NotJared
NotJared
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I'm honestly worried that having a "Ray" might end up becoming really OP depending on how it's implemented, but generally yeah I'm really really excited!
As long as we make it so the Artifacts are something the Players HAVE to interact with - the Security Doors on Springtrap are entirely supplemental to both Survivor and Killer gameplay; both roles can perform perfectly fine without interacting with them at all, and I don't think that's a good thing.
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@TheVarietyKiller said:
alright
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039279#Comment_4039279
but she can’t do that anymore. So what’s the problem?
Honestly, I don't think there's any problems anymore. I think she's pretty fair and balanced to go against.
But players are both traumatized and incapable of adapting or changing their mind.
Like mentioned, she's become the poster child for everything wrong with DBD, fairly or not. And when people are angry and frustrated with the game, they need something to blame. It largely just gets taken out on her.
Many will say that the free injury states are why they hate her, but she's far from the first or only killer to get quick injuries, and far from the only M1 or trap/setup Killer in the game. Look at Trapper, the game's first Killer! What about Plague, or Legion? Hag? Freddy before he was reworked a second time had traps, too. There are plenty of Killers that get easy injuries and do setup play.
People complain that they have to crouch against Skull Merchant's drones, yet they have no issue doing that to dodge Vecna's spectral skeletons.
People complain about the hinder and haste, but are totally fine with Clown having both be his entire kit.
Honestly, almost every complaint that is made about today's Skull Merchant is incredibly cherry-picked, because almost all of the complaints can be attributed to other Killers.
It really boils down to, PTSD from how easily she was able to capitalize on the Overcharge + Call of Brine + Eruption meta still traumatizes players.
And honestly, she's quite complicated to learn how to counter, so she used to absolutely pub-stomp.
Also the teasers for the chapter pre-release led everyone to believe that the Killer was going to be a robot, and when it was revealed to be an regular-appearing woman, many were quite disappointed since their expectations were not met and not getting what they wanted played into their hatred of the character.
Personally, I commend the devs for making Skull Merchant the first female Killer in the game to not be disfigured and not play into the horrible horror tropes of "ugliness/disability is scary." After the backlash on how regular Adriana looked, it does not appear we'll be returning to that style of regular-appearing original Killers: For example, Portia (Houndmaster) is facially disfigured.
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It's so frustrating because this is such an amazing character that has so much potential, especially with the power reskins, but NOBODY wants to pay for $20 skins for a character that almost never works. And abandoning the character only makes people even less likely to play them!
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@OrangeBear said:
have you tried to do it, maybe it would reject it
Yeah I've been able to. I change it back and don't mess with it tho.
We can only do it on our own reports, tho.
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While I'm thinking of Feedback to give for the new Betahub, there are no directions that I can find that instruct players how to find and attach their Log files, yet I see plenty of Steam players reporting bugs without actually including their log files.
Some instructions may be helpful.
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@AcesSpeedo said:
if i cant have it no one can type #########, just play the game bro
My argument isn't that everyone should suffer together, my argument is I am criticizing inconsistent design philosophy because these inconsistencies snowball into a problem that DBD has that's much greater than any one individual problem.
The devs have said they don't want bloodpoints to be a reason why certain perks are chosen, yet allow things like this to remain in the game. When the developers directly contradict themselves like this, it makes it difficult to believe that even they believe in their own design philosophy. Inconsistency makes it difficult to believe in their public statements and official communications.
In a time where dev/community relations are their most strained, these inconsistencies are critical to avoid and will boil to a tipping point. It's important, IMO, they stand their ground.
For example, If we are sticking to certain design principles like "perks shouldn't affect powers", then stick to that design philosophy rather than cherry picking a couple perks like Saboteur while letting Adrenaline hard counter Freddy by waking up Survivors for the better part of a decade.
When Clown was accidentally given two addons that did almost the exact same thing, they were changed rather quickly.
Now, Pinhead has 2 addons of the same rarity that do the exact same thing, except one addon is exponentially better stats-wise and more useful than the other. Nothing is being communicated about that, despite much outcry over it.It's frustrating to be told or promised one thing and delivered another, and the point of me bringing this up isn't to start an argument but rather to critique poor developer communications and inconsistent design principles.
When half-baked and sweeping changes are made in an effort to make low-cost, high-value changes, the game is left in a state of absolute disarray, as we have seen the last several months.
My point is, I'm trying to call attention to the fact that the developers need to stick to principles and statements that they communicate, or else they risk appearing either unaware or deliberately neglectful of any individual aspect of the game that they claim to take care to - even if they're not doing so on purpose! In fact, I highly doubt that they are intentionally cherrypicking and ignoring their own principles in this scenario and it's rather something that just slipped under the radar, but inconsistent is how it appears.
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@Mandy said:
The map showcase queue, does have the same MMR as the regular queue and it's affected by wins & losses in the same way.
The only difference is for Events, then MMR is used for Matchmaking only and you do not gain or lose depending on the match outcome!
That's really interesting! Thank you for the confirmation!
Interested to see how things change or remain the same as you guys rework the MMR system.
I take it Map Showcases are stat tracked as Regular Trials on the tracker, then.
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@OrangeBear said:
Hmm… nothing, really, and that may be the issue for some people.
Anti-tunnelling and slugging seems to have been scrapped after several months of testing, discussion and anticipation.
The current rift is disappointing and goes on until late january.
Pallet density received another update however it remains controversial as they reduced the strength of a lot of loops quite heavily.
The november chapter was delayed and this patch didnt introduce much, mainly bug fixes but it also came with a lot of bugs making it not feel as bug fix focused as it should imo.
So… yeah not much exciting going on with dbd. Imo sinister grace and twd was quite a flop. Krasue one of the most unbalanced and boring killers introduced sadly. Twd some of the lowest quality content dbd has ever put out. So that leaves FNAF to be what was imo the last exciting addition to the game, but even then, it didnt really meet expectations in terms of quantity.
I am looking forward to the january update though because it will introduce a new rift and stranger things part 2. I really enjoyed what is out of season 5 so far, so im pretty excited.So, truthfully, I was mid-edit when my hand accidentally hit the Enter key on my numpad and embarrassingly, what was sent was not a finished thought or one that reflected what I intended to say AT ALL and my mid-edit title, unfortunately, resulted in a rather mean-spirited title called "What's Wrong With Dead By Daylight?"
Which is, again, NOT AT ALL what I meant to say! Oh my gosh!
I was indeed intending on making a post to discuss and express my dissatisfaction in the fact that 2 chapters got delayed, one of the most important licensed chapters in DBD history was delayed from Q4 to Q1 (which I cannot imagine Netflix is happy about and it might risk future Stranger Things/Netflix content in the game), one chapter is potentially cancelled, all under the promise of a health update and bug fixes, when the update delivered nothing (not even the Elusive status effect, which I thought was liked universally?), and MORE bugs have been introduced than fixed in an update that delivered almost nothing but bug fixes!
But I did not intend to have it be so mean spirited in title! (Or have a completely empty body!)
I'm rather embarrassed at how this ended up, though, as this discussion got off on a foot that was never meant to be put down in the first place and would rather delete the thread entirely, if I could.
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DeadByDaylight.log
Here are my logs from a couple matches where it was happening with Game Afoot, Friends 'Til The End, and Nemesis
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This occurs with any mechanic that changes the obsession, not just Friends. Like Game Afoot
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@ThatRyanB said:
Would you happen to also have player logs from when you encountered this? We've shared this bug report and your videos with the team, but player logs are immensely helpful in isolating the cause of bugs, so we'd love to share these as well if possible.
Hello! I have video and logs of this happening.
It seems to happen most often when spamming the "M1" button in anticipation of performing the break action, as there is no longer a cooldown/buffer during the transition/summon animation end period after the Draw Patrol interaction ends, so spamming will often result in swinging.
This happens consistently, 100% of the time I try spamming it, and it doesn't happen at all when I don't spam M1 during the patrol summon.
https://youtu.be/wJUdMD7xNkw DeadByDaylight.log -
Something definitely sounds weird, quiet, and a little right-channel-leaning on the original English voicelines
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Thanks for the update!
It's a bit disappointing that the Original Pain changes went through despite many people asking for it to be changed because it now does the EXACT same thing as Greasy Back Lens and for a longer duration (and both addons are the same rarity). One of these addons needs a new effect entirely.
Please be careful not to duplicate Addon effects when changing them, this is not the first time it's happened and it's very frustrating when it does.
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@HolyDarky said:
The Greasy Black Lens addon is still slightly better because it shows you the aura of a survivor when you hit them with a chain and not when they break free.
Here are some ideas for a rework idea:
- when you damage a chained survivor, every other survivor within 24 meters will scream.
- When a survivor solves the box, you see the aura of every survivor for three seconds.
- Whenever the chain hunt builds up, you see the progress of every Generator based on their color density.
- Solving the box as a killer no longer triggers a chain hunt but every vault location and upside right pallet get blocked for the next 30 seconds.
I disagree with Greasy Back Lens being better, because honestly I don't really care where a Survivor is when I hit them? Unless I am incredibly forgetful, I should already know exactly where they are: I had a 1st person POV of where they were when I hit them with my chain. Also, there are a ton of chains that spawn that lead me directly to where the Survivor.
The new Original Pain triggers when you would actually need it: After they break the chains and you don't immediately know where they are, and it lasts for longer than Original Pain would.
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I think it's really oppressive for a Killer to be able to stay undetectable for the entire of a match, and they nerfed the Undetectable as compensation for the Drone placement cooldown so she cannot delete her Terror Radius for the entire match. Otherwise she'd be Undetectable for longer than the Drone placement cooldown.
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Sanctum of Wrath:
The changes made around the fillers near Sanctum of Wrath are excellent.
The small, incredibly weak filler pallets make it possible for Survivors to cross from one side of the map to the other, and it feels very nice.
Before the update, crossing across Sanctum of Wrath's main building to get from one side of the H-shaped map to the other felt like crossing a No Man's Land where you were practically guaranteed to take a hit. These are good pallets, they're not too strong, and I'd love to see them stay. This has solved many of my issues with the map before the update:
Generally, I think all of the changes made to Sanctum of Wrath are good changes. This map has less tendency for either of the wide-sides of the "H"-shaped map to run out of pallets before the other - before this was a major issue because crossing from side of the map to the other in the aforementioned "No Man's Land" that is main building was so incredibly dangerous that Survivors would often just stay on one side of the map, using all of the pallets on that one side and depleting them early.
Survivors seem to be feeling much free-er to attempt to cross the map, and the pallets don't deplete too quickly on one side over the other anymore.
Overall, I think Sanctum of Wrath's general changes were perfect.
Yamaoka Residence
This map generally already felt pretty Survivor-sided due to how long it is, in my opinion, but historically I have dreaded this map as Survivor as I've always been running into dead zones when trying to traverse the map. I don't think it needed many changes, but to be honest I haven't noticed much difference since the update.
Yamaoka Estate Realm General
Generally, I will concede that while I do think the changes attempted to be addressed were in good faith, I do think some of the filler tiles added to the rest of Yamaoka were too strong. Specifically, many of the boulder loops are very strong, and to see more of these with no way to outplay them beyond eating the pallets is very frustrating. Were they needed? Yes. Were the added fillers too strong? Also yes, I think.
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Decimated Borgo has been absolutely miserable to play as Survivor ever since D&D got introduced. Shattered Square was in dire need of both more pallets and better tiles, and it feels much better now.
Shattered Square FINALLY feels playable as Survivor, after years of it being one of the most killer-sided maps in the game, and honestly I haven't had any issues playing as Killer since the update. This map is still decent as Killer, and I disagree with there being too many chainable loops.
The thing about chainable loops is that they're very much necessary to reduce deadzones. Chainable loops shouldn't have very strong pallets, but I don't feel that playing Killer on the Shattered Square loops has been ill-affected by the update much at all. It's still one of the smallest maps in the game and feels very fair and balanced.
Especially when versing Killers that either eat pallets or that can make distance in the blink of an eye if you try to leave a loop like Kaneki or Blight, Borgo feels balanced.
I will echo the sentiment that the no-window single-pallet gym tiles on this map are genuinely horrible to play on as Survivor. They're incredibly unsafe, give Survivors almost no distance even if they pull off a stun, are thrown almost instantly so they offer nothing and give the illusion of safety when running late-game (but it's never up because everyone runs to the gym assuming they'll get more value out of it until they realize there's nothing there) and are just genuinely my least favorite tiles in the whole game to be honest.
I've been trying for a long time to get them to spawn on either Shattered Square or Forgotten Ruins to get a screenshot, but it seems that these gyms might no longer spawn since these changes? But please make sure they stay out of rotation.
Forgotten Ruins also feels more playable for many similar reasons. The dungeon area still feels maybe a little barren, and I feel it needs a window vault or two to make is runnable once any of the pallets down there have been thrown. If a single pallet is thrown in the Dungeon, the entire downstairs area (which encompasses THREE generators! No small area!) feels unrunnable. The threat of these pallets is the only thing that keeps the main balanced. Once they go, the entirety of Main feels awful.
Generally, I think the Decimated Borgo realm is finally much more balanced, and I don't feel like giving up before the match has already started when I get Shattered Square or Forgotten Ruins as Survivor.
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The biggest changes Springtrap needs, in my opinion, is more incentive to use the Security Doors and Cameras on the Survivor side of gameplay.
Revealing Springtrap does very little to benefit teammates, because it can waste so much time to find him when someone doesn't know where he is. When you do find him on cams, he's usually already in chase.
The amount of time he's revealed for is very short, too.
Making him become Undetectable over time is an excellent suggestion to promote more active Survivor use of the Cameras - although I think granting Undetectable on Door travel should still grant Undetectable to promote using doors.
Currently, as-is, there's no way to really outplay him using Security Cams as Survivor. If he comes out the door nearest your gen, you already know where he is, making someone revealing him useless.
Finding him on Cams while he's Undetectable and wandering around is almost useless, because most Springtraps don't wander around Undetectable: If they come out a Door and there's no one at the nearby gen, they'll just go back into the door and teleport again.
If a Springtrap does happen to be wandering around by his lonesome, it takes so long to find him on Cams and then train the Security Camera on him that it feels basically entirely futile to even try. Usually by the time you do find him, he's already stumbled onto another Survivor and your time spent searching for him feels wasted. You waste so much precious time looking for Springtrap on Cams that would be better spent doing gens, that it makes using the Security Doors almost worthless.
Playing against Springtrap currently does not fulfill the fantasy of playing against a FNAF character at all because the Survivor's reward for engaging with Springtrap's mechanics are so small or worthless that most Survivors seem better off not engaging with Springtrap's doors at all. In the end, playing against Springtrap rather feels like versing a fancier Huntress than a FNAF character.
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To be honest I've not had any problem downing Survivors in the Void. I usually get a couple per match. You've gotta be quick to jump on it, and strategize around not letting them reach the Portals to get out.
But I do understand how frustrating it is to have your accomplishments be entirely dependent on whether your opponent decides to take a specific action: I have the same frustration with the "Grab 15 Survivors out of the Security Door" achievement, or the "Escape with the Hand or Eye of Vecna" achievement.
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@Shinkiro said:
You all won't be happy until he is literally unplayable.
I'm not asking to make him unplayable, I'm asking to make him balanced and not feel bad to go against. Ghoul is still the most DC'ed-against killer even seven months later because he's incredibly unfun. Hardly anybody likes going against him, especially the casual players (who are the largest demographic and do matter, also).
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005258#Comment_4005258
That's the downside of releasing Killers that are too oppressive at first. Even if you tone them down, the reputation sticks and no one wants to go against them. Case in point, Skull Merchant isn't the worst to play against anymore. But I still dread it purely because of how miserable she was to go against. This is happening to every new Killer, so it's going to be the trend moving forward I assume.
To that point, my complaints are not a remnant of having a lasting reputation like Skull Merchant in this instance. He continues to be genuinely the most miserable experience I've ever had playing this game in the 9 years I've been playing.
Removing the "kidnap tech" did nothing to change how miserable it is for Ghoul to constantly be on top of you because he can cancel mid-leap and start his cancel recovery mid-leap.
Removing "kidnap tech" did nothing to solve how miserable it is to be auto-locked onto and injured through walls from over a kilometer away.
It feels so so incredibly bad to have movement from your character disabled on point and click demand by Ghoul.
New players are joining the game today and quitting over how frustrating Ghoul is to play against with no prior knowledge of how he used to be.
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I've always said Lady Dimitrescu would be an amazing Visceral skin for Knight, where her 3 daughters replace the Guards.
But being her own character and having her own power would also be pretty sick, as well.
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@littlehoot said:
I definitely agree with upping the number of chests on a map.
Several times when I was doing a tome challenge (I believe there was one requiring opening three chests in a single match), it was absurdly hard to manage because most of the time another teammate had opened one before I could get to it. Even then, I felt kinda bad for doing it in case I was robbing someone of perk value or their own tome challenge by stealing all the chests.
It would increase the usefulness of chest perks, and also make keys more of a viable item to bring—which thus far I don't think the devs have succeeded a whole lot in achieving, despite their efforts.
That last sentence is really what comes to mind when I think about this. The devs are clearly making a great and hearty effort to make Chest and Key mechanics more relevant, particularly at higher levels of play.
But the efforts are sadly futile, and nothing will change that as long as there aren't enough Chests in a match for players to feel comfortable and worthwhile to experiment with Chest and Key gameplay.
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Update: Got a video of this happening
https://youtu.be/-YZ9syGmokQ -
After a few months, I'd like to note that I don't think I've seen Rick's Apocalyptic Ingenuity used once.
They key rework saw some builds experimenting with them at the start but after the first week I don't see Key builds anymore
The Streetwise buffs to item charges did almost nothing for the perk's pick rate.
While we saw Moment of Glory for a bit because Castlevania was new, now that it's been officially over a year I see Moment of Glory maybe once every two to three months.
Lara's chest-centric perks are hardly ever seen.
I'm noting my observations to say, I think these perks would be used more if there were more chests to use them with.
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@SoGo said:
The problem with "just remove autoaim" is that the devs said that they were considering it and it was extremely difficult to land hits this way.
I frankly don't really care if a Killer like this is difficult. Learning to aim in video games is generally an expected skill.
Especially when the alternative is what we have: The simultaneously one of the strongest Killers ever made while universally agreed upon being way too easy to play for the results they get and universally agreed as being unfun to play against because of this feature.
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Here is another video that I submitted as a support ticket, initially thinking that this was being done to me by a hacker. This better shows the bug in action, except this time it never undoes itself. The video is accompanied by my Log from that session (once again, it is the last game I played):
https://www.youtube.com/watch?v=kMLeQS3J6go DeadByDaylight.logHoundmaster is entirely unplayable as a character until this bug is fixed. I know this isn't high on the radar since Houndmaster doesn't get played often, but please don't give up on and neglect Houndmaster for another 6-12 months like Twins often are
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@Chrisliam121 said:
This has been ongoing for so long now. I'm on Ps5 and it seems to have severely increased in frequency. I came here to try add another video to demonstrate but the comment section won't allow me.
If you can upload it onto YouTube that helps - the forums only have a 50mb upload limit
But Houndmaster is darn near literally unplayable with this bug, I'd almost say she needs Killswitched
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https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009377#Comment_4009377
The match was yesterday but I do think I recall it happened with a slap hit, yes
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@DeeBeeDeeAddict said:
It's just really tone-deaf at this point for this company to keep putting out busted killers like this after all the feedback about Chucky's release and Ghoul's release.
I think their rationale is that they want new characters to be 'easy' and appealing for new players to pick up… but when a killer has absolutely zero skill expression… you're rewarding new players with your bad design. And those people will never get better at the game because they don't have to.
I miss old DBD when skill expression meant something. People invested thousands of hours into a nurse or blight to get insanely good at them because there was a steep learning curve to truly master them. And when you went against a really great nurse or blight, you knew that person sank a lot of time into getting that good at the game.
Now, somebody with barely 500 hours can just buy whatever latest slop killer BHVR puts out and feel like a god. It makes zero sense to me.
I do think that characters should be intuitive to pick up and be okay with. Characters should be fun on the first play, not after sinking 20 hours especially when most DBD players are casual.
But, I definitely agree that the recent game design's direction is worrying. Every new Killer and many recent reworks seem to have a design intent at removing skill to make getting downs effortless and nearly unavoidable with enough chase time.
2 recent killers have released with auto-aim, and a recent rework just had 2 different forms of auto-aim implemented into the power (Singularity)! Granted, I do agree that it grants controller players an easier time but M&Kb players are stomping.
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@JPLongstreet said:
Exactly how could this killer work at all with a controller without that auto-aim?
Maybe a light aim assist that gently pulls it would be okay, but this is crazy unnecessary considering how easily spammable the projectile is and how little distance she loses shooting it.
Problem is that missing intentionally almost guarantees a hit; it doesn't really matter what kind of input device you're using, a miss should be a miss.
But that's not the case with Krasue for any aspect of the 'skillful' components of her power: if you miss the projectile, it autoaims for you.
If you miss the dash, you can just hug tech around obstacles and readjust your dash angle to almost any degree.
A miss should be a miss, not a hit.
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They've been nerfed so horribly that they're not worth running over any item that you KNOW you'll get value out of.
Fog Vials have been nerfed so badly that they essentially don't do anything anymore other than add ambience.
If you have an item that's "just ok" that you have a low chance of successfully getting value out of, no one's ever going to pick it over a great item that is guaranteed to have a direct effect on the game's outcome.
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@UndeddJester said:
She was on the PTB for 3 weeks and was generally considered to be strong but mostly fair, a few things to iron out and clean up, but everyone was pretty happy with her.
Then on live:
https://us.v-cdn.net/6030815/uploads/6TKDC29MX8K1/screenshot-20250924-094007-firefox.jpg
Like Jesus man... what even is this? You would think she came into the PTB looking like a startled kitten with this buff list.
Like looking just the vault, the only nerf she has gotten: -
- Chucky Old Scamper was 1.4s.
- Legion (0.9s + 2.5s cd)
- Wesker (1s + 1.5s cd)
- Ghoul (1.5s +1.25s cd + 0.5s 50% hinder).
- Krasue is 1.6s with no cooldown...
This nerf is a nothing burger... she is still a monster at getting hits round loops. Her kit is now unbelievably strong with pretty much the only counter play being body blocking...
Good luck with that in SoloQ.
It is very worrying that she was agreed upon by most as strong but fair, yet she received buffs to guarantee that she is uncounterable as a response to forum posts from players complaining that they were bad at aiming the Intestinal Whip.
I am trying to be kind and constructive, but if we're balancing Killers around players who are bad at aiming, I'm deeply concerned for the future direction of this game. This kind of design adaptation results in everyone else having a bad time.
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@dramafinesseXD said:
I feel like mushrooms need to insta remove infection considering how easy it is to infect survivors vaulting needs removed but let her break pallets in power maybe
Also not a fan of how forgiving her hitbox is at long loops is basically a lose lose situation for the survivor I was a fan of her gameplay on the ptb but now she is just so braindead just a kaneki braindead clone that looks cooler
I wouldn't say insta-remove, but definitely faster rate of infection cleanse is needed, and a slower rate of infection increase.
She is probably the game's strongest tunneler right now, because of how intense the infection is: A lot of Survivors are wasting time healing off-hook, and then by the time they reach a mushroom the infection is almost Leeched Tier II and then they just become broken all over again. If you're unlucky enough that your teammate does not bring you a mushroom, or if you did not die with one in-hand, if you waste a single second off-hook, it wastes a whole additional minute later, because now you're Broken and must wait for the infection to decay and then get another heal if you were already healthy. All of this time, for what probably feels like the first 90 seconds after being unhooked, the unhooked Survivor is incredibly vulnerable, which makes her an intensely powerful tunneler.
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@Daniel_Silva04 said:
I also don't like facing him, but the suggestions you described would make him very weak, because you basically got all the points that make him strong and nerfed it to the ground.
I explicitly said this in the post, but it bears repeating, I am not asking for all of these to be removed (although the hitscan needs to go).
I was rather explaining how these factors all compound into a very bad time and some aspects of him need to be tweaked.
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She seriously needs anti-tunnel considerations implemented. Leech needs either needs to be removed on-hook, or it needs to start decaying off-hook, or it needs to increase slower passively.
If she wants to tunnel someone, she might be the easiest tunneler in the game because it is almost impossible to heal after being hooked, she'll simply keep Survivors Broken until they're tunneled out.
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I agree, opting not to add The Champion as his own character with a fleshed out power might be Dead by Daylight's biggest missed opportunity.
Failing to tie the two games together in any major way, for being Dead by Daylight's first major spinoff game, is honestly wasted potential and brings incredible disappointment.
Having a full-fledged chapter would have done the character justice. Seeing him be resigned to an expensive skin for Trapper is very disappointing.
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Update: Video added
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996737#Comment_3996737
Thanks, bossman. Is there other killers you've tested recently for this, or did you just test Knight?
I tested a couple others, it only happened with Knight.
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Can confirm this only happens when Knight vaults a window that leads into a drop.
Here are my logs that captured this:
DeadByDaylight.log -
@WalanAke said:
Makes you wonder how many other dashes are bugged since Myer's has the same issue with his
I've tried testing several other dash killers such as Pig but these 2 are the only ones seemingly
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On PC, I press Windows Key+R to bring up the Run command window, enter "appdata", open Local > DeadByDaylight > Saved > Logs > DeadByDaylight.log
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SUMMARY OF THE ISSUE:
I've found it very odd to see many players complaining that Intestinal Whip locks them into a straight line and asking for buffs to turning during the Whip.
It may turn out, this may partially be because of this bug that completely disables rotation if you're using controller!
When playing as Krasue on controller, you lose all ability to rotate the camera during an Intestinal Whip lunge and are locked into a straight line.
PLATFORM: PC (Steam)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- Play on controller
- Select Krasue
- Enter Head Form
- Attempt to use your Intestinal Whip and rotate the camera horizontally at the same time
VIDEO:
In this video, I try several whips. Twice with controller, and then you can see me change to Mouse & Keyboard for two more whips, and then back to Controller. When on Controller, I cannot turn, but M&K allows me to.
https://youtu.be/PxxsT1QrILEPLAYER LOGS:
DeadByDaylight.log -
Captured some logs where Jagged Compass, Furtive Chase, and Floods of Rage all triggered at the same time when someone was unhooked.
DeadByDaylight.log -
I went and tested this specifically and recorded my game logs for it
DeadByDaylight.log -
Here are my game logs of Ruin not triggering the status symbol in my most recent game, since no other posts included logs
DeadByDaylight.log -
@ThatRyanB said:
Coming back to this, I was able to confirm with our team that this is the intended texture for this specific head customization item.
Well then I suppose that's fine, but it looks quite odd, then, because you can see in the video that as the animation of her head returning to Body Form finishes that the face flashes pale once the head reattaches as if it was supposed to be discolored.
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Update: I have been able to confirm that this happens in-match.
Here are logs from that:
DeadByDaylight.log -
All the other features the reward killers for not tunneling are fine, but it's impossible to punish killers for tunneling because you can't programatically determine human intent and dole out punishment based on that. That's when innocent players who are just playing the game are getting punished, and freedom of play is restricted.
I don't totally mind this feature going through IF it accounted for the number of generators remaining when the death happened. If it happens at 5 or 4 gens, I think it would be reasonable.
If someone gets tunneled out at 5, 4 gens, the game is almost always already over at that point. Then it would make sense for a repair boost.
But as proposed, this and the "block all gens from being regressed if someone is hooked twice in a row and dies" mechanics are, quite frankly, very incredibly poorly thought out.
There are many Killers who cannot control who they down or Kill with their powers, such as Trapper, Knight, Sadako, Pig, Springtrap (catching someone in doors)… and you can't leave them on the ground to avoid the penalty cuz now that's a wasted chase since Survivors can pick themselves up now.
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I do anticipate that the base kit barbecue and chili will be disproportionately punishing to new/casual players who may not understand that fresh hooks reveal them.
I think it would be very fair to provide a status effect icon for Revealed Survivors on fresh hooks, very similar to the one given in 2V8, since this is a guaranteed part of the core gameplay loop: a reveal that everyone should know about, should be communicated to all players.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989523#Comment_3989523
Yeah, in practice, it feels more like an extended lunge than a dash. I'm excited for folks to get their hands on it! And hey, if that's not to your taste, you can opt for the existing Myers T3 experience with the Fragrant Tuft of Hair add-on.
Does this mean the Strike is not considered a Basic Attack for the purpose of Perks, like Coup or Sloppy Butcher?
