Philscooper
Philscooper
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@ArkInk said:
Unrelated to the wider conversation but this is why I love killers with a form of "just leave" built into their power. There's honestly nothing more therapeutic than dragging someone from the exit gates because they were cocky enough to Teabag a Deathslinger or Wesker while injured.
i wish survivors had something similar, "just hook/pick up"
but alas the closest we will ever get to is conviction, which honestly is busted and too abusable, probably going to be gutted in the next patches.
twd chapter is looking quite sad. -
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/458559/why-doesnt-killer-get-to-abandon
a question that no one can answer because it has no logic why survivors can abandon before the match is over but killer cant.
Because killers arent held in a match for 4 mins and always move the game by just pushing survivors out.
Comparing 4k slugs to killers getting t-bagged in endgame is like conparing a nuke to a coughing baby.
"I dont want to t-bagged"
I dont want to get tunneled,
I dont want to get humped, just for looping longer than 30s.
I dont want to have 50 s-tier matches in a row.
too bad, you will have to deal with it. Just like survivors get toxicity from killers without a way to escape.
You wont like that answer but its what its designed for, not just to "avoid the toxicity" otherwise the dc button would have no penalty.
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@Science_Guy said:
That's the 'buff' to Road Life? That's polishing a turd at best.
We really too scared to give survivors anything to play him,
Be careful or johnny might have fun playing survivor, cant have that, loll
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004481#Comment_4004481
Because survivors keep weaponizing the endurance effect, against survivors that were trying to chase someone else.
Survivors weaponizing DS should be fixed too
Didnt realise that the anti-changes tried to adress it by removing collision,
Also, are we really pretending that killers dont "weaponize" perks too?, dms and painres, plaything and/or penti, thril when it originally got buffed to the extremes.
Oh, you want aggresive weaponization?, well they exist too. Haunted ground hex build, skill-check build as doc, thombstone myers with pwyf (stacks never being removed since you melee em),
You can also aggresively slug with hag-third seal and most players crumble.
You can do that with 2 players remaining basekit since you wont allow hatch and they cant do #########.
Having kaneki with an abusable exploit for 4 months wasnt enough i guess.
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You guys love just putting survivors down recently
The perkd are still bad
Fog vials still nerfed
Took 4 months to fix kaneki's kidnap exploit but we also can gut fog-vials 2 weeks into release
And now we gutting otr and tenacity for giggles.
Dont complain about killer queues if they are 20+ mins.
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this is basically the equevelant of the anti-changes in a post but for survivors
"you arent allowed to use meta ######### but killer can with tunneling and slugging" -
i also dont want to get slugged and tunneled
JUST HOOK / JUST CHASE OTHER PEOPLE
we dont always get what we want. -
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003448#Comment_4003448
they hide out of spite regardless. the anti hiding afk crows was supposed to help prevent this but it get removed. if they had anti hiding it would solve this spite hiding
its still active, the problem is, they only need to touch a gen for 10s and then hide against for another minute.
its not off, its just severely nerfed. -
@runningguy said:
i been saying that for a long time, hatch is a well outdated system that encourages hiding for up to an hour hoping the other player dies first. or the killer actively keeping the survivor alive long enough to either find the one hiding or untill the survivor rats out the team mate or slugs. none of these should be things people can do and none should be encouraged but the hatch does give incentive for people on both sides to play in a pretty unhealthy way.
you do realise that without the hatch, survivors would just hide indefinitely out of spite?.
this also probably would just make ppl dc to avoid this if a game is seemingly lost for em. -
so instead of making it BASEKIT LIKE DBD MOBILE DID, in text or even basekit vc.
you instead thought, it was a good idea to make into an item, an item that has limited charges.
so instead of jumping into a swf to do that infinitively and without needing said item, you expect me to use this over a toolbox and medkit?.
i rather have an actual unique and useful item like a ping/tracker that tracks or shows gens (including progress via aura intensitiy) or killer.
but then again if we do get a new item, chances are the killer mains will get it gutted to the ground and complain about toolboxes and medkits… -
fog vials gutting not two weeks into live game :
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955836#Comment_3955836
Not really. Dev's will make sure to buff killers that feel left behind.
I feel like if m1's will suffer, they will finally have real reason to buff them.
I think making survivior experience better will push them into making the killer roster more equal.
they buffed almost everyone in the entire roaster, yet people keep consistently playing the same 3 strong killers with a few execptions like singu or drac.
pyramid got a whole addon rework, yet i havent gotten him a single time out of 151 matches,
knight got a rework, but after that hype died, no one plays him due to bugs.
and the new killers are either not that strong, so no one cares, or its a kaneki and they will play him every match because they can. -
@thrawn3054 said:
Have to disagree with Adrenaline. It's absolute dog water now. A one time situational perk that might not even activate and even if it does the healing half might not proc. They murdered that perk with the nerf.
yeah its not meta anymore after resurgence buff, it just gives garantied and more value than adrenaline ever could've given, and alot less situational.
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they could just fix the issue with "makes the new experince harder" by updating the tutorial or giving you the guide INGAME as an option to read through.
they already got pratice games and hints/tips on what is happening. do that and that complain is shot down. -
@Jackal7879 said:
why was hope nerfed
say it with me "the killers complained" !
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@CLHL said:
Antigen nerf… Yeah, that would help spreading hooks lol
because buffing gen perks would def not make people just tunnel anyway
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@THE_Crazy_Hyena said:
I noticed in another discussion with @jesterkind toolboxes being mentioned as a problem, and I can see why, especially when it comes to gen-rushing.
I think there needs to be a pass done to toolboxes, in a similar fashion to the recent map and key reworks.Here's how my idea would be like:
Removed: Worn-out Tools (brown), Mechanic's Toolbox (green/blue), Commodious Toolbox (green/blue).
Changed:- Toolbox (yellow/green) - Your basic toolbox, that comes with 24 charges total (a little over 1/4 of a generator's progress, or 4 hooks worth of sabotage)
Repair speed - +40%
Sabotage speed - +50%
Unlocks the Sabotage ability
Rarity changed to Brown. - Engineer's Toolbox (purple) - A repair-focused toolbox, that comes with 24 charges total.
Repair speed - +80%
Does not unlock the Sabotage ability - Alex' Toolbox (purple) - A pure sabotage-focused toolbox, that comes with 24 charges total.
Sabotage speed - +100%
Unlocks the Sabotage ability
Can not be used on generators
Rarity changed to Yellow/green
Updated model to differ from a repair oriented toolbox - Event toolboxes - Changed to have the same values as the basic toolbox.
New:
- Entity's Toolbox (Red) - A powerful set of tools that are seemingly forged from the fog itself.
24 charges.
Repair speed - +75%
- Upon spending all charges on repairing a generator with this toolbox, that generator gets a one-time immunity to regression events. This action locks out the special sabotage benefits. - These benefits does not work with Brand New Part.
Sabotage speed - +100%
- Upon spending charges needed to sabotage a hook, the affected hooks will respawn 30 seconds later than normal. - This action locks out the special generator benefit.
Unlocks the Sabotage ability.
Add-on pass:
Removed: Instructions, Clean Rag, Cutting Wire, Spring Clamp, Protective Gloves and Grip Wrench.Reworked/changed:
- Scraps (brown) - Adds 6 charges to the toolbox - Simple as that.
- Wire Spool (yellow/green) - Adds 10 charges to the toolbox, when combined with Scraps, it gives a maximum of 40 charges.
- Socket Swivels (yellow/green) - Gives a +50% increase to generator repair speed, at a cost of 33% toolbox efficiency
- Hacksaw (green/blue) - Gives a +50% increase to sabotage speed, at a cost of 33% toolbox efficiency. Rarity changed to yellow/green
- Brand New Part (Red) - Changes the toolbox repair interaction to "Install Brand New Part". This takes away 20% (18 seconds) of the generator's total charges, at the cost of consuming the toolbox upon use. Removed the skill-check interaction.
New:
- Timed Charge (Purple) - Changes the toolbox sabotage interaction to "Install Timed Charge". This action blows up, and permanently disables the affected hook for the remainder of the trial, at the cost of consuming the toolbox, and rendering the survivor Broken for 120 seconds.
i mean, if these changes come to effect with the ptb, i wouldnt mind a toolbox rework
problem is i dont trust the devs with their reworks. i mean, they couldnt even rework the maps and keys and now killed off fog vials that wasnt even 2 weeks into the game. like im sorry but i rather keep it the way it is. - Toolbox (yellow/green) - Your basic toolbox, that comes with 24 charges total (a little over 1/4 of a generator's progress, or 4 hooks worth of sabotage)
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@Ragna_Rock said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987881#Comment_3987881
ahh yes because insta-heals, on demand sprint burst and the ability to rebuild god pallets isnt op
legion is only effected by sprint-burst which he can mostly negate with class buffs.
insta-heal is dead because of this guy, idk why people keep menitioning it like its a super-weapon or strat to win (it isnt). -
@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987821#Comment_3987821
I can deal with meta. 1000x this over braindead crap (gen rush).
2v8 doesn't have the 500 2nd chance perks survs have in 1v4. New Guide is the way to go.❤️
Comeback mechanics are stupid in EVERY game they exist. Punish the winner for winning is dumb AF.so dont complain if you encounter a swf.
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@ThatRyanB said:
Bug Fixes
- Fixed an issue where Survivors using Last Stand could stun the Killer while vaulting away from them. This should only work if you vault into the Killer or fall on them.
- Fixed an issue where the "Rename Preset" button prompt would remain on-screen after selecting a preset.
- Fixed an issue where some shortcut buttons were not functioning as intended.
- Fixed an issue where the Killer's power was not displayed when spectating in Custom Game.
- Fixed an issue where the name of the first spectated player was missing.
- Fixed an issue where the spectated Survivor was holding the wrong item.
- Fixed an issue where the spectate hotkey was not dimmed until another player was spectated.
- Fixed an issue where UI scale was not applied to the spectator HUD.
- Fixed an issue where the preset dropdown could be accessed even when only a single preset was available.
- Fixed an issue where new characters were not sorted properly.
- Fixed an issue where selecting certain shortcut keys for Spectator Mode would not work.
- Fixed an issue where the mouse cursor would disappear or revert to the console cursor when using keyboard and mouse on certain platforms.
- Improved optimization in the Fallen Refuge map.
- Fixed multiple loading distance issues on the Fallen Refuge map.
- Fixed an issue in the Fallen Refuge map where a wall would display incorrectly.
- Fixed an issue in the Fallen Refuge map where a hole was present in a door frame.
- Fixed an issue in the Fallen Refuge map where The Singularity could place biopods inside the vents of the hospital/prison tile.
- Fixed an issue in the Fallen Refuge map where Security Doors could clip through a wall.
- Fixed an issue in the Lobby where a fence produced a bright reflection.
- Fixed an issue that caused certain hanging zombie animations to appear incorrectly.
- Fixed an issue where certain Killers were able to see their aura after changing their camera perspective in the Fog Vial's fog with the Potent Extract add-on equipped.
- Fixed an issue where Survivors were able to scan The Animatronic while the Security Door was inside the Fog Vial's fog.
- Fixed an issue where the cooldown of the Fog Vial was reset after the Built to Last perk had been used.
- Fixed an issue where The Killer was able to reveal Survivors' auras while within a fog cloud.
- Fixed an issue where Vigil reduced the duration of the Broken status effect from the Conviction perk.
- Fixed an issue where players could not invert their Y-axis from the Options menu.
- Fixed an issue where starting and stopping opening a chest quickly completed the challenge "Open 2 chest(s)".
- Fixed an issue where players were unable to gain progress for the challenge "Damage 3 Generator(s)" when using the Driver's License add-on.
- Fixed an issue where no progress was made with skill checks for the "Succeed at repair skill checks" quest.
- Fixed an issue where The Executioner's Obsidian Goblet add-on would not break a pallet if a Survivor was hit while vaulting it.
- Fixed an issue where loud noise notifications were missing for the Killer's POV when Last Stand was triggered on dropped pallets.
- Fixed an issue where The Singularity was unable to lose Overclock and obtain Hindered after being stunned by Last Stand.
- Fixed an issue where Hardened would not show the Killer's aura when Thwack! made a Survivor scream.
- Fixed an issue where The Legion could vault over upright pallets
- Fixed an issue where the 8-meter range was not applied when the Battered Tape add-on was equipped on each Map item's rarity.
- Fixed an issue where charge-based items found in chests received more charges than intended when equipped with the Streetwise perk.
- Fixed an issue where Rick and Michonne's voiceover discussion was sometimes missing.
- Fixed an issue where fog cloud SFX would play each time the camera's POV was swapped.
- Fixed an issue where Michonne's special vault animation was missing audio when performing a fast vault.
Rip fog vials, i guess killers somehow got so upset over franklins that they somehow nerfed fog vials...which backfired hard
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but hey, dont worry, we wont gut kaneki or keep nerfing him for some wierd reason.
or somehow just only make legion slightly better because of cooldown reduction and freenzy hits taking less to down…
thanks behavior, you really are unbiased sometimes. dont worry, we still love you for gutting skull-merchant after everyone dc'd against her for 2 years straight. -
@Shinkiro said:
Agreed. Legion is just too impactful with his free injuries and enables the other killer far too much to exist in this game mode.
especially after essentially gutting guide to be a troll class, they somehow can gut survivor items and classes but not killers, unless everyone keeps dcing against them for 2 years straight, makes sense bhvr.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/454508/remove-legion-from-2v8
They never we're good in 2v8 tbh, arguably worse with the less hits until down and less killer instinct. When he had to hit everyone, all survivors were getting injured, creating alot of pressure. The problem isn't the killer, its the survivors who keep insta mending, thinking the killer left. 2v8 needs to imo have mmr, cus theres no excuse for why teammates are mending for no reason, or not doing a gen.
all you need to do is spam freenzy, thats how you play and win with him. the pressure and mend is enough for the killers (and dumb survivors) to win even if the mode is "survivor sided"
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this is fair considering the killers possibly see the survivors items, profiles, character before they even load into the match.
so they get to dodge lobbies for years or switch perks if the survivors all had one item.
ideally you could just hide all of this or not show it but, bhvr does a pretty good job at breaking its games.
instead of a ban list survivors could enable, i would personally love an anti-killer repition system,
so instead of facing the same one killer over and over, you get immunity for 3 matches, possibly having mulitple stacked up.
that way survivor gameplay isnt just the same 1-3 killers, but actually some variety, this would punish meta killers and enpower the low tiers significantly with queue times. -
@Dadeordye said:
Survivors being unable to Gen Rush makes this mode SO MUCH better.
Killers already can't tunnel, slug or camp like in 1v4, so survs being unable to gen rush make things even.
Guides are more fun now. In a lot of my matches in previous iterations of 2v8 the Guides were tunneled hard for the sole purpose of them not being allowed to use the unlockable ability.
Now 2v8 is a much chiller mode.😁
EDIT: every downvote is 100% for sure from survs who want a non-skill winunlike you, most survivors play for the bp and thus want to win (or naturally want to win because its their objective),
so this change made it to the worst class in terms of viability.
so essentially nerfing the strongest class to do so into a troll class,
makes no sense, even if the mode is "strongly survivor sided". (we really got a guide nerf before legion and/or nurse )
this is like me comming up to nurse and reduce to give her 1 blink with an 8 secound cooldown. even though seemingly no one really complained about her noir was anyone gonna expect a nerf.
this doesnt fix one problem (or you somehow do without pissing off their playerbase) and just create two more via meta changes or using the 2nd strongest thing. scout/escapist.
why is it bad?, personally. because no one does gens or if they do, their entire team gets stuck in an small compact area of gens that the other teammates refused to do, this also makes survivor even less enjoyable as there is no way to push the objective further if your 7 teammates just dont touch a gen or you gamble on a toolbox, which isnt even worth getting anymore due to the skill-check bonus being removed.
the old guide was the only thing somewhat preventing this issue with its aura enabling, aura read and gen-rush capabilities,
now its just a useless troll class with a bootleg scout ability and a stun that gives 4x less the value then old guide did. even if you spammed it and gave it a 10 secound stun, it would still be unable to compensate for the cheer pressure and value it possibly gave with a toolbox and constantly hitting skill-checks.
they also havent nerfed the gen-regression or aura reading you get from kicking gens. as a way to compensate or tried changing the comeback system basekit. there was no compensation in any shape or form whatsoever, noir did survivors before get a buff to compensate for the nerf/rework now, so it just doesnt make sense and i highly doubt survivors will get anything or get buffed due to history saying. they wont, most likely bhvr will just continue pumping out killers and maps over survivor content…for some reason. which nerfing and possibly pushing survivors away from the mode (aka the people who dont care about bp). doesnt make much sense.
it was also clear that for some reason, instead of making a new class since 3 iterations instead of giving killers more and more broken options they cant handle at once. (wesker is still bugged after the 3rd time of the grab animation having him be stuck)
after the hype dies down, in the next iteration, its probably going to stay at the least used class for survivors if left unchanged. besides for the people who love, for some reason to troll and goof around, which i hope there will be a way to seprate to two groups.
and sure, you get to kill and win more…if the scout and escapist spam wont get you, but if the teams werent dumb, you would be struggling either way, which is what most casuals are doing in 1v4 and now in 2v8. so either way, plan backfired, you may not feel it now, but you definitively will in the next iterations when everyone is playing the meta to win and not to chill. this only speed up that process. -
you are the type of person to get the fog vials nerfed and then complain about toolboxes and medkits
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@Rigbeta said:
Simple Concept: The Clown has 3 Yellow Bottles and 3 Purple Bottles.
When the Clown uses a Yellow, only the Yellow loses stock, same as Purple.
Refilling only effects the currently selected Yellow Or Purple Type.
This forces The Clown to be more careful about his Bottle Usage.
Now, as for his Bottles' actual effects:
Currently, The Clown is genuinely miserable to play against and Braindead to play as: He has lost nearly the entirety of his original Power as well (The Purple Bottle He was Released With) in favor of his piss bottles.
His Haste feels grossly out of proportion, while his purple is near useless save for very specific cinch spots. I believe both Bottles should be effective without being overly oppressive or favored.
At the very least, having less available at the ready will force the Clown to be more thoughtful with his bottle usage and force him to be more strategic.
The Hindered Needs to actually feel more effective, maybe the more a Survivor gets exposed the More "Intoxicated" they get kind of like Doctor Madness, and they gain additional hindered the next time they're hit depending on Intoxication levels. Or maybe it lasts longer for them up to 3-6 seconds maximum.
The Instant Haste is dreadful. Maybe instead make it wear off after 3 seconds while not in the cloud's range.idk why you need such a complex thing to be given to clown other then to not make him so braindead (which it wont)
the main problem with clown right now is the purple bottle is useless and the yellow you can use on demand 24/7 for a 5.52m boost in total per bottle, thats 33,12m gained with all 6 bottles (and if you fully use out the addons and optimally refresh every 8 secounds), without a penalty or chance for survivors to get ahead, the only way to really beat that is to prerun and predrop like you do before. just alot more defensive.
the clown bottle not only slows survivors down less overall in hinder,
the duration (the big number here) got nerfed aswell which is huge
which is why everyone is just spamming the yellow, its easier and requires no effort to use for a reward to get quick downs, which you can push this to the extremes.
so, how do we change clown?, you start small and what everyone is used to, yellow bottles take 2 secounds. this gives a much more needed warning, makes clowns not spam yellows onto their feet and requires a bit more precision and decision making on where/when to use their bottles. if that wasnt enough you can just keep pushing small changes in the patches within. -
i doubt behavior would want to ever buff soloq in a meaningful way
(i mean look at the ######### they have tried recently with anti-facecamp and hug update)
and they wont do it since they alledgedly have plans for slugging and tunneling,
and at this point since how dumb and blind people are, even with its full 16 meters effect, for one, people wouldnt allow it
and for two, the problem is the communication. so even if they see eachother and possibly the killer, it probably wouldnt do much since they would just camp and wait and then throw the game or exchange hook or stare and do nothing as essentially the killer is getting free pressure.
i would love if we had a baskit deja without the genboost or even have all gens for soloq only players have their auras revealed permamently for the entire match. that way people would actually do the objectives, make the survivors lives easier and make the killer gameplay not just a boring stomp/be stomped gameplay cycle.
best case they would force people to play and improve the tutoriel as best as possible.
adding, showing and teaching survivor gameplay, how to loop, how to use ur camera, how to checkspot, when to use a pallet/window, when/how to do gens, (and to stop promoting hiding in lockers). and then optionally how to play and/or play against each killer. -
@Jargonator said:
What killer do you guys main and why? Just curious
i used to main wraith alot but due to obvious reasons
(mmr, swfs, power being not so great, having to use so many chase perks to even get him to work, survivor perks, ect)
i just feel so powerless whenever i go against a survivor and they use sb and make me cloak, only to run to a tile i cant really get my first hit on, since its next to where he was.
he gets very easily exploited when in power without a benefit or playing around it, forcing you to use bamboozle and mindbreaker or any other anti-exhaustion perk every match. the other two needing to be gen-regression.
but since clown and knight got buffed, i tried out knight with his undetectable addons, hes a nice change, i had my fun with him until i seemingly reached my limit.
and now clown got buffed to be essentially close to wraith basekit's speed but without really much of a cooldown or penalty,
giving you 15% haste with addons on demand for 8 secounds, thats 5,52m given over the survivors with ONE BOTTLE, i rather play clown and deal with predrops then wraith with his weaknesses.
you can still use slowdown or stack it with more haste or other perks. you can even use undetectable perks and hes essentially a much better and oppresive killer then wraith could ever be. (even with wraith's historically constant buffs over the years)
if wraith would get a buff or even a rework, i would love to try him again, but at the same time, i see why he wont be buffed….
but then i look at kaneki and think the entire community and dev team arent really taking balance seriously when they release him in such a state and have yet to really peg him down to not be a top 5 killer with nearly no brainpower required,
so the logic of "complex killer = strong" or "easy killer weak" cant really be applied. makes no sense why he is allowed to be so oppresive, but wraith shouldnt be buffed. just sad. but i'll be playing clown until he gets nerfed and then switch to someone else. -
@AhoyWolf said:
What happened? Was all the talk about "Operation Health" just a marketing push to ride the Five Nights at Freddy's wave and pull in as many new players as possible? Because right now, the game is in awful state. Why are some patches delayed for polish, while this easily one of the worst updates we've had was pushed out as-is?
Clown is an unbalanced mess. He might be fun to play as, but he became completely braindead and clearly needs more adjustment.
Streetwise allows for infinite item charges due to a bug, yet it wasn't kill-switched because it's supposedly "not gamebreaking" enough. That's a very odd standard to apply selectively when there were less broken perks that were still kill-switched anyways.
Since the update dropped, I haven't gotten the "new" map once, which suggests the special queue talk was bogus. From what I've seen, the map looks rushed, more effort clearly went into the lobby than the map itself. The communication around it was a mess, some devs said it was never meant to be a map, others said it always was. Judging by the quality, it seems obvious it wasn't supposed to be one.
We all love Jim, but seriously, how was that even left in the game? No testing caught it?
There are also a lot of long-standing promises that still haven't been fulfilled. For instance, Houndmaster's Knotted Rope is still unusable. Old players might also remember that Survivors were promised new healing and totem-cleansing animations during the animation update, which we never got. This kind of stuff keeps piling up.
The new Survivor perks are either absurdly good or completely useless. Why keep adding new perks if most of them end up ignored? Wouldn't it make more sense to update the ones nobody uses instead of bloating the game with more unbalanced filler? Then again, it feels like that's being saved for mid-chapter patches just to stretch out content. Let's be real, 90% of the perk changes could've been done in one go if you really committed. Adjusting Desperate Measures from 14% to 20% shouldn't take literal years.
I genuinely love this game, but the current state is frustrating enough that I needed to get this off my chest.
that got very clear when fnaf got released in such a state and refused to killswitch springtrap when he got disgustingly oppresive on release due to his tp making him invisible and the axe (to this day) being bugged to not accurately show where hes aiming
but for some reason the outcry only then happened when survivors start to abuse a perk to win more games…strange how that worked out. -
@SoGo said:
https://us.v-cdn.net/6030815/uploads/KP0FRBT3HD01/img-20250805-201230.jpg
So the Fog Vial opacity is getting reverted back to its PTB value. This is good, as this was a tad too much basekit.
Except...
- We still have the PTB nerf that reduced the size of the cloud to 8 meters.
- Fog Vials will have their rechargeability removed (as confirmed by the Community Manager), and replaced with amount of uses.
- The Iri now absolutely sucks. Who in their right mind would out this thing on?
These are not the end of the world, and maybe some other things will get adjusted, but it seems like the hiding in the Fog is over.
I just hope that this will be enough to satisfy people.
i saw this comming from a mile away since, killer mains and bhvr do what they do best, whine and complain about the most minor ######### even though they can basekit counter them.
i do feel bad for people getting attached but, is what it is, hope they use the strongest toolboxes and medkits so they maybe learn to not nerf every minor thing survivors have…while ignoring kaneki and clown being braindead asf to play against. -
@ReverseVelocity said:
Disappointing to see. The fact that they're nerfing the Fog Density AND are planning on making the charges limited so quickly is very frustrating.
I genuinely hope this doesn't significantly affect their strength because they've added some new flair to Survivor gameplay for the first time in a while and seeing them gutted in the span of two weeks would be really upsetting.
Even with the Ultra Rare addon they won't even match their current strength, even with all of the added downsides of the Potent Tincture.
its so funny, because you know the same kind of people will go right to complaining about medkits and toolboxes,
but yes, fog-vials were the real problem that killers struggled, what a joke. -
@FusedGod265 said:
why do they have to ruin all the good perks for survivors. Just went to use street wise noooooope its awful now. You ruined distortion as well. How about you ruin lightborn and franks demise it seems fair you take the best perks away from survivor that you change some of the killers.
Quite obvious who, mostly killer main complain.
Is what it is, we get some payback like franklins being dead...but not really that much when everyone would've loved to kill off plaything or blood favour.
Just wished we had a better and stronger meta then abusing streetwise. (Which is apperently full rng, scavanger is bugged)
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@cogsturning said:
There's been a lot of initial complaints about fog vials. I'm not talking about the accessibility issues, which are a seperate matter. I'm talking about people who think they're annoying or disengaging.
So far, I've found them to be mostly useless. As killer, I still maintain chase. It's easy to see someone who panic-pops it in your face. The only chase I've lost so far was when a team rushed in to cover a teammate, and that's a valid use of the item and doesnt make me mad. But, so far, that's the exception and not the rule.
As survivor, I've been experimenting with them. I've tried to cut off my own chases and other people's. I've tried to set it off as the killer picks someone up to obscure hooks. I've tried to conceal auras while healing or working on gens. But nothing has really worked. I've yet to really find a good use for them as a soloq item.
But my God do I love them. Hear me out.
I switched from playing only killer to playing both because I thought survivor was more light-hearted and less intense, but ever since the introduction of the last-kill mori, I've had a miserable time. Slugging and tunneling have become constant. Sweaty playing is required. Playfulness and mercy from killers disappeared. I stopped being silly, took of my meme perks, and became a gen jockey, using a build that tore through gens, often doing two or three just by myself in every match.
But now there are fog vials. Stupid, silly fog vials. I love that there's a much needed new element. I love the chaos. I love the uncorking sound. And I love putting Scene Partner back on and being a clown again.
I was blessed with a lobby yesterday with two other fog vial users with silly names and knew I'd found my people. One died, but, thanks to the cleverly comical antics of the other when I was about to go on death hook, the match's energy did a total 180 and we had a fun time with the killer. I can not tell you how refreshing it was after losing like seven matches in a row. Those playful matches are such a breath of fresh air after grueling ones, and they have become so scarce. But even if fog vials have no other great use, they can bring back some of the silliness, and that's enough for me.
If they want to nerf it, let them, make them learn how busted medkits and toolboxes are,
If they dont want vatriety, give it to them and see the tears of "toolboxes/medkits every match" 🤣
-
@Iron_Cutlass said:
Literally what is the point of this perk?
You have to spend 60 second in basement doing nothing, does not progress the objective/Generators in any meaningful way. It leaves you permanently Broken for the entire game once it is completed and for the game to play a universal sound cue and notification telling the Killer that this perk is active.
For the trade-off of being able to get 2 seconds of Aura Reading when they alert of a crow… only problem is that you often alert crows before this perk can even get value since you are leading the chase and often pass through an area first. So NOW you need to use two perk slots instead of just one perk slot to get value from this perk by using Calm Spirit.
Calm Spirit is also an awful perk that has its own issues, often being detrimental to the game if certain Killer perks are in play.
Oh yea, and did I mention that this perk does not stack with other Invocation Perk? Meaning youd need to waste another 60 seconds if you wanted to pair this perk with other Invocation Perks.
Also many Killers just ignore scaring crows altogether or ignore the aura reading altogether. Meaning that you can get a Killer that's sole existence just nullifies the perk's effect. A prime example of this is Wraith, they dont alert crows (unless the touch their hitbox) while cloaked, they are also Undetectable while cloaked which means that aura reading does not work on them.
Ultimately… what is the point of this perk? Ive never seen a perk be this poorly designed and awful.
Another bait perk for survivors who dont understand that the perk is really bad, kinda sad how there was never a time, in those invo perks being busted or good. They had an idea, barely made it good and just left it at that.
But lets nerf off meta perks instead like distortion or babysitter.
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@Raccoon said:
There are certainly a few silly scenarios with the perk, but I don't know if they will nerf it.
Conviction builds are pretty fun, though, when you're the one using them.
Playing against them is another story :(
I think it needs something added to its activation conditions, personally, though I don't know what…
We getting a conviction nerd before kaneki gets pegged down the top tier, un-#########-real 😭
-
@Lexilogo said:
wraith players have to deal with, exhaustion perks, alturism perks like bodyblocking, pallet saving, flash saving, ect, which most killers can deal with their power.
I kinda want to focus on this bit, because it kinda confuses me.
Exhaustion perks I get because Killers with strong chase/dash powers, yes, they can deal with exhaustion Perks better than M1 Killers like Wraith.
But bodyblocking and pallet/flashlight saving don't usually have counters built into Killer Powers. There are some characters like Sadako or Deathslinger that do have it, but it's usually not seen among the top tiers.
it really depends on the killer, but chances are, compared to knight who can spawn a guard to protect itself and punish the save or even easily spam guard chases
or kaneki as popular as he is, just jump and injure everyone, if you hear some grunts near you when trying to pick up, keep slugging and pressuring.
wesker to m2 fake away from the pallet or grab them away for a much better positioning.
sure, not EVERY killer has that, but they do well enough in chase or anything else they excell at to outpower it most of the time
it sucks because i have way more fun and enjoyment out of knight, who people can exploit alot more and is going to get nerfed, then i do on a killer with way more experince. -
you guys had 6 perk slots to fill
5 of them are way to situational or overshadowed by better perks like come and get me
being way worse then babysitter
or
are just more random swf ampifiers that isnt even needed, if you die after a pallet save, (equvelant of getting a free ds)
then you probably need more experince then a perk saving and crutching you up, might also because the maps are horrid and there is no loops in sight like in coldwind farms.
i doubt conviction, my favorite out of the bunch, gets to stay as it is, if killers get their way of whining a perk into uselessness like wake up or shoulder the burden got. not even a week base meta like thrill or wglf.the fog item is somehow a downgrade from the event items we got, so great job on that.
i know it has been said in the discord that its not supposed to be a "get ouf of jail free card"
but how is it supposed to be used then?,
including how not even an hour into ptb, the fog seemingly is very situational and only benefits builds that already hides for you with lucky break.
I doubt this will stay any use after post ptb, since killers whine every time stealth is remotely mentioned.
if it does for a while, great, but i know its only a matter of time until it also goes to the chopping board.
i hope the basekit changes for survivor are better. -
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959473#Comment_3959473
Well now nobody will play the Clown at all. The purple bottles might as well not exist. The hindered effect lasts for about one second. Old Freddy's traps were more effective.
sounds like a you issue, clown is good and overall got a buff, but yes, focus on the negative and never improve
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@SoGo said:
Ever since The FNAF release, we started to see a bit of a ressurection of a Healing meta. So, I have decided to put together a list of which Healing perks are and which aren't worth taking. Enjoy!
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Botany Knowledge - S+
(An amazing perk, there is basically no sitation where it won't help, several weaker healing perks rely on it, and it also works on self-heals. Easily the best now that the downside is gone.)Resurgence - S
(A great combination of anti-tunnel and self-healing. The only downside is that Gift Of Pain screws it over, which is a rare interaction regardless.)We'll Make It - S
(Great, fast and consistent. Thanks to the duration, you can keep it up and running most of the game.)Adrenaline - A+
(Great when it works, frustrating if you are on hook when it pops. Still, it's one of the best perks in the game.)Second Wind - A
(Basically a free syringe as long as the Deliverance curse of getting found first does not screw you over.)We're Gonna Live Forever - A
(Great anti-slugging perk, now that the condition is gone. There are games where you get 0 use out of it, but also some where it saves the day.)Autodidact - A
(A big gamble, thanks to skill checks being very random, but amazing when the stars align.)Boon: Circle Of Healing - A
(Great perk, but not always useful. Especially not in solo Q where most people would rather heal through Leverage under the hook than move into the boon.)Plot Twist - A
(Honestly, it's just a better Self-Care. You go into a bush, use it, and don't have to run around injured. It's also hilarious.)Inner Strength - B+
(A pretty great trade-off. Cleanse a totem and get a free heal.)Strength In Shadows - B+
(Pretty good, and kinda underrated perk. It's miles better than Self-Care, especially if you use an offering to have the basement in the place you want)For The People - B+
(A pretty good way to take pressure off of a tunnelling target. Plus, the Obsession changing mechanic can counter Remember Me perfectly for example.)Do No Harm - B
(Basically a bit worse We'll Make It. It has the bonus on skill checks going for it, but it still doesn't do as well as the others.)Pharmacy - B
(Basically an unlimited self-heal tool, with the downside of spending a bit of time with chests. Not bad, just not great.)No One Left Behind - B
(Actually a pretty impactful perk, it's interesting how little people talk about it. It is for the endgame only, unfortunately.)Solidarity - B
(I don't understand why people don't run this more, it saves quite a bit of time! I guess there are just more optimal perks.)Desperate Measures - B
(Someone will always be injured, so the value is pretty consistent. The problem is that it just can't hold the candle to some of the best perks, because of how it works.)Empathic Connection - C+
(Nice perk on paper, the buff is decent, but most of the time you will end up with a teammate leading the killer to you.)Self-Care - C
(It basically either takes 2 slots with Botany, or all the game trying to heal. It's a great way to avoid the crow mechanic, so... there's that I guess.)Clean Break - C
(Unless you have a killer booking it to an almost finished gen, where a second can decide if you finish it, this perk is pretty much useless.)Moment Of Glory - C
(Somehow, it's even worse than Clean Break, mostly because the chest mechanic takes a long time to do AND works incorrectly 70% of the time.)Leader - C
(I struggle to even count it as a healing perk, tbh. Even when it works, any actual healing perk is just better.)Reactive Healing - D+
(I really think the devs forgot about this one. The only situation in which it helps requires a full build around this thing.)Better Than New - D
(For THE Resident Evil medic, Rebecca sure has an awful healing perk. It's just too conditional to even be worth considering, let alone taking.)i hate that wglf is just a pocket we'll make it for slugging instead of actually punishing slugging as strong as tunneling, if not more
i hate having to use otr, unb and wglf with windows every god damn game JUST TO PLAY THE GAME. -
@OmegaXII said:
Devs you never played your own game do you?
Purple are used more because it's Clown's CHASE TOOL! You NEED MULTIPLES of it to injure and down survivors in loops, and slow down is just better than speed up in most cases.
Whereas Yellow bottles are use mainly for mobility, just to get around the map faster. 1/2 bottles are already enough. Unless you're really good with Clown, you don't really use it in loops, just because it can BACKFIRE as Survivors can also benefit from it too.
So number-wise purple is ALWAYS used more, and there's no problem to it at all. So why would you feel the need make changes based on the bottle used ratio??
because majority of clowns only use purple slowdown and nothing more,
behavior and clown mains want to use both, the yellow bottle isnt just for "mobility" its also a chase tool.
im not a clown main and i managed to use the yellow bottle in chase alot more then purple around a 40/60 split,
its still a much easier pick and alot more value to gain, but you shouldnt be spamming it in chase 24/7
this just feels like a complained because you cant slowdown spam onto the survivors anymore, which you still can, just less effective to do so without the yellow.
we still have a ptb comming up, so time will eventually tell if this is true or not. -
@まうっす said:
I am an Executioner prestige level 90 player.
I think that weakening the cage is unavoidable as a countermeasure against tunnels.
I have also been waiting for the add-on changes for a long time. Thank you.However, please cancel the other changes immediately.
Slowing down movement speed while using abilities is an incomprehensible change.
Users who play Executioner do not want such changes.
His abilities are already easy to dodge, and it takes a lot of practice to land them.
Please reconsider.on one hand this feels like complaining even though he got possibly one of the biggest buffs from the addon pass
including to consider that he got those nerfs probably since his stats are close to what they want him to be, maybe even higher then that
on the other hand you could suggest other nerf changes like giving him a longer cooldown if he misses, incentivising to actually hit your shots, rather then spamming them like most ppl do.
unlike most people, i like the slowdown when using power, because in most situations, if he fakes and doesnt commit to doing power, you most likely make the survivor into a lose/lose situation of tanking the m2 or m1.
maybe theres another way of punishing that or slowing him down doesnt punish him at all, but again, i got no clue since ptb isnt out yet
those nerfs seem bad but we havent really be able to test it out yet, so assuming so, is in bad faith.
could you try the ptb first before suggesting to remove nerfs?. -
this is cool and all, but this doesnt solve the problem (and i doubt it ever will be), by pigs just hovering a single guy,
doing a box and constantly harrasing them til they die while crouched from the trap or from the pig slugging them whenever they attempt to do the box.
this is a losing stratergy, but leaves a very poor gameplay loop of dying no matter what you do,
even if your three mates do boxes and do gens while the pig is harrasing that one guy.
the only thing you can realistically do is stay slugged,
problem is your mates most likely come over in the most unideal situation while the pig comes back to harras the guy again.
or easily make it a 3v1 which is a huge handicap.
so ideally give a time immunity when picked up for 10-20 secounds (but have the trap still be active).
shouldnt reverse traps give a huge slowdown and nothing more?,
wouldnt going after survivors with headtraps defeat the purpose of that or not waste potentional slowdown from it?.
can the debuff be only active when the trap is active and not in chase or does the debuff always need to be active?. -
@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/ISSZSQ5NR2LF/910-developerupdate.jpg
The 9.1.0 Update is approaching, so let’s dive into the notable gameplay changes you can expect from the upcoming Public Test Build. Plus, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:
NEW FEATURES
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- Added a new equippable item for Survivors: the Fog Vial. Its effects include:
- Using a Fog Vial causes a fog cloud to expand outward from the point where it was used, dissipating after a set time
- Scratch marks do not spawn within a fog cloud
- Audio is muffled for anyone within a fog cloud
- The auras of players within a fog cloud cannot be read by other players
- The Fog Vial has a cooldown which recharges over time once used
- Added item rarities and add-ons.
DEV NOTE: The Fog Vial specializes in creating confusion and breaking line of sight. When it’s activated, this fog obscures your surroundings while still allowing for limited visibility within your immediate vicinity. By moving to a single, recharging use, Survivors can use the Fog Vial multiple times per Trial and don’t have to be quite so precious about saving charges, letting them be more in the moment with their vial uses.
Stay tuned for patch notes for more information about Fog Vial rarities and add-ons.
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- Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for
- Adjusted the uses for this item to cover the following:
- Channel the Key to consume 1 charge and reveal Survivor auras for a limited time
- When near a closed hatch, consume 1 charge to unlock it
- Consume 1 charge to quickly unlock a chest and gain an item of Rare rarity or higher. Once a chest has been unlocked with a Key it:
- Is revealed to nearby Survivors
- Can be rummaged in by 1 other Survivor to gain an additional item of Rare rarity or higher
- Adjusted the effects of individual item rarities and several add-ons.
DEV NOTE: Keys stood out as the least-used Survivor items and were typically outclassed by other options. We’ve reworked them to offer a wider range of utility and tap into players’ yearning for higher-rarity items.
Now, the “charge” system is easier to track (think of it as “uses” rather than “use time”) and the aura-reading capabilities of Keys are improved, while also adding some team-wide utility. In addition to making it easier for the equipped player to get quality items from chests, Keys also extend that opportunity to a single teammate.
Stay tuned for the patch notes for details on Key and Map item rarities and add-ons.
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- Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for
- Adjusted the uses for this item to cover the following:
- Channel the Map to consume 1 charge and reveal nearby pallet and vault auras to yourself for a limited time
- While auras are revealed, press the Use Item button again to create a beam of light (only visible to Survivors), revealing the auras of generators within the beam’s range to all Survivors
- Adjusted the effects of individual item rarities and several add-ons.
DEV NOTE: Similar to Keys, Maps stood out as an underutilized item which didn’t fit into beginner or experienced player kits. With this change, Maps retain the spirit of giving players an awareness of their surroundings, making their effects more consistent, and extending some value to teammates. Now, there’s no need to “track” objects before they show up.
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- Increased total number of Character Customization presets to 7
- Increased total number of Loadout presets to 7
- Added the ability to change preset names
DEV NOTE: Whether it’s the pursuit of fashion or prepping perks for every situation, we wanted to make it easier to save your faves. Don’t worry, your existing presets will be ported into this updated system.
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- Added mouse and keyboard support on the following console platforms:
- PlayStation 4
- PlayStation 5
- Xbox One
- Xbox Series X|S
Please note: This feature is not available on the PTB, as it is only playable on Steam.
DEV NOTE: Quite self-explanatory, we’ve extended full mouse and keyboard support to a number of console platforms so that players have more choice in how they approach gameplay.
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- Added hotkey inputs to Custom Game spectating to switch to the Killer’s perspective.
- Added spectators hotkeys representation next to players portraits, to improve usability
- Added the option to toggle spectator hotkeys visibility and adjust them in the Input Binding menu.
- Added a visual indicator to show spectators who they are viewing.
- Shows dead Survivor icons if joining as a spectator after getting sacrificed.
DEV NOTE: Following up on last update’s changes to Custom Games, we’ve introduced more improvements to make view-switching and tournament casting even easier. This also ensures viewers have more information about what they’re seeing.
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KILLER UPDATES
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- Increased Punishment of the Damned's range
- Increased the duration of Rites of Judgment’s trail drawing and trail lifetime
- Decreased Rites of Judgement's movement speed
- Added Haste and Endurance effects to Survivors saved from a cage
- Added input buffering to:
- Transition from Punishment of the Damned to Rites of Judgment
- Begin caging or killing a Survivor when the prompt is available
- Reworked his add-ons.
DEV NOTE: We’ve heard your feedback that The Executioner’s add-ons could use more variety – range shouldn’t feel like the only viable option. In addition to making range increases basekit, we’ve reworked his add-ons to introduce more interesting options, like adjusting the spread of Punishment of the Damned, or triggering effects on misses.
Outside of these changes (keep an eye out for the patch notes for add-on details!), we’ve made some quality-of-life adjustments and slightly reduced his zoning potential.
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- Increased movement speed while reloading bottle
- Decreased bottle reload time
- Adjusted the effects of yellow bottles:
- Increased Haste effect
- Increased the distance and speed that smoke spreads to
- Increased activation speed
- Adjusted the effects of purple bottles:
- Decreased the Hindered effect
- Decreased how long the Hindered effect lingers after leaving smoke
- Added input buffering to:
- Charging a bottle throw
- Reloading bottles
- Adjusted several add-ons.
DEV NOTE: When it comes to The Clown’s power, his purple bottles see much more use than his yellow ones across skill levels. To better incentivize their use, we’ve given the yellow bottles a quicker activation, greater speed boost and wider effective range, coupled with some base speed increases. To compensate, purple bottles have received a slight nerf, requiring a little more throw control to get their full value.
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- Increased maximum patrol path length
- Increased path drawing speed, acceleration, and strafe speed
- The Carnifex’s Standard spawns slower
- The Assassin and Jailor’s Standards spawn quicker
- Added input buffering to:
- Drawing a patrol path
- Adjusted Call to Arms add-on.
DEV NOTE: Drawing patrol paths is an important part of The Knight’s gameplay, so we’ve made it feel snappier and extended its range slightly, making Call to Arms partially basekit. We’ve also adjusted Standard spawn times for each Guard. In particular, the Standards for the two chase-focused Guards will spawn quicker to help give Survivors a little more counterplay during double team scenarios where they tend to be at their strongest.
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- Increased crouched movement speed
- Increased speed of crouching and un-crouching
- Increased the speed at which the Terror Radius fades when crouching
- Increased Ambush movement speed
- Added input buffering to:
- Crouching
- Charging an Ambush attack
- Adjusted several add-ons.
DEV NOTE: Yes, we know. We buffed Pig. Outside of her traps, her ability to surprise Survivors is an important part of her appeal. By increasing her speed and making her Terror Radius fade quicker while sneaking, she’ll have more chances to act on unprepared Survivors.
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PERK UPDATES
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- Updated Any Means Necessary
- Updated Appraisal
- Updated Better Together
- Updated Built to Last
- Updated Déjà Vu
- Updated Detective’s Hunch
- Updated Potential Energy
- Updated Still Sight
- Reworked Streetwise
DEV NOTE: We’ve adjusted values on a few perks that had low pick rates to help buff them up. In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes.
Stay tuned for the patch notes for specific details on these value changes.
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- Updated Dragon’s Grip
- Updated Franklin’s Demise
- Updated Hubris
- Updated Insidious
- Reworked Overwhelming Presence
- Updated Scourge Hook: Hangman’s Trick
DEV NOTE: Similar to the above, we’ve buffed some perks which boasted lower pick rates and adjusted certain perks that affect items so they’re compatible with the recent changes.
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Until next time...
The Dead by Daylight Team
a bit sad that killers get to kill off genrushing with nerfing BTL and "reworking" streetwise
but kaneki is left nowhere to be seen with a nerf with every survivor begging for springtrap then a ghoul, makes sense.
if you think the "item changes are for survivors", not really, they still need to buff chests perk and chests in general to spawn ideally grouped together in basemet and have maps be more useful like revealing the aura of ONE gen for an unlimited amount of time for x charges.
the smoke bomb was boring in halloween and 2v8, this wont change when it comes to the base game, unless they make it busted on release with addons (DOUBT), it will probably be 4th in item used by survivors, its basically another side-grade for the flashlight.
i hope the walking dead survivors dont have complete ######### perks or get gutted by killer mains whining to get it gutted post ptb.
let it be the meta for a week and then nerf it if you really have to. - Added a new equippable item for Survivors: the Fog Vial. Its effects include:
-
@ImWinston said:
- This game LOVES sending me to this map, and i dont understand why. Today i played 6 games (all as survivor) and the game gave me the same map 3 times. NO OFFERS, the "map repeat prevention" system just doesnt work. It hasn't been working for a while, and some maps (in my opinion) have more chances of coming out than others. The system's favorites are D&D map, RPD map (I personally love it), Alien map and Yamaoka map. I haven't been on Ormond in weeks. Have you noticed the same trend?
i thought i was the only one getting it
so it looks like behavior has ramped up the pickrate for this map for some reason since monday or sunday -
@vol4r said:
It makes me so sad, that more and more players that don't enjoy survivior experience. I can't get my friends to play with me ever again, they don't want to be bothered to play it, if they don't enjoy the experience.
It feels like queuing up to be a punch bag for a killer. Every new killer now gets a lot of powers at once, making it more difficult for surviviors, especially the new ones.
I get it, we are hitting the highest ever player count now - but we are not getting people to play survivor.
There will be no game without survivors and we need to finally acknowledge that!
Killers are waiting 7-10 minutes for a game! Queue time is just terrible and I don't remember it being that long like ever (I play since 2019 or 2020).
And the worst part? They are being overly competitive because of that - If they are waiting so long for a match, they will play the worst possible ways just to be succesful in the match. They will especially want to win.
We need to look into that, some of the things I have in mind right now are:
- Map balancing - maps like coldwind should not be so killer sided - map is small, tiles are really bad and NEW tiles are real failure - they are the worst in the game, should be retired, deleted.
There are also other maps like forgotten ruins, haddonfield that are EXTREMELY killer sided.
Playing against some decent to good killers and getting one of those maps means you are just playing for BP, definitely gonna lose. - Some killers are overly strong - nurse, kaneki, blight (even after all those nerfs)! We go against them all the time, because of it. This is not enjoyable experience.
- Tunneling and slugging needs to be finally addressed and it needs to be good, so killers never do that again. It makes the experience the worst and we all know it. We cannot play with our "bad" friends, because we need all surviviors to be good in order to have a chance. Playing 3v1 at 4 gens is not possible.
- We have 40 killers right now in a game! Let us have "killer banning" system.
Not something that would be abused by the SWFs. System that let's us ban 3 killers for a lobby - not each person. Leader choses which killers are being banned so swfs can't ban like 12 killers. That would be too much.
This could also work like information system for bhvr - if the killer is being banned by majority of the people, then maybe we should look into them. - If we don't create banning system, maybe something like before-match banning system would be a good idea.
We get killers pool to choose, 6 random killers are being chose from 40 we have now. Everyone has a turn on banning a killer - Jake bans nurse, Meg bans houndmaster etc… You get the point.
Also do the same with the map.
We could get rid of some RNG - sometimes rng brings us the worst, which is not enjoyable experience.
We could also let killer choose 5 his favorite killers and surviviors would ban 4 of them. To make it less random and people could play their mains.
Please, listen to surviviors feedback.
I bet that they make most revenue when it comes to skins, because they see the skin in the game, not only in lobbies.After all, if we are here, we want the game to be succesfull. We all do.
people wont listen to this
i just avoided the game due to how little survivors get but killers get an entire year for events or preplan for springtrap
but we cant have a full survivor bloodmoon event without a killer ruining that since halloween 2023
tunneling is not the issue since we got perks to counteract this, (even if shoulder got gutted before it got to show its potentional)
they need to buff slugging perks as strong as tunneling perks, if not more since they should be killing via hooks, not slugging people on the floor for 4 minutes - Map balancing - maps like coldwind should not be so killer sided - map is small, tiles are really bad and NEW tiles are real failure - they are the worst in the game, should be retired, deleted.
-
to play as, it used to be wraith until i gave up praying a buff for thim,
so now im playing around vecna.
to play against would be springtrap if they fixed his bugs. -
@Plague_Priest said:
Sheerly by the numbers he's just not a problem. He's 17th in kill rate despite being number 1 in pick rate by a mile. Survivors just don't like learning to deal with new killers. It's hysterics every time.
by that logic killer mains shouldnt ever complain about any survivor techs or perks since they usually dont like to deal with new survivor perks. (shoulder the burden).
which lets be honest isnt a good idea or view to fallow once you realise that not everything can always be blamed on the survivor skill, release kaneki made that very clear
(yes i know bhvr made questionable choices like with sm and chucky but i also didnt like the pointless survivor perk nerfs that wasnt in the meta and blame it on the killers) -
@dbdbdbd said:
by having a killer who can come out of a doorframe invincible with little counterplay to it at any second creates an environment that encourages new players not to do gens.
It will teach players that doing gens will get you killed and more people will be afraid to do objectives.
Change the door placements or start on a rework already because this is the most unfun patch i've ever been in and im taking a break until things change.could've easily fixed by 3 things
giving him a teleport cooldown like any other killer IN THE GAME (possibly slowing him down when he uses it near a hooked survivor)
deny access of the door and 5 secounds after unhook.
update the spawn location to either have the hooks be spread out from the door or have the doors be spread apart from the hooks.
and yet they thought this was okay to be released, im glad no one is yet consistently abusing this tunnel-magnifium, but eventually it will be abused and he has to get nerfed for it, i dont want him to be nerfed because hes not kaneki and i rather have him then kaneki easily kill us every game, but if wesker deserved to get nerfed due to tunneling, he should too.
cant wait for the "skill issue" gaslighting comming, as if bhvr isnt currently pushing against boring gameplay loops, xdd
sincerely, survivor main with 1500hrs of ingame match experince. -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942789#Comment_3942789
That las thing buddy is gone you cant block survivor from escaping with his power anymore, its same as wesker just stay on the line and you will be out before killer can pick you up.
this is just not true, recently played against him and died because his bite fully blocks the gate, even when i animation cancelled and one teammate heal teched