KatsuhxP
KatsuhxP
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@LadyOwO said:
While it's a cool concept SWF would render the killer useless. I don't really see anyway it would work tbh.
I'd make that you have to collect the looks of survivors before you can transform to them:
You have one random look of a survivor at the start of the match to use, you sneak to survivors that doesn't look like you and down them. You collect their looks and get the ability to choose between them. While you're transformed you look like the survivor (of course with skin) but with a rope to wind up at the back and you run a tiny bit more stiff
While you're transformed you're undetectable and have third person with the movementspeed of a normal survivor, you'd have the abiltity to start a sprint and make a attack out of it to hit survivors. After you hit a survivor you transform to your real form (maybe you also get kicked out if you miss but that could be too punishing).
As passive he also spawns illusions of survivors (they look kind of like the ones from mirrowed illusion but they are moving) maybe with a sanity system that would also open some sort of pills as a side objective.
As look for his real form I imagine a sadistic kind of puppet mage using illusion magic to torment his prey.
‐----------------
That's just a idea I tinkered with while waiting before school starts, I admit this wouldn't work with swfs probably but for solo-queue it would be funny and his design should be more or less unique xD
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@fussy said:
It's basicly FTP+BU situation all over again, but with extra step.
So, you downed a survivor, see/hear flashlight saver, go give him a hit, come back in few seconds and see how survivor is already up and run worried about absolutely nothing, because "hey, I can run 40 meters with endurance". I had it 4 times for 3 hours playing session and I'm better go back to old FTP+BU than this, because at least one survivor sacrificed health state for that. And WGLF simply obligated me to pick up survivor no matter what, if I dare to stop saver, survivor will be on his legs in like 5 seconds.
Either healing speed or endurance should gone. Or maybe bring back tokens to earn Endurance at least.Oh that was WGLF, I was so confused how I can chase someone away and the slug was already up and had endurance as I hit him. I guessed it was a medkit and soulguard or something xD
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@AhoyWolf said:
Just had a game where around the start of the match, me and Sable finished a gen right as Wesker came, he then proceeded to body block her next to the generator for the rest of the match, wasting everybody's time.
https://us.v-cdn.net/6030815/uploads/WKY05LFQ4KPS/stuck.jpg
How hard is it to implement a system where Survivors lose collision with the Killer when they get crows? I still cannot believe that after 8 years this is still in the game…
I mean it wouldn't be too hard to just make a system allowing the survivor to go through the killer for a few seconds if you run into him for idk... 30 seconds or something? That shouldn't be a problem in normal matches and still fix holding people in corners ^^
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@acertifiedtwink said:
Since Dracula’s release, I keep occasionally getting kicked out of matches randomly during loading with an EAC Error saying failed to validate account information and “authentication timed out”. Simply restarting fixes it but it’s rather annoying. Anyone else been having the same issue? (My internet is stable, game is on SSD, and I’ve verified the files and repaired EAC)
Yes I also have that sometimes, at the first time I was scared to death I was banned for no reason because it looked so dramatic xD
I don't know what it is, but I hope they fix it soon xD
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@SoGo said:
Or, just remove the variants altogether?
I can't tell the difference between Badham I and Badham IV, or any of the Ormond variants.
Plus, they seem really pointless to me. Do we really need to make learning maps even harder?
Normally ormount is relatively long and not too wide and the snowtruck is at the side of main, the new one is wider and not as long and his the snowtruck in the front or back of main somewhere I think.
I only know the difference between 3 badham variations, one that's more like a square with shack at the one end and main at the other. One with shack in the left back if you look at the front of main that's also more of a square I think. And the last one I know is the one I think of as standart-variation with shack at the front left of main if you watch from the back of main.
That being said I like the idea of deleting variation for badham, I'd suggest deleting I-V so that there's only none xD
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@BlightAbuser said:
Hello everybody, it’s been awhile. Your favorite dirty blight main is back and I wanted to talk about the changes to blight (hug tech removal/collision rework).
While I’m sure a LOT of you are very happy for these changes… I must admit, after playing with him for a few weeks, he feels terrible now. Everything is so sticky it makes him feel clunky. Not to mention, the STILL haven’t fixed any of his bugs (double fatigue, rush overlay bug, back bumping, etc).
The saddest part, I have spent THOUSANDS of hours on him, mastering his skill expression. Insane hug tech spots, double backs, moon rushes, etc.. I spent hours and hours memorizing his collision on every map.. and it’s all gone. It truly feels terrible and I am one sad blight main. I wish they had stopped at the add ons. Yes, he is still strong… but he is only a fraction of the fun he used to be.Hello again, and I hope everybody had a good weekend. :)
I'm not a blightmain and you might have more hours on him then I do as a whole, but I liked to play him before and even I can tell how horrible this have to feel. I didn't even use moonrushes too much or something (more normal hugtech-180s) but alone the fact you can't hug loops thight with rushes because you can't do 180s anymore otherwise (because you bump at the end-corner of the loop then) feels so bad, not to mention doorframes and thight indoormaps in general that are near unplayable at least for me.
I feel like they should just have made his hugtech basekit and tweakable with different stats, that way they could have made it more balanced without taking every single tech blight had and make him feel so empty to play .
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@Jaroslavus said:
Hello, I would like to ask when you will finally make fair games. Are killers faster than survivors? Why! It's unfair, they have Power and addons in addition to perks.Why the Doctor doesn't get a Rework! It's unfair that his Force can go through objects and you can't use Palettes or Windows with it.Add some protection against the Doctor to Stop him (preferably permanent).Why is there no Ban system? Survivors would choose 1 Killer they don't want to meet before the game. If there are 4 different Killers, 1 will be chosen at random and not allowed to play that round. If at least 2 survivors match, the selected Killer will not play.Also add Power for the Survivors to even out the powers!!!I'm sorry, but the game is pointless when Killer is always on Top, because they're the only ones who get love and the others are frowned upon.If anyone cares about the game, the Survivors will get at least 2 perks, which will make the game more difficult for all the Killers. Palettes are useless there anyway when he's a Range Killer. Then there's no point in even playing because it always gets you.Great game!!!
Why are there so many people that don't understand it's physically impossible to get a survivor if they have the same speed. A normal 4.6 m1-killer without movement-ability in some form closes 0,6 meters of distance per second, so if a survivor is 10 meter in the distance you already need over 15 seconds to close it, of course in reality you can swing much sooner but that's just to show how long it already takes.
If we now look at the same speed you are effectively never catching up in a straight line EXCEPT if you got in range to start the chase them after 15 seconds you get bloodlust 1 and you close 0,2 meters of distance per second until the next tier of bloodlust. That physically with gens ONLY taking 90 seconds alone impossible to win.
Doctor is even with this power not that strong of a killer, he's increadible exhausting to play and you need to spam you power 15000 times if you don't play him since ages and know the timing perfectly at what point the time would be better invested in blight or something.
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@GhostsCore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818638#Comment_3818638
I was so confused when I did it accidentally too. I'd love to see it removed and Chucky get some turn capacity after scampering.
Because currently it's the only way to make scamper useful Aside from when you're using it for mobility
On some people you can also scamper out of shack-window and make a 90° degree flick to the side, of course that just works on potatoes xD
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@Boons123 said:
This video alone proves how powerful this exploit is and it must be removed soon.
I mean what is a survivor supposed to do against Chucky?
And those who say just enter the locker, well I should be lucky to find a locker every 10 seconds in the chase
.https://youtu.be/WvZRzGafPY4?si=N8drPk3arE8-j3hx
No, it's not a skill, it's a completely free hit.
They will surely fix it sometime, but it doesn't seem to have a high relevance for them because it's there for a while. I personally don't use it but it's an exploid you don't even have to use intentionally, I've used it 2 times until now accidently because I dashed to close to a palette and I wanted to flick to the survivor xD
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@Alexandra said:
SUMMARY OF THE ISSUE: When I am playing there is no bloodpoint multiplier for either role (check picture) also when I join my friend from the states on his server and it says we have 50% I still do not end up getting the points but he does.
PLATFORM: PS5
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
VIDEO: here is a picture
https://us.v-cdn.net/6030815/uploads/9BWSAHKCL729/dbd.jpg
PLAYER LOGS:
- Player logs are required from PC players only.
There doesn't have to be a bonus at all times. This bonus gets bigger the more the difference between players of both roles is, so if both roles have nearly the right amount of players there's just no bonus on any of them.
The difference between you and your friend comes because you play on different servers by default, that being said you should get them if you have a 50% bonus on that role, so that's probably still bugged.
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@crystalkitti said:
Haven't played Drac, so I'm not sure what the UI is supposed to look like. But, from what I heard, don't you have to collect scent orbs to charge the second lunge? or am I wrong…
That just reduces the cooldown by 20% (I think) of the total per orb.
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@dbd900bach said:
As the perk currently describes, after kicking a generator it becomes compromised. When that generator pops, the killer gains 10% haste and undetectable for 60 seconds.
It's certainly a very powerful affect for the killer to have 10% haste, especially on killers who are 110% movement speed. However, it is not currently considered meta or broken so I'm wondering if its underrated as a perk in its effects. It definitely changes the dynamic a whole lot, especially at loops where the killer can get hits where they normally can't.
While I think it isn't bad I don't find it isanely good ether.
I personally rather use perks like bamboozle or brutal to end chases quicker, any regression perk to hold the gens longer or any information perk to find survivors easier. Maschinelearning just activates at losing a gen, so something you'd want to stop normally and it doesn't even activate generally on completing but only the one you kicked last xD
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@nepmister said:
Unfortunately, with the most recent update, the OTR bug is back. This means now it takes three hits to down a fully healed survivor if they have OTR. I ran into a nea who it happened on, I thought they had a syringe or a syptic, but they just had gel pads. I saw OTR as one perk, this happened during chase so no one could've used it on them as i didn't break line of sight for a second. So OTR should probably get kill switched until this is fixed.
As far as I know that's not a bug? otr doesn't state to be deactived if you're fully healed, so of course you still have endurance even if you got healed by someone else.
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@Kable13 said:
When you come across the whole survivor group, who do you choose to the chase when theres multiple choices? what draws you? What makes you say "Thats my target"?
Personally… I'ma dood…. so when i come across them, my eyes can't help but get drawn to skimpy outfits, or bright colors… plus the bright colors, in my opinion, are like the survivor saying "please chase me" lolI choose them after hookstates.
If all are equal I choose the nearesed with preferable bad ressources near them. (If someone else is near and easy to get the first hit, I will switch and down them instead for more preassure).
1-2 hooks will be prefered by me and I'm more likely to chase them on stronger ressources.
Deathhooks will be chased no matter the ressources near them.
I usually don't hardtunnel but I will take the tunnel out if they give me the chance ^^
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815585#Comment_3815585
true on lol ppl do it for the free rewards when you reach max endorsement.
On overwatch people did it because you gained 3 lootboxes, exp etc.
Actually in overwatch I also used it for people that I noticed did very good, the ones you could give to enemies was more for the rewards for me xD
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816067#Comment_3816067
When Survivors run the scratch marks usually flowed behind them, or like a trail if running old Predator. Now they drop like clusters. Almost like the blood pools but scratch marks. Cluster here, cluster there, on the wall or ceiling. Which, scratch marks do go on walls and ceilings but I’ve always known it to be where they flow in a more uniform distribution.
It could just be me though and I’m remembering things all wrong.
No no, you're right something is wrong, I lose people for no reason. Sometimes the scratchmarks aren't at the corner but behind it and sometimes they randomly decide to be at a place the people never where I think? xD
I don't know, they have to fix something, whatever it is xD
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@HerInfernalMajesty said:
SUMMARY OF THE ISSUE:
PLATFORM: PS5
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURRED: Playing as The Plague or the Doctor and sometimes Survivor scratch marks are pulsed and clustered without corresponding perks.
VIDEO: N/A
PLAYER LOGS: N/A PS5
- Player logs are required from PC players only.
Edit: It’s not a video but I do have a couple of pictures.
https://us.v-cdn.net/6030815/uploads/DJHQ4LW67CXM/img-8630.jpeg
https://us.v-cdn.net/6030815/uploads/B9QRUERXZGL0/img-8631.jpeg
I'm back, ignore what I said. They are probably bugged, but I can't tell what's off? xD
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@HerInfernalMajesty said:
Is there a new scratch marks bug going around? When chasing Survivors the scratch marks are appearing broken at regular intervals. It almost looks like the scratch marks are being left behind in pulsed clusters.
Is this a bug or something else?
Are you sure it wasn't lightweight (a survivor, I think even standard-perk)? Because it sounds very much like it xD
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815603#Comment_3815603
1000 BP worth nothing
In a single match, yes, but not over several matches.
The issue is, if it was too much, people would be thumbing others up, regardless of impressions. They'd just cynically do it for the BP as the main reason to do it, as opposed to the BP being an incentive to encourage legitimate thumbing of impressive/polite players.
If it was 10.000, for example, I could combine that with playing Victim and just suicide on hook to finish match quickly, thumb up somebody, and boom 10K easy BP.
Yeah we'll see, it's an interessting system but I don't think it's really a fiting for the community of dbd.
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815585#Comment_3815585
Overwatch
You got EXP when you endorsed another player in Overwatch, so that incentive can be carried over to DBD by making the action of thumbing another player give a small amount of BP, say, 1000 BP. Not a lot, but enough to encouarge somebody to give a thumb.
I'd probably only use it as Victim on another Victim or Killer, but never Killer on Victims
I could see myself thumbing fellow Victims and Killers as Victim, but also Victims as Killer. There's times when I get a shred of respect for somebody doing a really good loop chase, without T-bagging to provoke, and those I could see myself thumbing. Other cases too, but that's situational.
I mean 1000 bloodpoints are worth nothing, I think there wouldn't be many people interested in that.
Giving thumbs up as killer would be a lot harder for me because I can tell someone knows what they are doing, at the same time very good looping feels like a taunt alone sometimes. I'd have to learn to just accept it first and then give thumb ups for that (that would probably count for many other people too, I don't think there are many people that want to work on changing that on themself).
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@MissiCiv said:
i made a reddit post too but sadly it didn't get much attention that's why i'll try posting it here too
So we all know there is a Thumps Up Feature in the game.
Sadly this Feature is not working to encourage people to be nice in a Trial or at the end game chat.
Here is the idea!!
The thumbs Up feature should be that when someone gives you thumbs up, you should get a notification. Like "Hey someone (The Survivors Name or The Killers) gave you Thumbs Up! Keep up the good work" And every time you get one, you receive something like 25k-50k BP. like the system that is used in LOL or OW2
Or the reward could change maybe an increased % BP bonus for a short period or shards or a icon, banner maybe a charm?
There could be a Honor shop too!! like this one. We could earn some kind of Endorsement/Honor Shards to buy special skins/banners/icon that can only be obtained in this way, like Leauge of Legends does it
This way we could reduce the toxicity of the game! and people would have a reason (thats acutually sad) to play nice!
So I imagine 95% of people won't give you a thumbs up simply because they don't want you to gain anything. In overwatch it worked because most people are just happy if they get a good mate, in dbd the killer will probably never get a thumbs up if he killed the survivors and the survivors probably not from the killer if they win, probably not even from other survivors because they did *insert random reason here* wrong. I just can't imagine people playing this game are mature enough to use that feature (I don't even except myself on that point, I'd probably only use it as survivor on other survivors or the killer, but never as a killer on any survivors xD)
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@SUKIII said:
K idols don't look like that…. Please improve modeling. It's really strange.
I mean it's obviously completely over the top, but I think that's exactly what his design is meant to be. Most of them probably also don't have 44 throwing knifes of glowing glass with them or use the screams of people they kill to make their music xD
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815442#Comment_3815442
i don't think it is bug if certain killer in the game have the feature. at best, its over-sight. it would be bug if ALL killer that have said feature had the feature patched out but that is clearly not the case. the feature being removed is another obvious complaint of survivor asking for a specific part of killer to be weaker. BVHR responds and nerfs it.
Dracula is bug free and has no exploits no but remains strong. survivor still complain about balance because it is not free escape.
I think they just forget everytime they do a movement killer that you could do it, if it isn't intended it's a bug for me (of course I still use them as long as they aren't bannable). That being said I only know a single hugtech without much thinking at the moment and that would be wesker, I think they just don't fix it because they don't want to break his collision and not many people can do them xD
But like I said, I personally don't have anything against hugtechs and I'd like them as a feature, they could even balance them how they want that way xD
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815428#Comment_3815428
they literally did nerf wolf pounce. they removed hug tech from wolf pounce. I don't know what OP post is on about. technically, bat form also got nerfed due to a "bug" where he could swing with bat form but that needed to be fixed arguably. in exchange, they put some decent buffs for bat form to make killer feel good to play. from this point on, it is just gid gud on survivor end.
I mean the wolf hug tech was also a bug so it's understandable they fixed it, doesn't mean they couldn't have made a feature out of it somehow. It would still have been relatively balanced at least against good players, perfectly used it was insane. I've seen a stream by V1 I think it was and he used it so perfectly in pubs that it wasn't even funny how good the wolf looked because of it xD
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@mustdogen said:
If my memory is not wrong.
I remember that they said the game have it's own sever now, it is not a P2P connection anymore, so if anyone have a bad ping it will only effect themself (in your case ,it should only effect killer).
So maybe? you just really get hit ,really don't land the stun or maybe you have a bad ping either?
That's wrong, killers hit more ridiculous things at windows and with powers if their ping is bad. Of course they also teleport around, but because the game prefers the killers perspective on hits often it's actually insane how far they can hit you sometimes xD
The rule in general is that bad ping helps killers and good ping survivors xD
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@deifi said:
See Reddit thread with over 1.2k upvotes
His wolf "double lunge" is just overpowered, coupled with ranged pyramid head
https://www.reddit.com/r/deadbydaylight/comments/1ekq9hr/nerf_dracula_asap/
I guess with the use of the reddit post as evidence I can just ignore the entire post as a joke?
Just in case:
No they can't nerf dracula.
Although it's very fun to play I agree that the semi-spirit playstyle with bat to vampire or wolf is really strong and they should at least revert the switch-cooldown buff, the movement speed is arguably okay and the teleport speed is for sure fine.
The problem is that you don't want the part nerfed that's actually too strong in a lot of cases but the parts that are perfectly fine. The pounce is hardly overpowered alone of the reason it's basically a different form of weskers power with the same weaknesses arguably worse. The fire is pretty good to hit animation-locks but he gets slowed down quite a lot and the hitbox is very accurate, so you sometimes miss people by inches even tho they already touch the fire (not to mention it can't hit through walls, at least not without a gap that's big enough so it can go through. As excampel you can shoot through the gaps of the big parts of the catacomp-like loops on eyrie of crows xD).
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@VibranToucan said:
So recently the devs removed Stealth Mode from Skull Merchant with the reasoning that they want her to use her power instead of "setting and forgetting".
However this playstyle is also present on other Killers, so here is my suggestion for nerfing them to the ground by removing those playstyles.
Trapper
Trapper is the prime example of this playstyle as Survivors can just step into traps randomly even when you didnt put them there yourself or if you didn't remember, especially with the Iridescent Stone. He is the embodiment of not using his power actively, sometimes it works without him. But sometimes the Rrapper must leave his net of traps for a while, so closing traps based on distance feels wrong and closing after an amount of time doesn't feel right either since reseting traps is such a hassle. So this is my idea:
- From now on only up to 5 traps will be open at a time. If another is opened, the oldest trap is disarmed automatically. This allows the Trapper to keep the traps in one specific net and to use them actively in chase, but punishes just randomly dropping traps around the map.
- This would also require a rework to the Iridescent Stone add on, since its based on randomly opening traps. So here is my suggestion: All Survivors start the trial in a bear trap, but healthy.
Hag
The Hag has some of the same issues as Trapper, but at least she needs to be near her traps and can't have the game set them for her. Still, she can forget about her traps instead of actively using them. So my suggestin will encourage you to be aware of your traps by being near them:
- Each trap has an internal timer of 30 seconds. While a trap is inside the teleportation radius of the hag the timer is paused. Otherwise its ticking down. Once 30 seconds have passed the trap gets automatically removed.
Nightmare
Freddy has always been an interesting case as he has two abilities that fall under this category. Dream Snares and Dream Pallets. Snares are mostly actively placed in chased anyway, but its possible Freddy chases into he randomly set down earlier but forgot about. So here are my suggestions.
- Dream Snares only exist during chases. Once a chase has it ended all Dream Snares vanish. To compensate for this, Freddies movement speed is increased to 4.2 m/s while placing Snares.
Next up we have the Dream Pallets. You can forget about them just like you can forget about Snares and worse you can see peoples auras when they are using them, so they can't even test safely. But those are easy to fix:
- Rework the add-ons Garden Rake, Protoype Claw and Paint Thinner. They no longer give you Dream Pallets. Instead they increase the maximum amount of Dream Snares by 1/2/3 respectively.
Unknown
The Unknown just like the Trapper has a power that the game just sets for it sometimes. And you can just completely forget about the Hallucinations until you realise "Oh I need to get to the other side of the map. Lucky coincidence there is this Hallucinations I forgot about." So, Hallucinations need to get reworked:
- Hallucination placing is now a still tracked by the same meter on the side of the screen, but placing one down is now an activated ability. Doing so will place the Hallucination where you are currently standing and give you a 10% hindered effect for 5 seconds. In addition to that, there can only be one Hallucination active at a time. Hallucinations within 20 meters of a hook automatically vanish.
I hope that you decide to implement my suggestions when removing the "placing and forgetting" playstyle entirely.
Are you really trying to make trap-killers less trappy? Their entire point is that you place down traps and then you wait until you catch someone off guard or you force them into them, while I personally don't like this playstyle I really wouldn't change that for the sake of the players that like to play them.
Why would you nerf freddy even more, he's already weak he doesn't need to be even weaker. His snares barely do anything even if you preplace them and his palettes aren't even too good, he still doesn't have a power mostly. You rework for the palettes doesn't even make sense, how many snares can you place basekit? 5? 7? Something like that, it wouldn't make sense at all to use this addon.
Unknown I can understand a little bit more, but keeping track of where you have your hallucinations and with which timing you can use them to your advantage is also something you have to learn, outside of that you can even already decide where to place them by tapping his power.
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814590#Comment_3814590
I’ve thought about changing the exposed status while injured but came to the conclusion even if you’re injured the downside is you basically don’t get anything just a middle finger essentially which I find funny and besides potentially getting exposed is already pretty bad downside so I think it’s fine as it is. The perk just needs to be slightly stronger and allow you to use it while injured.
I just thought about deepwounds or something, but I don't know maybe 12 seconds mending yourself would be too much after a chase you've won (I think it's 12 isn't it?). Well we'll see if they ever plan to buff it ^^
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@MissiCiv said:
Brutal Strenght should go from 10%/15%/20% —> 15%/20%/25%
Surge gen regression Should go from 8% —> 10% and range should increase from 32m —> 36m
I mean brutal strenght was like that before, they thought it would be too strong with the basekit-buff to kicks xD
The buff of surge would be nice for m1-killers I think ^^
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@Iron_Cutlass said:
https://us.v-cdn.net/6030815/uploads/2OGHC2OO8SC1/screenshot-from-2024-10-07-18-47-41.png
(Screenshot from Chaos Shuffle.)
Slugging in DBD is the act of leaving Survivors on the ground for a prolonged period of time.
Slugging, in nature, is not necessarily malicious (in most cases), there could be many reasons to slug a Survivor, rather it be to gain pressure on Survivors grouping up or to try and prevent a flashlight save. This being said, slugging can also be used in ways to waste players' time, which normally involves leaving Survivors slugged until they bleed out.
In about 1-5% of my Survivor games, slugging is used maliciously to waste the time of players. In about 10-15% of my games, slugging is used minimally; and in the rest of my games occur normally where no slugging occurs for a notable amount of time.
I dont deal with Killers that bleed me out often, but it DOES happen, and whenever it does happen, it feels awful since Im effectively held within a match that should be over but isnt because the Killer decided that losing normally just wasnt good enough for us.
To which I ask, is this a huge enough issue to warrant basekit changes? What approach should be used to "fix" this if it is an issue?
No slugging is not a problem at least not if the killer just slugs in a certain situation to preassure or end the game entirely. The only thing that's probably not good for the game is bleeding entire teams out for no reason, unfortunately you can just die on top of ironworks of misery with boil over and flip flop and you could be unkillable (you have bleed them out), so I don't know how to fix that issue without making it easier for such teams to annoy you xD
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@PreorderBonus said:
It has only looked good on one or two skins since it was introduced, and honestly, it's a downgrade because almost all skins look better in their original colors. I think just about any other color would be an improvement at this point.
I mean it's not that bad, but I'd prefer a dark glowing purple over the blue xD
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@SolidRazo said:
Dramaturgy:
• removed healthy requirement
• Initial and bonus haste increased to 35%
I just think this perk is neat but is held back by its health requirement and very weak haste with these changes it would become a perk on par with the rest of the exhaustion perks
I mean it surely wouldn't be to strong it would just remove the risk of using it if you could do it injured. The only disadvantage it has is to be instadownable sometimes (Well if you ignore it's inconsistency in the boost), maybe they should add an new affect for using it injured then?
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@ReverseVelocity said:
It would be the easiest way to make a sabillion dollars.
I really like the pun, it's beautiful xD
Well I don't know if they are allowed to bring more shirts at the moment, they'd probably have to extend the content for the license first. That being said I think it could be that they'll do it, and more characters get iron maiden skins because they sold very good I think?
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@rhaenyraa said:
I'm so convinced tunneling would almost completely be combated if the killers didn't receive unhooking notifications. If they're that worried about not knowing if someone got off hook, they can easily look on their screen to see survivors portraits.
I mean it doesn't change anything except making it more exhausting in it feels like 80 matches. I react anyways if something changes on the portrais xD
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@Grimlet09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814264#Comment_3814264
my frend is a trapper main and ppl give up agaist him all the time just cause they stepped in a trap they didnt see and not even one he set. my other best friend plays ghostface a lot and they always get people dcing when they mark someone and down them at the start of the match before a gen is done. ppl need to stop giving up when the killer just uses there power its just how they play the game its not like they cheated. :/
Yeah I will never understand that, but people will still try to tell you it's the games balance and they would stop if it would be more "even" (funny enough it is for me if the matchmaking actually works for once xD).
The truth is that people like will net stop dcing nevermind how balanced it would be:
Your Killer is strong and you downed them - OP killer, dc.
Your Killer is weak and you downed them - the killer has cheated/this killer is OP, dc.
You play any ranged killer at an okay level - nice aimbot/wall hacks, dc.
They'll never stop and even if it's increadible sad, I still find it so damn funny how easy it's to predict who dc's you can already see it coming while downing them, and 90% of the time it's the map offering in otzdarva fashion xD
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@Grimlet09 said:
it isnt fun when my random team mate kills their self cause they dont like blight and we got a blight. :( now my team cant win and it sucks. just get rid of self unhooking without perks like slippery meat or diliverance. u dont even need the unhook it should be players unhooking players and this gives killers a reson to hook too cause its pressure now.
pls remove self unhooking without perks on.
I love the fact it's not even just blight or nurse or something, I had a team that instantly wanted to give up against me as pig because I got a grab instantly. They didn't even see me chase until that point, it was so funny to see people give up against a killer that mostly doesn't even have a power xD
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@jjthejetplane3 said:
https://dashboard.twitch.tv/u/jjthejetplane3/content/video-producer/publish/2269901936
Please fix anti camp to line of sight and extend the radius. This is maybe the 8th match that I've had a killer do this crap and the anti camp bar doesn't fill because they stand right outside the radius.
It's already hard enough for us who SoloQ, made even harder with this upcoming update that destroyed Distortion alienating an entire group of stealth style game players. I know you all have a big player game base so me saying I'm going to stop playing won't bother you all in the slightest, but damn… the game has been saturated with lazy players like this that camp and tunnel the entire game while relying on the abundant amount of aura reading perks and abilities.
To recap:
- Extend anti camp radius.
- ADD line of sight penalty that is at LEAST DOUBLE maybe triple the anti camp radius.
- Fix to where if a survivor is downed next to a hooked survivor and the killer is camping, the bar resumes filling.
- Keep distortion exactly how it is as of today October 07, 2024.
- ADD chase recharge to distortion, to combat The Shape's scratched mirror.
If above video is not working, I will be happy to send it to an email or drop box if necessary. Will add to this post with new information as it arises.
Wait you want a mechanic to counter scratchmirror? It's almost impossible to really win anything with it if you don't use a specific build + map and even then it's brutal, why would you want to destroy him even more?! xD
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@coldflame said:
pretty much the title, i often approach the locker from the side and get the grab but i'm not sure if that's because i'm actually avoiding exposing myself or the surv is just missing their window
is there actually a way to get a head on surv out of the locker without giving them a window to stun, or am i just facing skill issue survs when this happens?
It is possible to hit but it's a more or less small window. As a survivor you should probably rather jump out too soon than too late even if you get hit xD
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@TGS_Pat said:
I don't want to play on pc yet because cheaters run rampant there when are the devs going to deal with them I don't experience many but it's not fair for the pc players.
To be honest there aren't too many of them. I only see them once in a while if they get completely destroyed and randomly decide to let me fly in the sky to softlock me out of frustration xD
Outside of that it's pretty chill and perfectly playable, well of course I don't know exactly how many people just give themself a little bit more speed or gen speed xD
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@joel84 said:
Quite the opposite. They will make fun of you and throw a teabag at you at the exit. If you don't have a problem with that, keep playing fair.
Otherwise: kill them all
The “thumbs up” option in the endgame screen, what is it? or rather, what is it good for? A useless feature and why the hell don't we have Art The Clown in the game yet? It's BHVR ... So money shouldn't matter after all.
I love this game, but sometimes I really wonder why I still do this to myself
And that's exactly why you should use everything you can regarded to tunneling, camping and slugging except if you're okay survivors taunting you. I personally rather get taunted if I lost with everything I can use, that being said I don't chase any tunnel outs or camps too much, I just use what they give me.
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@AlwxysKim_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801790#Comment_3801790
YOU'RE A MAIN KILLER PROBABLY THIS IS NOT A PLACE FOR YOU
You assumed right, but I don't think there will be any people that agree with you outside of the ones that straight up love to play broken perks.
Old DH was way, way too strong, it would've been okay if it ether was a dash or I-frames but it was both. There were killers that are able to counter it, but most of them were already relatively strong or even one of the strongest, DH completely destroyed low tier killers without any way to play around it. That's why it got nerfed 2 times by now and is STILL an insane perk if used well, that being said it's a lot harder now outside of chucky dashes I guess xD
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812374#Comment_3812374
Oh man, we had very different experiences haha
Well I think I've never played huntress better in my life and somehow everyone in this mode suddenly lost the ability to loop xD
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@piplup55 said:
Aside from Scamper making him more fluid to play, Chucky is a boring killer to play and face right now.
The only thing he has now is Slice and Dice. And he has it in such a short cooldown that he can use it for navigation and shorten distances quickly (he also has a very short post-fire cooldown).
Chucky had a healthier cooldown before the change and Scamper was not uncounterable. Right now he just spams Slice and Dice instead of actually chasing or play around the stealth. It's exhausting for survivors cause it's impossible to connect structures and it's boring for the Chucky player cause it's too repetitive.
Chucky was in a healthier state AND was way more fun to play as and against before the change. Period.
#BringBackChucky
#LetChuckyScamper
While I agree we could increase his cooldown to 12 or 14 seconds I wouldn't say he's boring to play. It's very fun to moondasg and 180 people with him. The dash-scamper on itself would be pretty fun too, but they'd have to buff it if they want people to use it more as a part of his kit, it's way too easy to just go to the side of the palette at the moment.
At least for my playstyle with moondashes it would be too easy to position with normal scampers so it was probably right to remove it.
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@CammyChameleon said:
While Trickster/Xeno/Unknown/Artist/Nemesis all have a ranged ability and still work perfectly fine at being 115 killers without being to oppressive.
Hag lacks map mobility with the 110 that can't be made up with any dash ability like Chucky/Spirit or any zoning that huntress has.
Hag also then wastes even more time setting up than trapper because even he is 115 and still considered the weakest in the game.Her power also just feels horrible with the 110 aspect because when you TP to an activated trap you spend so so much time just catching up to get the hit after, even if you TP instantly you can't hit right away.
She has no reason to be 110, she has no dash ability/ranged zoning. And has the same trap style as 115 trapper.I agree with everything (I wouldn't say she's weak but that's up for debate) but it is indeed possible to instantly hit a survivor after the teleport. you just have to spam the button and instantly do a lunge-attack, you'll look directly at the survivor (if you don't have the silent traps) and you'll hit him always IF he didn't trigger it directly at the edge and run back (I might be wrong but I think they made the trigger-range smaller so maybe that doesn't work anymore?).
I don't even play her except once in a decade but I know that this works xD
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@Belzher said:
Since last updated, he got a decent buff on the cooldown of shape shifting, cutting literally in half. This means you can keep changing forms without any disadvantage, which is okay but it might be a little too much specially when you pair with the addon Clock Tower Gear.
In fact I haven't seen anyone talking about it. If you wanna see the combo in action I'll leave a video link here - https://youtu.be/Vnt4aqBWlOE
Like others said his semi-spirit playstyle is a little bit too strong. The wolf and hellfire itself aren't to strong I think, they are both relatively easy to dodge and more or less punishing if you do it.
So I'd say just increase his cooldown back to 5 seconds after switching or how @sizzlingmario4 proposed just increase it for the bat, everything else isn't a problem ^^
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@RFSa09 said:
Hillbilly + wraith were the best killers in the 2v8, I don't think blight or spirit will dethrone them tbh, but we'll see
Do you think? I was able to do over half (if the other one was afk or I didn't hit as good as I could) sometimes even 3/4 (If I got support through auras and a few injures from the other killer) of the hooks as huntress alone xD with huntress there mostly wasn't a reason to combine the powers very much xD
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@lilypadflower said:
This gamemode was survivor sided before but the new 2vs8 iteration is going to be even more survivor sided. Rebuilding pallets? Gen repair speed increased per caged survivor? Picking up instead of trampling the survivor to the cage risks flashlight saves?
I'm staying away from queing killer and only queue up for survivor. The gen rushing was already insane before I don't need this on my plate.
In which way was it survivor-sided? I played together with someone with around 100 hours and we won almost constantly (I had 2450 or something and I played huntress mostly and she trapper or wraith). Most people weren't able to loop at all, not that that's relevant on crossmaps mostly but still.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811117#Comment_3811117
Lets hope they won't.
We'll see, I don't think that they'd want to make a mistake in a mode that so many people liked. They will probably prefer to make him to weak instead of to strong if they have to choose.
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@Orthane said:
Idk why you would choose him of all killers, sort of just confirms he's the favorite of the devs. Unless you drastically reduce how many rushes he gets he's going to make 2v8 a nightmare.
I mean the main reason why most killers in 2vs8 were strong enough to win were that they got a huge buff in some form. As long as they don't overbuff him it should be fine I think.