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OrangeBear

OrangeBear

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OrangeBear
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  • I think it is player card and badges. Based on everything they said it feels like this makes sense. It allows you to showcase other p100s whilst not playing them too

  • Able to teleport to chests

  • The survivor has to make a mistake to get hit by scamper unfortunately, you need to surprise them

  • I really hope Freddy's killrate goes down. He has a similar kill rate to what old skull merchant did, and that kill rate was their justification for her major nerfs.

    I am not surprised he has a high kill rate though, he does have a ton of innate advantages that a lot of the community i believe have overlooked. But his highest potential definitely doesn't warrant nerfs, but there are things they could do to make playing against him slightly easier.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443532/hex-thrill-of-the-hunts-highly-inconsistent-value-should-be-addressed

    This hex is quite powerful in current state.

    If devs were to add "btw Thrill would be always last one to be broken", they would have to nerf its effect.

    Like i said in the post. "then balance it off of that"

  • I agree that "kidnap" tech needs to be removed

  • I never noticed this originally but it's a cool detail that i hope can be restored.

  • Pinhead seems way too high for me, his base chase power is not that strong and inconsistent and you dont have a lot of control of the box it can be quite dictated by the survivors. He doesn't have a lot of agency.

    I also think Cannibal seems too high, he is more limited and predictable than the other killers around him in this placement.

    Kaneki would belong in A+ for his mobility alone in my opinion.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914847#Comment_3914847

    Well, you'd have to account for SWFs abusing it basically by spreading out their DC penalties.

    Not really, because of one member of an SWF DCs, all other will also have the penalty. Sure, they might be able to distribute the DCs before they escalate, but I would say that it is very unlikely and if it is likely, they would probably never play an actual game.

    I also dont think allowing killer to dc without penalty if someone leaves early really compensates for that either because the match is still effectively being cancelled.

    For that Killer Bots would need to be implemented. And they are working on those anyway. (Not that I like it, IMO Bots should not be in the regular queue at all, neither on Killer nor on Survivor… yet the Devs keep going on with that)

    I don't feel like it's that unlikely, the first penalties are so short so you could DC as a swf so many times in a day with short penalties just for them to regress in 1-2 days.

    I mean i do doubt in the average day of DBD swfs are going to be that frequently pissed they would do something like this but i could imagine people doing it to avoid the new killer for example

  • Well, you'd have to account for SWFs abusing it basically by spreading out their DC penalties.

    But even in Solo queue a similar thing could happen where people "take one for the team". It starts to defeat the point of the DC penalty in the first place.

    I also dont think allowing killer to dc without penalty if someone leaves early really compensates for that either because the match is still effectively being cancelled.

    You say "Like why force us to play with a disadvantage" but this kind of thinking is what leads to people dc'ing in the first place. Because they think their odds of winning are low for whatever reason so the match isn't worthwhile, but letting them leave isn't fair for the rest of players that still want to play.

    Saying bots put you at a disadvantage implies that the game was equal to begin with which isn't correct because it's an asymmetrical game.

    So i think this kind of suggestion is addressing the symptoms of a problem and not the cause. And this is people rage quitting in the first place.

    I think the upcoming go next prevention is all that reasonably can be done. (go nexting is also what allows serial quitters to spread out their actual disconnects too, avoiding the penalty) They also said they are including stacking bloodpoint bonuses for sticking out tough matches which i think is positive too.

  • @darky3 said:

    As the title says, what are the best gen slowdown perks in your opinion?

    After researching, I made a post and found that the five strongest perks are: Corrupt, Pain Resonance, Grim Embrace, No Way Out, and Eruption.

    Out of these 5, would you swap out any of them & what are your favourite ones?

    I think Pain res is the best on most killers, but i'd swap it with corrupt on trap killers or killers that need to play late game. Grim is similar to Pain res. As everyone else has said NWO is not gen slowdown perk. Eruption is not top 5 in my opinion, it has 2 big problems being that it has a 30 second cooldown and it costs 2 gen regression events.

    I think Surge is extremely good but only on killers that regularly down with basic attack, i would put that in 4. 5 i would put Deadlock.

  • I really want a perk that allows killers to start the trial with Undetectable. It would either go away when you start your first chase, be on a timer or until survivor loses a health state, i'd go for the first option since that seems the most balanced. As for a secondary effect i think you could make it so 5 seconds after losing a chase, you become undetectable for 3/4/5 seconds.

    I feel like this perk would really fit the FNAF killer 😄

  • Bulk Bloodpoint spending was on the quality of life roadmap and is expected to release in June

  • It's not that good anymore. I would rather use bbq because you can track and identify survivors and survivors don't know that you have it.

  • @DeBecker said:

    Yeah I am still waiting if those who played the event so far will get compensated for playing the mode with the bugged bloodpoint gain. Its completely ridiculous how much more BPs you gain from the normal mode including the community bonus.

    It's not even bugged at this point, it's fixed with hotfix 2 which is out now. The bp gain is just terrible. Survivors get no bp in the event category anymore, and they barely got any to begin with. You get the most bp from finishing blood generators and not repairing most of it.

    Killer bp is ok, but it's still underwhelming. It's just very disappointing and i dont understand why they are so hesitant in an even where you are supposed to get the most BP.

    For solo queue players, anniversary events are likely going to give players more blood points, because everyone will use the cakes

  • @Emeal said:

    Thank you, I am desperately tired of that lil bastard ruining the event.

    As if the event isn't terrible to begin with

  • Survivor Pallet rebuild would be too overpowered. It makes less sense in 1v4 than 2v8 because the strong pallets are very obvious in 1v4, you'd just rebuild those.

  • Lethal, Barbecue, Forever Entwined, Leverage.

    Leverage isn't as good on all killers but it's really good on some, it's helpful as an automatic non generator slowdown

  • Yes.

    The phase 1 of the QOL takes it up to the anniversary update, and bulk bp spending is on there.

    There is also map offering and spawn rules, go next prevention, gamma changes.

  • I think it was just an early version of it. They also have to adhere to license holder feedback as well, if they wanted this change there's nothing they could really do about that.

  • @Optikun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911670#Comment_3911670

    Thats why we are here, lets hope the devs fix this :)

    fun fact: i just now spend 3 million bloodpoints on my kate and got the new item: Blood Sense Map

    only 3x times xD

    1 million bloodpoints for 1 item thats crazy :D

    That's really rough…

    Just to put my input in, i have leveled up my sable from around p40 to p54 during this event and i have around 180 bloodsense maps, and around 230 eye offerings. So thats roughly like 15-20 million bloodpoints so if you spent 3 million and only got 3, the difference in frequency is extreme 😢.

  • Unfortunately i see online that this has been a thing for years. P100 characters just seem to get less event items, i think this is probably because p100 makes you stuck at level 50, making it more expensive to refresh your bloodweb and reducing how often event items will show up.

    It's sad that this punishes players for p100'ing a character, and it has deterred me from p100'ing one.

    At the same time, i don't want to spend bloodpoints on characters i don't play and i also don't want to waste bloodpoints by sitting at the cap.

    It's very frustrating.

  • Rituals are being reworked in the next update, it's possible character specific daily quests are not a thing anymore

  • @Bodark said:

    Going on year 6 of Huntress having two of the worst Ultra Rares in the game

    Pyramid Head will contact you about this

  • Idk about strong they should be. But imo iri add-ons should be an effect that is very likely to happen. Freddy and Dracula have exit gate add-ons and i don't really like them because if you win before endgame than you brought an iri add-on for no reason. For how limited they are, that feels pretty bad.

    But at the same time it's not good if the iri add-on is one of their strongest or a must have, because then they can't get them consistently.

  • Enraged pallet vault

    Probably the enraged timer, considering it pauses when you carry survivors, it's easy to just chase the survivor you mark to stay enraged forever.

    Slide time and or ability cancel cooldown.

    Yamori's Mask add-on, Hinami's Umbrella add-on.

  • When i was thinking of QOL this was one of things i was thinking about, im pleasently surprised they are trying to address it.

  • Yeah, i have a much lower amount of coffee add-ons compared to the other common add-ons.

  • I'm extremely disappointed in the changes to be honest. 4 months after one of the worst original releases and all she gets is a minor update. And there's nothing that makes her feel better or less frustrating to play. Like where are the add-on changes for knotted rope?

  • Honestly very lackluster dev update. We still don't have Map offering changes, spawn rule changes, go next prevention, bulk bloodpoint spending.

    Houndmaster getting only a minor update is really disappointing. She hardly feels good at all to play and she's now only getting worse. Like what about knotted rope add-on?? Doubling the bloodpoints does not even fix that issue also, because doubling very low amounts is still low and she does not have many score events.

    Pentimento is just dead. Slowdown that builds up is hardly viable and survivors can deal with it easily now, preventing it from even building up in the first place. It was too strong but now it's too weak.

    Haste and hindered not stacking and showing the value on the HUD is good, i just sincerely hope that Made for This has not been buffed.

    But overall there's like no incentive to play killer on this ptb. There will be new survivor perks but there's no matchmaking so i doubt anyone will be using them effectively.

  • I think it's a bug with the blood moon outfit, she still has it on her default

  • Survivor bp is so bad i can't believe it. You get hardly any event bp and you dont get objective bloodpoints for doing blood generators. So the offering is useless and you get more bp playing normal. They need to fix this asap

  • Pig traps not being activated is too far. Survs can literally do one normal gen before she puts a trap down and then do 4 blood ones = now her traps do absolutely nothing

  • @Memesis said:

    I do the same thing with nvidia settings. I make it lower to 20fps when tabbed out. Would be nice if the menu wasn't so resource intensive to begin with

    Screenshot 2025-04-05 233019.png

    It doesn't work for me for some reason

    update : after updating my drivers i can change the setting but it has no effect

  • No, the quality of life initiative is spread out in updates across the whole year.

  • Last i remember. They said that they have no plans to move away from the 3 piece cosmetic system. So it will probably continue to be attached to sets unfortunately.

    One thing i think they could do for killer though that i would like is Hook Cosmetics. DBD mobile apparently had a hook that showed the total number of kills you have. I would want that

  • According to night light, badham preschool 1 has the highest killrate (of all the variants) at 52, and the 5th variation has 44% kill rate, the lowest map kill rate. So it makes sense why they would just keep the 1st variation

  • his deviousness points are pretty low. If you never do a grab attack you won't get any points.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904931#Comment_3904931

    Making the map bigger does mess with low mobility killers.

    I don't see how it buffs Blight though?

    I mean I might be missing something, but like Nurse on Gideon, it might not be apparent until you do it/have it done to you.

    It buffs mobility killers because it means the killer can get around the map quickly whilst survivors are slow which is critical when it comes to unhooks.

  • That makes killers with mobility even better and killers without mobility even worse.

  • There is no rotation, they have just been doing chaos shuffle during empty periods because it's popular and reusuable.

  • My killer experience is not really that good, everyone is running mft, resilience and sometimes hope. So getting the down feels pretty difficult.

  • Honestly i like it. A lot of arguments are just so outrageous that replying is a waste of time. So it's nice that people can just agree that it shouldn't be discussed by voting it downed instead

  • We don't have the achievements but they are usually based on the perks that come with the killer. Houndmaster had a falling distance one because of the perk All-Shaking Thunder.

    Ghoul has perks to increase hooking speeds, hinder survivors and block pallets in windows in endgame. So maybe he has an achievement to hook/hinder survivors or get downs in endgame.

    Then i imagine he has an achievement to perfectly time grab attacks or something and then his adept of course.

    I think the best way to do his adept personally will probably be to use the mask and centipede add-on so you get info on hooks and you basically have bamboozle as an add-on.

  • I'd hate to see this perk get worse just for killers like blight and nurse to be honest. But it would be nice if it's more universal

  • @Wandering_Entity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902872#Comment_3902872

    Well why would you change something while knowing that people are not gonna like it in the first place.

    Because sometimes they choose to make changes that are recieved negatively but they ultimately believe is for the better.

    Personally, i found ghoul to be the strongest new killer on PTB in like the last 4 years, so i would have been disappointed but not surprised if he got a lot of nerfs.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902855#Comment_3902855

    Pre-emptive feedback on the PTB - Live changes isn't really a focus, we focus much more on the feedback once something is live and people have had a chance to play it, it's always been more of an update than anything else.

    The scheduling is tight because the plans have to be finalised then tested, then we write the blog, then it has to be reviewed, then localised, then the localisation needs reviewing also by our Regional CM's, that can often mean that it's running very close to the PTB itself before being published. We're looking at other ways to get this information to players, potentially in the form of AMA's, Q&A's which would be around the same time.

    For this particular PTB we also have the Livestream where we'll be giving out a lot (if not all) of the information on what's changed, we already shared the changes for Xenomorph based on the PTB feedback and there's minimal changes on anything else that was in the PTB.

    That's understandable but i admit no dev update was worrying, i suspected that there was no dev update because the changes would have caused a reaction that wanted to be avoided.

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