OrangeBear
OrangeBear
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Comments
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@GentlemanFridge said:
Doesn't everything, at this point?
There's plenty of perks that do the opposite. Pain res grim embrace rewards you for not tunnelling, which is good. Decisive Strike Off The Record Blood rush disincentivise tunnelling, also good.
Fast track just gives survivors BNPs for the killer simply hooking. So… the counter is to keep hooking to a minimum… which is bad. -
@TamaraLatte said:
Cause killers need an excuse to tunnel. 😂
They don't but we certainly shouldn't be giving them any more. I avoid tunnelling, i don't really enjoy doing it. But fast track doesn't really give me a choice, i am letting the perk get full value which i deem to be too much by spreading hooks.
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066600#Comment_4066600
Yea cause survivors reseting in 5sec doesn't give them amazing efficiency right? God why people give pass to these perks is so odd but the second a gen speed perk is introduced everyone loses their minds.
Because completed gens are permanent, health states aren't. Lots of killers don't really care about health states.
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@hermitkermit said:
Not trying to invalidate how you personally are feeling but I feel as though I’ve gotten some whiplash. It wasn’t long ago when most 2nd chance perks were deemed the reason to slug, because it stopped them from ever activating. And then there was also any kind of perks that activate off of unhooks also became a reason to slug, because if you deny the hook you can deny the perk. The reason keeps changing but there is always a reason for those that want to find one.
I’m unsure whether or not the perk is in a very healthy spot right now, as I haven’t seen it really affect my games. I know this doesn’t mean that it’s not actually happening, I admit that I am limited to my experience, much like everyone else. But if a perk is overturned I feel it’s much healthier to just say it’s overturned and it should be fixed rather than attaching some kind of consequence to it, because it implies that if it was reverted the consequences would go away, and that’s simply not true. I think it’s just the new flavor of the week reason. People have been claiming that “X” is the reason for slugging/tunneling for 10 years, there will always be a reason for someone that wants one.
Again, the perk could absolutely need tweaks, I am not disagreeing with that. But I disagree with this idea that because of it, people have to tunnel/slug. They did it long before the perk existed and will continue to do so long after. I’m pretty sure even if no perks were in play at all on either role, slugging and tunneling would absolutely still happen, because it’s just the easiest and quickest way to get a survivor out of the game, majority of the time. We’ve seen it in 2v8, we’ve seen it in chaos shuffle.
@tjt85 said:
I feel like you could finish the sentence "I need to tunnel because…" in pretty much any era of DBD's history. Fast Track is just the latest excuse. I've see a few in play, but not so many that it would be worth changing up a play style (obviously this is just my experience. Maybe others see it in every game, I just know I certainly don't).
That said, Killers were tunnelling and slugging in all my Survivor games before Fast Track was changed. It's pretty much been the case since BHVR completely abandoned their anti-tunnel and anti-slugging changes. I think that moment basically removed any ambiguity around whether or not slugging and tunnelling are intended game play mechanics and made it clear that BHVR tacitly approve of them. Killers that tunnel and slug are playing the game as intended, debate over. I think this is why a Survivor is tunnelled out in every one of my Survivor games these days, and why slugging the entire squad is a lot more common than it was.
Yes it's true fast track isn't the only thing that has this kind of effect but it's infuriating that devs are continuing to contribute to the issue by adding more stuff like this.
I'm just pointing it out now whilst it's relevant so it can hopefully nipped in the bud.
Devs don't approve of these playstyles because they know that it's why people are uninstalling they just didn't go through with the changes because it would have done more damage to the game than these issues continue to do. Might be hard to agree with but i believe that was true.
Fast track could just be reworked to only work if the killer is tunnelling. Like if a survivor gets hooked twice in a row you gain 2 tokens. The condition right now where it's just "if survivor gets hooked" is just unfair. -
@Rokku_Rorru said:
How does the killer even know if it's being ran? Survivors are being tunneled all the time regardless anyways.
Nothing has changed at all like you said, killers need to hook to get their gen regression, fast track is nothing compared to what's available on killer side.
People stop doomposting challenge impossible.Because scenarios where i would end up winning before now ends up with 1 or 2 kills. Then i see survivors have it in the score board.
Fast track makes gen regression weaker because it's all based on total progress and fast track reduces that.
I'm not doom posting. I've given it a week, i've noticed a real impact in my own matches, and i don't like it. -
@TheMruczek said:
Fast track is going to stay, at least for a while.
It is in the same boat as Resurgence-overtuned perk that makes tunneling the better play while not being overpowered when brought by only one person. And Resurgence wasn't changed ever since it got buffed in july 2 years ago.
I've never had a problem with resurgence. In fact i never really had a problem with heal speeds, they just not comparable to gen speeds at all.
Fast track is really bad for the game. I think even if they just halved it to 1% token instead of 2% which they increased it to, it'd probably be fine. -
Huntress, Hillbilly, Unknown. I think these killers require a lot of accuracy and are punished severely if they miss.
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Hey @ThatRyanB are you able to confirm if more changes/fixes are planned for trickster in the next hot fix? The s-rank laceration pause is cool but not that impactful imo.
Also i wanna say i'm not as opposed to 4.6m/s as i used to be just because i feel like 4.4m/s is making this killer in particularly map dependant. Some maps feel pretty unwinnable, others 4.4m/s does not really feel that different but it maybe causes you to have to spend more ammo. Which i think should be increased at the very least. -
Huh. That is certainly new. I would start reporting people again but the last few that were blatant with evidence i never got feedback for :/
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Yes i would for a survivor perk to do this! I was thinking Visionary could have the effect as well, since in practise it's generally not the preferred option to find generators.
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I can't tell how much of an effect it's really having but i hate that it's encouraged so many players to use gen rush builds. They've always not been fun to go against but in my experience they were uncommon to go against but now it's at least 2 every game.
They play so disrespectful as well, trying to ignore my precense as much as possible and it's so frustrating when they get away with it. -
The non-god pallets are so weak. Just doesn't feel like there's anything you can do with them on most of the map.
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I think trickster's reload speed should be higher. We were told on the stream the intention was for trickster to be able to reload during chases but realistically you still can't really do this at s-rank. I suggest it should be increased more at each rank and go up to 100% at S rank
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065593#Comment_4065593
So you spend 50 seconds breaking 3 god pallets, and then another 30-40 chasing and downing that survivor, then another 15 or so to pick them up and hook them. How many seconds is that? Oh yeah, 3 gens popped.
Breaking 3 god pallets puts you in a decent position for late game especially if the remaining gens are the ones in the area that pallets were broken in. Most m1 killers should be used to this kind of situation.
But if this was an actual match and you noticed survivors on the gens that you are chasing past you could interrupt them instead. -
I would never be frustrated at being able to break all 3 god pallets in less than 50s
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No. I value practicality over novelty.
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@ThatRyanB said:
I wanted to pop back in to this thread to thank you all for the great back-and-forth. There's a lot of feedback here that we're working through to bring to the team. It's no secret that The Trickster has a high skill floor that relies quite heavily on the risk-reward per knife, and that their perceived strength can vary map-to-map. These are things we're following both through feedback and game data, and will continue following over time, understanding the learning curve.
All that to say, the shift to 4.4 m/s was done to focus on The Trickster's identity as a projectile Killer, prioritizing skillful knife throwing over M1 attacks in-chase. I hear the frustration about this that some folks are sharing, as well as the comments from folks who feel it feels good, and want to assure you we'll continue to watch how these impressions evolve.
I appreciate the assurance
I wanted to ask is the team aware of the bug with laceration time? Theres a post about it on beta hub but only 6/126 reported issues have been responded to so far.
The issue is basically the laceration decay time is off setting the laceration decay delay.
By default this means that the time it takes to decay the first stack of laceration is 12 - 4.4 + 4.4 = 12s When it should be 12 + 4.4 = 16.4s
This issue persists in S rank, where even when the laceration decay time is increased by 50%, it continues to off set the decay delay, meaning there is no benefit from that right now.
I think is a very big issue and should be top priority especially before making any balance tweaks. -
I'd like to know what the digital rewards even are. There's no information about that.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065167#Comment_4065167
Depends on the map. And stuff like sprint burst still gives a lot of distance to the survivor before trickster gets close at all. Which is one of the issues for 4.4 compared to 4.6
Sprint burst is too strong against 4.6m/s killers anyway. It does not make it viable to chase them.
And yes his power is very map dependant but making him 4.6m/s does not change that, it just makes it so you can abandon your power to m1 instead. Which is incredibly boring and not viable against experienced survivors. Even if it gives him some reliability and consistency, it's not fun. This basic type of gameplay belongs to basic killers like wraith, myers, legion etc -
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065161#Comment_4065161
Does the fun start once you actually get in range and theres not a bunch of shrubbery, a pallet chain, Or the survivor doesnt have a exhaustion perk to leave you in the dust unless you wanna follow them for another 30+ seconds and rinse repeat?
This implies you are playing him to backrev survivors which isn't how he's designed to be. You're supposed to take advantage of brief, frequent windows of LOS to land individual knives. It's why pulling up and down a blade is insanely fast compared to other ranged killers.
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BHVR. Please don't give into the pressure of making trickster easier if that means reducing his skill ceiling/potential.
People are asking for a version of trickster that we already had for the past 2 years and it was #########. The issues people are having are things they need to learn to play around. Because 4.6m/s never solved these issues it just made him mid overall. He's not supposed to chase the first survivor he sees. If laceration is decaying, the chase should be dropped. Edit : It's worth noting laceration decay time is currently bugged and delays considerably quicker than it should
Maybe he deserves to be stronger but not in the ways people are suggesting.
Trickster has never been a killer that anyone can pick up and play and get great results. Hell even if you are good with him his results can feel below average for the effort you put him. But he's incredibly fun and interesting in this state regardless and this needs to be maintained.
I'll be damned if i see patch notes within the next 2 weeks that partially revert him to his old state. He has not even been out for 3 days yet. I don't want this game to be dictated by the loudest voices. DBD is a game with depth that doesn't deserve to be balanced around first impressions. -
please structure your post with paragraphs i can't read this
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@dbd900bach said:
He's arguably buffed. I've been playing him quite a bit and have seen mostly success. I don't want him to be 4.6 because that means having an 8 knife injure which feels worse. I like being able to actually injure and punish survivors for vaulting, and at range. I like having a tangible benefit to actually having patience and not spamming.
I don't like tickling survivors and being a glorified M1 killer who survivors can't be bothered to respect. I will take 4.4 and 6 knives to injure over 4.6 no matter what.
Let's say they don't nerf his lethality but make him 4.6. Now we have an overly oppressive killer that most casual players will feel like they have no chance against. If good Trickster players are doing well with this version now, then it'll be hell later if they buff the wrong things, then they obliterate him, and then no one is happy.
That's how i feel.
6 laceration + consecutive throw rate bonuses are what makes this killer really tick imo. I definitely dont want that to be sacrificed for 4.6m/s. Previous trickster was more consistent but still weak and boring. -
My best build so far is Jagged compass, Pain res, pop and agitation
My favourite add-on is probably Fizz Spin soda atm. -
Due to a bug the sweater was unlocked for everyone but they're deciding to keep it this way.
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@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064470#Comment_4064470
Because the countermeasure was there to prevent the revault but it literally hits people around corners its really buggy. I doubt they didn't make tweaks to the collision after taking it away.
Yeah it was always really buggy but they've presented this change in a way they only removed it because it was preventing revaults.
I would hope they would make collision so revaults wouldn't work but it seems just as inconsistent as before. I was able to vault back a kaneki who tried to vault a pallet but they weren't enraged. But when i play him myself i was able to block a pallet and a window. So idk.
Either way would be nice if BHVR could comment on this post. Maybe on the stream but this seems like a pretty niche so i doubt. -
@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064409#Comment_4064409
No, the revault was not and still not intended. The automatic hit was to counteract that issue but its to buggy, hitting people around corners so it got removed.
how is revault not intended now when they removed the countermeasure?
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@Senaxu said:
This patch note pretty much answers the whole debate. The automatic hit at the end of a Kagune Leap vault clearly was not intended counterplay, because they removed it outright. And the way it is written is pretty unambiguous, so there is not much room left for interpretation. At least now it is clear what the intended behavior is.
Automatic injure was intended which meant that revault wasn't. Now the opposite is true.
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@Balrog said:
Please feel free to share any feedback here so we can communicate it to the team!
I'm happy because it means i can buy the character with shards instead of having to feel like i need the dlc so i dont miss out on the exclusive item. But i'd also be fine with dlcs if they didn't have exclusive items.
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Trickster buffs 😄
His add-ons got major glow up too -
So… they've done a complete 180 and just removed it entirely. Now the ability (to vault pallets) is trivial. Unless they made is so the killer has consistent collision (which is what they should do instead of automatic injures) which i doubt…
@Mandy please explain why was this done -
@Balrog said:
Surprise!
Sounds awesome 😊
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She didn't get in the PTB :(
There was tons of feedback about the lack of yun-jin updates so i am hoping for live they have done some things for her. -
iirc Mandy said they moved away from them because it meant they had to lock in changes earlier so they could prepare and translate the dev update. And also because ptb to live changes are something that is already in the live patch notes and something they can bring attention to with the streams.
For that reason, i think it's better that way. I'd much rather the balancing for live being more refined than knowing earlier.
I feel like an example of how the ptb to live dev updates may impact a release has to be doomed course. Houndmaster barely got any tweaks from ptb to live, but got a massive amount of tweaks in the hotfixes. They also had to delay any of the other killer tweaks to hotfixes too, and this lead to the nasty surprise of chucky getting hit with a massive nerf. -
Since his cages don't work with hook perks, they should generally be avoided.
He has no mobility at all, so long range aura isn't that great. Chase aura perks probably won't work against all survivors so you would risk missing the attack and having them gain distance. As pyramid head you want to get survivors stuck at loops that they cant run from if you miss so that you can just spam the attack until they go down.
Automatic gen slowdown is favoured. Corrupt, Deadlock, Ruin. -
I really want this to happen.
If bhvr is ever gonna make other games, they should just do naughty bear. It will attract more attention from dbd players than anything else would. -
@vol4r said:
I mean anti-tunneling and anti-slugging systems would be a good start for health and longevity of the game.
Surviviors would be happier overall.
Killer would have some buffs for hooking (first iteration of anti systems)
Killers who wouldn't keep up with the pace would be buffed, which was told by BHVR stuff.All we needed was finding a way to stop survivors to use the system agressively.
I really believe that surviviors efficiency is direct way to fight killers who felt too comfortable because of the tunneling.
That's their only way to fight back right now, when we don't count the perks.It just isn't that simple. They cant make hook incentives that suit every killer and some killers are simply limited by their design, they could never be made to have an anti-tunnel playstyle because it would change their identity.
It's also not a good start to do something like this nearly 10 yrs into the games life span. It's destructive when these things have literally shaped how the game is to try and outright remove and exterminate any semblance of it. -
Has it been considered to hide the amount of votes on a comment/post for a period of time after posting? This was done on reddit because it counters a proven phenomenon where people are more likely to vote whichever side has already been voted on/voted on more.
I'm just tired of down votes to be honest. You can't be honest and bring your unique opinion anymore because people will see that is different and down vote it. It makes it feel like coming to this forum for it's intended purpose is a waste of time and is just depressing. It just encourages people to post the most simple minded things ever for internet points and to cultivate the social sphere around here which i hate because it's conditional exclusivity based purely on opinions they share rather than who they actually are. It's extremely unkind of a feature and the community outside of the forums already considered forums to be a cesspit of toxicity before downvotes even existed.
So yeah… just any comment on the reasoning for down votes existing would be appreciated. -
I disagree…
I think survivors bring gen speed builds because it's the most simple thing people can do to win more. Majority of survivors don't seem interested in getting better and learning more about the game. Especially not about playing Killer.
It doesn't even make sense that it would be a response to tunnelling because tunnelling is the counter to these builds. If pressure from hooking multiple survivors is worthless then killing survivors as quickly as possible is the only thing they can do. Basekit BT + DS exists so that a killer can't tunnel and pressure at the same time. Survivors can absolutely win if they directly focus their efforts on countering the killer with anti-tunnel/camp/slug, exhaustion perks and healing instead of speeding up gens.
For the majority of killers on the other hand, they need full gen builds to keep up. Because they are simply too weak at going for hooks and camping to win.
Newer killers like the ones you are mentioned are designed to be strong enough to win games by pressuring survivors and going for hooks so they don't have to tunnel and camp. They still can, but it's not their optimal playstyle, and shouldn't work if the survivors are competent enough.
Plus if killers aren't designed to be strong in chase and have map mobility then you get killers skull merchant and onryo who historically are just nightmares for survivors even if they were never that strong. -
The animatronics kill in the game because they are scared children that don't know who their killer was, so they see any adults as potential threats.
The context of the quote from Scott was the answer to a question about the movie and why so many scripts were scrapped, because they failed to portray the childlike innocence of the spirts possessing the animatronics. In the movie, this is portrayed before they attack the people that break into the pizzeria, so it gives some context to their actions.
Knowing that Scott is careful about things like this and how we didn't get many different legendaries on launch makes it seem like being a Killer doesn't fit how Scott wants the animatronics to be portrayed.
But we just don't know anything for sure, it's all speculation. -
the harmless
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I agree, i don't like it.
The eye sockets are not visible by normal means on the default skin so it doesn't really make sense for the badge to look this way. -
@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061866#Comment_4061866
This code just unlocked the banner for me! Thank you for letting me know. <3
Oh! Im so glad it worked 😄
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062061#Comment_4062061
You said "outside of these conditions" the condition is ghoul being enraged which an average ghoul always is enraged there is no moving goalposts your expecting players to use counterplay that rarely exists so it can't be used often
Yes plural, conditions, they all have to met. 🤦
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I appreciate you bringing this up because this is a feature i was looking forward to. Giving up is still far too common and i think something like this would help a lot
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I think my reason is the same as yours too.
I recently got back into Binding Of Isaac however i have major difficulty with how each run is 50 minutes on average. I know there is quick save but i completely lose my mental momentum after pausing a run.
So i found i quite appreciate how DBD is also a replayable game but can be played in short burts. In fact i rarely play over an hr at a time. I be closing and opening the game many times a day. And that's okay. -
@angrychuck said:
I could be completely wrong, but I believe you can still unlock the "Freddy and friends" badge, the one where all four the animatronics are together, by purchasing a specific amount of fnaf cosmetics. I think it was 6 pieces, so 2 springtrap outfits, 6 shirts or 3 shirts and 1 springtrap outfit.
Yup, i do believe it was something like that. I can't be 100% sure though because a lot of this stuff goes undocumented sadly
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@CorgiSploots said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062060#Comment_4062060
Yea and eating a down because there's no counterplay isn't looping. It shouldn't be a guarantee again Ghoul is in severe need of nerfs. Michael's horrible rework is a great example of this.
What's wrong with Michael's rework?
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060584#Comment_4060584
Then your facing the bad ghouls an average ghoul is always in enraged state during a chase
This is moving goal posts. I never said anything about how frequent a ghoul is in enraged mode.
When i play ghoul i am only usually enrage vaulting against inexperienced players. When it's steam players with high hours, they know what to do, they force me to break the pallet.
I am also never getting enraged vaulted by ghouls myself either because i know what to do.


