Philscooper
Philscooper
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@kidnappedmaurice said:
Out of all the horror franchises, Alien is my most favorite one. I P100'd Ellen Ripley and, of course, Xenomorph but I play 90% Survivor and 10% Killer. I was bummed out Ellen Ripley didn't have the face likeness of the real actor but what disappoints me the most is there is nobody playing Xenomorph besides me apparently lol
I can understand why nobody does though. The fact that Xeno isn't a real stealth killer and Xeno's power can be disabled by turrets. Unlike the movies, Xeno has no chance to get close to anybody without the damn turret peeping from miles away with its motion tracker. There is also a chance a tail attack doesn't always register. The nerf to his tail attack also did numbers to him.
I'm unsure how to change Xenomorph without making it overpowered or underpowered. His power is burdensome to balance due to the turrets and whatnot.
Adding undetectable outside the tunnels wouldn't make any difference due to the motion tracker from turrets. Making his tail faster but turrets stronger would make or break his power. Adding additional gamemode stuff like Facehuggers is funny but strange since it would instantly kill survivors.
Do you, perhaps, have a good idea for Xenomorph?
People get mad over the turrets being a basekit counter when most ppl just refuse to use them, or use them effectively.
I fear he will turn into a singu which his counter weapon is nerfed so hard that, its not worth doing unless the one chased knows how to use it...which is rare.
I wish survivors got handheld because playing with clueless people sucks so bad.
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@Tenac said:
In both killers and survivors what do you look for the most. Ie design, lore, power, mobility?
For survivors i honestly don't care much. I feel like they are more avatars opposed to characters so I just stick with Dwight. For killers its a balance of the different elements. I enjoy fun and easy to pick up gameplay ie Legion. For me a perfect balance between design, lore and gameplay is a huge bonus. Overall my favorite killers are the ones who are the scariest ie hag, dredge and unknown.
I just want their perks to be unique but fun.
Babysitter is a perfect example.
There is also blastmine and wiretap, not good, but unique regardless and decent enough.
Most perks just lack variety and viability.
Dustins blastmine on a window is really lazy design imo.
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@azaxydbd said:
https://us.v-cdn.net/6030815/uploads/1P1YDBJU3HX6/1.png
https://us.v-cdn.net/6030815/uploads/EX0BBTOV5DZJ/2.png
https://us.v-cdn.net/6030815/uploads/T7B6N0I19SZB/3.png
https://us.v-cdn.net/6030815/uploads/IVXNJGDTHT1T/4.png
explain to me why i get those gens so close to each other, is this a joke ? some maps are really small and awful for survivors(ESPECIALLY CORN MAPS! WHICH ARE REALLY BAD), but this case of 3gen in Crow is next level, if versing a billy or any top killer on this map is game over already, the kick limit wont help u there, especially if the killer have good 3gen powers or builds, this is ridiculously close and bad placed gens! ive seen many like those btw, honestly this feels like playing in a small room.
This wouldnt be so an issue if our teammates wouldnt cowardly do corner gens only.
But...even in swfs people refuse to take some courage and bother with middle gens.
Its not OPTIONAL, its a MUST, otherwise i WILL be upset, i WILL not bother to fight a 25min+ 3 gen YOU refuse to avoid and i WILL call you ignorant, especially when you know that 3 gens are avoidable but keep doing it and refusing to learn, but also make your teammates suffer.
I very much hope bhvr makes these survivors literally handheld to stop doing corner gens but blocking corner gens until 3-4 gens left, because i shouldnt have to do that all on my own.
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@organburst10 said:
All Killers should have survivor radius similar to the terror radius that survivors can see. This radius should be part of the base kit of all killers without using perks or add ons. The survivor radius is fully audio and a 360 radius, it would a big radius to make it that survivors can still escape . The survivor radius is attached to the killer to detect survivor by uisng noise and not sight. It only happens when they are chasing a survivor. The killer would also detect all survivors in the survivor radius not just the one getting chase. It also activities if the killer sees a survivor(s) that he isnt chasing.Once the survivor radius is activated, If the survivors make any noise in the radius, from healing, screaming, lockers, breathing, vaulting, jumping from high heights and windows, crows, opening toolpox. When they right next to a hook it creates a noise, the hook would have radius. If they are running it doesn't show up in survivors radius because its already visual thing. The survivor radius shows the killers hud an arrow pointing in a direction where the noise came from but not directly at the survivor. Would be a general direction. If any survivor is super close the hud does a full circle to indicate that that are close. If multiple noise is coming from that direction the arrow becomes bigger or brighter. Basically its a noise indicator. If they make a noise the killer can go hunt them but because its mainly noise based survivors can make a noise far and by the time the killer gets there they would be far from it.
This is needed to make it more balanced between each role. Plus it's purely sound base and the arrows dont fully give away exactly where they are. It only activates when chasing a survivor or when the killer sees a survivor. Add perks and add ons that effect the survivor radius.
For all killers base kit this should be added and not as a perk or add on. While playing killers generators should have specific color hud to indicate how far along the generator was. That can be seen from the distance. The hud for the generator changes colors only after the killer discovers it. So if the generator is half completed it still would have the half completed colors hud even if it gets to 75% , the moment the killer gets near the generator and is now 75% then it gets marks as that.
.So the generators colors would be different with this completed, red would be for the ones that aren't work on, 25% for orange, 50% as blue, 75% as yellow, when 100 % its black. Add perks and add ons that effect this hud..
Can all killers be able to see where all totems are on map just like the generators. Without a perk or add on needed.
For all survivors Without a use of a perk ,add on. If an injured survivor is working on generator by themselves,it should take longer to fix. If the survivor is injured and working on a generator with another survivor that is injured / not injured they fix the generator slower. If all survivors are healthy fixing the same generator they fix the generator faster. They fix the generator the same speed if by themselves and are healthy.
This would help to nerf gen rushing a bit but only if the killer was able to injury survivors if they cant injury them they get to fix generators faster because multiple healthy survivors fixes generators faster. Add perks ,add ons to reduce and increase the amount of speed the injury survives can fix the generators for both roles.
Can u add Terrifier as a playable killer. He would fit perfectly
So...this is just nerfing survivors and buffing killers.
I dont really get the vision with this, sorry.
Sure, you can nerf toolboxes, but...this is just a bit too much especially when last year survivors got nothing but nerfs.
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@Madmillennial said:
I did, im actually excited about the statue and the book. I bought a few candles back when they were teamed up with wick and skull, amd im glad I did because the company doesn't exist anymore. Needless to say, ill never burn the candles. Lol
https://us.v-cdn.net/6030815/uploads/UPO3JEPO98BY/20260112-152227.jpg
The timing is just way too off.
They didnt announce it on anni (y'know, when it made sense to do so) and they dont even have the full set yet to show off.
This also comes at a time where the game barely got improved from the health operation.
So this for me felt like a cash-grab.
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@TheGoon224 said:
i’d honestly appreciate it if there was a option to toggle projectile arcs like help wanted ad. But this is just because I have trouble remembering where my axe will end up but that’s just a me thing I guess. What about the features that you would want?
See the perks loadout of everyone in the lobby.
If they want to dodge, let them, let survivors be able to control who they play with, they already can do that with swfs, i dont see why they cant do it while as soloq
I would very much love for everyone to be able to adjust and talk (including console) about their builds and change their items or perks if they need to.
For example, if everyone has a healing build and everyone sees it, it would be ideal to switch off for more variety.
Or what if 2 people have deliverance?, you could have both of them have it, but its near impossible to achieve.
It would be such a huge Qol that would give survivors a more pleasurable experince instead of dcing or giving up because someone used no mither but they wanted to win.
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Half of these perks dont even need a perk because they are already bad and dont even need a nerf, since no one uses them.
This feels either such a troll post or a person who never played with these perks before.
Mind you, this person wants invocation weaving spiders nerfed. Whats next?, no mither because its too strong of an anti-slug perk?.
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You could just advocate for anti changes AND buff low tiers.
This would make both sides happy, survivors get to play the game in a more enjoyable way and low tier killers get properly compensated and give out more variety.
Heck, they could nerf toolboxes and sabos so the killers cant just scapegoat to "but this problem exist", so you can just work around it when killers or survivors will most likely abuse the changes.
Instead what we got is, soloq being nerfed, like 3 times and thus low tiers having no reason in bhvr's POV since, stat wise they are fine, so they dont have a reason, to be buffed.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045137#Comment_4045137
I dont even want the 2v8 to be killer sided in first place or survivor sided because its just casual fun mode with lot of chaos and its perfect (I hidhly believe even majority of killer mains like it more than 1v4, thats why the survivor queues go up in 1v4 when 2v8 drops).
I wouldnt the tools are bad or boring in 2v8 only difference is that in 1v4 you have more tools like perks with certain effects and items with addons plus offerings and they are guarantee and in 2v8 you dont have that much of a stuff than in 1v4 (same goes for majority of killers that just have bonus from their class and boosted their power which is on some killers way worse than their best addons in 1v4 like slinger,ghostface and some are just more buffed like wesker,dracula,wraith,huntress), there is strongest exhastion effect in the DBD history in 2v8 and thats sprintburst on command with 20 seconds cooldown that effects multiple survivors that arent exhausted and gives quick and quiet effect on top of it (even stronger that og dead hard) and now there will be class that will have flashlight guarantee and ability to have flashbangs plus class with sprint on command and game mode where are like 80+ pallets and class that can rebuild them so Idk how that doesnt ofer any fun as you say.
Remember that one time they turned off 2v8 and it made killer queues close to an hour?, that should tell you enough that barely anyone cares about 2v8 survivor.The majority of player base in DBD are soloq players (not only survivors but killers too just people that play alone) and duos so its only logical the killer role will be more occupied compare to survivor role and survivors liking more 1v4 will leave the game or play less nothing new or unlogical here.
Which is sad how they are forced to make it survivor sided not because its an accident, but because no one would play survivor if they did.Playing killer with friend is more fun on average and even big survivor enjoyers like it more or looping two killers with friend, play while you wait fixed this by itself so no need to worry.
Even the new class is just a lazy remade of a 1v4 loadout that no killer and rarely any survivor asked for.Idk which class you mean because killers didnt got any new from which I know and the survivors will get saving class with flashlight and flashbangs which is something some survivors want from the start, to be able to bully killers and tilt them with friends even in 2v8 or "fight back" and ofcourse killers dislike flashlights and saves probably the most from entire game thats nothing new because nobody likes to be dennied of his achivements (winning chase and getting down or hook).
After the 1st iteration, bhvr just fumble'd the mode, to not give me any reason to play survivor, other than to be a BP #########. Which im not.Idk about that because the first iteration had even less stuff for survivor and hardest to win situations if killers were good because there was no repair bonus comeback like there is now which will favors survivors till the end always because after 16 hook stages from 24 (thats all people dead hook or some dead) the bonus starts only effect survivors in positive faster gen repair speed and before if killers palyed very well and snowballed the game from the start with super fast chases there was no chance you could comeback from it and get gates it was just hatch game at that point but now you can rush the gens back and totaly shift the winning side and flick the whole situation of loosing to win or draw which wasnt possible back than not to mention more stuff for survivors and stronger class effects which wasnt thee before too like now current srintburst on command.
You can dislike it its your oppinion and i respect it, but i believe if there was petition for voting if 2v8 should be pernament mode the bigger half of the DBD player base would vote for yes (if its good thing which in my oppinion isnt because it would totaly mess queue times on both modes like 1v4 and 2v8 thats different thing).
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Isnt it a bit too late to complain about that dude now since his chapter is long in the past?.
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@Veroscis said:
Find a new way to make him fun for the player that plays him, because this rework for the past few months have been anything BUT fun to play against. There's nothing fun about facing a killer that can and will train wreck the lobby with very little effort in nearly every game while at the same time being a stealth killer that seemingly never comes out of power (in respects to those that arent new to myers). I'm not talking about the slew of people that just picked him up and have very little experience with m1 killers in general, I'm talking about the slew of people that have had myers including myself for years and at least SOME idea of how m1 killers work. I would rather face Ghostface while never coming out of his exposed power in Hawkins or Lery's, than face a myers anywhere. Pre drop a pallet? Forget it, drop it on him? lol, the amount of times ive been struck by the hand of Deadass because i attempted to gain any kind of distance after separating a direct path needs to be studied; because why does he also have to have the very thing that people hate facing the reworked clown for? Insane speed that even the servers can hardly comprehend in combination with latency, but also be able to shred pallets. You know who does this? Blight, but what does Blight not do? One shot you from his base kit. He has several different "slightly weaker" aspects from several other killers in his basekit and at least one of his addons, its just too much. Unless you're in a SWF and I mean a well communicated-coordinated sweatfest, or a very large map, chances are, and again, the player on him isnt too new to myers or m1 killers in general, its going to be a 3k easily if not 4.
As per usual, flame away to every killer only player that's about to come in here with the "git gud" commentary, idc, these are my thoughts. I cant believe BHVR managed to cause me to hate facing a killer more than Knight and almost as much as Clown. He's boring, and not even scary, just annoying.
/end rageThis community is so inconsistent.
"Buff low tiers"
"Ok"
"Not like that"
Im actually playing myers now since he isnt just stalking and using outdated addons to get cheap kills
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@Emeal said:
OK I see why you say this and in general its kinda annoying that use their unhook protection to take hits for their Survivor friends. I am in full agreement on that point, but how would you fix this problem?
The only way I see it would be to make the Server make survivors who take unhook protection hits to go down instead.
and it would need some needlessly complicated 5 second grace period to separate the Survivors after hook otherwise tunneling and camping is getting strengthen. This would also make endgame collapse saves way harder as if everyone is running the same way, its possible the server detects a protection hit and the unhooked goes down.In theory this could work, but idk about consequences.
No collision and make haste be insanely fast but have a low duration. That way the survivor can get out but not abuse the haste to bodyblock
(I:E 0.4 x 15 = 6 meters overall gained with current bt)
(Make it 50% for 5 secounds, would be 10 meters)
(the reason why i want it to be 5 and not 3, is because of the animation taking time before you even get the haste to run with, so you can play around what fits best)
There, problem solved,
instead killers cant make up their mind if they want no collision or do want collision.
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@tubalcane said:
Why are you allowing survivors to take advantage beyond tunneling? If a survivor blatantly unhooks right in front of the killer, why can the unhooked survivor bodyblock? Basekit Borrowed Time should ONLY benefit the affected survivor. The other survivor should be fair game, and all other effects should be shutoff for the BT survivor, including body blocking.
It's bad enough that they can't use existing methods to survivor (looping, zillions of windows and pallets, gen rushing), do killers need to be handicapped further?
Basekit BT should be viewed in the prism of what it is - an anti-tunneling, anti-camping effect. All other survivors should not benefit from this, starting with bodyblocking.
With the absymal year survivor had this year.
Bt being 15 secound is the only good thing they had this year in terms of combating the soloq bs.
Which, overall didnt do much since most killers easily can catch up and wait out bt.
the best part is, we DONT KNOW if bt being 15s will even stay, all the nerfs are solidfied because no one complained about them, i doubt it will stay once bhvr experimental phase with it is over.
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@joeyspeehole said:
It really shows a lot about other players if they say that they can’t win without choosing boring, low-skill tactics. I know most people typically reply with MMR insults, but it’s enough of an epidemic that I see comments on other social media platforms saying that the game is so “broken” they have to slug. Those comments typically have a bunch of likes, which means that there are a lot of people out there who have to rely on those methods to win.
As I said in the title, I’m glad I don’t have to slug, tunnel, and camp to win.Would love to see people post their stats here.
We have personalized stats now.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044468#Comment_4044468
I dont think 2v8 is higly killer sided, same as chaos shuffle which is now more random so no guarantee maps or two addons which is good change tbh.
Lights out was more killer sided with some events like halloween (void was waste of time and survivors crystals werent that good), bloodmoon with blood gens was super survivor sided, anniversary is probably for both like killer has beter effects but he is just one and survivors arent bad too compare to halloween even (blocking windows,making one use pallets, being quiet for short time, killer hooking from carrying to random hook, destroying pallets that are droped and getting endurending for short time).
Still 2v8 is best and chaos shuffle follows because it breaks everyones guarantee perks and makes games more spicy.
2v8, is not meant to be killer sided.
Its just what the devs, favour in terms of content.
Just the tools they gave for survivors, is very uncreative and boring to do on repeat, almost anything i can do on 2v8 as survivor i can do on 1v4, yet killers dont have that, they get new killers almost every release, survivors barely get scraps.
Remember that one time they turned off 2v8 and it made killer queues close to an hour?, that should tell you enough that barely anyone cares about 2v8 survivor.
Which is sad how they are forced to make it survivor sided not because its an accident, but because no one would play survivor if they did.
Even the new class is just a lazy remade of a 1v4 loadout that no killer and rarely any survivor asked for.
After the 1st iteration, bhvr just fumble'd the mode, to not give me any reason to play survivor, other than to be a BP #########. Which im not.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044654#Comment_4044654
Well, system of survivors being just skin is from start of the game. Nothing really new.
I would say playing against new killers is a thing on it's own. I personally really enjoy playing against Dracula and Springtrap, but hey you also have situation where new killer is Krasue, or Ghoul and that's time for a break.
It CAN be fun, like springtrap.
But you will most likely just have people abuse new killers, buffs or bugs on or past release.
I had more people abuse kidnap, the invisible springtrap, dracula short cooldown spam, than actual killers who "just play the game".
"sure you dont your piece of the cake, but watching me eat the cake is the same thing"
Do you feel like surviving using new perks against you counts as "killer content"?. The answer is no.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044551#Comment_4044551
They get good killers almost regularly
Killers? Sure
Killer perks? Not reallysuch an incentive.
Exactly same as players who play older killers… Last killer I have actually played is Dracula.
The problem is, playing the new survivor doesnt really do anything, maybe new voice lines but thats about it.
Compare that to killer and its not a competition.
Sure the killer perks are not the best, but they get a much bigger incentive and content than survivor ever do.
Which is why it hits 10x harder if they dont even get decent perks.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044465#Comment_4044465
Survivors got absolutely trash perk selections since taurie
You act like killer get regularly meta perks…
But I would say current PTB has great perks for both sides.
And not sure whan you are on about bad perks since taurie.Duty of care is great if you build around it.
Conviction was kinda broken was some time (with Plot Twist) and it's still a good perk.
One-two-three-four is also very good perk. Especially when you have someone with Bardic Inspiration.
Rick has bad perks...So what about killers?
Krasue has mostly trash perks. Probably best is Ravenous, which is still not good and usable for like 4 killers.
Springtrap has Phantom fear, which is decent info perk, rest is bad.
Ghoul has completely trash perks.
Hountmaster has Compass, which is good if you want full build around it. Rest is bad.
Dracula has all bad.
Lich used to have 2 decent perks, now all irrelevant perks.They get good killers almost regularly, if they keept getting houndmaster esc killers, i wouldnt even say anything.
But one side keeps getting top tier killers and another is just getting 1 new perk to play every chapter...such an incentive.
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@axelotl1919 said:
my games crashed 3-4 times within the past 2 days. After it crashes and I get it back ip and running I have a penalty that stops me from playing the game and it lowers my rank. I understand why there’s a disconnect penalty but I figured it wouldn’t apply to instances where the game crashes.
Because it cant tell.
All it's programmed to do is, if you suddenly disconnected off a game, manually, forced or whatever, the game puts a dc penalty on you.
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@TicTac said:
The normal 1vs4, 2vs8, another of the time-limited modes or even a special event mode?
Chaos shuffle.
People say its been bought back too many times, but for me its the only mode bhvr didnt fumble because they havent changed it.
Every other mode is extremely unfun or killer sided.
Like last years halloween, zero reason to go into the void or use it. Lmao.
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@TheGoon224 said:
For me, it’s the fact that Springtrap doesn’t have his darker green accents. It’s not like the model feels incomplete without it, but it just bothers me for some reason.
Wraith's cooldown being longer than kaneki's
Hes literally a straight upgrade to wraith cycle.
Free hit > chase (now with more powers and mobility) > down. Repeat.
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@Senaxu said:
If you’re newer or mostly play Survivor, a simple tip helps a lot: spend some time on Killer. Seeing both sides makes the game’s basics click, and it keeps feedback grounded instead of based on a half picture.
About getting hit at windows or pallets: the server checks when the swing starts. If your vault or drop animation isn’t finished, the hit can still register. As killer you learn lunge range and animation locks... as survivor you learn tile routes, when to pre-drop, and which perks really carry.
Many debates would be calmer if more players swapped roles instead of defending only their side.
And i still completely agree with OP.
Survivors got absolutely trash perk selections since taurie, and she only had shoulder, the rest didnt do anything useful.
Vee's perks are mid (1234) to trash (roadlife)
Lara gave Finesse...but also gave complete trash, (hardend and specialist )
Orela adds more healing perks that the game doesnt really need (do no harm) to trash (rapid response, duty of care) (duty is trash because half the roaster can ignore the bodyblock with their power)
Astri had only trash perks.
Trevor had also meh (Eyes of belmoth) to trash (exhultation and moment of glory)
Twd had 5 trash perks and 1 decent perk...which got nerfed.
And now again with ST, 5 trash perks with 1 meh perk (rip-off chem trap for windows..., aka bada bada boom)
Its either not useful enough to bother useful or extremely boring to use when it is decent.
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@jesterkind said:
I genuinely don't know where people get the notion that Keys aren't significantly better than they used to be. Is it just that the Blood Amber is weaker?
Maps, sure, I think it's a shame they lost so much functionality, I'd like to see them adjusted. Minus the Blood Amber being maybe slightly too weak, though, Keys are basically perfect.
They arent as close to viable as they were before. Even if they were to nerf toolboxes (and they alr nerfed medkits)
They arent fun or "troll" enough to switch a key for a flashlight or flashbang.
So in both aspect that most people use items for, neither dont care for the key and never bother using them outside of hatch/aura challenges
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@Temak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043285#Comment_4043285
what do you imply?
That i wish to see people point to where bhvr said its comp, because i cant find anything on it.
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@Gardhome said:
Never play against double iri Wraith are you?
Doesnt do much when i have bbq which much better and you are forced to use the uncloak and mobility addon.
Clapper doesnt even work unless you use tr supression addon (brown)
Which also doesnt work if survivors are just aware if their surroundings, it honestly should be basekit since most stealth killers arent this obvious whenever they stalk someone.
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@Gardhome said:
Killers
- Legion: make feral frenzy work for oblivious survivors + frank mix tape base kit
- Sadako: addon pass
- Trapper: just let him pick bear traps from lockers (similar to Huntress) and let him carry 6 traps at the time
- Blight: rebuff some addons
- Hag: make her 4.6 m/s
- Wraith: nerf both iri addons
- Nemesis: addon pass + 1 extra zombie base kit
- Ghostface: hooked and slugged survivors should not reveal him
Perks
- Rework Thana: after hooking each survivors ones for 40/50/60 seconds all survivors gain 20% debuff to gen repairing, healing, sabo, gate opening
- Rework Head On: works each time after hook, when you hide in locker and stay there for 15/10/5 seconds you recover your exhausted status effect instantly
- Buff Franklin: each time survivors drops the item by any means, entity block them for 20/25/30 seconds
- Buff Shadowborn: after survivors blind killer by any means they became exposed for 5/10/15 seconds
- Rework Hope: each time survivors complete a gen gain permanent 1% haste to they current speed (to 5% in the endgame)
Waiter waiter, more meta slop for killers please.
Why are we randomly nerfing wraith's iri's?.
His iri's arent even that good to justify nerfing them compared to most killer iri's.
Why is nemesis getting another buff when he already had a massive buff before?.
The ghostface change would just allow him to make very uninteresting plays like camping hooks or slugged while in power.
Thana would be another meta perk everyone will spam, fun.
Head on will be useless, why use it over literally anything else that has no hard conditions like this?.
Unless you plan to rebuff hope to 10%, this change would be pointless as the endgame nerfs just made survivors not want to bother wasting an entire perk slot just to die or for the 10% of the end of the match.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043278#Comment_4043278
What if he got changed to injure normally with the grab attack, and only trigger Deep Wounds if he used it again on an already injured survivor.
Also, the hitscan needs to go, to make it a little more challenging to land.I honestly much prefer if his injury got to go, since he still has chase mechanics. To just give him a power up when bitten.
So you basically need to severely punish ghouls for missing or even using it to injure for that to not just stay "lol free injure + chase/mobility power go brr".
giving him a long cooldown or only have the bite work with one swing and then be unable to bite after the 1st swing.
Just throwing ideas on a wall to see what could stick.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043281#Comment_4043281
what happened to wicked? is it not the same its always been? I didn't realize anybody other than me used it
It was basically a mini-vigil against mangled for some reason.
The time invested was not worth for the reward.
So one day the community manager in discord asked if we should rework the perk to what we have now.
This also came with heavy backlash since everyone loved the teases and sables lore.
i miss when the devs changed perks or actually buffed them if they were not worth at all to run.
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@ChucksterMainin said:
your future in this game is looking grim…
no changes to fog vials, no changes to keys/maps. no changes to our bloated addons that are basically worthless.
On top of the 3 months wasted to help survivors with tunneling/slugging…
which let me tell you i dont even mind. what i do mind is that Rampant killer designs of free hits. so tired of Kaneki to the point i just go next i dont even try. Krasue with a better PoV of survivors which is like wow dont even need to mind game when you can see over every loop.
On top of Devs dont even know if they want this game to be Casual or Competitive which leaves everything in an even worse state
I also got no idea where the where "is it casual or comp" thing comes from.
They never did anything for comp until recently.
They never said anything recently about the game being comp.
They only said for 2 years that its supposed to be a casual party game, but just for some odd reason buff killers to extremes and give survivors little to no reason to ever play.
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@ChucksterMainin said:
your future in this game is looking grim…
no changes to fog vials, no changes to keys/maps. no changes to our bloated addons that are basically worthless.
On top of the 3 months wasted to help survivors with tunneling/slugging…
which let me tell you i dont even mind. what i do mind is that Rampant killer designs of free hits. so tired of Kaneki to the point i just go next i dont even try. Krasue with a better PoV of survivors which is like wow dont even need to mind game when you can see over every loop.
On top of Devs dont even know if they want this game to be Casual or Competitive which leaves everything in an even worse state
I got no idea where people believe the key and map rework did anything.
Keys got nerfed, its a set charge now, meaning you cant just see killer for 2s over and over, you are forced to take a charge and see for 6s.
Bloodstone got absolutely butchered, the killer being able to see your aura does more harm than good, i dont get why it needs such a heavy penalty.
Maps have no purpose other than to find totems, even after the rework, no one uses it for chase.
The fog-vials wont return unless everyone shouts at bhvr to fix it, which killer mains already hate that idea for some odd reason.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043260#Comment_4043260
And I'm saying that raw outrage is not feedback.
Yet it works alot more.
Perks that got nerfed over heavy backlash :
Shoulder the burden, fog-vials, wake up.
wicked got a rework due to the many complains.
At this point we tried to be constructivey but it should take 9 months to make one killer who recently came out not frustrating to play against.
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@random1543 said:
PTB seems to be lacking any changes to the ghoul even tho your community is out crying for you to nerf him.
I personally wont keep quiet until he is fixed so he isn't miserable to verse.Everyone hates his bite and free injury due to how little to no counterplay it gives him.
Dont make him a hitscan or dont give him an injury.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042436#Comment_4042436
Its not? I'm positive it mentions in the description for Toolboxes. That's how I knew. Unless that line has been removed since I last looked (which was some time ago).
https://deadbydaylight.wiki.gg/wiki/Toolboxes
Change Logpatch 1.8.0
- Skill Check chance for Generator Repair with a Toolbox increased from 8 % to 10.5 %.
patch 4.7.0
- Skill Check chance while using Toolboxes increased to x5 (originally x2).
so in total 52,5% skill-check chance for generator repair with a toolbox. instead of just 10, for 60% in total.
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https://forums.bhvr.com/dead-by-daylight/discussion/462213/are-the-devs-keeping-matchmaking-bad-on-purpose
The problem with mmr is.
If you make it strict, you will only get matched with veterans even with 500 hours.
The casuals get a break but that wont last long.
If you make it nonexistant its all over the place, noobs with vets or against one another.
I like'd the old system, the more you play, the harder your matches get. But for someone who rarely plays, its perfect.
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@Chrarcq said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041988#Comment_4041988
They literally nerfed tunneling a few weeks ago by increasing the unhook endurance and haste effect to 15 secs.
Wow, so genercious.
Im sure that will last long and that change for suee, solved all our slugging and tunneling problems.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/462161/survivor-perk-idea-deadly-games
So, it would impact lower mobility killers much more than high mobility ones, and all you need to do is wait across the map to use it when you know the killer is on the other end and you'll get infinite free stealth until downed (which is much less likely when you don't even have scratch marks, let alone noise?) I like the creativity, but the risk reward definitely could use some work. Especially when it would do much less to high tier killers like blight and billy than it would to someone like hag or trapper.
If they bothered to balance high tier killers against soloq, i would agree. But they dont.
So i dont really care if its "balanced" since the devs dont really care about soloq or low tiers.
So at this point just make every side overtuned with quirky perks.
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@shalo said:
Thanks for all the tips.
I didn't know toolboxes added more skill checks, is it mentioned anywhere?
Its mentioned in the wiki.
Its never mentioned in the game.
People have dug through the code and found what toolboxes do, which is increase the chance up to 50%.
Which, as a genrusher i can confirm myself i get alot more checks than without a toolbox when trying to use hyperfocus for example.x
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@shalo said:
Tried for a many games now, even 3 gens completed solo won't give me 20 skill checks.
Toolbox. Toolboxes give you 50% chance of getting a skill-check.
So worst case scenario bring built to last and eventually you will get 20 easily. Since you used 3 toolboxes in total at this point if you are doing gens non-stop.
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https://forums.bhvr.com/dead-by-daylight/discussion/462053/what-licensed-map-would-you-want-in-dbd
The maps we got recently were the hottest pile of trash i have ever witnessed, since transmission we havent got a decent map in terms of balance.
Dnd is killer sided
Fnaf is survivor sided
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@Mushwin said:
Alas I am sorry if someone has already done or made a thread of this but, who do you or would want in DBD from stranger things?
All i want is the perks to be not complete abysmal dogshit, but they screwed up TWD. Like c'mon couch
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...im just confuses who this perk is designed for and what it would even do for someone.
So basically i can get free iron will and/or lucky break and a free dead hard while the killer chases someone else across the map?.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042155#Comment_4042155
you dont need over 1000 hours on survivor to escape, no idea where you came up with this lol.
Stealth is an option and always has been, thats how i play and always have played, its how i win many matches. eventually i learnt to loop better as time went on but i still use looping as my secondary method if or when my primary method of stealth fails.
I think for me it helped that i didnt really "main" either side at first. then i mained killer for about a year or 2, then survivor for a while then killer, i alternate. now im maining survivor again. playing both sides helps in learning how each side thinks and acts.
Have anyone play this game as survivor without researching the guides and you will see what i mean when people say, you need 1k hours to play survivor.
Even IF you do take the effort to read the guides, it doesnt translate to pratice. You can't just magically go on 5 gen chases, run the best build because you got no idea or even help your teammates. Compared to killer which is alot easiee to do. Either because of killer power or soloq being abysmally balanced.
You could play in a swf, but you would need to be carried which i dont see happening.
Stealth isnt an option anymore due to killer mains whining at every problem they face and bhvr supporting it.
Distortion and adren nerf being proof of that.
Why would i risk hiding to be downed from a locker or giving a free healthstate and being in a disadvantagious position?. Especially now that most experinced survivors left the game or now exclusively play in swfs, due to the horrendous design choices made by exclusively listening to killers.
They buffed aura reading, so even if you did use distortion, it wouldnt work since you have to be in chase while the killers perks activations are outside of chasing (hooking survivor, opening locker, kicking gen, ect).
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@Geist said:
I vaguely remember the devs talking about mowing the stupid cornstalks so that you aren’t blinded as killer when you enter the cornfields on the coldwind farm maps. Have they just given up on that? Or is something in the works?
If they gave enough loops to compensate.
I mean, have you seen how empty it is compared to most maps?. Makes hawkins look balanced
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041789#Comment_4041789
There is something to make you feel your time isnt wasted in every match. its called practice, each match a survivor gets chased is an opportunity to hone those looping skills, practice stealth, learn map layouts, killer powers. There is a lot people can take away from a match if they choose to.
As for the win con….having it as a team win would only benefit SWF. Griefers and people that do challenges or just meme around in a match in soloq would have a much bigger impact if it effected the team as a whole. Currently, if a griefer is intentionally blowing gens or being annoying there is a chance someone on the team can escape even if the rest dont. Make it a team win/loss would mean far fewer wins for the solo players
Are we ignoring that the killer wont min-max the survivor by trying to tunnel the fresh installs out?.
Idk whats there to perfect if you need over 1000h for survivor which is just constant death compared to killer who barely need to learn how to tunnel.
Stealth atleast gave us a chance to avoid that, but i guess skill issue for avoiding the killer and reconizing that i cant loop for ######### and wont bring my team down for it....not on the killer for ######### up and unable to find me
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@exDbd said:
I wanted to share my final thoughts as I decide to step away from Dead by Daylight. This game has brought me incredible friendships, but the current environment has become too toxic to enjoy.
The shift toward a heavy aura-reading meta, combined with the lack of effective moderation against tunneling and slugging, has made the survivor role feel like a chore rather than a game. It’s disheartening to see veteran players being demolished by new players simply because of unfair perk interactions or ping exploits.
I hope for the sake of the remaining players that Behavior starts listening to the broader player base instead of focusing solely on high-level streamers/comp players. Until then, my survivor era is over. Thank you to all the survivors and killers I’ve had fair, fun matches with over the years.
This is why you dont just listen to one side behavior.
You cant just gut distortion, buff aura and expect it to be healthy or fair without any compensation.
Its like nerfing gen-regression without giving new regression perks (dms or grim rework)
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@TheArbiter said:
Bring lethal pursuer and without the offering survivors still spawn spread out, I thought this was changed?
I bring the offering against it and i still spawn grouped up 🥀
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041982#Comment_4041982
True, I had a ton of matches against Myers today, I don't understand why he's so hyped? And yes, of course, we barely made it to 1 gen as solo players. He's simply impossible to loop on mid-range loops, especially when he freezes a pallet in an event, you just get hit (and it's unfair 1 shot too), it's so annoying. And there have been so many slugging killers lately especially at end game when 3 survivors left, I don't understand why they haven't added anti slug measure they should stop pleasing killer mains!
Hes atleast playable again compared to before you had to stalk....and stalk only to have a noticeable coup buff and be able to insta-down everyone with a tr.
Compared to now, his stalking is still holding him back, the thing that worked for me is to always hold w, especially when charging, because if hes charging he still has to get close, and hes most likely to predict of hitting onto the pallet or window loop.
Worst case you stun and keep looping, i rather play myers than play against kaneki for the 600th time.
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@NewishPain said:
This is mainly those I'm seeing a lot of and I've still not seen about half of the cast so potentially there might be more. There is three I'm really struggling with and have not had a single escape with. Granted partly this is also just from the others doing literally nothing when I am being chased.
- Myers (Shape) is one I genuinely cannot understand how to deal with. I know he relies on stalking but even when I shouldn't be visible (Far away and crouching behind something), he still gets his one shot. It also sucks because I feel I should be out of range but instead I still get struck when he attacks.
- Deathslinger is the next one and I genuinely cannot figure out at times where they are landing the hits from. Even when I do manage to break free from the chain, it doesn't take long for him to recatch up and land another snipe. Perhaps this one is just more so needing experience against him but it feels rough, especially when what should be a wall is in between us.
- Springtrap (Animatronic) is… so frustrating to deal with and it isn't even the axe that's causing the problem. I find it so difficult to deal with him because he always seems to sneak up so effortlessly and when it does get to needing one more gen, none of them are safe as there is a door right next to them so he can easily show up and force us away or kill us.
Any tips for these three specifically? So far had 8 matches against Myers, 5 Deathslingers and 5 Springtraps with no escapes from any of them.
Myers, he still is a stealth killer.
So if you cant hide while hes stalking, you already lost the game.
If your teammates cant do that but you get targeted, the next best thing you can do is loop properly and hold w whenever you can, even when charging. Ideally to another tile incase he catches you.
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Slinger, hes a 4.4 killer, his only power is his gun which takes alot of time to get you, never get normal m1'd if you can, risk getting shot is more than m1 to a m2 combo. More time if you get shot.
If he lags, you honestly just play without bothering to chase. They will hit you no matter what from experince.
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Springtrap make sure you check your surrendings, listen closely if hes approaching you with his footsteps and watch the door if you can. If it blinks, run.
If you are in chase, try your best to dodge the axe as much as you can. Hes a powerless killer without the doors and axe, so once you deal with that, you got no problem struggling.
Remind yourself if he has the axe, he's slower than usual, if he doesnt he's 4.6.
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Nerf tunneling and slugging.
(This will never happen even if they lose survivor players)
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@ImWinston said:
- I'll tell you the most controversial thing in the history of this forum... but originally the hatch was used precisely to "limit" and discourage tunneling. The old Hatch appeared based on a calculation of completed generators/players remaining in the game. If I remember correctly, if there were 3 players remaining, all it took was 4 completed generators and then the Hatch would appear. The Hatch remained open for 10 seconds after 1 survivor had used it, after which it automatically closed and the remaining players had to escape through the doors. This is why tunneling (even though it has always existed) is so powerful and effective today... it simply wasn't an automatic win for killers with the old mechanics.
I very much miss the bug when the killer tunneled
You had a chance of popping all gens at once and powering the gates (depending how many are dead and progress been done)
This 100% fixed all the 4k slugging i have ever had, crazy how you literally have to force the killers hand to play the game instead of just delaying and playing against hatch, to get a more optimized gaming experinced.
It even gave the guy being chased a chance to escape via hatch once you opened the door and escaped.
Even if that wasnt the case, the killer either had to slug and lose his remaining kill via anti-slug perks
Or take his kill, get his win and move the ######### on.
But bhvr apperently still dont want to fix the 4k slugging issue…even though this would pinpoint the 60% more accurately and give survivors a more pleasant experince instead of just playing floor simulator for 4 mins while the other survivor gives up or hides for hatch.
And no, the killer isnt forced to slug for the 4k, that almost never happens.


