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Langweilig

Langweilig

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Langweilig
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    1. Yes
    2. I wouldn’t say no , but I didn’t feel the he need for more of them.
    3. Yes, yes. This should be the case in all events.
    4. I don’t think that is needed.
    5. 👍
    6. Yes give all maps a snowy wipe.
  • Resurgence is a very good healing and anti tunneling perk, together with a medkit you can heal yourself in 4 seconds.

    When you want to try something fun, I would try out deception. It is funny every time someone falls for it.

  • Kinda sad now, but that reward is honestly a very cool thing.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859538#Comment_3859538

    I see.

    Well, I disagree, but that is okay.

    As for Sadako, the other killer we've mentioned I think the basics of her design are fine. I just wished she was a little bit more powerful, like maybe increase the time between glimpses or something similar.

    What do you mean with glimpses?

  • I’m a bit confused right now. Update means something bigger, reworks change the power fundamentally and tweaks are just number changes or?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859514#Comment_3859514

    Well for skull merchant I just say I’m biased.

    Towards her or against her?

    I'm a bit curious now.

    Against her. She got too many things in her kit, that required 0 skill. Regardless she got overnerfed, but some of the nerfs were rightfully done. My biggest issues with her were her undetectable and the haste she got from scanned survivors.

  • @GeneralV said:

    I think Onryo needs a tweak. She isn't terrible, but I wish she was a little bit more powerful, but there is no need to change her substantially.

    For an update, I'd say Skull Merchant. If said update was nothing but reverting all of her previous nerfs it would already be enough. Her previous iteration was perfectly fine, and I'll die on this hill. What they did to her was unfair, no other word to describe it.

    As for a rework… Freddy, of course. Probably the only killer in the game who needs one. We have to get as far away from his post-rework power as possible. Because the truth is: after patch 3.1.0 Freddy was never in a good spot. First was the Forever Freddy days and then the weak version we have now, and no one wants either of those in the game.

    I didn’t put him in rework, because it is already confirmed he gets one, so it felt a bit wasted putting him in this slot, but sure he needs one.

    Well for skull merchant I just say I’m biased.

    My problem with Sadako is her design is extremely hit or miss. If you get good survivors, they can make you powerless easily all day and if they have no clue how she works, then she is a monster. Additionally I don’t like that survivors are forced to turn TVs off and that TV auras are shown, because chasing becomes so bad and that was my favorite part about her.

  • @buggybug said:

    I say trickster needed update,

    Pyramid head needs add on reworks or updates even though I do not play him, I enjoy versing him.

    Plague a full rework and hell a name change, puking on someone is one of the most cringe thing I ever seen, and my friend who has eating disorders for cant play vs her.

    I agree with both. I wonder whether or not they are going to revert him like in the design preview some time ago.

    It is very unlikely that part of plague gets changed.

  • I have put Sadako in rework, because she is my favorite killer and I want her to get a revert to her first version, which was more fun and stronger.

    As of the addon pass, pyramid head and demogorgon need one. Demos addons are so boring, non of his addons are interesting. Pyramid head is a bit better, but also not that great.

    No idea who to put for update and tweaks. Maybe doctor for update, because I want his illusions to do something.

  • They should have nerfed it to 130% or 120% healing speed instead of reverting it back to 100%. It finally was an useful perk, but now it is back to extremely niche and situational.

  • What was the special thing in this event?

  • Complaining is always easier than improving I guess.

  • It is a fair and very good looking map. My only issue are the useless upstair windows in main and in the tower.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858457#Comment_3858457

    If you ignore her power, then yes. She becomes a considerable threat.

    If you loop well, strategically play around TVs and are aware of your surroundings, you will realize why she is a comfy - c tier killer.

    If you ignore her power, then yes. She becomes a considerable threat.

    That is one of my biggest problems with her. She is either busted or super bad, depending on your opponents skill.

  • Why is it going to end?

  • @radiantHero23 said:

    Sadako's been fixed, no?

    In 8.4 the bug got fixed partially to be almost one second and before it was ca 0.8s, but there is still 0.2 seconds missing for 1.2 seconds. Also reikos watch does nothing.

    @Langweilig said:

    SUMMARY OF THE ISSUE:

    • The addon reikos watch is bugged for a while now and it does not make you longer invisible.
    • The invisibility lasts one second instead of 1.2 seconds, which it is supposed to be.

    PLATFORM: All

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:

    VIDEO:

    https://youtu.be/MhSBdZIFxXY?si=7EDcdqYQFA3P_mVg

    https://youtu.be/q7HiIGq1uaw?si=b_zmQhsmvzoZs2vX

    I made a bug report about it.

  • This survey had more than 100 questions and so many were the same. At some point l skipped a lot of them, because it took so long.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857380#Comment_3857380

    Dark theory needs to be buffed to 3% and a secondary effect like increasing vaulting speed by 5%.

    My subconscious mind is telling me that increasing the vault speed will be the new Boon perk in the future.

    I think it will be 10% at best.

    I hope they focus on making the old boon perks good before adding another one.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857077#Comment_3857077

    That's what I'm saying! The Swamps over here neglected for so long ...

    I hope they don’t touch swamp, it is good like it is. I’m afraid, they will ruin those maps if they touch them.

  • This should be a buff to all boons alongside making them more silent, but I would take it like you suggested, when this means we finally get a boon buff. Dark theory needs to be buffed to 3% and a secondary effect like increasing vaulting speed by 5%.

  • I still hold the opinion, that the devs should add them permanently to Ormond.

  • I agree, the new map look so good. Hopefully they change old ormond too.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856950#Comment_3856950

    It's a pretty common pattern among newer maps for some reason. The only reason I can think of for it's explanation are that the Devs are trying to avoid a situation similar to Old Haddonfield + BL, where some buildings were actual infinites if Balanced was in play. The only thing is though, this design pattern literally makes verticality useless UNLESS you're running Balanced, which completely nullifies what could be a pretty interesting part of level design.

    The only reason I can think of for it's explanation are that the Devs are trying to avoid a situation similar to Old Haddonfield + BL, where some buildings were actual infinites if Balanced was in play.

    Why would they think about it that way? Balanced landing didn’t have a effect like that for a long time. The funny thing is you would require 0 stagger to be able to play them.

  • It looks good and balance wise it’s okay. I only don’t understand, why they made the upstairs windows so bad, when the stagger makes them relatively useless.

  • RIP Chucky. First they removed scamper (my favorite part of him), then make his cooldown as long as it was before removing scamper and now slice and dice.

  • @Mandy said:

    This is a very good point, it is something we are aware of. For killers they have to learn one character - for survivors they have to learn how to play against all of them and when things change that can be hard to manage / learn.

    DbD is complex, it's not easy on either side - there's a fair bit of skill involved on both sides, the game is most definitely not easy, it only appears easy when you're not very experienced in the game…it's deceptive.

    Any ideas for how to make things easier for players and I'm all ears (no dbd pun intended), as there will undoubtably be other killers that have more complex powers.

    Having little Tipps appear in game while playing would help inexperience players a lot. Then under certain conditions the game would tell you what you should do. For example when a teammate is on hook for very long: “Your friend needs help”, when you are in the killers terror radius: “The killer is close”, when playing against Sadako: “Take a tape and bring it to the TV” or “Turn TVs off to be safe of the curse”….

    This could be done in a lot of situations, where you (the devs) think survivors should get some help. Additionally I would add an option for experienced survivors to deactivate it.

    Secondly if you would allow for more communication, not voice chat, but something that lets you choose between little short messages, so you can tell your team: “do pinheads box” or “if you ignore the reversed bear trap, you are gonna die”. This way teammates could help other survivors better, but without having any more communication other than pointing, it’s difficult.

    Last but not least I would appreciate having killer bots in private games to train. There it should be an option to set the survivor/killer bots on extremely strong/strong/middle/weak.

  • @sanees said:

    You can use snowballs to instantly destroy snowmen

    changed:
    although sometimes they do create walls

    https://us.v-cdn.net/6030815/uploads/W2BNDG32X38S/20241213165547-1.jpg

    https://us.v-cdn.net/6030815/uploads/W9WJ02NV5K8E/20241213165516-1.jpg

    That picture is hilarious. It’s like two snow man bodyguards working for evil Santa.

  • Why do you all act like this is something new? They do this all the time with perks and sometimes with killers. Most strong perks got nerfed to the ground just to remove them from the game/meta instead of doing reasonable changes.

  • @Skittlesthehusky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855328#Comment_3855328

    Matches last too short
    "The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game."

    it's interesting you say this, because that's exactly how i interpret dead by daylight as a whole. if you think about it, every action and interaction that is performed is all time-based. typically, with the focus of the future of the match. it's a tug-of-war match for precious minutes and seconds. a game of investments!

    i believe that this is not communicated enough to where people understand that this is the type of game that's played, which is why it becomes difficult for many and loses its fun once people start to deviate from that. there's too much emphasis on completing the objective and not enough emphasis on what actually makes the game.

    Back then when I started playing, it was not that bad. When circle of healing still was a common thing, survivors would run over the whole map to heal themself in the boon, which made matches last a lot longer, killers tunneled less and survivors did more random stuff. Behavior is actively pushing a more competitive mindset, which reduces the fun elements of the game by a lot.

    So overall if the devs would add more things to do on maps, matches would last longer naturally, but behavior refuses to introduce new gameplay elements outside of events, killers and perks.

  • It would make things really complicated, when players are forced to find out what and what not works, especially when it’s not obvious.

  • @crogers271 said:

    Funny thing that just crossed my mind: remember when Prove lost its BP bonus and they nerfed the values at the same time? It's funny that the approach to Thrill has been 'of course we have to increase it for compensation'.

    But I think 12% should be fine.

    I haven’t seen anyone play prove since then. The bloodpoint bonus was the only reason why my friend ran it. After the nerf it didn’t even allow doing gens together efficiently anymore and it wasn’t better to just split up instead of doing gens together.

  • Maps:

    • They are pushing a really bad direction with this one. They keep making terrible and really hard to play loops for survivors and many windows are straight up unplayable.
    • This leads to even more gen rush, because the longer survivors stay in a trial, the less chances survivors got, which brings me to my next problem.

    Matches last too short

    • The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game.

    Balance changes:

    • We still got FAR TOO MANY BAD/USELESS perks in the game, which should get attention a lot faster, but to be fair they did better lately.
    • Too many nerfs are focused on removing popular perks from the game and put them in a pretty much useless spot instead of doing fair nerfs.
    • They take in very many cases far too long to do changes and then they nuke whatever they change. Got better in some cases than it was in the past, but it is still happening far too often.

    Sadako:

    • She is in a pretty bad spot. Either she stomps survivors, who don’t understand her or she got no chance, because survivors got so much handholding and can remove her whole power for free.
    • They took 11 months to fix a bug, that made her a lot weaker, which is ridiculous and she is still not completly fixed.
    • I want her first version back and hope they bring it back. It was the most fun version we had and most fair / enjoyable one to play as and against.

    My experience as survivor is extremely frustrating because of maps being very unfun to play on and killer sided (at least most newer ones). Killer feels unrewarding, because it has become too easy. I’m very unhappy about how they balance the game and that they favor killers 90% of the time.

  • @danielmaster87 said:

    🤦‍♀️🙄 Whatever. At least we got a compromise.

    Yeah, I’m glad they didn’t just return it back to 10%.

  • Both maps are too small, have terrible or no loops and the edge map loops are pretty much useless. The jungle gyms often spawn without windows and are too random. Far too many dead zones.

    Forgotten ruins needs more ways to get down in the castle, preferably without portals.

    The main building is placed so bad in the corner on Shattered square, that you can barely use it well. Hopefully this map gets reverted.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855144#Comment_3855144

    it doesn't need rework. 10% is not that good anyway. If they want rework it, why are they waiting? Like what are they going rework too? 20% hindered for 2 seconds? i think they made mistake and forgot to put a 0 at the end but i am not sure.

    It’s definitely on purpose and I do as well think it is unnecessary, but it is whatever.

  • They already confirmed on redit, they skull merchanted (basically kill switched) it to give it a rework at some later point in time.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854698#Comment_3854698

    the idea is for it to be a timesink for a strong effect

    This effect is laughably bad right now and it has three huge downsides:

    • being broken,
    • unavailable for more than a minute
    • and vulnerable for this time.

    and weaving spiders can be countered by gen blocking perks.

    Back to OP: It would make sense giving it this effect.

  • Artifact seeker will be very bad. Currently there are far better options with less requirements than this.

    Nyctophob: I really like it, but it should have increase your terror radius by meters instead of a percentage of your terror radius. That way it would be useful on more killers.

    Isn’t Elite survivor Al’s it the same perk as the healing perk from Felix?

    Overwhelming curiosity: We already have a perk that does the exact same thing, which should be buffed instead of creating another almost identical perk.

    Persistent Chase sounds interesting and fun. Can’t say how strong it will be.

    Burden disparity sounds good.

  • @VadersRage6 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854632#Comment_3854632

    Nerfing the fun aspect of the power slice dice would be dumb and they didn't do it back then now they did and now look what has happened manual scamper is just bad and unfun there's no argument and anything past small loops you can slice dice it after manual scamper they can't make it back to the pallet

    Saying my second point makes no sense tells me you don't understand pathing what's so ever cause those two things made it impossible to mind game chucky manual scamper and rat poison needed to go and they changed it for the better

    If you wanna respond you can but I'm done with this discussion cause I don't think you truly understand how bad it was and this is coming from someone who's been playing chucky sense the beginning and I never manual scampered and it made me a better at him

    Saying my second point makes no sense tells me you don't understand pathing what's so ever cause those two things made it impossible to mind game chucky manual scamper and rat poison needed to go and they changed it for the better

    Maybe l didn’t understand it, because it was written with a bad grammar and sentence structure. Sorry when it makes no sense to me then. I also didn’t say anything against the rat poison nerf and no, mind gaming Chucky was not impossible. You should know that if you played him in since the beginning. If you can’t stand people having different opinions, then don’t respond to them. Their opinion is worth as much as yours, not less!

    Fun is subjective, you can like things you like and I can what like what l like.

    Slice and dice was as broken as old scamper was and if one thing had to go, the other thing needs to go too.

    You are even agreeing with me, that scamper wasn’t the problematic part, it was a slice and dice in combination with scamper and somehow you are still claiming, that I have no understanding of the character.

  • @VadersRage6 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854610#Comment_3854610

    Even if it was 3 seconds chucky could scamper slice and dice before you make around again at some loops smaller loops yes it wouldn't be as good against but why would you scamper a small loop that's stupid so your point doesn't make sense the problem wasn't just scamper itself it was the fact you could manual and then slice and dice and there's nothing they could do about that

    Edit

    also saying this nerf is warranted with how I felt about scamper just wrong slice and dice is hard to avoid yes but there are counters Manual scamper and rat poison which both were nerfed got rid of COUNTER PLAY that's like saying blights rush attacks are cheap hits its ridiculous like idk how your trying to argue something that was stupid and removed for a reason

    itself it was the fact you could manual and then slice and dice and there's nothing they could do about that

    If your argument is scamper into slice and dice, then slice and dice should have been nerfed and not scamper. It’s that easy.

    why would you scamper a small loop that's stupid so your point doesn't make sense

    I didn’t only say small loops. I said medium to smaller loops. I only excluded good pallets and very long loops. All other were still very effective against him. Sure he won’t scamper on super short loops if he is smart, but then he got the same chances as every other killer.

    Your second point makes no sense to me.

  • @VadersRage6 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854582#Comment_3854582

    I can't agree it was busted af and I'd prefer how he is now yes scamper could be looked at and made better in a different way but that was a bad design and it was removed for that reason

    It was not busted. Good survivors could loop fine. Most of the other killers can hit survivors behind pallets as well and for them it isn’t considered a problem, so why Chucky? The only time you got easy hits was when the survivors camped pallets, which is their vault when they misplay and he was able to counter good pallets while still getting looped in circles at medium to short loops if survivors just ran around. The only problem was the speed at which you could scamper, not that you could do it, which made it difficult for many survivor players to counter.

    The only thing needed was a number nerf from 1,6s to 1.8-2 seconds and he would have been fine.

    I also don’t understand this double standard here. Slice and dice was such a cheap way to get hits and much stronger and less counterable than scamper was. So this nerf should be warranted as well if you think about scamper like you do.

  • I want him to get his old manual scamper back just slower than it was. Until this hasn’t happened I’m not interested in Chucky anyway.

  • @SoGo said:

    What was stopping them from a full revert?

    To the version which repowered the last 4 TVs on a down, if I'm remembering it right.

    😭 I want my favorite addon back.

    I would be fine with it just turning two TVs back on if the devs think it is too strong.

  • I like the idea and hope they add it, but it wouldn’t help or do much.

  • Complaining about this perk is wow

  • I’m still waiting for the shoulder the burden buff. It’s ridiculous that it got nerfed. It’s such a bad perk.

  • I’m still hoping for a slow manual scamper and fast slice and dice scamper.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852746#Comment_3852746

    My one concern there, is it becomes more of a Background Player hang around for saves tool (and that's already obnoxious enough). I know this was your intent, but it doesn't fit the theme of the perk. The footsteps being silent allow the perk to be used much more aggressively, which is the opposite of what the perks is intended for. My reading of this perk is you are trying to save yourself and you don't take risks to save others, you use others sacrifice to save yourself.

    I would consider giving it notable buffs, but make it something more conditional... something like:

    Self Preservation

    While injured, whenever another survivor takes a protection hit within 16m of you, self preservation activates for 20/25/30 seconds. While Self Preservation is active:

    • Your scratch marks, pools of blood, grunts of pain and aura are hidden.
    • You gain 5% haste.
    • Your next rushed action is silent.

    This would give you options to realistically use LoS blocking windows/pallets/lockers to try and evade the killer after a teammate takes a protection hit through the trial and really one in huge in end game sprints to the gate.

    This set of changed would make it harder (though not impossible) to be used aggressively; the conditions make it much harder to exploit, but it now has a meaningful purpose in helping the rush to the gate it someone takes a hit for you, which is actually on brand for the perk... it makes sense for the perks intent.

    The footsteps being silent allow the perk to be used much more aggressively, which is the opposite of what the perks is intended for. My reading of this perk is you are trying to save yourself and you don't take risks to save others, you use others sacrifice to save yourself.

    I’m not very interested in those lines behavior writes over perks. I wouldn’t torment me to make it fit that description and making perks fit that description in a multiplayer team game is probably also not the best idea 💡.

    Regardless it still fits that description, while making it easier to escape and to stay undercover with the neat bonus of making flashlight saves easier.


    Back to your idea: If you make it require a protection hit, then it is worse than right now and will almost never activate, which makes nobody ever run it. The other stuff is fine for me, but I think simple number buffs to the current perk are more than enough.

    I would probably remove the third part of my idea and just make it number buffs with the neat bonus of silent footsteps.

    Self preservation

    • Whenever another survivor within 24m (was 16m) of you gets hit by a basic or special attack, self preservation activates.
    • Your scratch marks, pools of blood, grunts of pain and footstep sounds (new) are hidden for 30s (was 10s)
    • Whenever you are in a 24m radius of a downed the timer stops ticking down (new)
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