MagicDragon
MagicDragon
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- MagicDragon
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looks like survivors are below the wanted thresholds, and long killer queue times
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How to fix tunneling: make it so the killer always gets 12 hooks by the time 4 gens are done.
…Sure man, why not?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038632#Comment_4038632
I'll let you have that on the condition that a survivor with DS active like that can't drop pallets or flashlight save.
what if someone gets tunneled and wants to drop a pallet?
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yall realize you can just choose to not press the button, right? nothing bad happens if the button is there and you don't press it
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993212#Comment_3993212
Lol.
"I'm going to play an elimination game, as the role that gets eliminated, then cry when I'm the first person eliminated."
You know, there is a role that lets you experience the game from start to finish every time. Your offerings are never "wasted." You get to see every match to its conclusion.
Also, the game is survivor sided. I don't know what "power trip" you're talking about, but the game has literally never been killer sided. If both sides bring the best stuff and play optimally, survivors will win most of the time. The ONLY killers that have a slight edge in this situation are Blight and Nurse. Most of the killers in the game get absolutely wrecked by efficient survivors actually trying to win that don't go down in 15 seconds. Kill rates are where they are because a lot of survivors play poorly. Most of the changes that have been made recently just mitigate survivor mistakes, including this one.
Also, the game is survivor sided
oh honey
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imo it is more like beating the living snot out of someone with a baseball bat, and then when understandably cry out in pain you say "oh you gonna cry like a little baby? why don't you grow up you pathetic little kid." that's the level of power imbalance you're defending i think
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992927#Comment_3992927
I think that list would take me the rest of the day to write down, but the short of it was the outcry about them being seen as a cheap way for survivors to have another way of losing the killer in a chase.
you are actually reinforcing my point, which is that things added to benefit survivors end up getting nerfed to become useless. when i said "to address survivor complaints" i meant the thing was added for the benefit of survivors. not that the thing was changed because of survivor complaints.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/455183/why-are-killer-only-players-panicking
Same can be said about the "addressing killer complaints" regarding the fog vials, which are now nerfed into the ground.
Remember, the door swings both ways.what killer complaints were fog vials supposed to address
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@kartikins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991498#Comment_3991498
How so? I assume they aren't planning on doing exactly this, would be an amazing coincidence if they were. Are they planning some update? They seem to plan so many changes. lots of updates, lots of rumors etc. I lose track & kinda gave up trying.
After being slugged for 90 seconds, players are going to get an unlimited-use Unbreakable. See:
@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png
The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:
NEW FEATURES
https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
- Added the option to enable or disable this mechanic in Custom Games.
- Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
- Gradually increases crawling speed for Survivors who are left in the Dying State.
- Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
- Updated several Survivor and Killer perks to account for these changes.
https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif
Passive recovery while crawling
https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif
Pick yourself up if you’ve been in the Dying State for 90 seconds
DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.
A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.
https://us.v-cdn.net/6030815/uploads/OKVTXX7D56DO/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png
- When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
- This is disabled once all generators are completed.
- Unhooked Survivors gain the following effects for a limited time:
- Haste, Endurance, and Elusive (see below) status effects.
- No collision with other players (both Killer and Survivor).
- Immunity to Killer Instinct and sees the Killer’s aura nearby.
- These effects are lost when the affected Survivor perform a Conspicuous Action.
- All these effects (except Haste and Endurance) are disabled once all generators are completed.
- Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
- After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
- These effects are disabled once all generators are completed.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
- Added the option to enable or disable these new mechanics in Custom Games.
- Updated several Survivor and Killer perks to account for these changes.
DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.
The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.
https://us.v-cdn.net/6030815/uploads/2IOB3V56TMEZ/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png
- Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.
DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.
https://us.v-cdn.net/6030815/uploads/FR61CMRVPLNT/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png
- Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
- New lore is unlocked each week within the active Tome.
DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.
https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png
KILLER UPDATES
https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png
- Replaced “Evil Within” with two modes that can be toggled with a button press:
- Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
- Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
- Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
- 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
- Unlocks Slaughtering Strike ability:
- Hold the power button to charge this ability, reducing movement speed.
- Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
- If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
- This ability can also be used to destroy pallets.
- Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
- Adjusted some of the mechanics of stalking:
- Removed the limited pool of stalk points per Survivor.
- Reduced stalk range to 32m and removed distance modifier.
- Moving while stalking has increased movement speed but incurs a reduced stalk rate.
- Reworked his add-ons.
https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif
Slaughtering Strike in action
DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.
Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.
Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!
https://us.v-cdn.net/6030815/uploads/13DLVM9GJD8R/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/DJ7BRR08E58E/devupdate-theclown.png
- Increased activation time of the Afterpiece Antidote.
- Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.
DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.
https://us.v-cdn.net/6030815/uploads/08BAR9PMARLT/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png
- Increased the additional time added to Weakened when injured by a UVX projectile.
- Increased movement speed recovery after teleporting.
- Increased camera vertical range.
- Adjusted several add-ons.
https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif
Increased vertical camera range in action
DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.
It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.
https://us.v-cdn.net/6030815/uploads/ELLG8CQEDJFB/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png
- Vampire Form:
- Slightly reduced Hellfire cooldown.
- Increased total Hellfire pillars by 1.
- Reduced Hellfire charge movement speed.
- Slightly increased slowdown time after casting Hellfire.
- Wolf Form:
- Increased Pounce Attack charge time.
- Increased Scent Orb spawn time.
- Bat Form:
- Increased movement friction to make flying easier to control.
- Adjusted his add-ons.
DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.
https://us.v-cdn.net/6030815/uploads/ROR59NWGSYC1/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png
- When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.
DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.
https://us.v-cdn.net/6030815/uploads/BSXKYDTEWZ2H/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png
- Hooking a Survivor now spawns more blood orbs.
DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.
https://us.v-cdn.net/6030815/uploads/O6C117J2G4OD/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/S0UA6IHVKJRL/devupdate-perkupdates.png
- Updated various perks.
DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.
Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.
https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png
Until next time...
The Dead by Daylight Team
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
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@I_Cant_Loop said:
Yet we constantly get complaints from survivor-only players on this forum about how killers and killer strategies need to be nerfed, even though on average survivors are escaping 40% of the time and even more than that if they’re in coordinated SWF teams. Funny how that works.
what point are you trying to make here
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@Coffeecrashing said:
The real issue is the game is asking for survivors to willingly go up against a killer SWF.
Survivor SWFs that are using voice comms for competitive advantages, are pretty much the most unfun thing for killers to play against…. And now killers get to use voice comms for competitive advantages.
So of course we have a lot of people that don’t want to play survivor in 2v8.
it's not that survivors don't want to play against a KWF pair, it's that everyone wants to queue as a KWF pair.
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i played 5 games of killer today and won 4 of them without any slowdown so idk what to tell you buddy
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@jesterkind said:
I'm not convinced it's supposed to be faster than DS. It's very purposefully not too fast for a flashlight or pallet save, so I think whenever some people get remote-hooked before they can activate DS, it's a latency thing.
I might be wrong, though. And hey, at least the event's over now!
I know with flashlights, it's because of the new way flashy saves work. Since the anti-clicking update, flashlight blinds before the animation is done (within 1/4 second) immediately stun the killer. The stun goes off on the frame when the killer would regain control, so they never get the chance to get the auto hook off.
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@RedPoncho12 said:
Wait, what section? Yes, on my thing it said “taken down” though but alright word. Thx
yeah the way the forum displays something that got moved can be a little confusing at times
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@govengoben128 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751128#Comment_3751128
I want you to think about this. While one person is waiting to bleed to death, the three people left because it takes 4 minutes to do so can FINISH 3 gens, and when the second person is waiting to bleed to death, they will be able to FINISH 2 gens, and open the gate.
It would be a complete lack of skill to have 5 gen left there, even if the speed of going down is fast, without hooking it would take 4 minutes, and with unbreakable etc. it would buy more time.
Do you really think bleeding is strong?Do you think the killer just stops existing when they down someone
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751410#Comment_3751410
Im not responsible for what you think i mean, thats on you NOT me. You read something else than what i wrote, and even a negative… that says a lot about you.
Im not responsible for your thoughts or feelings, and i did not express what you think i did. I already told you once, this is the second time now… I meant EXACTLY what i wrote, it was not some secret code.
Nah I agree, you're clearly trying to accuse them of SWF bullying & now trying to backpedal once it's clear people by and large don't agree with you
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Leader saves 25% of heal time, every time someone else altruistically heals you. I've lost count of the number of times I've gone against killers who thought "welp, better go back to hook from across the map" and those 4 seconds saved were the difference between getting tunneled off hook with 1 health state, and being able to make distance to a window with full health.
Since it lingers for a while, your teammate can run to a gate and get several seconds shaved off gate times, and there've been a couple times when I've been able to get key hex cleanses due to someone else bringing Leader as well
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heck yeah dude gotta get my daily dose of Us vs Them, complaining that [other side] are all a bunch of whiners
like come on, this discussion is in no way productive and just serves to split the player base. i have half a mind to quit the game because so many people on social media are like this for both roles, more obsessed with being upset that the other side has opinions than actually enjoying gameplay
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confirmation bias. The only SWFs you notice are the ones that play in annoying playstyles you don't like. You never notice the SWFs that are playing with their friends while blowing skill checks, talking smack, searching for chests, and doing totems, and getting 12 hooked at 4 gens left - because they don't play like your preconceived notion of a SWF.
all bully squads are SWFs, but not all SWFs are bully squads. all dogs are mammals, but not all mammals are dogs. though there are some people who get together to make killer players miserable, the majority of SWF are people playing normally with friends, and people having friends and wanting to have an excuse to chat with them is not a conspiracy to ruin your gameplay experience.
they should show who was in a SWF after the game, not before, so people hopefully will start learning that SWF is not the axis of evil
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it's quite easy to get to soft cap with just a few dozen hours if you escape decently consistently.
the numbers i've heard from other people is that escapes give +20 mmr, deaths give -20 mmr, the starting MMR is 900, and the soft cap is 1600. so, you need to get 35 more escapes than deaths. with those numbers if you have a 60% escape rate and play 4 survivor games an hour (which isn't entirely unreasonable) you can hit the soft cap in less than 45 hours of play.
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@PotatoPotahto said:
Yeah no
The original post had more sense in it, because survivors 3-genning themself, refusing to use anti-tunnel perks and not helping teammates that are being tunnelled cripples them way more than what is listed here.
Kicking gens excessively doesn't matter too much as long as you end your chases fast.
Playing like a bot chasing the first survivor you see doesn't matter too much as long as you end your chases fast.
And you didn't put too much effort in making your genrush argument believable, because anything you wrote - that's not how you fight genrush, so it makes no sense. You fight genrush by stacking a hefty amount of slowdown perk, slugging and tunneling.
I could agree with you if the initial dissenter to my thread had highlighted any of those points. Again, all they said is "you could say the same thing about survivors" without actually addressing those points, and that was what got more agreement from users of the forum.
If it were such a well-argued statement that had gained traction, sure, but that didn't happen.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720712#Comment_3720712
Are you sure that's not just the difference of how "reasonable" those opinions are? it really proves nothing
the most extreme but still accurate interpretation of what you've said just now is "yeah, saying all survivor players are categorically bad is reasonable, but saying all killer players are categorically bad is a bridge too far" do you hear yourself my brother
the criticism in this thread was "but you could say that about both sides" whereas the criticism in the other thread directly addressed claims by the original poster. it's pretty clear IMO that it's an explicit bias on this forum towards killer players.
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It seems like it's time for me to explain the point of this thread
On March 7, someone posted the following:
@krazy_ivan said:
There are many discussions on what is unfair for survivors but as someone that plays roughly 50/50 killer/survivor I don't see much discussion around criticizing survivor's lack of improvement. I get that DbD is a popular game and there are new players coming into the game all the time, but barring that the game has been out for many years and most of the problematic players in solo-q are not new players.
Main issue I see with survivors is they are not proactive with gens. They consistently go for easy far-off gens and 3-gen the team. Survivors have got to start learning the maps and being proactive about identifying and pressuring 3-gen locations early in the match, or in the event that there is a 3-gen, proactively identifying and helping the team to pressure different gens and force the killer to have to patrol all 3 gens. There are perks available to help out with this so "I don't know where the gens are" is not an excuse. Running around doing gens blindly is not doing you or the team any favors and in most cases you are handing the game over to the killer.
This brings up the second issue: Many survivors don't pressure 3-gen locations because they want to hide and are afraid to loop a killer. Survivors have to learn that each player in the team has to take their turn wasting the killer's time, and in addition survivors need to be taking hook states during the game, everyone needs to do this. No one is expecting you to take the killer for a 5-gen chase or 360-tech like a looping god but be proactive and learn to use tiles to your advantage, there are myriad youtube tutorials on the types of tiles and how to use them effectively as well as aura reading perks and items to help you see the killer while looping and evading. Time wasting perks like head-on, blast mine and others are also at your disposal.
Third, Too many survivors complain about being tunneled out too often, but aside from learning to use tiles better and improving your map sense and knowledge, are you also running any anti-tunnel perks? do you also take protection hits for your teammates or do you use perks or items to deny the killer hooks when they are being tunneled or do you hide in a corner?
TLDR: Too many survivors complain that the game is unfair but they don't work to improve their game by watching tutorials or run the perks needed to balance their weaknesses. Sometimes you are the main cause of your own demise during a match.
My entire post here was an adaptation of that post, to see how people would react to an opinion of the same nature but from an opposite-side bias.
Since the thread my post was based on was made (9 weeks since the thread was posted) the most active dissenting comment received 44 vote-ups (as of the time of writing this post). The most active dissenting comment in this thread has 45 vote-ups within 5 days of being posted. The post defending killer players has achieved more upvotes in a far smaller amount of time than the post defending survivor players from the same type of accusations. I would hope some users of this forum could hopefully look at this fact and reflect on why people defending killer players would get greater and faster defense on the forums than survivor players facing the same allegations.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716207#Comment_3716207
"There are nearly no cases as Killer where you can lose due to no fault of your own"
I completely 100% disagree with this statement. There are many games you lose on killer outside of your control. I would argue killer has vastly less agency than survivor. You have to stop thinking of survivor as 4 different people, you are one team. The agency comparison is 1v4, not 1v1v1v1v1. The game is in the survivors hands to lose or win, that is agency. Almost all games I lose are because me or my team played bad. The team playing bad is still my agency, we are one. Most the killer games I lose I would replay them exactly the same, that isn't agency. You make the mind game and either the survivor falls for it or not. Making the mind game was still the right choice either way. If both sides play perfectly the killer loses every time. That shows who has the agency.
Most games I lose as survivor I could have changed the outcome if me or my team played better, that's agency. The outcome could be changed through skill.
Most games I lose as killer I don't think the outcome could have been changed.
Most games I lose as killer I don't think the outcome could have been changed.
No disrespect intended, but whenever I've seen someone do an objective breakdown of their losses as killer they almost always are able to point to discreet mistakes they made that led to their loss. Do you think it's possible you've simply never sat down and analyzed your mistakes in a game, or alternatively that you haven't developed the necessary skills to understand where you made mistakes?
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definitely if the survivor has deliverance, they should get a few seconds to unhook themself. rewards intentionally going down to buy teammates time to escape, gives you a chance to run to a gate. other than that i think it's unnecessary, wouldn't object to it but also wouldn't care if they never changed it.
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699342#Comment_3699342
Except the devs have stated that hiding from the killer for extended amounts of time is a bannable offence.
of course survivors trying to survive would be a bannable offense🙄🙄🙄. i don't even hide when there are 2 left on the rare occasions when i play survivor (i just do a gen and if i get found first so be it) but that's so ridiculous. survivors hiding with multiple gens left is annoying but it's not that annoying that i'd want anyone banned for it
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…do you think games against strong survivor players should be easy?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694223#Comment_3694223
Maybe you just misunderstood. For example, on the BNP before the buff, it merely gave free progress. However, if the survivor is chased off and it regresses to zero, then the BNP gives absolutely no value. Once a survivor hops back on the gen, they start from 0%. The killer could entirely counter the entire effect of the BNP. However, that's not possible with the new BNP. If the survivor is chased off and it regresses to 0, the moment another survivor hops on the gen, they effectively get +10 seconds instantly. No matter what, survivors get a 10 second benefit with the new BNP. Pre-buff, killers could entirely erase all of the BNP's effect.
no, i don't misunderstand, your math is just wrong. i could talk more about the majority of situations, where old BNP is better, but lets just explain your idea
Scenario: Survivor gets BNP and 10 seconds of toolbox use on the gen. They get chased away, it regresses to 0. As it regresses, they use the last bits of their toolbox somewhere else.They come back and get 20 seconds of progress on gen, get chased off a second time and it regresses to 0. They come back, get another 30 seconds of progress, once again chased off and it regresses to 0. Finally, they come back and complete it from zero all in one shot.
With old BNP: Spend 10 seconds working on the gen the first time, 20 seconds working on it the second time, 30 seconds working on it the third time, and 90 seconds working on it the last time. Total work time 150 seconds
With new BNP: Spend 10 seconds working on the gen the first time, 20 seconds working on it the second time, 30 seconds working on it the third time, and ONLY 80 seconds working on it the last time. Total work time 140 seconds
as you can see, the amount of time spent working on the gen is only reduced by 10 seconds, even though the survivors were chased away 3 times. that's why you were mathematically wrong when you said " Next time they hop in the gen, that's another 10 seconds shaved off" and "In theory, a single BNP shaves off an infinite amount of gen repair time"
we also forget scenarios where a killer guards a BNP gen so well that survivors have no choice but to complete other gens, in which case the survivors also get no value from the BNP (but in both cases, old and new BNP, it ends up providing the same amount of value - none - so i guess no point bringing it up anyway)
installing a BNP is like making a promise with the gen. the gen says, "ok, if you get 80 charges done on me, then I'll give you the remaining 10 for free." the charge reduction means nothing if you don't get the gen to 80 charges. only when you get to that number does the BNP mean anything, so the BNP only saves 10 seconds once - right when that gen gets to 80 charges of repair. yes, the new BNP is better in those situations. those situations are just rare (think of how many times you inturrupt a gen and it gets regressed to 0, and then completed, vs how many times gens get completed in general) and the BNP itself can only ever save 10 seconds
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693346#Comment_3693346
You have to keep in mind, EVERY time they touch that gen, that's a 10 second head start. Killer chases them away? Next time they hop in the gen, that's another 10 seconds shaved off. In theory, a single BNP shaves off an infinite amount of gen repair time if a survivor would be continuously chased off from a gen and the gen regressed to zero. That's pretty darn strong. It's completely 10 seconds of unrecoverable regression every time a survivor touches the gen. Now, in reality, a gen isn't going to be able to be pressured that way indefinitely, but the point is, 10 seconds off isn't a one time benefit. Any time it regressed to zero, the next time a survivor touches it, it's another +10 seconds saved. That really can add up.
i don't think it works like that
first of all, any time a killer completely fails to inturrupt a BNP gen there's more value there, like i said before.
second of all, if the survivor got chased off with old BNP and made it back to the gen while it's still above 10%, that gives more value than the new BNP
third of all, those 10 seconds saved only count if the survivor manages to complete the gen. put it another way, every time the killer chases the survivor off the bnp gen that adds 10 seconds to the gen time
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691879#Comment_3691879
BNP is stronger than before, though. It's an unrecoverable amount of progress against the killer. That's 40 seconds survivors can instantly complete on a gen that can never be regressed. That's far more powerful than old bnp.
i disagree (mostly)
yes, in some situations the irreversible 10 seconds of progress is better
but, old BNP on the best possible toolbox reduced gen time to 55 seconds solo. new BNP reduces (increases?) that to 65 seconds solo when used with the best possible toolbox. i think it's more frequent the 55 second gen gets completed before the killer can damage it, so the old BNP would be better in most scenarios
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Absolutely agreed, I would love for BHVR to implement a permanent 1V1 mode so survivors and killers alike can practice chase mechanics. They could possibly implement something similar to DBDLeague's ruleset where the players start from a fixed position such as the two doors of the shack, people can only bring perks from a more limited list, and some charge-based killer powers like Nurse and Blight start the 1v1 fatigued so they have to wait a few seconds to use their power.
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@Hitman2000 said:
U got:
basekit bt
u got anti 3gen cuz most of the suvs are not able to notice in which order u have to do gens
u got OTR
u got DS (which is still strong if u move near a window and go there down on purpose
u got strong maps with pallets over paletts
u got the game/palett city since 3 years without any rework
u got buckle up/for the people
u got deja vu
u got adre
u got the screen that u can see what ur mates are doing
shall i continue?😂
not forget: hook graps are deletet cuz suvs said: its unfair that killer grap me while on my screen it wasnt a grap whereas killers has the same problem on the other side (jits that should have been a grap)
so they took the grabs and its only a disadvantage for the killer
so please dont try to say: suvs got a bad time
it's very telling that everything you named here was added well over a year ago.
let's look at the definition of the word "get," of which the past tense is "got":
when the OP asked when survivors "will get good news" they were asking when BHVR will release new content that will cause Survivor players to have something good, that they did not have before. Naming some stuff that they've had for, bare minimum, a year plus, doesn't really help, when the OP is clearly asking for something new. I know you don't mean this, but it feels like you're just spiteful and upset that survivors have anything useful at all - naming Deja Freaking Vu and DS, one of the most nerfed perks over the history of the game, as stuff the survivors can use feels like you're just trying to name things that aren't actively detrimental to survivors, and your choice of emoji reminded me of this tweet:
Specifically, your use of that emoji gave the overall vibe that you were mad that survivor players had the audacity to ask for their game experience to impart even an iota of enjoyment. Maybe that's just my personal bias around emoji usage and how I read tone, but that's just the impression I got from how you wrote your post (though honestly i can see how someone might read my post and think i'm mad, so fair enough)
I don't really play survivor too much, so I can't really say much about the survivor experience, but one of the streamers I follow who used to do mainly survivor content is playing more and more killer, saying survivor in its current state is "unplayable" and that BHVR "need to do something about it." I'm not sure what that means or how they would "do something about it" but i do at least trust him when he says that playing what used to be his favorite role feels miserable. Perhaps if the gameplay experience for the role that 80% of the players are playing is that bad, it's time to at least look at ways to stop the experience from being that terrible.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665714#Comment_3665714
the system was intended to prevent long drawn out matches where killer regresses gens faster then survivor progressing them. It was never intended to remove 3 gens or grant a survivor a free win.
I'm not saying it should grant survivors a free win, I'm saying from my experiments, 3 genning is still an *almost* free win for killers, even with the changes made to try to nerf the strategy.
as far as the "never intended to remove 3 gens" thing goes, I guess we're gonna have to just agree to disagree. when the devs said "The goal with this update is to bring an end to excessively long matches (3 gen scenarios in particular) and at the same time improve the Killer’s ability to damage Generators" i thought they meant that they were trying to bring an end to drawn out matches through addressing the effectiveness of 3 genning, but you're welcome to your own interpretation - I can see how other phrases in that announcement (https://forums.bhvr.com/dead-by-daylight/kb/articles/427) might be interpreted differently, so fair enough
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665727#Comment_3665727
Or, MMR doesn't work and you aren't going against survivors of your skill level, which is an extremely common problem in this game as it prioritizes queue times over skill, my point still stands that this is a NERF and one that only helps not hinder survivors
Oh, I'm not contesting that at all, it is a nerf, it's just my impression from this experiment that as killer I am still perfectly capable of holding a 3 gen by being slightly more strategic and limiting when I kick gens. That is, the nerf was insufficient to prevent the thing it was meant to prevent. Survivors were consistently not able to force me to burn through those 8 events before I was able to burn through the pallets in the 3 gen area, and subsequently their hook states. Maybe it truly was me getting unlucky (lucky?) with the MMR. I'll have to repeat the experiment even more times than I already have.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665720#Comment_3665720
If you think the killer not being able to regress gens after a certain amount of time isn't a SIGNIFICANT nerf then I don't know what to tell you. Just because I can play perkless trapper and still win against survivors doesn't mean how they changed 3 gens doesn't affect matches positively for survivors
As I said, I was (almost) always able to hold the 3 gen for long enough to secure the win, without once reaching the regression limit. Maybe the nerf was significant as you say, but if that nerf was unable to affect my ability to win in 15 games, the only other conclusion I can draw is that killer is immensely overpowered - otherwise, how would I still be able to consistently win despite such a SIGNIFICANT nerf?
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@TheArbiter said:
They are nerfed though, a killer can't regress gens forever now, if a survivor team is coordinated enough they will eventually win the battle of attrition because of it. Your average solo q team is always going to fall apart, but in general 3 gens are much much easier to win as survivor now
I mean i guess technically they are nerfed, but you said it yourself. "your average solo q team is always going to fall apart." IIRC, the whole reason for the 3 gen nerf was because the average solo q team was always going to fall apart against the strat. If the strat is still a guaranteed win against average players and the only reason I lost one game was because I'm absolutely terrible at the mechanics of that killer, if the situation that the nerf was meant to address is still there, is it really a worthwhile nerf?
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@TheSubstitute said:
Because the survivors didn't figure out what you were doing and break the 3 gen at the start. Solos are uncoordinated.
I was under the impression the developers intended to prevent the play style of holding a 3 gen from the beginning of the match, and that their system was not supposed to be dependent on survivors recognizing what I was doing early and countering it.
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@Crowman said:
The game is over at that point so it's fine for the last survivor in trial to just die on hook.
If you have deliverance active and haven't been hooked, you need to play aggressively.
Hard disagree.
-The game isn't over until all survivors either escape or are sacrificed. Survivors have 3 hook states. If a survivor has 2 hook states remaining, there is still game left to be played, especially if that player has a perk that gives them a free self unhook.
-There are plenty of situations where it's actually preferable to have deliverance up in the endgame. Survivors are perfectly capable of running the killer for long periods of time, and of doing gens fast, so if the killer takes a while to get their first down you may only get deliverance up during endgame. Also, it's possible you get Deliverance up early in the game but manage to run the killer for 5 gens, yourself. In both those situations you wouldn't use your Deliverance aggressively - in the first case because you didn't have a chance earlier in the game due to not having it up, in the second because the longer you hold chase the better it is for your team.
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As well as the skill checks, it's actually better in terms of raw speed to bring the yellow repair speed addon instead of the brown charges addon, for the commodious toolbox specifically. For the engineer's, double charges always wins out. here's the math:
-Engineer's, wire, swivel: 28/2.3 + 62 = 74.174... (with streetwise: 35/2.3 + 55 = 70.217...)
-Commodious, 2 charge add ons: 52/1.5 + 38 = 72.666... (with streetwise: 55/1.8 + 35 = 68.333...)
-Engineer's, 2 charge add ons: 36/2 + 54 = 72 (with streetwise: 45/2 + 45 = 67.5)
-Commodious, wire, swivel: 44/1.8 + 46 = 70.444... (with streetwise: 55/1.8 + 35 = 65.555...)
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I think a kill rate of around 55% is best. Any less and it feels like killers aren't really a threat, any more and it feels like escape isn't a realistic goal
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@Nos37 said:
First, they should inverse map offerings so that the offering prevents you from going to a specific realm rather than guaranteeing it.
Then they can add a mini-penalty for disconnecting during the load screen.
IMO they should fix the maps so they're balanced for both sides (and are mainly up to personal preference for where you wanna play) but that's a big ask lol
so yeah making maps be a realm-denial tool instead of a "make the other side miserable" button would also be great in conjunction with an update like this
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It should be to escape after all the exit gates are powered, and you did at least one gen's worth of progress. Requiring all gens powered and not-insignificant contribution from the survivor is a good thing, but forcing the survivor to "use" some perks could be particularly difficult or antithetical to forcing a gate escape specifically.
For example, if you have to use the perks to get the adept credit, does David have to pick himself up with No Mither? You could grind that for weeks and never get it because of killers who always pick right up. If you're playing as Bill, what does using Left Behind look like? it's a hatch perk, does that mean you have to escape through hatch in the same match you also escape through the gate? (yes, i know that phrase doesn't make sense, that's the point) If you're playing Laurie Adept does that mean you have to let one teammate die to get Sole Survivor stacks? If you're trying for Ace adept, one of your perks is luck-based, and the only mechanic affected by luck is self-unhook. Do you then need to repetetively try to self-unhook (without slippery meat) in your games until you manage a self-unhook, to count as having used it? Do you fail your Yun-Jin adept if nobody gets hooked before endgame to give you Fast Track stacks to use?
Examples like those are reasons I think "did you use all your perks" is a bad requirement for adept. Yes, it should be harder for sure. I don't think requiring you get value from the various perks is feasible.
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Wraith: Distressing, Coulrophobia, Unnerving Presence, Thanataphobia. Sloppy and Persistent TR addons, Midwich offering
Dwight: Sprint Burst, Flashbang, We'll Make It, Bond. Yellow toolbox with brown charge/repair speed addons, Party Streamers
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I predict there will be at least 100 posts complaining about the power level of [new thing]. I imagine there will be people saying [new thing] is completely broken OP, and other people will say [new thing] is completely useless.
After the PTB, they're going to make changes to [new thing], or maybe they aren't. If they do, people are going to say "[new thing] was fine, why'd you {nerf /buff} it, nobody asked for this". If they don't change it, people will say "how could you possibly leave [new thing] as it was?"
2 months past release [new thing] will have a 1.5% use rate, everything will be fine, and people will only have a vague recollection of being mad at BHVR for some reason and will use that as an excuse to be rude to the devs
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653300#Comment_3653300
the 200 hours nea dying on the first hook because she got downed by a baby trapper is not something that should be part of the stats, but well, it IS part of the kill rate so we´ll never know the real statistics
why shouldn't it? two players played the game and one's character killed the other, that's what the stats are designed to keep track of
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I had a match as Myers on The Game that probably would have broken the speedrun 4k record. Had my Tier 3 99ed within 30 seconds of the match starting, walked in on 3 survivors in the same closed-off room. after downing those 3, caught the 4th survivor trying to pick up their teammates. tier 3 (with no duration addons) ran out as I hooked the second survivor
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i remember a handful of games I've played where the survivors stuck around to thank me for the fun and intense game. it's certainly possible because it's happened for me at least a couple times
@Hexling said:
To the OP no not really because people play games to win you're not having fun in a game if you're losing.
Imagine cod and you aren't getting any kills and getting pub stomped. Or hell even Pokémon imagine dying to the same gym leader 1000x wouldn't be much fun.
i disagree with this framing. the reason why i disagree with it is because not all games are stomps - yes, the ones that are stomps aren't very fun, but as I said that's not the only type of result possible. since the question is about "is it possible" we simply have to acknowledge that non-stomps exist to counter that argument
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@Shroompy said:
They say Make Your Choice... but I already made mine
listen guys it was either that or a pick up line with dead hard and i dont wanna get banned
ok, I'll say the line since you won't
"you make me dead Hard"
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The reason killers bring survivors to that place is an "adult content" joke
Think about it - the killer is putting the survivors on a mattress. What do two consenting adults do on a mattress?
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643806#Comment_3643806
You mean that that kick limit it's only 8 times for all generators? 8 kicks per game?
I got that with 3 gens left.
Survivors flee immediately when I'm still far. They are too far to pursue. I kick the gen and I go to the next one.
I guess kicking isn't a thing I should do then.
It's 8 kicks for each independent generator - not across all generators. If you kick the same gen 5 times and it gets completed, you can still kick any other gen up to 8 times, you would NOT be limited to 3 kicks for the remaining gens.
Also, having Scourge Hook: Pain Resonance hit a gen counts as a kick, and the explosion from Eruption and Jolt each count as a kick.




