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MrMori

MrMori

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MrMori
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  • Should ban the map and not guarantee the map. Nobody but map offering users likes map offerings. I find them to be very unpleasant too in post game chat.

  • Tbag after every pallet drop or stun to lighten the mood.

  • Escpes should give 2000 points and every gen completed should give 1200 points for every living survivor in Survival. Also hatch shouldn't give the 2500 objective point bonus. Why do you get 9500 total points just for waiting for hatch, while the other survivor that did a gen gets 500 objective points and then subsequently killed?

    Why can you do 5 gens, die before exit gates open, and get like 800 survival points? That's dumb.

    The 2v1 and 1v1 situation could use some serious improvements.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778606#Comment_3778606

    I wish it were true that Onyro is “fine” now. I really do. She’s a hot mess.

    Hasn't she always kind of been kind of a hot mess?

  • Absolutely agree. I'm very happy with so many of these changes, making killers just feel better basekit and also be less addon reliant. Very happy about this. Still many killers to improve but it's definitely a step in the right direction.

    @Chocolate_Cosmos said:

    I am sorry to be the party breaker, while is this true devs did many great changes to killers I am now not going to mention (good job), this list is kinda mix bag. They did many good updates to killers but also many bad ones.

    List goes:

    • Onryo (she is still too weak and her previous version I prefer more)
    • Pig (she still relly on add-ons on her dash, but the base kit buffs were nice but small)
    • Twins (their big rework was just small QoL update in the end, huge waste of everyones time for waiting a big rework)
    • Chucky (scamper should be nerfed and not removed and dashing scamper should be buffed its useless joke and window scamper was shadow nerfed)
    • Knight (got nerfed to please Survivors while he got small something for huge chase nerfs).

    I disagree with most of these. The Twins changes ended up just being blanket buffs and QoL, which gave them even higher killrate. Their problem isn't that they're weak or anything, they're just really damn good at slugging while also being pretty strong.

    As for Pig, Onryo and even Chucky I think they're fine now. Knight is a mixed bag, looking at the stats he has much higher killrate now, but he's pretty much designated to just spam long range guards over and over, still boring to play as an against imo.

  • I don't think BHVR are doing anything about killers bleeding people out for 4 minutes for no reason any time soon. Or survivors gate waiting. I know you can push them out but I wouldn't mind being able to just end the game and give up instead of being forced to walk across the map to push survivors out. Waste of time and not fun to have to do.

    There's lots and lots of ways they could make this game less frustrating, but I don't think it's a priority at this point. Tab out, take a quick breather and come back some minutes later. I'd love for these things to be quicker and snappier but I don't think it's ever gonna happen, sadly.

    Look, when I'm one of the last 2 survivors, I don't mind just instantly being sacrificed after going down. Or just being able to give up to the entity if you're the last survivor. As killer, I wouldn't mind being able to just give the last survivor an instant escape after 3 players are dead, I don't care about 4ks or escapes, I just wanna play.

  • Survivors need a way to prevent aura reading with the amount of powerful aura reading perks and addons available. I'd be happy if the only thing they changed with Distortion is that you regain stacks while in chase, not while in the killers terror radius. Would reward players that actually take chase, and punish players that use Distortion to hide the entire game and pray for hatch.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777934#Comment_3777934

    To be fair, OP said "Basic Attack", so it would not be useable on Nurse.

    Oh right, good catch. I still wouldn't mind if they made Nurse aura blind while charging her power, but that would pretty much only hamper build variety for her and high level Nurses wouldn't care.

  • No, they just made him feel good without addons.

  • Yes. Not only to find bugs, but BHVR have been making pretty solid balance tweaks based on PTB feedback too recently.

  • @Royval said:

    probably would be a hex would be op on certain killers

    "Certain killers" strikes again

    dbd_chap1_thelastbreath_keyart_66e09a4dc1.jpg
  • Solo survivor feels pretty painful when you're up against competent killers, SWF is just fine, as always. Killer is pretty good, but unless you've got very strong pressure, chase or lots of slowdown, gens are flying if you're playing in high MMR pool. I still find the game kind of fun though, but not been playing too much of it recently.

  • Your GameUserSettings.ini file is probably set to read only.

  • Yeah, buff it to 50%, then it would be 46 seconds per hook stage. And maybe make the range 16 meters, 24m is very long distance, especially on maps with two floors or indoor maps.

  • Great and needed change. Pro tip if you're on Steam, you can also hide the hours you have in games in your privacy settings while keeping your profile public.

    image.png
  • If you're not camping hooked survivors as killer, the other survivors will unhook before 60 seconds have passed on average and this change won't affect you.

  • It's fun and adds personality to the survivors that have them, I like it. Kind of sad that other survivors don't hear them, that would be cool. Obviously not the killer because it would be Pay to Lose.

    I wish everyone heard the same killer voice line when killers talked though. Right now killers and survivors hear different voice lines when for example Wesker is shittalking, bit of a missed opportunity.

  • I think an official post somewhere said 11 am ET, which makes sense since that's usually when updates and events drop. So about 1 hour from now.

  • Bought every OG character with shards. I also buy some of the time limited skins you can buy for shards for christmas and halloween and stuff. Otherwise I just hoard them unless a super cool outfit on a character I play becomes available for shards.

    Characters are by far the best use of shards, it's not even close.

  • Why nerf SWF when you can buff solos instead? For example, why can't you see self unhook progress of your teammates? Wasn't stuff like this pretty much exactly why they added the new survivor HUD that shows gen progress, teammates doing totems, etc? To let solos get info that SWF can communicate in 2 seconds?

    Why can't you show your teammates which perks you have while in-game? Like making a perk you have show up on the HUD to give your teammates info they can work with.

    Why not add a basic text command system like DBD mobile has where you can send messages like "Going to unhook" etc?

  • Sure, put it in. Anything to speed up the boring part of the game where you're walking around the map, picking up survivors and waiting for self unhooks when there aren't any more second chance perks left and everyone is slugged or hooked. Maybe it should be a self sacrifice though instead of a self bleedout, to help killers with pips and achievements and stuff.

  • Alternatively, bring Object of Obsession and juice the killer. Suddenly you'll be excited to see Franklins + Weave Attunement.

  • Most people wait at gates to BM and it kind of sucks to have to walk across the whole map to force them out, sometimes first to one gate, then all the way to the other gate. It's lame, boring and petty. I'd like it if once EGC started, a glyph spawned in basement or something, and the killer could interact with it to give up and end the game. Or just let the killer DC without penalty once EGC starts or something, idk. This would make hatch challenges harder, but you could still get them done if you're the last survivor alive.

    But a lot of people are staying at gates to ensure their teammates get out safely, and sometimes several players are doing this while standing across the map from one another. A "soft" solution to this is to make it so if you're in the exit gate area as survivor, you can also see any other survivor in an exit gate area, even across the map. That way, if all survivors are in the exit gate area, they'll see each other and know that everyone is safe, so everyone can leave.

    As for getting hatch challenges done, make sure to bring a hatch offering and camp the hatch location once you know everyone is safe to leave, hopefully your teammates will leave early enough for you to get your challenge done.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767165#Comment_3767165

    It's terrible perk unless you have reason to open lockers regularly anyway, but Darkness Revealed is way better and more likely to give you some value.

    Ultimate weapon went from most reliable information perk to least reliable information perk.

    It's often simply waste of time for most killers to go out of your way, open locker just to find out noone is there. It's bad Whispers in reality.

    All they had to do was stop the effect after first scream, but they had need to nuke it instead.

    UW was never best information perk for most killers except top tier killers, who can get downs fast, but it was terrible for 110% killers...

    What it was best at was finding rats. It doesn't do the job now.

    Stopping the effect after finding the first survivor makes a lot more sense than how they chose to nerf it. I've been running Darkness Revealed a ton this update anyway, seems like people are trying out Iron Will and the new Lara perks, so they're too busy to put in Distortion.

    It's a bit sad how almost all good info perks are aura reading now. I mean, in this very last update, two aura reading perks were buffed, and 3 knight addons were reworked to provide aura reading. How about adding a killer instinct perk, or loud noise notification perk? It's really no wonder Distortion is a top 10 perk when almost every good info perk is aura reading anyway.

  • @Toystory3Monkey said:

    he was even stronger before the update because he could have 5% haste and almost 9 seconds of overclock which made it impossible to play around in tiles.

    the update made him much smoother to play and less addon dependant, but removed consistent chase winning tools from him, instead making him rely on lots of fakes to get hits.

    autoaim comes with a baked-in 0.2 second nerf which makes it objectively weaker than manual aiming as survivors get more time to move away in cover.

    so you're just conditioning yourself to believe he got stronger, he didnt. he simply got more pleasant to play and more accessible so more people can access the basic and slightly advanced things he could always do.

    the biggest buff he got is probably aim assist on teleports which enables insane shots like this one, however I wouldnt say it's even remotely problematic or overpowered. It's just nice.

    https://us.v-cdn.net/6030815/uploads/X0M28UTE82IE/teleport-trickshot-3.gif

    3% basekit haste doesnt allow him to guarantee overclock hits and all it does is allowing him to catch up in certain loops where he had to previously rely on scaling overclock. Not even remotely as powerful as he was with soma's photo.

    so this update made this killer more accessible and fair as he now has to rely on inconsistent means of getting hits instead of consistent & not always available ones.

    Does autoaim really take longer than manual aiming? I know they reverted the awful 0.8s tagging time from PTB. I don't tend to use autoaim anyway.

    I completely agree on new Soma Photo though. Not only can it be used for free, strong, cross map slowdown like you mentioned, but it also incentivizes and rewards hard tunneling by letting you ignore BT, DH and OTR off hook. Nasty and bad design. Probably won't get changed unless people discover how nasty it is and it gets popular to play Singularity with it.

  • Please, no more obnoxious downsides to perks that are actually viable. If you don't remember, the only reason people began using the perk is because they removed the awful cooldown, while also buffing the range to 32m from 20m.

    I think nerfing it to 24m would be enough of a nerf. I think it gives too much info at 32m, 24 is more reasonable.

  • @Nazzzak said:

    It didn't have a low usage rate in my games. I think it's a better perk now. Opening a locker and knowing where everyone is in your vicinity every 30s is probably one of the easiest high value perks this game has had. Required zero thought. I used Calm Spirit for a time when everyone and their mum had UW and I was sick of the screaming, and I'd watch killers walk right past me. Even a few times while I was on a gen they'd walk on by because they were so used to finding people with that perk. Imagine relying on it so much that you forget what it's like to patrol a gen.

    The perk has a 60 second cooldown now, not 30. It used to be active for 30 seconds, then a 30 second cooldown, so still about 60 seconds between screams but you get the idea. The info it gave was stupid and I think the nerf was warranted. I think it's a reasonable perk now, but Darkness Revealed is way higher value unless you're up against Distortion.

  • Finisher mori would work just fine, as long as it didn't apply if there were any second chance perks active. Like if a single player had either active DS, self pickup, or self unhook, finisher mori wouldn't activate, even if every survivor was downed or hooked.

  • Distortion counters 90% of aura reading perks the whole match, so I don't really see the problem. Off the Record to an extent too. Not sure what's with the antagonizing tone here. I agree there's too many aura reading perks but that's the way it is when they keep adding more and more stuff.

  • Completely agree. There's so many perks to buff, some could be good with just removing unnecessary downsides or buffing the numbers up, or adding some more effects. Tons of work with, it's low hanging fruit and I really don't get why they don't buff weak perks more often.

  • I'm actually not opposed to it, now he can pretty much only full rev twice in a row before going into tantrum. This won't affect normal chases, but will affect chasing survivors away from someone that's hooked. Still very strange that they didn't put it in the patch notes, and even stranger that they didn't also nerf the addons that let him rev more before overheating if they really were trying to weaken his camping a bit. Maybe they were afraid of backlash. That being said, I've been having lots of fun with basekit Bubba, he feels way better now.

  • You should play some killer so you can gain knowledge and understanding of the game at a deeper level, then you'll be able to better gauge if the game is healthier than before or not. From what I'm reading you're pretty much only playing one side, and only solo q. That gives you a very limited understanding of the game in my opinion.

    I will say this though, you're right about survivor perks. The fact that such a large portion of the perks are useless is a travesty, and right after meta shakeup in 2021 was super fun because lots of perks felt fresh and usable. They should do way, way more survivor and killer perk buffs to underused perks.

    Solo q is also awful. Basic communication like showing your own perks to teammates during gameplay, making simple callouts, or even showing the self unhook bar of survivors on hook to everyone should absolutely be implemented. The whole point of the survivor hud update was to add info that is easy for SWF to communicate, but not for solos.

    Other than that, I'm really liking the killer updates they've been doing, they've mostly been buffing basekits and stuff to make killers less addon reliant, and I'm really liking the direction it's going. And remember killers aren't just getting buffs either, just last patch, almost all the strongest regression perks were nerfed, at the cost of Buckle Up and Background Player, which were pretty problematic. And these perks are still viable, btw, just not as annoying.

  • Facts, I remember there were some official stats on perks and killrates. Noed was the highest killrate perk. Worst case, you get a chance at a free hook/kill, best case you turn the game around and get multiple downs or kills you otherwise wouldn't have gotten.

    So a lot of noed players get stomped the whole game, then snag themselves a kill or 2 using noed which ensures that they don't actually lose MMR despite playing against far better players.

  • Report them for communication abuse since they admitted it in post game chat. Gameplay abuse rarely gets punished and is almost impossible to prove.

    Sables Invocation is so bad that it is actively detrimental, but that still doesn't justify throwing the game to troll the Invocation user because of it. Keep trying it for as long as you'd like. Though you'll probably find it's not worth running.

  • If they're not going to remove it from lobbies globally, I'd absolutely love to see an option to hide your prestige from other players like you mentioned. Maybe even have three options, "Don't hide", "Hide in lobby" and "Hide everywhere". Hide everywhere would hide it from others both in lobby and post game screen, while "Hide in lobby" would only hide it from others in lobby. But of course it wouldn't hide it in the character select so you could still see your prestiges for yourself. That would be great.

    Or we could just get rid of lobbies altogether because all they do is waste time, let killers check profile and lobby dodge, incentivize last second swaps, ruin matchmaking, and cause dodging and backfill issues.

  • I'd be down with removing the pointless penalty to totems and chests. Don't like the idea of spreading the effect to other survivors, sounds way too powerful.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685182#Comment_3685182

    Apparently you are correct with that even though I was pretty sure that it was an 80 second cool down so thank you for correcting this. I have updated the post to remove that point so, again, thank you.

    However though, it's still technically longer than Unforseen just because you have to wait for it to turn off first THEN go on cool down.

    Oh good point. Yeah Unforeseen is a way more consistent stealth perk. Unsurprisingly it's also more popular than Trail. But I still think Trail has its uses.

    I wouldn't mind fewer perks and more perk rebalancing of older perks, honestly. But that's a big risk to take, and people would not like doing adepts with only 1 or 2 perks.

  • Trail has a 60 second cooldown, not 80, and potentially longer duration. I think they're both fine perks, but it does show that the devs are running out of perk ideas. Do we really need more perks when we have so many useless ones?

  • Just make it so Buckle Up doesn't give the user any Endurance, only the person they picked up. Problem solved.

  • Have 1 orb.

    Camp a pallet.

    Get hit, giving the killer your orb.

    Stun the killer, stealing back your orb.

  • It's a buzzword at this point. But the most straightforward definition is "Going out of your way to hook a single survivor 3 times in a row to the point of ignoring hooks and downs on other survivors"

    Attempted tunneling is still tunneling, for example getting ran for 5 gens having only chased one person, but never downing them or swapping targets because they outplayed you. Or hooking someone once, then spending the remainder of the match looking for them as they hide from you after getting unhooked, instead of downing and hooking someone else.

  • @Superyoshiegg said:

    Dude. There's already literally a button that buys the entire web with one click. Between that and the one click node route purchases, there's already barely any effort or interaction with the bloodwebs. We do not need to automate every single thing.

    No one's making you sit on the main menu for 15 minutes spending all your BP before each match. Spend it while you're actively queuing.

    No, I think OP is right. What's the point of using auto bloodweb of it always takes cheap items when you want high rarity ones? Bloodwebs are still way, way too slow for no good reason. I refuse to believe that they can't make it so the moment you buy the last node of a web, the new one pops up immediately with no animation, ready for you to spend bp instantly. And I'm not impressed by the "skip bloodweb level up" thing. It's still slow.

    Or like OP mentioned, let us pick how the auto bloodweb prioritizes nodes. Or better yet, just speed up the animations in general. Why is buying bloodweb nodes so slow outside of auto bloodweb for no reason?

    As for spending BP while in queue, that's easier on survivor than killer, because on killer you can't swap characters while in lobby, and queues are short.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684403#Comment_3684403

    Disabling the perk when someone is dead won’t solve the trade at hook issue. And I’ve never seen that done before except for when the killer was losing badly. People don’t think NoEd is fair because killers are rewarded for losing their objective. Why reward survivors for failing to stay alive by disabling killer perks? That’s a double standard.

    It's punishing for sure, but this is one of the best perks in the game we're talking about. Corrupt was nerfed, but that's still a solid perk. You're right about the hook trading though. That part might also not be that big of a problem since you have to camp to get the trade, and good survivor teams punish camping hard by doing gens.

  • I don't think you should be able to see perks in lobby or while loading. People would dc or dodge even more.

    I'd personally like to be able to "ping" a perk while in-game, which would show it for a few seconds on the HUD next to your character. Simple, easy, can give info when it is needed to your teammates.

    For example, someone is in chase, you ping your Background Player perk. They see the background player icon on the HUD, maybe they choose to get downed under pallet, letting you get the pallet save? Something so simple could massively improve solo q communication and coordination.

  • I always bring OTR. You need at least one anti tunnel perk imo. It's a decent bandaid till spreading hooks is changed to be more rewarding. OTR and some Exhaustion perk like Sprint Burst or Lithe is great. Or you can run the tried and true DH, OTR, DS combo.

  • Background player is a pretty popular perk, especially paired with flashbang. A good survivor with Background player and either flashbang or flashlight can be really annoying to deal with, so sometimes people just wanna put on lightborn and actually be able to pick survivors.

  • @HexHuntressThighs said:

    Why are we trying to nerf perks that incentivizes spreading hook states? We need more strong 4 hook perks, not less

    Does it really incentivize spreading hook states though?After you've hooked your first survivor, you can just camp the hook for a trade to use your second pain res. Then if you manage to tunnel one survivor out before gates are done you get to enjoy 2-3 pain reses in the 3v1. I'm on board with the idea of disabling the perk once someone is dead.

  • If they extend the event that would be crazy. I've been getting tons of BP, definitely more than anniversary, but I wouldn't mind an extension.

    I'll agree it's very weird that the offering is still disabled.

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