Langweilig
Langweilig
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A lot of good changes. The single blood point category offerings should be retired in my opinion and replaced with something interesting. They are barely worth it.
They already told us, that are going to adjust shroud offerings in the next update when they change the spawn logic and make everyone spawn at one place. I personally want a offering that let’s me spawn close to the killer.
About chests. I would want to spawn 2 in the basement and 4 outside in total 6. They would obviously need to adjust Sadakos TVs and other killers for it. Also having an offering with the effect of ace in the whole would be nice, which should be made partially basekit regardless.
The rest is all good.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919299#Comment_3919299
we do not have any German Community Managers, so we would not have this section - it would fall then under the international language section.
But you had a German section for a long time without a community manager being there until I asked to change the name to Deutsch (german world for German) after which it got removed. Wouldn’t it be possible to hire a German community manager? I think it would be nice and worth from a business standpoint. German is spoken by a lot of people and second largest language after Russian in Europe.
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Can you bring back the German (Deutsch) forum section, please 🥺 ?
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@Abbzy said:
I would implement this on blood lust tier 3.
Funnier to me is there are spaces between planks on loops on my new "favorite map" Omound lake mine meaning theres mo mind games possible.
Old beast of prey, which was considered a very bad perk, gave you undetectable with bloodlust one and kept it while you have it. How did you come to the conclusion, that giving one third of the undetectable effect and making it even worse is a good idea?
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@Lexilogo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918803#Comment_3918803
Not sure what you mean about Beast of Prey, it still removes the Red Stain, right? That's part of what Undetectable does.
Anyway, amongst the majority of players, I think it unbalances the skill gap in looping too much. New Killers would be able to mindgame Survivors easier without needing to learn about using their red stain for mindgames, and new Survivors who rely on the red stain's info in chase would be struggling.
This is fine for conditional perks because of their associated downsides, they require you to go out of your way to do something, or are associated with you losing something, or etc. When made permanent for a whole match, it adds a lot of stomp potential against casual players.
In high level play, it should be fine, just not against the majority of the playerbase. It throws off the balance of how much skill is required from each side of the game to perform well in chase.
I will say that I could see permanent Red Stain removal working as an idea if the Perk had a downside attached, kind of like Dark Arrogance or Rapid Brutality.
The second effect is from old beast of prey. That‘s what I meant.
Your argument against the effect fits to any undetectable perk, but the big difference is that you only get one of the 3 undetectable benefits. You have no red stain, but your terror radius still remains which helps survivors a lot during mindgames and aura perks work perfectly fine against you. Therefore it makes no sense to make it more restrictive than the others. The second effect I suggest doesn’t really change that since it activates very lately and wasn’t good before beast of prey got reworked.
New survivors aren‘t even affected by the red stain missing as much, because they rarely loop and pre-drop most of the time. It would be much more effective against better players who use the red stain all the time.
The downside of the perk would be putting it into your loadout and not equipping other better perks. There is no need for another downside. Hiding your red stain is something you can easily do without putting in a perk slot. It is a perk that makes the game a bit easier and less sweaty that‘s all. You can’t seriously want a downside like dark arrogance. It is trash on its own. You only use it if you want to pair 4 vault perks.
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@JPLongstreet said:
Would absolutely crush new players, who would never learn to loop or handle mind games
We have undetectable perks and killers already. It would just be a weaker version of them. I‘m not suggesting something that isn‘t common already. I also don’t believe that it would get picked much, because it would grant much less value than a lot of the slowdown and even other undetectable perks.
Do you mean survivors won‘t learn or killers?
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@Lexilogo said:
This idea is essentially a buff idea for Beast of Prey, not really its own Perk. (bear in mind that Undetectable already removes the red stain!)
Anyway, I like the idea of removing red stain in chases, but it needs to be conditional, having it 24/7 is just too powerful.
It was a buff idea for old beast of prey, but since they reworked it, it’s has nothing to do with it anymore. I would be fine with it being a buff for beast of prey if they want to change it to this version.
Why would it be too powerful?
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@SkeletalElite said:
a perk that makes you do certain actions silently for killer isn't out of the question but it shouldn't be brutal. brutal is already a really good perk on any killer that can catch up to survivors very quickly.
That said it shouldn't be the only effect of whatever perk they put it on.
I just thought it could be a nice little buff and since I already use brutal on certain (especially weaker and stealth killers) it would fit it well.
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@Blueberry said:
I think it could use a buff as well. People generally think it’s good but if you look at the time gained it’s actually quite small. It’s more of a feel good perk.
This all said, I feel like it’s lower priority. It’s at least okay ish . There are tons and tons of perks that are like F tier that could use the improvements much more and I’d rather focus on those ones first personally. I suppose if the change is just numbers it’s zero development time though.
I just had the idea while playing and thought I post it. There were a few times where this actually would have made a difference.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/443911/brutal-strength-buff
Maybe change numbers a bit and add something else, like:
You break pallets and etc. 30 or 35% faster, and every time a survivor gets first hook, a random pallet is automatically dropped and brokenA number buff would definitely be nice, but I can’t say how much it should be. The random pallet thing sounds interesting.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918567#Comment_3918567
They were all recorded on my stream while doing it.
Maybe on her former version but not on this one.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918550#Comment_3918550
I mean I didn’t hook more than once and I got a 165 win streak so it seems viable to me.
Sorry but that seems extremely unrealistic.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918559#Comment_3918559
I am not trying to screw over anyone. All I want in this OG post is just a solution to my tapes being held hostage for free. That's it my friend. Nothing more nothing less. I don't have the perfect solution and maybe my ideas are just terrible, I am sorry, but I am frustrated. Balance should be achieved on both sides.
I agree on that. I‘m also frustrated, but more about either having a too easy match because there is one survivor that screws over his whole team or having no chance because survivors actually do what they are supposed to do. I don’t enjoy either of those situations. In my opinion this version is fundamentally flawed. They should fix both of these things in my opinion. It‘s not fair that either side gets completely stomped because of such a stupid design.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918549#Comment_3918549
Her second version was not slow at all. Spam Tp, condmen like crazy. Follow survivor with tape. Break it. 2 stacks of condemn. Insta kill because of that feature.
Sadako is so easy to counter. You take a tape out. Done. 1 second animation. There is nothing else to it. Before loading into the match with her itll display this on the screen for newb survivors, while I understand she is a newb stomper, I still believe its the responsibility of them to make proper counters. That's just part of the game to honest.
The current version can fully condemn you in 7 x 5 seconds = 35 s. The second version condemned you in 10 seconds x (7/0,75) = 93s. I‘m probably wrong by a few seconds but you see the what I mean. This is without the take break.
Sure she is easy to counter if you understand her, but there are more than enough people that don‘t, otherwise she wouldn‘t be the 4th deadliest killer.
I agree that she should have counters, but she shouldn’t be designed to massively screw over clueless survivors and get easily countered if you understand her. She is much less noob friendly than her previous versions.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918545#Comment_3918545
You don’t. Hooking each survivor once is being generous, but acceptable for the lock-in. You definitely should not be hooking survivors more than once. If you were trying to min max you realistically probably wouldn’t hook at all and go full slug. It’s very viable not hooking. Picking up and carrying costs you a lot of pressure.
Slugging is insanely risky and often not worth it. In her last version I would do the same, but this version is too easy to counter and knockout is gone so it is even less effective.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918524#Comment_3918524
That's not the fault of the killer. That's the fault of the survivor. They need to be aware of what type of killer they are going up against and how to counter them as each killer is different.
I don‘t agree. Survivors have to know 30+ killers, which all have different counters and some are quite difficult to understand. You can‘t expect survivors to perfectly know how she works especially with her insanely low pick rate. Survivors should not lose because they get spammed to death and have no clue what‘s going on. In her first and second version this was kinda fine, because it was slow and gave enough time to react, but now it is insanely fast. This makes the problem of being a noob stomper even worse than in her previous versions and requires survivors to have a super free counterplay which renders her very bad against some survivors. Another thing is that her counterplay is in no way obvious. Cleansing stacks by delivering tapes - okay, but having to turn off a TV in advance to be safe - try to come to that conclusion if you are new or rarely encounter her.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918408#Comment_3918408
Ring Drawing is very overrated imo.
Basically because if you’re hooking each person more than once you’re already doing it wrong. Which means in the absolute best case scenario you’re getting 4 procs of the addon and even that’s quite unlikely if you’re playing well. It’s an addon that sees more value the more incorrectly you play Sadako imo. You barely have a reason to even hook people once as Sadako, you definitely don’t for two times or more.
You have to hook with her even without the addon. It isn‘t visable to not hook with her. You lose too much by not doing it. But I agree that it is overrated.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918369#Comment_3918369
Sadako had a high kill rate in her 1.0 version as well. Killrates aren’t the only reason behind balance adjustments. She has an obvious flaw. It needs to be fixed. Please 🙏🏼
How would you fix that she spreads condemned too fast against clueless survivors?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918408#Comment_3918408
Its amazing for my playstyle. I get so much additional pressure from it. Top 3-4 addons she has for sure if you ask me. The best propably being bloody fingernails.
I always run bloody fingernails with the iri remote play or witness aura reading addon.
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I can confirm Pyrmid head, Sadako and demo need an addon pass. I don‘t know the addons of the others, that‘s why I didn‘t meantime them.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/443894/can-we-please-revisit-the-onyro
I agree, that there should be some downside to picking up tapes.
I use ring drawing every game to make this happen something like that basekit would encourage sadako's to hook and prioritize focusing on tape carriers.
I think breaking a tape on hit could be fine. Maybe a bit too strong? Would have to test.
Passive condemned is straight up too strong with the current state of condemned imo. I dint think that's the best way to go.
Addons are 2 reworks overdue. Most are either useless or bad. They need to seriously be looked at.
Do get good value from ring drawing? For me it’s pretty useless in most matches. I miss its last version.
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I talked about it with blueberry. Sadly the devs will mostly likely not touch her because she is a noob stomper and has a 65% kill rate. In their eyes she is fine. I also don‘t think you can solve the noob stomper problem in this version. She spreads condemned way too fast against survivors that have no clue and can be nullified by survivors that do the counterplay.
I would like all of the changes, but prefer one and three. The only problem is that the first one needs to apply condemned much slower. 25 seconds would put survivors in a lose lose situation regardless what they do. Something like 50 seconds could work.
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@Blueberry said:
Just giving a spot for the community to collectively pile perk ideas for the devs to get inspiration from for future chapters. Listing some of my own ideas as well. Numbers and things can easily be adjusted for balance, just focusing on the ideas/concepts themselves :) I will continue to update and add new perks as time goes on as well so be sure to check back!
Post your ideas!
-Killer-
Danger in Numbers - When 3 or more survivors are within 8 meters their auras are revealed and the killer gains 10% haste for the duration. I like that this is not very useful against solo queue but very useful against swf who like to make reset points. While not something that would trigger often, those times it would can be game swinging.
No Friends - Repair speed is reduced by X% when working on a generator alone. Deactivates if 3 or less survivors remain in the trial. Once again solo queue tends to stack more while swf knows more often to spread out and split up as much as possible. Another perk that works more against swf as well as encouraging not tunneling someone out by only giving the value while 4 survivors still remain.
Hex: Splinters - At the start of the trial all dull totems will be lit into hex totems. Each of these hex totems cleansed will break one random pallet on the map. This perk is not a hex totem itself. This would work similarly as a trap hex perk like Haunted Ground where you want them to be broken. Essentially works as some time waster if they do break them as well as some value afterwards. Also has the potential for low or no value if they don't find or break them, so some gambling there. Also has some deception value in them figuring out your perks as they could think they're removing some of your perks before they realize what's happening.
Scarred - Any time a healing action is interrupted, the healer will receive any of the status effects that were afflicting the survivor being healed with their durations refreshed.
Sound of Shadows - Killers ambient and footstep sounds are reduced by X% and survivors footsteps are increased by X%. Something to improve the effectiveness of builds with Oblivious or Undetectable as well as improving their ability to know survivor positioning around loops by hearing them better.
Flowing Tides - When a generator reaches 100% it will instead drop to 50% and another random generator with no progress will gain 50% progress. Can only trigger once per generator. Not gen regression technically, but something that smooths out their completion rate to give more time to react.
Anemic - Hooking a survivor for the first time afflicts them with a repair debuff that lasts until they are hooked again. Hooking them a second time will afflict a significantly weaker repair debuff. This design doesn't reward tunneling, but highly encourages spreading your hooks evenly among all survivors as leaving each one alone after the first hook keeps the strongest debuff on them. Encourages healthy game play.
Devotion - You are able to remote hook, however it will always send them to the furthest hook away from you. You can also now be blinded during any time of the pick up animation, not just the end. This encourages hooking instead of slugging as it makes it much more time efficient as well as avoiding body blocks or hook sabos. However the downside is that it's significantly easier to blind if you're not careful as well as making it significantly harder to tunnel since it's sending them the furthest away possible. This takes more of the boring time of the game for the killer out (carrying) and also encourages healthy game play.
Hex: Echos - Each time you hook a survivor a random dull totem will be lit as a hex totem causing a random gen to be blocked by the entity. This gen remains blocked until the corresponding totem is cleansed. This perk is not a hex totem itself. Works as a different type of gen slow down. Limited in activations by the amount of dull totems on the map.
Tachycardia - Hooking a survivor will leave a copy of your terror radius on the hook until unhooked. Also causes all terror radius related affects to linger on survivors for 15 seconds after leaving the radius's. Any perks or addons that trigger based on your TR will work for this copy as well.
Hunger - Causing a survivor to lose a health state reveals the aura of the furthest away healthy survivor for 3 seconds. While similar to Alien Instinct, this will trigger much more often however for less reveal duration, no oblivious debuff and is only on a healthy survivor, so less easy to capitalize on compared to an injured one with Alien Instinct.
Corrupt Salvation - When only 3 gens remain, 2 become blocked for 120 seconds. End early if a survivor enters the dying state. Similar to Corrupt Intervention but for late game.
Illuminate - When blinded, stunned, or Hindered reveal the aura of all other survivors for 10 seconds.
Savor the Taste - When a survivors aura is revealed gain X% haste for X seconds. Creating some more perk, addon, and killer ability synergies here. Given Haste will not stack any more this seems a bit safer. The % can also be very low given this might trigger often.
Agony's Taste - All status affects you apply to survivors last X% longer. Works with killer abilities and addons as well. Trying to create more build synergies here.
Trip the Weak - Being within X meters of the killer when he injures a survivor with a basic attack causes you to scream. Anytime survivors scream reveal the aura of any other survivors within X meters of them for X seconds. Making more scream synergies here. Encourages spreading pressure and not focusing one person down.
Sabbath - Interacting with killer objects or survivor items on the ground or in chests afflicts the survivor with Deafened for 30 seconds. Allows for some synergies with item perks as well as with certain killers that have killer objects on the map making them more dangerous to interact with.
Blood Tapestry - Survivors coming within X meters of blood on the ground from other survivors have their auras revealed for X seconds. Causes the survivors to bleed more often and blood to remain on the ground for a significantly longer time. Does not show auras when standing still. So survivors own blood will not reveal them, but only other survivors that come near it.
Reliquary - If on your fifth hook no survivors have been sacrificed all remaining generators have X seconds added to their required completion time. Think of this as similar to a reverse BNP but is only rewarded for playing fair and not tunneling.
-Survivor-Toy Box - After opening and removing the item from a chest it can be interacted with to set a trap. When the killer comes within X distance of the chest they will be Hindered by X% for X seconds. Can only trigger once per chest but if rummaged through can be armed a second time. I like that this gives some more rummage synergy too.
Mess Express - Survivor items on the ground reveal the killers aura for X seconds when they come within X meters of the item. This is basically survivors version of Weave Attunement. I like the synergy this will have with offerings to bring more chests and rummaging. Makes you want to collect items to spread around the floor on the map.
Survivalist - For each totem you break gain a token. Consume a token to place a trap on a window. The next time the killer vaults that window they will be Hindered by X% for X seconds. Basically a chemical trap for windows with a limited amount of activation's by totems.
Campfire - Places a campfire on the ground that lasts for X seconds with no collision that will slowly recharge any items in hand passively while within its range. The campfires aura is shown to killer and survivor alike. This would be a very slow item recharge and shows the killer where it's at, but it's for all survivors and is passively happening in its range. Could be used as bait as well to make the killer think people are over there.
Feathery Friends - Disturbing crows while within the killers terror radius reveals their aura for X seconds. Some synergy with other perks here for both sides. May help the killer by seeing the crows fly but also gives you info on them for mind games or what direction they're coming from.
Sweet & Spicy - Fully consuming an items charges reveals the killers aura to all survivors for X seconds.
It's Me or You - Start the trial with 3 tokens. Performing a safe hook rescue or stunning the killer rewards a token. The next time your aura would be revealed to the killer consume a token and reveal a random other survivor for that duration instead.
Wild Thing - Disturbing crows causes your footsteps, breathing, grunts of pain, bleeding and normal scratch marks to be hidden for X seconds. Also for the duration causes wildly scattered scratch marks to appear.
Hide & Seek - Fast jumping into a locker triggers this perk. Your breathing sounds and grunts of pain will remain at that locker but you will be jumped into one of the immediate adjacent lockers. You enter and exit lockers X% faster. Has counter play if they predict it and best case scenario it just saves you a couple seconds. Also has a bunch of synergies.
Creepy Caverns - If a chest has been opened, item removed and rummaged, as long as you are not in chase you can interact with the chest to crawl inside and pop out at another random chest. Doing this while full health will injure you and while injured will cause the broken status effect for 60 seconds. Each chest is only enterable once. A strong effect but feels balanced by the negatives and requiring at least another perk committed to rummage as well as the time spent setting it all up.
Plays with Animals - Shine a flashlight on a crow to make them caw and trigger a loud noise notification on the furthest uncompleted gen from your location. Has a cooldown of 60 seconds.
Danger in numbers is interesting but probably not good.
No friends is quite interesting and strong. 👍
Hex: Splinters. Also cool, but how would it interact with other hexes?
Scarred: Could be interesting. Depends on what it would interact with. It should also have a way to get value without synergies.
Sounds of shadows: Similar to my silence effect. I would like that, but it is probably too niche or insignificant. It probably won‘t make a difference in most situations.
Flowing tides: I would hate seeing that happen to me. I already hate painted for this reason. You are almost done, boom, the killer comes and it is back to nothing.
Anemic: Probably too strong depending it’s values and it makes scourge hook gift of pain pretty useless. Good idea tho.
Devotion: Far too strong. It completely messes up the time the game is balanced around.
Hex echos: That‘s I would really love to see.
Tachycardia: I don‘t see much value with it, but it’s fine.
Hunger: It‘s too easy to overlook survivors with it. During a chase you can‘t look around much to memorize the survivor locations. It will have the same problem as sadako‘s scourge hook perk.
Currier Safation: 👍
Illuminate: Weird but funny.
Agony’s Taste: 👍
Trip the weak: 👍
Sabbath: I don‘t want a very long tinnitus.
Blood tapestry: I want that effect for the other blood perk we have as a buff. I think it was from wraith or hillbilly.
Reliquary is too easy to get. 5 hooks isn‘t enough for the effect, but if also depends on the number.
I go over the survivor perks later.
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@sprintburstsucks said:
they should just add a section specifically for concept suggestions
Agree. Then all the complaining or general feedback would be separated from ideas.
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Does Xbox have Discord?
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The second and the third would be a massive w.
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@Blueberry said:
The first bug has existed since her rework and still to this day unfortunately. Experiencing these problems as well.
(I think) the first bug actually got half-fixed the last time. Her model disappears for the 1.5 seconds (I think), but you can clearly see where she is because of particles and effects. The problem is (I think) that those particles and effects stay active after she became invisble while she should already be fully invisible for 0.2 seconds and with reikos watch it’s more. That‘s why I wrote she isn’t fully invisible.
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@Error_Social said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917796#Comment_3917796
And? You are only mentioning nurse to use her as an anchor to keep the Twins down. As if no killer could ever be better than nurse. Maybe we should start considering making killers stronger than nurse. Why go down when we can go up?
Nurse should get nerfed and no killer should ever be stronger than nurse.
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They were stronger than nurse.
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I hope we don‘t get charms. I find charms in games so useless. The best thing would be skins and hopefully we get some cool ones. Having a more bloody variant would be cool or a special effect for all your characters or emotes.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917738#Comment_3917738
Double checked it, it's also there but not as terrible as The Game. Tried Yamaoka and Hawkins as well, both not nearly as bad, which confuses me because out of all of them I assumed Hawkins would have fit the bill.
That said, it could also be my monitor and settings being different too? That would also be a factor.I make a bug report about these 4 issues. If you have something to add, please do so.
@Langweilig said:
SUMMARY OF THE ISSUE:
- Her invisibility is not 1.2 seconds instead around 1 second. (Reikos watch can‘t reach 1.5 seconds invisibility because of the issue)
- Everything becomes darker to extremely dark while demanifested.
- You can see particles when Sadako is invisible at her location.
- You see a grey/black circle under her position while she is invisible.
PLATFORM: Ps5 (probably all)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED
https://youtu.be/J-5I6BlaqpU?si=S-2kW6oBsfLT7579
https://youtu.be/nyK677YLuLM?si=w-8N13cynDTm4eke
2. Especially on the game (map).
https://youtu.be/gtS2USqXdF0?si=Dj-DbGu9JMZVMOL_
3. 4. Happens only at closer range, I think.
https://youtu.be/YaJevuMbBLU?si=kipW1Vk8oBPigVjG
PLAYER LOGS:
- Player logs are required from PC players only.
Can a dev please bring it to the team. The first bug exists since 1year or longer (probably since her rework,). The others I found randomly while playing.
Please Mandy or ThatRyanB can you push to get some of these things fixed.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917730#Comment_3917730
On my testing so far, it's especially bad on The Game, testing it on Midwich and Borgo, it's not nearly as bad. Probably why I haven't seen it since I haven't gotten The Game as Sadako in awhile, though I'm still testing some other maps.
I also threw on insidious and it doesn't seem connected to undetectable, just Sadako's demanifest state.Respect that you do all the testing! It wouldn‘t be worth it for me. Have you tried swamp yet?
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917695#Comment_3917695
Sorry I meant the demanifest darkening.
I haven't experienced it on my end at all, I am about to go boot up dbd right now and go test it in a private lobby just to see once I'm at my desk.I noticed it from time to time. I find it already hard to see with her (especially on high gras maps) and then this makes it even harder.
I think it has something to do with undetectable, which (if I’m not wrong) makes everything darker.
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@ChaosWam said:
I actually haven't encountered this yet, how strange.
Is this map dependent?Do mean that it is darker when demanifested or the other things I was talking about with mechwarrior?
The darker thing happens on more maps if not all.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917616#Comment_3917616
Great. Her demanifest is even more broken.
Do you think I should make another bug report or would be waste of time? After all I don‘t even know whether or not that is intentional.
It would be nice if one of the community managers or devs hops in and says they are gonna fix it (as well as her invisibility still not lasting 1.2 seconds).
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917616#Comment_3917616
Great. Her demanifest is even more broken.
Yeah I always wondered why it never works. I look at my hands, once they are invisible I change directions and survivors still know where I go.
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Flashlights no longer have addons that blind the killer faster and the purple flashlight also doesn‘t blind the killer faster. They removed flashlight clicking and lightburn.
- Survivor Nerf: added blind immunity whenever a Killer grabs a Survivor from a Locker.
They‘ve done this change and some others.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917609#Comment_3917609
2 different outfits on while moving?
- You can see particles while she is moving and invisible.
- There is a grey circle under her while invisible.
Both of that is only when she is closer tho. Basically you can still see her while invisible.
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Look at her while she is invisible and moving and tell me what you notice?
https://youtu.be/YaJevuMbBLU?si=WeJ8KKLQvMb3aOKo -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917417#Comment_3917417
Maps have never been their strong suit.
Kinda, but they‘ve been better in the past. I was the happiest with dbd during the time where circle of healing and hook grabs still were a thing.
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Do you wana see another Sadako clip that shows something is wrong with her?
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917519#Comment_3917519
Lithe is strong and fair. This Smash Hit concept would be used for free pallet saves when the base timing for that and flashlights was already buffed in the survivors favor 3 years back
Flashlights also got nerfed in the killers favor. What a stupid argument.
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@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917486#Comment_3917486
It can be paired up with End Fury. This could make Kaneki unbearable, as the number of pallets in the maps has been reduced significantly
You can play end fury on any killer. What‘s the problem and what does it have to do with the vault?
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I will first post my ideas and comment later on your ideas. It will take a while to go over them.
That‘s effects I‘d like to see:
- Reduces chance for skill checks by 100% (Survivor)
- While unseen gain 5% haste. (Killer)
- Survivors in your terror/Lullaby radius suffer from the silence and fog status effect. (Killer)
@Langweilig said:
After you completed a invocation, which takes 70s, this perk activates. (You do not become broken!)
Following effects will get triggered in the killers terror radius:
- Some lockers randomly open up like with deception
- The killer hears random breathing sounds
- Some lockers sound like someone injured is in them
- Scratch marks appear and follow a random path same with pools of blood. You also hear breathing or injured sounds when you are following the path
- Sometimes when carrying a survivor you hear the sound of a dropped flashbang in front of you
Those should not get spammed, but trigger after a certain time again and again
Silence status effect (new):
Makes you deaf and the visual heart beat sensor deactivates.
Fog status effect (new):
A wall of fog blocks your view outside of a 24 meter range and you don’t see auras through it.
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One change I‘d like is that locked lockers reset to open after a generator gets completed. It is extremely frustrating having to break every lock when you teleport in endgame.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917413#Comment_3917413
My friend, I get head pops every third game. The traps DO kill. It takes a good amount of strategic time investment and the right search-rng to do it.
They wanted to nerf the traps to compensate for the stronger chase, which is fine by me. Pig is the killer with the strongest build in slowdown in the entire game. If her chase gets buffed, the traps have to be touched as well. The nerf they proposed however was too much compared to the buff to her chase. Therefore we reasoned with them and it didnt go through. The trade off for the buffs was therefore the auras being removed. That is a fair trade in my book. Increases her skill ceiling because now you also have to remember box spawns. If that is a good thing, is a whole new discussion regarding how much you already have to keep in mind while playing her.
I was talking about the longer timer, which they changed back. This would have made it impossible to die by them. The auras, while I don‘t like the change, are fine.
They wanted to nerf the traps to compensate for the stronger chase
That‘s something they shouldn‘t do in my opinion. Her uniqueness comes from the traps and we don‘t need more copy paste dash killers.
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@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916527#Comment_3916527
That's the biggest problem in his hit, my guy. His vaults and kidnap techs are very problematic
I agree with the kidnap thing, but his vault generally isn‘t that useful. It‘s very much overestimated.
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@OrangeBear said:
Able to teleport to chests
That‘s a good idea
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916979#Comment_3916979
Haddonfield is about the only actual Killer Sided Map that I can think of. It needs a fix. However, it was survivor sided for years, so we will see how long it takes to fix that despite all the feedback given on the ptb when they did release it the way that they did.
Quite a while ago they had a bunch of maps they collected feedback on that people gave them as well that needs to be adjusted.
Both Borgos, rancid, temple of purgation … are all also killer sided and extremely unenjoyable to play. I‘m fine with killer sided maps as long as they are enjoyable to play on, but they aren‘t. Killers can at least always play a stronger killer or equip perks that balance things out. Survivors don‘t have something like that. Therefore maps have to lean more to survivors, because maps are the thing they rely on. If some killers are too weak buff them, but you shouldn’t balance maps around weak killers while the strong ones have access to them as well.
I really hope they don’t listen to that map feedback. It will only lead to more bad map changes.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917009#Comment_3917009
I dont think that is going to happen. Also, Pig has received almost nothing but buffs over the last few years and the only nerf was acceptable and understandable in relation to the buffs. Nerfpig is literally outdated.
Behavior wanted to nerf pig (only to stay true to the source) and they did. They removed box auras which I still dislike and they wanted to make it impossible to die through her traps. The only time where she didn’t get nerfed (in my recent memory) was as her terror radius got decreased.