Avatar

MB666

MB666

About

Username
MB666
Joined
Visits
0
Last Active
—

Comments

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531289#Comment_3531289

    My thought process has a lot less to do with Resilience itself being overpowered, and more to do with how perks should be laid out to encourage healthier build diversity.

    The Exhaustion condition on Iron Will and Made For This was a good move that should have, in theory, pushed players to think of other perks to synergise with beyond the otherwise-obvious choices. Considering it would fit Resilience, I think that might be a nice extra step in that direction.

    with how the butchered medkits? nope , healthier builds are not viable currently unless you want to waste 3 perk slots for healing speed and charge reduction on medkits , but otherwise NO , healing is pretty much not viable against half of the killer of the game , thats why adrenaline is still meta after soo many years.

    let ressilience alone . ressilience is pretty much fine as it is , is like a trade-off that also comes with the nice addition of vault speed increase which IMO is a must have if you want to actually go into chases due to how bad and slow vaulting is by default CURRENTLY like without the perk you can literally be hit from miles away pretty often LIKE REALLY OFTEN even on pallets , with the perk those cases get reduced by half with 9% speed buff on vault actions. (also helps to combat laggy killers which is good)

  • @BlueHorkew said:

    Great, you can get hit again even after fully vaulting a window.

    Instead of fixing the bug that males had, now survivors get no distance from the windows and you get hit even tho you already finished the vault.

    Back to dodgy hits every session.

    people calling it I-frames still gets me killed to this day ; dude that how a proper validation works when both killer and survivor are on green ping or decent , this is one of my matches of old DBD where i got a ttv guy with insane good connection.

    "OLD VAULTS" no ressilience , no spine chill , default fast vault speed.

    old vault - good ping.gif

    lol imagine I-frames on vaults , yeah is not like thats how fast vaulting used to be at lower ping because your hitbox used to land forward but now we are just stuck with broken fast vaults untill a bugfix patch and pretty much every lunge from narnia can now connect on every window

    new vaults.gif

    awesome!! 😐️

  • @averagemikaelamain said:

    https://twitter.com/HensDBD/status/1696689989029863535?s=20

    Huge distance,huge speed. Hooray to all the killer mains that cried about imaginary i-frames.

    Male survivors still vault further btw

    yep i do agree , bad players were really so desperate about their bs hits not connecting and now just look how insanely bad the vaults are , not only you can be hit during the entire 0.5 sec animation also another extra 0.2 seconds after vaulting because your hitbox now stays insanely close to the window and you have to move forward a bit to prevent the hit after fast vaulting like the medium vaults , claps nicely done bad killer mains / new killer players 🙄.

    basically right now we went from balanced vault on females but a bit generous for males

    to terrible for females and still generous for males , WHAAAAAAAAAAT? OKAY BHVR

    @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529528#Comment_3529528

    ... 3 meters? So you are able to jump further than the height of the tallest person when vaulting? Because if not, it's the first notice I have that the meters of the game are not somewhat at "scale", as that would be more than a "Wraith" of distance.

    Either way, I said that because I thought he meant that it was a bug that the Alien was able to hit the Ada in the video. And again, I don't really care what distance any of the vaults has, but if you are at attack range you should get hit, no matters in what point of the vault you are or if you have finished it and are at the other side of the window.

    And just for reference, this is in theory the hitbox (as I didn't find any more sources of the actual range):

    https://us.v-cdn.net/6030815/uploads/KRIAVVNO55WO/attackcones.jpg

    BTW, also for reference and in theory, there are exactly 8 in-game meters from the center of one of the pillars to another of the wall in the image. I doubt that survivors are supposed to vault almost half of that wall there.

    dude , really i've been playing this game for over 5 years now and nope fast vaulting was never intended to allow the killer to hit the survivor during the entire 0.5 sec animation , the hitboxes used to be like this: (on green ping btw and not ressilience)

    *survivor fast vaults a window*

    *survivor reaches 0.455 of the animation* ----their hitbox is now far away enough to prevent any m1 hit from connecting.

    *killer swings during that period* ------ their hit doesnt connect and bad players blames I-frames for some reason.

    *survivor finishes the vault* -----------succes timing!!! (but right now that timing is 0.8 seconds because you dont gain any distance)

    for reference here it is footage of the old vaults:

    old vault - good ping.gif

    stop lying dude pls....(that cheryl its me btw - old dh was meta dont judge me XD)

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529641#Comment_3529641

    But this is the main issue - once you learn to play Xeno well, there's literally NOTHING as a survivor you can do to even try to loop him. You will just get hit on almost every loop in a game - and for those loops where you don't get hit immediately, you still need to pre-drop immediately.

    Basically it means you can only shift-W and hope that somehow your team will get gens done in time anyway - because slowing down at like 90% of loops in game means you just got hit. That's god-tier-nurse-level oppressive - but Xeno has more map mobility (tunnels are quicker then blinks on large maps) and no edge map counterplay. The only thing that holds him back a little are turrets that take up long time to set up, take long time to respawn, but can be reliably deleted for m2's worth of cooldown (during which you still move at 50% speed).

    Like try to play against that and tell me any possible counterplay against good xeno. Because I see literally nothing you can do. The only thing you can hope for is getting the game (possibly the only map that consists of only tall structures with pallets you can predrop). Any other map is instant gg against xeno that learned his whip. But even Gideon will not contain enough pallets to fix all gens in time (since it got nerfed now quite a long time ago).

    bruh mehanical precision? you literally have to wait only for the survivor to lock themself up on an animation or either a tight corner to just use and drag the tail to make a lose - lose case , nope is just people wanting a killer so they can tunnel more easily it seems like to me . turrets do nothing unless they are 3 at the same time and position which realistically is never gonna happen on chase on top of the fact that the xeno can camp with crawler mode really easily and also avoid turret with just LoS tricks with the tail.

  • yep , that guy seems to have troubles dealing with them , even when 1 single turret takes more than 4 seconds to force you out of crawler mode (skill issue)

    currently xeno does not need any buff , actually maybe a nerf for missing tail attacks , because right now is to forgiving if we take in mind that he can almost insta-shot with the tail and also drag the hitbox to make the hit reg even bigger.

  • @CarbonaraCharlie said:

    Hi, just posting this because I just got really depressed from what just happened in my game.

    I spent a minute or two looping a survivor and was just about to get my down. This survivor had Made for This and I was playing pig so it was a long but fun chase. However, it was a SWF lobby and one survivor decided to come body block when I was about to get my down. I think body blocking is great and all but that play made me lose my will to kill. 2 minutes of looping just to get reset by a SWF…

    I honestly miss the days when all the killers were kind of viable, maybe some more than others.

    (Just in case you were wondering, all 4 survivors in the game had Made for This)

    you know how it is , bad to unaware survivors said the perk is balanced like they do always, untill people start getting good with the perk to abuse it non-stop , and BHVR will finally do something about it (might take a year tho which is sad)

    on the bright side they put MFT on the shrine wich means pretty much everyone is gonna use it now , which can be a good thing to finally leading the perk higher on the stadistics and hopefully getting nerfed / reworked sooner right? RIGHT BHVR?.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525973#Comment_3525973

    Survivors need to get out of the mindset that pallet that I can't loop=useless pallet. Unsafe pallets are the pallets that killers will want to respect the MOST (because the only value you can get out of them is to stun with them), meaning you can afford to greed them over and over again and just loop tightly. I've lost count of how many 1+ min chases I've had in RPD on the West wing stair pallet because a killer kept respecting it over and over again.

    agreed but lets be real the map has major dead zone weaker pallet problems even with MFT (the perk i hate with my sould) the map is just terrible for survivors , 60% of the loops on the map are unsafe as hell , even more if someone decides to use bloodlust to force a lose-lose case. (not saying that the map need insanely safer pallet , but decent enough to atleast be playable when the killer is at bloodlust 1.

    Untitled Image

    played with a lot of m1 killers with no mobility all of my matches were 4ks or 3ks , while I was not even feeling worried really.

    now I can imagine that when playing top tier killers or just anti-loop ones , that must be boring as hell.

  • @Necrobot said:

    I don't play as i used to do since 6.1 but I still do the rift and events.

    I face singularity only twice, at release, during the mascarade event. Never saw them since despite the tome.

    Do you see that killer ?

    (I'm on EU server, playing in the morning for the most part).

    you can be a god player on singularity and still get insanely countered by EMPs.

    the reward for playing good as singularity is not equivalent to the skill input that you invest on him and it feels awful.

  • @Archol123 said:

    I mean sure, but slugging people until they bleed out is not really a nurse problem :/ I usually just tab out and do sth else in the meantime, so it doesn't really bother me, he is sitting there watching me and I'm watching some YouTube video or something, I think I have more fun than that guy so that's fine by me.

    "I mean sure, but slugging people until they bleed out is not really a nurse problem"

    Her power allows her to ignore loops and also slug more efficiently meaning that your only option against her is holding W to avoid joining to the slug fest or try to do insane LOS tricks and calling that a counterplay because there is no other way to survive against her if shes playing like that. (because BHVR refuses to rework/nerf her power even when she keeps being S tier after so many years)

    -no reliable counterplay + slugging + small map + infectious in on play + teammates not having UB = the worst match ever

    any good nurse knows that slugging as her is really easier when bringing infectious to the point where is just unfair to the other side.

  • @Xendritch said:

    So potential hot take here but I actually think the 3% isn't a massive issue on it's own but when you can stack it with Resilience it becomes ridiculous. Getting to a vault faster and then you just get to vault 9% faster after meaning there is no close hits at a window and then you get even more distance because that's how windows work and then you get to do gens faster too if that wasn't enough is beyond disgusting.

    Just take the vault speed away from Resilience and that might be enough but it's extremely gross as is at the present moment.

    so you want to nerf a perk that is totally fine , instead of reworking a haste survivor perk with 2 strong effects combined , and 1 that literally causes a lot of problems due to how the maps werent designed taking MFT in mind neither the loops.

    LOGICS

  • @Iron_Cutlass said:

    Hey you, yes, you. I need your input on this topic since I want to gather the community's stance on Filters.

    Rather it be NVIDIA Filters or TV/Monitor settings, do you use Filters to change the way the game looks? If so why?

    I personally have been using Filters to deal with my Deuteranopia (Red-Green) Colorblindness. To be more specific, colors that have red and/or green in them blend together with my vision and brain, I have a difficult time making sense of those colors and it can be hard for me to see certain things as a result.

    As you can probably tell, this is an issue with DBD. You need to see RED scratchmarks and blood by often looking through GREEN grass. As you can imagine, this is not a fun thing to deal with, and while BHVR's colorblind settings help a bit, often Filters do the heavy lifting.

    Visual example below.

    https://us.v-cdn.net/6030815/uploads/9V8SIWPUDJSI/screenshot-28905-29.png

    Because I personally feel bad using Filters to alter my game's appearance, I do have a few downsides that Ive decided to live with. Maps like Coldwind, Eyrie of Crows, and Decimated Borgo have the issue where colors blend together when I use Filters, as the changes in coloration ironically make things worse for my colorblindness on those maps.

    I hope that wasnt too long or too boring to read.

    Anyways, Filters, how do we feel about them?

    nessesary because of the lack of actual brightness settings , now colors are another different story.

    I use them because I hate how dark the game is , even on low graphics nighfall + boon overlay + default brightness= eye damage.

    @BlightedDolphin said:

    https://us.v-cdn.net/6030815/uploads/S79ZRQ36KDKT/screenshot-2893-29.png

    Of course! How else would I get the immersive HUNK experience if I don't see it through red lenses?

    holy ######### , that explains why many hunk players are having a hard time following scratch marks XD

  • @NAERUUU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520199#Comment_3520199

    Well good news, you can buy it again !

    Pay " only " $300

    tell that to my friend 😅 , oh boy i feel bad for him now...

  • @[Deleted User] said:

    Comp players like this are why dbd is in such an unfun state. Meta perks come and go maybe chill out. It's supposed to be a fun party game. Let's try and get back to the fun. This perk was only created because of how comp killer side of dbd has become.

    yes but people like to call "fun" something that is undeniably broken or that it favors their side for the most part.

    we can all agree that blast mine is fun to use and go against , MFT isnt fun in any way , using it is like a training tool for begginers and a busted tool on the good hands of someone experienced which makes m1 killer even weaker (thats terrible design).

    yaaay I can hold W more effectively , sooo fun dude.

  • @MikaelaWantsYourBoon said:

    M1 killers are usually weak, that's true. But buffing them is kinda hard. Because usually all killers will get value from it.

    And there is some m1 killers with strong powers as well. Spirit, Hag, Pinhead first comes to mind. These killers are getting downs with m1 , so buffing m1 killers will make them buffed as well.

    So my question is how we can buff m1 killers in general without buffing strong killers.

    making maps playable for them , and nerfing the top tier killers to a more "balanced" state in order to prevent them for overperforming on the balanced maps.

  • @diegaster said:

    My question from that is, the change is intentional or not? I used the DLC's from a friend in Steam via Family Sharing because i bought them before in Nintendo Switch, and now i just have the DLC's that i bought by myself on Steam. I want to know if it's intentional or not; to buy at least some DLC's for now, and accept that i won't have Demogorgon anymore, thanks.

    so that explain why i can no longer share my demo dlc to my friend , thats sad.

    welp the population of demo mains will decrease even more. ty BHVR

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519925#Comment_3519925

    Maps have been getting visual remasters since 2021 LOL.

    We only have Swamp left at this point.

    if you didnt know some things were downgraded compared to when they got releases , best example the gen LOD quality and maps like badham where a lot of lights were reduced to help our console fellows.

  • @Travis_Bateman said:

    Title

    remaster? with how poorly optimizided the game is , big no

    rework? yes because how many problematic tiles are still a thing on a lot of realms.

  • @hailxsatanxeveryxday said:

    Had a game today where a Vittorio was running DH, DS, and MfT with a Garden of Joy offering (and he had a toolbox with BNP, too, of course), and I was not able to catch the bastard.

    I realize that Garden of Joy's main building is an obnoxiously long loop in general with 2-3 pallets and double windows survivors can alternate, to the point where chasing someone there can lose you the game against good survivors, but does MfT cause it to be truly infinite?

    And yeah, I probably shouldn't have kept chasing him, but I wasn't expecting those perks in that combination. I'm sure I could've gotten him hooked otherwise, even if I had to run him through the entire building.

    EDIT: To clarify, he did run out of the building away from the loop once or twice for some dumb reason, which is where I ate the DS and DH. I'm just wondering if I would have been able to down him at all if he'd kept looping.

    if it if the survivor do not make a mistake (run a key with killer aura reading , and the killer just get destroyed there)

    that map needs to be reworked real soon , ngl. even without MFT the map is still a infinite when playing good

    2 god windows on fist floor , 1 god window upstairs isnt balanced.

  • @brokedownpalace said:

    Meaning they didn't pick her to be toxic, run the most obnoxious builds possible or force hour long matches?

    Because I honestly couldn't tell you one fun thing about her kit. I hate Blight with a passion as a survivor but there's no doubt it's a blast ping ponging around like a madman. I think Nurse is busted but for sure teleporting and predicting survivor movement is extremely engaging. Even Trapper you can get creative with the trap placement, you herd survivors into your traps.

    But SM? Just press a button at a gen or pallet and walk away. You hit a button to place a drone or you look at her radar or you move a little faster and that's the extent of the interaction you have with her power.

    pretty sure they just like her skins ¬¬

    + just look how many new ones she got after a few weeks , currently she is just a skin seller for BHVR.

  • @TheWarNung said:

    This isn't a judgment thread, just a quick informal poll to see where people are putting their hours.

    I play killer most of the time, but I still play about 25%of my matches as survivor.

    my cases is 50% 50%

    either suffering or having a good time on both sides.

  • @Pink_Ronin said:

    Traverses the map faster than most killers (while undetectable), and gets a huge speed boost everytime he uncloaks, and the drawback of the time it takes having to uncloak/cloak is negligible. Add on to that camping and exposed perks like make your choice or pallet shredding with brutal strength he just mows through resources with ease, if you can even get to them without being bodyblocked. Since lightburn is gone now there needs to be something else to his counterplay because unless you have a really good group of vault tiles he's unstoppable. Maybe remove collision when he's cloaked or increase the time it takes to switch between cloak/uncloak.

    I'd rather play against Spirit at this point.

    dull merchant , slug fest sadako , knight hold W gameplay

    honorable mentions:

    blights with bs addons / hug tech , Nurse , Spirit with MDR (nerfed , but still makes her power stronger if you are good at hearing)

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518546#Comment_3518546

    I still cannot quite get what are these "for free"? If you one survivor running from you around hook, another one have to save the hooked one, instead of doing gens. If he decides not too, you get two hooked survivors and that's almost certain GG. Survivor on the hook is incapacitated, one in chase, only two can do something. I cannot see any "free" results. Swarming around hook lead to all being injured and potentially multiply down.

    But what I can see as "free", is standing near hook doing literally nothing and get a win.

    Is it somehow with idea that killer is entitled to kill survivor after single hook no matter what? I always believed that hooking a survivor is progressing one hookstage, not that this survivor has to die for sure.

    if you are bad at survivor you know that intentionally looping next to the hooked survivor is a bad play , yeah some killers can abuse that by intentionally playing bad , but what if as killer someone decides to do that to you and run to a hooked survivor on purpose to IDK trying to use a strong tile and if that guy has a lot of second chance perks((DH, styptic , Syringe) your only options becomes.

    i should let them unhook someone for free or either be punished anyway by a mechanic that instead of focusing on prevent camping seem like more like cheese mechanic that rewards survivor for doing the bad play of looping close to someone hooked.

    YES a killer should be totally punished when facecamping intentionally and not even trying to go for someone else , but not the ones that are forced to stay because a guy is just playing poorly and leading the killer into hooked survivors , which is pretty common.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518546#Comment_3518546

    best example lets see if I hook a guy in the shack (NOT BASEMENT) and another guy loops that area intentionally, it means that as long as I keep chasing that guy , the other guy that is hooked is gonna be able to unhook themself for free?

    (if "YES" thats gonna be awful)

    So we don't know the time a killer can be around the hook, or the range, which will impact this, but as @EvilSerje said I don't see the problem.

    1: If there is a survivor that can loop you for that long and in that small of a space, you are probably in trouble anyway.

    2: It's a risky play on their part. If the survivor trying to loop gets downed their team is in a lot of trouble.

    3: Even if you run into a situation where the survivor could loop you in that small of space, you don't have to stay there. There are two other survivors out there healing or doing gens that you can go find if you are in a bad spot.

    buddy u forgot that things like styptic on medkits , or even a syringe play can happen on shack if someone loops that , drops the pallet , get fully heal and keeps running around shack , and because of the anti-camp stuff they might be able to even get a free unhook on those cases. which is something am worried , because yeah on solo Q it might not happen that often but on SWF is gonna be annoying as hell.

    thats gonna be a nightmare mostly on RPD - Garden of joy , etc.

    the thing is that they are adding an anti-camp mechanic first when survivor had reassurance instead of fixing the problematic maps first which is bad , also knowing that MFT are making those maps even more broken.

  • @EvilSerje said:

    Correct me if I'm wrong, but there was going to be some anticamping mechanic. I cannot find any new information, but where is it?

    And are there any work about antitunneling mechanic?

    Because it's getting pretty stale and boring. Almost every killer-player go by this algorithm:

    • camp/tunnel out first survivor at 5 gens and get effortless win
    • try to play, but if got down to two gens, tunnel/camp survivors out one by one and get a guaranteed win.
    • if no down with two gens remaining, DC.

    With little exception, 4/5 matches go by this scenario. I really would like it be quite the opposite: dunces be an exception, not players that put at least some effort into gameplay.

    Now it's just snap of the finger to win. If snap didn't work, DC.

    So, where is this anticamping mechanic and what happened to it?

    while i do want that mechanic to finally do not allow people to just face camping with deadlock and stuff over and over.

    I rather prefer that to be delayed a bit more untill other topics get fixed like the current unhealthy MFT situation.

    as far as i know that mechanic if it is the same we heared on the anniversary stream , its gonna be terrible and easily abusable for survivor on many maps with gens near to hooks and forcing the killer to lose when the survivor is the one doing a bad play.

    best example lets see if I hook a guy in the shack (NOT BASEMENT) and another guy loops that area intentionally, it means that as long as I keep chasing that guy , the other guy that is hooked is gonna be able to unhook themself for free?

    (if "YES" thats gonna be awful)

  • @Pavel_Ch said:

    not a day goes by without someone creating a topic MFT. maybe stop?

    MFT is a busted perk , deal with it.

    Untitled Image


  • @funsumme said:

    So what talking about is that at the start trial can the totem be hidden until one or two tokens during the a trial. Because I rarely get any use out of this perk in any of my trials so I’m wondering if it can get some sort of change?

    Thanks!

    or just making so the HEX totem doesnt spawn untill it reaches 1 STACK.

    losing your devour for free due to poor totem placements is pretty sad + even worst knowing that devour does nothing untill the third stack.

  • @GaunterODimmDBD said:

    As someone who recently came back to DBD after nearly two year hiatus its really apparent.

    Maybe with the exception of the Top 5% of the 4 Man army engineers. Winning as killer has been incredibly easy in general. The movement speed nerf with Survivors getting injured, Healing mostly nerf, Dead hard getting mori'd in real time, Gen time increased and kick penalty and the I don't know what happened to tiles but they've been less oppressing(maybe I'm remembering wrong) and more unsafe pallets getting introduced really just made it so easy to pressure survivors.

    Like I'm convinced that Survivors has a great chance of losing if they don't start pumping generators whenever they can. The leniency to mess around at different points in the match has been greatly reduced that you can REALLY notice survivors throwing the match by doing random BS be it cleansing totem, looting chest or giving free pressure by chasing the killer with a flash light AND if you can catch them greeding a generator that's about to be finished while injured is a noticeable breathing room for the killer

    It's why STBFL is so good right now because you're making the nerfs stood out even further. Hit and Run tactics from Wraith or Onryo can be really devastating if you're playing absolutely diabolical by going against the survivor rule book and doing the tactics that applies the most pressure.

    Killers that apply secondary objectives be it Pin head, Pig, or using Hex perks highlights the fact Survivor has less time to mess around before they lose resources against good killers.

    I used to brag about how easy it was to escape with randoms or guarantee 3 escapes and just by running BT and DH back then but man is it so difficult now especially when randoms don't realize that they really don't have the time to take it easy.

    I'm also been really confident now trying out different killers that's beside Blight or Oni.

    if you play only the currently broken killers in the game ; them yes

    best example being the Nurse that got a lot of indirect buffs over the latest years:

    -fixing how responsive his power is , essentially makes her more easy to pick up and learn for all the playerbase , including myself i started picking up nurse lately (I know disgusting) but i was curious how much different she was since 2020 - last time i played her

    -reducing the speed boost for survivor when hit , already makes nurse 100% able to catch a survivor after the first hit landed.

    -Dead Hard nerf was a massive buff for her , now people can no longer avoid blinks by pressing the "E" on the initial chase.

    (which can be consider fair for all the killer of the game , BUT not nerfing her blink distance to compensate was a mistake IMO)

    -DS is just a joke against her , like yaaay if the most powerful killer in the game decides to tunnel i better be running my entire anti-tunnel build otherwise my game is gonna last 3 minutes due to someone sweaty playing scummy.

    -Some of her addons were fine when the rework first came out , but the DEVS decided to buff them and somehow bringing back the god awful 3 blinks nurse , meanwhile billy , oni , demo , twins got addon nerfs during that time *claps*.

    you can look at Blights addons / slug fest sadako or even SM hostage situation as well.

    Better tittle: Winning as top tier killers is the easiest it has ever been


  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518155#Comment_3518155

    If you were to place all killers and survivors on one tier list. There would be around 3-5 S tier killers, most killers would be in A, you would have a few in B, C, none past that.

    SWFs would be in S tier, and solo Survivors would be behind every killer in C.

    not every solo Q team is bad , is just luck , yeah lack of MIC is a thing but sometimes u can get:

    4 solid solo players not veterans but decent enough to take chases and know how to use tiles = 3 man escape probably

    next match:

    2 new players - 2 veteran player that actually play really good = Average draw either 2 kills or just 1.

    next match:

    1 bad clicky clicky player - 2 new players - 1 decent player = Killer destroys them due to lack of people pushing gens.

    next match:

    2 good players - 1 bad player - 1 new player = if the veterans take the agroo , more likely to end in 2 people escaping

    and there and soo on , sometimes i get good teams and other times the most useless people in the planet , thats how solo Q always has been , the problem is that after soo many years , the amount of veterans has been pretty low lately because of either they got bored or the just QUIT the game at some point. (70% of the solo Q playerbase are new players to average)

  • unless you are talking about only A / S tier killer , otherwise if u think survivor is hard when having decent teammates , thats just a skill issue.

    the MFT / second chance meta right now for survivor is the easiest thing in the world , go to a safe pallet , loop tighly , drop , hold W.

    and if the killer hits you , u get rewarded with 3% perma haste that literally makes loops that where 50/50 into 75/25 which is dumb on top of the fact the MFT makes holding W even more effective which is boring and braindead .

    soo yeah , the only reason why survivors are dying against non-top tier killer its because they are just BAD honestly , the have the tools to reach the endgame easily but they dont use them , and as someone that plays a lot of solo Q , am tired of having teammates that actively do nothing in the match other than putting the team in danger with their bad plays:

    Reassurance (only requires 1 guy having it to counter camping entirely plus a new mechanic to combat that is on the way)

    DS - OTR (counters tunneling)

    DH -MFT (second chances on chases)

    Unbreakable (counter slugging)

    Dejavu (perma 6% repair bonus + always warns you about avoiding 3 gens)

    thats just the average tools that survivor had to make any B to F tier killer lose the game without sweating just playing smarter and GOOD at chases.

  • @CS1_6 said:

    Instead of constantly nerfing them to uselessness so no-one will play them?

    PLS no , nobody likes facing nurse or blights that are sweating and buffing the low tier killer to that level would make the game even more unbalanced , i can already imagine many killers getting buffed to the point that they become unfair to go against and annoying.

    S tier killer having too much power on their hands / map design being terrible for low tier killers / unhealthy killer design

    are the real issues in this game IMO.

    cough cough I still want nurse to be finally mid tier killer already , am tired of her , 7 years at the top of the tier list is just too much already.

    @B1gMacEnjoyer said:

    Just give Trapper a virulent bound so he can get around the map

    Untitled Image


  • @MikaelaWantsYourBoon said:

    Devs are Blights mains?

    Someone on management team loves Blight?

    His costumes are selling crazy good , so he is moneymaker?

    We all are wrong about him, he is weak killer?

    Devs don't want to piss off Blight mains?

    Nerfing Pig is more important then nerfing Blight?

    Ok, that's all i can think. What you guys think? Why Blight is always ignored when it comes to nerf killers? It's fine to nerf killers like Billy, Freddy, Slinger even poor pet Demo. But why when it comes to nerf Blight, devs are afk'ing.

    for once I do agree with you , is getting really tiring getting patches that focus on nerfing other low tier killers even if the changes are nerfs to the addons for the most part , the real question is WHY ARE THEY NERFING ADDONS THAT WERE TOTALLY FINE?

    anyway thats just BHVR logic right there i guess , keeping TOP tier killers stronger meanwhile the LOW tier killers are getting crushed with addons and power nerfs cough cough MFT , like they did with freddy and billy . atleast billy has a bit of lethalitly but freddy..oh boy , the poor man has the worst anti-loop in the game + dream pallets still not being basekit is a total insult for him.

  • this has been a thing since the rework , i assume they didnt test those interactions with DH itself when they were working on the legion rework back them.

    basically if someone that isnt suffering from Deep wound use DH against the last insta-down slash , they completly ignore the insta-down and not only that they gain a speed boost while also cancelling the power of the legion.

    weird to happen , but is just sad when it does..ngl 😂

    *works so hard to get the 5 insta-down slash*

    5 seconds later:

    *gets the hit BUT somehow the insta-down gets denied by DH due to how endurance is coded*

    *dies on cooldown and entirely loses his power as well*

  • @UndeddJester said:

    Just for some fun, which killers/builds do you respect and why?

    I'm pretty low MMR, for me it has to be:

    • Hillbilly and Oni. Regardless of builds, if he catches you, it's cause he's a good player. I never once felt cheated by either of these killers (assuming no face camping).
    • Pig with Combat Straps and Ambushing addons (instead of any bear trap timer add ons). A chase Pig is great, I have a lot of fun vs. Her.
    • Basic Shape. I love standard Myers, I don't like any off his goofy add ons, silent Myers and mori Myers are very frustrating, but standard Myers is spooky, and a lot of fun.
    • Cenobite w/o box tracking addons. Obviously as a soloQ vs. Cenobite can get crushed, but I get a strange satisfaction facing Pinhead. I enjoy juking his chains and his slow down is strong, but it feels like there is room for people who know how it works to mitigate the issue for players who don't.
    • Huntress ofc, because Huntress.
    • Nemesis because his big thudding feet really mess with me... especially with Tinkerer, I crap myself every time.
    • Dredge because he ofc takes the jump scare prize... I have legit had my hand jump off my controller facing Dredge, and again nothing feels bad from his addons.
    • Honourable mention to Trapper. I respect Trapper's, but I really hate facing them, cause I am apparently blind xD

    Billy: regardless of builds , hes a cutie.

    Pig: if shes playing normally instead of just going for headpops ignoring anyone without a reverse beartrap.

    Legion: If playing normally, I love facing the ones with chase builds, however teammates can be a huge factor on this.

    Trapper: hes fun to go against every now and them , but if they are running a hardcore basement build yeah ill pass.

    Slinger: Dodging their shots its soo fun to me , like really fun , even if i get tunneled for them; i dont care regardless of builds.

    Honorable mention:

    Oni , the reason i dont have that much fun with him its because teammates can literally make my time miserable if they are getting hit like flies over and over too early on the match plus wasting resources to early on.

  • @Livion said:

    They can be iridescent addons to, in fact I encourage you to make them iridescent because those are the ones that change a killers playstyle completely.

    Example:

    Doctor

    - Copper cables (iridescent): When a survivor reaches tier 3 insanity they become vulnerable.

    I know it's not the best thing in the world and that is unbalanced but it's just an example, Im still curious on what you guys say

    Legion:

    • Reworked filthy blade (pretty rare): You vault windows and pallets 20% faster while on frenzy ; frenzy vaults are silent.

    Freddy:

    • Allowing him to have dream pallets and snares at the same time without addons. (idk what to do , his power needs a rework)
  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512933#Comment_3512933

    If they don't want to play, that's fine, but they could at least have the decency to DC so a bot joins.

    DC penalties can go from 15 seconds to 10 hours or more , which is dumb

  • @[Deleted User] said:

    And yet when the alien haste perk hits servers, the killers will say 5% means absolutely nothing, and survivors are whining about absolutely nothing 😂😂

    Sure I can feel MFT in matches, but it hasn't ruined any one of my matches. I find flashlights to still be way more annoying. Of course, I haven't tied my DBD win ratio to my real life self esteem, so I can't quite reach that headspace 😂

    5% after a hit , it doesnt mean it will reduce the speed of the survivor while using MFT aka mini overcome for free packet into it.

    Killer perk: disables bloodlust , You got a hit , great job , get 5% of haste aka bloodlust 1 for 10 seconds . (reward by playing good)

    survivor perk: You got hit , AWESOME , enjoy having 3% extra speed for free that can last the entire game (reward by playing bad)

    Untitled Image


  • @JudithMorel said:

    made for this isnt even OP, its just a fun perk to use to a survivor that likes looping.

    best argument ever , its fun for survivor so is not OP neither slightly broken or anything , skill issue , you are just bad killer.-

    average MFT user be like:

    Untitled Image

    solid argument fellow

  • @Mockingjay_S451 said:

    Well, I guess the killer mains moaned loud enough. This is in the PTB Bug Reporting section.

    Back to being hit from miles away I guess.

    https://us.v-cdn.net/6030815/uploads/LV05FQWWVVXV/img-1062.jpeg

    While i hate mft with the current fast vaults ; this is just TERRIBLE .

    WHY REVERTING BACK TO THE OLD BROKEN AND GENEROUS VAULTS? instead of something in the middle?

    aparently people can not handle their bad timed lunges not connecting anymore. welp thats just sad dude

  • @Mockingjay_S451 said:

    But there is no need for a rework. There should be three vault types. Slow, Medium and Fast. Killers are moaning about the animation looking weird on the fast vaults.

    They are moaning because they are no longer getting hits that they never should have got in the first place.

    yep , as someone who plays m1 killers a lot I gotta say hits were sooooo easy to cheese if you were actually looking for them.

    my average ping is 60 - 90 ms Tho , but damm totally hitting the air and somehow that connectiong while the survivor is 99.99% on the animation , best example of this.

    Trapper doing a last second baby lunge and still lands the hit due to latency - skill issue from the jake i guess

    Untitled Image

    people say hey , "I should get the hit just because it barely connect" and thats a terrible argument if we are taking latency in mind where on reality the 0.5 sec animation where the survivor can still be hit , is even more due to latency adding a extra 0.2 or more seconds of delay where the killer can still hit you , (and as you can see as survivor looks totally BS because the killer has priority)

    so people got used to how janky the hits where as killer and when they got fixed , they are now having trouble timing their lunges.

    like myself am currently missing some of my lunges by really barely but it feels responsive am not getting those 1 pixel hits that where like "he surely make that vault *swings anyway * *BS HIT connects* WOOOOW , how did i hit you , okay , ill take it" Killer POV

  • @HaunterofShadows said:

    The fact people got so used to them is probably why they're keeping them. I'm imagining something similar happened with blights hug tech because that still hasn't been patched.

    they already said that is not intended and they will eventually are gonna removed , however to this day is still a thing.

    by "people" thats mostly killer and as someone who plays killers vaults were insanely generous since dedicated server at the point where seeing a survivor making you miss a hit on a window was soo rare due to desync and the fact that survivor were hitable during the entire animation 0.5 a a couple of miliseconds after due to latency.

    Untitled Image


    Untitled Image

    even when people got used to the broken vaults since dedicated server , that doesnt mean it is fair , is just always BS for survivor on killer it might not look that bad , but on survivor is miserable getting hit like this.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510805#Comment_3510805

    They did make fast vault bad again on the ptb, because wasn't working as inteded, instead of fixing the animatiom, they just did them bad again, giving no distance

    thats terrible news i gotta say , BHVR what the actual f....ur doing? I hope this is just for the PTB i really hope dude.

    why going backwards? I dont understand...

    anyway for the love of NEA dont bring back old vaults for Live , please I beg you BHVR.

  • @MTA said:

    More of a question for bhvr instead of the community, but can someone please explain to me why they have this long ass wall on badham? like what in the actual hell is this?????

    https://us.v-cdn.net/6030815/uploads/2THE0P8KBP33/image.png

    pretty sure this has been a thing with the reworked badham since came out , nothing new.

    but yeah , those long walls are soooo awful (u probably just got the worst RNG possible after so many years)

  • @averagemikaelamain said:

    As per title. Killers got favored at vaults for 5+ years now. We all got used to vault hits making no sense and now when you finally fix them you revert it immediately? The only minor issue is how fast they're at dropdowns. Although it was even more killer favored at dropdowns before so I'm not sure if that's even a big issue.

    I wouldnt say they were broken all those years more like they were broken since dedicated servers came out , before that , vaults were more responsive IMO. pretty much the same as they are right now with the fix.

    however latency still rewards bad ping , so no changes on that.

    edit: wait they did reverted? no way..am pretty sure is not..are u talking about PTB or now on live?

  • @LordGlint said:

    Like many updates, the PTB has some bugs... One bug in particular makes a certain perk on Xeno completely busted. If you notice it... great. Report the bug, then don't do it anymore. The last thing we need is for ppl to think Xeno is too strong because ppl exploiting a bug resulted in the survivor team to get absolutely steamrolled.

    better doing on PTB so people can experience that , and report those exploits / bugs.

    I mean thats the point of PTBs right? testing stuff and report the things that arent intended or broken.

    soo i dont get why u would be mad about it ? after all you are manually sending yourself into those games not being forced to play them tho (pretty sure PTBs also had DC penalties off)

    PTBs arent for just regulard DBD games , people enjoy testing stuff regarding if the things are healthier or not for the game.

    remenber the PTB - nemesis legion ? thank god it didnt went to live. (thanks to people abusing it on PTB)

  • @MikaelaWantsYourBoon said:

    I am asking your thoughts on this mechanic.

    To me, tunnelling is very unhealthy and outdated mechanic. Killer player is just destroying fun for survivor player and not letting them to play game. Ofcourse blame is not going to killer player, it's mechanic in the game. BHVR takes all blame and shame here for not addressing this issue.

    I am not saying destroy killer gameplay and make win imposible for them. No. Tunnelling and camping should be less viable but killers should be rewarded by when they go for hooks. Reward killer player for getting hooks from different survivors. Reward killer for chasing well. But tunnelling and camping should not be rewarded because they are very unskilled strategies.

    first , is not mechanic , stop calling it like that

    "Killer players is just destroying fun for survivor player and not letting them play the game."

    and what about survivors when they smash gens and your first chase is just u losing 2 to 3 gens in 2 minutes for free at the start of the match if your first chase takes more than 30 seconds due to busted RNG / perks / map design / using a low tier killer ,

    can u blame the killer for tunneling on that case?. also to this day people still call tunneler a killer when they bodyblock the killer with their basekit BT on purpose to protect someone and if you manage to down them , they just get salty and call you tunneler.

    about rewarding the killer and stuff , yes sounds good , but we are talking about BHVR , they literally are adding a anti-camp mechanic first even when things like reassurance exist for survivors , meanwhile killer are dealing with not early game mechanic basekit , not being able to fully enjoy playing non-meta killers due to how weak they are cough cough trapper, etc.

    Im not against the anti-camp mechanic , is something that i also wanted for a long time , but ignoring and leaving maps in a terrible state while bad survivors are getting basekits mechanics to cheese like BT basekit where people can abuse that a lot of Swf and while using such things like MFT and now getting the anti-camp feature that for what i heared it sounds like its gonna be really easy to abuse on some maps since it only deactives at the end of the game.

    but I guess you can send your suggestions to BHVR so they can actually somehow reward killers playing fair

    I personally enjoy going for max hooks 1 by 1 , but if the match doesnt allow me , i will not hesitate into tunneling someone quickly.

  • @Xernoton said:

    I just watched a video of someone playing on old Haddonfield. I hated it back then but for some reason I want this horrible map back. I don't know why but I somehow preferred it over the new one.

    The lighting was something very different from what we have on other maps and even though this map was terribly broken I still preferred chasing in the old buildings compared to the new ones. The new map looks beautiful and is less unfair but I really liked the blue-ish colors of the old version.

    What are some things you hated back then but that you somehow want back now?

    was a bad map? YES , More bad than the current one? NO , which is interesting because the only problems with the old one was the RNG window spawns on some houses and the long fences that were terrible for m1 killers.

    BUT if we compare that to the new haddonfield , i would say the old haddonfield even if it was survivor sided , it was more fun for both sides IMO if RNG was actually fair on just 1 generation of the map.

    and then you look at the current where is just a massive area of dead zones , the houses are god windows for the most part and 1 has a solid infinite (if played correctly) , pallets that had no mindgame , and pallets that are soo bad that you need to play boring pre-droping them to get a bit of value out of them.

    I miss old haddonfield a lot...maybe not old house of pain but still.....the new one looks pretty but the gameplay is awful

  • @MikeStev said:

    Kill Switch until his rework going live?

    Yes please 😤

  • @GroßusSchmiedus said:

    Garden of Joy is the most ironic name in the game, its about as enjoyable as skinning your balls with a potato peeler.

    I had a screenshot on PS5 that i don't have access to anymore that showed 4 or 5 pallets within like 20 meters.

    dont forget about the insane safe windows that can spawn on the garden due to RNG also.

    oh who doesnt love garden of pain.😪

  • @thisislastyearsmodel said:

    "WhY arE kiLLeR mAinS comPlaIninG aBouT a sImpLe bUg FiX?????"

    not to break your feelings but , that was the intended distance ,the female survivors arent working properly to me.

    which is weird....today i went against a kate and i swear he was vaulting the same distance as a male survivor.

    Also look at the second attemp not the first one , due to the first looking more unfair because dwight decided to keep running a bit far away , REPEAT look at the second attemp , TY.

  • @Sharby said:

    Taken from Nightlight:

    https://us.v-cdn.net/6030815/uploads/A3QJLJTS4CNX/perks.png

    Which of these do you think is going to get nerfed?

    The devs haven't restated that MFT isn't being changed, so I'm posting on the assumption that a nerf is coming which is why I excluded it.

    Personally I think Windows will get its cooldown back and a timer/debuff will be added to Resilience, but I could also see Hope getting a timer/debuff as well.

    mm i would say probably reverting the buff that they did to windows of oportunity in order to make the perk not meta anymore.

    the only reason people use it is for Pallet info / tile info / works 24/7 and also while getting chase . (goes well with open handed)

    NERF: Everytime you vault / drop a pallet while in chase the perk deactives for 15 seconds.

1 2 3 4 5 … 17