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KatsuhxP

KatsuhxP

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  • @Lixadonna said:

    This whole Bone Chill is so vanilla it could have just been placed in Standard Queue.

    I feel like it's not really interesting anymore in general: the skins are okay, the quests are weird especially because the first one for killer (I think?) is killing a snowman jumpscaring you with a snowball, the offering doesn't give too much of a boost and otherwise there isn't anything new or interesting.

    Well at least my girlfriend is happy that the effects of the lobby, of the offerings and of the loadingscreen are so pretty, so I'm also happy with it xD

  • @fussy said:

    Didn't play a real match yet, only few matches in custom with bots to test it out, but first time I had fun to play her.
    0.15 seconds camera redirect and faster dog's vault made a lot of difference, but also I didn't notice any bugs.
    I will test her in real matches later, don't think she will perform good against strong survivors even after these changes, but seems like bearable against average survivors.
    Create this post to ask how everyone feel about her after update?

    She feels a lot better, although I think her redirect could be bugged. When I flick instantly the dog sometimes runs in the completely other direction than I wanted, I also have to say it could be that I just overflick very far because the dog is third-person and I'm playing chucky as example with 5k dpi and wolf-form with 2,4k so Idk if I just don't play on the right dpi with the dog yet. I can't really see it sadly because it's so quick.

  • @UltraLight said:

    Hello all, I would like to know what everyone thinks about recent Chucky changes. As for me who sometimes likes to play him, I think it's too much. The speed nerf on dash is the worst since it feels clunky now and way easier to dodge.

    I don't feel playing safe this character regulary considering how offten he is changed. It feels like every few weeks he gets nerfed/changed for the past few months and it's not fun.

    I think 20% is a way too big nerf for his speed without any testing, the double cooldown-nerf made it so much worse. He feels so increadible bad now, although I still win I feel like it doesn't feel good to play him anymore.

  • @Iron_Cutlass said:

    This is a bit of a mild rant about how the DBD community discusses topics such as Generator Speeds…

    5 Generators. Survivors have to complete 5 Generators, which take around 90 seconds per Generator to complete. Yes there are ways to shortcut the Survivor's objective, such as bringing a toolbox or perks to make the Generators go faster, but it often leaves them more vulnerable to the various Killer strategies available (tunneling, proxy-camping, slugging, etc.).

    I see a post every now and then about how Generator speeds are too fast or how slowdown is ineffective. "All the Generators get done quick, something must be done about it," but within these discussion, I think people kind of ignore how DBD, as a game, is structured. When all 5 Generators are completed, the game isnt instantly over, the Survivors dont instantly escape, the end-game exists to give the Killer a bit more time to wrap things up or pull the game back into their favor.

    Technically speaking, (while I dont have %s to give) a vast majority of my games I win as Killer, often only running 1 or 2 slowdown perks and relying on macro gameplay to slowdown the game and strategically deal with Survivors by applying pressure in the right areas. I dont win every game of course, but I do win a majority. A lot of these games that I win, a decent chunk has all 5 Generators being completed, but Im able to pull things back in the end-game or the game-state is in a way where it doesnt matter if all Generators get done since Id still leave with a 3K or higher.

    Endgame IS important. A lot of people like to write it off about how the Exit Gates dont take that much time to open and how you are always going to lose in Endgame but it is far from the reality. Perks can extend the Endgame and help with much needed pressure, and you dont have to worry about protecting Generators since your objective at that point is to play for kills. And even without perks, playing smart can give you an extra hook(s) which can make the difference between a 2K and a 3K.

    Overall. Im tired of people ignoring the impact the endgame has on DBD, especially when it can make a massive difference.

    Well it really depends on the killer if that works, you won't win with that as a trapper for the most part as excampel. There's no way that this killer is strong enough to rely only on macrogame and win that way, endgame is also not really possible with him.

    As huntress as excampel I don't use slowdown at all and play her with a lot of aura: bbq, lethal, floods of rage and iron maiden (glowing concuction also). I win a lot with this build when I play huntess actively and my snipes are on point but I'm sure I could never do that as legion as excampel, he's just not strong enough for that.

    Also to make endgame a sizeable factor besides 1 kill probably you'd have to use endgame-perks. If you use endgameperks and slowdown you'd have to ignore more categories of perks, as excample aura- and chase-perks. While that can work it would need a stronger killer yet again and a person that actually wants to play that way, I personally actually want to win the game during the game and it feels worse otherwise xD

  • @VibranToucan said:

    The Dead by Daylight fandom wiki is the official one and I hate it.

    I have a lot of times found inaccurate information.

    But more importantly they recently started running ads that cover your entire screen for multiple seconds. It is so annoying. It makes me not want to look up information.

    What? it's almost always super accurate, there's rarely anything wrong with the informations on it.

    I think it's one of the best wikis I've ever seen

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853023#Comment_3853023

    Thats not the idea behind it. The idea is when the killer allready has killed a survivor, he has an easy game. When 4 survivors are allive the game is harder. Thats why as long as 4 survivors are alive, the game will be easier for killer as it is now.

    The objective of the killer is not get the first kill ASAP, the objective of the killer is to kill as mutch as possible.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853192#Comment_3853192

    They did it on every hookstate to balance out the result of the game. This idea is to blance out tunneling/spreading out the hookstates. Its a different mechanic.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853189#Comment_3853189

    It still is. How i wrote on top, with balancing it is important that tunneling one survivor out is still the "best" tactic. If loosing a teammates would be too benefitary for the survivors they might implement a tactic to sacrefice one survivor at the start (what would be very unhealthy for the game). It would just switch the balance between tunneling and speading out hooks a bit more into spreading out hooks.

    The problem is that this mechanic punishes me for getting kills quickly, I surely won't just leave a deathook survivor just for the sake of my genspeed not being 800%. This doesn't even just punish me for tunneling but even if I switch between 2 people whats the maximum you can do efficiently, I'll get punished when I probably get a kill around 3 gens and it doesn't make sense at all because I didn't even tunnel but just targeted tactical.

    Also it's super annoying with constantly changing genspeeds because you have constantly to think about how fast you'll lose gens if you do that specific thing now. I don't want have gens I could hold normally and next seconds I lose all of them just because I got a kill, it's just super annoying like this.

  • @Jspect said:

    https://us.v-cdn.net/6030815/uploads/0BVDTFMBA220/image.png

    They gave Houndmaster some facial expressions in the lobby, when you select her she abruptly smiles and it doesnt fit at all, it just looks terrifying lmao, in a bad way. I Always thought her intro animation was super bad-ass now its just weird tbh.

    The other ones are really cool though keep those

    It needs to stay, it looks super funny xD

  • @Langweilig said:

    Killers saying lightborn is fine, while distortion had to get nerfed. Never gets old.

    I never had a problem with distortion and I say that as huntress with: bbq, floods of rage, lethal and iron maiden. Not to mention I used bbq on every single killer with lethal for the most part and I saw them quite a lot xD

  • @Hanuka5 said:

    Hello, what do you think about increasing the Time survivor needs to finish a gen by for example 20% but reducung the time they need for every survivor killed by for example 40%?

    I dont have concrete Numbers (so i just guess some) for it, but im sure its possible to balance it out so the winrate doesnt change. So this is not a killer nor a survivor buff.

    The idea behind it is to insentivise a gameplay style where you try to hook every survivor at least once before you start going for kills because the gens are way faster as soon as the first survivor is dead.

    ATM when you have 1 survivor dead at 3 gens; the game is pretty mutch gg and maybe it would be more fun if the survivors than still have a pretty good chance to finish all gens.

    This Idea has to be balanced in a way that tunneling still works, but is just weaker as it is now. Its important that killing a teammate for the buff isnt a solution. So the game has to be harder with 3 people to win as with 4. So tunneling wont vanish, it will just become less common since "not tunneling" will be rewarded.

    Worked horrible at 2vs8 so please don't do it again xD

  • @BugReporterOnly said:

    I was looking everywhere and he was exposing me left right and center. Most likely he was crouching and leaning in a way to expose me without seeing him and I'm sick of that bullshit coupled with his broken reveal mechanic. Leaning and crouching while stalking should be removed and his reveal mechanic needs to be fixed. He also needs to expose at a distance to be able to do it faster like you did with Myers. Also we need something to prevent stalking at a distance the hooked survivors in general but stealth killers are the worst with it. Maybe we need to start seeing auras even in stealth mode.

    "Oh no a STEALTHKILLER that's actually stealthy, how on earth would I be able to play against that!" *he says while he's on the worst gen imaginable against a stealthkiller*

    Bro his entire point is being stealthy to try to kill you without you seeing him. Besides that you're twisting a lot here, michael myers stalking system is just bad, he should also be able to stalk more behind objects it doesn't make sense that you can't do that anymore as soon as the survivor is behind a tree by 30% xD

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852998#Comment_3852998

    So basically if it's timed well then there isn't much a killer can do in that situation. The killer relies on the survivors poor timing, that's why lightborn gets used so much. I agree the pick up is definitely more common and in indoor maps it's not too bad because killer can position themselves to face a wall for the pick up. But it's open maps that cause the issues. It's all well and good to check around for any survivors skulking nearby before going for the pick up but especially if they have sprint burst they can speed up and flashlight save from out of nowhere and there is nothing the killer can do because they are in an open area.

    Yeah I know it's very annyoing for the most part, it was just to clarify you can't be saved at all times and just in specific cases xD

  • @Mechanix82 said:

    BHVR can you please do something fun with this perk???? Completely countering an item is not a good thing. Why not make it if you flashlight the killer you get exposed for 20 seconds or your exhausted something that is intresting beside oh the brought a perk so your item is no longer able to be used.

    Sure right after flashbangs can't be dropped inside me anymore because that's just masochistic to play against without lightborn if everyone runs lighborn, sometimes even one is enough xD

    Just a little add:

    Actually I have a idea what we could do after fixing lightborn, I know many people are annoyed it's even countering a single flashlight. We could do that it increases the time it takes for flashlights to blind you by 25% on 1 person, 50% on 2 and full immunity as soon as we have 3 flashlights or flashbangs (on flashbangs it could maybe give a little mercy-window like flashlights have on 1-2 stacks). It would be changed midgame depending on what the survivors have at the moment and only count flashbangs as soon as you saw them.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852892#Comment_3852892

    I would honestly love to know how to avoid being blinded when picking someone out of a locker or out in the open, or when smashing pallets.... All of which have a lengthy animation. I understand positioning is key but you can't position with a locker, it's unavoidable. Maybe it's an mmr thing, I don't know but early days it wasn't an issue...these days it's crazy. Lightborn is a perk like any other is so if that's a crutch then every perk in the game is a crutch

    Well you can only be blinded by flashbang if timed right AFTER the end of the opening animation or after grabbing someone out of the locker while jumping out, in any other case you have immunity against blind while interacting with lockers. That being said I've just seen the flashlight one a few times even if I played against flashlight/flashbang bullysquads, the one with grabbing directly is more common.

    Both of the issues could be fixed with a lingering effect of 2-3 seconds after the end of the grabanimation.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852819#Comment_3852819

    It feels so slow. Much slower than on Sadako (I rarely play other killers)y

    Like I said, it's just the animation. I think it's part of her design that she is supposed to feel controled and therefore slower/relaxed, I think it's fitting for her.

  • @Langweilig said:

    It takes ages.

    it just looks like it, the speed itself is the same like any other killer at least if it's not buggy xD

  • @Brightened said:

    It should not be a one hit down for devour hope or No-Ed. That's all :)

    Oh also fix the game for survivors.

    Why shouldn't it be? You didn't use his rightclick so of course it counts for both of them, also it's not even a really strong form xD

  • @Jacknalls_Paw said:

    @KatsuhxP

    The problem with this is that weak killers need slugging.

    Dude he just said he went against 8 Blights/Nurses in a row… and actuallyno, most of the time killers don't really need slugging to win a game.

    If you play a weak killer on a map that actually has loops and the survivors are capable of using their brain: yes you do, you won't win with pig or michael otherwise.

    And thank you for the completely useless sentence with blight and nurse: if you would read my comment right you'd see that I said that that's the problem with making unbreakable basekit, I never said that he played against weak killers or even thought that. I agree that it's really evil to slug and bleed out everyone in that case, but that doesn't mean that we have to kill any preassure a weak killer can have.

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852225#Comment_3852225

    I mean I have nothing against tactical slugging. I understand that it is necessary and dont mind being slugged for a couple of seconds so the killer can go reload or chase some nearby surv and then comes back and hooks me.

    What Ive seen today is a lot of killers just coming into the game with the intention, that they are gonna slug everyone no matter what and that they are gonna let everyone bleed out to not even risk the 4%. I find it especially annoying when its done by highly experienced killers that would have stomped the survs anyways. Most games Ive seen the Survs lose one chase and are then on the ground for 5 minutes which in the end is rewarded with 5k points.

    Bleeding out as a gameplan is something I'm also not a fan of, but I wouldn't know how to fix this without destroying normal slugging.

  • @SweetbutaPsycho said:

    To preface this: I very very rarely play survivor. Im mostly a killer main and have like 90% of my hours on killer.

    Today I decided to do some challenges from the archives for survivor and the experience has just been absolutely miserable.

    First of all the killers I got were some prestige 100 nurse and blights 8 games in a row, which I already find very weird since I would assume that my survivor MMR is super low since I almost never play survivor and if I do I rarely get out cause I'm not very good. So I would think that I shouldn't go up against prestige 100 S-Tier killers with 6k hours in the game but apparently MMR thinks otherwise.

    What I found even more annoying was that 7 out of those 8 killers played the same strat, which is just down everyone, slug them, wait out unbreakables if they even exist and then let everyone bleed out for the rest of the match refusing to hook anyone. I mean my team would have lost anyways since when I checked their profiles most of them were players with like 100-500 hours vs 6k hours killer players. Noone lasted in chases longer than 20 seconds.

    Both those things combined, the wonky mmr system and then losing one chase and literally not being able to do anything for 4 minutes just makes for such a miserable experience. No fun to be found.

    At this point those killers are honestly just asking the Devs to make unbreakable basekit imO

    The problem with this is that weak killers need slugging:

    I'm by far not a michael myers main, but I won't have ever gotten his adept without slugging 1-2 people at once for a huge chunk of the game. It was rotten fields vs a swf and I'm sure I would have lost without it simply because even with a map with almost nothing to work with AND slugging I was on 1 gen 90%.

    I know that this isn't an argument for killers that actually use good perks but even then a pig or myers won't be strong enough to play without slugging if you really want to win, it's just physically impossible if survivors actually know what they are doing and have a okay to good map.

  • @menacing_goose said:

    how is it that tunneling is seen as a valid strategy to play off of but survivors running anti tunnel is crutch I’m obviously looking at this from survivor perspective so I need to understand from killers cuz personally I just see running anti tunnel as a means to safely play the game and go into a match which I find stupid in the first place because I shouldn’t feel I need a certain type of perk to play the game. I completely understand tunneling if you’re having a rough match to get pressure back and won’t even blame someone for it but there’s many people who tunnel at 5 gens like winstreakers, “comp” players etc. so it doesn’t make sense to me how running anti tunnel is crutch when tunneling is so commonly seen and played off as a strat when survivors have less control over whether or not their killer is gonna tunnel. You can be tunneled for being the weak link or if the killer takes a bad chase on you so it’s not like there’s an in between so I just want to hear from a couple killer main perspectives

    I don't judge it really if it's valid, but most people use it offensive instead of just as anti-tunnel and then is so ridiculous to have someone with flashbangs or flashlight behind you and you can't do nothing because he has every anti-tunnel perk in existance at the same time but you also can't chase or pick someone else up. Often they aren't even able to loop without them and basically only live longer than 3 minutes because they spam those perks xD

  • @danielmaster87 said:

    It never changes, no matter what level you're at. These naysayers keep thinking you're new and just need to improve. Little do they know, it doesn't matter even if that's true, because you're living the same experience as a high level killer. Can't play anyone but Nurse/Blight or else they stand no chance. Most of the people saying killer is fine only look at those 2 killers. It makes no sense, what they say, otherwise.

    You're right. The survivors don't even play well, and they just win. Meanwhile, you're sweating the whole time. The moment you chase 1 decent looper, it's over, because there's no-mindgame spots where they always have the advantage at, and waste a guaranteed amount of your time. Time that you can't afford. They're playing meme stuff like multiple exhaustion perks or Urban Evasion, but you've got 4 slowdown perks and it does nothing. I want to go into more detail, but I think most people on this thread have made up their minds. Killers just don't lose if they're good, apparently.

    That's also false?

    If the survivors get stronger with yourself at roughly the same speed and you already struggled then yes, you'll continue to struggle. But if you're just way better... you're way better, I played many times on the account of a friend or my girlfriend and it both cases it wasn't more than a bad joke how easy it was to win those rounds I even played killers I'm super bad with and didn't even sweat a bit. Your statement is only true if the survivor are just as good as you or better, otherwise it's easy to kill them for the most part xD

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850773#Comment_3850773

    I was so confused when it was used when I was Freddy last night. I swear I think I hooked David 4 times.

    Funny perk isn't it? At least it gives you the information who used it and then you know who to tunnel xD

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850747#Comment_3850747

    But say I'm running the perk and I've been hooked once already and I use it on another Survivor who is on 1st hook. You're actually better off now, right? Because before I used the perk you had nobody on 2nd hook. Now I'm technically ready to go to my final hook, right?

    Yeah sure absolutely, but it's just this specific case and a horrible use of this perk. Normally someone that doesn't have stages should have used it to be efficient, otherwise you just change my victim, although I have to say that's also nice to have. You could save the poor dwight with 300 hours if use it on him and the killer switches on you with 5k hours as excampel, so you as a team have a better chance by dictating who the killer has to tunnel xD

  • @CountOfTheFog said:

    If a Survivor is swaping hook states, and the Killer is going for a 4K, the Killer will still need a total of 12 Hooks, correct? (Assuming nobody is left on hook to go to the next stage)

    In other words, it doesn't change how much hooking a Killer must do, right?

    The thing tunneling wants to archive ins't getting less than 12 hooks (that's what camping is for), it's killing as soon as possible. Shoulder the burden shoves the time it takes to tunnel this person out to the back so it's making it harder and is therefore bad for me as a killer.

  • @mahiroa said:

    I felt it was a bit unfair that the UI for only the survivors was improved in this update. Since a new perk that exchanges the number of times a person has been hooked has been added, I think it would be good to at least allow the killer to see the number of times all survivors have been hooked after that perk has been used.

    I mean we at least have a small version of it with the new perk, it's really good to see who I have to tunnel instead of the person I wanted before xD

  • @bruh9000 said:

    I've heard from the Outlast devs that they have contacted BHVR about adding an Outlast killer. If BHVR could do that, it would be awesome! Specifically Mother Gooseberry / Doctor Futterman from Outlast Trials, that would be 2 amazing universes joining.

    I'd love the doctor from the first one: I forgot his name but I remember him being funny, altough I wouldn't know what his power is supposed to be, he just had a weapon and tried to kill you with it xD

  • @CountOfTheFog said:

    Killers aren't supposed to see how many hooks per survivors and I didn't even hook her yet.

    Why does the new Survivor have what appears to be a hook next to her picture? It's not ping either, everyone had fine connections.

    https://us.v-cdn.net/6030815/uploads/TLXJXVDP0ANE/193902ec77815-screenshoturl-resized.jpg

    https://us.v-cdn.net/6030815/uploads/VESVAE0DH0ZD/193902ec77815-screenshoturl.jpg

    "Shoulder the burden" actually shows you who to tunnel instead lol xD

  • @yocieg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847179#Comment_3847179

    since every killer and their moms are running this build now, I’ve seen it’s applicable for several killers. Hound master (with her screaming add on), doctor, singularity ( newly buffed add on), trapper (will know when you disable his traps), and any killer running face the darkness and etc. I thought maybe people won’t be masochistic and WONT run this build since it’s so miserable to go against, but I gave killers too much credit. More than 50% of my games have been running it the past few days I’ve played. Had a match where Houndmaster didn’t really get hooks for devour hope to activate, but I was the first survivor downed with Devour and exit gates were powered. I tried killing myself on my first hook to force the rest out so killer can just get a 1k, but when you’re playing with randoms it’s very natural for them to try to get the save. It ended up being a 4K… Kind of ######### when survivors get punished (uncleansable totems) for being good teammates (leaving no one behind). That’s just my opinion

    I mean if you dedicate your life on it of course it's possible to use with a lot of killers, still don't have the synergy demo has with totems because of that addon xD

    And well I guess it's new, I didn't try it yet and rather did almost all adepts (excepts michael, hopely tommorow) because my girlfriend wanted to see it. I imagine it quite funny and that it actually feels good to not get your totems cleansed in seconds xD

    (Btw the killer is sadistic if he runs it to see you suffer, he'd only be masochistic if it would be pain to use and he'd do it exactly because of that xD)

  • @HINGIRIK said:

    If you are a Survivor main who can say "No" to what I say, if you haven't played yet or if your killer mmr is low, I recommend you to play killer. With each update, powerful perks come to the survivors, while only trash comes to the killers. Also, if you have high mmr and are playing a standard killer (Not Blight, Nurse, Spirit etc.), it is impossible to catch the survivor unless he makes a mistake. Have you ever seen that when you injure a single person, only 2 gens remain? While the mistakes made by Survivors can be compensated by their teammates, a single mistake you make while playing Killer (failing to win Mindgame, missing 50% pallets or m2, eating Dead Hard, etc.) can cause you to lose the game. Gen perks get nerfed every few months anyway. Why do we killers have to equip 4 gen perks when Survivors can play matches with fun build? Even if the Survivors you are playing against know a little bit about the game and only do average gen repair, you can still lose the game with a superior performance. Why do we earn 30K BP and get 0 kills? Do Survivors want to see Nurse, Spirit or Blight against them every match?

    To be honest, while I don't disagree that the genspeed on some teams is crazy I also won't just agree that it's like this in any case.

    I did around 22 adepts in the last 2-3 days and it's honestly very dependend on map, team, killer your playing, perks and addons. I got most of them first try or maybe second to third, even against team with 2-3 people with 3k hours in it. That's not insanely much if I think about the fact I play against 5-7 sometimes 10k, but it's enough against weak killers without perks are really struggling... well my point is that even then they only got to 1-2 gens xD

  • @AtoTimber said:

    literally just walk towards the locker then backstep to bait it out its pretty much like playing a pallet if you know theyre there haha

    I'd love to do that if the hitbox wasn't at least 1 meter to every side extended it feels like and where we are at it: palettes also stun meters away half of the time xD

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849399#Comment_3849399

    Yeah, I'd love to see someone do a non-lunge only match. So many loops just become god loops because their design is so bad, because it assumes you have the lunge and then some. And that, too. Play Freddy, Pig, Clown, Ghost Face. You'll get nothing with those killers, against good survivors. I know because I used to play those killers quite a bit, and do no longer. It's almost like people gage killer's strength across the board based on the performance of like comp Nurse and stuff. They never make the killer player sound human, or capable of error or inefficiency.

    Even with lunges a lot of the loops are ridiculous especially on garden of joy or eyrie of crows. You often have to loop nearly pixelperfect to get a hit because the hitbox of the killer is so big xD

  • @chronicdreamz23 said:

    Is it just me or is it really easy to play as killer? I can hit survivors from a very far distance and even when they 360 me I just swing and I am still able to hit them. My wifi and ping is very strong so that cant be the reason. I also noticed that slugging a 4k is extremely easy and seems to be a quick win when playing as killer.

    Did you really just complain that the normal standart-attack isn't hard to hit lol?

    If it's so easy to win with the way to easy standart-attacks then please show us a video against a swf with 5k hours (per person) or more on freddy by you. If you're still able to say that after that then sure, you win I guess xD

    Also it's depends on the killer if slugging is a easy way to win, on pig it can drag the game to ages if you try to slug for the 4k. I know what I'm talking about, I just got my adept with pig yesterday on garden of joy xD

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847207#Comment_3847207

    Hot take Survs should not be able to drop pallets while grabbed you got a giant dog on you playing tug a war how you gonna drop a pallet fr

    That's a hottake? That's just logical for me, but apparently not for bhvr xD

  • @NotAnotherDoctor said:

    Dear Devs,

    This killer is absolutely miserable to go against. Can you tell me why it's so necessary to have a teammate help you escape the hounds grip? This killer is gonna destroy what's left of solo queue.

    Once again we have a situation where you appeal to groups that play together. If you're not appealing to these groups you're appealing to some silly made up comp scene or to sweaty players.

    This chapter is the definition of the term "absolutely miserable"

    You can literally stun yourself out of the dog while he drags you through one, otherwise he works like deathslinger but with even more counterplay because someone else can help you escape in 2 seconds . She's so bad to play it's not even funny, there's no reason the dog would have to be even worse xD

  • @Namtellum said:

    so i feel theres some addons that are completely useless so i cooked up some ideas

    SOUL CHEMICAL

    Increases maximum rush tokens by 1

    SUMMONING STONE

    instantly shatters pallets upon slamming into them

    So soul chemical wouldnt work with ANY of his iris so i think it dosent seem like a terrible idea and it would work with his adrenaline vial to give him 8 rushes but adren vial still kinda sucks so its not that bad

    Summoning stone would still have a 2 second rush recharge rate so i dont think its a terrible idea but there could be a added downside

    LMK what you people think HAPPY THANKSGIVING!

    So...

    Soul Chemical is still a number change and probably still not used because you have better options.

    Summoning Stone is literally the main effect by one of his old iri's...

    Both is as uncreative as before, but I'll say if you want to give me something old from blight, then please give me old collision back, new blight feels horrible xD

  • @SuspiciousBrownie said:

    I’ve been playing a lot of survivor ever since this perk dropped an I have to say it has single handedly won us so many games. Even when killers have one gen left and are desperately trying to get one kill to try and bring the game back it doesn’t matter.

    People may not realize it but I’m calling it now this is the new meta pick. If you want to win you WILL bring this perk. Forcing a killer to spread hooks in this tunnel meta is just so strong. I won 9 out of 13 matches today 3-4 person outs

    For me it was pretty okay to be honest, I've just changed the person I'm tunneling and that's about it xD

    Well I didn't have a swf with it, should be a lot stronger like that ^^

  • @baharuto48 said:

    Title.

    not sure about that, I've never really played trapper because I don't like placing traps and force people into them, but I'm sure that he would be better than her if I played him a lot more xD

  • @yocieg said:

    The day before the update I had already faced a Demogorgan who was running Thrill of the Hunt, Devour Hope, Pentimento, and Undying. After the first hex totem was cleansed (took me forever because he just teleports to the totem), he was able to place penti. This game style is just annoying and with the new buff to TOTH, survivors can spend 47 seconds 2x cleansing DH and an additional 28 second for both penti totems. Surely you cannot just leave DH on the map when it’s been activated, as well as penti. It makes doing all of the objectives punishable and extremely difficult to cure when a demo places their portals on the totem. Want to clear the portal? Now the killer knows where you are and you won’t have enough time to cleanse the totem

    In which way is that abusable, that's the only purpose by thrill of the hunt: it's literally only there to defend totems.

    If someone is actually so masochistic that they want to use an entire totembuild and defend that at the same time with gens, then the person should have at least a closely okay build that doesn't crumble down to pieces in literal seconds. Not to mention that this level of totem defending is basically demo-only and they nerfed the addon that made this playstyle a little bit easier to death .

  • @thepiesalie said:

    dead by daylight will always be a flawed game because not the developers but the people who play it. No matter how good or bad (most of the time) the lobby is the players make it terrible. Camping, tunneling, teammates afk or just bad etc. 2v8 is the only thing keeping the game fun and alive but sadly devs don’t wanna make it a permanent game mode cause they know more people will play it than their core mode 😭. Basically all I'm saying is make 2v8 permanent and stop making terrible killer and stick to normal m1 killers. The game is more fun when it’s casual not competitive (which is what people have saying for years.

    Here's the thing: m1 killers are just bad for the most part and on top of that boring to play, there's a reason why most of the strongest if not all of them in tierlists have strong powers. You'd have to buff m1 killers massively to make it any viable to play them, otherwise close to every new and a lot of the old maps would be absolutely impossible to play on.

    (I'd also find it boring to play against btw, m1 killers feel mostly the same because well... they can m1 and most of the time some utility things that don't make it as different xD )

    But I agree that 2vs8 would be fun to have as a permanent mode, maybe weekly or monthly changing the killers that you can play.

    They'd also have to look at the comeback mechanic: it's really brutal how fast gens are because of that, you lose more often than not because you hook too quickly than because the survivors are too good. The only thing you can do is slugging, but survivors also hate that so it's lose lose for both sides xD

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433596/nerf-the-new-killer-thank-you

    People like you are really fun you know that? In no world she would be strong enough for you to know that she's super op already, it's only 4 hours lol xD

    Learn how to play against her first and then we'll see xD

    @Weepeme said:

    That is all i have to say. Don't come at me with defensive comebacks or tryna telling me off. She needs a nerf thank you.

    I tested her by now and holy it's not even funny how bad she is, I'm not playing her perfectly at all but even trickster outperformed her for me at release I think xD

  • @Weepeme said:

    That is all i have to say. Don't come at me with defensive comebacks or tryna telling me off. She needs a nerf thank you.

    People like you are really fun you know that? In no world she would be strong enough for you to know that she's super op already, it's only 4 hours lol xD

    Learn how to play against her first and then we'll see xD

  • @solarjin1 said:

    I know the event still got one day left but what class did yall see the most?? I saw nothing but medics! especially when it was a swf. Nearly all the survivor SWFs i ran into had quadruple medics that ran in pairs of two. On the killer side it was pretty diverse but shadow was base kit on a few.

    it slinger? you know it shadow!

    playing trap daddy? ShadowShadow

    minding your god damn business and u hear the chainsaw right next to you....

    Some killers just don't have a synergy with a class.

    Nurse as example can't use the brute because she doesn't kick palettes at all however she's really good with the one buffing movementspeed of the other killer if you're far away.

    Blight can use the one of nurse or brute.

    Wraith wants the one that gives him speed when unseen.

    Slinger and Huntress I'd give brute, maybe huntress could also use the one of nurse

    Spirit I'd give the unseen one or brute.

    Trapper brute.

    Hillbilly I'd also give brute or the one of nurse.

    If you want your classes to do anything you just have 1-2 choices per killer and it's not like it would be equal in strength on any of the killers. As example blight is insane with brute but if you have a trapper you want him to have brute and use the nurse one as blight, he's strong enough to still be viable but trapper isn't at all without those things basically.

    PS: I just saw the unseen one is also the one with speed for your teammate, so basically everyone can and should use it xD

  • I'd say it's hillbilly at 1 and then between blight and huntress at 2. All 3 of them can easy get half the hooks alone without huge work xD

  • @Mandy said:

    A lot of this is due to FOV, if you've increased your FOV you also increase the angle that you can be blinded by.

    Is that supposed to be like that? it feels really weird because some angles are just impossible even with the fov added, you don't even see the light at all xD

  • @OutlawRacer666 said:

    I know this is going to cause a lot of the community to be upset and disagree, but I am going to make my argument below.

    1. The Cages: Once a survivor is caged, the killers patrol the edge of the cage and wait for them to become uncaged and rush in and down the two players. The cages also do not give a player the opportunity to struggle and escape. Remove the notification when a survivor is uncaged.
    2. Generators: If the survivors do not get 2-3 middle generators finished, then the game is over. The patrol patterns become too easy for the killers to patrol.
    3. Generator Regression:
    4. Aura Perks: I feel like I spend 50% of the match with the killers seeing my aura, from either generators being completed or other perks the classes have them running. We are legit being punished for playing survivor when a generator is completed across the map and my Aura is revealed to the killers. If Aura perks are going to prominently be what the killers are given to use, then there needs to be a cooldown associated with the Aura actions.
    5. OP Killers:
      1. The Wraith- If the wraith is invisible then I should be able to pass through him. It is unfair with the generator locations that the wraith can sneak up and body block you in a corner and ring his bell and hit you. It is unfair when you are in a chase and they are way faster than you and they can go stand in the pallet you need to escape and block you. He also needs a cooldown on how fast he can go between being invisible and visible. I am fine with an instant visible from invisible and let him skip ringing the bell. But to back to being invisible should have a 30 second cooldown to make players choose their moments.
      2. The Huntress- This Killer is OP in 1v4, now she is buffed in 2v8!? What dumb logic is this? Her hit box and aim assist are atrocious! I am getting hit with axes thrown 10+ feet behind me (Video Below).

        https://youtu.be/ZM-BvzoIE6U?si=a4F9M0qZSvgQ3TJU

        On top of that I am getting domed from across the map. She has too many axes and needs to have a 30 second cooldown between axe throws. Now if she goes and picks up the axe she just threw then it should be an instant cooldown. Also add a maximum range to the damn axe, it is absurd players are getting domed across the map.
      3. The Trapper: He has way too many traps. It feels like every pallet, every window or narrow walkway in the game is trapped at this point. Traps also need to be easier to escape with 2 killers, it took me 10 tries once to escape 1 trap and then I got downed right afterwards.
      4. The Deathslinger- This killer gets to hold on to survivors for way too long. The players using this killer in 2v8 are holding survivors to wait for their buddies to show up so they can double slug them and instant down. Yes it is a good strategy, but frankly unfair given many of the other points. If a survivor is fully reeled in, they should be able to escape before he slugs them. Make the reload time slower for the gun.
      5. The HillBilly- This guy needs a cooldown on his chainsaw and 1 hit down ability. He is able to use this ability way too often and even in 1v4 it is game breaking.
      6. The Nurse- No major complaints. It would be nice if she couldn't warp between floors.
      7. The Spirit- No Complaints
      8. The Blight- No Complaints
      9. I am also noticing that Pallet stuns and flashlights do not seem to be working to rescue survivors. Perhaps adding a longer delay to when a killer is able to cage the survivor would be a benefit?
    6. Hatch: I appreciate there being 2 hatches for 2 players. The only changes I would suggest are; Once they spawn and are open, give survivors a speed boost for 20 seconds and showing the aura's of the hatches and killers once they are closed. Once they are closed, also perhaps spawn a chest with a key that can open it and reveal the Aura to the survivor.
    7. Exit Gates: In 1v4 there are 2 gates for 1 killer to patrol. In 2v8 there're 3 gates for 2 killers to patrol. It is nearly impossible for a survivor to open a gate an escape in this mode. My suggestion is to add a 4th gate to keep the 2 killer to 1 gate ratio and to increase the gate opening speed of the very last survivor if there're 7 dead. Spawn the exit gates on all 4 sides (N, S, W & E). Right now (1v4 included in this comment), the gates seem to spawn too close together.
    8. Maps: Make the maps bigger. I might be wrong but the last 2v8 seemed to have bigger maps than the ones we have this time around.
    9. Survivors: All survivors should have an additional perk.
      1. The Escapist- Give them the lucky break perk.
      2. The Scout- Give them the Leader perk.
      3. Guide- Give them wire tap.
      4. Medic- Give the medic off the record perk.

    When the que to play killer is a half hour wait and there's a 300% bonus to play survivor.. You know the killers are unbalanced and no one wants to play survivor.

    1. Good job you succesfully lost intentionally as killer by doing that.
    2. Same in 1vs4 mostly, you always have to do them. It's your fault as a team.
    3. Regression doesn't matter at all, you'll lose even with constant downs because of the "comeback"-mechanic (more like "you'll lose more matches the faster you down and the less you slug at least if the survivors are remotely doing gens"-mechanic).
    4. The conditions are set and easy to see, also you're getting a notification.
    5. I don't even care to say anything to that because nurse is fine for you but wraith or even trapper are op lol. This made the entire post invalid.
    6. Horrible change, 3 hatches (btw not 2) are already 1-2 escapes without slugging.
    7. Already impossible to protect the gates, if you're unable to open them it's on you. You don't just have 3 gates but they are also very far away most of the time.
    8. The maps are already huge and basically for any killer not speed unplayable, we don't need them to be bigger.
    9. Survivors do not need buffs, it's already rough with the comeback-mechanic.
  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843689#Comment_3843689

    To be fair, Hens overly dramatizes his games in general.

    Out of personal experience, both you and @KatsuhxP are correct. It's also nothing new.

    Yes it happens pretty regulary and since I play this game, probably even longer. I hope they fix this someday, maybe at least synchronize it better so it look so brutally off xD

  • @TangledNoodles said:

    The hits are so wonky. It can't be my connection cause I don't lag while i'm playing DbD or any other game. I am also not lagging when it happens but I still get hit and you can clearly see the hit has not connected. Same with vaults, sometimes I fall so far from the window it's actually funny.
    Someone please explain what is going on or what causes this.

    It's not only your ping but also the killers. If the killer has a bad ping you're usually hit by hits that are super far off, this gets worse the worse your own ping is, so if you have a ping of 8 you're less likely to get hit by those than with 40 as excampel.

    dbd is increadible bad optimized for bad ping and that's why things like this happen then.

    (Ah it could also be buggy in some way I won't just dismiss this option, there's a bunch every version, so it wouldn't surprise me at all xD)

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842035#Comment_3842035

    sure 80 isnt good but its not so bad that you'll see someone like me teleporting or getting vaults/no-hitreg wen im not supposed to

    It's actually already enough to get hit more often as survivor and get more hits as killer xD

  • @BugReporterOnly said:

    I'm sick of ranged killers like Huntress and Deathslinger being used in this game mode. 2 of the same types of killers shouldn't be able to team up like this. It's like if Billy and Bubba could team up hell no.

    But why? A nurse and a huntress or a hillbilly and a huntress will preassure and destroy you so much more. Deathslinger is more luck in that situation because he doesn't have a lot of map preassure, otherwise you have a huntress with range over the entire map and a killer like hillbilly or nurse that's insanely fast and lethal added to the constant fear or getting sniped xD

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842014#Comment_3842014

    i shouldnt be punished for having good wifi while someone else has bad wifi

    + my country has slow wifi speed yet i still manage to get my ping around 80, not 120-200 🤮

    I hope you're aware that 80 ms isn't insanely good on itself although still playable (And I can say that confidently because I have 40-80 depending on the mercy of my internet). Also you'll drop to 120-200 ms probably as soon as it's not perfect for that moment if you're on 80 most of the time xD

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