Langweilig
Langweilig
About
- Username
- Langweilig
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I really hope it is only bugged and not nerfed. This perk is goated when three people take it.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945485#Comment_3945485
But saying stuff like "killer OP please nerf" and mentioning an obvious bug is ridiculous.
I haven‘t said any of that. Maybe read my comment again. I only complained. I haven’t said please nerf anywhere.
-
@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945485#Comment_3945485
Yeah, so is Lithe, Sprintburst, Predropping, Shift-W etc etc etc etc etc
You can deal with a bit of "unpleasant" while they work to fix it.
I‘d rather play killer, which is much more enjoyable than playing survivor but the Que times are horrendous. I ask you what the reason could be for that? I‘d rather have your problems, because they are so easy to fix and counter.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945466#Comment_3945466
The sound issues are a bug that will be fixed. Its not intentional.
I know it is a bug, but he is still very unpleasant to play against, especially with the invisible bug
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/448315/springtrap
his undetectable is countered with how loud his footsteps are and you can actually hear his doors open and close so you can tell if he teleported near you.
if you didn't know when he's in chase you can teleport to a gen too right?
His footsteps/sounds come from the wrong direction and he is invisible after exiting the doors for like two seconds. How am I supposed to know where he is? Also the doors are so close to gens that you don‘t make it anywhere before he hits you. At least with other killers you get the chance to disable their teleport, the killer is slowed down afterwards or you at least hear a teleport sound before the are in front of you and hit you. Springtrap doesn’t have any of the limitations of other killers and gets constantly free hits because you have no time to react to him coming out of the doors.
-
Gutting them ruined my ruined my enjoyment of the game. The game apparently must be perfect for those comp sweats that ruin anything fun in the game. I’m not even allowed to play on maps I like anymore. Bye bye my indoor maps, I will miss you and welcome useless updated map offerings that are just a waste of bloodpoints in my bloodweb.
-
Agree but there still needs to be a real solution to slugging for the 4k
-
The go next prevention/solution is frustrating/unfun and I‘m not talking about the giving up on hook being gone, because that had to be fixed but differently.
The 2 vs 1 situations are so much worse with this patch. Before we had a little bit of counterplay by ending ourselves on hook to give the other survivors a last chance, but now - nothing! You are just forced in these unwinnable and insufferable situations for even longer. When there are only two survivors in a match and one is on the hook, we should get a new option to insta-sacrifice ourself and there finally needs to be counterplay for slugging for the 4k!
I want my self unhook attempts back without luck offerings. There are so many situations where they are helpful and again I don‘t mean the situations where it is used to give up. For example, you are on hook and you know your team won‘t make it in time because you are already very close to second stage, why am I not allowed to have my one last try?! Another example, your whole team is hooked, you can‘t even try to self unhook yourself. Or 1 teammate is injured everyone else is slugged the killer hooks you, but the teammate can‘t get close to unhook you. Why am I not able to try and potentially turn the game around with my self unhook attempts? Or in endgame where your teammates are at the gate with the killer and are soon forced out by the killer. I ask you again why am I not allowed to try my luck? There are even more scenarios where it was reasonable to try and self unhook yourself without it meaning to ruin other survivors experience by giving up.
The real problem was that dcing was punished too much, which lead to people bypassing the system instead of giving the other survivors at least a bot. All you needed to do was giving people a penalty free DC option if they rarely dc and give people that give up on hook very often a DC penalty. There was no need to completely remove it from the basekit. The thing that should have been removed on the other hand are the struggle skill checks that are annoying and majorly only punish new/console players. Removing them entirely and keeping the self unhooks attempts would be the much better solution. You could also have added a system that only deactivates the self unhooks attempts when you abuse them, which would have been the best thing. Overall you should encourage people to rather DC than running to the killer or killing themself on hook.
The luck mechanic helped me turn around many matches or at least gave me another last chance before dying. It makes matches much more enjoyable and less predictable, which is a good thing.
I hate that things I enjoy get constantly changed or removed from the game even tho I didn‘t abuse them. It happens far too often and ruined my experience with the game now completely. I can’t even play killer because the Que times are so long and I don’t enjoy playing every match against Springtrap.
Then the up the ante nerf was not needed at all. It was a gimmicky perk that you could combo with slippery meat to get some fun moments. I used it a lot in swf lately and it was very fun. In soloq it does sadly not work because your teammates don‘t understand that you want to unhook yourself and by coming close to you they make your build worthless. Now with the nerf there is no point to ever bring luck builds to purposely attempt the self unhooks with how low the chance is. The only reason when you would want to use unhook attempts is in hopeless situations (like the ones I mentioned before) where you have no other choice, but now you won‘t have the ability to try it there because the basekit self unhooks attempts got removed. Noone is gonna take luck offerings if you can‘t make luck builds work reliable which they are no longer after the up the ante nerf.
A quality of live I would like to see for luck: Show us with a little icon or status effect the percentage of luck (like with haste/hindered). This would allow my teammates to better understand my intentions when I bring a luck offering with a build and it would let them decide whether it is worth trying or not.
Additionally luck should affect chests, which I describe in this discussion: https://forums.bhvr.com/dead-by-daylight/discussion/445805/chest-improvements
In the end I really hope you revert the up the ante nerf and make the self unhooks tries available basekit somehow again for the people that didn‘t abuse them. There was no need to punish the people that didn‘t go next at the slightest inconvenience, but rather used it in situations where it made sense to do so.
-
Agree. I actually suggested that in the ptb
-
I wanted to look at the page but I don‘t know which email address is linked to my dbd account
-
It‘s stupid. They just made even more stuff useless with this patch. There shouldn‘t be any useless content in the game.
-
Behaviors decisions are not understandable.
There was nothing wrong with having 3 self unhooks tries basekit. It‘s just another survivor nerf, removing content and decision making from one side.
There would be so many ways to solve the give up problem but behavior decided to do the most boring, frustrating and easy way, which was definitely also the worst way.
Up the ante didn‘t even deserve any type of nerf and it also doesn’t make sense to nerf it, because they wanted to stop giving up on hook, which was made more difficult with this perk. A lower chance to unhook yourself just makes giving up easier.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944916#Comment_3944916
It doesn’t matter if it used to be basekit. It’s currently not basekit, and therefore this perk now has an additional new effect, that unlocks self unhooks.
It‘s still not a buff, especially when the numbers got reduced from 3% to 1%
-
@Coffeecrashing said:
I thought we were suppose to consider this a buff and a nerf, because the perk was buffed to allow self unhooks?
That‘s not a buff. Self unhooks were basekit before.
-
Agree he is too strong.
Apparently as fast as Huntress but seems faster?
He is faster than huntress. As soon as he doesn’t carry a axe he moves at 4.6ms
-
Yeah map offerings are useless now. It took me ten tries to get a map with them. Either remove them or buff the numbers.
-
Same for me
-
The game is constantly crashing on ps5 (when trying to play with friends) and there are directional audio bugs when playing survivors. I hear gens on the left when the are to the right.
-
Why did you nerf up the ante? It was 3% per survivor and now it is nerfed to 1% without even mentioning it in the patch notes.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943863#Comment_3943863
How happy! I hope it stays that way. Map offerings shouldn't even exist.
There shouldn‘t be useless features in a game.
-
Why did you make map offerings completely useless?!
20% is nothing and at this point just remove the useless junk from the bloodweb!
Make them 50% or at least 33% and give us the offering back if it doesn‘t work.
I tested it and tried it 10 times to get the map once. This is so stupid!
-
Agree these changes are questionable.
-
One thing I‘d like to see is that it works for yourself when you get unhooked. Same for babysitter.
-
Otzes twitch stream. He had early access
-
@Rokku_Rorru said:
Building healer and having a medkit only to not be able to use the medkit effectively is just annoying.
If you want to nerf medkits, nerf the item efficiency for self healing like they have already. anything on Botany is just overkill.
Perk downsides are dumb.Agree. Besides that botany only got that downside because medkits were strong back then. It should have been removed the moment they changed medkits to what they are now.
The botany buff is the main thing I look forward in this update.
-
@ThatRyanB said:
You've brought up some good points about Batteries Included in this thread. The simple answer here is that after buffing it alongside Steady Pulse, the team noticed that the increased burst of speed had become a little too oppressive, given how easy it was to trigger and how long it would stay active.
While we are bringing the Haste % back in line with it's pre-Steady Pulse value, we still want to explore ways of making this Haste valuable to you. By increasing the radius at which this effect will trigger around a completed gen, it should offer more flexibility in how you path your chases and make it easier to get that burst of speed. Of course, it's something we'll be watching closely over the coming days and weeks!
As for your question about why this wasn't tested on the PTB, it was unfortunately a case of timelines not always lining up. A few perk changes were made slightly later in the update cycle and weren't able to make it into the PTB build. As mentioned above, we're always monitoring for feedback we can bring back to the team, so we'll be keeping a close eye on these perks as folks go hands-on with them tomorrow!
You could make the haste based on the progress on the gen in range (0-100% progress = 0-5% haste). Then it would have some early game value and you would still have the 5%. My problem of the perk currently is that it gives you nothing in the early game and you normally don‘t want to go to finished generators.
-
It would be a perfect start for blight nerfs. Nurse needs something else but it would also not hurt giving it to her,
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942607#Comment_3942607
Well, I always thought of keys being a tool to unlock and reveal auras. That's mainly it.
As to what I'd do, well… (* = a new add-on)
General Key Changes:
• All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
• Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealedItem Changes:
Fragile Key (former Broken Key):
• Decreased the amount of charges to 10.
• Now, it's able to open the Hatch, but it takes double the time. It can also open a chest, but it takes 3,5 seconds.Dull Key:
• Increased the amount of charges to 15.Add-on Changes:
Eroded Token (Uncommon):
• Now also decreases the Key's consumption rate by 20%Milky Glass (Uncommon):
• Unlocks the ability to use the Key on the Exit Gates, progressing it by 25% immediately.
• Using the Key on an Exit Gate consumes 15 Charges.
• Decreased the rarity from Very Rare to Uncommon.*Blank Key (Rare):
• Unlocking a Chest or the Hatch consumes this add-on instead of the Key.*Lucky Charm (Rare):
• Considerably increases the rarity of items in a chest unlocked by a Key.*Lockpick (Very Rare):
• Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.Weaved Ring (Very Rare):
• This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the Hatch.Unique Wedding Ring (Very Rare):
• Now, you can transfer the Obsession state from yourself to any other survivor with a short interaction.
• This interaction will consume 5 Charges.Blood Amber (Iridescent):
• Increased the rarity of this add-on to Ultra Rare/Iridescent.In my opinion keys shouldn’t vanish after opening a chest. Opening a chest instantly is nowhere near valuable enough to justify losing a key like it is with syringes or the endurance addon.
Why would you want to nerf the fragile key? It is already not that good.
Blank key: We already have this, where the addon gets consumed instead of the key when opening hatch and Lockpick is basically the same addon as blank key. Personally I don‘t think we need more hatch addons as long as hatch works like it currently does.
Blood amber doesn’t really deserve a nerf.
The other ideas are very nice.
-
@DrFrozen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942991#Comment_3942991
I did not say that we don't need anti-tunneling perks or mechanics. I'm just saying that weak killers are in trouble and solution for them is to tunnel. Look at any strong killer - they do not have to tunnel in order to get 3,4k. Now imagine that ghostface don't tunnel - he'll surely struggle to get 1k if survivors are good enough.
Isn‘t that a good thing in the long term if some killers struggle for now?
Behavior will have to buff affected killers and the game will overall become more enjoyable for both sides. Isn‘t that a good thing?
-
I can‘t wait for the blood point bulk option and some of the perk buffs
-
@Shroompy said:
I have like 12 million boints saved up. This bunny gonna be bloody REAL fast
How did you safe so many points?
-
The deep wounds is needed for him, because it serves as way to extend his enraged mode. They could make that survivors remove deep wounds much faster when marked. That’d be fair.
The cancel is one of the most important parts of him. It should never get removed or nerfed.
They only thing that deserves nerfs is his hitscan injury attack.
-
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/447823/ideas-for-the-upcoming-key-changes
They stated that it's update will be focused around tracking killer and interacting with chests. Losing collision while charging key is a thing since ever.
Thanks I didn‘t know that they would focus on these parts.
Losing collision while charging a key is more a bug than a feature at the moment. I would want them to polish it so it works smoothly and not just at windows.
-
Sadly not happening.
-
@SoGo said:
Nice suggestions.
The stealth add-on might be a bit too much though, and doesn't really feel like it belongs to the key.
Personally, I'd do much more to the keys as a whole and add-on wise.
Thanks for the nice words my friend.
Why do you think the stealth addon doesn‘t fit to keys?
My understanding of keys was you charge it and get an effect. I don‘t think it’s needs to be limited to auras only.
I'd do much more to the keys as a whole
What else would you do? I would probably only do number buffs to the other addons, but I thought behavior doesn‘t need my feedback for that and could come to that conclusion themself.
-
I agree with everything except of maps no longer revealing his traps. Maps don‘t need or deserve any type of nerf.
Another thing I want is much much faster trap setting speed when not in chase.
-
@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941761#Comment_3941761
The jungle gym conected to the main building's god-window usually has one. But I wouldn't be surprised if sometimes it spawned without one.
Whenever I play on garden of joy spawns not even a single jungle gym with a window. The whole map outside of main is basically ad dead zone.
-
Another hard offender is garden of joy where no jungle gym has a single window.
-
I really hope they don‘t make map offerings completely useless, which they would be with 20%. I personally don‘t think there was something wrong with map offerings. I mainly use them to not land on haddonfield or other maps of the same caliber and I chose maps that I like the esthetics of.
I agree with you that the chance should be much higher and map offerings should be returned if you don‘t get anything from them.
If they go through with making map offerings 20% they can honestly remove them.
-
@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
Yay!!!!! Finally. I‘m really looking forward to that.
Also please add more chest spawns on the swamp maps because there the killer props spawn mostly in corners. For pig this is probably good but not for xeno, Sadako…
One question: Do you make all killer props prioritize over chests or only certain ones? I‘m asking this because for pig messing with chest spawns is an advantage and gives you an actual reason to use hoarder.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941083#Comment_3941083
How do you solve moonwalking to retain the boost?
I would probably change the chase detection, so it can‘t be used that way and I forgot to mention above that I would only give haste for a certain amount of time.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941071#Comment_3941071
I do think they should go back to larger maps. I think it would help a lot of things, but I have to think of something to help the Killers without mobility. If we can solve that, I don't foresee many issues.
They could make it so killers get a little speed boost after hooking someone and to not make it affect stronger killers, it would deactivate by the same conditions as bloodlust and by starting a chase. That‘s the only way I see to give non mobility killers some mobility without adding portals.
-
@Linkdouken said:
Some weather effects would be nice. Imagine some heavy rain and thunder sounds with wind blowing props like the cowtree
That would be really cool.
-
@UndeddJester said:
To play devil's advocate, one point to consider is darkness and atmosphere don't just affect the Survivor, they also affected the killer.
I have noticed a number of times that darker maps like Borgo, Red Forest, Greenville and MacMillan are all a little harder to keep tabs on survivors in the dark compared to the likes of Glendale, Ormond, Coldwind, etc.
This is probably fine due to the prevelance and relatively decent strength of aura perks nowadays, but I can imagine a reason for brighter map pallets and removal of the fog is to focus more on the chase side of DBD than the stealth side.
So while I'd absolutely love more atmosphere are darkness in DBD, in game where the relative FOVs are a big factor between the 2 sides, it might be worth bearing this in mind.
That said... of course darkness and limited view range is better for stealth killers, and the upper tiers tend to do very well with clear lines of sight... maybe this is the secret buff lower tier killers need vs. the higher tiers xD
It‘s kinda weird to me that you didn‘t mention nostromo as dark map, which for me is one of the darkest and it is one of the best maps in terms of athmosphere in my opinion.
I would as darker maps affect both sides equally. Survivors have it harder to see the killer approaching and killers can‘t spot survivors over the whole map.
Besides that, I find maps where you can see everything and all borders very ugly.
That said... of course darkness and limited view range is better for stealth killers, and the upper tiers tend to do very well with clear lines of sight... maybe this is the secret buff lower tier killers need vs. the higher tiers xD
The secret buff we‘ve all been waiting for
-
@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940614#Comment_3940614
Thank you, we will keep the thread open and I will keep an eye out for further reports.😍
One more thing, could you share the discussion about more abandon options with someone in charge. There I suggest a few things where players should be able to abandon when they are unable to play the game because the are affected by bugs.
https://forums.bhvr.com/dead-by-daylight/discussion/445502/we-need-more-abandon-options-specifically-for-bugs
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940685#Comment_3940685
Or bring a Shiny Coin every game so everyone gets pissed.
😄🤣
-
Hawkins also becomes a lot darker while demanifested.
-
@Coordi said:
Is this still occurring in 8.7.2?
You can probably close this discussion because this issue is in the other discussion the first of the four ones.
Thank you again😊
-
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940627#Comment_3940627
Yes, I played her yesterday and got Lerys and the game and these two maps were darker than before. I only had Lerys two times during my matches but it strikes me as a bug that always happens and not sometimes. Also important to know, it seems like this only happens on indoor maps because I also had Saloon and Toba Landing and both maps felt fine and normal while demanifested.
(first two screenshots when the camera switches to first person and last screenshot is a random one during the match to show that it's not just a start issue, no filters)
https://us.v-cdn.net/6030815/uploads/BMEIAA68C2J5/sadakodark.png
https://us.v-cdn.net/6030815/uploads/PZRUW7P5Y92Y/sadakodark2.png
https://us.v-cdn.net/6030815/uploads/99SZDXLR78S4/sadakodark3.png
Thanks for helping on this topic. 👍
