KatsuhxP
KatsuhxP
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@Columbus1492 said:
Freddy has 5 actions (teleport, switch powers, ready up power, put down a pallet/snare, explode a pallet) but only 3 keybinds for those (for PC it's by default ctrl, m1, m2):
- Teleport and switching powers are both bound to ctrl, for teleport you have to hold down ctrl for ~half a second before it actually begins charging
- Placing/exploding a pallet are bound to m1, so you will often accidentally explode a pallet when you meant to place another one at a different spot
- Both of these issues would be solved by having multiple binds available (it's 2025 and we still have like 6 usable buttons in total in the entire game)
Then, there are artificial delays between power usages, for example, after you use your power (by pressing m1) or cancelling it (by releasing m2), there's a full second delay before you can begin charging your power (m2) or a teleport (ctrl). Why? There's no need for this delay and it only messes with your muscle memory because this was not the case for old freddy and overall feels frustrating.
Another issue is with the blood sound. After you teleport to a generator you will hear the blood still spewing out of it which sounds almost exactly like a generator that's nearly completed. This is also confusing and prompts you to pop that gen asap but then it turns out that the gen is barely started or not at all. This blood spewing sound should be changed or simply removed from freddy's pov.
Those problems combined make freddy feel incredibly clunky and not smooth to play at all.
The teleport annoys me so much, I always think I missed the arrow and have to press it again, then it starts and cancels instantly leaving me with a part of the cooldown xD
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@arcticgirl36 said:
Sadly, I am starting to think I do not like what this company stands for and what it has become. Although the game itself is amazing, it perpetuates and encourages toxicity, gameplay abuse, and virtual violence in its games against its players without recourse. It allows the abuse of its long-term players and then gaslights them. The moderators seem to be completely unhelpful and dismissive when long-term players are clearly the victims of abuse reaching out for help, even when there is clear evidence in their games. As far as I can tell after multiple attempts, there is not even a properly functioning reporting system in the game to address in-game abuse. Instead, there is a broken AI system, and you cannot even get a human to help when you are the victim of a cheater or serious gameplay abuser. I also have other friends who have experienced this completely broken reporting system. As a victim of abuse multiple times in this game, including facing the occasional anti-LGBTQ slurs if I choose to wear the transgender support flag or the LGBTQ+ flag, and much more numerous instances of griefing and cheaters, I am so appalled with it. This company seems to have become all about money. I guess in making evil killers, they have also embraced the evil. What used to be my favorite game has become like a frustrating nightmare—even just trying to use the in-game reporting system for example.
My suggestion: please take reports of player against player abuse within your games seriously. I think most players who experience extreme toxicity and abuse from other players within your game just give up and do not say anything. So you lose a huge portion of your player base without ever even knowing it. Please make the reporting system more user friendly. At the very least, please treat your players with respect or try to help them, instead of completely invalidating them when they come to you about negative experiences they have had within your games. Thank you.
What is gameplay-abuse for you? As long as it's not in the rules you can play how you want, and otherwise they actually do something about it in my experience.
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@jamally093 said:
I won't lie it was better...rank matchmaking was better then Skill based sure it wasn't good but it seemed way better then Skill based because guess what Skill based matchmaking doesn't even focus on Skill.
Skill(noun): the ability to do something well.
Escaping from a match may require some skill to locate and open a gate but you also forgot all the other factors gens, stealth, chase, being able to help teammates. Aka all the emblems at this point emblems mean nothing because it's just hey congrats you've now reached the level to earn some BP for next month. Survivors dying on hook because they didn't want to play doesn't require skill Chase, pressure, hitting survivors and hooking require skill. So sorry bit umm skill based matchmaking isn't living up to it's name.
In which way focused old matchmaking more on skill? In my experience it works well most of the time, if people actually stay in the game and try.
Old matchmaking was simply a 50 hours player against 10k, that's really damn stupid. Did I learn the game a lot faster, because of the survivors with several thousands of hours I played against? Probably yes. Was it fun? Not really.
Is that now better? Most of the times: yes.
I can tell it works okay, because I know against what people my girlfriend plays with around 300 hours. So I don't know what you mean with "it was better".
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@Evanmacmillan said:
why didn’t you listen to all our concerns during the ptb that you way over buffed him why do you release killers in a over buffed state
No he's not, played him since his rework is out a lot and I lost quite a bit against good teams. Don't missunderstand me, he's good for the most part, but he's far from being op if you actually try to counter him xD
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@jamally093 said:
Congrats you've downed the last survivor now mori them. Oh your picking them up? Okay gonna give them hatch or hook them? No your just moving them to another place to mori them...why not just do it where they were. I don't get it why mori a survivor in a different location then where you downed them if it's because you want to see the mori without any obstacles then just select the character then watch it in the main menu. I get it's a few seconds but I don't get you downed me congrats just do it there where I was downed.
Also to add something why slug when two people are left you hooked one and one is nearby on the ground cool now just pick them up and bring them to a hook why waste the time of yours and the other players or is it because the killer has nothing better to do my first three matches after a break were like this holy hell BHVR fix slugging in some way while the finisher mori is fine and all make it where the killer still has to work for it every killer who has some kind of second mori based on power as to work for it. So finisher moris can work like this the survivor MUST have at least one hook state for a finisher mori to be preformed on them.
Note: this is a annoyed rant because it's happened to me a lot so take it with a grain of salt
I move survivors because I want them to have a cool background while the mori. Best excample would probably be midwich where you can put people on the pentagram and then it looks cool, or temple of purgation the middle of main is also an good example.
Other than that I still forget it exists sometimes and drop you again when I remember, I just played without it for too long before or even without a mori at all.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878382#Comment_3878382
Gates: map reworks are shrinking maps, that does push gates closer together. Beyond that, I’ve noticed peculiar spawn logic with exit gates in otherwise untouched maps as well.
Killers are faster. They get bloodlust faster, complete their wipe animation faster, and survivors lose distance after a hit making them slower and killers faster.
Weaker killers should be improved for sure but every killer—every single one of them—has a kill rate above 50%. That means every single killer on the roster is killing more survivors than they’re losing to.
BHVR has stated they will be placing bots in special game mode lobbies to alleviate long queue times. My suspicion is that if long queue times affect other queues (including normal), bots will be used. There’s no reason why they wouldn’t do that. Could be blind trials happening with it now. You dunno, you aren’t a developer for DBD, and blind trials aren’t usually announced until much later.
The one point you’re right on is the survivor’s fumbling a save.
Gates: doesn't change the fact they are not always together like op said, sure they might be closer even in best case for survivors but still random in the end. Also from my experience as a killer I can say that you can only defend them effectively when you have 1-2 survivors, after that it doesn't matter even if they are besides each other. (Of course I speak about survivors that use their brain, but they wouldn't get to that point otherwise I guess).
Killers are faster: still wrong, not a single thing you listed is increased movementspeed on itself. You just get the speed you already had faster (as in it takes less time) in case of bloodlust. You wipe your weapon faster therefore you get your speed back faster (as in it takes less time). Less distance for survivors doesn't mean killers are faster, yes they get you quicker but just because (yet again) it takes less time. The movementspeed is the same since I started to play this game actively. (Around 21)
Killer buffs: And under 60 is still under the wish of the devs, so they need buffs.
I still don't think it will happen in the normal gamemode. They can only do this in event-gamemodes because they don't have any mmr and it therefore doesn't matter if they use bots or not. In the normal gamemode you have mmr so they have to search for real players, otherwise their entire system would be doomed to kill itself.
Are you trying to tell me that ANYONE in this game wouldn't be able to see that they have a bot in the round? They move so increadible inhumane that it even ignores dbd's own movement-design, they are able to flashlight you while running almost instantly, they don't save like they should, they vault into you sometime if you're close enough to the window on the other side. There's no way you wouldn't see that even if they don't announce it.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878431#Comment_3878431
100%. I understand. I've had many games where I seems like it will be a ######### show. I'm thinking "I just want out" and tempted to go next. Many times I've stuck it out and the game has turned around in our favour.
See? My killrate is pretty okay I think, but I'm gonna be honest, I wouldn't win as many games without random people killing themself or dc. But well, I'm not complaining as killer at least, was very handy for my adepts xD
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@UndeddJester said:
I am so proud guys... I escape over 33% of the time as a console player (damn you great skillchecks), without running exhaustion perks or strong toolboxes/medkits…
Imagine what I could do if I ran meta and 20% of my games didn't have some dork throw a hissy fit and quit/throw the game for no reason! 🤘😁🤘
Good job, I think people that kill themself on hook instantly or dc are the reason many games are lost. A lot of people don't want to try if they actually have to think to win xD
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@Btobin2426 said:
Another update. Killers again get it all. Survivors almost nothing.
It has become way too hard to be a survivor in this game. Unless you enjoy never ever escaping.
The way they have this game set up now it allows for killers to win every time. The generators are way too close together. They've moved the exit gate, so they're just about on top of each other. The killers seem to be moving faster and their abilities have been amped up to where it is almost impossible to overcome them. The crows literally travel across the whole map. Pinhead chains are way longer. The gunslinger now shoots his gun across about a quarter of the map. Hooks are so close together and good luck, wiggling off, that's never going to happen.
Killers camping a hooked survivor has become an everyday occurrence. They never are far enough away from a hooked survivor for anybody to unhook them successfully without ending up on the hook themselves. So you're basically playing a game of everybody on hooking, there's survivor and then everybody dies, and you don't even get a generator started.
You guysYou guys have made it impossible to be a survivor and get out. The game has become no fun to play.
Last night I played for over six hours and loaded in with some pretty good survivors and we didn't get out at. I understand sometimes you load in with survivors that there's no chance at getting out of the map, but I loaded in quite a few times where we should have been able to get out.
I find myself playing with keys in order to even have half a chance to escape. That takes all the fun out of the game.
Survivors often have to play with AI, but if it was easier to be a survivor maybe you wouldn't have to have artificial intelligent players to complete a team. we'd have normal everyday players this game is beginning to make no sense. The way it slanted for killers always to win.
Truthfully, I hope the developers do something and do something sooner. I will have to move on to something else which will make me really sad.As I really love this game.
Exitgates are on top of each other: No they are not. you were just unlucky because it's random on most maps, or pretty much at oposite sides at maps where they are not random.
Killers move faster: No they don't. yes they changed tricksters speed ages ago, but that was it.
Powers got stronger: yes, because they didn't perform as wished for the devs. There's nothing wrong about buffing killers that are too weak.
- Crows: Yes they are, but good luck hitting both crows to injure. You need good prediction for that so it's deserved.
- Pinheads chains: they didn't get any longer as far as I know.
- Deathslinger: he doesn't even close cover a quater of the map, also he would lose a struggling survivor after around an quater of pulling on maxrange then lol xD
- Hooks: yes they spawns sometimes closer, sometimes there are just 3 hooks on the entire map it feels like, it's depending on the map xD
- Wiggling: You were never supposed to wiggle off on your own, it's just to give other people a chance of saving you, AND make it that the killer can't drag you to the basement from everywhere ^^
If your entire teams dies while trying to unhook you heavely missplayed, just do gens, the killer has to do something at some point. Also people apparently also don't like being slugged, the preassure has to come from somewhere, so choose what you like more xD
Just because you should be able to get out, it doesn't mean you have to. The killer just played good enough to win and that's it.
Survivors don't get bots from the start. Survivors that leave are replaced for a bot, but that's the only way to get a bot in your lobby currently.
At least half of the things said in this post are simply wrong.
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@buggybug said:
Nope cause killers was able to a use that easily. You see 4 medkits you automatically hop on plague. If they are going to do that then the survivors need to see what killer it is. People are tired of light born and Franklin's as well so the last second switch makes sense. Survivors are just cosmetics.
That is 100% not the reason, maybe a piece of it, but then would have to lock everything before the game starts and not just which killer you play xD
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@Slan said:
Some years ago, both killers and survivors were able to change the character they were going to use for the trial while being in the match lobby that preceeds the game. For some reason, killers lost that option while survivors got to keep it. Some survivors even use it to pretend they are going into a match without anything before quickly switching character in the last second to a fully-equipped one, with the killer being more limited regarding this, only being able to change build but not character.
Given this, I suggest that the killer character change feature when being in the match lobby were re-enabled after all this time, so that a killer can get to have more freedom regarding the choices they make concerning the character they are going to play. I don't believe this affects the game that much if it were re-enabled.
Well it exists because every killer has his own mmr, so you could search with trapper you never play and then switch to your 5k hours nurse. Would mean that you can search for weaker people to use a very strong killer xD
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875789#Comment_3875789
No it is true random perks, it doesn't matter which ones you have unlocke
Ah oki then chance for no mither still seems pretty high.
Well maybe I just focus too much in it and that's why it feels like this xD
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875637#Comment_3875637
Depending on who is playing in the game david is one of the free survivors. So if someone only has a handful of survivors there is a much higher chance that they get that perk.
Wait chaos shuffle only counts for perks you have unlocked? I mostly played it as killer (where I have every perk unlocked) and never saw anything weird about them because I have at least half the survivors xD
Thank you for tellin me this, this makes SO MUCH more sense now!
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@[Deleted User] said:
Im not entirely sure where slugging is so rampant. I play every evening for several hours and everyone seems to be downing and hooking like normal. Granted this is what I see on my experience but seeing mass slugs is super rare.
I don't really play survivor, but I can say from my perspective that I only really do that when the survivors are heavely missplaying. Outside from this kind of heavy missplays I never really see a reason to slug as a way to win, at most I let one person on the ground because I have to go somewhere else.
Last time was 2 days ago with huntress on the map from unknown, they were all injured and running through the middle of the map without any cover. They didn't let me leave the area and I got the last 3 of them down while one was at the hook, and therefore won the match.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/437276/is-chaos-shuffle-rigged
Considering there are hundreds of perks in the game, and both sides have maybe a dozen or so useful ones, it shouldn't surprise you that you get all useless ones.
I agree that it's probably just the amount of useless perks, but at least no mither seems to have a 25% chance to be given to someone. Almost every round at least one person has it xD
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@Samura1Jack said:
Currently, playing survivor character has no point unless you really like that character imo. For killer, even if you run the same exact perk build, you have different kits like each killer's power and addons to mix up the gameplay experience. But survivors has nothing to differentiate each other, thus makes the role monotonous within a couple of games, unless you come up with really fun/unique builds. But even that it doesn't feel special of using the characters because its all the same experience. For killer, using each of their power makes a clear point and makes them special. But survivors has nothing but their items and the 4 perk slots.
My suggestion is to make a 5th perk slot as a passive skill for the survivor you play. This perk slot can only equip their own unique perk slot.
For example, if you play as meg, you can only equip either Sprint burst, Adrenalin or Quick and quiet, along with the normal 4 perks. This mechanic will create more creativity and a degree of freedom when making a build and the main point of this discussion, a point of using that character.Important note: Even with this idea I think its not enough because my original idea is to make a all 3 unique perks for each survivors to bacome like a passive skill along with the 4 perk slots, but that will make the game too survivor sided so this more like a compromise solution for now. Maybe implementing the original idea to killers could as well be a thing, but the balance of the 3 perks that each killers/survivor has are night and day. Some has too stong or a decent to high usage (i.e. Pinhead, Artist, Zarina, Jill, Nea, etc), to Niche (i.e. Wesker, nurse, Ellen, Ada, etc) or too weak (Wraith, Huntress, Ace, Ash, Elodie, etc), so either way, almost all both sides perks needs a change whether its a buff, nerf, or a complete rework to make this happen. I have some change ideas for every perks but it'll take a ton of patchs and time. Big changes makes the gameplay fresh and incentivise to play the game but a double-edge sword.
We did see the mess of a balancing that the perks are and you think we need more "perks" to make it even harder to balance? I can already see that some random super weak perk like idk... pebble(?) is the strongest all of the sudden and it just will be annoying xD
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875223#Comment_3875223
bubba eats dead hard Billy is so over tuned that dead hard really don’t matter against him either demo you could just fake your shred chucky current state would probably suffer the most out of any m2 killer
How do you fake a shred with demo in a meaningfull way there lol? There no way someone would fall for that, you have way too much reactiontime.
Bubba maybe gets that on an open field yes, as soon as anything is nearby even if it's just a huge object, you're done if you didn't hug the survivor starting the chainsaw xD
Sure billy will probably still get you, but it's a fact dead hard is guaranteed there.
And chucky always suffered because of dead hard, it's horrible because you can't even try to bait it xD
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@Evanmacmillan said:
Dead hard was only problematic before 6.1 if you actually suffered because of endurance dh that much you were obviously just not playing correctly and just giving them the dead hard
I'd like you to tell me how counterable it is with demo, chucky, bubba, hillbilly or any other killer you have to commit the attack with. It's not even funny how easy it was to use it against those powers, it was arguably even better then the old one.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874765#Comment_3874765
Bruh, such true. I always say how bad MMR in this game, but holy, playing modifiers makes me realize that MMR does at least bare minimum, because survivors there are so bad to the point it's not even interesting to play killer and no point to play survivors because of matches are throwed as soon as you loaded into trial.
My survivor queue on CS was way longer, but I didn't play it for 3 days. Maybe will play some matches today.
I can't say to this, I'm basically only playing survivor if my girlfriend wants to see me play. Otherside of this case I can only tell you from killerperspective that the matchmaking itself is fast but bad xD
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@OnryosTapeRentals said:
My queues on either side are kinda long right now. Easily double that of the normal queue. Was watching a streamer earlier today and they commented that the queues feel bad too.
Don't get me wrong, they're nothing like 2v8 levels of bad. But it's noticeable and I'm left wondering why?
I can't tell you actually? My games feel pretty balanced for the most part, both sides don't have anything usefull often and therefore it's just looping/power-controll and the other sidefactors you can't take away.
The only thing that destroys this balancing is matchmaking that is horrible, it's not even funny how weak some survivors are xD
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874488#Comment_3874488
It's just weird that the stats give escape rates, but not kill rates.
Like, for reals, "Number of survivors killed" should have been in the stats.
Well at least I can do the math for average survivors hooked myself xD
It would be: 7,96 per match average with 9063 hooked in 1139 games played.
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@Coffeecrashing said:
Have all the yearly stat reports been sent out yet? Some people are getting a 2nd stat report, and I still haven't gotten my 1st stat report.
I have both communication preferences checkboxes marked, and I checked all my email folders.
I have mine by now. I'd like it if there was more in it like average kills and escapes, maybe maps I got the most and things like that.
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@GalacticGrass said:
Let's say a generator is added to the basement of each map. This generator is worth 2 completed generators once complete. How does this effect the core gameplay?
What strategies would present themselves if this were implemented? What downsides are there?
Well maps that are okay defeandable will be less defeandable, and the ones that are already horrible will be even worse. gl defending badham, eyrie, garden of joy, mothers dwelling or the game with that xD
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@LordGlint said:
It use to be when talking about various slowdown perks, people would insist the killer needs to just learn to apply pressure better instead of relying on perks. Fair I guess... What EXACTLY does that mean though. People don't like when killers jump from 1 down to another to apply pressure via slugging. If you get downs really fast instead, that's generally a sign a killer's power needs a nerf. If a killer can ping pong between multiple survivors like Legion though, people don't like that the killer won't just commit to a chase. Hit and run tactics got Wraith and Ghostface SO much flak...
So... What EXACTLY should a killer be doing to "just apply pressure" in a way that won't immediately find itself as something to complain about? Everything has become a "skillless tactic".
The awnser is easy: it doesn't matter if it's complained about, everyone complaines about everything in this game. People that complain about too much slowdown are probably the same people stacking 4 second chance perks, and probably also the same that teabag you at the end or even in the match, no matter how you play.
To legion, wraith and ghostface: people just don't like having to think. Realistically all 3 of them aren't to hard to play against compared to some chase-heavy killers, but they require you to use your brain and therefore they are hated xD
To slugging: never understood it in general. I understand hating it to bleed out often, but normal slugging is not a problem for me, not even if 4 people are slugged at the same time. The killer has to camp the slug or go away, so ether you can get gens done OR pick up, both of it is not that easy to archive how people claim. If you actually manage to bounce between the two things you preassured good.
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@Iron_Cutlass said:
So I was playing Chaos Shuffle and the Killer (Huntress) burns a Damaged Photo (Offering) to send us to Mount Ormond. They were using the Wooden Fox add-on to be perma-Undetectable for most of the game.
The entire game they do nothing by protect a 3-Gen set-up near the Main Building and the Generator spread is so tight that you practically dont have time to get any repair progress unless you are willing to dodge Hatchets. 2 of the Generators are located in Deadzones as well, so working on them in insanely risky.
One of our teammates realizes that they are protecting the 3-Gen set-up, runs into the Killer intentionally, gets hooked, and gives up on hook. So we are forced to deal with a 3v1 against a 3-Gen Huntress.
This Huntress, btw, would not dedicate to any form of chase, they would drop chase to go and check on the Generators and 95% of their time was spent on a balcony overseeing all the Generators and would only occasionally jump off to pressure a Generator if it got above 20% progress.
THIS GAME LASTED 30-MINUTES BEFORE ANOTHER SURVIVOR WAS KILLED.
And it was the result of a teammate giving up, pushing us into a 2v1, an easily winnable position from the Huntress, they can just dedicate to a chase and be fine, and guess what… she STILL wont leave the 3-Gen set-up.
At this point, I was considering on just running into the Huntress because this game had been a massive waste of time since it is abundantly clear that the Huntress does not care about actually chasing or downing Survivor and just wants to guard the 3-Gen for as long as possible.
Keep in mind as well that the other Survivor was not repairing Generators, they were too afraid to enter the 3-Gen. I was the only Survivor actively pushing the Objective forwards and trying to progress the game, but because it is my progress versus the Huntress's regression, I cant really make any meaningful progress. I do have Deja Vu to get an extra repair bonus but it is meaningless.
Eventually, around the 40-minute mark, they actually dedicate to a chase and down my teammate.
https://us.v-cdn.net/6030815/uploads/ZFWIA3VU8LWT/screenshot-from-2025-01-19-11-55-52.png
THEY ARE NOW SLUGGING MY TEAMMATE TO GET A 4K. THEY ARE STILL PROTECTING THE 3-GEN. AND IT IS 40-MINUTES INTO A GAME.
Screenshot was taken because I had to take a really round-a-bout way to pick them up, which means going the opposite direction from the Generator I was repairing. Since they are perma-Undetectable from Wooden Fox, the most information youll get is the Haze instead of the Heart Beat.
The Killer did eventually kill all of us, but the game lasted 40-50 minutes, but it easily could have been shorter had the Huntress left the 3-Gen to dedicate to chases.
Would this be considered "taking the game hostage"?
Nope no hostage holding because you could do the gens in theory and there was a timer to end it even if not. They don't take your fear of getting killed (or better trying to do the gens) in consideration xD
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@honestscript said:
Killers are extending games by 5-10 mins by refusing to hook survivors. Having to sit there bleeding out waiting for the killer find the 4th or camp your body until the 4th comes to pick up is the dumbest and lamest gaming experience in the world! Seriously just hook me and let the last guy have a chance to escape through hatch, you absolute killer losers, stop ruing the game for everyone just because you have to have all 4 kills! And this is consistently happening on a daily basis, i am a red 1 survivor, I play enough to know. Dear devs, why should I or anyone else spend money on this game to buy new characters if we're being forced to use anti slugging perks or else suffer through a terrible gaming experience? Ok rant over..
I don't even do it myself very much but that triggers me now.
Do you think it's fun searching for survivors sometimes ages, because one of them has to get the hatch and no one does anything else besides hiding? Both sides extends the game heavely a lot of the times, don't shove that over to the killer fully: hatch as a whole is an increadible timewaste if any side cares about it.
"ruining it for everyone" the two dead survivors are probably not even there anymore, they don't care about that.
"2 to 10 minutes" 10 minutes is NOT possible, the maximum time when he somehow manages to slug both of you to maximum (in which case the hatch would be open probably, because he surely doesn't down you the second the first survivor bleeds out, and the other survivor could escape) and lets you bleed out is 8 minutes.
And lastly for how long do we have mmr now? 3 years or something? The rank or better the grade doesn't matter since ages anymore, I don't get how people still think this. Then again I also have to say they never bothered to explain it somewhere in the game xD
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@Dadeordye said:
The audio queue doesn't matter if the survivor knows the timing and with the split queue I'm getting Flashbang users EVERY SINGLE MATCH in normal queue.
This thing is uncounterable even with walls and Franklin and sweep takes too much time.
Do I have to put Lightborn in my build for every single game now?As soon as they are not silent behind corners anymore and we fix the bug you can drop it inside the killer they are fine. It's just those two that are a little bit annoying xD
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871033#Comment_3871033
How is it that with 50+ hooks are you still having issue with boil over? Did you know you can use it to let the survivor push you to the hook via strafing ?I play on ps5 and pc but mostly ps5 cause reasons. I still get get them fine to hooks.
Or your using boil over to try justify slugging. I rarely ever see boil over in my games and its usually only 1 person unless am just extremely lucky. I be not seeing this perk for months.
I see it relatively often. I know about strafing and do it effectively. I talk about ironworks of misery in the room above as example, if just one hook is broken near it chances are good that you won't get that anymore, especially because the survivor combines it with flip flop most likely.
And no I don't justify anything here, I can tell you dead serious in your face, that I tunnel people out as soon as I get the chance to do that, even at 5 gens, I just won't go out of my way to do that. I don't really care if my playstyle is super liked, so I don't do that generally xD
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@theonryo123 said:
Why whenever Is it an exhaustion perk when running you have the haste spirit burst effect for 25 percent?? I feel Ike to shouldn’t be an exhaustion perk at all it’s like having sprint burst but instead your running and when using an active ability button it makes u sprint with 25 percent that’s kinda dumb I’m having trouble catching survivors because of that. Why don’t just run sprint burst instead??
I hardly ever saw it as the mainproblem of me losing chases, I'd rather say it endet them quickly more often because they got randomly exposed xD
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@isthatmar said:
honestly, i dunno if people even care anymore, but apparently this is a legit game tactic. and it upsets me a little. im asking you all, genuinely. what do you think of this whole 'slugging' thing? personally, i'd rather see my screen say 'the entity hungers' that slug people and be lazy
Depends on the reason I slug:
if they were toxic - well bad for you I guess, funny for me. (Bleedouts)
If I just get more and more people near me so that I don't have a reason to pick up - survivors own fault, I won't ignore another down. (Normal slugging)
If I'm close to losing - I'll slug to save my game, I don't see a reason not to slug then.
Besides the first case I never bleedout (well I guess I also do that for people that just refuse to be hooked. So people with boil over making them unhookabe), I only slug normally and that's perfectly fine for me. I also don't have a problem being slugged myself, I just watch youtube besides it xY
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@WholesomeNebula said:
I get that she is weak, and she was buffed for good reason. And a lot of the time, she's okay to play against. But there is zero penalty for her to just spam teleport to mori survivors early. Its like Tombstone Michael, but far worse, because at least Michael has to do a boat load of stalking to unlock his power. I just had yet another Onryu match where the killer with a Midwich offering just spammed TP until she got a mori at 4 gens. I was playing solo, and post match the other random survivors thought maybe hacking, but I'm not sure.
Condemn should work the way Michael's Tombstone does. It shouldn't be possible to just delete survivors early in match.Wasn't the counter just taking a tape and you're safe from stacking the points up? I don't remember which version of her that was, but I think this one xD
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@Kolakia said:
Hello,
If I set up an auto-clicker to do my bloodweb when I have 2mil+ bloodpoints to spend will it be flagged by EAC or is there no problem? I know it works but I'm not sure if it could get picked up by EAC and banned.It probably won't be. Bhvr doesn't care as far as I know when you ask them, but they can't and won't unban you if eac decides to do that. (also I think it's written in the rules that macros are not allowed, so it's probably a little bit darker than grey xD)
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/436664/let-s-talk-about-aura-reading
They always use the you would rather go against 4 slow down stale argument and you know what is funny? All of the gen perk requires that the kill down/hooks you to even use them cept for ruin and if the killer is bad at catching you =the slow downs has no value. I tried 4 slow downs even when they was good as killer and literally got cracked teams that made me end up not even getting a single value.
Yet when I put on stuff like weave+attunement even though its been nerfed abit, am still getting alot more 3 to 4 ks or least 2 ks, I do not even waste my time kicking gens, keeping up that chase and knocking down that person seem alot more useful. I also LOL at the OOO garbage perk, yeah its okish on some killers but a huntress will love you using that, also worst it does not even work on stealth killers yet they still can see you. Most garbage design ever.
I don't know how you play and against what people, but 4 slowdowns is usually the strongest thing you can do if you actually play territorial and tactical for specific gens. If you run around the map like a headless chicken: yes, you have probably more value from auras because you actually do something then instead of running around xD
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@Xernoton said:
Can someone please explain why BBQ or Lethal Pursuer are considered problematic? These perks don't injure you. They also don't stop you from progressing the game. The only thing they do is give the killer a direction to go in, so that they can do what they are supposed to do, which is chasing and hooking survivors.
Good killers will mostly not need to look for survivors anyway, since they always have an idea where to go. Lethal Pursuer is a way to deal with the rng of spawns in the early game. You can put 1,000 hours into this game and learn all possible survivor spawns. But when you spawn in the middle of the map or you are sent to a map with inconsistent spawns you have to guess where to go. This can already decide whether or not you will win the game.
BBQ is a way to deal with survivors that play more stealthy. In a way it is like exhaustion perks. It will work very well in some games and only give minimal value in others.
Easy:
they aren't.
I don't know why people always think auras are the death of them, but in general auras or information in general do not much without the ability to actually catch the survivor. A pig with Information where you are won't do much with it, a blight in comprehension will probably destroy you - that's the part most people ignore about aura read xD
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@KueenKara said:
Listen up nowhere to hide is for terrible killers. Like you cant find survivors so you use the perk and it plays the game for you like it is op no cooldown nothing you just kick gens and see all survivors like crazy to me if survivors had a perk like work on gen for 5 secs to see killer for 5 secs and keep regetting on the gen killer mains would be going crazy.
Okay: exhaustion perks and anti-tunnel perks are for terrible survivors. Like you can't loop and you can't get to endgame, so you use the perks and it plays itself for you. It's so op only 40 seconds cooldown in case of exhaustion perks and on anti-tunnel perks more than one use per round.
You see how horrible this reads? You're not explaining anything really, you're just saying hollow words without sense.
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@exDbd said:
This does not address the issue. The issue is all the aura reading killers get when survivors have little to nothing to defend themselves with a killer using aura reading build and add ons there is nothing you can do.
Okay first of all your entire post is talking against yourself because of that piece after that one
@jesterkind said:
I'd strongly recommend revisiting Distortion, it's a very solid perk that'll both keep your aura hidden a noticeable amount of the time and give you information about what the killer is running.
You also have Shadow Step, for doing generators + healing without worry the killer's going to snipe you with an unexpected aura read, and Off The Record for resetting after an unhook in peace.
If you're a very confident looper, Object of Obsession will let you turn the aura read back around on the killer, but admittedly I'd not recommend that unless you are very confident.
Additionally, you can always just react to the aura by making distance from the killer, with Exhaustion perks or other chase perks. Something like Champion of Light provides good distance at the first dropped pallet, for example.
Aura reading really isn't that big of a deal, there are plenty of ways you can react to seeing aura perks that frequently.
@jesterkind literally explains what you can do, even things not directly countering but still working , and it's relatively much. Chances are the killer will never touch the boon at all, otr is solid 3 minutes without aura and distortion is still usable if you ever let the killer chase you.
Besides the fact you talking against yourself, this entire post ignores the fact that this is literally only a problem for people that hide too much and can't loop properly in which case i'm not sorry at all. You're simply boring to play against and even a lot of survivors hate this playstyle from teammates. Even if I ignore that this playstyle is boring and just look at the strength of auras themself I don't see what you're even so worried about: a trapper won't get you even if he sees you, same with pig, same with michael, same with hag, same with freddy really, there are only a few killers that actually benefit so much from them that it's actually problematic and you didn't even talk about the strength-difference in them xD
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@daddroid1 said:
I intended the amount of BP to transfer from killer to survivor to be fairly small. I didn’t want it to be a massive game change, but something where a slugged survivor had SOMETHING they could play for during that final period. If you surveyed all the survivors who have been left to bleed out on purpose, I’d expect a large majority would like a final chance to stick it to the killer, even if it’s a small amount. PlsRewind, I’m more cooperative where its obviously a new killer (well, except when its Ghostface, lol) but a survivor can’t know those situations before the end of the match.
The birds for inactivity was intended not only to wrap up the end of the match, but also to apply to those annoying randoms who do basically nothing during a match when the other survivors are expecting some help to hopefully escape. Ideally this shouldn’t apply to someone with less than, maybe 30-50 hours in game.
Please click on "qoute" under comments when you awnser them, otherwise I don't see it. (Just as a sidenote and help for you :D)
Well then I guess it would maybe do what you proposed, would be way too much work for nothing for me personally xD
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@PleaseRewind said:
I do recall I was going for a adept and I slugged to chase the other survivor. Once I hooked them I couldn't find the survivor I slugged and they bled out. I didn't get the adapt. Can't recall if that was before or after they changed the adapt requirements for killer though.
Was a punishment for me.
They still don't count, lost my first-try hag adept on ormount because of this xD
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@daddroid1 said:
Isn’t the lore that the Entity created the game of DBD and enlisted killers to get sacrifices to feed its endless hunger? Whether by hook or mori, the killer does their job. Survivors failing to escape before the EGC finishes have the Entity take them directly. But a bleed-out gets nothing for the Entity, or any player – so in the heartless and unforgiving world of the Entity, isn’t a punishment for the killer appropriate?
From a survivor perspective, being in a 4x slug, or a late game 1x slug while the killer seeks the 4k currently means the end of any meaningful game-play, no points, with only a miniscule chance of crawling to an open hatch. That’s a rough equivalent to if Killers could be blocked from entering the gate for 3+ minutes while being tea-bagged.
So suggestion: If a survivor is slugged past one minute cumulative in the match, their crawling speed increases by 8%, past 2 minutes another 8%, the final minute they can crawl at 24% faster than base, or full Tenacity. If they bleed out, the Entity takes 500 BP from the killer and gives them to the survivor to reward them for evading a sacrifice. Now survivors have one final objective they can shoot for, a last defiance of the killer to make things interesting to the very end.
For killers, to end the end-game hide-and-seek, if a non-dying survivor fails to advance the game by NOT doing at least 20(negotiable here) charges on gen repair, healing or evading chase in a 4-minute period at any point in the match, there is a 30 second countdown to one bird circling, then 30 more to two birds, then 3 birds who do not go away until one of those actions is performed, which then resets the timer.
As far as I know the entity feasts of hope and suffering (I think emotions in general), so he doesn't care at all if he gets the survivors physically as a offering.
Survivor-thing: no killer will ever care about those bloodpoints lol. Besides that this is probably the objective of most people that actually care to do anything at all then still, it's nothing new. Idea on itself is okay I think? I guess depents on the reason the killer sluggs, for adepts it will be hell everything else oh well xD
Killer-thing: that would be nice in some rounds. It also sounds pretty managable as survivor.
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@OrangeBear said:
- The Biggest problem chucky currently has is the 14 second cooldown, the cooldown currently hard limits chucky's maximum effectiveness. Even the best case scenario of a 28 second chase time is relatively not impressive, ideal or enough against some teams. Similar chase killers have much shorter cooldowns and far stronger cooldown add-ons.
- Slice and dice is just not as flexible as it used to be. After some practise i am still able to get similar hits at loops i was before, however, the slower speed means you cant slice and dice as early as you used to be able to, resulting in longer chase times in addition to the already longer chase times from the cooldown.
- This change to slice and dice has made the duration of Hidey Ho feel too short. Since you need to get closer to the survivor before launching your attack.
- Chucky is very vulnerable to pre-running and exhaustion perks. Chucky has always never had good map mobility, but it's even worse now because slice and dice is slower. He is also very vulnerable to the use of Lithe, Overcome and Dead Hard since slice and dice makes it easy to time the activation.
- He also has a pretty limited pool of perk and add-on choices. Being 4.4m/s and M2 and having no map mobility i find limits his perk choice quite a lot. He also only has a handful of add-ons that are even worth considering, and even then they are only minor boosts to his power.
- Scamper is still not practical to use. Even with the reduction of time it takes to scamper, it's use case and counterplay of moving to a "blind spot" remains the same. It is not a reliable chase tool and certainly does not compensate at all for the other nerfs.
Overall Chucky is in a state where he does not stack up to similar options. According to community collected stats his pick rate and kill rate have also dropped dramatically, being the worst they've been. This makes sense, because even launch chucky was better than current chucky, as he had a faster slice and dice and scamper that allowed him to counter god pallets.
As a short term solution i suggest decreasing the cooldown to 10 seconds from 14 seconds, as well as increasing the duration of hidey ho mode from 14 seconds to 16 seconds.
As a long term solution i believe Chucky needs an Update, that re-introduces manual scamper as well as an add-on pass. As well as some tweaks to Slice and Dice.
I main Chucky since release and unfortunately it's gotten to the point where he no longer feels as worthwhile to play, which is saddening.They should simply give him his speed back and that's it. The problem was that he got 2 cooldown nerfs and one speed nerf at once, the cooldown ones are already enough - I don't know why they even nerfed his speed so drastically without even testing it.
Ps: the dash duration should of course also be reverted with the speed xD
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@Reinami said:
It is miserable playing as survivor right now in solo queue, every other game one of my other teammates gives up immediately and just "goes next" as fast as possible. It is insane especially since these games are more than winnable if people just played the damn game. At this point i don't know why these people even launch the game.
Often people just dc or kill themself on hook because you found them first. Other reason are:
You mindgamed them, you didn't fall for a trick they learned on youtube (questionable why this even works there at times xD), you just did a trick they didn't know - no matter how porpular and normal it is, then there's the ones that dc because they tbagged you and got destroy in the next 20 seconds (what wonder that people tbagging are often not as good as they think xD).
That's just a few of the things I saw as killer myself until now and are relatively common, there are surely more and weirder reasons.
I can't tell you why this people play this game, but they also annoy me. Because of them the rest of the survivors always expects me to play much nicer or even farm with them, but I don't want to handicap myself or farm for ages, I want to play killer.
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@BroRespectTheBoop said:
If they arent going to leave:
A) Force them out?
B) Force them out?
C) Force them out?
You know what survivors are tired of that we have no control over? Being slugged. Don't waste our time if you aren't going to hook us.Your problem on that point is that survivors never left quick as long as I play (roughly 21), they almost always stay in the gate to taunt the killer especially with dh. It's literally so normal that survivors don't leave instantly and dh out of the game, that I mindgame dh when they want to give me a hit lol.
That was way before slugging was such a big thing, especially entire bleedouts.
Well but I agree forcing them out is the fastest and least annoying way for now.
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@Oputeeva said:
Please nerf it, impossible to play against especially on indoor maps, if you can't nerf aura part of it at least remove all her bear traps
I hope that's a joke, it's still pig, even when she knows where you are she can't do much about you. It's basically just wraith yet again and there it's also not too strong, so I see even less of a reason to nerf it for pig xD
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@Onuf said:
It’s simply impossible to get rid of a maniac just because there are a lot of hooks on the map
I'm sorry but this isn't friday the 13th or VHS, you're are not supposed to be able to kill the killer and I'm very happy about it.
Also you're not supposed to escape his grasp on your own, you ether need specific perks or help by your teammates. The timer just exists to make this possible and prevent the killer from taking you to the basement from anywhere, he's not supposed to give you an chance of escaping without any help.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865747#Comment_3865747
That's why the devs need to start treating this game like they're developers, not an overbearing mother. The thing that causes the most pressure on this game is playing and knowing you're in a rigged match, because killer (and bad teammates solo) feels that all the time. Not this imaginary pressure about MMR or rank, which literally every game does except this one for some reason. To protect people's insecurity or something? This is sissy crap.
I believe that the people can take it no issue even if they are a bit scared there will be people that feel preassured by it, so I think they should just have it activated normally but give an option to toggle it if you really want to. That way everyone would be happy and we wouldn't have this type of guessing with the mmr xD
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@angel_pellegrino said:
The main thing I hope for in the new year is getting to play as killer in custom matches and at least getting some BP or being able to complete challenges. Heck, I would be happy with just challenges alone for that matter. Sometimes, I just want to try out killers and perks and do some challenges without getting curb stomped and t bagged in a public match.
I love DBD and enjoy playing my killers. But sometimes I just don't have the energy to deal with some of the stuff that goes on in public matches, and some nights I just want to feel like I'm progressing the game without encountering all that. Ghostbusters Spirits Unleashed gives players the option to progress the game either with bots or other players, and it doesn't take away from the game and people are definitely still playing in public matches as well. It gives newer players a chance to learn without embarrassment in a public match. And it lets more experienced players have a bit of a break from the competitive and frustrating nature of some of the public matches. It also cuts down on some of the survivors going into matches and sinking a team by just focusing on their challenges or tome.
I don't think that will happen because you can just play against friends and therefore farm bloodpoints or challenges without issue xD
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@BCSG said:
Most definitely seems to be related to her inventory as this happens during "loading inventory" now. She was getting it sporadically months ago, but it has returned after she collected quite a lot more items during the event and will not allow her to progress past the loading screen (almost always upon loading inventory or loading onboarding).
What she has done:
There is no pending system software or DBD update.
She has rebuilt database
She has reinitialized her PS4 and started over, redownloaded game.It seems that PS4 is simply unable to load the game due to her inventory now. I've added her account to my PS5 and my PS5 seems to struggle at the inventory load (hard freeze for about 10 seconds), but it does load the game.
If DBD could cache the inventory somehow iso needing it to be loaded all the time (e.g. load only once you select that character), OR allow us to delete inventory, it may help us avoid this.
Mhh I still can't image it's the amount of items... well maybe if every single item has it's own entry, with 10k items you'd be on 10k entrys, but even then it shouldn't be a problem normally. Well I guess dbds bad optimization combined with the ps4 isn't too good of a combo, she should probably try what @Emeal proposed for now.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865736#Comment_3865736
I agree - I dont mind using victor on a healthy person because it keeps people injured plus the addon where they are broken for 20 seconds afterwards is so good. Not to mention they can't work on a gen with victor on their back. I like to use the addon as well where it takes 2 seconds longer to get him off your back lol
Well I use wooden sword and the one where you run faster most of the time, so in my case they just keep him on their back for 30 seconds and heal afterwards. I mostly use them as a leathal version of legion where I injure people first (mostly m1, sometimes victor if I can't use him otherwise) and then down them with victor.
That being said I don't play them too often, huntress and chucky are probably the closed killers I could call my main xD
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@danielmaster87 said:
Because when nobody's high MMR (because nobody can see it), everyone is! That's why it's a screwed up system, and forces bad arguments on balance.
I find it pretty weird that they hide it in general.
As fas as I know they do that so nobody feels preassured by this number, but in the end it just shows in which braket you are, it doesn't even mean you have to feel bad if you're in a lower one because against your opponents you can still do pretty good and after a while you'll get in a higher one. Even if you feel preassured to play increadible just because you're in a high braket I don't understand it, people that are in a high braket will probably not have this mindset in general, they wouldn't be up there otherwise normally (now's the problem on my arguments that I assume a mmr-system based on skill that we don't really have xD).
Even if some people felt preassured they could just have made it a toggle to deactivate showing it.
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@TrollingProp said:
Anyone else notice this?
I mean she's supposed to be a pirate as far as I know, so it could be worse regarded to creativity. Also I like the imagine of her running at you with 800 km/h and commanding her dog to get you, I feel like that's much scarier than some other killers.
If you want excampels from the past: trapper, trickster, skullmerchant and probably a few more when I think about it with more time. (Also in tricksters case I just want to say that he's maybe a joke regarded to looks, but I love his story with killing the members and using screams of his prey as sounds in his songs. Unrelated to the topic I just love his laugh and how goofy he is, so I don't have a problem with him not being scary from the looks.)