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KatsuhxP

KatsuhxP

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  • @BEDROV911 said:

    And btw after that he never touched dbd again saying when they add it I will return and he was so old on this game so yeah the sad thing if we are on ps4 i would understand the console it self cant handle it but with ps5???

    A ps5 should be able to run dbd on 120 fps, but they would've to optimize it better first I think. Espeacially now after the engine update where it's struggeling really heavely with holding the 120 fps.

    @BEDROV911 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074042#Comment_4074042

    well i do get your point even though having something gives advantage will make it not equal i played with my brother month ago he said i want to try pc with120 fps as killer he saw my cousin who moved earlier to pc saying its big difference when you play huntress or easier to get easier skill check i also i have tried it even in reaction it helps a lot

    If they dont want to do it ok but you have to disable cross play with pc if u want to play with pc friend let him invite you and go to pc lobbies like how it works in apex

    Also it does indeed make reacting to survivors easier as huntress as example, I would say blight is probably also easier then. In case of skillchecks... probably yes, but honestly I don't know because I don't play enough survivor for that. I just go for them as a side-effect and time them in a way that I ether hit them in the middle or end, or hit a normal skillcheck if I fail. As I don't count them I don't really know the difference because this timing and playstyle is mostly safe enough to not struggle with them really xD

  • @KrazyKat1011123 said:

    I kinda like how dbd is going, but I miss when it was scary. Now it’s more arcadey/comp.

    Play against a undectacable hillbilly in 2vs8 that chainsaws you silently from behind, I'm so traumatised at the moment from this :( xD

  • @BorisDDAA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077228#Comment_4077228

    Mostly for grabbing people through pallets but hitting vaulting survivors is still broken. I still downed someone who was already running after vaulting the window. The scamper can also hit people who are not close like Ghoul did but that is a little older.

    Except the vault-hits I know both bugs. I simply don't understand why they killswitched him for that now after all the time. Especially if they didn't even fix them correctly how it seems xD

    Or do you mean he grabbed people that were just standing behind a dropped palette, that would be new and then I would understand xD

  • @Mrpugalug916 said:

    A time based asym and survivors are given every advantage to waste the killers time yet the killer has almost zero agency left after nerfs. Gen speeds get buffed while gen regression gets nerfed. Sloppy butcher gets nerfed to 70 seconds making it to where survivors dont have to worry about their macro play while heal speeds get buffed to oblivion. Tunneling was an effective strategy in a game with no rules but the devs caved to made up survivor rules and added anti tunnel mechanics and then buff basekit borrowed time to 15 second. Please explain to me how this isnt a survivor sided game again? Every patch we just have to adapt to new things survivors get to do and just be told to get better as killer. Survivors have never been told by the devs to get better but every patch, the devs tell us to adapt. Ghoul got nerfed because of trash tier survivors lol a killer we paid money for just to be gutted a week later because of survivor tears

    I don't know about you, but I personally don't play blight because he's so strong. While I admit that his strength is temping I also want to say that I would never play a killer that's not fun for. I loved to play blight before the changes of his hugtech and dropped him after that because his new bump logic simply wasn't fun for me. Now after the speed nerf I played him more for some reason and now I'm having fun with him again - in conclusion his strength didn't change much, but he was less fun so I played him less.

  • @BorisDDAA said:

    I'm still getting hits at window/pallet vaults that don't look okay on both sides.

    Was that even the reason they killswitched him? He did that pretty much from the start, so I wouldn't really see the reason why they would've killswitched him because of this now.

  • @azaxydbd said:

    4 AI zombie is too much for non full skillfully stacked lobbies, im not kidding i run into so many lobbies today with like so many chases won and the nemesis always leave me after he realize he cannot win the chase, then he target weaker players and win the game every single time, like what is this, the zombies just holding the entire game hostage, killers can even play together and sandwich players while the zombies literally by defualt holding the game hostage and make the game so long and annoying, should been 3 AI zombies instead. also why the zombies always spawn on gens like what is that, either the spawns are the problem or too many zombies are the problem, every game i see nemesis i get bored, and yea lets not talk about the fact that those high ping nemesis players can hit u behind walls as well at times, really fun experience, should be fixed for the the vast majority of players, u could simply add different killers that are actually fun to verse instead of a killer that dont need to lift a finger and gets carried by AI.

    Huh? You are 8 people, most of the gens are doubled anyways as far as I expirenced the last few days, so one drags them away, the other person does the gen.

    It's a pretty good tradeoff for the fact that nemesis is probably one of the weakest options you have in 2 vs 8. I had 3 rounds with a nemesis yesterday, while he didn't down many people on himself, he did indeed keep the gens alive - and that so incredible good I could basically solo it with blight. Without his support capabilities I wouldn't be able to do this with my lvl on blight.

    So what I'm trying to say is that his zombies are an incredible support, but he himself is pretty weak for that and for that I would call it balanced.

  • @DemonicDemons said:

    It isn't a buff, they're running full jungle gyms in a single power turning left and right perfectly around each wall without ever suffering any penalty the same I do, I have a massive delay in turning speeds whereas these people have literally zero. I'll go run another test just to see, 32 minute wait time, I'll respond with how it goes.

    Update: Yeah no, they're 100% cheating, the highest DPI setting on my mouse is 12,400, on that setting I cannot accomplish what these other hackers are doing, which is turning perfect corners one after another instantly, even with 12,400 DPI I cannot make these types of turns so unless these people have 100,000 DPI mouses it's literally impossible to do what they're doing.

    Could you maybe make a video? That sounds interessting xD

  • @Alen_Starkly said:

    This is a perk that kills a lot of fun for the survivor side. Streamers and/or highly skilled survivors will just genrush when they find out the killer has lightborn. But genrushing is boring. The kind of survivors I mentioned above are bored of gens. They go for the thrill of possibly getting a flashlight save. Or blinding the killer at a pallet/window, for a chance of making the chase a bit more challenging for the killer.

    Less skilled players might take ages to realize the killer has lightborn, and then throw the game by going for the thrill that's robbed from the get-go. Which is silly. Why this immunity with 0 workarounds?

    Forever Entwined (a perk from Ghoul) is much healthier, in my opinion. It doesn't make flashlight/-bang and pallet saves impossible, but instead makes them take much more skill. I've seen even really good survivor streamers struggle against it. (but able to save sometimes!)

    Another incredibly annoying thing survivors go through is having to wait in the pre-match lobby until the last 5 seconds to equip a flashlight, just to potentially avoid the killer equipping lightborn. It is very, very draining and ridiculous. It's also annoying for the killer to be hit for 3-4 flashlights last second, without the killer being prepared for it.

    Why not make Lighborn a healthy perk instead? (instead of godmode insulation with 0 workarounds)

    You can rework Lightborn to contain any of the following elements instead of just giving immunity to light:

    • make the timing super precise, like it was in the olden days
    • make survivors exhausted upon picking up a survivor from the ground, making crutch perks like Background Player or Sprint Burst unable to activate to aid the flashlight/-bang save
    • make recovery from the blind and the stun faster
    • after a successful blind, gain blind immunity for 5-10 seconds, to avoid being chain-blinded
    • whoever blinded you becomes hindered and/or exposed, to make the save attempts have more weight on them

    I want you to make Lightborn into something that increases the skill requirement for the survivors. Current lightborn just cuts off fun, and a whole match is then wasted for no good reason. You did that with Distortion, you turned it from a perk that rewards you from evading the killer, into a perk that rewards you for successfully engaging in chases with killer, and having the skill to last in them.

    That's why I love Moment of Glory, Clean Break and OLD Blood Rush. They have thrill in them, but also reward skill. I'd love to see Lightborn going from a braindead perk that kills fun, into a perk that doesn't disable fun, but increases skill requirements instead.

    I don't know about you, but I never use lightborn on one or two persons with a flashlight, I only use it on 3-4.

    The reason is simple:

    It's simply not fun to play against 3-4 flashlights, sure you can still hook if the survivors have a singular braincell as a company, but if they are actually not just bad, it's more likely that you 4-man slug them. Now the flashlight is not even the only problem - they almost certainly have ub, maybe even with power struggle and the perk from tep to movefaster and heal up during it and they could also have the exhaustion-perk that's like sprintburst while picking up.

    So let me explain what you basically need to do then:

    you need to down one so they swarm you and don't just do gens.

    You basically need to down every other person.

    No one of them can lie in a palette basically because they will save themself if they have more than 1 braincell yet again.

    Then you have to basically do this all over again because of ub.

    (If should dare to pick someone up you will be blinded almost certainly, and if not they will safe themself)

    Because of those people that don't have other plans in this game but to drag out rounds and apperantly try to be the most annoying people ever, I really don't think we should change this perk.

    (Of course I know that they don't use this rombo-combo all the time, but even 3-4 flashlights alone are often just super annoying because they simply don't do their objective but to try flashlight you, even if they all go down for it. It's just not fun to play against)

  • @Galafure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074692#Comment_4074692

    Thanks for the comment meant only to insult people. DBD is lucky to have people like you.

    Where did I insult people? The last commend is only a little tease but also correct because it shouldn't happen - it actually does make sense to get chased more then, because you will get better at looping then.

    The upper part is just factual - as long as your mates do the simple thing to double a gen (what almost everyone does at the start) and you simply run it's basically guaranteed that you complete at least 1 gen.

    The only way why you wouldn't complete a gen at the start is a lot of mistakes from the survivors:

    so people leave the gens even tho theres no reason to leave.

    They never started gens.

    Pain-res + dms and they didn't let go before your hook.

    Ps: it's pretty hard to even awnser your initial question because you didn't mention anything about the situation - no perks, no killer, no map, nothing. Without that the first question is simply what killers would even able to do that, because a trapper ain't. A nurse could make that happen with a lot of slugging, but then it's no tunneling anymore xD

  • How would you even manage to tunnel someone out at 5 gens? I mean if you simply run as soon as you see the killer (or you hear his terrorradius) you can already delay him by 20 seconds probably for his first hit, the second should also take at least 15-20 - so we are already at 35-40 seconds for the first down. Most of the time the first gen is doubled basically instantly at the start, so even with that chasetime that should be achievable basically always and for everyone, you are at least at 2/3 of the first gen - and you're not even hooked. If you don't run perfectly into this gen it should be done probably when the killer arrives or even before that.

    You have to make a lot of mistakes to manage to not even complete a gen with 1 person dead already. If that actually happens to you, you won't win that match, but at least you get better what you bitterly need if that happened xD

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074565#Comment_4074565

    Like I am not against removing the weighting of the other maps but I do understand why Trickster's Delusion is weighted as its the newest map so it makes sense to have bigger chance of appearing. Like weighting is not bad always but have to admit if you keep it going too long people will get fed up of those maps. Its just is normal even if you don't mind the map but same thing too often gets boring.

    I would not be against like more frequent changes on what maps are more common or even give possibility to players to vote like what maps they want to be more common for like few months. Then can do it again or randomize.

    I also don't have something against them weighting them differently at special occasions, but not always over a long time please. If they threat it as some kind of event it's okay, but not like this. Espeacially because I'm sure NO ONE would would those maps up - or at least that's what I hope xD

  • @HommeBizarre said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074534#Comment_4074534

    Yeah thats the point, its better to do gens solo. Which removes the need for survivors to try and find each other to do gens faster. (Since it's useless).

    Now, you are chasing a guy for too long and decide to leave him to go after another. The guy you chased is going to repair a gen the next seconds. And the next guy you are going to chase might be as good as the other one.

    And to finish : yup, how do you want to apply pressure to 3 gens at the same time?

    I must say that I don't have much of a problem with it being that way. I played a bit of survivor the last days and I think I would be pretty annoyed to have to do them with 2 or more people - I'd say you could give the one perk from dwight (however it was called again), but then would specific gens be done too fast.

    I don't really see what they could do about that at the moment without rebalancing xD

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074551#Comment_4074551

    Yes they are "weighted" that is the word you should be using. Yeah I am not saying there is not weighted maps but they have no chance of repeating until you have already played in four other maps in between at least. I can also say of the matches there that I have listed I have kept track on how often maps repeat and I have not even got that four at least repeat at all recently. I think the best same map I have had in my last 30 matches was like nine maps in between and did not bother even to mention that in the last update I did to the list.

    Then they should at least make them equally weighted, Idk about you, but I'm pretty annoyed by it xD

  • @SweetbutaPsycho said:

    I literary had a survivor duo throw an absolute fit today in endgame chat and later in steam chat cause one of them (the obsession) died at 7 hooks vs an endgame build with remember me on pig.

    When I pointed out that it's kind of the point to have the obsession dead in endgame cause of the perk, I got a long essay on how it's not about the perks but about dirty playstyles.

    Those survivors had 3.5k hours in this game and were both p100. The player that got "tunneled out" even had DS which didn't trigger cause she wasn't tunneled. Like only in DBD so many players live in their own worlds and make up their own rules. Absolutely baffles me

    Some people are really delusional regarding to how people should play, that the perk basically requires that is often irrelevant xD

    Just learn to laugh about them and gather comments like this, then you have a profile full of funny people telling funny things :D

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074535#Comment_4074535

    All maps are in rotation only ones that are not are the variants of existing maps like Badham would have five variations but because community wanted to maps only have one version they got removed from the online rotation. There is no real repetition of maps as there is always four maps between before you can get the same map again if someone did not use an offering to get it and in reality I would say that is quite decent.

    Still the offerings do work I had two map offerings give me the map/realm in question so they do work but as its 1/5 chance if you get it you can just be unlucky.

    Then don't call it repetition, but some maps (toba, nostromo, badham, shattered square, tricksters delusion) appear too often none then less. Even in your own stats you clearly got 4-5 (more like 8-9 after thinking about it) maps much more often than other maps and if I remember right 1/3 (also after thinking about it probably 1/2) barely at all from the ones in the list.

    So even if it's not a direct repetition it's enough to see that something isn't right with the distribution there xD

  • @creepyman said:

    so how recently would you say your games been sweaty?

    I can't complain much. My average killrate is 72% in the last 30 days with different killers, mostly trickster and nurse (the other killers I played where with dbd bingo or perkless).

    Nurse where 31 matches with 78% killrate and trickster 71% with 60 matches.

    I also don't remember the rounds to be really hard to win xD

  • @TorQueMoD said:

    Oh wow. That really sucks. They should just remove map offerings all together then and put every map in general rotation.

    I don't know if it has to be a rotation, but maybe with incresing chance of getting maps the longer you didn't get it. Additionally they have to fix the repetition of maps please, it's so annoying xD

  • @HommeBizarre said:

    Let me be clear: I’m not saying survivors are at fault here.

    But let’s look at the scenario. The killer chases one survivor while the other three each work on a generator. If the chased survivor has decent skills—and maybe some luck with map RNG—the first chase often determines whether the killer will win the game or not as this will help him get pressure if he can hook someone.

    And still, survivors have 70 seconds to unhook before a hook stage get completed. This gives plenty of time to finish a gens and then go to the rescue.

    Now the question is : Why would you want to do gens with someone else when you get a speed penalty for working on one together? Beside objective points, I don't see the point.

    I'm not really here to complain, I just want to have a discution about doing gens solo

    There is not really a point of doing gens with others. You can duo one at the start, after that it's almost always better to single them if possible.

    In the end it depends on the situation and map I'd say. If you have a 3 gen you have to break it would be better to duo or tripple it if the killer is stupid enough to chase the last person for too long, otherwise it's also better to single them in that situation because the killer won't be able to defend 3 gens that are attacked at the same time normally.

    (that's just what I think. I'm not thinking much about it normally, I just single if it's not important to crank out a specific gen. The only other thing I think about is the fact that 3 people are barely better than 2 so I splitt then always)

  • @BEDROV911 said:

    hi am a console player i use to play on pc

    Why the game doesnt still have120 fps on console bigger game than dbd with many players and many things happenes in single fps still have 120fps and work very smoothly

    While dbd still adding m&k was less important than 120 fps which gives big advantage for hit boxes to pc players also why i never got the chance to play legion they have been kill switched for long time for worthless bug where is the promised sm rework?
    why to many hackers still in this game some time i feel the anti trial cheat ended to many hackers i have reported still meet them over and over when i open a ticket to report then with clearly youtube video i have recorded they still asking me to report them without doing anything about it never got any notification and the never got banned even otz spoke about this issue to many important stuff they throw away resources for unnecessary stuff and most important things left a way

    There should be fair gameplay started with adding120 fps to console and fix anti cheat

    120 fps does not give you any advantage regarding to your hitbox. The only thing it does is make some technics like hugteching with wesker easier (but also weaker for that, just as an information besides the point).

    Well I guess you could say it's also easier to react in general with 120 fps, but it's not like dbd would be very consistent with their fps anyways.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073727#Comment_4073727

    The problem I describe in the post that makes him genuinely baffling to me is the cooldown. The timings just don't make sense. Pyramid-head has to take an entire second to start dragging his power, another half second before he can swing with it, and then his camera movement is locked after a second's worth of movement. Rough estimates here but I've played against him and as him frequently, and the timings are fair, make sense, and allow both the survivor and killer to counter each other.

    Every time I've played against the new Vecna (maybe about 12 matches in total), I've been obliterated in 4 hits within 15 seconds of chase, or worldbreaker is active and he two shots me in like 10 seconds tops. I've literally had my survivor's pinkie toe touching about a pixel of the edge of the circle and been downed by it. Its virtually unescapable within 10 to 15 meters, and I've been sniped at nearly 20 in tight areas. Pyramid-head has about 3 seconds of buffer before he swings, assuming he swings immediately, and there's a travel time delay for his judgement ability to reach the survivor, giving time for them to doge the meter wide hitbox. The First has a 1.5 meter circle he can spawn directly beneath your feet, it takes 1 second for him to activate it and you get very little over half a second to react and "dodge" it. I've found it completely impossible to dodge if the killer can see you, or if he knows the layout of where you're looping at. Holding W really can't be a viable strategy for more than 15 seconds of chase, considering he can tunnel around the map with his other ability (and that damages you too if you're nearby it for some reason).

    I understand the Stranger Things license is huge, they want a very well engineered killer to hype it up and want him to be strong enough to get people's attention. In that department, they did a great job, big success. However, The Ghoul, a character who released almost exactly a year ago, has an incredibly higher pickrate. Is it really because Ghoul is entirely brainless to play, or is it because The First is just boring? I personally don't enjoy playing killers that I find frustrating as a survivor. The Executioner, The Cenobite, The Unknown, they all have ranged attacks at varied levels of balance based on their secondary abilities. Cenobite has passive from the box, Unknown has a teleport ability, and Executioner has cages. I can get behind this killer's balancing, but only if it genuinely feels possible to avoid. The Ghoul's free hits are his most controversial aspect, if he just had the dash and nothing else no one would care. Free hits, or rather the feeling they invoke, one of complete helplessness and inability to interact with the game, frustrates the player. It doesn't feel like they deserved to go down, or that the killer earned the down.

    Of those 12 matches I've played against the new Vecna, you wanna know how many I won? One, and only because the killer disconnected when a survivor (who was probably cheating) led them on a 2 minute chase from game start. Of the other 11, I lost every time, and I want to say at the very least half of them were because teammates disconnected or gave up after the first few instant downs rolled in. I tried to use every match as an opportunity for practice, and seriously, as much as I hated learning how to counter the Ghoul, countering this killer genuinely feels impossible. Its not a good feeling whatsoever when the only hope of winning a chase is the killer making mistake after mistake until they get bored of spamming you and decide to leave you alone for a bit.

    I mean his attack comes trough pretty quickly that's true, but I'm still able to dodge him most of the time. I also had times where I was downed in 15 seconds, but that was because I stayed at a loop for too long and failed in predicting where he places his attacks and therefore didn't react quick enough.

    You have to play him on open fields like a huntress or any ranged killer really, so you place the attacks where you assume the survivor to go. That makes it that you can in theory bait him to place it wrong, also that means he will probably place his attacks not fully onto you but close to you in the direction he assumes you will dodge too. That makes it easier again to dodge it.

    Don't know anymore if you played him yourself, but just try it maybe. He's actually not so bad to dodge like you think, other survivors will probably show you that then.

  • @DemonicDemons said:

    Every time I run to a pallet I wait for the killer to get close and when he's close enough to stun all of a sudden my prompt to drop the pallet completely disappears, I can almost never drop a pallet on a killer as of lately and I'm wondering why it's extremely frustrating and I haven't had this issue since before like maybe two weeks ago.

    @DemonicDemons said:

    Oh my god it's so annoying, killers hitting me after I drop pallet every single time but when I hit survivors after they drop a pallet the hit registers blood splats and they scream but don't take damage this is infuriating me now, ok now I'm like 99% there must be some kind of hack like I get some other times where survivors jump a pallet while injured and they jump so fast over the pallet I can't hit them but every time I fast vault a pallet or window the killer hits me in the exact same scenario it honestly doesn't make sense even if I have the perk to fault faster while injured half the time I get hit while vaulting with the Laura perk while healthy too despite vaulting 20% faster oh my lord it hurts to play this game sometimes

    Camping palettes is not good anyways most of the time because you could often loop around the palette another 2-3 times if you have to wait for the killer to arrive anyways.

    To your other problem:

    This sounds like you vault too late and maybe have a bit of ping?

    Also that you don't hit people in palettes is from an update years ago, it's pretty annoying. You can increase your chance of hitting through palettes by not holding the leftclick but just clicking one time - for some reason it actually ignores the validation at palettes more often then xD

  • @Cornil said:

    Title. Not sure why adding a killer that is basically a nurse with remote injures and 110% movement speed was an idea that got past paper, let alone a PTB and now in the live game. The funny thing is comparatively very few people seem to actually play him, he's maybe one in every 30 matches I get. He currently sits lower in pickrate than Myers, Springtrap, and even Nemesis, assuming you take public statistics at face value. But why, if he's so innovative and engineered for winning games? Well, Nurse is a free character and her pickrate is below Hillbilly and Huntress, I see her even less than I do Wraith or Pig. She has undeniably been the most powerful killer in the game since her release, by definition she defies the boundaries of the game's very rules, ignoring pallets and walls alike. What's the issue then?

    They aren't fun. Ask anyone who only plays the Nurse, if you can find someone who does, and they will admit the absolute frustration you feel playing them starting out. The constant missed blinks, losing dozens of seconds of chase progress from accidentally teleporting through a second floor. And at the end of the day, what's the reward when you master the character? The same exact instant hits, cheesy downs through walls or around pallets, being stuck with the same two or three perk builds every game. There's nearly no variety to her gameplay, no charm to it that most killers like Myers, Nemesis, or Springtrap can have. Just blinking, and hitting. And most survivors, especially new ones, loathe playing against Nurse not just because of her strength, but because of that monotony, doing the same thing over and over.

    I think The First falls into the same category, a powerful killer with little variety in gameplay and an ability that just causes survivors to find zero enjoyment from it. The Nurse at least has to move herself to you with her blinks, with The First, he places a snare beneath you that is in diameter noticeably bigger (or at least the hitbox is more forgiving) than The Nightmare's. This snare has an activation time of .6 seconds and then will injure you if anyone on the perimeter or inside of it remains there for the rest of that same second. Doesn't sound so bad on paper, but in practice, you have only 1 second to dodge this attack, which takes only .4 seconds for the killer to charge, and .6 seconds for it to deploy. Meaning, even if you watch the killer and wait some kind of counterplay animation or noise he makes casting it, you can only ever get 1 full second before you take damage, which leaves you with only half a second to react, and with the way netcode works, the chances of you managing to make a half-second reaction and move your survivor out of the circle fast enough are close to nil. And that's without accounting for the impossibility of escaping a well-placed snare, as if you're caught directly in the middle its guaranteed death.

    But all of this could be okay, with the counterplay mechanic of listening to music to limit the time he can damage with the snare/vine attack. If he's only able to use his ability for a limited amount of time, then that's counterable! You know, if he couldn't cast his ability once every 3 seconds. He gets slowed down to 3m/s when he does so, but in gameplay he can quite literally spam it every 3 seconds and down you fully in 6 seconds regardless of how good you loop or how far you run. This is a killer whose design quite literally only has the counter of "get lucky if they're bad and miss" or "hold W for as long as you can." And that's not mentioning that trying to dodge their ability could lead to you walking into their missed attack and dying that way. There's virtually zero skill involved, its brainless point and click with almost no cooldown. It makes killers like The Cannibal seem like a technical tyrant to learn and master, considering he actually HAS to loop the survivors he chases. If a Cannibal player goes against survivors that can predict when to drop a pallet against his chainsaw, he loses, every time. When a First player gets within 15 meters of you, its Goodnight Irene! Good at the game? Doesn't matter. Welcome to 50/50 simulator! Where if the killer knows how to point and click, and you didn't predict he was going to click .4 seconds ago, you lose!

    If there were ever a killer in this game that needed a stats nerf, and it wasn't launch day Ghoul, its this guy. I think the reason he doesn't have as many people playing him as the Ghoul still does today is because he's literally just boring. I haven't played him yet but from watching gameplay and playing against him, it really does seem like old Freddy if his snares instantly casted and could damage you. Which seems just, awful. Does anyone on the forums here genuinely find this character fun to play as or against? And I don't mean like just in one instance you had fun, I mean like playing against The Unknown, Demogorgon, or Nemesis kind of fun. I desperately want to like this killer but no amount of practice or research has led me to a way of consistently dodging his ability, and it leaves me being the only person in my matches who doesn't give up or disconnect against him.

    Honestly I can't really understand your problem, I didn't play against an vecna with 11k hours yet, but those I saw placed the vine-attacks on themself good but I could still react and dodge.

    Vecna has pretty much the same weaknesses like nurse so you just want to break line of sight, if you do this he's already much weaker because he completely has to predict where you are and go. In difference to nurse he also doesn't instakill you on open fields, of course he sees you there at all times, but you also don't have to loop around anything so you can just hold w and concentrate on dodging because he doesn't make much distance (half a second is honestly quite a lot, I would say it's not that much difference to a fully charged huntress throw).

    Ps:

    It was actually pretty fun to play against them.

  • @goldn_arrow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073010#Comment_4073010

    I’m not one to do it all the time though. Yet you have all these other survivor players doing the same thing, which is also unfair on the others including the killer as well because killer is just playing the game when they are using certain playstyles because of the way the game is going right now, yet when killer does it, it’s frowned upon? It’s like it’s locked into killer having to stay yet survivor players can do whatever, some don’t like a playstyle of a killer player, they either go next or leave the game entirely, yet when killer players experience toxicity they can’t leave, and also goes into killer anxiety because they are forced to play in a toxic or a bully squad match, even when survivors exploit mechanics and want to cheat, eventually you would need to chase them again later in the match because they are the only one out in the open so you can't escape it in the match. Instead of focusing on more content, why doesn't the devs sort out this, the bugs, the exploiting, the cheaters, etc etc. Not only that some people linger in the end game, to see perks before leaving which is something I do as well, sometimes as an example to see if a flash save was actually legit and not a cheater which happened in some of my matches getting saves off screen (which I didn't leave but was confused).

    @goldn_arrow said:

    I want to clear something up, people have said it's wrong to quit as killer and that you are forced to play the match then come back to say that you are not forced to play that you can quit? So… which is it??? When survivors too exploit this and leave the match when things don't go there way. Which is it because to me the same should be said about survivors doing it…? (And putting bots aside on this matter, I'm talking about if it was before the bot patch as well) Should be bad for either side to quit if that is the case

    The problem on this entire discussion is that it's wrong on any side. No one should quit - not survivors, not killers.

    • Dbd has rules that you have to follow.
    • Dbd has a queueing system with no replacement in the round if you leave.

    As long as you don't break any rules or even laws you can do what you want. Playing toxic is not against the rules from any side but it's hatted from most people - depending on what it is it's also discouraged by the developers (camping as example). Leaving the match is also not against the rules, but it's still hatted from both sides - sure you can do this and have the oppinion that it was rightfully, but except from the case of leaving because of cheaters almost everyone will tell you that it's wrong.

    The sentence "if you queue up you have to play out the round" is basically correct. You decided that you want to play a round of dbd, so you have to espect people playing like this even if you hate it - in the end everyone can and will play how they want as long as it's not against the rules. So if you leave now you basically ended the round for everyone, and that with the knowledge that they might play like this. So it's completely on you.

    In the end this entire topic is really based on feelings of different people. I'm also really annoyed by being tbagged but I hate people leaving personally more, so I don't do it. Also you can simply destroy them if they annoy you that much, and if you can't do this, then you were simply not good enough (of course this is a very easy and arrogant way to see this, because it depends on a lot of factors - but it's still true to an extend).

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072977#Comment_4072977

    That's me, telling you you're bad lol. I love being salty and getting into long arguments. Both funny and cathartic. I have no idea how people take it so seriously. I mostly play on console and feel so left out when I'm not on Steam.

    I'm never the one starting, but I will annoy them super hard if they do. Most of the time they give up after a while frustrated :D

    Sadly there are not a lot of people anymore that give me bad comments on steam. I guess my 40 sites of mostly insults will never grow anymore :( xD

  • @cogsturning said:

    I personally love the trash talk in chat. I go out of my way to play on Steam just for those interactions, both good and bad, because i think it's hilarious. But it's also easy to close. Instead of blaming the entire survivor playerbase (who, incidentally, play killer too) just close the chat. You're feeding into it on purpose instead of walking away. And after a DC, what did you really expect? Someone wanted to make you mad and you let them.

    I agree trashtalk is fun, espeacially if you won and they tell you that you're bad :D

    The kind of people that insult me because I'm german are also fun xD

  • @goldn_arrow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072928#Comment_4072928

    Quitting a game is not wrong, people have stuff sometimes they need to do and sometimes need to quit. I would gladly take the time penalty but it isn't wrong if you want to or need to. Your basically saying that we are locked in with no way out, which in saying that is wrong

    No, I'm not saying that you're locked in.

    I'm saying that this game is simply not made in a way that lets you quit freely like overwatch for example. Overwatch actively offers you the chance to leave at any time (except ranked of course) because it fills your slot back up, dbd does not have this. That means if you quit, then the round is basically over - no matter on which side.

    As killer you end the round for everyone so you take the chance to play out the round completely, as survivor you give the rest of team a bot and you basically let the killer win instantly - that's also only fun for the first 3 rounds as killer, then it becomes old.

    At least for me you are in the wrong if you think it should be accepted to leave in a game where you don't get a replacement. The fact it's punished already tells you that it's not meant do be done from the developers - most discussions I saw in the forum about that also said that it should be punished, so people obviously don't like it.

  • @goldn_arrow said:

    My final match today I went up against a Sable in the Blood Moon event, which I thought this will be alright. The thing I am addressing right here goes into killer anxiety. The Sable progressed through from pallet to pallet in which just wanted to tea bag me until I quit. After this in end game chat they didn't want to just let it go. They were bagging me in chat saying how I quit and all that when I didn't want to play in an 'event game' with someone that is all about tea bagging down the killer when I did nothing wrong but just played the game. This just adds on to players anxiety and we just want to go in and play a game without being look down upon even if someone decided to quit that game. The community on the survivor side (not all of them) are running the game dry. I should be able to just take the time penalty if I want and be out of a toxic match but nope some players just want to keep bullying even at the end-game chat.

    Sorry to tell you, but this game doesn't have a backfill. If you quit in dbd you should be punished for sure and it should definetely not be simply accepted by the people.

    Now is it nice to tbag like this? Nope

    Is it nice to be so percistant to know the reason? Nope

    BUT it's not against the rules to tbag, it's not against the rules to want to know the reason (debatable by intensity ragarded to harrasment, but seems not to be the case really). So in conclusion you're the only person that did something wrong, it's also not against the rules on itself, but it's punished and not accepted.

  • @Trex_Crazy said:

    AAs the title says the perk is terrible. Now I often enjoy using a bad perk to use because its funny (and it catches survivors/killers off guard) And I have gotten value out of it in some very rare cases, but for the most part the killer has almost no reason to be around completed gens. (Save for the off chance its inbetween a patrol) I mean you could teleport as freddy to a completed gen or have the dog make you go there fast but like outside of a few niche killer powers it has very little use. (though having a gen in shack completed can be funny)

    Honestly I'm not entirely sure what the discussion is about, I was just thinking "hey this perk sucks, I shall discuss it". Idk a way you could change it and keep the original idea to make it useful. (except maybe make it give you a speed boost around any gen, finished or not, would be interesting Im not certain how balanced that would be)

    Honestly, I underestimated it too for a long time, but the hens-video where he showed endgame builds actually showed me how good it is. It's sometimes helpful for chases in the round, but it's primary strength comes from endgame combined with other endgame-perks.

    The 5% are pretty nice to have :D

  • @wildduck33 said:

    When playing this killer i can drop a pallet and get at least 3-4 feet away and this killer can still hit me with their tail. This is kind of outrages. The hit radius with this killer needs to be fixed.

    Simple fix: keep running.

    That sounds like you would be able to go around at least 1 more time, if you greed maybe even 1-2 rounds more depending on if the xeno respects the palette or even misses.

    There's no reason at all for you to drop the palette.

  • @xfoxy1779x said:

    if someones DC can they just be removed from the game. It's annoying to deal with the bots

    From what perspective?

    As killer they are super easy to catch (still better than the players that left in 40% of the cases lol).

    As survivor they still do gens, save, heal and so on.

    I don't see them as a problem in any way xD

  • @AlwaysInAGoodShape said:

    This post is dedicated to making DBD more accessible to newer players by adjusting some of the core game mechanics.

    1.
    FLASHLIGHT SAVES:
    It is no surprise that in the past flashlight saves used to be something only more experienced survivors knew how to pull off, as you'd have to time it at exactly the end of the pickup animation. Since then there's been an update to allow a slightly bigger window to blind and still cause the survivor to escape. This was definitely already a step in the right direction, but sadly as for many things, the Devs were too careful with this.

    CHANGE: Blinding a killer anywhere during the pickup animation causes the survivor to escape the killer's grasp

    Why is this a good change? Because flashlight gameplay is indeed already healthy from the "Right place, right time" perspective, meaning that the counterplay comes from looking in a particular direction, chasing the saving survivor away and causing that survivor to be too late for the save. There's no such counterplay around causing the survivor to be too early for the save, or any meaningful gameplay around it.
    However, for someone who has likely invested a significant amount of time for the save, not getting it due to being to early can completely throw the game for everyone because of it. That doesn't create interesting gameplay; It just sucks, plain and simple. Making the save work anywhere during the pickup animation would solve that.

    CHANGE: All boon perks by default will reveal the aura of DULL totems within 16 meters

    Although experienced players have no problem finding totems for their boons, for beginner players finding totems can be a daunting task in the ever-growing collection of randomized maps, leading to them spending game-throwing amounts of time just looking for a totem. As for you familiar with the kill-rate phenomenon among lower ELO, you know that any killer that introduces side-objectives create the biggest noob-traps of all killers. With the map roster growing bigger each year so does the problem become ever more prevalent. This simple change would help such players and prevent many newer players from throwing their games in public lobbies to this inherent and ever more difficult to avoid noob-trap

    https://us.v-cdn.net/6030815/uploads/WS4KYKV4MAGM/image.png

    Making blinds work any time in the pick up animation would simply make it horrible to play against.

    Ever since the change with the extended window you can already turn away sometimes half a second before you would be blinded and still get blinded (with 20-30ms btw, so not impressive but good), I won't accept more of those random blinds that shouldn't have ever worked. I'm positive that people are smart enough to learn at least the slightest bit of timing.

  • @AutoToxin said:

    The abandon prompt already works well when one survivor is left standing or everyone is hooked or downed. But there's a gap and it's costing players every day.

    When you die on hook or the killer hits mori, the match is over for you. In that moment of frustration you sometimes instinctively hit quit and then comes the second punch: you're penalized for it. Not for abandoning your team. Just for leaving after you were already dead. Now 5 min in the quiet corner and think about what you have done child, also no Bloodpoints and Exp for you. It is also demeaning i think.

    Please fix:
    Extend the abandon option to the death-on-hook animation and moris for singular players. That's it. Small change, big difference.

    Sorry but I really don't see the reason to waste bhvr's time for that. It wouldn't even take long probably, but it's the same with the death-animation in both cases, they don't take that long.

    Also if you're that frustrated that you can't even wait 10 seconds at best, then you should probably take a break anyways xD

  • @wildduck33 said:

    I know ill get back lash for this, but why do we not have game chat for survivors. The people it puts me in the game with are just clueless, communication is the biggest thing in video games. Something needs to change with these lobbies.

    Hopefully this will never come, not even because of balancing, but because it can only be annoying xD

    Would be the first thing I and I imagine some other people will deactivate :D

  • @Brightened said:

    I thought perks got nerfed when they become meta or are too strong.

    Where is the nerf to aura reading perks for killers? Sure there are players that argue that they're not even that strong but I don't actually think that's true.

    You take new Michael (who can bring you to the exposed status within seconds of stalking) and give him No Where to Hide, Darkness Revealed, Nurses, BBQ, Friends til the End, Awakened Awareness (don't see this one much to be fair) and it's immediately a down for him.

    Same to the increasingly high number of killers that have add-ons for aura reading.

    I'm honestly shocked if I don't see at least one aura reading perk in every match.

    What is the justification they make? SWFs can tell one another where the killer is? Is that the counter argument? Because what about solo queue?

    The reason why aura read is not as good as you think is pretty simple:

    Yes you can do that, and yes you know where everyone is most of the time BUT it does not matter if you can't catch them and it does not matter if they are spread out. You can't defend everything constantly no matter what you do.

    That's the exact reason why doctors ability to know the positions of everyone is simply worthless, he's not strong enough to use those informations constantly and not fast enough ether. (At least not for me, and I imagine not for a lot of other people)

    Now where I agree is in case of vecna, blight, nurse, probably ken, billy and so on and so on. So killers that can catch you basically instantly if they know where you are. In THAT case it's actually pretty strong, but even there it comes for the price of everything else because you obviously don't have gen defence then.

  • @wildduck33 said:

    Can you guys please just put a skill based lobby in the game. Or just add a ranked session in DBD and keep it on the game, because these lobbies that i get put in for survivor just make me not want to play the game. I've been put with people that just clearly have no idea on how to play this game when i have thousands of hours into it. Please just fix how the skill based is in this game. The P100 has nothing to do with it because most of them just play like bots anyways.

    You will laugh now:

    In theorie it is skillbased, at least if you difine "skillbased" as giving people a number that is supposed to show their skill-level, and put them in lobbies based on that.

    That being said, it does not really care about a lot of factors that I know of:

    It cares about the mmr of your opponent, it cares about the match-duration and it cares about the result, so if you escape through door (win), hatch (neutral) or die (lose). Also it does not count about your mates as survivor, but counts every survivor as another match for you as killer.

    So they only need to make it actually scale with any form of skill actually.

  • @DemonicDemons said:

    This Dracula is a joke, spends the entire game chasing other survivors, gets 5 hooks and one death, I'm over on the other side of the map while this is going on ripping through gens, he finally comes after me after he gets his first kill, hooks me and camps hook until I die, other survivors tried to come save me this time at least but nope, just stays and camps, this is becoming more frequent each and every game. He could've had a 4k if he chased the other survivors but he lost 2k over camping hook, good job.

    https://us.v-cdn.net/6030815/uploads/CN5NAI3OJTQK/camp.png

    https://us.v-cdn.net/6030815/uploads/BUHPJ7VJV8TV/camp2.png

    I mean camping can be a good thing to do as killer, but that depends heavily on the situation.

    Currently I would almost never camp because it takes too long and it's increadible hard to defend without grabbing. Generally I'd never facecamp but defend near gens and only going back if I have to, also there it's pretty useless to go back defending a hook that only got 1/4 of the hookstate. In that case it's better to let it happen and ether tunnel or chase the unhooker.

    Generally you could say that camping is not as good as it was before, and tunneling would be better. But also there always depending on situation.

  • @LordHeXaGoN said:

    Welp these killers are "fun" so why not?

    Blight as 4.4 wont suffer, these aren't as well.

    O yeah and add power disable mechanic after breaking a pallet for them.

    I hope that's a joke? You can't just make everything that has movement automatically 4.4?! Otherwise make legion 4.4 too, how would you like that one? (I assume you like to play legion because of your profile picture)? xD

  • @coldflame said:

    i'm not sure why bhvr makes this design decision for certain maps but it makes chainsaw killers functionally unplayable without memorising the invisible hitboxes by rote. its healthier for the game for the killers to simply not be on these maps

    Why would they waste their time programming and updating this system regulary instead of simply fixing the hitboxes?

    Except that it's a horrible idea to block out certain maps because they are bad for ether side or a specific character even. That would make the game pretty predictable and boring.

    Not to mention you can and will obviously learn to play around those collisions :D

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070520#Comment_4070520

    I always try to see the honesty in people. So I want to belive it was no cheating envolved. Since If I remember right in the Suffocation map there is a window in a really bad position with clutter right behind it and some content creator managed to fast vault even that.

    Edit: Not Coaltower but Suffocation pit

    I don't think I know this window. The most impressive window I know from the top of my head is on junglejims, the one with the wall behind it. If I remember right you can fastvault that one, but it's pretty hard xD

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070518#Comment_4070518

    Well Finesse has a unique vaulting animation.

    Or does it ignore it even on cooldown?

    No I don't think so, but you're right. Then I'm out of ideas to explain it with my knowledge.

    My only ideas would be that the fastvaults are yet again broken OR that the person cheated xD

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070506#Comment_4070506

    Hey there thanks for the Answer,

    I am familiar with your point of view and as long as I remember it has been like this you ran at the right angle and you get the fast vault.

    But my problem is the following, the Survivor was kinda in the idle animation and fast vaulted out of it. This is the point which I don´t understand, there was no running just staying and insta fast vault. It seemed off as hell.

    Wait did you look at the perks? I believe finesse ignores the movement speed and gives you the buffed fastvault no matter your speed, you only need the angle I think

  • @Leon_van_Straken said:

    Hey there I hope you had a good easter days,

    I have a short question, because I don´t know if this is intended or not.

    From time to time when I play Killer I stumble above the following szenario. A Survivor stands close to a window like in shack and seemingly with no effort of running they do a fast vault without a single second of the running animation.

    When I take the window at full speed in a slight angle I only get a slow vault but standing still in in the right angle gives a fast vault?

    Is this really intended like this?

    I'm not really playing survivor, but as far as I know you get a fast vault as long as the angle is right and you got at least a moment of running before the vault. That being said you can queue the vault a bit before the window (at 1-2 meters, Idk, I'm not great at guessing that) and after that you get whatever vault you would have get with the speed and angle you had.

    So my guess would be that were around 0.5 to 1 meter away from the window in the right angle, then started running for a short moment, queued the vault and because of the short time of it all it looked a bit scuffed animationwise.

    (Yet again, not a survivor player :D)

  • @coldflame said:

    intentionally 12 hook, never chase people off unhook, play a b tier, never slug even when theyre camping with flashlights

    they still teabag and stand at gate and flashlight click anyway?

    why should i even bother following their made up rules if theyre just going to act like toxic babies anyway? surv players are terrible losers and even worse winners

    Literally just use what you can and what is okay for your mindset. Your enemies will almost never thank you or even acknowledge that you hold back, so just use situations and chances they give you - as soon as your win is already decided you can show mercy, before that it's not really usefull.

    Most people stop tbagging midround if you destroy them hard enough, if not just kill them quickly. In the end you can't be tbagged by a dead survivor xD

    Getting tbagged at the door is pretty normal no matter what you or them did. Just accept it and if you're as evil as me you can still try to kill them, it works surprisingly often and their ourbursts after that sometimes are pretty funny xD

  • @azaxydbd said:

    literally can barely see anything on those maps currently, there is too much light.

    They are still better than rotten sand and eyrie of crows for me. Those maps literally hurt my eyes if I play them at night, and it's not even dark in my room just dimmed really slightly xD

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070138#Comment_4070138

    Yeah the erie the artist first version Im getting very often lately its kinda annoying and badham.

    Yep, I hate the rockloops on eyrie of crows, it's pure suffering with trickster. Badham is bad with almost everyone, but with trickster it's even worse it feels like because you sometimes hit 5 knifes and then it's way too much that stops you hitting the last one xD

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070138#Comment_4070138

    I actually haven’t played rpd until a few days ago. It had been almost 2 months since I played it.

    Lucky you, I play trickster mostly at the moment. This map is absolutely horrible for him, espeacially with the version that's open towards the library xD

  • @Tamo said:

    Interesting to find out it's not just me, that's several people today who all seem to have been getting badham & nostromo A LOT recently.

    Add eyrie and rpd and you got the suffering I have go through so much at the moment xD

  • @LinkToReality said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069965#Comment_4069965

    There's no risk of ECAC when it's a built in function of our monitors.

    I know, I just forgot to write "for softwarebased crosshairs" xD

  • @bonequests said:

    With the recent trickster rework giving him a crosshair in the form of an add on, I think it's really stupid that they make you waste an add on slot just to be able to see better. I Feel like it shouldn't be hard to just give us a setting for a small dot in the middle of our screen.

    It's from a discusion I've red a while ago by a community manager:

    He basically said that they design killers in a way where it's not really needed to use a crosshair so they won't build it in basekit. That being said he also said that they can't do anything about us using them anyways, so if want we can so this. (With the risk of easy anticheat of course. So they can't unban you if it picks it up somehow.)

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069720#Comment_4069720

    Yeah and I understand what you mean by it looking like the knife goes through as it was doing that for me too while I was testing it. Still I think that is just a bug also its hard to get to see when you get the benefit as I did not really even notice it while testing and did a lot of ricochet hits on bots.

    Well I guess that means at least that the hits look a bit wonky, no matter if it's the bonus effect or actually bugged xD

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