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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • For some time the devs have been doing rather well overall. They've made some interesting killer and perk designs, as well as overall coming up with some great QoL updates.

    Of course, this patch has been terrible for a number of reasons. The fact that the main positive to come out of this was a bug on the offering screen speaks volumes about the problems, and I feel they will lose players; especially newer ones. This may undo some of the success of FNAF.

    Yet regarding trust, I'm still pretty confident in them. Their overall performance has been good, and despite this horrible attempt of a chapter on such a big license (considering it's not the first time, as the first RE chapter started with a number of problems), I am confident they'll pull it back. However, they do need to be quick and effective about it. The first Hotfix needs to remove all the glaring bugs (Bloodlust, upwards on stairs and such), as well as reverting some powers such as Clown.

  • Yup, I've been having the same problem. I was playing as Quentin and was escaping more than not, but the results screen didn't seem to record anything but deaths with him. May have improved but haven't looked at stats since.

    The concern that has been bugging me is how common is this, and more importantly does this mean when taking overall stats to determine kill rates and such, have BHVR got accurate data, or has it also be eskewed and inaccurate.

  • It feels like they're too invested now in making it work, which is a shame because - as has been mentioned before - removing the ability to unhook yourself without certain luck offerings or perks was ample.

    This and the disconnection penalty works well enough. It's best they leave it at that, although the devs are still desperately trying to make it work.

  • I wish you made an option to choose both, because I'd happily take both!

    As it stands, rat swarms are what sold me. It felt something a bit unique to face, and I started thinking of the swarms from "A Plague's Tale" and when they become hulking tornado-type enemies.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972468#Comment_3972468

    I was really just trying to help, despite the potential harm to my gameplay, I don't know why it caused so much disapproval and controversy. Thanks for finding my comment useful :₽

    Some probably took offence because: "how dare you offer tips which dismisses my own fixed view of the killer" type of feelings. I'm sure most people here are fine, but some are rather touchy sometimes. I'm sure there are still some bugs, but that tip of where to watch Ghost Face works. It's helped against a Ghost Face I faced recently, so it does make it easier. Only an upvote from me for that advice :).

  • With this combined with the fact somebody elsewhere on the forums saying the "go next" prevention system is back without fixing the tunneling bug, the Clown could potentially be used as the ultimate machine in causing many unwarranted penalties to survivors.

    Putting something back in without changing the bug is absolutely ridiculous. I don't feel BHVR tested half the stuff. It's disappointing.

  • The Ghoul: His power where he snares and bites the survivor does not feel good at all. It feels janky and not solid. Just feels terrible. Alongside the hitboxes, pallet hits and so on, he's just not designed very well.

    The Twins: A killer whose main power uses one of the most frustrating elements in the trials: slugging. Their design was aimed at the wrong area, and it's gonna take some work to change them. The Outlast Trials just showed how a twin-type killer could work, although Otto and Arora Kress may need slight changes to their story if they ever were to join DBD in future - it's not pleasant.

    The Cenobite: He's not a badly-designed killer, but I hate the chain power. This is more a personal issue, but I do not like the effect.

    As a side: @tes I was reading those Ghost Face tips and it's helped a bit as to why I unwittingly reveal him when trying to keep hidden. Thanks.

  • It's not. Certainly, there have been some good buffs - especially to The Executioner (which I am so chuffed about) - but likewise some killers have had some nerfs.

    Also, survivor items have been given a rather beneficial item change for keys and maps, as well as the new Fog Vial. Also, 2 new survivors with 6 perks for those who would like to get them.

    This is not a sign of this becoming killer-sided.

  • Big win for the newer players. This will absolutely be a positive addition to the game. Good work BHVR!

  • Feels like this will just be a case of a storm in a teacup. In spite of multiple times when people came decked out in the survivor lobby, most killers I've faced have not used Franklin's. Whilst a nerf to that perk is a downgrade to facing survivor items, I highly doubt tunneling is going to increase heavily. People who tunnel will tunnel regardless. They could have a perk which disintegrates items immediately and those people would still tunnel regardless.

    I don't feel this will be a big thing. Survivors may forget where the items were dropped, and it can stop some plays, such as a survivor hanging around with a flashlight. It still has a use. Weaker now? Absolutely! But it really isn't that big a deal, and I say this as somebody who feels quite chuffed when it comes up in my randomised builds.

  • It's very selective currently. I've had eight survivor games where I escaped 4 times out of six, yet all that was recorded was the 2 losses - very frustrating.

    Stats have a thing against Quentins.

  • Either persevere for the next few of years, or be lucky with friendly survivors.

    Yesterday, 4 of us helped farm a Springtrap to get the achievement, which they were very thankful for, in exchange for all of us escaping.

    The main reason this is such a difficult challenge is because there's no incentive for survivors to use it. It needs to give something more to make the risk worth it. Even then, it's pot luck if Springtrap can get there in time.

  • Licensed:

    1. Walter Sullivan (Silent Hill 4: The Room) - He's been my number one choice for a while. The idea of dealing with ghosts and using Swords of Obedience as powers for both sides really interests me. The apartment complex could be a fun map too. png-transparent-silent-hill-4-walter-sullivan-video-game-walter-game-video-game-fictional-character.png
    2. Nikola Orsinov (The Magnus Archives) - very unlikely since she's a podcast character, but having a power such as The Unknowing could cause absolute chaos amongst survivors, with nobody recognising anyone or anything. Plus, we have yet to get a mannequin killer. evan-seru-evan-seru-eeeeee.jpg
    3. Indoraptor (Jurassic World: Fallen Kingdom) - A scary monster to face, which is fast, stealthy and intelligent. This takes over from Riptor from Killer Instinct for me. Indoraptor.png
    4. Pious Augustus (Eternal Darkness: Sanity' Requiem) - It would be fun to have a killer whose power breaks the fourth wall. He has a memorable appearance, and could make good use of the existing glyph system. tprbfgrmnqt11.jpg
    5. Cartoon Cat (Trevor Henderson artwork) - Out of this or Bendy, I'd prefer this nightmarish creature, although both could work. This being is a powerful creature, with many abilities to choose from. ACCA6929-EBDF-42E3-B743-91FCE1B31A8F.jpg
  • It can be an enjoyable experience, because it becomes more tense and demands more care. Of course if the killer is an absolute whizz kid at Singularity, then it becomes a real uphill struggle to make it to the last one alive. But, yeah, a good killer makes for a more exciting game.

  • For solo runs, Kindred is a good perk to have. However, it's not necessary.

    Thanks to the updated HUB, it gives ample information for me to understand the playing field. In the vast majority of cases, I can see who leaves a gen to save or being chased. I don't feel like the HUB is used enough in general.

  • For me, if the Ghoul was solely having the ability to slingshot around the map with a cooldown, that would have made him actually rather fun to face. Like Wesker, but without the grab, but much more distance.

    Unfortunately, he's got too many strengths in his favour. The attack whereby he latches on to a survivor is badly implimented and often it feels like I don't know how I got hit at all. Alongside the generous length of time he gets to be in power once latched and very little slowdown, and he's just horribly frustrating.

    A simpler solution would have been far better. Grappling would have been fun to cover distances in exchange for recovery, and he'd probably be a lot more enjoyable to face, whilst still being a menace.

  • Regarding the changes, the most intriguing isn't to do with the characters or perks: It's noted on the 9.1.0 update, killers and survivors (including outfits) are now classed as "Unlocked" rather than "Owned".

    Is there something happening regarding one or more licenses which may result in them going?

    Picture taken from DStrike video.

    Screenshot_20250721_172642_YouTube.jpg
  • I feel that a casual mode is already in the game, but it's basically the custom matches. Anything else is based on a number of factors.

    Sadly - as you say - having a "true casual mode" would bring a couple of large issues that would be detrimental overall.

    Perhaps why the modes were added were to offer a more casual approach. Light's Out, Chaos Shuffle, and 2v8 were all meant to be for a more casual experience, but unfortunately - unless it's a custom game - one can't chose the people who join each trial.

  • I randomise all my builds anyway, because the game is just that much more interesting. Plus, it's surprising how useful some of the lesser perks are in the situations I've been in, and also the opponent can also be confused by rarely-used perks or non-sensical combinations.

    It's also great when you survive or get the 4k against proper builds, whilst mine are just confusing.

  • The killer role feels fine for me presently, but as a casual player just returning it's perhaps because my MMR is lower. However, there are moments when I do face a coordinated team that can be a struggle.

    The better you become, the more good results you get and the higher up the MMR you go, so the opponents become harder. Granted, it isn't always to plan because of how the system works, yet it's natural to get tougher trials. One either gets better then hits another block, or starts losing more which brings them back down to a more manageable level.

    My advice is to keep a look at your stats. Use what info is available to find what you're up against, but also keep a note of what the results were. Sometimes it's easy to remember the bad trials which then end up being the overall view on most trials, when it actually may not be.

  • From my recent games today, I've faced a couple of highly coordinated teams. From what I have gathered, it appears 2-3 of them are focused on gens, whilst the others actively search for the killer. They're the distraction and often good at it.

    With the right combination of perks and tools early gens can fly, but also it's surprising how much time can be wasted on a chase with a good runner. Time flies. They were fun fights though, and the last group were nice in chat.

  • @Legion_S_Tier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966883#Comment_3966883

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966955#Comment_3966955

    I’ll admit I was wrong with this take, however I do believe killer instinct should be taught to new survivors in some way without needing to play the killer itself. I just suggested what I thought was the only way however maybe I rushed to a conclusion too fast.

    I'd be fine with that idea. The tutorial is rather brusque and - whilst there is a readable guide for many things such as status effects and such - it would be nice to demonstrate how it works for newer players.

    I feel much can be found through YouTube, although Killer Instinct is less known. Even by putting "Dead by Daylight Killer Instinct", there's not much. A lot of stuff about the game Killer Instinct though (vastly underrated beat-em-up).

  • If, by "try hard killers", you mean those who just slug everyone regardless of the trial situation (such as the old "Knockout Bubba"), I can empathise to an extent. However, these are exceptionally rare to the point I cannot remember the last time I faced one. In fact, the last time it ever happened, I wouldn't even blame them as we had 1 gen left and the killer was struggling, so they resorted to that - which is fine. If they go for a 4-man slug at the beginning (bearing in mind that the survivors aren't all falling all over each other) and that's just what the killer does, that feels a bit dickish personally. Yet - as said before - it's probably been a year or so since that last happened.

  • Logically, why would a survivor have Killer Instinct in the first place? It doesn't make much sense.

    Both sides have perks which can be used to find the other, with auras being far more common than killer instinct overall. Survivors could even use OoO which allows survivors to know exactly when killers see their aura, yet not vice versa.

    Players learn. Newer players may be caught out to start with, but watching a video or two will quickly help them understand. I believe the first time one faces Legion, they get told in the loading screen prompts to stay out of the terror radius because of killer instinct ("they can sense your location"). If everything is spoon-fed, then it's just dull.

    However, if a perk was made so survivors could see the killer when killer instinct activates, that would be fine (albeit I doubt it would get much use, admittedly).

  • @LokiiEU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966649#Comment_3966649

    2 million just feels disrespectful though

    One day of downtime last year and we got 3 million, which makes sense because that's about how much you could get on a day

    But 5 days and we somehow get less?

    I would've been happy if I got a 5 mil out of the 20 mil I could've earned in those 9 days, but 2 mil is just a slap in the face

    I can understand how that would feel disrespectful to people who play a game a lot. I only play casually from time to time, so it feels right for me. However, for somebody who plays this far more often, it's clear they would have missed out on potentially more BP.

  • Bots do need to be worked on, and it's very much a work in progress. However, each patch seems to adjust the bots a bit more, so it's good BHVR are putting work into it. Just wish the progress was able to be faster, although I appreciate it's more complex than perhaps we give it.

    Ideally, it would be nice to have the bots use more common sense and work in a more altruistic way. Especially when there is just myself and a bot left, I would appreciate the bot going for the save instead of dawdling because they are at the edge of the killer radius.

    In the long-term, I'd love for bots to reflect the character they are. For example, if they're Meg then they are more prone to get into chases and juking, with maybe the Prestige level dictating the skill level.

  • It's frustrating, sure. However, we got a compensation bundle of 2,000,000 BP today, so it's all fine for me at least. Plus it's been extended.

  • Killer:

    Hex-In The Ring: During the trial, whenever you come across a Dull or Boon Totem, spend 4/3/2 seconds to light it into a Hex-In The Ring.

    Within a radius of 40m, you gain 5% Haste, 20% recovery to successful and missed Basic Attacks, and will speed up the special ability of the Killer by 10%.

    Only one Hex: In The Ring can exist at any one time.

    Survivor:

    Forage: Six herbal plots will spawn around the map. Each herb has a random chance of 3 herbs to choose from, which when mixed in pairs (takes 5 seconds) grants a benefit. The herbs are: Cilantro, Rosemary, Yarrow. Each combination counts as if you were holding an item.

    Combinations:

    1. Cilantro+Cilantro: Recovers from any debuff status currently in effect by 100%.
    2. Rosemary+Rosemary: Increases the chances of skill checks by 10% and grants an additional +3% Progression bonus for Great Skill Checks on gens and +10% bonus for Great Skill Checks on healing for 60 seconds.
    3. Yarrow+Yarrow: Stops Pools of Blood from appearing whilst injured until healed and reduces grunts of pain by 80% until healed
    4. Cilantro+Rosemary: Extends the duration of any buff status by 50%.
    5. Cilantro+Yarrow: Stops Pools of Blood from appearing whilst injured and recovers from any debuffs currently in effect by 50%
    6. Rosemary+Yarrow: Whilst injured, gain a 4% speed increase when repairing gens, and a 20% increase for all other conspicuous actions for 60 seconds.

    Bushes take 120/100/80 seconds before they respawn a random herb.

  • Although I enjoy playing a lot of them, I have a preference for: The Executioner, The Oni, The Trapper, The Artist and The Hillbilly.

    Currently, I'm practising with The Shape. So far, so good!

  • The "Leave" ending. I also got "Leave" when I played the original first time, with no knowledge how the game judged the playstyle, so perhaps this is the easiest to get? It's definitely the best one.

  • They don't have to be sexy, but absolutely a plant killer could be a good addition. There was a fan-made killer called "The Mavka" which fits the bill (albeit now the power is probably redundant)

    jrpgo53td6d61.jpg

    However, I wouldn't go for Poison Ivy, purely because I'd rather see Scarecrow from any Batman crossover to be the killer in the realm.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964300#Comment_3964300

    Because ever since the first finisher Mori was implemented killers don’t hook the slugged survivor anymore in my games. They stand over the slugged survivor waiting for the hooked survivor to die so they can get the last Mori. In those cases, I’ve successfully unbreakable and used soul guard to take a hit and run for hatch. Sometimes I made it sometimes I didn’t. The point is the ability was there for you to try.

    Taking that away takes away interesting and exciting last ditch gameplay that the devs previously said they liked having in the game. That’s my point.

    I see this as a fair argument. From my perspective the last to Mori idea was not necessary. I'd be quite happy if the Cypress was returned, and maybe even expand the number of Mori Offerings by adding a Kill-2 and Kill-3 option with BP included.

    Even when playing as killer, it would become rather dull to see the Mori over and over again. I'd rather it be rarer to make it special.

  • It was fine. Not amazing nor a GOTY contender, but I did enjoy it overall. Madison was the most relatable character for me and I felt sorry for her situation. The tale did become a bit over-inflated though, but as an individual tale it was a fun addition.

    The true crime was done by BHVR, who proceeded to not make a chapter on this. The Trapper skin was a bit of a copout. At the very least, they could have made a Killer-only chapter, with perhaps the house as a map. The survivors I'd be fine to see as legendary skins, although it would have been nice to fully-realise them.

    What saddens me most is that I recall years back that one of the devs said something along the lines of the survivors and killers we play are the ones who ultimately survive the nightmare, out of the untold billions who did not. This means all those people trapped never made it out. Poor Madison.

  • Pretty much the same as you say. I don't play this too often, and trials can be a mix of difficult survivors and newer survivors. However, overall it's not felt like a chore at all. I enjoy the games and currently have a 66% kill rate from 25 games in the last 30 days, which is perfectly fine for me.

    It sounds like everyone has different experiences, and sadly some may be exaggerating or have negative bias for either harder or easier arguments, but overall I can only speak from my experience and I haven't experienced it.

  • I've faced him once or twice, fortunately. The one thing that sticks is how odd the special leap attack is. It feels janky and I don't properly feel I understand how it works. Feels more by chance.

    I'm all for using the power to be used for maneuverability, but the launch attack needs serious work. I'd rather the attack is triggered by a Nemesis-style whip. At least I'll feel the hit, rather than the surreal effect currently in place.

  • For me, it's Insidious. In a game where success is more easily attained for maneuverability, to have one perk requiring you to stand still whilst survivors are smashing out generators doesn't make any sense. It's a poor perk in the modern era of DBD.

  • I couldn't just play one side. It would feel like missing out on the full experience, and both sides have their unique and enjoyable playstyles.

  • Just to update: you can cancel this request. It's updating now. The date was In a MM/DD/YYYY format, rather than a DD/MM/YYYY format. Although the stats had not updated earlier, now it appears to be.

  • @I_Cant_Loop said:

    Neither of the examples you used are “gaslighting”.

    Agreed, and I am getting a bit flustered by this word being thrown around so liberally. "Gaslighting" is emotional abuse, especially in relationships. Making an observation that it "may not be a werewolf" is nothing like gaslighting, whilst the secondary comment is just an assumption by that person. There is no altering of reality, perception or history in any of those comments.

    I remember the Skull Merchant chapter and how many thought it was going to be a robotic killer. I saw the trailer and noted it looked like a drvice was being made, as others did. However, once she was announced it was about how BHVR misled them. They didn't - it was assumptions proved wrong. Does that mean those many were "gaslighting"? No.

    Gaslighting is a form of abuse, not an assumption or opinion. There's enough information online to prove the difference.

  • It's fine if it means more BP. Personally, I'm a little fatigued with extra modes one after another. They don't feel like something to look forward to. Even if it's just for a couple of weeks, it would be nice for a palette cleanser.

    Chaos Shuffle is my favourite, so it was sad to see that sidelined. However, I've had more than my fair share of event time and I'm finding no shortage of players in the normal mode.

  • No, it doesn't appear to be thus. In all expectations, if this muppet had an issue with your charm, then it wouldn't matter if you let the team stun you with every pallet, blind you continuously, rack up a load of BP in chases and messing about, and let them all escape - that person would still condemn you.

    However, your example is not tunnelling at all. Just bitter endgame chat.

  • @Nazzzak said:

    I havent set mine up yet, is the lowest time frame for stats 30 days? If so then that's probably how often it updates

    Above this comment should be a screen shot of what I have. It seems the stats update approx. every 24hrs. I'll put it on the bugs page and see if anything can help.

  • I've taken a pic and it says the stats should update every 24 hours.

    Screenshot_20250712_180149_Samsung Internet.jpg

    It's a bit of a mystery. I'll put ut on bugs - see if the devs can shed some light.

  • It's a tough one, because it drags out for as long as the survivors want it to. If I felt there was no alternative then I'd just find the killer and practice a chase before I move on, or even just bend over there and then. Unless the killer is stealthing, they're not too hard to find. Heck, make obnoxious sound notifications to bring them over. The average killer would be happy to end a trial quickly in such a situation too.

    In this case the length is proportional to how much the survivor wants the escape. It's 99% unlikely both will make it out alive, albeit I remember one trial ages ago when there were 2 of us left with 3 or 2 gens to go, and we both escaped despite the killer's best efforts. Depends on the story you want.

  • I would add perks and add-ons which give benefits for finding different items in the trial. Not totems, but objects which are more specific. As a basic example, a healing perk which requires harvesting bushes which spawn on the map with the perk.

    For removal (or rather a change which would be a nerf), I'd remove the notification when a survivor is rescued from where they were hooked to the HUD. That way, a killer will know who has been unhooked, but perhaps less likely in the fog of war to remember where that survivor was hooked. A mild anti-tunnel mechanic which perhaps won't affect experienced players as much, but newer players may have more time to recover.

  • @RpTheHotrod said:

    Juuuust making sure - you're playing standard matches, not the event, right?

    It's good to check! Sadly, no. My trials have all been standard trials for some time now.

  • For Killer: Whispers. It's a perk which cannot be countered, (with games sense) is very useful in finding survivors, guarantees a win if the hatch is closed and exit gates are far apart, as well as a good indicator for stealth Killers when to activate. Always guaranteed value when used.

    [Notable mentions: Spies From The Shadows, Forced Penance, Languid Touch, Darkness Revealed]

    For Survivors: No One Left Behind. Turns a survivor into an all-knowing machine, able to turn the tide in a pinch, good for those final saves. Personally, I love this perk.

    [Notable Mentions: Diversion, Lightweight, Leader, Dramaturgy]

  • my-image.png

    I think this is about right for me, although it will probably change slightly from day-to-day.

  • Whenever Feng screams, I feel the need to check to see if the cat has brought in another mouse from the fields.

  • Randomized build nearly every time for me. Includes items, add-ons and offerings.

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