Avatar

MB666

MB666

About

Username
MB666
Joined
Visits
0
Last Active
—

Comments

  • @Nirgendwohin said:

    I'm sorry, but with 185ms you shouldn't play this game to begin with.

    thats true , but some regions had no server nearby and you cant prevent those player from actual getting into the game.

    tell BHVR to actually implement server across more regions and them you can complain about high ping killers.

    because right now there is a lot of countries with baseline "100ms - 200 ms" on 2023 due to the lack of Dedicated Servers.

  • @BillToLast said:

    "But MFT requires skill to be used to its full potential, therefore it's ok if it's too strong."

    So does Blight with Alchemist Ring.

    walking in a straight line after pre-droping a god pallet to hold W into oblivion is pretty skillful - survivor mains

    getting hit and covering 10% more distance with that speedbost due to how MFT is coded is a feature - MFT defenders

    (for reference MFT actives as soon as you get hit , meaning that it affects your Speed boost when going from healthy to injured)

    totally intented right , uh wait also works with OTR / styptic since it doesnt apply exhaustion unlike DH..welp more fEaTuReS.

    the perk its fine guys dont worry , everyone just survivors are having fun with the perk, u bad killer , make preassure - Entitled players

    *sad m1 killer noises*

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504784#Comment_3504784

    Minor correction, but they've *convinced themselves* that MfT is hurting their wins. Sprint burst and lithe are objectively better, and anyone arguing otherwise has to ignore every base kit killer ability and bloodlust over 30+ second chases to try and 'prove' otherwise.

    It's the same thing as prove thyself, before the recent nerf. Some killers were absolutely convinced that a perk that saves roughly 7 seconds when optimally used is losing them games.

    It isn't. They can 100% improve in chase, run loops tighter, or, entity forbid, do anything other than follow the survivor's exact pathing and kick every pallet on cooldown.

    Anyone complaining this much about MfT is somewhere between 'inefficient' to 'incapable of using the base killer kit', including bloodlust and nearly every killer power. At best, they have room to improve, at worst they need to not play the game with their feet and expect the devs to nerf literally everything for them. Either way it's not a perk issue.

    hurray!!! totally a killer should abuse bloodlust 1/2/3 to counter a single not exhaustion perk , oh wait bloodlust deactives when losing chase and guess what perk allows survivors to hold W to the moon when a m1 killer with no mobility power kicks a god pallet.

    (not only that MFT has more uses than people dont know YET and Im sick of explaining those on many posts)

    Untitled Image

    You right i should maybe play , KILLERS with actual powers than can counter this perk , how i didn't thought about it , ohh wait.

    I assume that survivors would enjoy facing nurses , blights / wesker with strong addons in order to handle MFT alone , brilliant.

  • @OtakaChan said:

    Anyone else using cakes instead?

    why do people cant accept just a small event , it seems like everyone expect a giant thing with a lot of new mechanic every months.

    the event is okay IMO , good free cosmetics, the decorations looks nice and soo far i havent seen something broken related to it .

  • @catslayer said:

    to soloq players such as me, it was really helpful. yes, medkits do exist but this perk helped you a lot in most situations if you didn't have one, or simply made it faster to heal yourself or someone else, which still exists, but the main reason why everyone used it was because for the self-heal, don't really see how it was "op" or anything that they had to nerf it. i'm not saying it "sucks" now, a lot of my teammates still carry it & it helps, but i just really miss self-healing after activating it.

    I just miss the medkits without self heal penalties , the -33% debuff on them its soo overkill kwowing that medkits do no longer stack with botany knowledge or CoH anymore. also knowing that mangle makes that even worst.

    as killer main - i have to say they went so far with that. but nah old CoH was annoying to deal with infinite heals and stuff, NOPE

  • MFT is the real issue here , not vaults , a game shouldnt be balanced around a bug that just benefits the killer unintentionally , even worst if you know how BS vaulting as survivor is in this game is just a desync fest of getting hit from miles away or not.

    but yes MFT needs to be either reworked or gutted to the groud for good , am all for it. but let vaults alone jeez , those are pretty bad even with the vault fix , you can still be hit from miles away against vpn / laggy players.

    and as someone who plays a lot m1 killers more than survivors , i have to say , is a pure skill isssue , i personally have 0 problems timing my lunges , tho... I have to admit that now my hits no longer connect when they shouldnt WHICH IS GOOD so far because if as killer I do a swing to late I should be punished by that not just hit the suvivor when they are already on the other side of the windows like decent far away and still get hit somehow thats just BS on my screen and even worst on the survivor POV.

  • @biggybiggybiggens said:

    Been around since alpha. Miss the darker environments..

    I wasnt during the alpha But i started playing DBD back when the thiccker fog /killer animations were a bit more slower and insanely bigger maps where a thing on top of the unfair god buildings , probably when Freddy first came out.

    Idk what they were thinking by making some maps insanely brighter like the current farm maps and so on , when they knew that people used to love the dark atmosphere that the game used to have outside of gameplay elements.

    My first match was just me missing skillchecks like crazy and being soo scare at point where I literally was just hidding in bushes as a baby claudette against a guy playing OLD freddy 🤤.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504326#Comment_3504326

    If it was really op perk like some people mentioned, i am sure it would get higher userate and we would see it in top 10.

    bruh , imagine thinking that ; when selfcare the literally KILLER perk is on the top 5....coug cough somehow spine chill is top10

    stadistics almost never show how strong or OP a perk can be , like dude where is OTR the perk that many people use because of the DS nerf or where is reassurance the perk that as long as 2 people have it the killer can not camp outside of the basement.

    but yeah lets just lie to ourselfs that the perk is BaLaNcEd

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504561#Comment_3504561

    The point is, if perk is really busted you will see pickrate is so high on stats. This was fact for Dead Hard. It was very busted perk and it was almost in all matches.

    MfT has no case like that. It's sure seen in trials but it's not even top 10. If it was busted like some people are making it, you would see it in almost all trials. Like Dead Hard.

    I don't know what to say more lol.

    busted on right HANDS , if the guys that are using it are terrible at looping that perk isnt gonna turn them into a god players.

    and at this point everyone can agree that 70% of the survivor playerbase is just terrible , like dude , i still see selfcare player every now and them. (meanwhile the people that are good at the game keep bullying the low tier killers because of that)

  • @dbdthegame said:

    https://us.v-cdn.net/6030815/uploads/M17FH9C915GW/image.png

    Probably has something to do with this. This is what 3/5 of my games look like. Also for the record, the James teabagged hardcore at hatch after running across the entire map with MFT+Hope.

    This is why you only see Blights/Nurses/Weskers/Spirits.

    I love how many weaker m1 killers can barely win at the end-game against decent teams due to the already wasted resources during the match but ; MFT just coming in clutch (not taking hope or DH in mind) to still make connected tiles even more strong.

    but thats balanced for the Devs i guess , a perk that just punishes low tier killers is just totally intended because rewarding you by getting hit its soo earned for some people.

    also here you go more depressing facts about MFT:

    -When going from healthy to injured the 3% actives as soon as you get hit - meaning you cover more distance with that speed boost , thats right people , it gives you like a mini-overcome for free. Negating almost the nerf they did to the speed boost for survivors

    -If you decide to use a styptic addon , it literally also gives you more distance after being hit when injured as well due to the 3% haste effect ; why? I know DH deactives this perk when use but why just an addon can make your chase even longer just that casually.

    -After being unhooked you get for free 10% of haste , which becomes 10% + hope 7% + 3% mft when combined "20%" of haste at the end of the game , basically if someone runs "MFT - HOPE" and it gets unhooked they can pretty much cover the entire map from side to side without the killer even caching up. (even worst if that survivor gets unhooked with someone using Borrowed time to extend the haste

    to the argument of saying just ignore that person . bro is they bodyblock me on some place what i suposse to do , i hit them they cover cross map ,If i dont they force me to hit them by fast vaulting something or to follow them and losing distance anyway because 20% extra speed is more faster than the killer 4.6 movement speed.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502544#Comment_3502544

    We all know how it should work and that's not the issue. The issue is that survivors can't be hit DURING the animation. And even if you didn't experience that, you have probably seen that the animations are off. I'm pretty sure they broke something here.

    I havent got problems hitting people yet soo, idk really.

    they feel okay IMO. but i will check that by doing swings a bit late if those I-frames are the case.

    but so far is more likely that people got used to the broken vaults for a while and when they got fixed they are now having troubles with timing their lunges and distance to get a hit when a survivor does a fast vault.

  • @Amy095 said:

    Can you make it so your game understands the difference between deliberate DC and a DC due to your servers? Having a 6 hour ban thanks to being disconnected consistently is very annoying and unfair. Why should players be penalized for an issue with your servers? Please fix this, I'm not the only one.

    same here brother, i got 1 hour dc penalty for free because everyone in the lobby was kicked by the server yesterday and it happened at the morning on my region too , 2 DCs penaltys just because the server died , lmao , and no is not my ping.

    the game even told me "Dedicated not responding" and the killer even commented on my profile for that.

  • @Deathlymusic_ said:

    If you think made for this is ok, I'm sorry your objectively wrong. But that being said how would we fix it to balance it?

    I have 2 main ideas with how we can do this. This first one is take the dead hard approach, where you make the perk have some form of prior condition it needs in order to be able to be used. This could be, after healing a survivor, the next time you are injured made for this activates for 30 seconds.

    The other idea, is the timer in general. Where made for this only activates for 30 seconds after being hit.

    The major issue with the perk is the lack of skill required to use it, and the infinite amount of time you get while using it. You can't have a strong perk that has no barriers.

    We can all agree the second effect for made for this is basically irrelevant, it's not a game breaking mechanic. But if you haven't played deathslinger with 4 made for this, or any 110 killer (not spirit) please do against 4 made for this. You will understand that it is just not possible to have a perk exist in these conditions.

    I like the ideas but i would love to suggest one anyway

    changing the 3% of haste to 6% of vault speed - 3 % of vault speed if some players want to over exaggerate how strong it is

    I feel like it fits to the perks nature of being a chase-oriented perk.

  • @Zokenay said:

    And i mean both, not the combo only.

    Hope's large speed boost was justified due to its limited duration, which was removed, making it a permanent buff during endgame, on its own its already strong, add MFT and its just unfair, it should be 5% max.

    MFT is a problem on its own, the 3% often makes the difference in getting hit or not, and you even add a Endurance effect for healing someone, making even stronger, the mere fact that Dark Theory A BOON totem gives only 2% while this gives 3% just for being injured is downright insulting.

    MFT in particular hurts several killers significantly, Slinger, Doctor, Legion, Trickster, Pig, etc, hell even Blight can be hurt by this perk, and im sure Blight players can confirm this by how they likely missed a hit by an inch.

    Its hard to say how this perk could be reworked, but it definitely has to lose the 3% or if you wanna keep it needs to have a different, rarer, trigger, like it only triggers when in Deep Wound, Broken or Oblivious, could potentially remove the Exhaustion thing if that were to happen, but the best option is to remove the 3%, maybe replace it with something that fits better with the Endurance effect, like a sprint after finishing a heal on someone, it would work similar to Background Player, that it doesnt immediately trigger, but you have a small window to use it.

    MFT yes , HOPE no

    unlike MFT , hope only works at the end of the game and you do the sacrifice of not having a perk untill the end-game.

    +7 is a bit more fair compared to 10% which is absurd and broken af

  • @Orthane said:

    First you try to force all killers to look down after a hit and again said it was an "issue" and now Survivor Fast vaults just got mega buffed and made areas like T L walls and shack, already difficult to catch areas even more difficult to catch. You can no longer land hits on Survivors who fast vault unless you're literally right on top of them which at that point you should have hit them already. Fast vaults were never meant to send survivors further than slow and medium vaults, don't lie and say that it's a bug fix. They're called Slow, Medium, and Fast, not Close, Mid, and Far vaults. They're supposed to send you the same distance the difference is how fast you perform the action.

    I'm so sick of this nonsense.

    skill issue , vaults were soo generous IMO and that bugfix explains why , at the point that BS hits even at lower ping were common.

    a survivor shouldnt be able to take damage for free after performing a good timing vault just because latency benefits the killer.

    if you look back to old 2022 DBD thats how vaults used to be , fast vaulting were intended to give you distance and momentun compared to medium vaults but since a couple of patches that distance and momentun was gone and you literally were ending pretty close to the window during the entire 0.5 sec animation unlike now where the hitbox goes away from the window to avoid those awful PIXEL hit connecting after you finished the vault animation on your screen.

  • @ARTRA said:

    There are a lot of new killers and now everyone have a new portrait.

    At least please add this one.

    https://us.v-cdn.net/6030815/uploads/2RT4U2PB1XKP/imagen.png

    Why is this guy soo meme?

    All other killers are posing menacingly and this guy its like, "Yo, wasap?"

    Untitled Image

    same energy

  • @Bloodwebs said:

    It's really surprising to still see such a busted killer in Dead by Daylight. Without a doubt, all 4 survivors usually end up disconnecting against her. Her playstyle is repetitive and majority of SM's just circle around chasing generators and not survivors.

    Has there been any news? It is becoming a major concern. I am repulsed at the sight of SM.

    I hope she gets a tweak soon..

    me to brother !! me too..😴

  • @Kirkyman said:

    A few years ago I started playing Dead By Daylight and I absolutely loved playing the game. Friends and I would get together and form a team of survivors to try and escape. We found the team work amazing and also the customization of perks to present a unique experience per trial. Even though at times, when I just wanted to make it easy, I'd pick the "recommended" perks. Solo queue was pretty simple too even against relatively experienced killers.

    At some point, I switched over to playing the killer role and while it felt more challenging trying to juggle 4 survivors to hooks, it was still fun and engaging. I was able to get to rank 1 killer after a few weeks, which to me was more of an accomplishment than survivor. Then, I quit playing. Personal life reasons, work etc. etc.

    I recently decided to return to playing again a few days ago. I mean come on.. Nick Cage was like sending a Batman signal into the sky. The survivor experience was still simple so I got bored with it after a few hours and was like "time to reclaim my rank 1 glory"!

    Good..... lord.

    After a multitude of rounds, I couldn't even get past Ash Rank 4. Therefore, my question is.. what changed? Survivors seem faster, always healed, more coordinated, and kind of more toxic. The toxic thing is a community subject and I'd rather not go down that road. I am trying to focus mainly on the game dynamics. There doesn't appear to be an "easy mode" anymore. Not that I want it "easy", but maybe some forgiveness when I miss a swing. Its like, I am 5 minutes into the round and looking at 1 gen left with only two hooks. I said to myself, keep playing and it will get better. But it hasn't. Why does the par for course feel like climbing Everest?

    Is it time for me to just stick to survivor? And if so, when I get bored, am I forced to move on from a game I fell in love with years ago? I am very saddened by this experience. I cannot be the only one. Maybe I just don't got it anymore.

    Anyways, I am going to try and play for a few more days to see if it improves. Just wanted to get some comments from the community on this subject.

    I really want to be able to play the upcoming Alien content but now I am just not that certain I'll make it.

    Much appreciated and much love to Dead By Daylight and the community.

    Kirkyman.

    the game was easier for survivors back them but also it didnt had the horrible SBMM.

    -maps were bigger

    -loops were busted like REALLY BUSTED.

    -many killers were weaker + survivor had broken item / addons back them.

    -there was a reward by escaping which was keeping your item and addons basekit.

    -because the game was more simple , back them there was more veterans playing than new players.}

    -information HUDs wasnt a thing due to the amount of people already knowing the basics + even at rank 20 , u could find people really good at the game compared than now where low mmr is full of babies or SMURFs playing poorly.

    now where SBMM just puts people that can be good but end up dying facecamped / tunneled / etc, with worst teammates the more they die , on modern DBD escaping is like a must have to avoid bad teammates /new players but also gives you more sweatier games due to increasing your mmr and eventually sweatier matches to play against. SBMM is just the worst thing that they ever added honestly , keeping a team of full new players just makes their experience worst due to all of them being unaware of how to play and because killer at low skil level its easier than survivors the killer end ups winning no matter what.

  • @Th3Nightmare said:

    I don't know if the developers have really thought about this, or they really think that it could unbalance the game a lot for both roles, there have been some offerings to darken the moon, why not add day, evening and night cycles to the game?

    It's not one thing we're saying DBD hasn't had, as I've mentioned with offerings to the darker maps, what do you think?

    Edit: Imagine if the dredge could be stronger when done on the night map with the day and night cycle, using these resources for certain killers would make the game feel fresher with new mechanics, but it seems that the devs At the moment they go to the minimum resource.

    I think a hourly cycle would be impossible without breaking something either with shadows or perfomance.

    on the other hand having RNG day , evening , night atmospheres when a map is loading would IMO really possible to do on specific maps without breaking the inmersion.

  • @AetherBytes said:

    Got bored and decided to run Legion with Hysteria, Deathbound, Trail of Torment and Furtive Chase.

    The original plan was just to use Susies mixtape and silently frenzy around, but my god something I've learned tonight is that survivors never expect legion to just walk up to you and grab you off a gen. I got so many gen grabs and surprise hits because they expect a terror radius.

    did you know that legions breathing sounds can be hear from 14 meters? (still a fun build tho ,not viable against decent survivors)

    more like jumpscare legion is pretty OP against people without headphones.

    Untitled Image


  • @leviivel said:

    I kid you not Wraith is probably my least favourite killer to face besides spirit (for her it’s due to accessibility issue’s).

    Wraith is the exact same every match, always bring the strongest add-ons (either silent bell, faster uncloak or faster kick during cloak), cause he’s pathetic without them. Always cloak after hit, matches drag on for a while because of hit and run.

    most wraith players I meet tunnel aswell because their character so bad they’re forced to play like that or they just get gen rushed.

    can we pls do smth with Wraith (and a few of the older/outdated killers) after ur done solving/reworking Twins and Merchant? Because he’s just a less interesting and fun to face Sadako atm.

    I wouldnt say that wraith is bad , more like people dont like using the power as a chase tool and they rely on HIT AND RUN to end chases which gets countered easily by bringing strong medkits / perks and forcing pre-pallet drops (playing boring).

    yeah against solo Q hit and run is waay more strong but against a decent teams of solos and a SWF , that playstile is gonna make you lose the match.

    wraith its fun IMO? I dunno really , the killer can be miserable on indoor maps against a team of solos but other than that..mm

    about tunneling , it seems like every NEMI , SPIRIT, WRAITH , BLIGHT , WESKER , NURSE , enjoy doing that at 5/4 gens which is funny.

    SADAKO more fun than wraith? maybe to play as but not against , slug fest on sadako is just horrible.

    also removing his lightborn mechanic instead of just making a burn cooldown was a total failure from BHVRs part.

  • @playhard said:

    Seems after update patch playing killer become so hard. I try every killer but always matchmaking with experience survivor and seldom get a 2K or 4K now, even doesnt get any survivor.

    Well. This is your reason for removing killer player again BHVR

    pretty sure the vault fix is literally making a lot of people get used to the new timing on fast vaults if you guys didnt know

    • Fixed an issue that caused the fast Vaults to have the same vaulting distance as the Slow and Medium Vaults.

    basically hits on windows were more generous than intended when fast vaulting because of how closer the survivor hitbox was to the windows after fast vaulting. (NO DOESNT MEAN ITS GONNA FIX BS HITS ON LAGGY KILLERS ,BUT IT HELPS A BIT)

    more noticiable on windows with higher height.

  • @Exxodus21 said:

    No more ultra-rare items and no more event add-ons. Really? That was the best part of this perk! It seems pointless to run now, and it will definitely be less fun. Completely undeserved nerf.

    too strong of a perk for BHVR apparently , even when its RNG based still and the perk barely came out.

    I understand about the old event items but the ultra rare items that had a pretty little chance to spawn ..come on.

    meanwhile MFT........at this point idk how their balance mindset is ; soooo weird.

  • @poujh said:

    i don't see why dc penalties would be harsher now that bots have been introduced. i don't dc often but i just can't take a skull merchant game where she already chose her 3 gen to defend at the beginning of the game.

    IMO dc penalties should be capped at

    3 minutes initial - enough time to make people unable to ruin others lobbies by joining , but not insanely boring to wait either.

    10 minutes Max - bots are a thing already , can i dodge a game where the player am going against is just holding the game hostage with their build Cough cough SM / slug fest sadako etc.

  • @HagsOnlyFans said:

    So I noticed a few things, the initial DC penalty was lowered to 60s

    this change is not good, it incentives more disconnects as the first one is basically free.

    This is not good since this will just make DC numbers spike.

    Consider bumping it back to 5 please after you get all the data you need about your DC bots from ppl disconnecting.

    Also you added a disconnect penalty to the loading screen, I think there is an issue here of the developers not understanding their game.

    You see a majority of your maps are very poorly designed, and for the general populace who play the "killer" role the one thing that sort of held that in check was being able to dodge map offerings.

    You are going to see a very sharp decline in people playing killer, as map offerings are spammed nonstop (not like they werent already but now moreso)

    Survivor qeue times will skyrocket closer to their 10 minute mark, and nerfing skull merchant will kill the "casual" killer base as SM is what they play to get wins on and have a more relaxing game (she still needs to get reworked or nerfed tho lmao)

    Don't bother qouting me hoping for a reply or anything, I'm just tellin ya whats gonna happen.

    You can downplay reality all you want, it doesn't change reality.

    initial DC penalty is 15 seconds , BRUUUUH.

  • @nikodemo said:

    • "Hex: Huntress Lullaby activating no longer causes The Doctor and The Pig's skill checks to be silent

    This is not a great direction.

    These were some of the only uses of an extremely niche, under-used perk. These were fun places where it was suddenly useful and could shine, and instead of reworking the perk, you target only two Killers with an exception? And this is a HEX perk to boot, meaning anyone can remove it from the match entirely! It's supposed to be powerful.

    This isn't a good precedent to set, and very annoying to keep track of.

    Lullaby needs a buff? yes , because as HEX is just mediocre for the most part because the perk barely does nothing at 3 stacks.

    Lullaby affecting those specific interaction was healthy for the game? No , was annoying and abusable on some nasty builds with doctor and pig , totally ok with that.

  • @McSpiceMeister said:

    The most frustrating thing as a survivor is loading in and immediately seeing that the killer’s ping is consistently high. It would save a lot of time to see this information in the lobby so survivors have the option to dodge these unstable lobbies. I know that these 10 tick servers are the primary issue, but the match is guaranteed to be skewed towards one side when the killer is seeing information at a completely different rate to everyone else.

    long story short - the game does not have servers on all the regions of their playerbase.

    and the reason why BHVR prefers to hide the killer pings is mainly because everyone will dodge all of those players just because the people that are joining to the lobby are seeing a yellow bar on the lobby and they will instantly leave the lobby because of that

    (to this day the average playerbase ping on a lot of regions is from 80 to 150 ms which is pretty bad - with a good net provider)

    any ping below 100 ms is consider in the game eyes as "GOOD PING".

    best example of this are all the players of South America - (the only country with actual servers there is "Brazil" thats it)

    if you are from Colombia, Chile , Argentina, etc. you are forced to play on a higher latency because of this.

  • @Shroompy said:

    They used to have a unique animation WAY back in 2018 when they were on PTB where they kept their knife close to their face and then slowly moved it out of the way. (was about a 2-3 second animation) After that they would enter fatigue. (This triggered whenever they hit a Survivor who was already affected by Deep Wounds)

    Problem is many people complained that it was essentially a double stun for just using your power, and they got rid of that animation entirely when he reached live

    pretty sure it was a bug , if you look closely that animation wasnt UNIQUE was just the slower version of the chain hit animation of frenzy when putting someone into the dying state and because how PTBs work , there is no waay that it was intentional , going into the frenzy weapon cooldown animation and them the average fatigue animations (double stun) was really weird.

  • @biggybiggybiggens said:

    Would Dream Pallets by default really make Freddy that much higher in the tiers? I mean even his basic description on the DBD website says he can create Dream Pallets.. That is the only character they mention doing something he can't actually do by default. Those require an add-on from what I remember. Kind of misleading...

    https://us.v-cdn.net/6030815/uploads/QQ7PVDXS06MY/freddy-jpg.jpg

    Says it right there.

    https://us.v-cdn.net/6030815/uploads/W2X9J5YHV64E/freddy2-jpg.jpg

    Imagine being a new player. You'd have no idea how to make these "Dream Pallets" they speak of.

    the real question is "why freddy after the massive nerf to the snares , is still not allowed to have dream pallets by default?🙄

  • @I_am_Negan said:

    😂 You're getting camped

    The bar fills you get yourself off the hook the killer follows hits and downs you again.

    Back to getting camped this time the killer is smacking you over and over again.

    Anti camp mechanic isn't going to do anything

    atleast is gonna allow that player to have a chance to play the game rather that being held hostage for 3+ minutes or to kill themselfs to go to another match to actually PLAY THE GAME.

    Goodbye boring bubba facecampers.

  • @jamally093 said:

    So watching game of legion I started thinking. What if they had a special animation for downing someone in feral frenzy the simple four hits the fifth downs that kind of thing but if you successfully did it you got a special animation instead of the usual grunt and hands thing they do they instead I don't did a fist pump in the hair or a devil horns thing since I have a feeling they would be somewhat proud they were able to chain hit and down someone.

    I guess that would be more cool to see rather than just seeing the cooldown animation for the 100000 time during a match.

    unique fov animation and unique thirdperson animation sounds really good for the insta down. I'm all for it.

    *waiting untill this post gets moved to the feedback /suggestion section*

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499592#Comment_3499592

    and I didn’t mention that these 20/30% to the speed is in the worst option for the survivor (if just presses shift w ) in fact, the perk will give much more, since now the survivor can run where couldn't before,

    for example, run to the additional palette or window, and this is at least + 15 seconds to the chase

    dont bother to argue with this type of people , they will say anything to keep their broken toy as it is, just move on... trust me.

    statistics will eventually gonna show the pick rate and escape rate on higher mmr , yes it might take a while but am pretty sure it will be nerfed / reworked , i just hope its soon , am tired of running always an addon to apply exhaustion on my m1 killers.

    @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499631#Comment_3499631

    It should still be able to stack. The only problematic stacking is with Hope and given that that’s endgame and still counterable I don’t think it’s a huge problem.

    cough cough , stacks with basekit BT as well , and unintentionally makes you run more further when hit due to the 3% bonus that actives as soon as you get hit. (soo it has like a build in mini overcome when going from healthy to injured)

  • @catslayer said:

    basically, who's better, yui or gabriel? because i'm thinking about buying one with my shards. i'm finally planning to change my perk-slot and i find those 2 perks of these characters quite useful and interesting. in overall, who has better perks? i think if talking about gabriel, then the only good perk that he has is the one that i'm talking about, while the other 2 that he has seem a bit odd and useless, to me at least. as for yui, i think all of her 3 perks are pretty good and will actually make some use. MFT scores 2nd in the whole dbd survivor perk tierlist, which is a bit higher than yui's highest one (any means necessary).

    personal opinions? i'd like to hear more about experiences with these perks, letting me know how useful they can be in matches. a bit hard to choose since i also feel a bit bad for my last 9k shards.

    if you want fun perks rather than just the average exhaustion, meta perks ; i would say yui is the best choice because all of her perks are pretty solid and fun to use but not like insane either.

    if you want a "perk" that literally is soo strong paired with DH and Hope , them i would say gabriel is the best choice

    because MFT is his current state is just strong enough on almost any meta build. (still unfair tho but I cant stop people from using it)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499036#Comment_3499036

    yes it does. it is kinda silly. given the perk has 5 tokens from 5 gen completion, it would not be crazy for it to just work automatically like new claustrophobia perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498695#Comment_3498695

    I agree. you can just pop gens when killer walks to hooks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498606#Comment_3498606

    I agree. creates lower variety in killer perks as well.

    I can confirm that there is a sound cue and a visual indicator after playtesting, so yes the perk also gives information to the survivors about the perk being active on a specific gen.

    and the visual indicator its not like POP , it literally has his own fog effect on the gen.

  • @Pulsar said:

    Probably because Haddonfield runs like garbage.

    Haven't had issues on Borgo (with performance).

    same , fps drops are still a thing on haddonfield.

    borgo even when i hate the red everywhere , it runs really well to be fair , no lag spikes like at all.

  • @Shroompy said:

    Its not like kicking 2 gens is hard to do, also as some one pointed out: 10% haste and undetectable for 30 seconds is a REALLY strong effect.

    10% of haste gets countered if you force the killer into breaking stuff like the guaranteed god pallets /breakable walls on some maps or while the killer is doing a non-chase action like carrying a survivor or traveling the map.

    undetectable takes 3 seconds to fully suppress your TR and red stain by that point survivor know that you either have tinkerer or machine learning so the effect really last 27 seconds.

    the problem is that the perk only give you the benefits if the survivor finish the gen you kicked by the second time always.

    you would expect 5 uses of this perk during the match , but thats a LIE , you can barely use it up to 3 times on reality.

    because at the start of the match there is no way u are gonna have the time to kick the same gen twice without losing 1 gen for free somewhere. -1 use of the perk.

  • @DavidHypnos said:

    A 10% haste + undetectable is very strong so it needs to be situational.

    unpopular opinion: is not + survivor had full control over that , they can leave the gen 99% and wait untill the killer is not chasing to active it , and the killer gets 0 value during chase + is just 10% of haste which last just 30 secs.

    not only that Im pretty sure survivor had a visual indicator of machine leaning when the killer kicks a gens.

  • @nars said:

    or you could grab a tape

    you get free stacks if you get hit on top of that she can leave you instantly to give you more condemn stacks by teleporting.

    which just makes the gameplay , go to side A to side B , repeat over and over while doing your main objective.

    which leads to 20+ minutes matches where the Onrio isnt chasing , just slugging over and over, just delaying the game in a boring way ; against a solid team she is gonna lose the game anyway but making everyone bored during the match.

    meanwhile a solo Q literally gets stomp due to the lack of communication and how 70% of them are either new players and bad players , basically you get a free win against those teams by just putting a low skill input while playing onryo which is bad , u just abuse how weaker solo Q is to secure the win by using the condemmed strat which was way more harder to do back in the past.

    Now is just , 90% on the Onryo games are a 20 minutes matches of slug fest. 😴

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497413#Comment_3497413

    That's even worse. I don't want to see vault speed build come back. It needs to be gutted yesterday: remove haste and make it so it only works from injured to healthy so there's no overlap with WGLF or Buckle Up.

    aight fair enough ,but I think the perk would be more atractive if it was something good as chase perk and at the same time something that survivors need to be good at to get value out of it , I personally had 0 troubles with that combo back in the day.

    my pov back them: wow this player is vaulting more quicker but at the same wasting 2 perk slots to do it , meaning they have less options to use during the match but i need to be careful about messing my timing or doing lunges to early/late.

    idk as killer or survivor i rather prefer that over a 3% of haste which has no counterplay or downsides to it.

  • @Gizzmow said:

    For some reason, after the 7.1.0 patch, Deathslinger's hit cooldown animation was changed in a way that makes it look less polished than it used to, as if someone tried to recreate it quickly. It looks very rigid.

    This may not impact gameplay and be minuscule, but seeing it after every hit just does not look good.

    Don't know where to post this as it doesn't seem like a bug, and couldn't find anyone else post about it.

    https://youtu.be/f-0IAbYYDXI

    same happening with DEMO.

  • idk u lost the point of stacking stuff , which people already do with the disgusting HOPE + MFT + DH combo.

    just saying that the perk woud be waay more fair to use if it was a perk that gives you a 6% of vault speed.

    combine that with resilience and it becomes a 15% which was a thing with spine chill back in the day and that was fun for both sides and this isnt even taking the secondary endurance effect that mft gives you , i think thats more than enough.

    DBD survivor players trying their hardest to accept a good perk design over a broken fun thing for just their side.

  • @dbdthegame said:

    MFT is a perk that, in its current condition, only affects the weakest killers in the game (the ones without a chase power). So many times, I've completely outplayed someone at a strong tile, say shack, and I'll be playing a weaker killer, and thanks to that 3% Haste, they still make the pallet/vault. This perk incentivizes people to only play the strongest killers, because playing an M1 killer against it is basically throwing.

    How many more threads do we need to post before you acknowledge that this perk is problematic, BHVR?

    agreed , the only people not complaining about it are probably the people that are playing no TR killers and the top tier killer main players. trapper , píg , legion , onrio , billy , myers ,hag , bubba , plague , freddy

    those low tier killer suffer from the same problems , either no reliable mobility powers or an actual good anti-loop which are what MFT basically is good at it , making killers without anti-loop more weaker , and killer with weaker anti-loop just a M1 killer with no power.

    MY PERSONAL REWORK:

    Made for This

    You were born to survive, and raised to adapt.

    Whenever you are in the Injured State  Made for This activates and you benefit from the following effects:

    • Gain a 4/5/6 % vaulting speed bonus while running.
    • Gain the Endurance Status Effect for 5 /10 /15 seconds after completing a Healing action on another Survivor.

    Made for This cannot be used when suffering from Exhaustion, but does not cause the Exhausted

    "I didn't come here to be robot food!" — Gabriel Soma

    Untitled Image


    With this giving the perk a chase-oriented style, returning the beloved vault speed build at the same time buffing a bit the endurance effect when healing someone while removing the good awful 3% speed which can be problematic on many maps / killers.

    PLS BHVR MAKE IT REAL 😪

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496865#Comment_3496865

    Except there should be because barren maps are a death sentence against strong killers. There's a reason why the adjustment of Eyrie didn't completely neuter the map like everyone was asking for and instead made it more concise.

    The only good map nerfs are reducing the size of a map by compacting everything. Completely butchering tiles and loops is awful.

    Also I find it funny that you call pre-dropping brainless without acknowledging that some killers basically force a pre-drop because of the way their powers work.

    And I got some bad news about your playing ability if you are suddenly getting dogwalked by bad players just because they have a 3% boost.

    Also I find it funny that you call pre-dropping brainless without acknowledging that some killers basically force a pre-drop because of the way their powers work.

    because it is and thats why people hate going against killers like that , because they are forced to do boring stuff like pre-drops in order to counter the poor design of those killers.

    Let me guess , u think everyone plays knight every game or S tier killers 24/7 , dude if those are the problems u cant just make the argument that maps should stay broken against the weaker killer to avoid the S tier or anti-loop killers for overperforming.

    there is a thing called "connecting tiles" "knowing when to hold forward" , some killer force survivor to do that because their power allows them , thats okay u just leave the loop and pre-drop when you have too , but a map shouldnt allow survivor to drop a god pallet into another god pallet , thats just BS design , and i do agree that S / A tier killer needs adjustments to their power to make things fair.

    unpopular opinion: Erye of crows went from S tier survivor map to A tier with RNG sindrom.

    about MFT . whatever dude ....u think the perk is fine , thats okay , hopefully u will get destroyed by a good player when playing a m1 killer with no mobility and finally u will open your eyes and realize that the perk is not healthy for the game like people did with DH after sooo many years.

    oh yeah loving facing MFT on strong main buildings / connected loops is just wild soo fun not broken for you right? okay 🤔

  • @Rythoriak said:

    If you have a bot in the match and the killer refuses to kill it and just chases it off generators and kicks them, but the only other remaining survivor who is a player refuses to do gens or totems and hides for 30+ minutes straight, who took the match hostage?

    SM players..probably 🙄

  • @Sharby said:

    Maps are supposed to be survivor-sided because maps exist for Survivors as a form of resistance against the killer.

    Every killer-sided map is terrible and barren.

    MFT - Skill issue

    Smash Hit buff -

    BNP change - It won't make a difference in like 90% of matches and is really only useful in super sweaty swfs (1/50 games) or in comp play against 3-gen killers.

    there is a big difference between a survivor sided map to a FAIR MAP , there shouldn't be any guaranteed survivor sided map.

    The only fair maps so far IMO :

    Rancid Abattoir ,New Cowshed , Coal Tower , Wreckers' Yard , The Temple of Purgation

    all of them share a decent map design , fair loops for the most part , smaller size which benefits any killer , decent tiles to use as and against , not busted main buildings unlike other realms , if the survivor team doesnt save some pallets for later , the team get punished , which is good because there should be a skill cap for survivor , not just braindead pre pallet drop - go next - repeat to win.

    yes I know RNG can sometimes make those maps more survivor sided or more killer sided yes currently "rancid A." suffers from that a lot , but overall those maps are great to play as survivor and killer.

    also MFT is just busted end of the story , I cant wait to see that perk nerfed reworked for good , is just a clutch for bad loopers and a disgusting tool on the hands of good loopers.

  • @Unicorn said:

    Just doing a quick little research on the communities opinion. (P.S. Hi everyone that remembers me, I missed you all! Its been a little while.)

    I will go ahead and participate by saying Legion is my least favorite Killer to face. The mending simulator is a huge portion of it. Overall they are just so mediocre to me lore, design, and power-wise.

    Nurse , I want to play DBD not Nurse By daylight.

    Nurse gameplay:

    - hold W goes BRRRR when hearing her TR , otherwise she gains distance on you for free and you die.

    -she can easily 3 gen on smaller maps with no penalties at all and she can proxi-camp while chasing someone easily.

    -you did the best miss direction to make her fail a blink , congrats , now in 6 seconds she can be on top of you once more.

    -she was mad at you for no reason 100% easy tunnel at 4/5 gens , DS does nothing , OTR gets countered if she hits you right on top of getting unhooked ,aura reading perks like Im all ears makes any mindgame a 90/10 for the survivor ,u just die.

    -doing weird movements as "COUNTER", no loop gameplay or mindgames is just guessing repeat over and over and pray that you did the right call , feels okay , nothing amazing that requires skill really , is just luck.

    -interrupting her blinks with a stun is pretty much a deal with the devil , sometimes you can get the stun but the majority of the times is just her smacking you while u hear the stun audio feedback and the score points, but she just ignores the stun somehow.

  • @UnavailableName said:

    • if you grab a survivor under a pallet with your power, the pallet drop will be favored over your grab
    • at a window, using your power when a survivor start to vault, you will not grab the survivor but just give a hit (you do not infect him and you loose time to take it on the ground if downed)

    Nothing in the patch notes of course. I have 30ms ping so it is not a problem on my client side.

    🙂

    thats how it should work honestly , the free grabs were annoying as hell on tight vaults , even if you were a pixel still inside the vault you were teleported to the other side because of "latency" and the wesker not only got a free grab on you , it also was preventing survivors to make distance after losing a health state.

    teleporting a survivor to your side was already pretty common against high ping weskers , this change is pretty welcome with how BS the servers are on vaults and high ping players.

    @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494238#Comment_3494238

    My point is that there is no way to check your ping as killer to the server ingame. Checking your ping with a tool online doesn't help because it is not pinging against the game server (where it matters). So I'm confused on how you're arriving at the statement "my ping is 30ms".

    in-game if you dont get a single YELLOW - RED ping indicator while playing , means that your ping is stable below 90 ms which is still decent. however there is not other indicator for pings below 100 ms (NO ICONS).

    10 to - 99 ms is consider good ping in the game (Green).

    100 - 180 ms means a bit of delay in the game (Yellow)

    200ms + means bad ping a lot of delay , BS hits (Red)

    MY BIGGEST FEAR

    Untitled Image


  • also happens with other cosmetics ... default frank / julie are the only one playable cosmetics without causing that.

    nvm , they had that visual problem as well but pretty little , party crasher has this only went looking up or straight which covers 50% of your screen. (you can avoid that by looking down tho)

  • @SWF_destroyer said:

    The only language these cringe killers understand is bringing yourself a skilled swf with the strongest meta loud out and play in an unfun way the moment your realize the killer wants to be a nerd and tunnel/camp at 5/4 gens left as an A or S tier killer.

    I play in a very chill group of friends. We enjoy talking about random stuff and not take the game serious. But when we realize the killer sweats for the imaginable 20k dollars tournament he suddenly found himself in so do we.

    fair enough

  • @yeeeitsdustin said:

    Adrenaline is undoubtedly one of the most powerful perks in all of dbd. This has caused debates on both sides of whether it's too powerful or if it's fine where it is. As you can tell by the title of the post, I am fine with where this perk is. This will be my defense of the perk Adrenaline.

    The perk Adrenaline is a one-time-use perk per match, and gives you a 5-second sprint burst along with the effect of instantly healing you a health state once the exit gates are powered. At first glance, this seems like an absolutely broken and overpowered perk. However, when you start to really think about the perk and all that it does, along with its restrictions it is definitely not that. Here is why:

    Section 1: Restrictions- Adrenaline only activates one time per match, limiting its use drastically. Since this perk can only activate one time, it has to be a very powerful effect, or it won't be powerful enough and nobody will use it. This is prevalent with perks such as Decisive Strike, Bloodrush, Wake Up, Kinship, Low Profile, Hope, Mettle of Man, and Unbreakable. All these perks are one-time-use perks, but their effects aren't powerful enough for people to use every round, aside from Unbreakable and maybe Hope. In addition to all this, Adrenaline is also only an endgame perk. While most other perks activate and/or have effects during the entirety of the match, Adrenaline only activates once the exit gates are powered. Once again, revisiting my argument, this perk has to have a powerful effect since it is so restricted, or else it won't be powerful enough and won't be used. If you don't believe me, then let's look at another endgame perk, No One Left Behind. This perk allows you to see all other survivor auras, heal and unhook other survivors 50% faster, grant survivors you unhook an extra 7% speed for 10 seconds, and grants you 100% additional bloodpoints for unhooking and healing other survivors. This seems like a very powerful perk at first glance. However, similar to Adrenaline, it can only activate once the exit gates are powered, severely restricting it. Because of the severe restriction of this perk, its cons outweigh its pros. This is why most people don't use this and many other one-time-use perks.

    Section 2: Rewarding gameplay- Adrenaline rewards survivors for doing their objective. The most common cause for the exit gates to be powered is due to all 5 gens being completed. Completing gens is the main and most time-consuming objective for survivors to do. So why shouldn't they be rewarded for playing well and doing their objective? The answer is that they should be. With this being said, some people claim there are instances when a survivor who did not play well can get their Adrenaline perk to activate undeservingly. To counter this argument, we have to remember that the survivor side of this game is about teamwork, as all 4 of the survivors are together a team. So even if one person isn't playing all too well, the team overall still played well enough to complete all 5 gens, and therefore should still be rewarded.

    In conclusion, Adrenaline is a perk that rewards survivors with a very powerful effect after they complete their objective, and is limited by its one-time-use and the necessary action of powering the exit gates. Therefore, I believe that Adrenaline is fine as it is and doesn't need a nerf.

    Respectfully let me know if you agree, and whether you think Adrenaline is a fair perk and why!

    if nurse wasnt a thing i would agreed that the perk might need a small nerf..

    like nerfing the sprint from 5 to 3 or actually making terminus actually delay the effect of the perk while active , healing yourself instantly is already pretty good but 5 seconds of sprint might be a little bit too much for modern DBD.

    but right now with nurse still having no counterplays ; this perk is a nurse counter to some form because you can actually outrange his blinks with the 5 seconds sprint when the last gen pops and that can be huge against nurse + she has to hit you 2 times again if you got to full health.

1 2 3 4 5 6 … 17