OPXtreme_ttv
OPXtreme_ttv
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@Shado314 said:
Hi all, let me preface this post by saying that my eyesight isn’t the greatest.
I had recently gotten this game on steam and have been playing it pretty consistently for the past month. However in this time I had made the wrongful assumption that the woman in the ‘This is Not Happening’ perk icon was holding a pregnancy test.It was only upon queuing into a survivor game with my friends and seeing the perk again did I share my incorrect observation about the perk. Needless to say I was very humiliated in that call and was informed that the woman is actually holding wires from a generator. I was just curious to see if anybody else could see my point of view or if I’m truly alone on this matter.
The perk icon is my profile picture for reference.
Troll post? But if ur serious, I feel sorry for ur lack of vision
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@lord_of_dogs said:
The design is good, too bad the perk itself is completely useless and not at all worth a slot…
I'd Disagree. Using it is a personal preference for so many killers I've seen lately, but it also makes grasp saving pretty much impossible unless you have perks that specialize in saving
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@MechWarrior3 said:
Title. Thought about using it.
Point in the killer's direction upon activating the perk, and all survivors see the killers aura for 3 seconds
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@ChurchofPig said:
I thought I would put this discussion out there so we can see how far people have gotten in the rift after the first week of the new system. Obviously there has been a lot of complaining about how slow it's been going and I want to see exactly how slow that is. Also obviously, since everyone plays a different amount of this game with a different amount of time, I'm expecting some wildly different answers to come out of this.
For example: After a week of the new rift, I have completed 28 tiers and am now working on the 29th.
Compared to before I feel like that's a similar pace to before because usually by I want to say Tier 15-20, I run out of challenges from the first tome level and I would have just been leveling up by experience transferring to rift fragments by now. Although it's really hard to say. It isn't lost on me though that a main reason I'm this far after a week is the milestone awards where I'm getting closer to the end of each and after maybe another week or so, I'll be out of those to do and the pace is going to slow down a ton. Currently the lowest steps I'm at are for the Repair Generators and Escape Trials challenges where I'm on Step 6 for both. The highest step I'm at is actually for healing others and I'm at Step 9 for that. Everything else is either step 7 or 8 which is pretty far.
Already at tier 40, done all killer milestones. Its seems super easy for consistently playing players and hard for casuals. But at least if you wait till last minute you can stack weeklies
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Yeah its hella inconsistent. If you wanna lock instantly on something, look up slightly and the second the marker appears it should lock on and you insta send search command. For higher stories just aim higher. If you don't wanna lock then just look straight as usual and lower your cam so you don't lock at the max search range
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@SoGo said:
Just played her today, and I gotta say the vault speed nerf is not that big of a deal.
I did discover 2 new bugs tho, one where I constantly heard the Search Path sound until I sent Snug away, it resolved itself so no problem there, and a visual? glitch where the dog phases through pallets.
Both are known issues. Snug phases through pallets sometimes when a survivor drops a pallet and snug was sent while the stun window ended, but the pallet is still being dropped into a stationary prop. When you redirect he phases through the pallet
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@Elan said:
- Make the vault time 0.5
- Increase base speed of the chase speed
- Increase houndsense duration and circle the dog emits at least by 50 %
- Make houndsense to cause magled and hemorage instead of deep wound
- Decrease the time it takes to wiggle from dog by 15-20 % to create a situation where the struggle actually does something
Thats too much. No killer inflicts sloppy Butcher without add ons. Her chase speed should stay a consistent 35 M/s as it is now (sometimes bugs and is slower or faster). Houndsense doesn't need a duration buff, but its circle could be made more consistent when tracking people through walls and obstacles though. The vault speed should be completely reverted and I'm perfectly fine with a grab duration nerf
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@IlliterateGenocide said:
the problem is her design is unfun to face, i think they are afraid of making it even more unfun to face
i agree she is fun to play, but playing against her is mind numbing.
Shes so fun to play against wdym? Her chase power is actually super balanced and fun to work around, its actually more dodgeable unlike Nemesis' whip and Xeno's tail
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I agree fully. I main Houndmaster, and seeing a nerf to a really balanced killer like her feels shameful. Besides, the dogs vaulting and catching survivors is the survivor's own fault anyway for predropping
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@Lun33dge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925247#Comment_3925247
thank you for your reply.
if i understand correctly that's mean i dnt see the haste status effect but the singularity still gain 3% speed up right?Yes. Its an invisible haste effect. Haste status effect icons are now only used when your speed is being affected by add ons or perks
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@AdamZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924894#Comment_3924894
True, but would they even bother with it? I mean i dont think they did anything like it with another killer. There weapons always stayed the same.
Dredge's weapon changes in all of his outfits. The doll cosmetic has a unique attack recovery
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@AdamZ said:
Am i the only one dissapointed with springtraps weapon being a knife? I was really hoping for a fire axe since we have so many killers already that wield a knife. I hope that atleast bhvr will make it a weapon skin or smt like that.
His knife is HUGE. At least its unique like that. But also his base skin could feature an axe woth a different attack recovery animation. All we saw was the matthew lilard skin in game, not the base model
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924156#Comment_3924156
I miss Puppers the most.
He was a legend, and forever remembered in the fog
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@JPLongstreet said:
https://us.v-cdn.net/6030815/uploads/M88PFT3WC9E1/img-20250508-223341838-hdr.jpg
Enjoying some old school Monto. Highly recommended! 😁
I always miss him. Other than Noob3, hes one of the most popular Canadian DBD Content Creators
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Ye i hate that, since the crosshair lingers on grabable objects and survivors, you get forced jnto doing something you didn't want to do
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@KingOfDoom55 said:
Nerfing him is fine, but this isn't, I definitely know there's q better way to nerf him than putting his powers & tokens on a full CD reset ever pallet break, before, it was a step in the right direction, they just had to killswitch him to fix the "through wall grab attack" bug that should have been fixed already (not surprised that it didn't tho, it wasn't widely discussed much), and maybe make more adjustments to his power stats but reseting the cooldown on every pallet break to 0 tokens for a full reset? That's excessive even for the ghoul
There's definitely a better way to nerf him than what he currently got and that's a fact, bc losing your power regardless if you use or not just to break a pallet, is the WORST thing I've ever seen for any killer unless it actually makes since, like Billy or Bubba, they lose their power when destroying a pallet with their power, that makes sense but this? Why should this be a think if they power is even in use? This is why I say there's definitely a better way tk nerf ghoul WITHOUT making him unbearable to play as, like how he is rn with his current nerf that was just applied
Yes, his initial pallet break nerf was balanced, and now you lose your power for almost the full cooldown, just for breaking a pallet.
His attack range is what needed a nerf, especially when the killer has bad ping, you get hit through walls. His vault speed for the most part got nerfed in this second nerf, which im ok with. His minamum leap distance needs to be considerably reduced and his crosshair linger should be removed entirely, factoring in his base range nerf last time
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@Mandy said:
There's no plans to create a competitive mode in the game, such as you've described.
The great thing about Comp DbD is that they have their own balancing rules and it all takes place in Custom Matches, we fully support our growing Comp Scene, but that makes no difference on how we balance the game, as we do not balance for the Comp scene, they do a fantastic job of the individual match balancing themselves.
First off thank you for responding so fast. As usual you always have a Rapid Response 😏.
Secondly since you've already commented here, I wanted to also ask if there are changes coming to generators that make repairing not so fast, but also more interactive and engaging, with a reward for spending more time?
I really like the Blood Moon's gas machanic. My idea is, you guys incorporate this machanic into the base generators, using a system that stops a gen from regressing past a certain percentage while gas is in the generator. This would be required in order to fully complete the generators, but it would be alot less punishing if a gen were to be damaged constantly to the point where it has no progress left (essentially basekit 3 gen breaking)
I love brainstorming balance ideas for the game, I want to be there at BHVR when I finish post secondary to hopefully help with future game balance. Im studying game design and I want DBD to be my future career.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923683#Comment_3923683
No one deserves the Skull Merchant or Freddy treatment.
No killer at all.
Legion is not OP
They definitely should rework iri button tho, this add on is super boring to play against, especially with the chase oriented legion changes recently
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@Alionis said:
Basically the title, at least for now while the Tome challenges are still there.
I want to finish up the last Tome and keep forgetting which challenge I have selected between matches, because what used to be just moving my mouse towards the right edge of my screen to read the selected challenge is now at minimum 2 clicks and moving the mouse all over my screen to get that same info (move the mouse to the bottom-left corner, click on the tomes-button, move the mouse all the way across to the top-right corner, click on the challenge slot, move the mouse to whichever challenge you have selected and hover to read).
Im pretty sure you can still see tome challenges in the pinned quests screen
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@CountOfTheFog said:
If BHVR reached out and told you they want YOU in the game, which would you choose?
Would you want to be a Survivor? If so what would your perks be?
OR
Would you want to be a Killer? Feel free to say what your perks would be, but more importantly your unique power.
Hmm, I've always wondered what a chapter that had a hybrid character could look like, personally I enjoy both roles and I'd want my character to reflect that.
The perks would have the same concept, but the opposite effect on the other role.
New Hybrid - The Archivist
Killer Power: In & Out
You have the ability to shapeshift into one of the four survivors found in the current trial at will, possessing their current cosmetic. This can be cancelled at anytime, causing a universal sound effect to signify a shifting has occurred and to trust no one. This power will also summon Illusionary duplicate survivors, each sharing the same outfit as the players found in the trial. You can perform Survivor actions in this state to try and decieve others into trusting you, which is where your powers begin to shine.
New Ability: Isolated Pursuit
Upon touching your duplicate, whos aura will always be shown to you, you can pull them out of the trial and into your own Isolated funhouse.
New Killer Owned Location: The Tower
The Archivist assumes their true form upon pulling their duplicate in their domain. Both players spend 20 seconds in The Tower or until the survivor loses a health state, or the killer is stunned. The Tower is filled with pallets and window vaults, these windows will block, pallets dropped or broken stay that way permanently, if they are used in that survivor's Tower Trial only. If they happen to be pulled back in, their chances of escape decrease more and more with each resource they deplete. The Archivist gains 5% basekit haste upon entering The Tower. Upon both players exiting The Tower, the killer will perform their basic attack animation as the survivor runs away. All pallets and windows become blocked for that survivor for 10 seconds.
Hybrid Perks:
Exacting Revenge
As a Survivor, losing a health state by the killer directly reveals their aura to you for 10 seconds.
As a Killer, being stunned by a survivor by any means reveals that survivor's aura to you for 10 seconds
Illusionary Construct
As a Survivor, whenever a pallet is dropped, gain a token up to 2 tokens. You are able to conjure an Illusionary upright pallet or breakable walls in broken places.
As a Killer, whenever a pallet is destroyed, gain a token up to 2 tokens. You are able to conjure an Illusionary downright pallet or breakable wall in broken places.
Rune: Looming Doom
As a Survivor, you can find and activate Runes inscribed on one generator at a time, and upon the generator's completion, collect them. With the found information, you can apply a Runic Spell to a totem. This Rune will cause any broken totems to rebuild themselves and upon destruction, rebuild again every 180 seconds.
As a Killer, you can find and activate Runes Inscribed on one hook at a time. Upon hooking any survivors on that hook twice, the Runes are collectable. With the found information, you can apply a Runic Spell to a totem. This Rune will cause any broken totems to rebuild themselves and upon destruction, rebuild again every 180 seconds.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923324#Comment_3923324
Hmm I disagree. I think the attack range isn't that problematic personally, I think the bigger problem was the fact that he could vault pallets too quickly. I would say the hindered nerf definitely helped with that aspect.
And him losing his power for a bit after breaking a pallet is the perfect nerf in my opinion. It allows survivors to have a fairer chance at getting to some resource before he can catch up to them again. I prefer it over some big nerf to his cancel cooldown.
Trust me, you feel the anger of being hit through a wall cus of the killers ping and that lingering crosshair on their laggy client
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Theres a 7 second delay before the anti camp meter builds up
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923190#Comment_3923190
M1 killers by true definition are killers that rely on M1 chase laws through most of the match (Pig, Wraith, Pinhead, Xeno, Clown, Oni as a huge option for discussion, Trapper, Hag, Doctor, Bubba etc.
He should say that then, how am I suppose to know he knows what the experienced player community refers to as an M2 killer? She has an m2 ability but its not something you're necessarily gonna be able to use
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923308#Comment_3923308
Really? I have been playing him since the last patch for like 20 games now and am absolutely in love with the Ghoul. Now that he feels somewhat fair and balanced I am enjoying him more.
They're not nerfing what is problematic for survivors. His attack range is ridiculous, he was able to swing right after breaking resources (this is now super punishing to do, it was more balanced at 2-4 seconds), he vaults too quickly when direct grabbing a survivor.
Only 1 of these things have been changed, his passive piwer aspects got hige nerfs and no compensation buffs. The minamum leap distance is terrible
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923033#Comment_3923033
I've had survivors that were able to loop me at other loops as well now after I vaulted the loop in enraged mode. But sometimes I was able to still get hits with the pallet vault ability as well. It seems to be depending on where the survivor is positioned exactly and where the killer is positioned when latching on to a suvivor to vault the pallet.
It definitely feels fairer now, but I also still wouldn't be against increasing the vaulting time to 1.7 or 1.8 seconds.
I take back everything i said, Ghoul keeps getting nerfed in the wrong way and he lowkey feels awful to play now. Especially cus of the minamum leap distance
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922957#Comment_3922957
pig is not an m2 killer you would be absolutely crazy to suggest it is.
You can make the argument for twins for sure.
So again, twins pig wraith.
Saw a ghostface as well later in the night.
One more time, pig is not an m2 killer.Ok, what do you consider an m2 killer then Hm? I guess that makes Plague an m1 killer too huh? Cus what it sounds like to me is you don't know what an m2 killer is. They're essentially killers who can damage survivors directly using non basic attacks. Example: Twins' victor pounce and Pig's ambush dash. Wraith is m1 because he has no special attack
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@Gardhome said:
Seriously, after the last awesome rift, we have this ugly mess. Its the first time when skins looks ugly both for free and rift pass.
I really thought that the deep rift recolors having now multiple different variations is really good, too bad it was wasted on cosmetics with an honestly terrible theme and visual appearance. Like imagine if the had implemented this in last rift, you can have a 4 man of Janes, all with different colored ribbons on their torso
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This was something the devs briefly contemplated adding some years back, a killer ban system where each survivor can straight up not allow a certain killer and map to be used. Nowadays we have map repeat prevention and soon to be map offerings nerf, but killer repeat prevention should definitely also be a thing
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923052#Comment_3923052
Oh, I didn't realise we'd conversed about this before, my bad. I have a bad habit of not looking at usernames before I respond, haha.
Well, like I said before, it's also fixed by just not making arbitrary changes. The names and icons haven't changed, but those aren't the things people have used to convey which item or addon they're talking about for eight years - people don't usually say "Emergency Med-Kit", they say "green medkit", which now means the wrong thing.
This wasn't necessary, and it achieves nothing while adding new problems. It should, flat out, just be reverted.
That said, I do like the blue colour. I saw someone suggest using it only for map offerings to distinguish them at a glance in the bloodweb, and I do like that, that'd be a good use for it.
For something like that, they could just have symbols in the corner of each offering type's icon. DBDM had a sorting machanic that would quickly narrow down offerings, perks, add ons by what they do to affect the trial or your inventory. Core should have this too, and then have the symbols as well to immediately know which sorted category an offering/perk/item/add on can be found in
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923036#Comment_3923036
It clears up confusion until they go looking at basically any community guide, entertainment video, stream VOD, or any other content made about the game prior to this update, at which point it'll add confusion.
This game's rarity grade also wasn't actually hard to grasp, it's just a matter of looking at your inventory and going "huh, those are weird colours to use".
So, no real confusion is being removed, and some real confusion is being added, plus the colourblind accessibility concerns. I'm sympathetic to the goal and I even like the colour they picked, but this was just flat out a bad move to make.
Again, all they need to do to solve colorblind issues is introduce a symbol to distinguish each rarity. Looking at videos prior to the update won't add any confusion either, since the actual icons of the offerings, perks, items, add ons haven't actually changed other than the rarity's colour entirely
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@Suei said:
Why haven't you reverted these changes despite tons of negative feedback?
Its not that big of a deal. They look nicer anyway, and clear up confusion for new players who are familiar with this rarity colour scheme in other games
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922778#Comment_3922778
Well yes, the hindered effect duration was cut in half, so that definitely helped a bit. The question is whether that was enough or not, which I am not sure of yet. But I do feel it helped a bit. I have been playing Kaneki quite a bit now and survivors seem to be able to get to the other side of the pallet after I vault it in enraged mode more often now.
This really only makes a difference at shack tbh. Its a small distance coverage nerf that lets survivors make long loops again
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@lord_of_dogs said:
It’s OBVIOUSLY wayyy too strong, shoulder the burden level strong, and will be especially bad against low level killers. The problem was never the range it’s the strength and time of the haste! You literally get the same distance as sprint burst with no cooldown, it’s obnoxious. Make it 10% for 3 seconds. IT NEEDS A NERF.
Shoulder isn't that good bro. Duty of care is situational and doesn't last long, which Is why it had no number nerfs
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Do you know what killers you just listed? 2 of those characters don't need to m1 to injure survivors, they have special attacks. That means they are in fact NOT m1 killers. Wraith is an m1 killer
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@ShanoaLegendaryPlz said:
You had me at sexy
Same 😏
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@MissiCiv said:
Will it come with the FNAF chapter?
Phase 2 change, thats after the anniversary
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2 of those are m2 killers, but ig they're different than the typical S tiers killers you see almost evwry match
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@AdamLobo said:
I, like many others have been working through the tomes trying to get 100%
With all this effort put in, plus the added incentives to keep playing and coming back, it would be a real shame to eventually lose all that.
While I am a fan of the new quest system, it is very much a passive progression system, and a lot of the tome challenges add a bit more spice to some trials, and often give a reason for trying out new perks and pulling you away from your comfort or meta build.
I don't mind having them relegated to a lower down sub menu at all - I'm glad they are still available to access if anyone wants. Will just be sad to see them dissappear completely.
So this is my post to add to the voices saying please don't remove them completely!
Im sure the current quests are just basic requirements for the sake of testing. Atm theres almost no milestone quests and 4 weeklys. As the rift progresses, we'll see more challenges requiring specific characters/perks/items doing specific things. Only thing about this is, what happens to advanced dbd lore? It just seems to be gone other than what we have in The Tomes
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922291#Comment_3922291
Her search command is still super buggy. Go to the RPD main lobby room, stand on the 2nd floor, and just try to target the generator on the 1st floor, and the various parts of the floor on the 1st floor. Notice the targeting completely breaks, and the killer needs to dramatically swing their camera up or down to target the location you actually want to target.
Her search command only really works when she's targeting a generator on the same floor as herself. But it gets completely stuck on multi-floor maps when she's trying to target a different floor, and even on single floor maps her targeting cursor gets stuck on various environmental objects.
Also, it doesn't matter if fly is Vecna's shortest cooldown spell. It's still way too long of a cooldown for him to be considered to have good chase mobility.
Lowkey forgot abt that HM bug, its a little annoying that the cursor is inconsistent.
Vecna's fly spell isn't for chase, its mainly used to just get to gens faster. It only becomes a chase tool when you have the window blocking add on
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922281#Comment_3922281
I can see a small decrease of the range of his grab attack being a healthy change, but at the moment I am not convinced yet. I think we should see where he will be after the nerfs he just received. In my opinion the most important nerf was to his ability to vault pallets in enraged mode, and that aspect has at least been nerfed a little.
Has it been nerfed? The only thing reduced was the miniscule hinder effect
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922291#Comment_3922291
Are Vecna's "poweful abilities" in the room with us rn ?
What does that even mean?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922287#Comment_3922287
There's two things to complain about.
1: Reportedly, this new set of rarity colours makes things harder for colourblind people. I'm not colourblind myself, but I have seen more than one or two people weigh in with their own experiences there.
2: Changing the rarity grade in this specific way after this amount of time makes things more confusing for newer players, not less. They may be able to understand the rarity grade slightly faster (not that it really took time to learn this game's rarity grade since things are listed in rarity order), but anytime they go to look at any commentary about the game from early than literally today, they're going to see a different rarity grade.
It adds a few moments of minor confusion and doesn't remove any. It's just negative, outside of the colour looking nice in a vacuum.
The colors can be fixed by using symbols to represent rarities, similar to Marvel rivals. Majority of games use this color scheme now for rarity distinction
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922106#Comment_3922106
I seriously hope zero survivors complain about how popular Ghoul is, because I’m like “what else do you want me to do”???? I’m refusing to play over half the killer roster.
And many killers have fake chase mobility, and they’re useless now too. For example, Vecna’s chase mobility has a long cooldown, and Houndmaster still has way too many bugs with targeting the search command on the ground, and therefore is often miserable to use in chase.
Houndmaster is almost bug free now, only bug i can remember is when you send the dog into a pallet and then redirect chase command and he phases through the pallet. The whole point of vecna's power is really powerful abilities at a long cooldown cost. For the record his fly spell has the shortest cooldown of his 4 spells too
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@Suei said:
A lot of people complained about the new rarity colors, no-one liked it and no-one even asked it in the first place. Why you guys didn't revert it after all of those negative feedbacks?
Cus they look better, what is there to complain about? The colours being familiar with other games helps to familiarize new players, and also relieve confusion regarding whats unqiue about an outfit
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@ad19970 said:
I played 4 matches with him so far and he still seems perfectly fine to me. His pallet vault speed in enraged mode is still fast, allowing you to still get hits in in certain situations. Perhaps it's still a tad too good, but it's too early to say for me yet.
The cooldown nerf after him breaking pallets is certainly noticeable, but in my opinion that was a good nerf. Now survivors have some chance to getting to some other resource, which in my opinion is only fair. Once he gets his power back though he still catches up to survivors extremely effectively. Sure his downing potential isn't quite as good anymore, but I think that's only fair for a killer with as much mobility as Kaneki, and for a killer that can injure as easily as he can.
Its not what needed a nerf in the first place, the super long hits needed to be nerfed. BHVR for some reason Decreased his base leap range and didn't change his minamum leap range to compensate which is super annoying, and he can still get hits from lightyears away. Still overpowered in some aspects, far too undertuned in others. His pallet breaking token removal is healthy, but the only other thing he needed was a grab-attack range nerf
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@MechWarrior3 said:
SUMMARY OF THE ISSUE: I don’t really know what happened. I’ll post a video. Has anyone seen this?
PLATFORM: Ps5
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
VIDEO:
https://youtu.be/xun5b-gg-Og?si=4k9xvzlsGRkbRBmu
PLAYER LOGS:
- Player logs are required from PC players only.
This is hella funny icl
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@kit_mason said:
Of my four most recent mains, I've had to avoid playing three of them thanks to overbuffing that has left them in a state where playing them feels deeply unrewarding - why would I play a killer on which I'm guaranteed victory, is my mindset.
Of those three, two - Houndmaster and Singularity - were buffed not in response to a matter of weakness, but a kit riddled with bugs for the former, and riddled with clunkiness for the latter.
Fixing bugs and cleaning up clunky gameplay are both good changes that need to happen. But when fixing bugs or cleaning up clunky gameplay, a killer's strength must be reassessed to ensure they're not going to end up way too powerful at the other end of it.
That's all, ty for reading my feedback.
Houndmaster isn't buggy anymore, her kit for some reason is getting a nerf when shes one of the most balanced killers right now and barely even played. Singularity has never been buggy, his kit was just underwhelming, and so got massive changes that skyrocketed his strength. Didn't make him less map reliant, but hes stronger to compensate
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921902#Comment_3921902
Rebalance the game so that a 4v1 isn't quite so against the Killer (thereby softly dissuading tunneling and removing "necessity" as a reason) and making the 3v1 significantly less Killer-sided (thereby making Survivors feel like they actually have a chance to win the game).
I believe that, coupled with BP changes, could significantly help.
Would a permanent gen speed boost be balanced for each survivor dead? (Essentially sole survivor basekit at increasing intervals) And killers maybe have reduced gen speed when evening hook stages across all 4 survivors? (Kinda like Dying Light basekit)
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@ChrissyG88 said:
It's actually getting ridiculous now. It's happening at least in 50% of my games either as killer or survivor. It is happening literally within the first minute of a match where the killer gets their first hook and the survivor kills themself. If the survivor really doesn't want to continue, why at least can't they just quit the match so a bot can replace them?
I have two suggestions to stop this from happening:
- Completely remove the ability to ######### on hook. Considering it's just a 4% chance of unhooking yourself in the first stage and the skill checks for the second stage are ridiculously easy, there is no reason to keep this ability active.
- If a survivor kills themself on hook from the first hook stage by 3 4% attempts in the 1st hook stage and 2 missed skill checks in the 2nd, then they get a 2,000,000 blood point penalty. In the likely event they don't have this amount of bloodpoints, then they go into the negative and they will have to play a lot of games to get back to the stage where they can start earning bloodpoints again.
I understand that killing yourself when there's just two of you left is a tactic to let the one unhooked survivor get hatch, but the self-killing epidemic is so ridiculous now that I really can't be bothered playing anymore.
If you're a survivor and you want to stop playing, just leave the game and let a bot take your place. Yes, it's still annoying to the rest of us, but at least it gives the rest of us a chance.
Not a good incentive since no one spends ages in the bloodweb anyway. That said, even the devs "incentive" they have planned won't do anything.
The best thing they should do is not allow 4%'s until the match has hit a certain amount of minutes, only perks that garuntee unhooks would allow you to escape yourself, no 4%'s
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921771#Comment_3921771
Report them. How do you know they're on Epic?
Hes probably epic as well, thats how he sees their profiles