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MrMori

MrMori

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MrMori
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  • Circle of Healing for infinite 8s self heals that stack with medkits, and 3+ self heals per medkit at 16 seconds or less speeds. Don't miss it. Good riddance.

  • Sounds like you might be interested in turning on Anonymous mode. This will hide your name from all other players in the game, making you anonymous. You can find it under the "Online" tab in the settings.

  • @Emeal said:

    If you did that then it would tell you when the Killer is near or not, removing the need for players to actually orient themselves.
    Do you really wish the game to be this sort of automatic gameplay instead of people making their own decisions?

    Yes. but that's the thing. SWF can already call that out. "He's proxying, do gens". Takes them 2 seconds. "Oh, he's leaving now". And those two lines prevent camping from being a viable strategy against SWF. But solos don't know the killer is camping, and they don't know who is going for the save, which is why camping is so good against many solo teams.

    I think it would be a fair change. Remember that before the survivor hud improvements, you couldn't tell if someone was being chased, only the obsession? That's another thing that's very easy to call out for SWF, but solos didn't have any info on.

  • @Devil_hit11 said:

    he is always had 44 knives for about 3 years now or something like that. he throws faster then before but takes 8 hits to injure instead of 6.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794462#Comment_3794462

    if they do change him, please don't nerf him.

    If they change him I'm sure they'll make him stronger. He's not particularly strong right now, just annoying and even more hated by survivors than before the rework. There's no guarantee he'll get changed any time soon, but I'm hoping for something in 2025 at least.

  • Only thing it needs is to reduce progress lost by 3/4/5% instead of increasing it by 5/4/3%. These "downsides" only kill perk viability and shouldn't be a thing anymore unless there's a really good reason. Same with the downside to things like Visionary, or the huge cooldown on the Teamwork perks.

  • It's very bad. It would actually be usable for breaking 3 gens if you didn't lose all your charges just by getting injured, it should be when you get downed instead. Keep the penalty, but make it so you only lose the charges when getting downed and it would be a pretty solid perk.

  • Always bring Memento Blades when you play Trickster for throwrate, he feels terrible without it. I figure he's going to get changes in 2025 judging by the way BHVR have been tweaking and improving killers recently.

    His bonus main event duration addons are also really strong, so a cheap and effective combo is Memento Blades + Inferno Wires, the brown addon for duration. Or Tequila, the yellow addon for duration.

    If you wanna shred people now, make sure you have decent line of sight. Then immediately after injuring with your first 8 blades, activate main event and shred the next health state. It only takes 8 blades to get main event now, so you can instantly follow up a blade injury with a main event.

  • https://forums.bhvr.com/dead-by-daylight/kb/articles/385-6-7-0-mid-chapter

    This is when medkits were changes, and they haven't been touched since, nothing's changed since last week.

    image.png

    It's true that a heal takes 16 charges, but all medkits have 33% reduced healing speed and 33% lower efficiency on self heal, so a full self heal takes 24 charges with a medkit, not 16.

    This is because 16/0.66=24, you have to spend 50% more charges to self heal because self healing is only 2/3 as strong.

    This is completely independent of addons, there's no fancy math. 24 charges per self heal, 16 charges per heal for healing others, no matter your addons.

    You can get two self heals by using Gel Dressing and another charge addon, then you'll have +24 and can get two self heals.

    An even better option is using Gel Dressing and Surgical Suture, the +13% bonus you get from great skillchecks don't consume charges, so you can actually do two self heals and still have charges leftover charges.

  • Hard agree, now there's also an epilepsy warning screen as well, which is good but would be better if it could be turned off.

  • Would be nice. Also combining killer offering inventories.

  • It's been requested so many times. I'm surprised they don't do it. The survivor HUD changes was added to bridge some of the gap between SWF and solo, this change seems like an absolute no brainer. Also, reassurance should be visible on the HUD too.

  • Disagreed. You can still show it off postgame. All that visible prestiges did was increase lobby dodging and thus worsen the matchmaking. Ranks weren't visible when they were in the game, it was just like now, just the name.

  • Just bring No Way Out if you don't like the mechanic. I for one think the final 1v1 or 1v2 should be changed to be more fun for both sides instead of a boring 50/50. Like you could challenge the other side to a chase and you both get a nice BP reward or maybe even a totally separate BP reward.

  • Please no. The current version is perfection and still one of the strongest perks in the entire game. I don't want to go back to waiting it out every single chase of every single game again. Making it only work after hook is the best change they ever made to this perk.

  • The same I feel about getting sent to any map. It's serious gaming. It's on right now. Now it's serious gaming time.

  • The only survivor addons I particularly dislike is syringe and the super skillcheck bonus addon. Blood Amber is also kind of painful but it has some counters and isn't very common.

    But if they were to nerf these addons, they'd have to also look at the most powerful addons for killers too. And buff maps and keys so they're more interesting and viable too, it's boring to just nerf stuff when there's so many items and addons that could be buffed.

  • Make the BP event you get for hitting a survivor while they're chained also count if you hit them within 2 seconds after they break free from chains, that would fix him.

  • I don't understand what you mean. But I'll say this. Being able to mori another survivor when there's 2 people left or something would be absolutely hilarious.

  • The goal of the game is to have fun but you don't find it fun and you're still winning almost every game? So you're running strong slowdown and tunneling then. Because against very good players, you need to do that to win consistently and easily.

    Try running 0 slowdown for a while to see if the game becomes more of a challenge.

  • Even if gens took 120 seconds, people that gravitate toward hardtunneling will always hardtunnel. It's not just about getting a "fair match" for them, it's purely about winning. And tunneling causes you to win more games. I think the only real solution to fix tunneling is to balance around hooks, not kills, so somehow you're rewarded equally for continuing to chase the guy you're already chasing, instead of bolting it across the map to tunnel someone off hook.

  • Coming december 2025, get excited.

  • Nah, don't revert blight. Nerf his Iri Tag, Blighted Rat and Crow a little more. He's still number 3 behind Hillbilly.

    Besides, Hillbilly will get nerfed soon. And Blight will never get nerfed again. You're fine.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794254#Comment_3794254

    Oh, I'm not talking about the conspic action nerf. That was absolutely required. But the fact the stun duration then got tampered with, initially getting gutted for no reason, then reverted two years later only to get kneecapped -again- shortly after… That was the bit that was completely unnecessary.

    It should've stayed at 5 seconds, or even increased.

    No way increase the stun duration. I'm assuming you didn't play killer when the DS stun duration was bugged and some killers had an almost 6 second stun, it was absolutely unbearable.

    The problem is as it always has been, 4 seconds stun is perfectly fine against a Legion if you're downed in a decent area. But it's nothing against a Blight or Nurse.

  • Nurse is legendary killer, play her now.

  • They should definitely update the whip visuals, the extra 0.5m range is not shown on the ground when you whip like you said, which is confusing.

    Another thing if you didn't know, Nemesis tentacle actually "lingers" for about half a second after he uses it. So he can whip next to you, then "drag" the whip over you by moving to the side to get a hit. Check this clip out, look at how he "drags" the tentacle to the side to get a hit. He can also move his whip a little longer forward doing this.

    https://www.youtube.com/watch?v=px6DkQMU2-s

    The "dragging" of the tentacle hitbox also has no visual indicator, they should absolutely add that as well to make it more visually clear when why he's getting a hit on you.

    I'm just really curious how it will feel to play him after they fix his infection slowdown. His infection is supposed to slow people down when you first infect them, but right now that's bugged. So he's about to get even stronger once they fix that. That being said, I've been having a lot of fun playing him so I'm excited for the fix.

  • Everyone have been asking or this for a long time, doesn't seem like a priority sadly. I know plenty of streamers mute the game during hook screams.

  • Now that his playstyle is mostly snipes and you're rewarded for long range guards, he absolutely feels reliant on Call to Arms. They could give 5m path range and 15% faster path movement basekit, then tone the addon down. That would be great.

    @VomitMommy said:

    My main issue is I think they increased minimum distance you need to be from object, while it was supposed to be decreased instead (if I remember correctly)...

    I'm not sure why you feel the minimum distance from an object wasn't changed, it absolutely is easier to place guards in tight areas or near objects now. It's even in the patch notes in 8.1.0. It could be bugged or something but the games I played after 8.2.0 it still seems to be working just fine.

    image.png
  • The only killers that would be hurt by bloodlust being removed are weak M1 killers that rely in bloodlust to even get a hit. It's a necessary bandaid for how powerful some maps/tiles are, and if a killer is bloodlusting you, you're already winning in chase. There's also lots of loops where you can outplay bloodlust if the killer chooses to not kick the pallet.

    As for the wiggle change, it takes the same amount of time to wiggle of as before, and as far as I know the wiggle isn't any weaker than before.

  • It wouldn't affect just orbitals if they reduced the hitbox size, it will affect everything about her,

    Do you really feel like Huntress is unfair? I feel she's fine to play against. I think part of why people hate her so much is because she's the most popular killer in the entire game, so of course people will grow tired of her.

    image.png

    Huntress has two hitboxes, the small one is for the environment, the big one is for survivors. You may think that the obvious solution is to just make the two hitboxes the exact same, why not? But the outrage from Huntress players when they actually "fixed" her survivor hitbox probably wasn't for no reason, they probably noticed that regular shots that looked good on their screen and would hit before, weren't hitting at all now.

    If there were to experiment with reducing the hitbox for survivors, they could at the very least add an ingame crosshair so console players and beginner huntresses could get a little help with aiming their shots.

  • Then you should try one of the four buffed killers. Dredge is way more powerful, Nemesis got some really nice buffs, and Knight feels great with the new guards on separate cooldowns too. Doc also got a buff.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792445#Comment_3792445

    hitbox reduced. devs tried doing that in 2018, but huntress players cried so hard they reverted it instead of finding a middle ground. should go back to it, esp in light of how many killers have similar timings to their abilities as huntress (dracula) but infinitely more fair hitbox.

    Huntress hitbox feels fine if everyone has low ping imo, it's when the huntress has high ping that you get awful looking shots. Even with low ping. If you make her hitbox smaller, getting snipes will be way less consistent and all it would do is make Huntress less approachable for newer players. I think people should play her some against good players, then they'll feel her limitations.

    I'm not saying she can't be oppressive in chase, but it's not like the's overpowered or anything with her current hitboxes. She had quite low killrate according to the last official stats, lower than both Deathslinger and Trickster. Yeah, I know these stats are skewed towards the average player, but you don't see many Huntresses in high MMR either as far as I know.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/433-developer-update-stats

  • Seems complicated. I just chase whoever is available.

  • @TieBreaker said:

    If all you see is toxicity, then it might be worth considering that your perception of other people might be the issue. It's quite easy to perceive toxicity where none is intended. I've seen plenty of people get tilted by something completely innocent, just because they were already in a bad mood.

    There's plenty of toxic players, but it's not 80%. Not even close.

    Nah, some people are just douchebags, especially in post game chat. I think BHVR should ban people from post/pregame chat if they get reported a ton and are clearly being rude but that pretty much doesn't happen unless you fling slurs or make death threats. It doesn't even need to be a game ban, just a chat ban.

    Either that, or just remove communications report completely, remove the filter, let all hell breaks loose. What's the difference anyway? The current system is stupid and lets people to be awful without repercussion.

  • Why engage with post game chat in the first place? If there's a map offerings I don't bother with post game chat at all. The sweatiest players are the rudest and they often bring map offerings, they can hang out in post game chat while I get into another match. Doesn't matter if they BM or wait at gates, if you pick up a bad vibe from the match just dip.

  • Unfortunately not reportable, it's not technically holding the game hostage because the survivors will die in 4 minutes guaranteed. It's sort of similar to waiting at gates once all survivors are safe, instead of leaving, except the killer could push the survivors out even if that is annoying.

    Lots of suggestions have been made to combat this issue, they even tried adding a system where if everyone was downed or hooked the game instantly ended automatically with a Mori, but that was changed because it was oppressive and ignored self pickup perks and stuff. I don't think the devs will change this any time soon unfortunately.

    They're doing a "finisher mori" update in the next midchapter though the PTB is coming on september 17th. It could be that this is addressed there in some way? We'll have to wait and see.

  • Do you have any idea why they're going for you specifically? If you're on Steam, you can either hide hours player or even game info as a whole from your profile settings. That way the killer can't know how many hours you have an tunnel you out based on that. If you have any, try putting on some cosmetics so you don't look brand new. That might deter people looking for the weakest link. They may still just know you're newer than them based on how you loop/run away in-game, but it's worth a shot.

    I get that being tunneled is very painful if you're a newer player. It's very hard to deal with if you don't have the right perks, and obviously it sucks if the killer is more experienced than you too so the chases are short. It's kind of lame that survivors are so incredibly perk reliant to deal with tunneling but it is is what it is. If you really want to make it punishing for the killer to tunnel you, try these perks:

    • Decisive Strike from Laurie (Halloween Chapter). This one is licensed so you need to pay real money for it, but it is also the best anti tunnel perk in the game. Without this perk, the killer can pretty much just hit you off hook to ignore your endurance perks, then down and hook you again, which sucks, but with this perk, they'll get stunned for 4 seconds after picking you up, giving you even more time to run away.
    • Off the Record from Zarina. You can get this one by getting Zarina with 4500 shards and getting her to Prestige 1. This is a great anti tunnel perk, since it not only gives you 80 seconds of Endurance, but also hides your aura, grunts of pain and makes you silent, making it harder for the killer to find you again if they lose you
    • Dead Hard from David, he's a free character so you just have to get him to P1 to get the perk. It's a hard perk to use, but it is incredibly strong once you get used to it. It might be too advanced if you're new, but definitely run if for a while and see if you like it.
    • Windows of Opportunity from Kate. She also costs 4500 shards. With this perk you can see windows and pallets all over the map, making it easier to run towards safer areas with more resources instead of running into a deadzone and getting downed really fast.

    It's kind of sad that it's so hard to get a decent anti tunnel build for new players, honestly. But don't be discouraged. The more chases you take, the better and more comfortable you'll get in chase.

  • I don't have a problem with it, you really should be leaving hook and starting chase with someone else while someone is on hook anyway. Now, proxy camping is an even worse option, which is fine by me. Add anti-camp self unhook progress to the survivor HUD too while you're at it, SWF can communicate it, why shouldn't solos be able to play around it?

    Sure survivors can attempt to slam gens and leave the person on hook, but if they're not quick enough to unhook, they may find themselves overwhelmed if you manage to down someone else before they can get the unhook, then head back and interrupt them as they try to go for a late unhook on the first survivor.

    It's not always a good idea to leave people on hook for 70 seconds, that's one less survivor doing gens and a potential snowball waiting to happen. These kinds of buffs also make room for more killer buffs if they turn out to make a big impact on kill/escape rates, pushing the game in a more chase oriented and less camping oriented direction.

  • I think Skull Merchant is anyone's guess at this point. Maybe they're adding more ways to counterplay, or a way to remove stacks of lock on, but I still think she's not a very interesting killer to play against. Maybe they're making bigger changes, but honestly at this point I think they're kind of done with her and just want to make the current version work somehow.

    Unknown is probably getting part of the brown teleport addon basekit, there was even a bug where it showed 25% instead of 50% on that addon. Not sure if he's getting more changes, I think he's in a good spot.

    Hillbilly will for sure get his Overcharge nerfed, and rightfully so. That actually leaves some room to make the Overcharge addons more useful too, right now the addons that reduce Overcharge dissipation and time before it begins to dissipate are totally worthless. Hopefully they don't touch his normal chainsaw too much, I think it's pretty balanced.

    Twins I have no idea. The "rework" ended up just being almost purely buffs, except for the longer cooldown if Victor gets kicked. Good changes and all, but they didn't become that much more popular, only more powerful, and they're still pretty slug heavy and not that fun to play against. I'm curious as to what they're gonna change with them.

  • Play Huntress.

  • Yes the do, it's their game. If you consistently disconnect you're making the game less fun for everyone. Also, what's the problem with a DC penalty if you're rage quitting? Then you're not planning on playing anymore anyway.

  • Chaos Shuffle was fun. I really hope they randomize items and addons this time. And that they don't allow map offerings, the whole point is that everything is supposed to be random.

  • What pains me the most isn't people that are god loopers, although that sucks to play against. What really sucks is people that prerun the moment they hear your terror radius. When a whole lobby of players do this, you have to waste an astronomical amount of time to get a down. I can see why Blight and Nurse are so common at high MMR.

  • I might be wrong about this, but survivors didn't use to be able to pass through the killer during pickup animation. But from what I can gather, that changed a while back so now they can run straight through the killer and flashbang them pretty easily even when the killer is facing a wall.

    Unless the survivors have brought something like Exponential, the best move when lots of survivors are hovering with for Flashbangs and maybe even Background Player is to just slug, they'll burn through their unbreakables eventually.

  • Pre Medkit and CoH nerf was absolute misery, so good riddance. You still have some pretty good options to self heal, a Medkit with the bonus skillcheck progress addon and a syringe is still really strong, and lets you do two very efficient self heals.

  • @Memesis said:

    Nemesis has just been kind of sitting there in an eh state for years now since his release. If these changes increase his kill rates, it's entirely possible he won't be touched again for the rest of this games reasonable life span.

    But he's a fun killer still right? I don't see how people can find him unfun enough to want to change him completely, not that that'l ever happen. I at least find him pretty satisfying to play, despite being kind of weak. He's gonna feel awesome to play after these buffs. His weak earlygame can already be remedied with Corrupt or Deadlock, etc.

  • He's definitely getting nerfed in the midchapter in october, so I'm not worried about him. My bet is that they'll tweak overdrive to be less powerful, which I think is deserved.

  • Remember that 4 slowdown isn't optimal on all killers. Some killers could get more value out of 1-3 slowdown and bringing more info or chase perks instead. Bring whatever you want.

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