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PetTheDoggo

PetTheDoggo

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PetTheDoggo
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  • Ah, here we go again…

    • try to bodyblock Legion if you are already mending, so he can't get to other survivors
    • stand under pallet and drop it on him when he swings
    • play Medic

    He is going to often injure you under pallet, if you do it this way, but at least won't get any other hits. You also don't need to worry about Enduring there, so it's pretty safe to do.

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928156#Comment_3928156

    The killer outplayed you, so you try to use a bug to get off this situation.
    Why not use a trainer already since you don't care about winning using exploiting and cheating?
    Window Tech is yet another of bugs people abuse.

    The killer outplayed you, so you try to use a bug to get off this situation.

    Killer pressed a button, for it to be "outplayed" it needs to be part of mind game really in my opinion…

    I can say I outplayed them, because I managed to vault back (not really). Most killers know it's possible to do, so their mistake for using it in a way for me to vault back.

    Window Tech is yet another of bugs people abuse.

    Yeah and I am big supporter of any exploit as long it's not too easy and game breaking. Doesn't matter on which side.

  • @GhostsCore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928065#Comment_3928065

    My theory on this is it doesn't take into account the end of the vault. But only if the Survivor was in range when the Ghouls starts the vault. Like how their attacks are hitscan

    Yeah, this is just 100% bug.
    It's not consistent and it doesn't work in a way Wesker's vaulting works, which I would guess was supposed to be the result.

    Good thing is I know how to avoid it and get free vault back now and I am definetly going to use that in my games.

  • @Callahan9116 said:

    This perk is laughably bad. The idea is nice, but the effect is so bad. Make it so the injured survivors also hear your terror radius from 5/10/15/20/25/30/35/40% farther and it'll be at least super funny in some builds.

    Not really that fun, at least to play against…
    You know we would have this on Blight with also Distressing, Coulrophobia and Infectious Fright….
    40% would be such an overkill too.

    I agree it needs some secondary effect tho.

  • @Dadeordye said:

    Wesker and Kaneki are suppose to slap scumbag survs who try to vault back after they vault. This slap is to prevent this, but it's bugged and sometimes it doesn't trigger at all and it should only occur if the surv is touching the killer.
    Maybe this situation is BHVR's attempt to finally fix this for both Wesker and Kaneki.

    NOTE: Scumbag survs because they know about this bug, try their luck regardless and sometimes they get away with it.

    I fail to see why scumbag, window tech was a thing for a long time and this is basically same thing. It's not that easy to do and it's not really game breaking imo, so I think it's fine.

    Basically their vault on god pallets often means you are going to get injured/downed with not much to do about it, so of course I am going to try, if I manage to get my timing right.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928065#Comment_3928065

    That‘s kinda stupid. It doesn‘t injure the people inside of you or vaulting through you, but people running away from the pallet.

    Yeah and it was tagged as not a bug… funny

  • So we did more testing:

    • if you stand near pallet when he is on top of it during his vault animation, it doesn't matter how far you get:
    DeadbyDaylight-2025-05-1521-44-52-ezgif.com-video-to-gif-converter.gif
    • It doesn't matter if Kaneki pulls on survivor or wall to vault. It can happen with both
    • If you are away from pallet while he is at top of pallet you can run back and he won't injure you
    • it's possible when he leaps on you to run away from pallet enough and then go back, so you can vault to other side
    • you can vault back from front of him, but it's way easier from side
    • this doesn't happen with Wesker, only thing what matters for him if you stand near pallet when he lands
  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927813#Comment_3927813

    One structure doesn‘t define the whole map. Main is strong - yes, but you can simply ignore it, break a few pallets and easy win.

    From at least 3 gens you can easily reach main.
    Then 1-2 gens you can get there against most killers at least after you get injured.

    It's not really that hard to force killer to deal with it. Killer can't simply drop every chase that gets to main, if survivors simply decide to always take chase into main...
    They could do that when 3-gen was still strong thing, but it's simply not anymore.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927789#Comment_3927789

    What you just described is not very much. It‘s also not hard and peanut take long to force survivors to drop pallets in these places and afterwards they don‘t really have anything meaningful to use. There was also no TL loop.

    Normally I don’t get to play against weak killers that allow me to walk across the whole map to reach main. They usually have something to make it impossible to get very far, which is even worse on this map because there aren‘t many loops.

    It's way more than what you get on majority of maps…

    Garden of Joy has definetly one of best main buildings and it can't be made weaker by breaking door, just that makes it good.

    1. not really same as Wesker, when Ghoul himself choose exactly where he is going to leap. It's not just direction
    2. sounds more like missplay from Ghoul, if he used leap while survivor is under pallet and didn't drop yet
      More like never drop pallet, if he used a leap to get there, you can easily react to him canceling his power (tentacles diseapear). It doesn't really work, if he just pulled his power tho.
    3. doesn't matter if you are both injured, otherwise it's just another free injury… Very annoying fact is his bite does not count as protection hit.
    4. kinda generic, doesn't really help understand what are you supposed to do against him
      Thing is you usually can't use windows → Bamboozle/purple addon are very popular on him.
      You can't hold W
      You can't drop safe pallets and even unsafe pallets with his vault are often 50/50
      You can't even double back when he leaps, because he can simply cancel his momentum after leap for some reason.
    5. Way less usefull compare to other killers like Nurse, Huntress etc. when he can slide just around obstacles

    There is still an argument going on if it is better to stay injured, or heal. I usually have better results using Resi, never heal and just try to gen rush as much as possible against him.
    Stacking healing perks is definetly valid, but healing without any perks is simply waste of time and is going to lose you games.

    What currently works also well, if he vaults a pallet, while you were not directly next to the pallet, you can vault back even from side and won't get injured. You can do it quite reliably.
    But if you just dropped pallet, or was standing too close, you need to run as far as possible asap, because if you are anywhere close to him (both sides and front), you will get automatically downed/injured.

  • Yeah, kinda annoying when I often feel like I am getting killed more by my teammates than killer…

    Like sorry, but I have actually managed to reach second stage (not unhooked) while I play with Kindred… That should be impossible.

  • If you like to play Artist, it's better to not ask devs to touch her, even for small changes. Look how it went for Trickster…

  • You have basically have always three very strong loops spread around the map, then at least 2 jungle gyms with safe pallet (sometimes window), 1 LT loop, two safe palelts in middle.
    Then usually 3-4 smaller loops randomly around the map.

    Against most killers you can always reach either shack, main or car loop, where you have 1 safe pallet and good window. Killers can't really drop every chase there…

    Only thing I see bad about that map are gates, it can create some really close gates where killer can see them without moving.

  • @FreddysMixTape said:

    Interesting, I was wondering how the more wild looking hits post vault came to be, this explains a lot actually. I guess ping is to blame for the super off looking ones where the survivor is already what feels like halfway around the tile and gets tagged by the auto-hit anyways.

    In testing I have 26ms and she 40ms, which I would say is quite low and shouldn't create issues.
    But yeah, if someone has like 100ms+, then this most likely can happen even on bigger distances.

  • Undetectable, which clearly shows it's active is not really that valuable.

    Overall for majority of killers undetectable is not that big deal. It's just little soloQ/noob stompy.
    I will personally pick Unforeseen every time over this.

    Trail can work if you use Mindbreaker with it to hide yellow gen for survivors working on working on gens at least, but that's commiting two perks just to have slightly better stealth…

  • Could be worse, but DBD is definetly a perfect game for masochists…

    I am definetly not thinking current DBD is in best, or even good state, but it was definetly way worse in past.

  • @FreddysMixTape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927426#Comment_3927426

    I see, so its a bit more iffy than I thought but it does shut down the vault entirely if pulled off. I am not sure how I feel about that even if it's somewhat unreliable as you said, I am probably still against it being a thing since there is no interaction for the killer when it comes to this, if the survivor pulls it off it essentially just makes the vault not do anything.

    Thanks for taking the time to test this, I'll look out for your post on the Kaneki stuff.

    Here is the post:

    @PetTheDoggo said:

    So few days ago, I have submitted bug report, where Kaneki downs me with vaulting even while I was running away from pallet and it was tagged as not a bug.

    So I have decided to figure out when and why it happens, so I know how to avoid it as survivor.

    I have cutted our testing gameplay into only relevant clips here:

    https://youtu.be/oZ6SalBlE4k

    So basically if Kaneki pulls on you to vault while you are standing right next to pallet, if you won't manage to run far away he is going to down you anywhere around him, even in front of him.
    This can happen if survivor tried to FOV / window tech, simply did not react fast enough, or as always ping issue.

    If he pulls while you are at least 2 +/- meters away from the pallet, then for a change you can vault back even from side without him injuring/downing you.

    I have no idea how it is not a bug, but have fun with it.

  • Well, outcome will be less map offerings, so I see that as an absolute win…

  • @FreddysMixTape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927330#Comment_3927330

    I agree that they shouldn't be reliable options, just niche chase tools that can be used in certain tiles. I basically just don't want them to be useless if you know how to vault back into them.

    Thanks in advance for testing, curious to see if I was just doing something wrong.

    Ok, so Wesker won't manage to hit on either window/pallet, but in like 60% of our attempts survivors got pushed to side and injured/downed, even with key it wasn't really something reliable, so kinda gamble to get out of bad situation...

    Kaneki also can't and he didn't seem to injure/down survivors even next to him, so vaulting pallet back was not that hard, window is more difficult.
    Issue with Kaneki, if he pulls on you while you are standing directly next to pallet (you just dropped it), this can't be done, because if you don't run away far enough it will down you anywhere around him (I will make post on it soon).

  • @FreddysMixTape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927312#Comment_3927312

    I never managed to hit them even when instantly turning and spamming m1. since they phase through you while you're still in fatigue from the vault. If you can actually somehow hit them then I guess I just had a skill issue, which; fair enough.

    The thing is that they wouldn't work 100%. The problem with using it to catch w-keying on god pallets is that unless they giga pre-run I feel they still have quite some time to run back and vault.

    I am going to use Wesker's vault as an example since it's supposed to auto-hit you if you run into him: Would it really be too strong if that actually worked and you couldn't vault back? I feel like it would still be a niche option.

    I will test it today and let you know how it went.

    Would it really be too strong if that actually worked and you couldn't vault back?

    Wesker's wouldn't be that busted, because it's way slower than Kaneki's. Wesker pull his power slower, dash slower and vault slower… So his vault is really just very safe pallets and even then need to be often part of mind game. I am fine with that, when it's part of mind game and not something you always use as a killer.

    If it's easy to do and regularly get hits, then that's old Chucky situation again at that point.

  • @FreddysMixTape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927287#Comment_3927287

    Well, you kinda said it yourself, window tech has counterplay its more akin to a niche 50/50 a survivor can attempt. Running into a killer post pallet vault and just vaulting back without them being able to do anything about it just makes the that aspect of their kit useless.

    Most of the pallet vaults would be fairly unimpressive even without this being a thing. Kaneki is actually an exception to this, though in theory he needs to hit the survivor with his power to get his super fast vault which I assume is meant to be the balance factor, regardless I don't want this to derail into a Kaneki balance discussion. I only brought him up because he seemingly also started being affected by this.

    At the end of the day I just don't like when an aspect of a kit feels useless.

    I can test it to be sure, but I think even if survivors vault back, if you do 180 and swing asap you will connect.
    Which would make it 50/50.

    Thing is pallet vault in killer's kit should never work 100%, that's just busted. So if survivor reacts to it fast enough and manage to vault back, I think it's fine.
    Basically you would use vault only if survivor wants to hold W away and you don't want to wait breaking it and might catch them on god pallets.

  • Lithe is always my main exhaustion perk.

    I have become huge Kindred fan, because I am playing mainly soloQ / duo and it makes it so much better.

    Lately often Resi → Kaneki

    and Babysitter, because it's just very good anti tunneling perk. I don't really care if I get tunneled myself, so rather want to help others.

  • @FreddysMixTape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926847#Comment_3926847

    I don't think difficulty is an excuse for something. Something that may seem difficult will eventually be figured out and be done fairly consistently.

    Not really, wesker is around for a while and it's very rare to see.
    I also don't see it as an issue. I am defender of many exploits on both sides as long it's not easy / broken.
    Window tech (which is basically same as this) is around for a while, it's not easy and it has counterplay, you are not without chance to hit that survivor, but it's kinda 50/50 if they do it, or just mess with your FOV.

    It's definetly easiest against Legion, because he won't injure you by default if you are next to him and vaults further away compare to other killers.

    I personally don't understand, why Kaneki even can vault pallets and he has it even stronger than any other killer…

  • If you want to win regularly as killer, you always had kinda four ways around it:

    • play best perks in current meta
    • play strongest addons killer has
    • play strongest killers
    • tunnel / camp / slug whenever you get chance

    Issue is you have many players who pick all of them.

    I don't think three hook tunneling is really good way to win (should be definetly removed tho), because it's simply random. Those killers often over commit, lose game for it and it makes them feel like they need to do it more…

    I personally don't see that many players three hook tunneling, I would say most killers are opportunistic about it. Like if survivors gave me that option for free, I see no reason to not take it.

    Thing about mobility killers is they are free to choose their chases, they lose almost nothing by dropping a chase. Compare to regular killers who often waste like 20 +/- seconds just to even start another chase.
    Also easier time defending gens…

    Mobility killers were, are and will be top tier killers, because almost every aspect of the game is easier with mobility. You also get punished way less for incorrect macro choices. M1 killer guessing wrong on location of survivors just gave them free reset/unhook/time on gens.

    Also hold W, the most popular strategy of survivors simply is not effective against mobility killers…

  • It's very difficult to do unless you have key/map/clayvorance to lose hitbox.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926782#Comment_3926782

    "Kaneki usually won't manage to land exactly next to you at least not when he first gets to your location, but usually enough to injure you. Then you wasted collective 32 seconds (unless selfheal) for speed boost, which won't matter much against him either."

    That's exactly what I'm talking about. If you don't heal, that injure becomes a down instead.

    How the did you manage to get this outside all of text...

    1. Kaneki needs to hit with his power even injured survivors → free speed boost
    2. average chase against Kaneki (healthy vs injured) is not going to be higher than 32 seconds, which makes healing not effective

    I always play injured against Kaneki and it's very rare for him to manage get into chase, where I can't do anything (land right next to me and down me M1). That simply doesn't happen unless you work on gen in open.


    I have feeling you are Kaneki main and try to convince survivors to heal, so you win. Yes, that's definetly it.

  • I like it as someone who always play with cake anyway on both sides and I want to give reinforcement to survivors while playing killer.

  • I think new system might be great for new players, but it seems just boring to me…
    Also rewards suck so much, not really worth even opening it to check what am I supposed to do.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926352#Comment_3926352

    Most experienced players (Ex: Hens) agree that healing is still correct to do against Kaneki. He gets free hits, yeah, but if you don't then he might just pull up right next to you before you can react and down you instantly.

    So forcing survivors to heal is basically a free slowdown for him. You can try to play injured, but he moves so fast that even with his enlarged terror radius, if he knows where you are due to Barbecue or something, he can be on top of you in less than a second after you start hearing the terror radius.

    Kaneki is basically solely responsible for why I swear half of all survivors I see right now are running healing builds. Every lobby I've been in has has someone with at least one of Resurgence, We'll Make It, or both. I'm even seeing a ton of Empathic Connection, a perk I basically never saw before this.

    He gets free hits, yeah, but if you don't then he might just pull up right next to you before you can react and down you instantly.

    Thing is he often needs to hit survivors even if they are injured, if he wants to be enraged, which still gives survivor a distance. So at that point that's free for survivors.

    Kaneki usually won't manage to land exactly next to you at least not when he first gets to your location, but usually enough to injure you. Then you wasted collective 32 seconds (unless selfheal) for speed boost, which won't matter much against him either.

    Kaneki is basically solely responsible for why I swear half of all survivors I see right now are running healing builds

    Healing build is definetly one way to go for sure, but I really don't think it's worth to heal with normal speed against him. That wastes way more time than what average survivor last in chase (healthy vs injured).

    There is noone with more free hit than Kaneki, so you really heal only for that movement speed bonus, when he gets to you. Which is lost as soon he gets his power back…


    Either you need to stay injured in my opinion, or you need to have healing build to simply make it more effective. Trying to always heal without any perk for it is going to lose you most of your games imo.

    Funny thing because of Resi I can heal others faster, but personally don't have an issue playing against him injured. I see very little difference there.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926352#Comment_3926352

    I am not so sure about that. If they don't fix the bugs, or techs, of Kaneki, then maybe. But when he works as he should, and we assume that what you have shown in the clip as well as kidnap tech are bugs, he is kind of balanced now in my opinion.

    Vaulting pallets isn't that strong anymore with kaneki, at least in my experience survivors often make it to the other side of the pallet again in time when I play Kaneki and use his vault in enraged mode by latching on to survivors. Unless the loop is particularly big.

    If the pallet is also not dropped yet, you can play similar mindgame to that against Huntress for example. At least in my experience the cooldown after he just pulls out his power is big enough.

    Doubling back also works sometimes because of the momentum he has when he dashes. It depends on where he latched on to however.

    I think if they just remove these two terrible techs that he has right now he could be in a decent spot for survivors. Most importantly however, the frustrations that survivors have with Kaneki can be addressed much more easily with him than with Skull Merchant. If his vaulting ability continues to be too annoying for survivors for example, they can simply increase his vaulting time, maybe to something like 1.7 or 1.8 seconds. Meanwhile with Skull Merchant her problems where much more rooted in her fundamental design.

    Doubling back also works sometimes because of the momentum he has when he dashes

    That's my biggest issue with him, this doesn't work right now. If you press cancel during leap, there is no momentum after it.

    At least in my experience the cooldown after he just pulls out his power is big enough

    Definetly not something you can do on safe loops at least. His cancel seems also less punishing to me than Nemi, or Huntress.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926077#Comment_3926077

    If this is intended then it just shows how disconnected these devs are from their game's balance. There is literally nothing you can do against what happened in this clip as survivor.

    To be honest, I will not be surprised if Kaneki becomes Skully 2.0 and you will have tons of survivors just giving up.
    You simply

    • can't hold W (dash in front of you)
    • can't double back (he can just cancel and stop there)
    • can't drop pallet (way faster vault than Wesker has)
    • can't greed (he is not really punished for pulling out his power unlike other killers)
    • can't play window (often use Bamboozle and even has purple addon for it)

    Basically only thing that works against him is playing with Resi, stay injured and just gen rush him back to lobby.
    But good luck trying to convince soloQ teammates to play injured, they don't do it even after all this time against Legion…

    I don't really think he is better than Blight, Billy etc. not even close, but I definetly think he is so much easier to play and way more annoying to play against.

  • @JimbusCrimbus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925420#Comment_3925420

    That means shift-Wing to yellow safe pallet aura isn't a good strategy against Kaneki. And that's okay.

    Well, you can't hold W against him, you can't play safe pallets and you can't play windows, because he has addon to block them or often use Bamboozle.

    Guess I die then…

  • @Roaroftime said:

    I don't understand why he's not kill switched I've had worse than this in my rounds with this bug how is this even allowed to happen

    Do you want to know fun thing? I have submitted the clip to bug reports and it was tagged as "not a bug"…

  • In what world is that not a bug…

    I have feeling the person who tagged this, didn't even watch the video.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925894#Comment_3925894

    Im sorry but its not a think or a guess this is just known.

    Hes directly on top of the person, if the bug (instant hit) didnt happen it wouldnt matter here. Take out the instant hit and its a clear m1 down through and through theres no debate.

    He was down from an m1.

    I would most likely get downed there anyway, because loop is too long, but doesn't change the fact I got downed by a bug. That was not supposed to happen.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925791#Comment_3925791

    "I expect to be able to return under 30 seconds +/- and stil easily find survivor."
    Then you have terrible expectations. You should expect to seek for 1 additional second for every 3 seconds you leave, because the radius they crawl away in gets significantly bigger, my suggested change would increase it for about 1 second for every 2 seconds you leave. If you want to still easily find a slugged survivor, grab Deerstalker.

    "Definetly better than not being able to use my power."
    Well, counterpoint, you can actively predict where slugged survivors will be going: to the nearest unfinished generator, of which you actively can see its aura. If you cannot down all survivors within 32 seconds and start hooking your first downed survivor, you kinda deserve survivors picking themselves up at an unfinished gen anyway. Because why should survivors 1 and 2 deal with boring gameplay just because you got lucky and found all survivors?

    "Usually it's valid to slug if there is survivor nearby you can chase immediately, because it's definetly woth to get at least injury before you go pick up."
    And you can still do this, the average injury tends to happen within 25 seconds after downing another survivor, that or a dropped pallet you can kick. Thats still a survivor unable to fully recover. Nothing changes there unless you dedicate more than 32 seconds to that 1 injury, in which case, you made a mistake by dedicating so much time to an injury instead of hooking. A mistake you could have prevented by hooking.

    If you cannot down all survivors within 32 seconds and start hooking your first downed survivor, you kinda deserve survivors picking themselves up at an unfinished gen anyway.

    Blood fury by default has duration of 45 seconds, so it seems simply impossible to get maximum out of his power by default with your feature. "will not harm any killer in specific"

    You are willing to massively nerf several of killers, just so you don't have to deal with "boring gameplay", so just don't act like it wouldn't be a big deal…

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925733#Comment_3925733

    I dont see an issue, right now survivors would abandon in that case, causing the game to be a draw anyway. You kinda WANT survivors to be able to pick themselves up so they wont abandon.

    And "usually around them" doesnt mean a thing, you still can afford to hook survivors instead. The only reason you wanna slug in a 1-2 gen scenario with survivors next to those gens is if the gens are almost finished. You dont wanna slug them if there isnt much progress on it.

    And you can return and hook a survivor, you would just have a harder time finding them the longer you leave them be, as it should be.

    be a draw anyway

    couldn't care less about MMR and that works only if I manage to actually down whole team, which is unlikely at start.

    Your idea works even if I let just 1 survivor slugged and try to use my power on other survivors.

    You kinda WANT survivors to be able to pick themselves up so they wont abandon

    No, I am fine if they leave. Couldn't care less about MMR. Definetly better than not being able to use my power.

    And you can return and hook a survivor, you would just have a harder time finding them the longer you leave them be, as it should be.

    Why it should be? You can either recover, or crawl. I expect to be able to return under 30 seconds +/- and stil easily find survivor.
    With this change I can't even slug survivor to try gain additional hit on someone else and they are gone.

    You dont wanna slug them if there isnt much progress on it.

    Usually it's valid to slug if there is survivor nearby you can chase immediately, because it's definetly woth to get at least injury before you go pick up. Doesn't matter how progressed the gen is.

    Or when you have limited power you want to keep using like Plague, Oni, Myers.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925729#Comment_3925729

    That could already happened before the last patch and since he came out.

    Yes, but survivor needed to be right next to him, not running away…

    Any other situation is simply a bug. It definetly does not work like that with Wesker, or I have yet to see it happen.

  • I would simply make it something similar to anti3gen feature.

    Either each survivor has limit how many times they can be slugged and not be picked up by a killer (they get picked up by teammate),
    or it's like global limit, which gets reseted when kill picks up.

    That's something killer can play around and prevent from happening while still using slugging. It should not be something outside of killer's control imo (other than not doing it at all).

  • At what point this is not going to hurt any killer in specific?

    Of course it does, it nerfs slugging → it nerfs killer who needs to slug to get maximum value out of their power.

    Probably most the Oni, who can start slugging with his power quite early if survivors made a mistake and gave him early hit. This make it simply impossible at that point, because survivors will get picked up for free.

    Even with 1/2 gens left, survivors are usually around them.

    Also not being able to return and hook survivor, because they left would also be a big deal.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444957/kidnap-tech-was-not-strong-enough

    That's not the kidnap tech he was able to do that from the start i'm pretty sure its a feature

    Again, it's supposed to be like Wesker, so it should happen only when you are right next to him and try to vault back. Not when I run away from start…

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925685#Comment_3925685

    In the version I discribed the survivors are locked in place longer, but I‘m unsure whether they fixed it in the last patch.

    The kidnap tech specially means the exploit. In the clip above it is just his normal vault while grabbing someone.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925687#Comment_3925687

    What do you mean with two bugs? The clip above is just normal gameplay, no bug.


    There you can see what kidnap tech is.

    https://youtu.be/QwP5L-l2t3A?si=JEi1lU_iaSxEzX-C

    In the clip above it is just his normal vault while grabbing someone

    Except the fact that he is not supposed to down me there just from vaulting…
    So far from normal.

    It's the effect that happens if I tried to vault back from the side of him, but with way bigger range for some reason.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925537#Comment_3925537

    That can be latency issue server thinks he still is near enough. Seen some wonky things happen when latency is high.

    My latency was 25 ms, idk about killer but there is not a symbol for high latency.

  • @MadDragon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925343#Comment_3925343

    Hitting Survivors on a vault is a feature a few Killers have with their powers, but not to this extent. You have to either be backing into the pallet (basically not moving) for Kaneki/Wesker, or in mid-vault animations like with Houdmaster. The Chris in the clip is waaayyyyy too far to be hit by the power.

    The Chris in the clip

    I am Jeff :(

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925338#Comment_3925338

    That hasn't been my experience at all. I have been playing Kaneki a lot and survivors now often make it to the other side of the pallet when I use my enraged vault against them. The vault seems pretty balanced to me now.

    This bug however needs to be fixed as soon as possible.

    It's usually 50/50, unless it's a safe pallet, where you just get downed…

  • @Wezqu said:

    Its not a bug its a feature its same with Wesker.

    No, that's supposed to work only when you are right next to him trying to vault back, not when I was running away from start.

  • His flicks are big issue and also canceling dash and demon strike can makou you freeze, or affect movement…

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924182#Comment_3924182

    This. I'm an incentive main.

    Also, lol at the people who think the game got too hard because they hit top MMR. Like… what did you actually think was going to happen? Sorry you can't just keep winning forever…?

    This. I'm an incentive main.

    Same, sadly 100% incentive is not really a thing for past 8 months or so, at least on EU servers.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924207#Comment_3924207

    I have played during that time it wasn't really fun imo. 

    This is a different question that can be a bit distracting.

    Do the Devs have a goal of the game being killer side? Yes

    Should the Devs have the goal of the game being killer sided and, if so, how much? Maybe, depends on who you ask. I think so, though I think a kill rate around 57% (which falls into the range you mention) would be healthier than the 60 to 65% they have said they shoot for.

    Do the Devs have a goal of the game being killer side? Yes

    I don't think it's incorrect for game to be slightly killer sided. It simply makes sense to me, killer should be power role while survivors try to escape them.

    It's also way more stressful role to play and where lack of players affects game faster.

    Thing is if you have issue with 60-65% kill rates, then you better have issue with 50-57% kill rates. In reality it's impossible to balance all killers to be between 57-60%, because there is too many variables to it and not all of them can be changed.

    You can find reasoning for both high and low kill rates, but if you want to ignore reasoning for high kill rates, then we should ignore reasoning for low kill rates too.

    If you want to lower kill rates, then solution is not really nerf every over performing killer, but rather simply buff soloQ and then under performing killers if needed. SoloQ right now is main enabler of such kill rates.
    We have seen high kill rates on killers that should not be even close to those, but those were simply soloQ/noob stompers.

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