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  • @KYLEisaGOD75 said:

    I've played this game for years now and have always been a survivor main. I've had ups and downs for perk changes and that has been fine. Now it's just so stacked against survivors and I have no idea how they would get any new players on survivor. To be fair, I'm mostly a solo queue player and I honestly dont really play meta perks. I'm making my own builds, trying to just enjoy a game the way I want. Killers have been buffed and have perks that there is no way in hell that my builds or ability can allow me an equal chance of winning. The game has been completely skewed towards killers for awhile now and my breaks have just increased in duration. I worry for the state of the game and it's ability to draw in players when the odds are so heavily stacked on one side. People can say that it's my fault because of my play style or whatever but my point is that it has become increasingly less enjoyable for me. Players on the killer side have gotten there way for far to long. The voices of the few should not outweigh the many.

    Did you ever play against 2 or more people with 5k hours or more in one match? You'll see that the survivors will probably destroy you.

    You might be right that people with less hours struggle a lot against some killers, but people with a lot of hours will put up a pretty good maybe even unwinnable fight especially if you're a m1-killer. Of course every scenario in dbd depents on addons, items, maps, killer and so on and so on, but against good players it's okay balanced, even as solo-queue.

    4-man swfs probably don't even need that many hours if they are playing well as a team.

    Your problem is most likely solo-queue but that's a problem for a while now and doesn't have anything to do with the killers being to strong. Solo-queue teams just don't play together very well most of the time (or at all, depending if they even do anything besides hiding lol) so they loose against any killer or tactic that needs teamplay. They'd have to give solo-queue players at least a little bit more informations like perks of the others, pings and so on aswell as make the matchmaking better. That way it would be a lot easier against killers and tactics like that and therefore more balanced.

  • @A_basement_bubba said:

    for some reason, both killers and survivors are 9000 iridescent shards. killers have a pass because not only do have 3 perks, but they also have a power. so it's justified. Survivors on the other hand only have 3 perks, and since one perk is 2000, it should be 6000 instead

    I mean they are more or less often to buy for just 4500 shards, sometimes even less. So it isn't like they are that "expensive" at all times.

    Besides that it's more or less for people that like collecting things: you don't have to get the char for the perks, it's purely to play this char if you like it or collect it to have every char. (Like me at least on killerside, I don't even play 60% of the killers, I just wanted them to have every char) xD

  • @ZdradaSOS said:

    Im fairly new to the game so I'm sorry if this is a silly question. But I just had a game where the killer sacrificed two survivors then proceeded to let me and another survivor work on the last 3 gens and escape, Just wondering if I could be banned for this because it wasn't my intention to escape?

    As long as you don't cheat, insult people or hold people hostage you pretty much can't be reported at all (most bugs like blight not getting slowed down after a palette-break are not bannable ether btw. If it would be a big enough problem for them to ban you for it, they'd probably just killswitch the killer/item/perk/map).

  • @Tzimiscelord said:

    Especially, when yo hidey ho, and when and how to scamper?

    You don't, it's almost always better to not do it because you don't have enough control to hit a good survivor with it anyways xD

  • @CountOfTheFog said:

    I've seen about 4 or 5 YouTube videos now with a Killer and Survivor talking trash in the endgame chat and one will offer the other a "1 v 1" to see who is better...

    Better at what? A race to find the Hatch?!

    I haven't seen anyone accept and I cannot imagine the point of going into a Custom Match with 1 Survivor and the Hatch open.

    What am I missing?

    What happens (assuming anybody agrees to these) in a 1 v 1?

    At least if you play it timed it's: starting at shack with one person at the door and one on the palette (you can do it differently who's on which side).

    Survivor crouches and runs (timer starts), killer swings one time with a launch for the cooldown and then you chase until you downed the survivor. There are different rules but it's usually 1-2 perks for both, sometimes with sometimes without exhaustion.

    The win-condition is getting a longer survival-time than the opponent.

    (I may be wrong on some things, I'm not to hard into comp or 1v1-comp)

  • @Junylar said:

    What do you mean "unavoidable pallets"? Pallets are not supposed to be avoided.

    But you should be at least able to mindgame it if the survivor isn't attentive enough. That's nearly impossible on half the palettes xD

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740372#Comment_3740372

    No I meant I'm responding so fast bc I'm on my phone not a laptop

    Yeah I saw it, sorry. I'm german and had to listen to someone and read at the same time xD

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740366#Comment_3740366

    While That may be true I don't think it is I think it is.

    On Mobile and bored and I'm passionate about the topic 🤷‍♀️

    Oh Mobile, now it's a entirely different topic.

    Survivors on mobile are a lot worse for the most part, I was able to go from rank 20 to 1 with I think 4 loses. That being said I played it last where blight came out on mobile xD

    For mobile it could be right that they are to strong, but that's on the people, not on the killers.

    Edit: nevermind, it was anwnsering the fact that you're so quick sorry. Was a little bit confused xD

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740356#Comment_3740356

    I get 4ks almost every single match tbh don't feel useless but ok

    Then your mmr doesn't seem to be on the cap yet.

    I'm playing a lot against people with 2-5k hours sometimes even 9k at the moment and it's getting pretty awful how efficient they are on gens, the fact that it's more rarely to get a quick chase like this doesn't make it any better.

    Your awnsering insanely fast btw xD

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740324#Comment_3740324

    No I want them to have powers that are fun for everyone and don't leave me feeling I didn't deserve a 4k for using them

    You won't against good survivors xD

    They will make your power feel pretty useless.

  • @solidestcross63 said:

    Myers needs a complete rework, Bubba and Billy need to make you deep wound and hemorage. Insta downing takes no skill and makes the game unejoyable

    (killer main btw)

    So you want them to be useless? against good survivors you will almost never get a chainsaw (even if they don't crouchtech) and I don't even start with myers that won't get anyone from begin with because he's m1.

    Besides that it's wrong that bubba doesn't take skill, you have to spin fast and precise aswell as having a insanely good movement to make the most of his chainsaw on loops and actually mindgame with him. Otherwise the survivors will most likely just wait and see what you're doing and play it save, because you can't do something unexpected.

    Billy is a lot easier and stronger then before, but he's still a chainsaw killer and good survivor won't go down on him if they don't want to. You have to have good control over your curves and predict what the survivor is doing to get your hits. Also they can absolutely destroy you by using the crouch-tech (force you to break palette or making you miss).

    Myers doesn't take much skill mechanicaly but he needs a really good makro-game and clean m1-gameplay to have a chance against good survivors (and even then you'll most likely loose).

    So no, we shouldn't nerf them directly (we could talk about instadowns in hooked-range but that's about it).

    @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740028#Comment_3740028

    Well of course it seems fine for you you main those characters. Ive seen matches where the killer completely does not deserve a 4k and gets one anyway after all gens pop bc he has noed. Ive also seen the boring ways bubbas and billies play by just body blocking you to endure you can do anything to get away and dont get me started on michaelwith his 10 mins of staring at a locker (Not a baby survivor I have 2,000+ hours and iri 1 on killer and survivor every month aswell as own every character in the game)

    Besides that 2k hours in dbd isn't even a lot, I'd say it's pretty average (coming from someone with 2,3k hours and twice the account-level of yours with better self-reflection btw).

  • @GolbezGarlandGabrant said:

    Don't realize that SoloQ survivor is selfish even without the perk.

    It's every man for themselves and the other players owe nothing to you.

    Don't like how you're playing? People will turn on you and sabotage your game.

    Run perks like Empathic or Better Together and that information will be used against you.

    Hooked during End game? You're not getting saved. They won't even bother.

    SoloQ survivor is a dog eat dog world and there is no guaranteed cooperation from the other players.

    It's probably why there is a team based rating based on escapes because it's so bad.

    What happened that there are people suddenly thinking this? The perk got change quite a while ago but there are thinking this just now.

    Besides that perks are there to make you own life easier outside of team-based perks, of course it just benefits yourself. They're are not made to help your team-mates out xD

    @n000b51 said:

    If you are using Distortion, it is good for you but it is bad for the others:
    - with the Aura reading, your teammates will be more often focused. And with their deaths, your chance to survive are reduced.
    If the killer has no Aura reading, this perk is just a wasted slot.

    Killers are rarely tracking the distortion players mainly because they use this perk… And they rarely looking for 12 hooks neither…

    I don't feel like this makes sense, after that logic it's selfish to be good at looping, because killers will drop chases with you more often and focus the other one's first.

    Besides that it isn't like they couldn't use it themself, it's even a unlicenced perk. Just because they don't use it, it doesn't mean no one else can.

  • @Soundwave_11 said:

    I'm not sure if anyone else has noticed, but since the update, playing Survivor has been horrible. I keep getting killers who tunnel and proxy camp the hook. While yes, it does sorta waste their time proxy camping, I feel like it kinda ruins the experience…

    Does anyone else feel the same, or this just a me thing I've noticed?

    For context, if it helps, I have 1000+ hours.

    Well I play vecna mostly without genslowdown at the moment, so I have to chase insanely fast and get someone out, otherwise I'll probably loose or get a draw xD

    That's not even taking into account that I get a lot of people with 4k hours or more at the moment ^^

    Well and I'll play 100% serious if you bring a map-offering or you're playing like a swf, I don't like to loose just because of that xD

  • @Dipper said:

    The perks never state this, but it seems when you die, or escape, Perks like Blast Mine, Wiretap, Boons, etc all deactivate, when the benefits should stay active, as the perks only provide the means to get the benefits, like a boon or a trapped gen.

    Example: I have CoH, I die, the CoH boon disappears instead of staying to aid the rest of the survivors until the Killer kicks it

    Yes they do, it's like that since they are in the game and there's no reason they'd stay, you're dead in the end and therefore you shouldn't be able to help the game in any way anymore.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736906#Comment_3736906

    It seems to be a different flavor of bot, its more los based in chases but the rest of the gameplay is 100% normal bhvr bot

    If this really would be the case they'd crouch anytime they are behind a corner and you're not close enough, besides that they wouldn't really save and heal like they should and like I said they move really cryptic. I never saw any bot in my lobbys and I don't think there are any, but even if they'd exist they would probably disappear soon or they would announce it in the next few ptb's ^^

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736623#Comment_3736623

    No im saying you can watch them do strange behavior that people almost never do in 99% of matches, how often will a survivor loop the edge of the map with nothing, almost never, if they know they are dead what would they likely do either comp corner, or try and just barely reach something in case they actually had enough distance or just loop nothing and die anyway but in a good spot for killer. If I end up finding one I'll show it off but trust me its visible and obvious with enough playtime that they just aren't real players.

    I'll stay on my point, bots in dbd are really notable by their movement and style to loop, I'd notice it if I played against a bot. It's just weird players for sure, not everyone plays absolutely flawless and perfectly reasonable, you're under quite a bit of stress while looping if you don't do it super often so it could be that they just panic xD

    Well in the end there's no way to know until bhvr says anything to that ^^

  • @NoctgamingHD said:

    First thing first you cant convince me otherwise that killer arent at a disadvantage what so ever so dont even try you tryhard survivor out htere trying to act like every killer is on the same level get a life. SO i been gone for a few years and decided to come back, now i was around back when hex ruin could be gen tap to avoid it issues so that should tell you how far back i been playin. since i been back this is what i seen:

    1. SO MANY GEN RUSHING THAT BEFORE I EVEN GET ONE HOOK, 4 GEN ARE DONE. yes i run perks that should be fighting the gen progression but apperantly that means nothing what so ever at all. perks like dying light thantphobia ruin and more. nothing i do slow down progression of gen. think i havent had a 5 min plus game in over 30 game so far.
    2. Survivor speed perks omg this is the most annoying, cant tell how many time now even with a tracking killer or speed killer or range killer that player with speed perks can keep me running for them for near on the entire match, So many perks that arent affected by exhuast like holy cow seriously how are we suppose to fight that? on top of the gen rushing. one match had a kate denson with nothing but Hope, resilence and windows seriously running me for the entire match of 5 mintues while her team gen rush. every pallet and window in one location for her to loop non stop couldnt even reach her for near on 2 mintue till i reach bloodlust 3 and even then she out ran me.
    3. What the hell is up with this system now adays cant tell you how many times i be running killer and i get match with high tier players or teams with lights and more and no way to fight it.

    Serious if this is the way the game is gonna go i cant even enjoy playing as a killer and have to deal with things like i mention what the point of playin killer at this point i decide to play nothing but rank 1 survivor, like seriously i made 7 killer in 7 matchs straight rage quit cause either am gen rush with my build or they can even cacth me cause i got so many loops and pallet around me. or speed rushing perks and allie that will grab killer attention or flashlight him. it great honestly and i love it. But now i understand what killer are going though. and gonna shout it all the time!!!

    SURVIVOR ARE UNBALANCED, AND KILLERS ARE AT A DISADVANTGE OF IMMENSE MAGINTUDE!!!!

    As sorry as I am to tell you that, but that's on you xD

    I'm playing a lot since vecnas release with a range from players of 1000 hours to around 10000 and I won most of them without even reaching endgame.

    I use bamboozle, BBQ, Ruin (it's cleansed instantly most of the time, I really should switch it xD) and corrupt intervention on vecna. So my slowdown isn't as much as it could be and it doesn't even have to for most matches xD

    You just have to get a feel for it again: dbd got a lot quicker in some cases, so you have to play a lot quicker as killer too to hold them preassured ^^

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736416#Comment_3736416

    Ive played against it before and even have made posts about it before. Its obvious and they don't play like regular players, they have already done some testing for them and this is probably going to be the main usage of them going forward. Chase a survivor to the outside of the map while injured and watch them run around like a bot instead of comp cornering

    That's the thing you look out for in bots? You know that the movemennt of bots is super cryptic because they basically don't have a real reactiontime, besides that they can't be mindgamed, they just have stable things they do at certain distances xD

    You're just discribing people that wanna survive as long as possible but not comp-cornering, could be ether because they don't like it or because they didn't think about that xD

  • @DerpedByDave said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735801#Comment_3735801

    He requires control but I wouldn't call it "precise"

    His FOD can guarantee injures in vault animations (no counter)

    Mage hand if used to block the pallet b4 the survivor drops it leaves them in the open with no options unless RNG puts a window near by (no counter) not to mention it gives you zanshin tactics for free.

    Then his fly and detection Orb give you all the tools you need to find survivors and keep gen pressure so you don't need info perks and can focus all ur perks on pure slowdown.

    Ya I'm sure will find more ways to conterplay him but overall you can't counter ######### like being injured in a vault animation or loosing you're only resource in a ded zone. Plus all these take way less skill to pull off vs a nurse blink or blight rush.

    That's not even the best use of FOTD, you can 2 tap survivors in the open with it (at least kind of, they get around 5 meters distance xD) and you can place it into them directly behind walls xD

  • @Amnesia_ said:

    PC: Steam / I was playing Ghostface on Forsaken Boneyard, I downed a survivor and went to go hook him but got body blocked by 2 others, he got some decent wiggle progress and I ended up right next to the hook but the 2 survivors were in my way so I decided to drop him, I think he jumped off at the same exact time and somehow ended up hooked in midair. / The other survivors weren't able to unhook him and he disconnected shortly after. After hooking all the other survivors, they all died, but the one floating didn't. His life bar never drained at all, and after about 5 minutes of waiting I decided to disconnect as well.

    I started playing DBD about a month and a half ago, so I have no clue how frequently this glitch can/will happen

    https://us.v-cdn.net/6030815/uploads/A2D73AL870LW/glitched.png

    https://us.v-cdn.net/6030815/uploads/CEQSTX9PV3QL/glitched2.png

    Got it 2 times in the last 3 days, every time my hooking-animation got interrupted by a sabotage and both times on badham preschool. Oh and it always just happened after I decided to drop the survivor.

  • @Akumos said:

    Like I've literally shot this ability at people unhooking at it just goes through their body and does nothing. Same with windows. The hitbox needs some work on this thing. I get you want it to be crouched, but it could probably shoot out closer to Vecna to make it easier to predict what it's doing and be very slightly wider. Or at least look into why it sometimes misses on people interacting with things like hooks.

    I actually like the range it's placed from you, you can use it on cars on haddonfield to place them directly into the survivor if he hugs the car (you have to be around 2 steps away from the car for it to work) xD

    This use is also the most consistent working on all loops for me, you can also hug the survivor and place the skeletons and they'll run into them and get close to no distance xD

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735449#Comment_3735449

    Your not wrong about it being basically a godloop, but if they ever decide to nerf it, they should adjust portals as well.

    I agree, they should just make it somehow less a godloop and at the same time take out the grabs.

    That being said, I don't know in the slightest how they'd fix that, probably make the loop bigger at the top? xD

  • @Spirit_IsTheBest said:

    I was full health as well, I feel that you should get injured/downed if the killer if right at you when entering the portal, but being grabbed is quite ridiculous, and I feel that grabs from portals should be removed, I just discovered that this was a thing not too long ago, it may seem uncommon but when it did happen I was quite upset lets put it at that.

    I'm not sure how you all would feel about this but considering how quick the killer can catch up (because the portal opens immediately after) I feel like portal grabs aren't necessary, and a regular injure or down is more fair.

    Considering it's a godloop otherwise for most m1 killer it should be fine xD

  • @RENEGADE_0078 said:

    Played the dnd update for a few hours. Both as killer and survivor. I mainly play killer 90% survivor 10% of the time because solo queue w/o comms sucks . I'm not a great survivor but I see major issues with The Lich. I ran the perk Bond so I could see me teammates on solo queue. I witnessed multiple games where survivors gave up. He can fly 1/2 way across the damn maps. With very little cool down timer. Making the solo queue survivors hide in corners scared to even touch gens because he can kick 1 and fly way to far to the next. His skull shot move is also way to wide where you can't even avoid it. If your next to a pallet and the skull shot is used you are going down if you drop it or not. He seems way to OP, and this is comming from a killer main.

    Do we play the same game? FOTD is completely useless if the people react fast enough and you don't place it directly inside them. You can dodge it by just crouching or using the 8 meter gaps between them.

    Flight is okay how it is, complaining about flight would be ridiculous as long as blight, nurse, demo, sadako or unknown exist, they are all better with their movement abilitys.

    The things you're saying about solo-Q are probably true, but it's not vecna. People in solo-Q give up super fast in general, that they're too scared to touch a gen is most likely just the fact that they don't have much hours.

  • @oyuncuemir said:

    The new variant of the decimated borgo is very good for killers. Because holding the as killers is very good cuz they're very close to each other. And the generator locations are very far or in the palace. The palace has some good spots but more bad spots. And last portals , when you go in the portals , you go to a place and those places haven't got spot so killer easily can kill you .Can you (devs) make the map more big and add some good spots?

    Aside from the bugged palette and the 2 meter palette with the window it's pretty insane. The entire tower is a huge godloop as long as you have it feels like 10 meters distance xD

    As long as you don't 3-gen yourself on one of the both floors it's insanely hard to defend the gens xD

  • @Garboface said:

    I did once but I am pretty sure the killer was in and out of some type of stupor. Otherwise, about 12 games now and the best I do with a bevy of randos is 2 gens in and everybody is dead.

    You?

    I got 6 games now with at least 2 escapes while playing him, I'm pretty sure all of them were ether Swfs or had 2-3 p100s that were actually good xD

    That being said I have it feels like 20 games won without even loosing a third gen xD

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734357#Comment_3734357

    Languish Touch. If you so much as scare a Crow in chase your Lithe or Dead Hard is unusable.

    Ah I remember, completely forgot this perk haha. Well 10 seconds shouldn't be to bad to walk away, you should be able to get that while watching what the killer does at a loop (waiting at checkspots as excampel) ^^

  • @Lixadonna said:

    Now me to use Lithe, Made for This or Dead Hard I have to run Calm Spirit.

    What makes you think that you have to run calm spirit for those perks to work? xD

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733909#Comment_3733909

    Well, I do think that Pyramid Head is better than Artist, but in relation to this specific debate, Pyramid Head's immediate Lethality is obviously a plus, and the fact it's a much shorter cooldown between strikes is also a plus. Where it falls off is its a narrow shot that can be relatively easily juked, whereas Artist can (with some setup) create a very difficult to escape scenario for the survivor.

    Artist Crows have the benefit of allowing you to zone off a pallet/window, to get an easy M1, but you can achieve a similar effect with Pyramid Head by faking the PoD and forcing the survivor to peel off the window/pallet for a free m1. Artist can't reastically reactively pull up a crow and shoot at a window or pallet like Pyramid Head can, she kinda has to take some time to set up her Snare first.

    How this all relates to Vecna FotD is he doesn't require any of this set up, he can just throw it. It's got a long CD, but he also has options like Mage Hand and Fly to work with pallets and windows as well, as its not particularly clear which one he is using.

    I will accept FotD is weak, but we have to be very careful buffing Vecna, because he is a complex character that can spiral out of control. FotD seems to me to be a tool to mess with survivor looping parhs and timing. It works right now as a "don't vault that window/throw that pallet" tool, and also has potential for sneaky snipes through walls if you can incorporate undetectable into your build.

    Maybe it is a little too easy to avoid right now, but I think making it non crouchable would make this spell an excellent anti loop/windiw/pallet tool that would push Vecna into being oppressive.

    The only buff I want on FotD in these early days is change the Skeletons look from the neon candy purple they are right now to the looks he has in his character preview screen.

    It also really strong to place the skeletons directly into the survivor, not sure if it's possible to react, but it's really hard for sure xD

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733907#Comment_3733907

    I use it on a Legion meme build to extend their terror radius theme across the entire map. Can be surprisingly effective against Survivors that are new to the game, since they tend to hate being in the Killer's terror radius. On an indoor map, they'll think you're close by the entire trial even if you're not.

    With Susie's mix tape and the Never-Sleep Pills, you might be able to reach those far away survivors revealed by killer instinct, but I haven't personally given this build a try. Might be fun to test some day. But yeah, it is very good info regardless.

    Mhh don't know, I don't play legion enough to say if it's possible to reach them with that xD

    But yes, some survivors absolutely hate being in terror radius xD

  • @Rickprado said:

    Sorry to say this, but this map is trash.

    The portals make infinities - you can't catch a survivor with an M1 killer if they "loop" going from one portal to another. Portals should have at least 3 seconds of "stun" when traversing through them because you can catch a smart survivor running from loop to loop.

    If you don't have bamboozle, the survivor can vault the lower floor windows until they are entity blocked.

    Really, how this map was approved to be implemented in the game?

    I mean it's the only thing working at the moment, there's a palette you can go through on the side if dropped and many palettes upstairs are just near worthless in general xD

    But yeah it's ridiculous that you can run 3 times around the tower if the survivor has enough distance xD

  • @CastlevaniaFan said:

    Can someone explain to me why we have a game in which one side if "good" can get 2500 wins as Blight, 1300 wins as Nurse, 800 wins as Oni, 300 wins as Onryo. All in a row.

    But the other role can't get not even 2 wins in a row? With the highest Solo Q escape streak ever being 34 escapes and that was back when Self care and Dead Hard were OP and through tactics like keys + letting teammates die to get hatch?

    Why the game right now has me looping a Killer for 5 gens and have my 3 troll teammates tbag him in gate and leave me to die on hook, getting a win at my expense, and a lonely obsessed killer getting the satisfaction of ruining someone else's game?

    In literally not a single other game if you play well your team can win while you get a loss. Imagine if in Lol or Call of Duty if you had the highest kills and did the most in the team, you lost while your teammates got a VICTORY screen. It would be pathetic, it would be stupid, it would be terrible game design punishing people who are actually good and put effort into winning.

    Yet somehow we have that in this game. You can be extremely good, and you're still gonna end up with a loss screen, the opposite side is still gonna end with the satisfaction of killing you, and your troll teammates who did nothing the whole game but press M1 get an easy win. Amazing game.

    Well that sounds like you lost a game because your teammates didn't help you at the end.

    You looped the killer for 5 gens and progressed the game to endgame. The part where your "team" wins is when a door is open and 3 are out. If you and your "team" or only your "team" wins are 2 different things.

    Dbd is not a game where you play as a real team: you don't get a role, you don't get any ways to callout things, you're just 5 players in the same match with each of you trying to escape or kill the others. You don't even have a result-screen as a "team".

    At least thats the case in solo-q in swfs it's different of course.

  • @Zaydin said:

    …when are survivors going to see their ability to rush generators nerfed in turn? Because all BHVR is doing is encouraging Killers to tunnel to ease the pressure on them with all the regression/slowdown nerfs.

    Well I played a lot of Vecna since he's out and other than games where 2-3 people have 5-10k hours I don't really feel pressured at all. The only slowdown I have is corrupt because of his start-up time.

    well that being said I'm not playing without tunneling but mostly just because I choose the best target if I have to choose between one dead and one on first hook. I won't search for the death-hook specific xD

  • @Tzimiscelord said:

    Title.

    I see the usefulness for doctor to have a static shock that reach even further, but as a general rule, i think it hinders you, other than the juicy BP bonus.

    I mean it gets usefull in every build specialized on skill checks aswell as starstruck.

    For startstruck is wesker probably the best choice alone because of the fact you can use his ability as movement to get to the exposed survivors quicker. Besides that he slows survivors and has a huge terror radius xD

    Well for skill checks it's doctor obviously.

    You could also use it on legion because his detection gets bigger with bigger terror radius as far as I remember (I think it's not worth it, you probably won't reach people you detect because of this, but I guess you have more information xD)

  • @PreorderBonus said:

    Vecna was quite literally designed for the survivors to have fun and for the player controlling him to entertain them. I know this sounds like a conspiracy theory, but hear me out.

    First, Vecna has a 40-second cooldown on each of his powers, which is the second longest cooldown for any killer, only surpassed by Doctor's. He begins the match with this cooldown, when not even killers like Billy or Blight do.

    Second, all of his powers are either unimpactful or extremely counterable. For example:

    Flight of The Damned: Probably the weakest power in the game, counterable just by crouching or standing in the middle of the skeletons. This power is so laughably weak that it only consistently works in guaranteed hit scenarios, which are the most boring moments for both sides. As if that weren't enough, this power also has an audio cue so that even the most inexperienced survivors can avoid it. Additionally, there is a magic item that shows you the aura, making it almost impossible to get hit by it since it provides more than enough reaction time. (Did I also mention that this power has a 40-second cooldown?)

    Mage Hand: Yet another power that only works by either guaranteeing a hit or not, with no middle ground. Extremely uninteractive for both sides.

    Fly: Probably his only consistent power. It's good but does not justify a 40-second cooldown when literally every other movement power in the game is better and has a quarter of the cooldown.

    (No comments on dispelling sphere since it's just "meh.")

    Vecna suffers from the same issues as Singularity (too much built-in counterplay) but ten times worse. And much like Singularity, I guarantee you that he will disappear in a few months when players realize that his whole design works against him rather than for him.

    This are the reasons pretty much everyone is having a blast when playing against him (myself included) but the player using him has to put in an ungodly amount of brainpower and effort if they want to win.

    (AND YES, I know that not every killer needs to be S-tier, but they don't need to be C-tier either. It would be beneficial for everyone if BHVR started dropping GOOD killers because I'm tired of all my matches being Blight > Wesker > Billy > Artist.)

    I have to say that he's pretty consistent for me for the most part. I play him with BBQ, brutal, bamboozle and corrupt and even with that little amount of slowdown most games are pretty winnable.

    Well I have to admit that I loose brutally against people with 5k or in the case yesterday 9600 hours. But thats probably fair considering that I have to learn how to use 4 different powers (besides that eyrie of crows is just awful xD).

    The most consistent thing I found for the skelettons is placing them directly on top of the survivor, you have to be around 1 haddonfield-car + 2 steps back away to do that. If you place them like this, they will get hit if they don't react/predict it.

    You can sometimes use them as a slowdown too and get a m1 as the result.

    Mage hand guaranteeing a hit or not is kinda true, but there are more people now playing against him like huntress. So it's fair for the most part.

    Fly is pretty okay as it is especially because you can use it for movement and sometimes even getting hits.

    His sphere is still pretty weird for me, it's giving okay information but so delayed that they're nearly worthless. It's okay on loops I guess xD

    Well in the end he doesn't seem weak for now and I actually like the amount of Management I need to do to play him.

  • @Wilbur said:

    Does anyone know the calculation methods for these two Spirit add-ons?
    From my own experiments,
    the recharge time for only Rusty Flute is about 10.5 seconds,
    and for only Rin's Broken Watch,
    it's about 11.5 seconds.
    This doesn't align with Rusty Flute's 40% or Rin's Broken Watch's 30%.

    Well she has 5 charges basekit with a depletion of 1 charge per second. So she can phase up to 5 seconds basekit.

    Her basekit recharge is 0,333 charges per second so roughly 15 seconds at maximum.

    The recharge-rate from the addons just gets added to the base-recharge:

    So 0,333 + 40% for rusty flute (0,4662)

    And 0,333 + 30% for Rin's broken watch (0,4329)

    Now you devide the 5 basekit-charges with the different addons and you'll result to:

    10,73 seconds cooldown for rusty flute

    and to 11,55 seconds for Rin's broken watch.

    So it perfectly alings with the things you studied yourself and is therefore correct.

    (Informations are from the dead by daylight fandom btw. It's usually pretty accurate)

  • @GeneralKynobi said:

    My friend was doing a challenge one time and I think I remember him saying that getting a normal stun counted as part of his "apply the hindered status effect to killer x amount of times" challenge. So I'm just asking this question to confirm because I don't know for sure, nor do I really remember the conversation entirely. I feel like they should count because I mean, they technically DO hinder the killer for a second or 2.

    Thanks!

    It probably won't count:

    hindered is a effect you see at the right, but it's not shown after a stun I think. So my guess is that a stun is a own different state.

  • @SentinelCaptain said:

    Just tried to give every signal I could to a group that brought in a bunch of envolpes and I brought BPS, tried to let one pallet stun, let them do gens in front of me and all, they still all rushed and left with no interaction rude.

    I personally don't like farming matches, they are just pretty annoying for me. It's the same reason why I just kill the people left after a dc, I just don't want to wait for ages before I can go next ^^

  • @Brightened said:

    I feel like I am consistently getting the same perks. With as many exist, is this normal? Did they only include certain ones?

    The only thing I saw relatively often is someone without any perks xD saw it at least 5 times by now

  • @this_aint_h00die said:

    I know on this forum i've talked a lot about various different killers and how their my main, but i always see myself chasing after another killer, and getting good with them, does anyone else do this?

    Well I have phases where I play a killer for a while until I found another I'd like to play more. First it was huntress until I was decent as crossmaps, then it was blight where I got decent at 180 and okayish at moonrushes, then it was chucky where I got decent at 180. At the moment I just switch xD

  • @Boosted_Dwight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728618#Comment_3728618

    Yeah that's my stance too lol. Its like TOO GOOD at registering bumps now. If my toe hits the slightest edge it stops me on my tracks but maybe I just have bad bump logic. :P

    Well I'd like it if it at least would be 100% consistent now, but even now you sometimes slide accidently and some things like cars still let you slide. So it destroys basically everything I learned to play him and still doesn't work perfectly xD

  • @il0706 said:

    I download dbd again after like 6 months because i wanted to play with blight again, but since i startet my first match i saw a big problem… addons are more #########, no hug tec, no v1 tec, nothing tec (except for bumb logic) there is no more tec for blight like what the #########? you can't even moonrush something!!!

    Okay, back in the days, the addons were overpowered, and BHVR nerfed the addons and thats okay, but why removing the ''bugs'' from blight that pro players call tecniques like hug tec? Blight is just a fast killer, with his power useless if the survivor is behind a corner and why? EXCATLY NO TECS ANYMORE

    I feel like that would work okay still if they didn't make the bumps so sensitive that you can't even 180 with a slide at the corner. At least I bump 100% at the time there xD

  • @Groglin5000 said:

    I am just wondering this because anytime anyone suggests anything being added to the game that allows the survivors to kill the killer or even just fight back (other than flashlights or pallets.) When asked, DBD players usually say "no because being able to kill the killer makes the killer less scary" or "no because that is unrealistic and the survivors can't fight back against killers," but like, in every horror movie ever, the survivors eventually fight back and confront the killer. That doesn't make the killer less scary, and it isn't even unrealistic. Plus, the Friday the 13th game has an option to fight back against and kill Jason, but that doesn't make him any less scary and he's still pretty unstoppable. Plus, being able to kill the killer would add variety into the game. Like, what if you were able to unlock a weapon during endgame, the same way a Hatch works, but it is a special weapon that you can confront the killer with, and once you take down the killer, you can sacrifice him to the Entity or something like that. Idk but either way, why are DBD players so against putting in a way to kill the killer? After all, getting revenge on the killer for killing your friends is the best part of any horror movie or the Friday the 13th game.

    I'm gonna be honest, I just don't want to worry about survivors trying to kill me like in VHS as excampel.

    For me it's enough if I have a more or less stressful match as survivor because the killer tries to kill me, I just don't want the second roll also to be that stressful, it's enough that I somehow have to preassure everyone or I'll loose. Of course that's tweakable, but I just like it more like it is.

    Well this is personal taste in the end I suppose

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718636#Comment_3718636

    sometimes the penalty is so short the first time you dc you won't even see it, its when the servers crash multiple times its an issue and it does happen occasionally

    Never happens often enough for me xD

    in Penalty Comment by KatsuhxP
  • @Spirit_IsTheBest said:

    I don’t play Blight at all but ever since his nerf I think he is extremely more fun to verse, but I haven’t seen many people on here talking about how it feels to play as him.

    From my perspective he is still strong, but not problematic like he was pre-nerf. Blight is one of my favorites to verse now, if any Blight mains have opinions to share, drop them here!

    He feels very boring to play, before you could do fancy tricks and play like that, now it just feels like you run into a wall until the survivor isn't able to get around the corner fast enough anymore. That was the point for me that makes him fun to play, so he's boring for me now xD

    That being said I'm excited for the reduced cooldown to chucky so I can do more flicks and 180s on loops xD

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721484#Comment_3721484

    In my experience, "bullies" die fast. They are often too focused on trying to be a nuisance and they only need to make one mistake to lose.

    I love them and not because they lose : because the change of pace they bring makes the game more interesting.

    Wasn't really interesting to be honest, I just turned it around and bullied them instead xD

  • @oPoohBear said:

    All I want to say is, I don’t understand why it’s so hard to nerf the nurse in any type of way. I’ve seen ppl saying she doesn’t need a nerf but literally every game I have played this month against a nurse player, even the not so good ones has gotten atleast a 3-4k, with 2k sometimes being before 2 or 3 gens being complete. I just don’t know how long it’s been since players have been asking for this change with devs acting like they don’t see it. But they would swear up and down they are listening to the community😒.

    Well I've won at least 5 this month, as long as everyone knows more or less how to play against nurse she's pretty okay. That being said not too many people know it (besides that you must have the luck that no one gives up) xD

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721479#Comment_3721479

    You're focusing on a band aid fix that targets a symptom and not the core problem. That's why this idea won't work, among other reasons.

    Why are people DCing? From my perspective, the game has had the fun drained out of it steadily for the past couple years almost every patch. Literally any time survivors are getting anything other than 'stare at gens forever' as gameplay it gets complained about and nerfed or just plain deleted.

    Maybe it's because tunneling is still far too strong, and getting found first means you just don't get to play that match. Here's your 5k bp, go Wait in queue for ten more minutes and maybe someone else will get tunneled next. The only nerf to tunneling in two years was the DS change to 5s, and that was immediately nerfed again for literally no reason.

    How about making the core gameplay actually fun, and people will want to play? Instead of making the gameplay a coin toss between tunneling and camping or gen repair jockey. People are burning out and just don't realize it yet.

    People giving up on absolutely everything: sometimes because I load in as twins, sometimes because I down them quickly because I won the mindgame, sometimes because they hate franklins, there's no sense in it. If you hate the game so much that you have to give up on absolutely everything, then just don't play for a while, you just ruin it for other people for no reason xD

    At least for me the core gameplay is fun, I don't even run ds or otr and I'm very rarely tunneled, but the fun part requires that no one gives up like a little kid on everything.

    It's not even only a problem regarded to survivors: yesterday I made a legion dc because he didn't hit the frenzy, another game I made a billy dc because he didn't hit the worst tries to curve I've ever seen xD

  • @Alice_pbg said:

    you can't press ready at the 15 second mark. I know there must be a reason but for the life of me, I just don't see it.

    was this ever explained? does anyone know why? or have a good guess?

    and then you get locked out of everything at the 5 second mark and just gotta stare at the screen for a bit. that is also a bit confusing but I at least get the "this is the lobby you are gonna load in" thing going on.

    Can't tell you the exact reason but I've always seen it as a penality for people that ready up too late (it's only a joke of course xD)

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