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LordGlint

LordGlint

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LordGlint
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  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102269#Comment_4102269

    Literally everytime a survivor is tunneled, the killer has LoS on them and elusive doesnt matter anymore. Also most maps dont have enough LoS-Blocker to hide at all. BHVR has to acknowledge, that the only way to deal with tunneling is effectively making it impossible to achieve. You can achieve this with only two ways: put on all the needed status effects or just put survivor into a different dimension (like spirit phasing). As long as devs refuse to accept this, there wont be any improvement gameplay-wise ever.

    But due to last community stream, there is absolutely no hope in bhvr accepting anything like this. They literally take the view, if there are so many nerfs on one role, the other role needs as many buffs for compensation, they obviously lack any reasonable understanding of balancing.

    No, NOT everytime a survivor is tunneled does the killer have LOS. Things like scratchmarks and bloodpools are used to find the unhooked survivor, which elusive removes.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102248#Comment_4102248

    I was not aware of that interaction! Surely being able to proc it over and over is a bug though haha

    More than likely, lol. It ALSO probably just looks like BM on the survivor end kinda like hitting them on the hook over and over and generally I dont like BMing.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102274#Comment_4102274

    Was that happening to you with invincibility during the banquet? I didn't have any issues. But I also don't ever notice this autoaim people complain about. I've never had a sudden swerve that felt like it wasn't my own doing.

    I barely touched the banquet tbh but im pretty sure THOSE survivors still had collision. Awake survivors against OG Freddy had no collision similar to if you demanifest as Onryo and can thus walk through survivors. I remember ppl doing this quite often to bodyblock for the unhooker since the freshly unhooked survivor would obviously be awake against Freddy. Youd try to lunge, but it would get cut short as the game's "aim dressing" tries to connect you with the awake survivor. M1s cant hit multiple survivors so id have cases where im basically standing inside the model of the awake survivor trying to hit the sleeping one right in front of me and it just ain't happening...

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102268#Comment_4102268

    Won't work for campers. They should just take the invincibility and invisibility ideas and combine the with total silence. There's no way to abuse being silent, invisible, and having no collision. They won't do it though because it's too absolute.

    Im wondering how the no collision part would work for body blocking. I know this sounds obvious, but back in the day with OG Freddy, survivors who couldn't be injured COULD bodyblock still since autoaim wouldn't allow Freddy to swing THROUGH them and hit the survivor in front.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102104#Comment_4102104

    Yeah and if they nerf his Hex synergy, he’ll still be good honestly. And it wont affect your build either since you’ve only got one Hex perk that’s easily swappable with another slowdown.

    And Spies buff would be cool.

    Can i ask what is your reasoning with Surge on him though? His spikes dont trigger it and a lot of your downs would be with them. Is it because it works with Ruin?

    Alot of my downs are from spike followed by M1. ANOTHER nice thing to note is you can M1 survivors pinned to walls to proc surge. This actually let's you proc it over and over if ya want to keep swinging, although I just tend to stick with 1.

  • @Slurp_Ramen said:

    the only changes they’re gonna do to artist is give her another hell/devil themed skin

    Feel like they could ditch the anti-camp mechanic they have for her. It makes no sense to not allow her to use her power near hooks since they dont stick around. Its just punishing her for taking chases in the wrong area.

  • @zonkednb said:

    I've asked this question before and got a few answers but the thread didn't last all that long.

    What kind of killer should be added that wouldn't be an xslop killer?

    Like we don't want projectileslop, we don't want dashslop, we don't want mobilityslop?

    What would be goodslop?

    I dont think ppl even know anymore. It makes sense for killer players to want an ability that helps in chase but there's only so many ways you can DO that. You either speed up, slow the survivor down or use a ranged attack essentially.

  • @ArcT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102125#Comment_4102125

    It's not the healthiest approach. Not even close. It incentivizes camping, does nothing whatever to hinder camping, and then BUFFS tunnelling when camping does happen because there's far less protection.

    If they wanted a healthy approach, they wouldn't need any anti-tunnel protections at all. They would do what literally every other multiplayer game does and provide a safe respawn. You don't respawn in Overwatch or COD in the spot you died, in the middle of the enemy team. The opponent doesn't get to choose whether or not you get to continue playing the round or if you're simply done 60 seconds in after one hook. This is something they already figured out and implemented in 2v8. And yeah, it wouldn't work directly in 1v4, but you could add a mandatory 45 second clock, or void-area minigame before the hook respawns, or any number of things. Then you wouldn't need all these asinine anti-camp and anti-tunnel band-aids and you could get rid of all of them.

    Additionally, you could incentivize and promote moving away from the hook by opening a portal to 24m of a gen of the killer's choice after each hook. Take it within 15 seconds or lose it. Now every killer has mobility and the ones that had it baseline barely benefit.

    But so many of the unhealthy mecahnics benefit killers exclusively, and because they refuse to make changes that killers don't endorse, they're never going to actually address them. They're going to keep making these token bare minimum changes that don't address the actual problems just so they can check off "we technically did something for survivors" each time. Because every microscopic nerf to any single killer must be paired with a substantative baseline survivor nerf, and every niche unhealthy killer perk that gets the slightest lovetap must be 'balanced' by nuking multiple survivor meta perks.

    A respawn doesnt really work here because then there really wouldn't be a need to go for rescues. I wouldn't really have an issue with 2v8 style saves, but often times those spawned directly next to a teammate on a gen. Ppl were out of play for 2 seconds before they were back in. I dont see how elusive promotes CAMPING since there's still an anti-camp. This approach incentizes unhooked survivors to run AWAY from the killer and try to break LOS to benefit from the elusive rather than run AT the killer to benefit from the endurance.

  • @ArcT said:

    There's every reason to believe that the Elusive change is going to be rescinded in a couple months as well just like every other token anti-tunnel change has been. If it even makes it to live at all.

    Its probably the healthiest approach they could make. Ideally they provide an anti-tunnel that ISNT just used offensively against ppl who arnt tunneling. Something like elusive provides just that.

  • That survivor looks like he tripped into an open hatch. He escaped the killer and died from a broken neck.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102090#Comment_4102090

    Of course it was, it was way too strong. I never used it anyway so I’m not hung up on it either.

    But that doesn’t change what I said though.

    Meh, Im just kinda benifiting cuz the stuff ppl have been complaining about isn't really anything I use anyway. If they nerf his synergy with full hex builds for example, they'll PROBABLY try to balance it out. I highly doubt my setup will be seeing any nerfs, and more likely...buffs. With the anti-camp no longer applying to alternate floors for example, I now got rid of the only annoyance of playing on RPD and Midwich as him.

    1000002422.jpg

    Kinda wondering if they'll buff Spies with the upcoming changes...

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102078#Comment_4102078

    I personally wouldn’t call the Sauna Rock nerf nothing major, but I get where you are coming from.

    You’re not missing anything, he’s not been nerfed that much and I wouldn’t be opposed to more changes. Jason is still pretty new so I expect he will get changes soon, they probably are just cautious especially after how they handled Krasue.

    Sprint Burst meanwhile has been untouched for years, so I still think Jason is a poor comparison as one is so new and the other took over half a decade to receive a slight number change.

    I've been playing him basically non-stop and sauna rock's duration was obviously gonna get hit, lol. The only reason it was 13 seconds to begin with is cuz they wanna shove that number into as much stuff as they can. Since I've been running sleeping bag and enjoying the buff IT got, im not exactly too hung up on the nerf anyone should have seen coming.

  • @BlightedDolphin said:

    Kaneki and Jason are not a very good example. They have been nerfed. Yes, they may still be top tiers killers, but Sprint Burst and Deliverance are absolutely not going to be going down the tier lists much either post these nerfs. It's a bit hypocritical to consider the Kaneki and Jason nerfs as irrelevant because they are still good, but consider these nerfs as major "screw yous" despite the fact that they will probably impact these perks to the same degree that the Kaneki and Jason nerfs impacted them.

    These changes are really not that big, they won't have much impact on them. I can understand they look scary though as 60 - 120 looks like a massive change, and Sprint Burst has been the same since basically forever, so of course they look bad. But really they won't change much. Deliverance's main strength remains, and Sprint Burst can still be used the same to get from point A to point B faster or to reach safety you just might need to use it a little earlier.

    Overall I get your point but... Jason hasn't really been nerfed. His addons got abit of a rebalance with some buffs and some nerfs, but nothing major. Am I missing something here?

  • I remember when "Forever Freddy" was a thing. Since they couldn't make you NOT equip multiple slowdowns, they just gutted the parts thereby making said parts do basically nothing by themselves. If DR can prevent another case of THAT, im all for it.

  • @MorelClaudette said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101100#Comment_4101100

    Perk Update for Diversion:

    • Has been renamed to Trebuchet
    • Charges while being within the terror radius of the killer and not in chase. If the killer is undetectable, it charges automatically up to 75% worth of one charge. Working on a generator speeds up the charging.
    • Every 35/25/15 seconds you gain a charge, up to 5 charges.
    • When you have at least 1 charge, crouch to enable the aiming mode.
    • In aiming mode, you can aim. Duh.
    • Press the active ability button to catapult a head-sized rock into the direction you aimed. If the killer is hit, he is stunned for 5 seconds and all survivors gain Elusive for 20 seconds.
    • If you hit a survivor (by accident or intentionally), the rock will hit the survivor and then ricochet into the killers direction, hitting both in the process. This will increase the stun time by 1/1.5/2 seconds and the Elusive state for 1/2/3 seconds. The survivor hit will be put into Deep Wound.
    • Trebuchet can also be used to shoot in breakable doors.

    There you go. Buffed AND fun to use. 💁‍♂️

    You'd have 3 survivors perma stunlock the killer. I'd give it an hour before every content creator is making videos on it.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101194#Comment_4101194

    And not having to watch people who play the game for a living would help set more realistic expectations for people too

    Depends on who you're watching. While yes, lots of streamers are REALLY good, you also have plenty that are average at best.

  • @Dipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101160#Comment_4101160

    I just mean I made more friends to actually play KYF with in CSGO than in DbD and I started both at the same time 10 years ago with this game. And I realized how I never play KYF, always SoloQ

    Does CSGO let you spectate the other team after you die while the match is still ongoing?

  • @Dipper said:

    But you only play customs with people you already know. You would never ask the killer to be your Steam Friend to play KYF together. The Killer is isolated in this game. You can spectate your other survivors, the game is advertized to be a multiplayer game, together with others, but the Killer is mostly alone. There is endgame chat, but that's after the matcvh when you spectated your TEAM, while you never spectated that one isolated 5th player in the group, who once hosted the game until 2019

    The only thing this would cause is survivors giving callouts of killer perks and actions. Someone watching the killer wouldn't change the killer experience and make them feel their part of a group all of a sudden.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098508#Comment_4098508

    Because when they do release data, it is clear their data is useless because it often shows killers like pig sadako and freddy being the highest kill rate killers with killers like nurse often being the lowest (if not literally THE LOWEST kill rate killer). Even when they split it by "high mmr" nurse is often in the bottom half.

    This shows a clear issue with the data they provide and/or the communities perception. Either their data is completely useless and bad, or the entire community is wrong and nurse is actually a trash killer (as a nurse main with 4k hours, she is not, she is by far the best killer in the game, i'm just making a point).

    For example, here's the last time they released this data:

    https://us.v-cdn.net/6030815/uploads/TVSRX2L0FELL/image.png

    And it shows exactly this, freddy, sadako and DREDGE are the highest kill rates in "broad mmr" whatever that means. And krasue (to be fair i think this included some of the pre-nerf krasue). is the highest kill rate. Along with henry? And Twins? And Lich? Where is blight? Whrere is Nurse? Where is dracula? Where is spirit? Somewhere else apparently.

    You heard it here first folks, Reinami says Nurse is the worst killer in the game!!!

    Jk, lol

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100702#Comment_4100702

    Can you even drop a single killers MMR low enough to get babies if you have a steady base KR orherwise? Every time I try a new-to-me killer it's a sweatfest of experts while I have no idea how to use the character.

    I get these occasionally too though I think they must be backfill or something. I had one not too long ago with 40 hours. Even messaged them to confirm. I had a Laurie recently with one green default perk and they played like it too. Then, in the same night, a survivor with 8k hours. The matchmaking is inexplicable.

    I was getting ATON of low MMR teams, which kinda works out cuz I was aiming to 2 hook everyone without being too obvious that I was aiming to let em all live. After I got my hooks, id hit a gen afew times and be done with it. As for the dweet... he had 1 tier 1 perk on. I chatted with the survivors after and they verified it was his first match.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100665#Comment_4100665

    I think you're in an extreme enough minority there. For everyone playing nice there's 100 people slugging for the 4k. A bunch of nice Jasons definitely aren't what made my survivor play rate plummet over the last month. I think they more likely wouldn't want to show an 70%+ KR, if anything.

    For me, it got to the point where I actually got to be a dweet's first dbd match, lol. Kinda wished I took a screenshot of my Jason kill percentage before I took the kid gloves off.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100640#Comment_4100640

    I'm well aware that bots are easy to beat. Them being an autowin for killers is part of the problem. If DCs are tossed matches I don't see why the matches should even continue. It currently feels like it's counting when I'm trapped in a match that's impossible to win. They still show up on your personal stats too, so the two sets of numbers with always clash.

    The numbers are simply always going to be incomplete with the little slivers of adjusted data (or just downright incorrect, considering the inflated survivor personal stats) we get.

    Kinda off topic abit but... the anniversary might be skewing the numbers. Im not sure how many other ppl do it, but I made it a habit to 2 hook everyone who brought BP offerings which resulted in TONS of 4 man escapes and my killrate on Jason being horrid. Considering there wasn't much time BEFORE the event to play him, I think my average killrate on him went down to like 30%. Thats not the kinda numbers the devs would wanna show.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098556#Comment_4098556

    Dc shouldnt be there annyway because theres no tell when dc happened it was at the start or at the end? We dont know and theres huge difference in these two.

    For the second thing what were sm kill rates then where she had what around 70% kr so they will give you their stats (only top 5 from two categories for each side).
    Other thing is time from which the stats are from like freddy where people went mad here that he had highest kr after his rework or krasue but forget fact that stats from krasue were both from time where she was op and used by lot of people and then nerfed and her pick rate dropped to one of least played killers which effects the stats a lot when the kr is % from that whole time period (probably diameter) but lot of people here just look at number and know all while facts like this go above their heads like always.

    Thank god devs dont balance their game just by looking at % on their stats as they did n old times, maybe?

    OG Freddy was overperforming on HIS launch, which resulted in BHVR nerfing an already weak killer. I feel like they just wanna avoid a repeat of that.

  • @GroovieAshes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098568#Comment_4098568

    This also reaffirms my position that the Higher Tier Killers are sitting Above 60%. In another post someone believe the NightLight Data meant the Killers were all sitting below the desired 60%. I assured him the NightLight data was not accurate.

    Nightlite data is gonna be skewed for all sorts of reasons. Typically the devs divide the playerbase based off their MMR since high MMR is different than low MMR. Nightlite doesnt do that and just lumps everything together. That being said... Typically you dont have newbies or unskilled players reporting to Nightlite that they lose alot. The stats there should be taken with a gallon of salt.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100607#Comment_4100607

    Sure, but a huge chunk of DCs are people doing so out of frustration when they're already losing, or if they're being hard tunneled. I see more of that the immediate random DCs in both my survivor and killer matches. The kill rates will always appear lower if those are removed because of how common DCs are and how often those are killer wins.

    And yeah, being good against bots doesn't mean anything, but if someone DCs there are still 3 other people in the match who have to go against the killer.

    I actually saved a clip of this to show a dumb cross map blind shot. The guy I hit was the bot, lol. Even if there's 3 human survivors left though, can we at least agree that the odds of winning are different than if there was 4 humans? This data doesnt help reflect how 4 human survivors would handle things. While sure, you have cases of ppl DCing while being carried to the hook... which is dumb, you also have a ton of ppl who DC after the first chase of the match.

    https://youtu.be/-QhD9xpTT88?is=heSTpTquQcbd4G0Z
  • Bot behavior is kinda drastically different than human behavior against Jason. They dont try to crouchwalk to avoid being detected and instead just run around for unhooks or work on gens.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100607#Comment_4100607

    there are matches when people DC when they are about to be sacrificed which I imagine voids valid matches, unless they have something to differentiate those internally.

    I do agree that bots are deffo not a good measure for balance and never will be, unless the bots become amazing (spoilers they probs wont).

    Typically the only time I've been seeing THOSE is when they've been given the abandon option. The game can tell when the player got their points and when they didnt.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098557#Comment_4098557

    We're never going to know the real numbers with these little slices they give us. There are too many matches tossed. I'd like to see the matches with DCs included alongside the ones without.

    Showing that hes good at killing bots isn't the same as showing he can kill PLAYERS. We all know bots dont act the same as normal players and unfortunately ppl dont DC just when they're losing anyway. I had someone DC against me the other night within 10 seconds of the match starting.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100541#Comment_4100541

    What I don’t understand is how slugging is somehow stronger than hooking. In either case, the survivor team needs to somehow coordinate who is going for the pickup or unhook. And of course that is much easier when survivors are coordinating on comms. If a whole team is getting found and downed so quickly that nobody has time to go pick up a slugged teammate, how would it be any different than if those survivors were hooked instead of slugged? They would have lost badly in either case. It’s because the survivors were either really bad or the killer was really good. It’s not because slugging is a stronger tactic.

    Because hooking involves the killer taking chunks of time to hook rather than pressure the survivors. It results in telling everyone "save your people now, my hands are full", so there's less chances of having as many ppl out of action at any given time. The UI tells everyone when the killer cant chase them.

  • @Jarky said:

    I think the reason why they're 'suddenly' doing this (if sudden is indeed 10+ years into the game's life and a year+ out) isn't because they want the community to fix things - it's because the massive update in 2027 is a giant rewrite of the game itself. It's effectively Dead By Daylight 2 in a giant update.

    When you start making massive changes like that, you can start then implementing features you wouldn't have otherwise previously done. This is effectively the thing people have asked them to do, which is rewrite Dead By Daylight so it's more stable and can add more features and is of a higher quality.

    I doubt they're even going to give people the ability to 'fix' things as openly as you can in single player games. They called it 'curated modding', so it's likely going to be custom maps, modifying game modes, and probably to a degree cosmetics that they themselves sign off on so you can't just make every survivor skin a giant neon flashing light, whilst also making licensed content probably off limits.

    You can put a negative spin on it if you want, but I think modding tools are a great thing to give your community.

    Reminds me of overwatch custom gamemodes where you can do things like change movement speeds and cooldowns.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100457#Comment_4100457

    I’m a P 100 skull merchant player. The fact that I like twins is the least of my issues. I’m still waiting for a rework that’s probably never gonna happen lol. But honestly, really appreciate the help though. I’ll definitely give the build a shot.

    Being a P100 skullmerchant main probably helps actually. You already have the self hating tendencies that are required to play Twins, lol. Just gotta learn where all the invisible walls are now.

  • @MrMori said:

    There is zero good reason why the lobby exists in the first place if this game wants to have an actual functioning MMR based matchmaking system. All the pregame lobby does is encourage lobby dodging which causes backfill which throws the whole MMR system out of the window. Not only is it slower than just sending people straight into a match, it leads to worse match quality as well.

    The pregame lobby is such an outdated waste of time feature that only makes the game worse in my opinion. Especially now that you can see ally perks in-game, outside of social stuff which again rarely happens due to crossplay, what's the point? Sure you can chat with teammates before the game, and that's fun sometimes, but for killers literally all you can do is sit and wait for the match to start, adapt your build to whatever people bring, stalk profiles to see if players are SWF or dodge lobby. I don't bother with any of that, I just ready up in every single lobby I enter no matter what because I just want the match to start and wish the stupid lobby wasn't a thing in the first place.

    Why not just let matchmaking find 5 players, have them all press an "Accept match" button, and then once all 5 accept, you go straight to loading into the match? We can skip the offering screen too in my opinion. Gameplay offerings are hidden now, and seeing what BP offerings people brought is hardly worth waiting like 10 extra seconds before every match. Is the game even loading stuff for the match during the offering screen? I bet it isn't, which wastes even more time.

    But I doubt they'll change it anytime soon. I personally don't get why they don't, it would be such an easy way to massively decrease time between matches and improve matchmaking quality. The only thing is people would have to get used to is that the queue itself would be a tiny bit longer, and that they had to be ready to actually accept a match once they found one. It would be so much better and it's lame that they haven't changed it already.

    Honestly, id be ok with this. Its kinda like the map offering change... it sucks on afew cases but overall makes for a healthier game.

  • @random1543 said:

    There is one person who always dodges any annon in my region, its kinda funny because i play annon and know they leaving as soon as i load in 😂

    How DARE you use anon mode to avoid harassment, lol

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100310#Comment_4100310

    Or they could turn crossplay off and stop wasting my, and many other people's time

    Can you? Thats not an option on my end.

    1000002411.jpg
  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100260#Comment_4100260

    Glint has a point here. I mean I see nothing wrong with base kit adjustments from perks since diminishing returns from perks interact with basekit, but the dev perspective clearly is wanting to avoid this sort of behavior.

    Devs said it was a balancing nightmare because they'd always have to think if it was balanced with tinkerer and without. I'd imagine they'd think the same thing here. Is Freddy's snares balanced both without the perk and with it?

  • You'd have a perk that directly effects killer abilities like Clown Bottles, which isn't something the devs want. This would be a similar case to old tinkerer.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100150#Comment_4100150

    Amazing shot. Seems my brain skipped right past the "while in OE" part, would still fit the purpose just can't aim for someone right after hooking for a cross map, just for happy accidents.

    That gen was in shack too... only downside is the bot it hit cant appreciate the hit.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100122#Comment_4100122

    I went full aura read and always announce myself with a lethal pursuer cross map attempt (map allowing for it). I pretty much never stay in OE for very long, its really not necessary to if you have an idea where the survivors are likely to be or saw them on bbq. I assume sleeping bag would proc on hooking (if you don't already have a spike) and could replace bbq in my build. I haven't tried that one out too much, been running two nails and aluminum.

    I think this kind of perfectly showcases the problem with Jason though, he is incredibly good at keeping pressure up regardless of what he runs and so many just default to the strongest possible perks and add-ons because of it. His OE getting a nerf would be a huge incentive to go to that next chase rather than patrol endlessly and wouldn't really hurt these more aggressive styles. The aggressive playstyles are also a lot more fun to play against than the patrollers that won't come out unless they know exactly where the survivors are.

    Sleeping bag shows locations of survivors who are near hooks if you grab a hook spike while in OE. Typically ill chuck the free spike after hooking so I can grab a new one after entering OE. Resulted in this epic accident last night...

    https://youtu.be/-QhD9xpTT88?is=JoMr8A6GMZCYLIN8
  • @Rokku_Rorru said:

    Jason is close to being a fun killer to play against tbf, he just needs some nerfs in his more obnoxious areas like Omnipresent Evil.

    I do enjoy playing against him otherwise when he isn't being played to draw a game out as long as possible

    I actually tried changing my build on him JUST to avoid patrolling around indefinitely with OE, which leads to alot faster paced playstyle. Sleeping bag add can be good for finding your next chase, as well as Spies from the shadows and surge. Ends up resulting in me using his OE for no more than 10 seconds at a time, often times using it JUST to change floors.

  • @burt0r said:

    No, from a technological viewpoint it is impossible to, for example, differentiate between a power outage on your end or you simply turning off your router/wifi.

    The signal the server is expecting is simply going dark and the game Client Software isn't made to verify why.

    The ONLY things that would work is either when the client crashes on your end and the software takes note of that and sends a report or the server has problems and has diagnostics for that and would revoke the DC penalty in that case.

    I had it happen to me recently. Saw a survivor stuttering and teleporting around, so I checked my connection and ping was fine...10 seconds later the server had a stroke. Game didnt crash and internet was still on, but every now and then the server has a hiccup on ITS end and im staring at the score screen.

  • @Carth said:

    Naw there's gonna be 3 outcomes of auto aim being added

    1. Too weak - no noticeable effect.

    2. Too strong - Vecnas, huntresses, jasons, any killer who has a ranged power is now a power house thanks to the computer aiming for them.

    3. Too weak AND makes killers worse - That lined up shot you made? Auto aim decided naw you meant to shoot it dead center and so the survivor dodged and we just effectively killed prediction based ranged attacks.


    None of the above 3 sound good and what is the likelihood auto aim lands in 1 of those 3 camps vs being "just right".

    Forgot number 4. Alot of aim assist systems causes you to slow down when you pass over a target. Imagine sweeping left and right, just to slow down when you pass over a bush in the distance.

  • Aim assist would more than likely cause you to miss MORE. Its gonna snap your aim to the survivors current location when your trying to aim abit ahead since all the projectiles in this game arnt hitscan like COD.

    As far as crosshairs, you'd need them unique to the character. Jason's spikes for example arnt being thrown at the center of the screen, but rather slightly to the left.

  • THis tends to happen when you get alot of basekit benifits added. Borrowed time was very META back in the day too, but since you dont have the risk of being downed right after touching the ground anymore, its usage dropped.

  • @Your_Dad_Playing_DbD said:

    I’ve been complaining a lot about this recently. Short answer: there is no functional matchmaking system. I don’t believe anyone who says that there is for a single second. I’ve had dozens of recent examples of literal brand new players in my solo queue lobbies recently (I have multiple thousands of hours). Just a couple days ago there was someone with 0 hours in the game. I’ve never seen this supposed matchmaking system actually work correctly.

    Its definitely there, but theres not much separating brand new players from vets. I've been 2 hooking everyone who brings me cakes during this event, which kinda led to ALOT of 4 man outs and thus my MMR nosediving. I could definitely noticing I was going against alot of newbies with 1 guy legit being SO brand new that I was his first match (I let that guy live, even though he had no cake). I decided yesterday that I was done with that and within 10 matches... im back to experienced teams.

  • @dangersmymidd1ename said:

    So I just read that if the survivor misses the special skill check, the generator will REGRESS 20% 🤯

    Driver's License is similar but that requires being stalked, and Ghost Face can be broken out of power.

    Even with the smaller radius, it's crazy. And this is just the secondary effect.

    The 20% your seeing is normal 10% regression you get anytime you fail a skillcheck and an added 10% from the addon. Considering you could just hit the skillcheck... I dont think its THAT crazy.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099736#Comment_4099736

    "grinding" is a strong word considering that people were just playing. Nobody really grinded for that community challenge.

    With this event specifically, I think grinding is the right word since it wasn't counting normal matches.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099744#Comment_4099744

    i (literally just) dragged my mate into a custom, your wish is my command. i havent touched anything from this recording.

    https://youtu.be/JIZ6b1ckdxg

    Now I feel bad since I ended up watching a mintskull short right after sending that, lol. I feel like MAYBE people's issue is they might be so use to the grunts and such, they arnt recognizing the screech as the windup sound. The comment section pretty much agreed that between were elk, Eddie and base huntress... base huntress had the quietest windup sound between the 3, at least at range. From your video... im really not seeing an issue here.

    https://youtube.com/shorts/PU45xmMqdig?is=J7gAHu0L92ZExkOt

    Here's the short in question if you wanna hear the various comparisons.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099717#Comment_4099717

    Again this is true, but if you're referring to the others users you've spoken to in thread, they are right in pointing out that the use rates of these skins skyrocket whenever they're broken.

    Obviously people buy these cosmetics because they like the aesthetic, and then get demonized when they just wanna use their nice skin. I remember getting cussed out for playing Glitchtrap on launch when his footsteps were overly quiet when I just wanted to hear the cool laugh he makes.

    It doesn't really change the fact that the majority of people that buy them flock to these skins whenever they do cause issues for their source character and leave whenever the problem is fixed.

    Since BHVR has seemingly forgone playtesting in favor of just releasing Eddie broken, they kinda walked into the accusation that this pattern is a result of them catering to that audience, though I don't believe that is the case in the end. Imo, they probably just biffed it the way they normally do.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099720#Comment_4099720

    I wouldn't call this more equivalent than your original comparison back to base survivor noises honestly.

    You won't say "I wanna play a quieter version of Cheryl's kit" and then pick James Sunderland, you'd pick Ada or Ace or whoever because you just want a quieter survivor. The addition of a new survivor skin, ignoring perks, is gameplay wise the same thing as adding a new survivor.

    Conversely, you won't say "I wanna play a quieter version of Huntress" and then pick Ghostface, you'd pick Were-Elk/Eddie currently.

    While you are right that these issues are similar, I'd say meta survivors and their most drastic differences have been around much longer, whereas getting meta variants specific of killers (outside ig addons?) is a newer, less common, and thus more jarring experience.

    I do still hope we get survivor audio evened out eventually, but I don't think it's wrong for survivor players to be raising a stink over these killer skins being broken when they pop up.

    I kinda wish the video actually had more to it. Considering Huntress's lullaby isn't directional and the visual heartbeat at this point is used by basically everyone, I dont see THAT part as problematic since your gonna know when your in range of it no matter what there. They probably didnt want to confuse people with a loud guitar solo since it would come off as chase music. Unfortunately that was basically the only thing the video showed.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099705#Comment_4099705

    This is true, but the difference is there's not really a base "this is how a survivor should sound" character. There are notable characters like Ace and Ada that most people caught on to being quieter than others, and the devs should obviously raise the volume on these characters, but there's always going to be some expected variety when it comes to the survivor cast.

    Huntress always sounds a certain way, so when cosmetics come out that make her variants noticeably harder to face, I think it makes sense that it ruffles a few more feathers.

    Sidenote... there actually is survivor equivalent, lol. We have several skins that change the character and thus voicelines. Michonne for example has a Maggie skin, Dustin has an Eddie skin, ect. Thats very similar to what's happening here with an Anna skin that stops being Anna.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099705#Comment_4099705

    This is true, but the difference is there's not really a base "this is how a survivor should sound" character. There are notable characters like Ace and Ada that most people caught on to being quieter than others, and the devs should obviously raise the volume on these characters, but there's always going to be some expected variety when it comes to the survivor cast.

    Huntress always sounds a certain way, so when cosmetics come out that make her variants noticeably harder to face, I think it makes sense that it ruffles a few more feathers.

    Except you have ppl ignoring the obvious reasons people would want to use the skins OUTSIDE of volume. Even if the skin sounded identical, that were-elk skin having a different model and unique mori is gonna get more attention than a your average different outfit. In the case with this new iron maiden skin... The thing plays guitar sounds when you M1. Thats kinda awesome.

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