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KatsuhxP
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@Imtouchingyouvro said:
In the current state of the game ranks honestly just feel like an indicator of playtime at best. I’m not sure what the need for the change was but back then ranks felt like a mostly sure way to have an idea of how good someone was , when you thought of red ranked players you thought about actually skilled killers and competitive Survivors and that definitely feels like it’s missing now. And there’s honestly no incentive to play the game and actually be a good team playing survivor, the pip system wasn’t perfect but you at least actually had to participate as a part of your team to píp and rank up and that served as a weak but important incentive to actually play the game and be a decent teammate even to your randoms, incentives would be nice, I may have missed something’s , I’m not proofreading this.
I assume you know that they changed to skillbased matchmaking? "Ranks" these days are supposed to be a way for you to earn a few bloodpoints at the end of the month, they aren't just for matchmaking anymore that why they are called grades now - that's also the reason why it's so easy to earn them, there's no reason to make it harder than needed.
As far as I know bhvr hides your mmr to you and other people to stop people worrying about it and just play.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968610#Comment_3968610
They arnt going to add something to a list thats not interacting with game files at all. You have a program running parallel to the game. Its kind of like how Spotify isn't going to be added to a list, even though people could play music while gaming.
Yes and this program in difference to spotify actually manipulates your decisionmaking and gameplay. There are neutral programs that simply don't matter and don't have to be added to the whitelist, and there are some that actually change how you play and therefore normally would have to be added to be allowed 100%.
In the end we will probably continue to discuss this for ages because we both don't give up, so I call it a draw here.
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@LockerLurk said:
Again, Killers can do this mentally or do an analog version of this with a sticky note anyway. I don't see the issue with this.
I don't even say you shouldn't do this or something, I wouldn't but you do you. Thing is that the question was if it's allowed regarding EULA, and I'm pretty sure it's not because it's a thirdparty programm that's not whitelisted, and it obviously does change the flow of the game.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968532#Comment_3968532
We can discuss the morality of something all day, but if it can't be DETECTED, it doesnt really matter. Thats why you can't police THOUGHTS for example. Someone can THINK their plans on a murder all day, but unless they write it down, verbalize it, or in some way make it detectable to others... there's 0 chance of anything happening. No investigation would find a thought.
You are the one that wants to discuss things, it doesn't matter if you can enforce it if the question was if it's it's allowed. Things aren't more allowed if you can't enforce them.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968519#Comment_3968519
It kinda does... In order for a rule or law to have any weight, it has to be enforceable. If you can't detect a rule being broken, you can't enforce it.
The ability to enforce it doesn't change if it's allowed officially right now or not, but it can manipulate/change it yes.
They also weren't able to enforce the law against wheat in germany consistently, but it still wasn't legal. The inconsistency to enforce it surely was part of the reason it's now legal for the most part, but it wasn't the entire reason it is now. Just as example. (Don't ask me details about that please, I'm not too far in it, but it should do the job as example xD)
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967840#Comment_3967840
I'm sorry but I really do not like Killers with windups. Period.
I'm totally aware I'm in the minority that doesn't find Huntress all that fun to play.
Depends for me also, but I love to play huntress. I hate to play pyramid head for example (I count that as windup) xD
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968473#Comment_3968473
In order to disallow something, you have to be able to detect it. If BHVR announces a policy TODAY saying they dont allow tape on your monitor while playing Huntress... it doesnt really matter. It wouldn't affect anything. The only person who would be able to tell if the tape is there are ppl in your house.
Still true, still doesn't change if it's allowed or not.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968407#Comment_3968407
If its not interacting with game files, its not going to be picked up on. Thats like being worried youll get banned because you put a piece of tape on your screen to act as a crosshair.
There's still a difference between if it's detected or allowed. I agree it probably wouldn't matter, but the question op ask was if it's allowed within the EULA - and I'd assume it's not still.
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@olmighty said:
https://us.v-cdn.net/6030815/uploads/0LLBOFHI9R88/untitled-3.png
Disclaimer: Posting it here because I'm not sure where to post it otherwise. Let me know if I should change the sub-forum.
Hello! I recently made an app to help DBD killers track the hook stages and possible DS timers. It works by visually monitoring survivors' statuses on the screen and then displaying them as an overlay.
No game files are modified. No memory is read. Doesn’t interact with DBD’s processes. It's just an overlay that analyzes HUD pixels. When it sees that the survivor is hooked, it adds a hook stage on the screen. When it sees that the survivor is unhooked, it adds a DS and off-hook Endurance timer on the screen.
I made it to make it easier:
- To NOT tunnel accidentally (I'm bad at remembering hook stages).
- To tunnel when I need to win the game.
- To counterplay survivors trying to use their off-hook endurance and DS aggressively when they defend other survivors.
I feel like this is something that the community would find useful, but I understand how this app enters this "gray" area of software, ethically speaking. And I don't want to contribute to something that BHVR claims is a cheat program.
For the same reason, I don't publish the link to the program on this forum.
Personally, I don't view it as cheating. Cheating is gaining an unfair advantage. This app provides a fair advantage - you're just organizing the already known information (hook stages, DS timers) on your screen. It doesn't tap into the game's memory or its processes. Strictly client-sided. Like a crosshair or Reshade, which BHVR already approve of.
An alternative to using this program is to make notes on hook stages and use timers manually. You will get the same result.
My question is addressed mainly to BHVR - what do you guys think of this? Does using this program comply with the EULA?
Let me know if you want me to share the GitHub link to the source code if this is what's needed.
As far as I know only whitelisted thirdparty-programms are allowed, so it's probably illegal as long as you don't get them to whitelist it xD
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967964#Comment_3967964
Well, I still do have hope that BHVR won't do s*** like Ubisoft and that one company that puts a requirement to destroy any copies of games they abandon in their contracts...
But still, it just seems unreasonable to do this.
I don't believe that, they (bhvr - just to clarify. That ubisoft does that doesn't even confuse me in any way xD) probably have better things to do than to put unnecessary things in their contracts.
Also I don't think bhvr could simply change that contract because it was made while you bought it, it would probably count onwards that date if even. In the end it's since that for are while already, there never where any problems that they simply deleted content you already owned (yes, I will continue using the word owned for the simplicity. - look at demo and pinhead) so I find it unnecessary to make a scene out of the change of a single word.
(Of course that's nothing against you or other people. It's good to be sceptic, but you should go crazy on something that's already normal and never caused problems)
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@VibranToucan said:
I don't get why people are upset.
The reality is: You never owned these characters. For as long as I can remember, the EULA has stated "Virtual Goods are licensed to you, not sold. You do not own the Virtual Goods(...)" This is not Behaviour telling you don't own these characters from now on. This is them making something you should already know easier to understand. It is bringing the language used in-game in line with legal reality. It is making things more clear, which is good.
Some people might ask "But why now?" Well, first of all this is a good change. Earlier would have been great, but better late than never. But I also have my own theory. Remember the Ghoul release? There was a bug that everyone got a skin for free. And when it got taken away a lot of people were really upset they lost a cosmetic the game said theyy "owned." It is likely to help mitigate future issues like that.
So yeah, this is a great change. BHVR is being transparent and honest about the power they hold.
Also not even the game is yours, at least not on steam - idk about epic and such, but probably also not xD
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@SoGo said:
TLDR for those who do not know what is going on, we found out via a leak channel that in a update comming soon, the little icon that says OWNED on all your killers you bought is getting changed to UNLOCKED.
The implications of this are... ghastly.
Why are you all so panicked because of this? You don't even own the game but only the license to play it on steam as far as I know - you're panicken because of a standart that's already given.
Also they won't just take it from you for no reason, as long as you're not breaking the contract in any way they can't take it from you. Bhvr themself are also interessted in holding you as a customer, so of course they won't do things like this.
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@kommandantlocke said:
if we never owned them does that mean all dlc will be unlocked via shards now rather then money or is that a pipe dream and we should stop spending money on this game?
No they won't. The licenses you're talking about are not from bhvr themself, they are only allowed to use them like the contract says - of course a company wouldn't let you use their license without expecting to earn money or growth by it. Bhvr and the company that own the license both want money, so the license has to cost enough to cover the costs of the license, the production, wages for people that worked on it and of course for them to actually earn money by it.
How exactly do you expect them to get this without taking money for the licenses? Dbd itself only costs 20€ I believe, at lot of the time even less - it's also not a game you have to pay monthly for, so their only way to gain money is by selling dlcs and cosmetics.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967846#Comment_3967846
I don’t want to count event, cause from my experience it is heavily killer sided. And when I played solo on survivor, my teammates were behaving like silly potatoes, doing primitive mistakes or sandbagging others. Sometimes I feel half of participants on event are considering bp the most important part of the game, so it’s worthy to die on 5 gens but get +10k points by doing constant sabos, totems or opening chests.
I’m actually happy that I don’t attend event anymore, cause people are less toxic as well. One person accused me in tunneling and wished a lot of bad stuff while I chased and hooked his rescuer, and he was healed by syringe. Other when I played as survivor spend whole minute for hiding to do flashlight save, failed it, but when I accidentally missed the timing of pallete save (just not used to ghoul grab animation still) dced and also said few funny words for goodbye. People on this events are so …. weird. Not all, but a good half. If I get 4k on event, I usually heavy doubt that this is my skill and not some survivor spoiling game for others three
I already said in normal games it would be probably around 60%. I'm well aware that people play different than normally and I have extra abilities (altough I actually don't use the palette break or antistun really, so it just makes me more efficient in hooking, and is just inconvinient regarding to fake palettes and windowblocks otherwise).
I also have to say that people in events also tend to sweat so it's actually ether get destroyed or destroy other than a more or less middleway (I guess it's always like this, but somehow different normally xD).
Yeah people insulting you for tunneling or camping are weird but also funny (at least for me), well I do both so they are right (even tho I don't think it's wrong to do xD)
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@Haddix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967840#Comment_3967840
Tradeoff is a tremendously slow projectile. It's nice because you can arc it, but for it being her only power, a 0.9s windup for a super slow projectile on a 4.4m/s killer is kindaaa…
but I don't care too much, just my thoughts
Well normally you don't throw it to hit directly but where you believe the survivor will dodge to, so it's actually good I think. Of course it's not a bullet, but it has a pretty huge hitbox for that - also I personally don't think it's too bad as counterplay to be able to react to her hatchets.
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@tes said:
I'm new here on the forum, but I've been playing the game for a while now. I'd just like to discuss how most people play killer. Not in the sense of endless complaints (which I might), but more of a question - what are your impressions of the last few months of the game?
My killrate has dropped significantly, after 600 hours of play I'm starting to have more and more mixed feelings. Have I just gotten better at playing and am I forced to confront people who have been playing dbd since 2018, or is this a mistake of the mmr system? I don't like tunneling or slugging, but the more I play, the more I feel like the game forces me to do it, because gen efficiency is off the charts and many of the perks for protecting genes have been nerfed, as I know. I can play fair, but that will probably just mean 4 people running away from me on death hook. If regression of one gene is forbidden more than 8 times, does it make sense to cut the numbers like of the old pop goes, while buffing perks for genrush at the ptb stage?
As a pyramidhead main, I also have mixed feelings. I am happy with his addon rework, I don't care that survivors were given an endurance base kit after cage, not really happy with making him 4.2(cause it doesn't actually solve the issue of zoning, that's just make using m2 less favourable in many situations and affect new players on him), but his ability feels weird. Flicks are just broken, input buffering spoiled the impression. At the same time, the problems with m2 for example on nostromo or 2nd ormond lake variation are not solved. And I feel other killers faced with same issues.Like The Knight, who got a huge nerf yet his bugs (which I was usually complaining on when playing against him) wasn't actually fixed.
As a person who also plays solo queue, I support attempts to make the life of survivors less miserable, but why do I feel solid improvements for the only part - sfw? New perks at the ptb stage aimed at anti-slug are useless if you do not have a friend in the team (or plot twist), with good solo you don't need it anyway. But when you have three friends, it all looks so broken that it is perceived as bullying the killer.
I would like just hear opinion of others, either it's survivor or killer, with more or less experience in game as me.Well I play huntress in the event mostly at the moment with lethal, bbq, iron maiden and floods of rage. Even tho the people I play against have a great variation between a few hundred to sometimes up to over 5k hours (I have, 3,1k to comprehent) I think it feels pretty okay at the moment. (Regarding to speed of the games)
Obviously I play the event with remote-hooks so it's very time-efficient and therefore boosting my killrate, but even without that I would've 60% maybe more killrate like this (I have 70 at the moment) - that's pretty much balanced like bhvr intended and feels good for the most part. (Regarding to the amount of people I'm able to kill).
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@LockerLurk said:
Absolutely not, Huntress' windup time feels like molasses. ANY Killer with a windup timer feels clunky and unfun. They adjusted it on Xeno, now Xeno' tail feels awful. Windup timers suck.
Springtrap doesn't need any more balancing and he certainly doesn't need nerfs. If anything he could be lightly buffed.
I personally think huntress feels pretty good to play like this.
I actually think it's the perfect middleground:
You can simply tap rightclick one time and aim/flick during the windup to instantly throw the hatchet perfectly, at the same time it doesn't take ages. Of course killers with a windup need a specific timing at palettes, around objects or corners, but in general it doesn't make them clunky instantly in my opinion.
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@TheGoon224 said:
in the recent PTB the owned icon on characters has been changed to saying unlocked same for cosmetics, I don’t know why they would change this specifically, but this genuinely makes me fear that we no longer own the characters that we purchase.
You don't even own the game in general, just the license to play it as far as I know (at least on steam) xD
But like @VibranToucan already said it's better presented like this. They did that probably so they don't have a problem with the law in the future I believe, especially now that the laws regarding to games and ingame-transaction are discussed so much.
PS: I'm sorry I just looked above me because there's the last comment in the discussion in general, didn't realice that that's your name op. I corrected it now xD
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@ghassan said:
ive just bought the nemisis not even an hour ago while writing this and ive really regretted buying it because it so hard playing as him on console i only played 3 games so can i get a please refund on nemsis ive bought him with auric cells for 350 and i dont know if theres like a timer or something when its done the means i cant refund it and i also tried sending a message to customer support but an error pops up says emails is incrorrect
I'm not a console player at all but I basically only played nemesis if I ever played on console (so maybe 6 hours or something), nemesis on itself is a little bit weird to get used to but in general you can play him pretty good by preturning around corners and dragging your tentacle (so you already aim where you expect the survivor behind the corner to be, and then correct by using the lingering hitbox when you start attacking with your tentacle to drag the hitbox into the survivor by running sidewards).
Of course the playstyle I explained only works if you know what survivors will mostlikely do, so it probably needs a few hundred to a few thousands of hours to work great.
(Oh also I believe you can't refund items from the ingame-store, then again I never tried so idk xD)
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@Iron_Cutlass said:
Youll normally see in your matches that people tend to run 4 slowdown perks as Killer. And while this can (often) be an effective way of playing, I personally think it is bad for the game for multiple reasons. Not only does it lead to less diverse and interesting gameplay from both sides, but it ultimately serves to be less effective than other builds that can be used on Killer.
For a Killer like Blight or Nurse, I think 4 slowdowns is definitely the meta, but for mid-tier and low-tier Killers, I think that including chase perks and running 2-3 slowdown perks tends to be more beneficial.
However the conversation shifts when you talk about mid-tier and low-tier Killers since one of the biggest issues that mid-tier and low-tier Killers have is getting downs in a meaningful time. Having 4 slowdown is cool, but you need a means to get access to that slowdown, which is why chase perks are insanely good to run on them.
To put it bluntly, you are putting all of your eggs in a single basket, and if all the eggs fall out, you are just screwed; which is why spreading out your builds across multiple fields can be more beneficial, since you have some assets you can call back on if you need it.
For the sake of presenting interesting gameplay, I also think more diverse builds tend to be more healthy (this statement is applicable to both sides).
Off-meta picks, while not the best, do have benefits that often get ignored or pushed out of the way. Perks can fundamentally be good but still not be meta, and I find it makes the game more fun and more enjoyable to use perks like that. I also was performing on average better in my matches since people often lacked the experience to counter off-meta picks or playstyles.
To make it abundantly clear as well, I am not talking about "meme builds" or "meme perks", Im talking about perks that are actually good but do not get picked as often because they are not considered meta by a majority of the playerbase.
Keep in mind, the title is 100% hyperbole, I think there are instances where running 4 slowdown perks just makes sense, but I think people underestimate how beneficial it can be to diversify your builds.
I never run 4 slowdowns at once. I change my builds depending on the killer.
Generally I build after 1-2 information, 1-2 chaseperks, 1-2 slowdown and 1 utility (if possible). Of course the number always depends on the rest.
In huntress case I like to crossmap so I play with lethal, bbq, floods of rage and for the reloadspeed iron maiden.
In singularitys case it's lethal, bbq, surge and rapid brutality for the down in 5 seconds sometimes xD
Most m1-killer have the basic build of bbq, brutal, bamboozle and pop.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966460#Comment_3966460
Speaking of useless and hollow….
All I am reading here is yet more circular arguments.
Oh and yours had more substance? Please enlighten me on your increadible ideas that don't fix anything haha xD
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@YamamuraVideoRentals said:
I know there's some update coming out in the future, but if it came out yesterday, it is still horribly long overdue.
90% of games, someone is getting tunneled out or proxy camped. And probably around a third of these games, it's just a hard tunnel right off of hook. This is absolutely insane. These jerk killer players are KILLING THIS GAME.
To everyone who says "tunneling is a valid strategy" … no, it's not. That is a circular argument. This is only a valid strategy so long as the devs leave it untouched. The minute they put their foot down and say no more and put in a meaningful change to stop this nonsense from happening every other game, then it will no longer be a valid strategy.
A simple thing that can be done is doubling the anti-camp radius. And you can also increase the duration of endurance and haste off of hook based off of how many more hook states a survivor has compared to all the other survivors.
"To everyone who says 'tunneling is a valid strategy' … no, it's not. That is a circular argument. This is only a valid strategy so long as the devs leave it untouched. The minute they put their foot down and say no more and put in a meaningful change to stop this nonsense from happening every other game, then it will no longer be a valid strategy."
First of all what's that for a increadible useless part to read? Of course it's only valid as long as it's accepted by the developers. If it wasn't accepted (by them actually saying themself it's a valid strategy) it wasn't valid - that's what people are usually leaning on and makes also a lot of sense. This part is just a pile of hollow words.
Second: yes people tunnel because the killer is at a disadvantage with 4 survivors alive, and they don't have any reason to not tunnel - it would only make it harder for yourself without anything you gain by it. The best thing to do would be to even it out so that you're actually able to not rush the first kill, and at the same time make it that survivors don't instantly lose as soon as they are 3 people or less - then you make it impossible to camp or tunnel (or make it increadible unattractive) and you're basically all set to actually reach what people want. This system would need constant finetuning to work, it would also make the game feel a lot more plain probably - it would drag games that are not even on the playerskill longer than it has to, and make you lose games sometimes that you wouldn't. (If you want a example look at 2vs8, the system there was pretty similar but with a too high scaling, it felt really bad from time to time because you made yourself lose by being to fast).
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I don't care about scamper, just give me my speed back with a slightly higher cooldown than before the nerf xD
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@Regann_ said:
first off, semi-banning players from disconnecting/quitting due to tunneling killers or camping ones is absolutely stupid to say the least.
you’ve implemented bot gameplay so the team isn’t “losing” a player technically. I get you wanting to punish those who just leave or throw the game but the same doesn’t apply for all. I don’t think it’d take a genius to figure that out.Secondly, since you’ve all removed ability to struggle for basically all states until it’s you and one other person . It’s ridiculous.
https://us.v-cdn.net/6030815/uploads/QLT9LV3RYUXH/img-3801.jpeg
this is mostly what my games look like ever since it was introduced to the game. No wonder there’s literally no new players unless there’s an event. Yall have absolutely gutted the game and made it unfun for everyone. Congratulations ! And yes every persons perk build requires atleast OTR or decisive to ATLEAST TRY to counter tunneling by ourselves . But even then if they’re dead set on you , you eventually run out of loops and pallets before they get bloodlust and just take you out. All this to say , fix the game if you want new players or reoccurring for that matter.
Why do you people never understand the purpose of the bots? The bots are not meant as a free way to leave the match, they are meant as a help for the remaining players. Even tho they are supposed to help, you can ignore them for a huge chunk of the game as killer and they won't do anything relevant - so they are simply a little help but not nearly enough to make leaving the lobby without punishment.
Dbd is not overwatch where it basically doesn't matter if you leave the match because someone joins again, you have 5 players with a tight balancing to their number and if someone leaves it tips over. That's exactly the reason why killers tunnel - 4 survivors have the advantage over the killer, 3 have the disadvantage. (That's btw also the way you could fix tunneling and camping - you ether have to make it viable to let 4 people live without losing instantly OR you have to increase the efficiency if there are less players. Harder done than said, but I guess you could work with the 2vs8 system if it would be less brutal in the scaling).
They took the ability to try for unhook to make you rather leave than dying without punishment, it was a way to play around that system. I understand the point that people use that against each other but on itself it's absolutely the right call to finally bring people to not disconnect and let their team die.
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@Madmillennial said:
Me? Lately? Pig...
She's weak. Yeah. But man is she fun. Lose or not. Going against vets or noobs i 100% get scares on all sides. If you play her stealth right idc who you are or how good you are. You get surprise hits and freak outs. So fun. Idc about winning with her.
With her its about being smooth.And its so much fun. However.... nobody boops the snoot anymore
I feel thats dying or dead now :(
I switch a lot, but at the moment I main huntress. Hitting crossmaps is just a beautiful thing, generally her hitsound is just beautiful to hear.
Her theme and the general simplicity but at the same time huge amount of possibilities of her power is just nice :D
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@lemonsalt said:
I mainly play killer and have ~250 hours on the game. I only play survivor when my friends are on, so I usually have fun with survivor and don't have to worry too much about slugging / tunneling. When playing killer however, I go against bully squad after bully squad and since they don't always bring 4 flashlights, have private steam profiles, or switch to flashlights as soon as the game starts, so I can't avoid them. The current event feels very killer-sided, so I don't have much issue with it, but I have played the occasional regular game and it is miserable. Survivors click flashlights and t-bag, making it difficult to ignore them. I hate tunneling because it makes the game significantly less fun for everybody. The map offering nerf made it so that I can't just send us to a map I'm confident on. I know to just leave chase when I need to, but even with gen slowdown builds generators get popped way faster than I can keep up with. I am experienced with playing Huntress, Blight, and Singularity, but no matter what I play I feel like it is stomp or be stomped. I believe my MMR is higher than it should be because I consistently go against survivors with 2k+ hours on the game and I get crushed. I just went on a ~15 loss streak across multiple sessions of playing, with survivors being toxic in each game. I'm genuinely considering just quitting, but I have too much time and money invested into the game. What do I do? Are there builds that are better than meta? Is it just a huge skill issue?
Honestly just tunnel and camp. It's exactly the reason why I started with it:
if you play "fair" (debatable word, but nothing I'll discuss now) you will get tbagged a lot if you lose and made fun of. There's not a single reason to choose playing without except the moral-part - but honestly if I have to choose between my and their fun, I choose mine. You don't have to be super aggresive (even tho I personally will take what I can. I got a kill by trapping the unhooker between hook and wall because he wanted to dodge my hatched - the guy on the hook only had 15 seconds left, so I just waited until the death and then took the hit xD) but at least don't just give them their win for free.
That being said you'll still be tbagged, but at least you fought with what you got as options.
The mapoffering thing is actually better for you as killer btw: batham, eyries, garden of joy and the game are all maps where it's just to awful to win on to even bother, especially if offered and probably prepared.
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@Francis221 said:
To prevent the killer from slugging and ruining the game for everyone, how about making it so whenever you're in a dying state, and you are able to make a full recovery, you don't need to find help. You should be able to recover and reenter an injured state (Back on your feet). This forces the killer to hook the survivers and keep the game going, preventing slugging and players having no other choice but to abandon. Please make this a thing, killers receive no punishment no matter how many reports are made, its hurting the game and making it become toxic to play.
Slugging without hooking is not a good idea on most killers because they simply aren't able (or shouldn't be able if the survivors are good) to hold them downed. Those cases where it's possible is more a problem of the mapsize, speed of the killer and or leaning of the power to slug in general.
There's no reason to punish slugging for everyone, especially because you have to generate preassure from somewhere. People don't like tunneling and camping so you have to take the slug, it's one or the other - of course there's also the option to actually make 12 hooking viable but that's a lot more work in the end.
If we talk about normal slugging that's not too excesive: why even punish that at all?
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963889#Comment_3963889
Lmao yeah she's my main. I don't use perks or aura on her so my KR is around 60% overall, she by far my most experienced killer next to nurse. I have really amazing days and really really bad days where I hit more rocks and trees than survivor. As far as the lower level survivors I am not graced by them often. After around 2k hours I usually let people go depending ony own honor system DC's, looped really well, just felt like it etc lol. As for the matches I want to win pressure is who ever is in front of my face at the time no matter if you've hooked recently, healed or not I don't care I'm chasing whoever I can see.
Yep pretty much this, if I see the unhook I'll probably tunnel because it's the better target, does the tunnel out run into me I'll kill it if it doesn't bring me to ruin, if I can get smeone out by camping I do (not that that happens often after all the nerfs lol). I take pretty much everything I can but don't force it.
I just use auraperks because I'm a crossmap huntress, I'm relatively bad in chase but good (at least for what it's worth from someone with 3k overall and 160 hours of huntress) at crossmaps xD
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963842#Comment_3963842
Huntress huh a man of culture I see.
I mean in some my matches healing is quicker than it was before but honestly I'd much rather combat healing then the gen perks/toolboxes that are brought in most of games. As a fairly new survivor (3k hours on killer) I run a dedicated heal build and you would think they are quicker until you play them. Most (not counting syringes as they've always been able to do what they do) require 2-3 perks to fully benefit a few of which require you to be hooked before they can even activate. I mean the buff to botany no matter how some down play it is great and makes healing via all health kits viable. While no it's not coh good and you can't heal in 5 secs multiple times with the right build you can heal in 6. That being said I wouldn't call for it to be nerfed, I fear some killer don't realize that every survivor interaction you nerf outside of gens leads them to just do gens and actually gen rush you.
As for my killer experience when I play Freddy (or any m1) the heals seem so fast but I think that's because I don't have a quick injuring ability, however when I play huntress/Springtrap/nurse/nemmy the heals don't even matter for the most part because the pressure I can apply just makes healing beneficial for me because instead of unhooking and hoping on that 80% gen they'll prioritize healing first which gives me just the time I need.
Last to completely nullify the this meta there does exist a killer above all others that no one seems to be aware of and her name is plague. If you're getting cooked by this just main thana plague there is no healing plain and simple.
@KatsuhxP Not all that was meant for you just the "man of culture part" lol
Ahh I see, yes I try to play her more again. I played her a lot for a while and she's my most played killer, but I got really bad with her for the most part sadly. That being said I probably have a 80% killrate or something today, but in the event where a lot of people with 400 hours against my 3k xD
I play her with bbq, floods of rage, iron maiden and leathal so she's probably my best showcase of skill (and tunneling and camping because I usually don't care from what I get the preassure lol) that I have xD
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@Riski said:
Returning player (stopped around 8th year with a small stint playing again with unkown launch) who's been back a month and stuff feels good. Perk variety is generally high bar those who just run 4 slowdown perks as usual (although I see less of them) and as killer I also see a large variety of perks from survivors with more interesting builds. I keep on seeing people refer to this being a heal meta right now and I don't see it? No change in particular from recent stands out as a significant buff to healing and if anything other forms of altruistic perks such as background player and shoulder the burden seem to push other forms of altruism. The only massive change I could imagine is being health is quite important against springtrap but I think people are talking of a more long term thing. I do see quite a few medkits but this doesn't seem any different than usual and if anything I see a greater use in toolboxes alongside medkits than before. The only thing that stands out to me is I see more people running more forms of off the hook healing such as we'll make it and resurgance but I'd hardly call perks which improve efficency off hooks a healing meta.
Is there something I'm missing? Even when I play hit and run killers like wraith I don't feel like survivors are healing much more than previously. Outside the increase in off the hook stuff nothing seems massively different and if anything I'm seeing a good amount of anti-healing stuff from killer (namely gift of pain/whatever it's unlicenced name is) being ran due to being generically good. What is this healing meta people are talking about?
Honestly no idea - played huntress for hours and people didn't really heal that fast, sometimes I had them injured almost constantly xD
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962159#Comment_3962159
True there counter to hag when you trigger trap but get that pixel away so it doesnt matter if she instantly teleports back survivor will be already out of range, this isnt that easy because not everyone who plays survivor everyday is able to get hag in one week she is in top 3 least played characters with artist and twins.
Obviously I meant not hard to do. Learning that first without youtube or something is probably harder because of the little amount of them, that's true xD
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@HuskyDogLover said:
I was playing Hag, and as usual, the traps would trigger and force survivors to look at the phantasm, which typically results in an easy hit. However, I went up against a Cheryl who, every single time I teleported, was not only not facing the trap but was already turned in the complete opposite direction, well out of range of any attack. She managed to do this flawlessly with every trap. On top of that, she was deliberately triggering traps just to break them, which left me effectively powerless for most of the match.
Is this something that’s actually simple to do? Because if so, it feels like it completely breaks Hag’s power. Is there any legitimate counterplay from the Hag’s perspective? How could I have stopped or punished this kind of play? If there’s no real answer to this, I’m honestly thinking of shelving Hag until there’s an update to address it.
Edit: After doing some research, it seems this has been a long-standing oversight—or outright bug—that has gone unaddressed since Hag was first introduced 8 years and 7 months ago. I came across several YouTube videos where players were complaining about this exact issue. Honestly, it’s really disappointing to see that it still hasn’t been fixed.
Idk why she didn't look at the trap (guess the time you're forced to look at it is shorter than it feels, and she instantly turned around again?), but triggering traps without being in range for a hit is pretty easy in general if you know of the existance of them. You just have to run a pixel into range to trigger it and instantly run away from it, hag will simply swing into nothing then - I'm no hag main and I don't really play her, but I believe you can't do much except ignoring the trigger or teleport to it and replace it.
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@Garboface said:
How funny do y'all find it that the act of tunneling makes people quit and get banned? I suspect this is the payoff. I mean 4 or 5 gens left renders any other argument as to why...just bogus. Probably saying the quiet part out loud but any of you willing to be honest?
I personally only find tunneling funny on arrogant people that think they are the greatest, other than that it's just a normal thing I do because I won't handycap myself for no reason. The thing that people got a matchmaking-ban for a while, because they died to quickly is simply bhvrs fault, and they will fix that themself - quitting is a thing I never do myself and laugh everytime someone does it, especially if they failed themself.
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@VaporLion said:
People who say MMR is a factor for matchmaking are straight up lieing. I have played enough matches to tell its purely random.
It works for sure as long as the system has the chance to, problem is lobby-dodging kills it. Also wins are a pretty interessting way to rate players of course - you can survive with 3 hours in the game and a dream and you're basically just as good as the player with 5k hours looping the killer for 4 minutes. Of course that balances itself out because the one with more hours wins more consistently probably, but with enough luck you can play with/against each other in a relative short amount of time xD
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@a4473 said:
Does The Clown have the ability to short dash while doing a basic attack?
Can he do that multiple times?
I was in a recent match against The Clown and noticed some strange behavior.
He was only using his pink gas (Afterpiece Tonic) — not the yellow speed gas (Afterpiece Antidote).
However, he was able to do what looked like short dashes or burst movements while doing basic attacks, and he did this multiple times in a row during chase. There were no visible yellow gas effects or bottle switches — just pink gas and then sudden fast movement during or just before attacks.
Is this a normal part of his power now, or could this be a cheat or exploit?
🔗 Video recording of what happened:
Evidence: 3:48
Would love to hear feedback from experienced Clown mains or anyone who’s encountered this before.
That is indeed a lunge-attack and counts to the fundermentals of this game, every kill can and has to it to effectively use m1s to injure or down survivors. I don't know for how long you play this game, but that's completely normal that he's able to hit you like this.
You are btw right about the yellow bottles in some way: you can lunge further if your speed is higher, so if he had used one he would be able to hit you further away - doesn't change the fact it's normal he's able to lunge xD
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@Scarlett1111 said:
This is from a game I just played, you can see it takes roughly 10 seconds for the game to START and the other Sable to be hit/enter chase. Why is this even remotely close to being allowed, there is less than 5% progress on any generator and the killer is literally already on top of us. How is this suppose to be fun in the slightest?
Both maps have it feels like 2 cm² for the spawnsystem to work with so they can't really place you very good. So ether you have it random and sometimes those situations happen, or you spawn in the corners exactly across each other and I can guarantee you I know exactly where you spawn and reach you with blight in it feels like 5 seconds - there aren't too much options otherwise to fix those spawns with that amount of space to work with.
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@Crazewtboy said:
The whole point of map offerings was to go to a specific realm, whether you thought it gave you a benefit or you were just tired of getting the same five maps in rotation. Now you can use a map offering (with no one else using one or a sacrificial ward) and still end up on a totally different map. I've seen this happen multiple times. So if map offerings don't really work anymore, why have them in the game still? Why not just remove them?
Good idea, only thing they did where to give you the maximum advantage anyways - of course there's also the people that just liked the maps, but I honestly don't care as long as I'm every second round on eyries, garden of joy, the game, badham or any other horrible map. Ether they balance the maps correctly for both sides or they let it mostly be random if you're lucky or unlucky - seeing that you'll have a horrible match even if you win because of a map offering is simply horrible xD
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@killer_hugs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956028#Comment_3956028
the thing you linked earlier says the anniversary event stats are aggregated. to aggregate means to add, to combine. not sure why you or anyone else is confused. the only stats not included are those related to 2v8, chaos shuffle.
Well I'm speaking german naturally and to be honest I didn't know the word until now, but I also have to admin that I probably just missed that word and assumed they are also excepted because of the thing with the other events at the bottom.
In the end I missed that part and I'm sorry, you're right then.
I also can't say that the event is very killersided btw, the palettes are really annoying - they may not do much on their own, but they are everywhere after a while and you still have to respect them enough to increase chasetime a lot depending on the map. The window blocking is also annoying xD
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@killer_hugs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955998#Comment_3955998
this is simply not true. this is my first time playing ada wong and plus you can see the amount of bloodpoints she earned, over 200k average over 100 games.
But that would mean the stats are bugged, otherwise this shouldn't work in theory xD
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@killer_hugs said:
https://us.v-cdn.net/6030815/uploads/7PDXW9VOO4BR/screenshot-2025-07-02-062806.png
Stats from my last 30 days played. Top survivor hasn't played during the anniversary and has a 66% escape rate. Bottom survivor has only played during the anniversary event and has a 65% escape rate.
Not sure what anyone else's stats would suggest but found it interesting. No real difference for me.
I'm sorry to tell you, but as far as I know events don't change your stats. Correct me if I'm wrong xD
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@Tormenter78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954486#Comment_3954486
Yeah ok ill play him and make everyone mad cuz ill just abuse the invis glitch like all of then do anyways
Do that, it's fixed as far as I know lol xDDD
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@RoyalRipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955673#Comment_3955673
Oh ######### off, don't tell me how i am experiencing the game.
Ofc the queue times depend on the specific event there is, with chaos shuffle / current anniversary etc event queues being 10-30 minutes, and 2v8 queues being 50-100+ minutes
I agree it depends on the event, and the time I said IS the event. I also said already that it could be that you're in a mmr bracked with very little people - other than that it could be the time. In the end you're safe not waiting that long under normal circumstances.
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I can assure you, that you don't wait this long - At least not if you don't have the mmr bracked with the least people i guess. I wait maybe a few minutes and that's all.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955410#Comment_3955410
Its for the first hours (50-100). Thats far from mindgaming and counter mindgames. Players at this level struggle to find pallets/windows, to identify maps/structures and even run sometimes into a corner of the map.
If they get mindgamed, they dont even understand what happened and cant learn from it.
There may be exceptions, my sample size is only like 8 players, but almost everyone needed that time. And most of them are quite good in other competitive games.
For the first hours (50-100) is kinda a sad sentece but true. Well then it should fit if you adjust the bots, maybe you should also have a curve where the probability that you get a player instead of a bot increases - otherwise you'd feel like they throw you in the cold water xD
All in all I like the idea if you really just want to teach the most basic things.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955378#Comment_3955378
They can easily change them. I cant really compare them, bc i have too many hours, but the tutorial trapper feels weaker than the 2vs.8 killer bots.
But its not about playing regularly against them. Its just to get a feel for the game. Not getting tunneled (feeling powerless) in the beginning, makes it easier to understand the core gameplay.
The trapper from the tutorial should be much worse than the 2vs8 bots, but I assumed you meant them because only playing against trapper would be pretty boring and kinda pointless. However you're right, they can be changed pretty easily probably. Don't know how good they actually are to teach you the core gameplay, but I also don't know what you count to that - as soon as it goes to general things like looping (in my head still coregameplay to a certain part) they will struggle hard to teach you, because they don't really mindgame.
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@TicTac said:
I cant interest new players for dbd, everyone quits.
If i play with them they obviously get stronger opponents, but even if they play alone, they also sometimes get players which have no trouble beating them easily. Long matchmaking times would be worse, so bots would be an idea just for the first hours.
I know i could play custom matches with them, but they prefer a "real" match, where they can progress and get new stuff like perks etc.
Honestly the bots are arguably stronger than the players they'd get - as killer they are close to impossible to mindgame on some loops (of course you can destroy them completely by knowing when they vault and how to manipulate them, but obviously not as a new player xD) and as survivor they are actually pretty good at using their power depending on the killer, sometimes even better than players xD
Don't know if those soulless feeling bots would actually catch your attention for long enough to keep you playing xD
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954459#Comment_3954459
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954465#Comment_3954465
All I know is that they where salty because I prevented a flashlight Save. They said I Item Tumbled them and I was bad at the game because I had to go after the person with a Item.
This was my reaction
???????
You should have said that he is bad because he wanted to go after a killer with a power that wants to hook, would surely have gotten some funny sentences from him xD
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@Tormenter78 said:
What hope do you have versus a killer who is like 3 in 1. most op killer since skull merchant.
Play him yourself and say that again, he seems better probably as survivor than he is. His projectile just doesn't have any range to a point where it's insulting what you can't hit seeing survivors running away, the orbitals are way to hard to hit for the fact you could also play huntress and get a mostly better result, the speed without axe is nice but you wouldn't need that as huntress, his stealth deletes himself by him having increadible loud steps, and at last his hitbox is horrible - you have a bigger hitbox on objects than survivors, sometimes you can scalp half the head of the survivor and still miss OR you throw beside the tree and still hit it xD
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@francesinhalover said:
He needs Nerfs so fine by me.
The biggest thing I saw people complaning about were the invisible bug and stealth duration, so I don't see in which way. People also say his hitboxes are to big, but the amount of times I've shaved survivors without hitting AND at the same time throwing against walls even if there is no wall is increadible - so I don't see what you could mean. I guess his teleport is good, but it's basically just dredge so not a lot of difference xD
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951900#Comment_3951900
no it would be like if survivors had a built in come back mechanic they can pull out of their pocket whenever to progress their main objective faster just because they decided the killer has got too many hooks for how many gens are done.
I already said i won't argue anymore. I know how tunneling works as a concept.