for. Chucky will be a big hit.
you seem to think i have an issue with chucky but no where have i even mentioned i do. if its chucky then we get a really goofy chapter as there is little they can do to make a tiny 29inch doll carrying a survivor or trying to struggle over a window not goofy. I mean dropping a pallet on chucky would just be game over surely XD
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579160#Comment_3579160
They could easily do a half indoor half outside. Map for the pizzeria, tho the one from 2 would be bigger then the small one from 1. Also got the pizzaplex I suppose
True but makes more sense for a FNAF chapter to have it killer only. I mean from a purely $$$ standpoint it makes a lot of sense. You release Springtrap, majority of the community buys the chapter regardless if they like FNAF or not because they just want to have every chapter then release 4 legendary skins for the different animatronics Chica, Bonnie, Freddy and Foxy.
Not saying its gonna happen but makes a lot more sense as a killer only chapter.
Now you look at Chucky from a money standpoint. You have 1 legendary skin for Tiffany and that's about it however if chucky had the main survivor character from the first film it then opens up more legendary skins for the other main survivor characters of the other 6 films. (assuming there is a different one each films i've never seen the films only going based of google so correct me if im wrong)
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@EmotionalDaisy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579112#Comment_3579112
Exactly, you stun him and he says "oh you little sh*t" lol
Unfortunately dialog like that will never make it into the game. BHVR Censorship is to strong 🤣
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A map for FNAF wouldn't work. Thinking back to other licensed maps the design is already done for the most part. RPD was Basicly a carbon copy of the original game (likely had the original files for the level to tweak) and the other maps like lampkin and badham were very easy to create as they are generic houses. FNAF would ideally be the pizzaria however this map would be far to small for dbd gameplay and the only thing you have to go off is the security footage and the blueprint.
I would never rule out FNAF as being a possibility maybe not for this killer but it would be fairly silly of bhvr to not bring it eventually given there is a big following for that game.
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I completely agree with this. As a fellow killer main i'm done trying to be nice to survivors or let them have a fun game. I'm treated like garbage in end game regardless of how I play so i figured if im going to get hate for doing my objective I may as well earn that hate right. Now i don't go around camping and tunneling every game but as in your example 1 in end game when you know the other gate is going to be open why wouldn't you hang around the opposite gate where you have a hooked survivor. That's not camping because your being a dick thats camping because its the logical and smart thing to do. I think survivor and killer mains need to get there head our of their asses and just take the L because bottom line is if you died in game you lost. There is no "your garbage because you tuneled". no "your a trash killer" when you get a 4k and no "your a garbage survivor" just because you got killed (from a killer point of view.
The community needs to grow up and just play the game for what it is....a game and if whoever reads this doesnt like how a killer/survivor plays in game then my suggestion is to turn the game off, take a step back and go play a different game because at the end of the day it doesn't matter.
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@KateMain86 said:
Its one thing to leave a survivor on the ground for a moment while you engage another one you saw nearby, but when you leave the last 2 survivors on the ground for an entire bleedout knowing there is absolutely nothing they can do about it then that is when slugging becomes a problem. This pic below was taken after me (Kate) and Mikaela crawled across the map hoping they'd hook us so the match would end. Mikaela eventually made it to me and the killer decided to stand there and wait for us both to bleed out. This is why we need basekit abilities to deal with these situations. If nothing exists to deter and discourage killer players from doing this, they will keep doing it. The killer has no strategic advantage at this point. They already won, so the intent is clear. They only do this to be toxic.
https://us.v-cdn.net/6030815/uploads/041HUABCPK6G/20230512222243-1.jpg
A basekit unbreakable isn't whats needed to fix this because that then punishes killers who have to do this due to boil over tactics or survivors crawling to a location where there are 0 hooks nearby.
On the flip side the finisher mori thing they tried that ended the game once all survivors were in the dying state also doesn't work because it then limits the use of unbreakable, flipflop, boon exponential plays.
What would help this is to speed up bleed out once all survivors are in the dying state. For example once all 4 survivors are in the dying state the bleed out time goes from 4 minutes to just 1 minutes. This would still allow for unbreakable plays (and of course bring bleed out back to 4 mins for anyone left on the floor) but would allow both killers and survivors to end the game faster in situations like this or situations where the survivors are forcing this due to no hooks or boil over plays.
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I haven't tested myself but from what I have seen from streamers basically abusing this is that its not just dredge. Its all killers they come against. Basically its being abused now by survivors bringing an eeryie offering so they have a infinite.
The way its working is on the right side stairs of main building there is an invisible wall causing killers to have to take a much wider path as they collide with this pushing them off. Survivors can run right through this wall. This means survivors can loop a lot tighter than the killer causing an infinite loop for the survivor.
The Map needs kill switching until this is fixed because as more streamers showcase this and abuse it more and more survivors are going to use it to their advantage.
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@Yippiekiyah said:
Its another change that just promotes tunneling, why go for the unhooker when they could have a potential third health state when you can just go for the same guy that you know doesnt have dead hard.
I don't think this will promote tunneling anymore than the game already does. Sure your point is valid but as a killer if your at the hook when an unhook happens you have 2 choices. You go for the unhooked player who you know has BT and potentially have either longer BT or OTR. Or you go for the unhooker who MAY or MAY NOT have Dead Hard. The smart choice here is to go for the unhooker as its less likely that your going to get hit by an endurance perk.
I don't really want to get into the topic of tunneling to much on this thread but the only reason some killers will hardcore tunnel is because they suck at the game and its the only way they can get a kill.
FYI there is a difference between hardcore tunneling and logical tunneling. Logical tunneling is when its either the only thing you can do without throwing the game or you have been put in a situation where its the most benificial thing you can do. For example when an unhooker insists on standing in a doorway because they have BT/OTR. If that happens that player is basicly asking to be re-chased and has no right to complain when they go down again.
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@BritneyMitch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383097#Comment_3383097
Dead hard just doesn’t take as much brain power to get value. After learning the timing it’s pretty easy to get value out of it. I don’t know what game you’re playing but the entire player base is not using dead hard. Maybe you just get hit by it a lot but by waiting it out I would say I hit a survivor with dead hard like once a match? Almost every community tier list has lithe above dead hard. It’s just a stronger perk that does more once you practice how to use it effectively. If you straight up tunnel a survivor for 3 gens and don’t wait out dead hard rather than spreading out injuries you’re game is gonna sucks.
I personally find that sprint burst and Lithe are much easier to deal with than a successful dead hard. This is mainly because I play clown and once I know a survivor has lithe im throwing a bottle at them as they get to a pallet/window so they are already slowed going out of it. Or if its clearly a sprint burst bait (walking away from me instead of instantly running) i'm throwing a yellow bottle at them to force them to trigger sprint burst and then i get the speed boost to catch up with very little distance lost.
I do believe that currently Dead Hard gets much more use than SB or Lithe but this is just because its a lot of survivors go to crutch perk (Granted this is mainly newer/lower skilled players). It will be nice to not see this perk being used as much but as i said in my original post I think the power value of DH will go up even though its not used as much
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@SilentShepherd said:
Dead Hard is so tough to actually pull off. It is not really possible to react to a Killer swing and activate DH. All survivors have to predict a killer swing, and blindly guess. This means that Killers can easily bait it.
The fact that Killers have been whining about DH shows how entitled Killers are. It's so easy to bait and make them fail.
We had to get one comment about this didn't we :)
Leave your "killers are entitled" comments for the ######### posts about us vs them.
but to answer your question dead hard was very easy to pull off as there are a lot of tactics that would give the killer the illusion of a free hit when infact its a dead hard bait.
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@BritneyMitch said:
dead hard isn’t even that strong right now. Generally it’s just used to punish killers that are playing like pieces of #########. Kind of like DS. Killers are gonna be pretty frustrated when they realize lithe/lucky break, flashbang/lithe is stronger anyway. Hell I think if you get good at the game theres an argument that spring burst and balanced landing is 100X more cancerous as well.
Agreed DH isn't actually that strong of a perk its just overused because of the illusion of strength (Giving you a third health state).
As a killer I would rather go against DH rather than Lithe or Sprint Burst because of how most more powerful they are.
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382875#Comment_3382875
You still get Exhausted if you fail. You can try it again in your next chase, but you won’t be able to just spam it multiple times in one chase.
Yeah this is what i though would happen. This does however beg the question. Although they removed the distance from dead hard in 6.1.0 you do still gain that tiny distance and it has been enough to juke my hits as killer on multiple occasions. Do we think that players will find a way to use DH in this way with the intended way being a last resort?
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382845#Comment_3382845
Yeah, the one guy running it. You run a perk that requires you to unhook, you unhook. You then get more use out of DH because the killer isn't playing chicken with every single injured survivor.
You know what else happens every game? multiple hooks, that means multiple unhooks. There are 8 potential unhooks per game, so if we're talking about the full party like you are, that's 8 Dead Hard's per game. Why would you need more than that?
If DH is being used more than 8 times per game right now, that's a clear indication it's far too powerful, giving survivors three health states (or more!) for every single hook.
I see the original person you quoted removed their comment which is kinda funny but you are correct. If you want to use this perk now you have to actually help and save your team mates not just loop all game long. I think for sure this change will mean that more players are rescued than being left on hook when dead hard is in play.
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@Shnicel said:
From all the current things happening in game, you chose to post THE MOST USELESS concern
Its not a concern its just a comment on how they didnt need to wait for mid chapter. Its interesting you would post purely to say this thread is useless.
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@Gibberish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382399#Comment_3382399
That's a totally different scenario though, that's game balance and bug fixing stuff, which they will need to begin figuring out exactly whats wrong and doing extensive testing to fix it.
This is just a little tweak to make bloodwebs faster, something they already have ready to go.
100% agree. This should have been in the game when they re-worked blood point values in the first place IMO but there is no reason we need to wait for a PTB THEN way for the mid chapter patch. Unless it impacts the actual game its self and is a quality of life update that is an optional use (like this blood point auto spend) then it should just be added. I'm sure that they have tested it themselves there is no need for the community to test it just to say "Well of course it works and we want it"
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@scxrletghxst said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381005#Comment_3381005
I mean us survivors complained about NOED for so long because it's just bollocks and it hasn't even been reworked. One Killer can complain about Dead Hard, DS and Iron Will BOOM. instant nerf. I've been playing DBD for 5 whole years and the way the game has been handled is just sad. DBD was so much better back in the day.
Only one killer complained about dead hard....omg that's insane. Who was it who complained that player needs a god damn medal haha
Are you serious. It's stupid that you or anyone thinks it's just because of a complaint. Devs look at perk usage and need/buff based on this. Dead hard remained one of the most used survivor perks and this would be why it's been nerfed. When BBQ lost its blood points it was because it was over used and Devs wanted players to explore other options so survivors who rely on dead hard only to win chases need to learn other methods instead
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@scxrletghxst said:
Please for the Love of God.
Y'all literally kill your own game by listening to them who just whine about survivor perks. Dead hard will basically just be called "Dead" now and CoH will now basically be just a boon which will be useless. The game already feels unfair due to Killers literally having the advantage, Dead Hard not even activating even while spamming the button and teammates being useless and not even healing you because they are too busy crouching around in bushes.
If y'all release this god awful patch I will want my money back. In no way shape or form will I continue to play the game if y'all release this patch. Keep the bloodweb thing but everything else? Please no. A little tip: Instead of nerfing the ######### out of survivor touch killers hex totems instead. NOED, Devour Hope and so on. ######### give them such an advantage you can't counter because they partol their ######### totems. On God I hope this is a joke.
Its funny the entitlement thats coming from survivor mains. Yes survivors got hit hard with the latest dev update with the dead hard nerf and healing nerf but did you not notice that killers got hit with yet ANOTHER gen regression nerf.3 Gen regression perks got nerfed again yet gen progression now got an increase with the change to overzeleous.
Now although i don't agree with the healing related nerfs i kinda do agree with the deadhard nerfs as its an overused perk and gives players the illusion of being better than they are.
Now survivors will have to actually learn how to spin, loop and outplay the killer not just hit E to outplay.
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As a killer main who runs Franklin's as a staple in every build I have over 400 flashlights from those toxic clicky clickys 😀
On survivor I just stack medkits as I can't trust others to heal me.
Side note a separate screen should be added to the killers screen showing all items they have collected from the trials either by Franklin's or survivors offering them in exchange for escaping
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As a nemi player it's very annoying when survivors get infected by zombies. I play an M1 nemisis build so my whip is mainly there to either get free hits over windows or to break pallets very rarely will I use the whip In chase as it's very easy to dodge if survivor is paying attention
So from a killer point of view yes I would say it's better to deny the nemi his tier 2 and treat the whip like a long range m1 attack
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@Rudjohns said:
Okay killers, you can camp, tunnel and protect a 3-gen
But don't complain about survivors DCing or killing themselves on hook. Or crawling to a place with no hooks around
The issue with this is camping and tunneling are very different to protecting a 3 gen. Any survivor who expects a killer not to protect the gens is kinda entitled looking for a free win.
These are also no way the same as d/cing or killing them self on first hook. and if a survivor wants to crawl somewhere there is no hooks then all I say is enjoy a 4 min bleed out :). Both sides need to grow up and play the game regardless. No more rage quitting because you go down to fast or because gens are flying. Play the game...have fun...go next
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@Devilishly_Rowdy said:
Firstly survivors complain about camping and tunneling and get basekit perks for it. Then about slugging and make the devs consider a basekit Unbreakable. Then gen regression (which the killer earns by downing and hooking survivors), and a lot of good gen regression perks get nerfed. Now the new complaints are about 3 genning. What do you want the killer to do lol? Not use any strategy what so ever and mindless chase random survivors for hooks and lose? The excuse is "30 min games aren't fun" but guess what, you aren't entitled to 10 min matches, or the killer making the match more fun and easy for you. And the worst part is, the 3 gen rage quits will be rewarded by some killer nerfs, again.
P.S Yes it's an "us vs. them" post. Anything else you notice other than that Sherlock?
Whilst I do agree about the constant complaining from survivor mains I don't overly agree with "every" stratagy" being illegal. It's more how those stratagies are used. For example:
Camping and Tunneling when done right is fine. By this I mean tunneling if its the ONLY option or camping when there are 1 or 2 survivors hanging around hook is optimal. When its not acceptible is when a killer face camps first hook or hardcore tunnels a survivor out of the game.
Slugging - Again in some situations slugging is a fantastic stratagy to get an advantage. If i down someone and i see someone else near by why pick up instantly when I can apply some more pressure. On the flip side though going for a 4 man slug is kinda a ######### tactic because it makes the game incredibly boring for the survivor and honestly its not that fun as a killer either.
Gen Regression Perks - No Comment. As a killer main I haven't run Gen Regression perks for well over a year now as i don't think they are needed. However there is nothing wrong with them and they shouldn't have been nerfed as much as they were considering Gen Progression perks didnt get nerfed in response to it.
3 Gen - This is the big one I don't understand. I get with the new killer Skull merchant players have taken to setting up a 3 gen at the start of the match and doing nothing but that. Yeah this is boring, pointless and requires 0 skill so i agree with everyone that this stratagy is just utter crap. However 3 gen defence has always been in the game and has always been a tough spot for survivors if they let themself get 3 genned. I personally play Clown and Nemisis and if survivors have messed up and got themself a 3gen or if im having a hard game with 2 gens left and i spot a good 3 gen then why wouldn't I defend it.
Now you say that if us killers arn't doing one of the above stratagies what are we meant to do? You chase, hook and kill. There are so many perk combos that can give you such an advantage in game that you don't have to resort to some of the more "sweaty" stratagies. For example I personally run Franklins Demise and it has single handly won me so many games because survivors care so much about their items they throw for it. And on the flip side if im not going to win in the traditional way at least I can win by taking all items from survivors. The game is about having fun and not about how many escapes/kills you get. Yeah being destroyed game in game out isnt fun but it means that matchmaking is letting you down pairing you with more experienced players.
Now to be fair the issues in the game arn't all about killer gameplay its also about the mentality of survivors. Even though I don't run meta perks (except maybe lethal but thats it these days) I see so many survivors D/C on first down or give up on first hook. This has nothing to do with killer stratagy or unbalance in the game it is purely because a lot of survivors who play this game want an easy game either because they want a free win or because they arn't actually good enough to last long in chase/get the win. These days Video games in general have become extreamly easy and basicly hand victories to players on a silver platter. The great thing about a PVP game like DBD is that difficulty is based on your opponant NOT on how the devs want the difficulty to be.
Overall theses posts need to stop really. I would urge all players who play this game to step back and chill. Play the game for fun and don't play the game to sweat out and want a 4k/4 man escape. Now there is nothing wrong with playing for the 4k/4 man escape but if you want to play sweaty find a group of players on the various discord servers to set up custom games for a compitition style play and leave the main public lobbies for fun. After all isn't this what we all play video games for...To Have Fun???
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@Heytherebigguy said:
Do you like hindering yourself and being t bagged at the exit gates just cause there are 15 safe pallets each map?
I was a Pig main once back, back then but now I'm a happy Blight main. I'm a 50/50 player and used to be a survivor main when I first started and I can tell you now: STOP PLAYING M1 KILLERS.
I know you love your precious sadako or ghostface, but if you truly care about your performance ingame and want to "protest" against the changes(which are justified, eruption was a bad design of a perk) just start learning one of the top 5-10 killers.
I promise you that:
- You will find a power that you like and is worthy to commit for learning.
- You will have tons of fun mastering the power.
- Your mastery will reward you with kills.
- You will be LESS relied on perks, thus less on BHVR.
- Your M1 skills that you've learned from poor pig or sadako will transfer to these killers too.
- Maybe when BHVR will see that almost none plays clown, pig, gf or sadako they will MIGHT buff them.
These days, I don't see a reason to play an M1 killer, back in the days the game was more chill, even if you played against a sweat squad, the next game could be more balanced. now with MMR(and don't say it doesn't exist, there's a reason why OTZ can't do 50 win streaks anymore) and all the medkit and toolbox meta, it's better for you to adapt and also find more fun in a more complexed power that will yield enjoyment and results.
You will thank me later <3
Yep love hindering myself as an m1 killer. I love my clown main and I dont run any slow down. If all you care about is winning with a 4k then of course go play blight or nurse that once you have learnt them it's just easy mode. If you can't get a win as an m1 killer then that's a skill issue. BBQ, lethal, Franklin's and devour will always be my clown build and nothing will ever stop that. You say us killers need to adapt to the game and to that I say phewy to you. I adapted by brining Franklin's because Franklin's has single handedly won me more games as a 4k than any other perk because survivors are dumb and care about their items so much they throw for it.
I say ignore the original post and stop running the easy op killers and instead start playing m1 killers. The reason this game becomes so sweaty is because each side is trying to outdo the other. I say bring m1 killers without sweaty builds and bring the fun back to the game. That goes for survivors aswell. Bring the meme perks not the sweat
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It's for sure possible. Over events that give bonus blood point or a lot of party streamers plus events I average between 90 and 120k plus blood points. Those event offerings sure do stack up. It was even more when we had old bbq
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Hit the nail on the head right here. This game is truly dead. 30 Min queue times because no one plays it. 4k for every single killer match that you do get to play because killer op NERF killer. Not a single survivor perk is op yet killer perks are op.
My man's you truly are a god amongst men for breaking this down and we thank you for your commitment.
I assume you are not playing this game anymore and you will truly be missed...
(For those who don't get it this is full sarcasm as this thread is kinda a joke )
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Why would that require a kill switch? Yeah a strong borderline unplayable 3 gen is bad but is also avoidable by doing at least one of these gens early. Other thing is if u see an offering then simply alt f4 out of the game and don't play them.


