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LittilAvindar

LittilAvindar

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LittilAvindar
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  • Why did they remove the penalties in the first place? I'm gonna guess because of their precious streamers. Seriously. BHVR needs to fire the #########-buddies they hired, and hire some real programmers. This is getting ridiculous.

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611225#Comment_1611225

    dragons breath had a bug on PTB that survivors didnt scream when activates, guess what happened after the patch came out?

    I'd like to say it was fixed, but then again, it's BHVR, so probably learning toward it was still broke, and they managed to break a bunch of other things on top of it. I'm not a software engineer by any stretch, but even I can tell that BHVR either hired a bunch of friends, or nearly everyone lied on their resume when they applied for the position.

  • Honestly, while this skin is hands down the best, and absolutely everyone and their mom would buy it (twice), I don't trust a company like BHVR to actually code it. They can barely make the game function like normal on a given basis. I've said it before, and I'll say it again: I've never seen a game become as broken as DBD does with the addition of a new DLC. The fact that there are still bugs in existence from inception (that most developers would have had taken care of before they actually released) shows that their coders are not very competent. Sure, they managed to make a game, but it's pretty clear that most of their team didn't actually go to any kind of technical school for programming. I would hate for them to literally bastardize the brilliant work of Amacky, and quite honestly, that's what they'd do, which would upset me more than them ultimately doing what they've decided to do.

    Personally, I think they should quit the friend-zone bs, and actually hire some competent people so that their game doesn't die off when people finally decide they've had enough of bugs that anybody attending school for this stuff would have learned to fix on day 1. I'm honestly surprised nobody else has come up and released a DBD clone that actually functions properly. Considering the fact that DBD is pretty much a clone of Friday the 13th, there's not much that BHVR could do about it if someone did.

  • @KeredDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611344#Comment_1611344

    The point of the video game is supposed to be fun, complaining about people being competitive is kinda stupid, as that's just how video games and people are.

    There's nothing wrong with being competitive. I think BHVR should focus on the main aspect of the game, which is supposed to be survivors v killers, but my complaint is that they are adding in unnecessary systems to make the game FEEL competitive, but ultimately only promotes team mates being toxic toward one another, because they also have to "compete" against each other now, which often leads survivors to screw over other survivors in an attempt to try and score themselves more points to rank up. As for survivors v killers, obviously they are competing, so each side is going to complain about the other side's perks and tactics. I'm simply saying that, at the end of the day, the ranking system they added to force survivors to compete against one another is stupid and unnecessary.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614490#Comment_1614490

    And I said this forum really needs to stop doing that. It isn’t constructive. It doesn’t add to any conversation. It’s just noise.

    I don't disagree, but at the end of the day, the forum represents the game itself; Toxic. As I've said as well, it is simply supposed to be killers and survivors, but it's killers v survivors v other survivors, since BHVR felt the need to add a means to promote survivors acting toxic toward one another.

  • @OrangeJack said:

    Don't forget a huge built-in survivor crutch. Oh no I did nothing the entire game and now my team mates are dead. Oh look a hatch!

    Hatch is a crutch perk? You realize that the hatch prefers killer right? Even if a survivor is standing right on top of the hatch, the minute killer gets there, closing it takes preference over jumping into it. How about the built in crutch for killers? Bloodlust. 3 stacks for a killer that is already faster than a survivor to start.

  • Exactly. But it's the fact that so many killers complain about "second chance" perks on survivors that leads survivors to also retaliate against perks like Ruin and NOED. At the end of the day, both sides seem to demand that the other side be able to do their job without the help of perks.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611344#Comment_1611344

    This feels largely unrelated to my comment. You started out by saying they can be played around, which is true. You mentioned that survivors compete over each other, isn't doing the objective competing against them since your leaving them to die? You don't need to be in a SWF to realize the better option is to get on gens rather than go directly to the killer. You then pop into this competitive speal that is another post entirely.

    I may have quoted the wrong comment there. Apologies.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611315#Comment_1611315

    This forum really needs to stop speculating on what other people think, and stop putting words in other people’s mouths.

    Unless I say I do those things, or say I feel that way, don’t comment.

    If you've looked at the majority of these forums, they are almost all speculative complaints about how toxic the other side of the aisle is.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611312#Comment_1611312

    Then rush gens. If they're camping it rush the gens because the killer left them wide open. Its nowhere near a free win. Especially if the basement is in shack.

    And if survivors run perks like BT and DS, there are ways to counter those too. Why do we always have to listen to one side complain like there's no way to work around certain perks and play-styles, but survivors, who, by the way, ALSO have the task of competing against their fellow survivors, are somehow expected to all play like they're full SWF? Y'all need to get over yourselves. This game isn't even remotely competitive, yet you act like it's the next League of Legends. The entire ranking system is stupid and useless in a game that literally revolves around survivors getting out alive, and the killers preventing it.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611282#Comment_1611282

    Camping isn’t toxic. It’s within the game rules. There’s nothing in the game rules that explicitly states a killer must give survivors 2 hook escapes.

    But on the same token, I'm sure you believe that perks that enable survivors to work around camping killers are unfair, thus making the game survivor-sided.

  • Yeah, just had a match where 3 people stunned killer. She didn't even stun. They got off, she immediately turned and smacked them again. I understand coding is difficult, but how do these particular devs manage to literally break the game every time they add something into it. What is even the point of a testing server for DBD, other than to hype the next killer?

  • @GoodLookinCookin said:

    I like dbd but it feels like ranked every game where you sweat or lose. I feel this way more for killer but survivor can be annoying to play too. Can dbd please be fixed/changed/or balanced because its hard to play more than 3 matches a day. Rank 1 killer/survivor btw

    Can we get a casual mode where there is no medals or rank, cause if you get stomped at least you don't have the game telling you that you did bad.

    It's not competitive. It feels competitive because it is stressful, and it only feels stressful because BHVR, in an attempt to make it feel competitive, decided that everybody should have to compete with each other, even if you're on the same team. It's not survivors v killer; it's survivors v survivors v killer. The ranking system is honestly stupid. It literally has no place in this game. It doesn't help with their matchmaking, no matter how hard they try, and all it does is force survivors to compete with other survivors, because apparently getting out alive isn't enough. You have to have near perfect game in order to advance a rank. With survivors able to d/c mid-match without it simply ending the entire match for everyone, and with killers that literally hook camp, or even with just a bunch of random survivors who have literally no clue what they're doing, you wind up losing rank. Not to mention, rank doesn't get you anything, other than guaranteed matches against rank 20's of the opposite team (if you're rank 1).

  • @Haselden said:

    This perk combined with ruin or Devour hope literally is breaking games. They're to many hex totems to worry about now with undying, it should only reveal people near totems not buff other perks.

    I don't care if it transfers hexes. I'll take the massive amount of cleansing points, but it should definitely not be revealing people who go near totems. They've already got a perk that does that, only when they actually start cleansing them. So I guess this is just that perk on crack. Meanwhile, Richter came with the ability to... wait for it... see the aura of a few gens. But that was already a perk too...

  • @TheCoolDBDGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1608002#Comment_1608002

    I didn't notice they lowered the quality of the new graphics and the nerf to stun to DS was necessary as it makes DS more bareable and Killers don't need to complain about DS anymore, and they fixed the hill which is good, and i'm glad they are making totems harder to spot :)

    Killers didn't need a nerf to DS, as there are so many different counters to avoid it. So Ruin gets a complimentary perk, but DS gets a nerf? I really wish they'd just remove it as a perk and put it back the way it used to be, where it was built in. Sorry, but I get really tired of the constant complaints about survivor perks, while simultaneously hearing that killer perks are just fine or need to be buffed. I don't care that the totems are harder to spot; the issue is that they are literally being placed in areas that are inaccessible, meaning once you spot it, you can't cleanse it. That issue popping up as they added a new killer perk in which the counter revolves around cleansing pretty much all of the totems on the map means that killers once again gain free points as a result of a bug. Surely they encountered this in the testing phase.

  • It's not just that one either. So from what I've seen since I played the test build, the devs ultimately lowered the quality of the new graphics they were adding in, they gave the killers a new meta in Undying and Ruin, shadow-nerfed the stun on Decisive Strike, and now they've made sure to place the totems where they will never be able to be cleansed. Got it. Oh, but they said they fixed the hill. I'm sure they'll get around to fixing this issue so it's ready by time they release the next DLC.

  • The red stain is also so dull now, it may as well not exist. You literally can't see what direction the killer is looking anymore.

  • There's a reason the Resident Evil franchise sits leagues above FNAF, which seems to be a game that appeals directly to teenagers, and literally no adults.

  • Probably get annoyed that there's another DLC being added, while basic bugs get ignored.

  • Trust me, the tunneling and camping is a thing on every version of DBD, because BHVR seems to encourage it. The issue with PC is blatant cheaters using hack programs. I'm not gonna call them hackers, because they aren't actually doing anything other than using a program a REAL hacker created. Alternatively, console players get an inherent lag benefit against many PC players. Not all of them, since many of them appear to be playing on their mom's wifi, coupled with the data being throttled because they've reached the cap.

  • I wouldn't even bother. BHVR has the fix, and they've opted to wait until they decide to release the DLC to implement it.. Meanwhile, everyone is taking absolute advantage of it, and there are no bans being issued, nor is there any forgiveness for people who DC because they are stuck. They had zero issues issuing bans to those back in 2019 who used the cheesy Legion build, but they won't ban anybody abusing the hill bug. Both bugs that are the result of BHVR's incompetence, but I guess one gets preferable treatment. This is seriously getting old. I've never seen a game celebrate 4 years of being around, yet they can't manage to get basic map bugs worked out. Do they not have people test this stuff? It's not just one hill either; it's ALL of them. Once again, they aren't going to bother until players start issuing ultimatums that force them to fix the basic issues with their game. At this point, they aren't even going to bother acknowledging these issues any further.

  • @SnakeSound222 said:

    On the chance that this isn’t bait...

    1. Both of Doctor’s abilities shock you. One of them’s just bigger and has a 60 second cooldown. If you’re talking about being shocked when a Survivor runs up to you, then that’s the Ultra Rare add-on Iridescent Queen.
    2. With the exceptions of EW1 Myers and EW3 Myers, all Killers have the same lunge. If Killer lunges are a problem, then you either need a better connection or to just get good.

    Lunging is not usually about having a bad connection, so much as it is about the killer having a worse connection. The reason for so many lunges is because the servers hand it to the killer, who controls the lobby.


    The Doctor's shock has too many micro-abilities, which is what he was saying. You can't go below tier 1, you can't snap out of it until you hit tier 3. While afflicted by any of the shocks, you scream initially, your skill checks get screwed, he can see your location. When he spams his little shocks, they make you scream (not much of an issue if you're in chase), but they prevent you from being able to act for a few seconds, they slow you down, and they still build up your madness. For a killer that has a spammable ability that slows you down every time you use it, and prevents you from being able to flip pallets or vault, etc, at the very least, he should be slowed to 110%. Base speed of 115%, plus the blood lust, plus the ability to slow you down and prevent you from vaulting or using items is a bit much. Not saying he's unbeatable, but it's literally the most passive nonsense for a single ability, period.


    At the very least, I'd be fine if they would either put a small cool-down on his shock spam, or grant a temporary immunity after 3 of them hit you in a row. Anything to prevent him from spamming it and literally making you unable to act in a loop, despite the fact that, like every other killer, he will literally catch up with blood-lust anyway. Again, slowing him would be a fair trade. There are a number of options than what appear to be a killer main's obvious "just get good."


    There are plenty of survivors out there that have an entitled mentality, just like there are plenty of killers, but a written complaint about a particular issue that seems unable to be countered isn't entitlement. In your case, "getting good" would simply be preventing the doctor from spamming the ability, which people obviously can't do, just like, if a killer decides to camp, you can't exactly prevent him from doing so, so "get good" isn't an viable option to counter campers. We have perks on the survivor side of the aisle to help prevent it, and guess what? Killers complain about it. Apparently perks to counter killers are "second chances," but killer perks to counter survivors are "simply strategy."


    Yeah, both sides complain.

  • @InsidiousSmartfaceLF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560768#Comment_1560768

    Huh. I guess I've just gotten lucky lol. I think MMR will benefit most players though, it's only the red ranks that will suffer.

    It would if it worked. The issue is that the new system was deliberately pairing brand new players on either side with red ranks on the opposite side. When tested, a full red-rank (level 1) swf team was put against new killer 7/10 times. I understand that some systems get iffy during implementation, but at the very least, it should default to "new players get matched with new players."


    Not to sound like I'm badmouthing the developers, because it's not my intention, but it seems like the developers just kind of made a game, but don't quite know how to optimize it. As I've said before, maybe it's the whole profits first approach, but when it comes to many of the bugs that have been present since the game's launch, it seems like they just kind of decided they have no intention of ever addressing them. They suck, but they aren't considered "game-breaking" enough to warrant their attention, especially at the risk of potentially destroying anything else. I'm not entirely sure what is going on, but yeah, it's definitely been disabled because of how terrible it turned out to be. I haven't heard any updates on it either, so it may have been a bad enough burn to the devs that they just flat-out dropped it.

  • @InsidiousSmartfaceLF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560768#Comment_1560768

    Huh. I guess I've just gotten lucky lol. I think MMR will benefit most players though, it's only the red ranks that will suffer.

    It would if it worked. Problem is, it didn't. Red ranks on either side were almost always being put up against brand new players. It was even tested, and 7/10 games pitted red rank full swf teams against level 15-20 killers. If you were a new survivor, you got put up against a red rank killer. It did the exact opposite of what it was supposed to do, and shouldn't be hard to default to "if new player, match with newer players."

  • New Killer is revealed to be The Blight. He is now testable (along with his survivor counterpart), and his perks are crazy boye. He himself is pretty easily counterable, because he's difficult to maneuver about with his ability, but I imagine that, much like Leatherface, people will get him solely for his perks, and never use him. I mean, his perks are CRAZY.

  • @azame said:

    As it stands right now we got Deathslinger, PH the last to killers have no counterplay. The devs are most likely gonna do the same for the upcoming killer and genrushing will become even more prevalent.

    The devs wont focus on survivor when they make the killers and it's obvious. They really need to make a better designed killer like oni, new bubba,billy huntress, nurse. They got to stop only thinking of one side. The game is becoming stale and very uninteresting.

    So I checked in on the forums today because of the rush of activity from a new killer. I checked the new perks, survivors got a meh, a situational and a a strong perk. The new killers perks sound extremely bonkers to me. I think the new hex perk is kind of overhyped as a hex build type thing and also soul guard exists. The other two perks seem kind of strong. And of course, with every new strong addition to killer or every new weak addition to survivors, people come to the forums to complain about both the weak survivor perks and strkng killer perks.

  • @azame said:

    As it stands right now we got Deathslinger, PH the last to killers have no counterplay. The devs are most likely gonna do the same for the upcoming killer and genrushing will become even more prevalent.

    The devs wont focus on survivor when they make the killers and it's obvious. They really need to make a better designed killer like oni, new bubba,billy huntress, nurse. They got to stop only thinking of one side. The game is becoming stale and very uninteresting.

    New Killer is revealed now. Take a look for yourself. It is The Blight, aka the Alchemist. His new perks are crazy boye. He himself is counterable, but I fear that, much like Bubba, people will take his perks and leave him in the dust.

  • So I'm just curious, OP... Do you think any of the killer perks are just a bit OP? Blocking pallets for 16 seconds from any hit, near unlimited totem monitoring, followed by an immediate transfer of some of the most toxic hexes in game, upon actually managing to break the hex, and of course, survivors actually doing their objectives causing exposed for a full minute, with only a 20 second cooldown between?

  • @Rivyn said:

    It will be harsh on killers like Plague and Legion, though.

    Speaking of Legion. Did you see the new killer perk that is pretty much Iron Maiden on crack, only it applies to actual objectives, instead of people who hang out in lockers all game? Iron Maiden lasts for 15 seconds, but this one lasts for a full minute.

  • @azame said:

    As it stands right now we got Deathslinger, PH the last to killers have no counterplay. The devs are most likely gonna do the same for the upcoming killer and genrushing will become even more prevalent.

    The devs wont focus on survivor when they make the killers and it's obvious. They really need to make a better designed killer like oni, new bubba,billy huntress, nurse. They got to stop only thinking of one side. The game is becoming stale and very uninteresting.

    I just want them to un-cuck killers like Legion, who clearly got left in teh dust, I imagine, because the devs are afraid to go back and touch him now that he isn't completely useless, or completely broken. His stun duration after coming out of his dash is ridiculous for what the dash is. He can't down someone by stabbing them a second time, he can't reach other survivors he reveals if they are further away, his speed is okay, but compared to other killers, he seems slower, and if he misses even once with his ability, he goes into the stun. Literally no way to avoid it. He even has add-ons that are literally useless to him, because they've changed him and not updated or changed the add-ons. Compared to killers like Oni, he's trash. Oni gets his speed but with a hit of coke, and it's a one shot deal. He also can track people based on the blood orbs, and yes, people have found ways to literally spam his ability. It's a little bit harder to control, but what really is the difference between vaulting a pallet and insta-smashing it? At least with the later, the pallet is gone. Other killers like Bubba and Billy get the insta-downs, and while billy has to wait maybe for 3 seconds to spam his chainsaw and take a roadtrip across the map on top of it, Bubba now sprints at people, and if he hits them, all his charges instantly refresh.


    I won't go too far into it, but he point is that killers like Legion need a complete overhaul, and the devs need to stop being so scared to actually do it. I too enjoy the aspect of new killers, but not at the risk of everyone else being left in the dust, because they pretty much add a new bar every time they release one. Each new killer seems to be wildly better than the rest. I'm not sure if it's a sales pitch or what, but it seems to be the case. Instant downs, teleports, instant hooks, built-in moris. And each new one seems to get 2 of the above. Pyramid Head's carve is still wildly broken (no, not OP, just bugged to hell and back). It loves to not show up in places, and I still get randomly afflicted when I'm 20 seconds into a generator, so he doesn't even have to use it to win the random lottery in afflicting someone. The game seems to just do it for him. Doctor has way too much going on with his snap ability, but no lack of speed to compensate. The only way to really counter him is to gen-rush, but that's a nono in the eyes of killer mains, where you'll clearly see forums demanding nerfs to survivor perks, increased time to complete gens, etc.


    All I want is for them to step up and fix their game, but as I pointed out some time in the past, it appears that they've rushed so far ahead that touching any of the bugs that have been in the game since launch would actually break the entire game's code and we'd have nothing because the game wouldn't function anymore. So I feel like they're simply rushing to put out new shinies in hopes that it will shut people up about the bugs for a bit. Maybe I'm wrong, but I'm so used to people prioritizing profits over actually making sure the product works, and it's usually goes well for them until players issue an ultimatum and force them to fix the issues. There's no reason why this far into the game that we have so many simple errors, like clipping, movement bugs, invisible walls, busted hills, etc. They should really forgo releasing new killers and adding more complexity into the game's coding and all, and fix the basic stuff first. They are pushing all these ambitious updates and things, but they still have basic bugs since launch.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1536540#Comment_1536540

    Very good points here. I've not been around from the beginning so there is a lot of history I'm missing that's obvious by what I've been reading. What you are saying makes sense.

    New content is great and not a bad idea for consistency and attraction of new players too. It will keep a steady income providing you don't seriously screw up. Which atm - they are. Hopefully will wake up and see it. Give their heads a bit of a shake.

    BHVR is not Microsoft. Microsoft is know for making the end user their guinea pigs and they can do it because the options for ease of use OS's for the majority are limited. BHVR cannot afford to go down that root. Unless they have some sort of sugar mama or daddy investor that loves them, or the game, so much they'll through money at it to keep it up. I do know one game I play that does have exactly that. Problem is sooner or later that Peron is going to get bored and stop throwing money at that game to keep it afloat.

    Bugs - there are so many things with bugs that I can turn a blind eye to most bugs as most programmers simply aren't good enough for that kind of perfect. You are probably right - it's in so deep that debugging it simply isn't worth the mass amount of cost and efforts to correct. Also, you do run the risk of making it far, far worse. Catch22 really.

    What they are doing isn't bugs at this stage. It's poor thinking and execution. Sooner or later that "Don't care", Willy-nilly attitude is going to turn into "Don't care was made to care" and that could prove to be to late for them. It would be a shame if that happens but it is the path they are on.

    I wrote the original post because I like this community, the game is ok and the humans behind it seems like decent souls. Part of my job is risk assessment. I have a good trained nose for what's about to come as a result of that. I really want them to slow down, stop, think and plan properly. It would be a shame if they don't.

    Yeah, well they're already moving to release more licensed killers. Meanwhile, I had walked too close to a hill in one of my matches today and got stuck in place, so I'm not holding my breath on them fixing it until their base issues an ultimatum.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1536540#Comment_1536540

    Very good points here. I've not been around from the beginning so there is a lot of history I'm missing that's obvious by what I've been reading. What you are saying makes sense.

    New content is great and not a bad idea for consistency and attraction of new players too. It will keep a steady income providing you don't seriously screw up. Which atm - they are. Hopefully will wake up and see it. Give their heads a bit of a shake.

    BHVR is not Microsoft. Microsoft is know for making the end user their guinea pigs and they can do it because the options for ease of use OS's for the majority are limited. BHVR cannot afford to go down that root. Unless they have some sort of sugar mama or daddy investor that loves them, or the game, so much they'll through money at it to keep it up. I do know one game I play that does have exactly that. Problem is sooner or later that Peron is going to get bored and stop throwing money at that game to keep it afloat.

    Bugs - there are so many things with bugs that I can turn a blind eye to most bugs as most programmers simply aren't good enough for that kind of perfect. You are probably right - it's in so deep that debugging it simply isn't worth the mass amount of cost and efforts to correct. Also, you do run the risk of making it far, far worse. Catch22 really.

    What they are doing isn't bugs at this stage. It's poor thinking and execution. Sooner or later that "Don't care", Willy-nilly attitude is going to turn into "Don't care was made to care" and that could prove to be to late for them. It would be a shame if that happens but it is the path they are on.

    I wrote the original post because I like this community, the game is ok and the humans behind it seems like decent souls. Part of my job is risk assessment. I have a good trained nose for what's about to come as a result of that. I really want them to slow down, stop, think and plan properly. It would be a shame if they don't.

    Well good luck with that. They're already moving to release more licensed killers. Meanwhile, I walked too close to a hill in a match today and got stuck in place.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249322#Comment_1249322

    that's the hard part of solo queuing, having terrible teammates. but as I stated before , your objective is to get 5 gens done , not 4. while I agree that you worked hard you still didnt finish your objective

    And the killer only killed 3 of the 4 survivors, so he technically hadn't finished his either. But I seem to be hearing that he should be favored because he's "almost done." So was the survivor. At the end of the day, while killers complain about survivors, survivors still have to deal with the fact that there are other players that can completely ruin their experience. The killer doesn't need the extra help in that regard. At the end of the day, the animation shouldn't play out that long, or the hatch should open the minute the player is stabbed by the entity. If the end game is designed to favor the killer, the the hatch should contrarily favor the player, since there are requirements for it to show up and open anyway.

  • I don't know if BHVR simply is misguided by some belief that everyone just wants new content, or if they are money-driven to the point where they simply want to nickel and dime everyone until the game crashes and burns. They have gotten so far ahead of themselves that it would be crazy to try and fix bugs, considering it could actually ruin a huge chunk of the new stuff they added. As a result ,they get a game that's broken, yet so deep into it, they have no choice but to try and ignore it and hope that players just dismiss it. As far as any of the original bugs that have existed since the game's inception, I honestly don't think they're even considering going back to fix them. Until players do what they've done with games like Destiny 2 and PUBG, BHVR has zero actual incentive. They'll throw Freddy, Michael Myers, Pyramid Head, or some other licensed killer at you, and expect you to shut up and buy it. It's when I hear players say that they have no intentions of buying any new licensed characters until they fix the bugs that grabs their attention, but that's easily counter-able by simply making the new pay to play killer a pay to win killer, and every killer in main is guaranteed to make a purchase.

  • People still complaining about decisive strike and calling it a reward for failure. Failure for what, exactly? You realize it's pretty inevitable if a semi-decent killer chases you long enough, that they will catch you, purely from the 3 stacks of blood-lust, right? So, what you're saying is that, even though chases are pretty obviously stacked in favor of killers, that if they decide to hook and tunnel you, then that's it? You shouldn't get the opportunity to actually get back in the game? Survivors have to be skilled enough to juke a killer to the point they can't pick them back up (and any killer with a beginner's level of experience can avoid being juked), or they should just take the inevitable loss? I'm just tired of hearing killer mains call tunneling and camping a "strategy," while arguing against any implemented means to combat that. No, there being 4 survivors to 1 killer is not reason enough. I've pointed out time and again that because there is no survivor-side communication, unless you're a SFW, survivors can also completely ruin your game.

    And yes, I'll keep bringing it up every time I hear people complain about decisive. NOED still exists. If a killer can't kill anyone before the 5 gens are done and the doors are opened, why should they be handed a series of instant downs? Once again, this is all purely political from the killer/survivor standpoint. People think Ruin and NOED are unfair, people think Decisive and BT are unfair, and I think Pyramid Head's carved trail still being bugged is unfair. There are priorities here. Devs need to stop adding new killers, systems, and content until they get the basic bugs worked out. It's been a long ask for many people. I'm fairly new, and I'm familiar with most of them by now. Some of them are legit game-breaking.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514754#Comment_1514754

    NOED? You mean the most counterable perk in the game that can be disabled before it's even able to be used? That perk? The perk that has multiple perks and items/addons that directly counter it? That perk?

    https://forum.deadbydaylight.com/en/discussion/comment/1514757#Comment_1514757

    And only a noob team will get hit by NOED being that it can be countered without the killer even knowing. Countered isn't even the right word. "ERASED" is a better word.

    The "what about NOED" argument is trash, and always has been. NOED always has a counter. It can ALWAYS be countered, no matter what. It's even GLARINGLY obvious when a killer has it, even before it comes into play, if it even does at all. There are times when DS has no counter. Period.

    BuT WhAt aBoUt NoEd!!1!!1

    You have zero chance of winning this debate if "what about NOED" is your angle. Get a pen and paper, write down some better ideas, and get back to me with a valid argument.

    It's a Hex perk. All Hex perks can be dealt with. That's the trade-off for using one. Everything is able to be countered, including decisive strike. I bring up NOED because I'm hearing complaints about how unfair a perk designed to combat tunneling is. There are a lot of different things both sides could be complaining about, but all it is, is politics. I may think it's unfair for Billy to basically be Bubba but with no cooldowns and the ability to drive his chainsaw across the map. BHVR was gonna fix that, but because people complained hard enough, not only did they basically revert it (they did introduce the overheat, but made it nearly impossible to overheat), so they had to further buff Bubba so now he legit sprints while using his own chainsaw.


    People are gonna complain for the sake of complaining. Everything has a counter. I'd personally appreciate some actually important fixes, such as all the bugs strewn about the game, some of them purely game-breaking. For example, Pyramid Head's affliction randomly hitting me 30 seconds into working on a generator. Another example, as of the most recent updates, is the fact that nearly every time I come off a hook, my character's movement and camera go buggy until I hop into a locker. Those would be nice fixes. And I'm aware there's a separate forum for that, but jesus. The literal only advantage I see in survival groups is if they are SFW groups. Yes, you can encounter a very annoying looper, but 9 times out of 10, you encounter a terrible player who runs up on your gen, blows it, comes and pulls you off a hook in front of the killer's face, opens a locker you're in just for distraction purposes, or sits on the exit gate until the very last second, leaving the person waiting for hatch to die because the thing won't open until everyone else is out. How about the survivors that just sit in a corner someplace, or the ones that immediately disconnect when they get caught? Or the ones that off themselves on a hook almost immediately, especially when you're right there to save them?

    You act like there being 4 survivors is an inherent advantage due to numbers, when the reality is that, unless you're on a team with everyone else, they will usually ruin your game. Even when they are all doing great, you still have to compete for points, because otherwise, even when you win, you still don't win.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512693#Comment_1512693

    If a survivor is capable of working on a gen without the killer immediately interrupting them, then they aren't being tunneled and don't need DS up.

    That's why there is a timer on d-strike. I usually never get to use it because, even when I'm trying to get in the killer's face, a minute has gone by between when I've been hooked, downed, and picked back up. On the opposite end of the spectrum, people are arguing that d-strike shouldn't have a timer, since it can only be used once per match.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514757#Comment_1514757

    Stop thinking NOED is a free win perk. First, survivors have to ignore totems for NOED to work. And you will mostly get 1 or 2 downs if lucky, before the totem gets cleansed. I have rarely slugged 4 survivors with noed. Survivors really have to screw up big time

    Stop acting like D strike is a free win perk. It buys the survivor 5 more seconds before the killer goes right back to tunneling them. I laugh when I hear someone say tunneling/camping is strategy, but when survivors use counter-strategies, they whine that it isn't fair. Both NOED and decisive are perks in the game. Get used to them, or keep the outrage consistent. I'm tired of people acting like the 4-1 ratio is a win for survivors. You know that other survivors can absolutely ruin a game for you right? You know that survivors have to compete against each other too, right?

  • Pyramid Head. His speed seems off the charts, despite people swearing it's only 115%. His carved trail is fine, but the fact that he can literally flood the map with it is a bit ridiculous, and it's buggy as hell. I'll often be working on a gen, nowhere near a trail, and randomly be afflicted. He doesn't have to hook people, negating the ability to use anti-tunneling perks, and even when you are rescued from his cage, it doesn't seem to qualify as a hook (despite it counting as a hook), and so your anti-tunneling perks don't activate. Third hook, regardless of whether you've been caged or not, if you're afflicted, gives him a free Mori. It's not even that he's new anymore. He's just buggy, and is literal Usain Bolt. Considering their changes to Billy and Bubba, though, just through the patch today, it feels like BHVR is forgoing pitting survivors against killers, and instead, is pitting them against cars. Speed, one shot-abilities, built-in moris, etc. At this rate, the next killer should be a haunted bus that can drive through buildings, insta-down players, and back over them for the free kill.

  • Considering there is almost nothing unique about survivors, except for their 3 perks, which can be handed off to literally anybody else at 40, I think they either need to revamp survivors to have something that is always unique about them, to encourage people actually using them, or they need to leave it alone and allow players to customize their own character, and just feed the perks through them. At least then, I might feel unique in that regard.

  • They need to add new mechanics to the game. Right now, gen repairs are the means to getting out. Simply increasing the amount of time because killers aren't able to achieve 4ks isn't the solution. I would personally enjoy new game modes. How about, instead of fixing gens, you solve clues and find the hatch, or something to that effect?

  • They already have a similar perk. It's called Haunted Ground. Cleanse the wrong totem, and everyone becomes exposed for 60 seconds. Modify your perks so that all cleansed duds grant the same points as cleansing a Hex, and I'm game.

  • And even a noob can run NOED and slug everyone in the end-game. Why is it that when a survivor uses counters to your insane perks, it's unfair?

  • @SloppyKnockout said:

    I don't think this is enough. This doesn't fix the core problems with DS.

    It doesn't address the fact that if the exit gates are opened, and the person has DS, there's no way to outplay them other than hoping they miss the skill check. It also doesn't address the issue of DS being a "60 seconds of superman" perk.

    I would add the conditions that if anything is done by the player to progress the game, DS is disabled. Not for 60 seconds. Just disabled until they are hooked again. It should also disable if a different survivor gets hooked. You are not being tunneled if you got on a generator or another survivor got hooked. Literally impossible.

    https://forum.deadbydaylight.com/en/discussion/comment/1512714#Comment_1512714

    If they were being tunneled, they didn't have time to get on a gen. I don't think you know what tunneling means.

    And what about NOED? Why is it that when a killer uses cheesy perks like that, it's called strategy, but when a survivor brings counter perks, it's unfair?

  • That change would effectively mean that once you come off the hook, you have to sit in a corner for the duration of the perk. Not gonna happen. If they were going to allow that, then how about modifying NOED so that the end game collapse timer can't be activated while the totem is up, or so that it automatically breaks if the killer slugs the majority of remaining survivors?


    Why is it that when a killer camps, tunnels, or uses ruin or NOED, that is "strategy," but if a survivor does it, it's unfair? I'm a bit tired of hearing about the "More survivors" argument. More survivors doesn't automatically grant any sort of advantage, as there are massive downsides to having other people on your team. There's another thread floating around where people are complaining about how survivors can 99% the door and wait to avoid the collapse and go rescue a survivor being camped on a hook. Clearly they aren't aware of the fact that the end game collapse was not implemented as a pressure system to benefit the killer. It was actually added so that survivors couldn't hold the game hostage. Now killers running perks like NOED want the collapse to be a free ticket to force everyone out so they can ensure they don't have to leave the hook.


    So we're complaining about anti-tunneling perks, but I continue to hear that camping and tunneling is strategy. So is avoiding it. If the argument is that a survivor shouldn't be rewarded for failing, then why should a killer be? The killer has one job: To kill.. The survivors have to avoid the killer, finish the gens, rescue their team mates, open the gate, and leave. If BHVR isn't going to punish camping or tunneling, apart from calling for strategies to avoid it, then don't complain when people execute those strategies. I loathe when killers face camp me, and ignore everyone else to come back after me immediately coming off a hook, but I have grown to accept the fact that this is simply going to happen, and I just have to work around it. Even if I wind up being able to use my Decisive, the killer immediately comes after me again anyway, so your chase took a few minutes longer. You were tunneling anyway.

  • She's giving everyone that permanent "da f(redacted)?" look

  • AAAAAAAAAAHHH!!!! I was so hoping when I clicked on this, that there would be a video! Oh my god I love it! I know it's a bug, but please put this one at low priority, because it makes me giggle!

  • Looks like it's isolated to screens with much higher resolutions/aspect ratios. I actually am looking to upgrade to a curved monitor, and now I'm concerned how it will affect the game.

  • Yeah, movement issues after unhooks have plagued me since this patch. Its current resolution is to climb into a locker and get back out, since it resets your animation.

  • I wonder what he actually looks like to the other players in a match.

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