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ReikoMori

ReikoMori

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ReikoMori
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  • @CaptainHustles said:

    As some may or may not know, there is a huge inconsistency with Prestige weapons in DbD.

    Some have animated veins, some glow. Some do both and some do neither. I have two questions:

    What is your preferred style for prestige weapons? (Ex: animated veins and glowing)

    Would you like to see prestige weapons tweaked to be more consistent, or do you personally like the inconsistency?

    Depends on the weapon. Generally I don't care for the prestige cosmetics as I don't think a bit of blood adds much of anything.

    I would like to see like proper nice new weapons for prestige. Something that felt, you know, Prestigious. Something gawdy and animated. Like it would be cool if Leatherface could get the dumb golden chainsaw from one of his old movie ads where they played it up like the Excalibur.

  • @SOULWARRIOR71K said:

    I find this to be very strange. By tunneling/camping at 5 gens (and winning), you are artificially pushing your MMR up. And what is the end result? You end up facing more difficult competition ie more coordinated swfs. So sure you will stomp solos and mid level teams for awhile, but to what end? You hit that brick wall and then you'll be stuck in the same type of miserable games that you have been causing for the other side. So if you want to take the easy route out by just tunneling every game, understand that it comes with consequences down the line. Same thing as if you are a low/mid level swf running bnps every game. You'll end up playing those sweaty blights/nurses/spirits with full meta builds. A vicious cycle indeed.

    People complain because these two issues aren't linked together like you think they are. People played this way when the game didn't have MMR because the issue of gen speeds generally being able to be pushed far faster than the average to intermediate killer play can or wants to deal with is unto itself problematic. MMR isn't really a factor and has never really been a factor as BHVR have stated that the system isn't really doing all that much other than vaguely trying to get people in more even games.

    Though there are players who tank their MMR to match against lower ranked opponents, folks who should be in higher MMR but don't play enough for the game to really make the number go up, and generally speaking survivors at all but day one skill level usually have a better ability to dictate the pace of the game. It's a design flaw with the survivor objective being too simple and having too many ways to trivialize the time investment. This is why you see other asym horror games try to make more dynamic objectives so that the minimum and maximum times are better controlled and both sides in theory should get a chance to play comfortably.

    Also for whatever reason, people smurf in dbd which is weird to me. So MMR by design can't really help if someone just spins up a new account to purposely play against folks who they have no business being matched with. That's a separate issue though I wanted to point it out. Doesn't matter if you artificially inflate your MMR by camping at 5 gens cause it will get pushed back down, but you're getting matched with whoever the game can find for you regardless. So that means problematic gameplay issues exist at all levels and should probably be addressed by dealing with the systems of the game rather than telling folks to stop doing something.

  • @Mooks said:

    Can’t say. The characters are owned by a different party that’s why we got Ghostface (the costume) with a dude in it that got nothing to do with the Scream-Franchise.

    chances are BHVR actually tried to get the full license but didn’t succeed/wasn’t in their budget and so they settled for just Ghostface. But.. hard to tell what actually happened..

    I have to imagine that the Scream license is massively over-priced and it's pretty protected by the rights holder. Like looking at the stuff that is in the franchise it pretty much seems to steer clear of doing a lot of off-screen licensing.

  • @Iron_Cutlass said:

    Im not really a "person of the meta" as one would say. I typically run unique builds that typically just work because they catch people off guard.

    But I thought it would be at least nice to do a bit of dabbling in the meta before it gets nerf, and all I can say is "wow... this feels awful to use".

    I think my main issue with it is that Im just so use to getting into chases and going for downs that breaking chase just to kick a Generator feels bad. And I know their effects are strong, and sometimes even necessary to have, but I really just cant bring myself to consistently bring them because the playstyle it promotes I really dislike.

    I honestly do not know how people have managed to tolerate playing Killer with these perks, they just feel so horrible to use. Surely Im not the only person to feel this way?

    Usually we don't break chase to kick a gen, we kick gens before chases start or after a chase ends. Kicking a gen mid chase is really a strat that works well when you have Brutal Strength which speeds up the break action a bit. It also depends on what gen kicking perks you chose because they are definitely not made equal. Perks focused on regression are definitely more a before or after chase type deal. Something like Eruption or Dragon's Grip can work mid chase as long as you aren't in a situation where you'll lose too much distance.

    They aren't for everyone especially if you play killers that typically are naturally good a chasing to begin with. You might get more value out of something passive or state related to just give you a little bit of support while you're doing your thing. Kicking gens is generally something more patrol oriented players go for and until recently survivors and the devs wanted killers to work more for their game pressure. Now, everyone hates gen kicking and now gen kicking for the sake of slowing gens is getting nerfed basically across the board.

  • @inkblot said:

    I know that this is a add-on but it needs a rework, Judith's tombstone. I know that when it's equipped it takes 200% longer to get into tier three, but all it takes in one of your teammates to let him get enough stalk off and boom, your dead. It's even worse when you think he's still in tear two, only to get in chase and have him stalk you for 0.5 seconds and boom, your dead. I love this killer and going against him, but when they have tombstone they can just face camp and win in the blink of an eye. I remember one game I was playing against him and as soon as a got off hook he just body blocked me and then killed me. Don't even get me started on tombstone with the tuft of hair add-on. Both of these need a Nerf, mabey just making them harder to get in the blood web (making them rarer) or decreaseing speed in tier three when you have tombstone, reworking the tuft of hair add-on completely, something like increasing how long tier three lasts for, but I mean haveing it forever?!? What if clowns purple gas lasted for ever? Or plagues corrupt purge? Or oniès demon charge? These seriously need a Nerf, mabey nothing big, but definitely something. I know that I can't be the only one that thinks this, and Id like to hear any and all suggestions for nerfs or reworks around these add-ons.

    It's already the highest tier rarity that exists. Both Tuft of hair and Tombstone are iri addon's which means they are ultra rare. They are fine considering the massive setbacks they impose to reaching tier 3, a single survivor can't produce enough stalk charges to get myers to tier 3 when those addons are used. It requires stalking multiple survivors nearly to the max. It's just as likely that he loses as it is he gets a shock 4k. It's the most interesting thing he can do considering it alters his playstyle substantially with the second most interesting being Scratched mirror. The addons are fine and it isn't if the devs didn't design a tell to let you know when he's got tombstone once tier 3 actually pops.

    @pigslittlepet said:

    First off, I think you mean tombstone piece. And it is a broken add on that is way to strong. But the only reason he gets a addon that strong is because he is almost the weekest killer in the game. They need to buff him up and nerf both tombstone add-ons at the same time. But until they buff him there's no point in nerfing the only add-ons that make him viable at highers mmrs.

    He's far from the weakest killer in the game, but he is one of the oldest killers in the game. He was built different than the way killers are made today where all their addons are good for are covering their weaknesses or making their strengths marginally better. His addons in large part were meant to modify the ways you can play with him. Trading a certain amount of risk/time investment for reward. I'm not saying he doesn't need buffs or more correctly QoL adjustments cause he hasn't really been touched in a long time. Though it's gonna be tough because he already delivers so well in terms of gameplay mirroring the them of his actions in film.

  • @cleansedandpurified said:

    I know it has been removed and is unavailable to purchase, but is there another way to get this DLC on steam? I’ve heard of steam keys or something, but am unsure of what that is. Would someone mind kindly explaining? It has been a long while since it has been removed so I know the chances are even lower, but it’s worth a try to find a way, if anyone has any information ^^ :D

    A steam key is a code that you use to add content to your steam library. You get them when you buy steam games and dlc from platforms other than steam. They are also used in giveaways.

    I would be careful with trying to buy a steam key for the Stranger Things content as I don't know if any of the keys available are still active(they expire and can be deactivated). It's definitely a buyer beware sort of thing though I don't know any reputable key sellers that would still have one.

  • @NoPride said:

    Some of the recent and undone changes to healing speed and the nerfs to certain perks like pain resonance and call of brine, etc, are in my opinion pretty bad. These changes mostly affect one side of the MMR "spectrum" and a potential "fix" for this could be by scaling, either specific or all perks, with your MMR. This way a perk like call of brine could have faster regression in higher MMR matches and lower regression in lower MMR matches. I think this is fair because high MMR survivors are much better coordinated, even outside of SWF, and know what is expected of them to counter perks, etc. This way a faster regression will not hurt them as much as low MMR survivors. But if the low MMR survivors face a slower regression, it will be fairer. This could also be applied to healing speed where a coordinated group of high MMR survivors will face slower healing while lower MMR survivors will be able to heal faster when they feel safe enough to get out of the locker.

    I don't know how this would be implemented and displayed but I thought the idea was interesting and would like to hear your opinion, so feel free to post it :)

    You never want to tie your game balancing to a junk stat like player MMR.

    MMR in this game especially isn't really a good system outside of vaguely helping matchmaking to be a tad bit more even. It varies too much from player to player and game to game which if perks had a function tied to it would mean a ton variance between games for the wrong reason.

    Keep in mind that even the matchmaking aspect is just barely there and might as well not exist depending on where you live, what time you can play the game, etc. If you're MMR is really high and you're playing outside of peak hours for your region that means you're getting matched with people with lower MMR and vice versa. So your build will gain and lose power randomly just due to something completely outta your control like time of day. If someone on your team of survivors has a really high MMR but the rest of you are basically new to the game. Are you gonna get put into a "high" or "low" stat game?

    That's the sort of stuff you'd need to try and design a system to consider or design a system that completely ignores all of those scenarios and arbitrarily hands out scaled values on a perk. Perks are also already broken up into 3 tiers so you run into the issue of having the try and explain what values something has, but can't accurately do that due to everything being on a weird MMR based sliding scale. It make playing the game with perks very confusing and likely unrewarding.

  • @BloodBird said:

    I've had this discussion with various people and most people seem to be writing the Wraith off completely, not just because I am a Wraith main, but since I am one I have different insight. I'm curious to see if anyone else like myself does believe after this update the Wraith's tier will be going up considerably.

    Here is my logic for this if it helps explain it.

    The survivor side is going to be losing a lot of their advantages such as dead hard as well as competent self-healing. Most importantly though is the removal of the Lightburn mechanic, the one thing that makes playing Wraith so difficult.

    Now the question is besides this, what changes for Wraith, well his biggest weakness were actually getting downs at loops due to the time it takes to cloak/uncloak, thusly also causing him to worry about gen rushing, and lastly flashlights. Well flashlights are no longer a concern any more than any other killer. As for gen rushing, there are still ways to counter that with perks such as Pop Goes the Weasel as long as you can get downs. This is where the Wraiths addons come in, The All-Seeing spirit allows the Wraith to know the progress of any gen being repaired.

    This can be pared with a few good other addons, shadow dance (increase kick/vault speed by 60%), Swift Hunt (increase uncloak speed by 12%), however the best addon to pair with this IMO will be this one: Blind Warrior (surprise uncloak attack inflict mangled and hemorrhage until healed.

    This allows the Wraith to inflict sloppy butcher on people at a gen they know is being repaired making healing a lot harder and allowing them to focus either on a new survivor on a gen or commit to someone. If someone now wants to heal you know it will require 2 people, so the survivors have a conundrum, either heal allowing wraith to find the 1 of 2 people still on a gen leaving only 1 doing gens while you go for the down and the other 2 heal, or the injured goes to a gen, which you will know about and find them and down them at the gen.

    All of these opportunities for play with Wraith I personally believe will end up raising his tier to B tier at least, although I do see potential for him to become an A tier killer, and that is by using a build that reaches his full potential.

    My build currently using the two addons I mentioned to use, is Pop Goes the Weasel, Bamboozle, Feamonger and Save the Best For Last.

    Bamboozle makes loops shorter and removes shack and t/l as viable options, pop will allow good gen regression per hook, fearmonger will prevent any survivor from using sprint burst on a gen, and save will allow you to smack someone at a gen and commit to them to down quickly.

    All of this paired with All-Seeing Spirit and Blind Warrior will make any player who knows what they are doing dominate a game as wraith.

    That is my opinion at least, we will find out how different Wraith becomes after the update, but I'm pretty sure no one will accept this logic so I'm curious whether anyone agrees or disagrees with me and why, although if you disagree at least have a reason better than wraith bad.

    🙂

    I don't think much will change for Wraith considering he wasn't in a super good or super bad spot before the upcoming midchapter patch.

    His hit and run will be more effective now that folks can't turbo heal away the damage, but outside of that I don't think this patch is really gonna be substantially good for him. He himself gets nothing directly and the expected shift from using DH is people going back to Sprint Burst which is a perk that had been quasi problematic for most killers in the past. Wraith is around about the mid tier of killers a bit towards the upper end so things like really don't do as much for him as more targeted changes focused on him or perks he synergizes with well. He already had enough to pressure the game decently enough through chases so I don't think he's gonna suffer much from gen slowdown perk nerfs at least not more than say someone like Clown.

  • For me it will be about the same, I had already started to move away from gen slowdown perks once they started hammering them with really severe nerfs. Now I usually try perks that give me buffs in exchange for stuff like kicking gens. I run dragon's grip a lot now and trail of torment as well. After that aura reading of some sort, but ultimately I don't play that much currently so not a big deal. I think the nerf to self-healing scenarios will help, but I'm not gonna really load up on anti-heal to replace slowdown as that is a fast way to not have anti-heal being viable anymore. I suspect folks will run it into the ground already and I don't want to contribute to it.

    Playing survivor will be interesting, as filthy Mikaela bone enthusiast I had gotten pretty used to CoH and Shadowstep being my go to. I don't think I'll change my build just yet, but there is a possibility I might have to if I can get folks to coordinate via bond. I'm not super into a shift towards chase meta. I get chases are the only real skill expression for survivor, but I honestly prefer to sneak if given the option. Sadly, the game doesn't reward it as much as it does being in chases so if need be I'll put something together.

  • @Ayodam said:

    This sounds really unrealistic.

    It's realistic.

    It's been known for years that with the right tools and coordination a team can complete gens in as fast as 3mins. Even with the efficiency cut that happened to toolboxes a while back and the rework of brand new part to make it not auto finish gens a good team can still finish the game in sub 5 minutes. Now it isn't super common, but it can be done

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    I think BHVR is trying to tell you that you should be generating pressure without making survivors spend the entire game holding M1 on the same gens. Almost as if, after all the myriad nerfs to loops, pallets, and windows, you should be getting people down faster so you can generate this pressure... and if you can't... then you're the one getting outplayed. Weird, it's almost like you're not supposed to stall for 30 minutes until your opponents die of boredom.

    A large portion of killers are legit not designed to generate pressure effectively without having something to generally slow the game down. The question becomes what is an "acceptable" level of slowdown considering before gen kicking perks started getting nerfed the complaint was killers got to much value from passive slowdown perks. Passive slowdown as a result got heavily suppressed and gen kicking got buffed, but then the complaint became killers getting too much value outta constantly kicking gens. So now both types of slow down are heavily suppressed.

    If this is the acceptable level of gen speed slowdown then at this point killers that aren't good at the traditional methods of generating pressure need to probably be considered for a rework of some sort that factors in ways to generally keep people pressured. Slowing down self healing takes some of the edge off, but it is sort of getting to the point where it can feel like killers aren't really allowed to impede the survivor object in meaningful ways unless you play specific killers.

  • @MerleDixon said:

    I don't really get why they cost more than the survivor/killer they came from if they don't

    1. Have their own perks

    2. Have their own prestige cosmetics, and

    3. Have their own respective cosmetics

    It seems kinda a scam that I can, for example, buy Leon for 500 auric cells, then buy an outfit for him, which would all total up to about 1500 auric cells, which isn't bad considering he also gets his own perks and prestige cosmetics. However, let's say I buy Carlos, for 1500 auric cells (well 1485 but I'll round it). I don't get any prestige cosmetics for him, nor any perks for him, and he doesn't get any of his own cosmetics either. So, here's how I would rework the way legendary cosmetics are priced:

    1. I would make them 350-400 auric cells. After all, all they are is simply a skin, and don't get their own cosmetics. Which brings me to my next point:

    I would also add the option to show legendary survivors/killers in the character selection tab.

    Another thing I would do is give them prestige cosmetics. Maybe if they don't add the second option, they could put the prestige cosmetics in the store.

    The pricing of the cosmetics are most likely contractually stipulated to be a certain amount in the case of licensed content. Considering every time they make a sale a portion of that sale goes to the rights holder.

  • @maximo99ac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372396/regarding-blight-s-hug-tech

    this is behaviour they dont like to do work you can expect the simplest fix to any problema five years later it appears

    They don't like to run their teams into the ground, but they do a great deal of work on the game.

    @Star99er said:

    Wasn’t this tech acknowledged to be a bug that was said to be getting removed like a year ago? I haven’t heard anyone talk about it in awhile. Is this still subject to change?🤔

    Things like Hug Tech while survivors may see it as a big issue that needs to be handled immediately, in reality it isn't actually that high of a priority. Not every Blight can do the tech nor does it actually inflate Blight's stats to some insane degree. Also, it might not be something that is a super simple fix as people on the forum like to frame it. This game is quite old and it's code is more akin to linguini than computer code so it isn't uncommon for a fix to be a bit more complicated.

  • @dollidahlia said:

    I’m curious for a valid reason as to why or why it shouldn’t be a thing.

    Meaning if you believe it should still exist

    or you believe it shouldn’t exist

    It should exist.

    99ing gates is the counter to Blood Warden and it also helps with making end game hook saves.

  • I don't know how you come to that conclusion.

    Saving people is a risk that you need to apply critical thinking skills. Sometimes certain saves aren't worth it, but people have it in their heads that they can one man army a save in any condition. Especially when they have time to actually try to approach the situation tactically. I've seen more survivors body block the person they were trying to save than killers resulting in them ending up back on the hook. Why? Because they want to unhook right in the killer's face, but have not considered how they or the other person is getting away when the terrain is narrow or there is only one entrance and exit. It would be easier to let the killer go away for a bit then make the save.

    You're asking for the collision to be removed because you feel that if you're unhooked you should have a period of non-negotiable safety and escape. In what way does that make sense? Why punish the killer for the actions of your teammate who can't or won't use their head? I could see it if we're talking about you kobeing off hook all on your own cause then it sort of makes in a way.

  • @Zeidoktor said:

    If you want some unconventional options, mix the following Killer/Addon combos with the Undetectable/Oblivious perks of your choosing:

    Hillbilly w/ Apex Muffler (Survivors who can't hear your Terror Radius also can't hear your chainsaw) (enjoy a compilation of Silent Billy jump scares)

    Mastermind w/ Bullhorn (Survivors who cleanse become Oblivious); optional: Iridescent Ouroboros Vial (Survivors start infected and become Exposed on full infection)

    Legion w/ Susie's Mixtape (Extended Freak Frenzy detection range) the mixtape offers Frenzy detection while Legion is Undetectable, but still doesn't work on Oblivious survivors. The tricky part is Legion has no way to make themselves Undetectable.

    I also have the following on Doctor (yes, Doctor)

    Discipline (Maddened Survivors see the red stain on themselves while in chase)

    Dark Devotion, Hex: Plaything, Hex: Retribution, Hex: Pentimento

    Pro-Tip: Your Terror Radius dictates the range of Static Blast, not its effectiveness. In other words, Static Blast hits Oblivious survivors.

    I've actually managed gen grabs off this.

    For Legion you could run Tinkerer or Trail of Torment to get undetectable

  • @WitchWalpurga said:

    This is really something i would like to see as it makes tunneling a bit harder. If survivors should not have free escapes, then killers should not get free kills by bodyblocking you right after the unhook. Especially for situations where a survivor successfully unhooks alone, the unhooker eats a hit before or during the unhook and in some maps the killer can easyily block the unhooked person from going anywhere.

    This is a situation where people need to consider how they are approaching hook saves. I don't know when folks stopped thinking strategically about how to make saves and when not to go for. It's legit a situation where the killer isn't doing anything wrong, but your teammates trying to play to risky which ends up getting the person they are trying to save killed instead.

    The killer is well within their rights to bodyblock you as a defensive technique, it is on the person unhooking you to mitigate the possibility of it happening.

  • @legionMainAKA_Shadow said:

    Hook skins. Maybe at the end of a rift you could get a custom hook skin. It would be cool if you could choose to use the maps hook or a custom one, just an idea I have been thinking of.

    This is something that actually used to exist in the game back in the early days. The hooks where themed for the killer and you could tell which killer you were facing based on what the hook looked like but that was years ago.

  • @MRCHEESE497 said:

    I was thinking as I'm always being camped by a killer when I'm on a hook that when the killer is near the hook will not make any progress until the killer is gone or making it to were the progress bar is slowed down a lot. I hate being camped and so dose the community.

    We've tested these before. Survivors weaponized them in creative ways that were deemed unhealthy for game balance.

    We have mini versions of the suggestions in the game already as perks that people refuse to use.

    The devs have stated on multiple occasions that camping is valid tactic that isn't going to be removed completely. They've made efforts to mitigate the potential oppressiveness of it, but it does require survivors to actually use the tools available.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400442#Comment_3400442

    You misunderstood.

    Teir 1 Myers is undetectable permanently. He hasn't got a terror radius that needs reducing. That makes M&A a dead perk on Scratched Mirror Myers. It is useful on Vanity Mirror Myers, but that's a whole other ball of wax.

    Oh, I see now. It has been a while since I last played him. Well I guess someone could swap it for whatever strikes their fancy maybe Hubris or Coup De Grace? Not needing to compensate for the tiny bit of TR definitely opened up a lot of play space.

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400341#Comment_3400341

    Monitor was good when he had a 6 meter Terror Radius. Now that he's undetectable, this Perk is practically a wasted Perk Slot.

    Has monitor be changed to just give undetectable because it is still shown as reducing your actual TR on the official wiki

  • @Slan said:

    So basically title, what is the best jumpscare build and how have you got to play in order to be as efficient as possible (basically make people jump off their seats and get hooks, with the first one as a preference)?

    I like to stick to the dbd classics for jumpscares, Scratched Mirror Myers.

    Perks: Monitor and Abuse/Play With Your Food/Furtive Chase/[Insert gen slowdown of choice]

    Addons: Scratched Mirror/Jewelry or Vanity Mirror(if you want the EW2 buffs)/Jewelry

    Map Offering: The Game

    This build keeps your TR suppressed heavily and gives you on demand tracking via your stalk. Furtive will let you juggle your obsession throughout the game so you can always have access to the movement speed increase of PWYF. You'll be at a movement speed disadvantage, but that isn't as big a deal on The Game where you'll be able to get the benefit of corners. Scratched Mirror does severely limit your lunge ability so you can swap the jewelry for the lunge increase addon. Vanity Mirror lets you go to the EW2 which gives you a bit more base movement and lunge support in exchange for less aura reading distance. The aura reading will be cut from 32m to 16m if you swap Scratched to Vanity. Monitor and Abuse will give the benefit of extra FOV when not in chase as well so you'll have a tad bit more visual range to play with.

  • @Ghoste said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399674#Comment_3399674

    The weird thing is we used to see Killer ping in lobby. I don't get why it was removed. I understand that lobby dodging is a problem, but bad ping is absolutely a legitimate reason to leave.

    It seems to be mainly removed due to the change from Peer2Peer to dedicated server matchmaking. Considering you're supposed to be connected to servers closest to your area the ping less of an indication of your connection to specific players and more to the servers. So it wouldn't be as helpful as it used to be.

  • Killer QoLs:

    Toggle for crosshair on ranged killers- Not gonna lie after years of playing this game I still can't line up shots because I can't tell where the actual center of my FOV is. With some killers like Plague and Slinger it isn't an issue, but for Trickster and Huntress it's a huge reason why I don't play them as much as I would like.

    Changing tile spawning rules to prevent weird terrain spawns on loops- It's not uncommon for trees and brushes to spawn on loops that create areas where survivors can pass, but killers can't or both parties have to path around it which sort of throws off your movement. It's ultimately a small pain point, but I think killers would especially like not having the odd tree spawning on killer shack partially blocking one of the doors.

    Chase music volume control- I'm gonna probably get a bunch of complaints, but seriously give us some control over chase music I'm not saying you have to let us turn it all the way off, but let us scale it back to a reasonable volume floor or just adjust the volume down a notch or two on your end as a patch. I'll take either one as long as Doctor's chase music stops hurting folks. Or just give doc new music that is musical.

    Survivor QoLs:

    Remove teammates collision- There have been a lot of complaints about folks getting bodyblocked by bad teammates and making it so survivors can pass through each other would end that entirely. I know it introduces some potential problems into the game, but it would probably be worth it in the long run.

    Show teammates perks in lobby- This kinda strays into the realm of a balance related change, but hear me out. While I'm not usually wanting to more coordination for solo players in this case it just sort of would be nice to know if I can swap certain teamplay perks out as to not overlap with someone else. Part of reason people don't try new things is because you don't really know what your team is working with as a whole.

    Better bp scaling for survivors- Survivor feels way more feast or famine when it comes to bp especially during events. Like if you're playing so well in stealth or spend the entire game running for your life you kinda don't get enough bp to justify the time spent. Also event items for survivors being more frequent that the actual bp offerings is super demoralizing. I can't spend firecrackers and party starters on perks. Maybe shift those to a lower drop rate than the bp offering so people play survivor a bit more during those periods.

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399247#Comment_3399247

    I'm 100% sure, just in-game reports for "Holding the game hostage" do absolutly nothing and won't even get reviewed. I'm not even sure that reports for "Insults, intimidation, hateful speech, repeated harassment" in the chat system gets reviewed and actions taken.

    They help more often than you think, but like the vast majority of games you'll never really know as they don't really give feedback on actions they taken. Like I know they have a lot of backend data points they collect and what not, but for obvious reasons we'll never know to what extent they can see what happens in game, but they can probably tell when a game's went far longer than even the most generous estimate.

    Though, if your 100% sure they don't do anything just consider it as every time you report something you need evidence. If that feels like too much of a hassle then I guess don't report? Though I strongly suggest reporting.

  • @maximo99ac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399217#Comment_3399217

    that doesnt fix that the playstyle is unhealthy for the game and the hooked surivor is dying of boredom

    There is nothing that will realistically prevent someone who wants to face camp from face camping to death. Unless they change how gameplay loop around sacrificing survivors works from the bottom up. The most reasonable measures have been tested and the least disruptive of them have been implemented. Suggestions that are extremely punitive aren't even worth entertaining as ultimately they still won't correct the behavior of someone determined to ruin your day. It would just end up punishing players trying to play strategically or trying to just get 1 measly kill after getting ran for the entire game.

    Back when the devs used to do regular update streams one of the most asked question was some form of "When are you gonna fix camping" and the answer was they knew it be oppressive and they were working to mitigate it, but it wasn't going to go away completely.

  • @Nirgendwohin said:

    Does nobody from BHVR want to clarify what is required to report this gaming behavior?

    I don't work for BHVR, but every report requires an in-game report. You can then bolster your report with screenshots, videos, etc. via a support ticket. You don't have to, but it helps greatly.

    Generally speaking, if you're going to report someone it is best to have a video of it. Especially if you're reporting things such as suspicion of cheating, exploiting, or things like holding the game or you hostage. Endgame chat related reports are usually where screenshots are fine, but if you're already doing something like streaming/recording your games just use the video.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399138#Comment_3399138

    It is a broken addon. Being able to bypass all hook states for an instant kill is just not healthy for the game. There's a reason old Moris don't exist anymore.

    That's not an equivalent comparison.

    Tombstone requires a considerable time investment that can cost Myers the game. It's a gamble and even more so when you don't use tuft of hair to have infinite tier 3 which is a near assured throw. OG moris require no more time investment than a standard chase. There was no build up, no risk reward and I don't get why people make this comparison knowing that.

    Actually broken addons are things like multi blink addons from Nurse, Spirit's old addons, etc. Stuff that legit makes dealing with the killer unstoppable. Myers on the other hand is very stoppable considering unless you're just feeding him stalk you can play and entire game and stand a good chance of winning.

    @NekoGamerX said:

    I mean Sadako and pyramid head can kill with out add on and with out the BS.

    Final Judgement and Stare kills that fully in the control of the survivors. You will almost never get either of them to happen and they are built into their powers.

  • @Gamedozer7 said:

    Is this a sometimes thing because everytime I've seen it nothing weird has happened just the gen gets blocked.

    The bug only triggers when a specific set of actions occur from what I understand and it isn't guaranteed to happen 100% of the time. That is why I guess it isn't killswitched due to the inconsistency of it.

  • @ReverseVelocity said:

    A video revealing all of the upcoming cosmetics with the midchapter was just released on the DBD Youtube channel:

    https://www.youtube.com/watch?v=5oQ89V-H1x4

    Some neat looking ones here for sure.

    More Skull Merchant Skins!

    BHVR, you're getting my money if I can just buy these and not do the rift cause I play a handful of games every few weeks

  • @HungrySnek said:

    I know it got nerfed but I don't understand why no one uses it anymore. Knowing where the killer is every 30 seconds sounds still pretty strong and the fact that most killers have at least 1 aura reading perk which let's you know when the killer sees you themselves makes it even better.

    Running OoO means you're gonna need to have the looping skill to back up the extra heat it will draw to yourself. Honestly, the perk itself is fine now, but there just isn't much incentive for survivors to use it outside of MoM specialists. I guess at one point maybe there were more Obsession based survivor perks in the works that ended up not getting made or not keeping the obsession requirements. We don't even really get killer obsession perks much anymore these days.

  • @rexdredd said:

    first hook tunneling first got brought up awhile ago, the community made a big fuss about it, and content creators came to the consensus that if you wanted to beat a team at high MMR, tunneling was necessary. This was pre- DS nerf that included conspicuous actions, also before 6.0.0. now that the balance is much different, I have not noticed a corresponding change in community tolerance of hard tunneling. Do we feel like killer is still not yet at the level necessary to complete at high levels without tunneling, or is there just a widely held belief that we don't have any obligation to be considerate of other people's fun? I'm curious to know what other people's thoughts on this are.

    Honestly, there is no way to be considerate of every person you encounter's fun. You could not early game tunnel and people would still feel some type of way about it.

    Now as for the strat itself, the main reason to do it is to cut survivor efficiency by 25%, it's that simply. DS honestly never really factored into that. The game is just easier to manage in a 3v1 rather than a 4v1 which is what you need to do at a high level play if you're really into consistently winning. The higher the skill level of the players involved the more efficient and optimal you need to play to keep up. Keep in mind that not every survivor perk nerf or rework translates to a killer buff. The change to DS was universally good for just being more of a focused tool and less of a "I'm immune to consequences" type nuisance. It didn't address the more systemic issues that affect killer gameplay in regards to dealing with how fast the game can be pushed by 4 survivors.

    Like spawning rules for survivors have never really been addressed in a way that makes so they don't spawn near generators. That's a major problem that needs to be addressed that would aid in the pacing of the early.

  • @IWasLrft2Die said:

    I was wondering what would people think about killers from sources beyond movies, TV shows, and videogames.

    Some big general sources that come to mind are books (such as Dracula, Frankensteins monster, etc) and board games (Nemesis, mansions of madness, etc). Admittedly board games are by far my primary hobby.

    Would people be into these or would that just be a bad idea?

    Well they already did one book license with Sadako's addition as the pulled the book license rather than any of the films. Ghostface is just the license of the funworld mask rather than any of the scream films. So Dbd's Ghostface is both a licensed and original killer.

    @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397941#Comment_3397941

    Slenderman was a suggestion every chapter every year for like... 4 years, he is still a good option. Even though the Macmillan Estate would be pretty close to his map already since it's all filled with trees.

    A map with more fog would be cool, I really wish they would bring the fog back.

    "See you in the fog", no you won't because there isn't any. 😴

    Slenderman's popularity has fallen off a cliff in years and honestly it never really had much in the way of defined powers or lore interesting lore. Then you have to consider that Slenderman also has tainted reputation as we have had real world violence associated with the character here in the US. That's all before you get into the issue of who do you talk to about licensing the character which has been a hassle for folks from time to time as multiple folks have made a play for claiming they created the character while the original photos are owned by a specific known person who seems to not be interested. Like even the Slenderman movie was really bad because there just isn't enough to work with and what was there was hard to reference.

    At that point the devs would just be better off making a new original character unconnected to Slender lore.

  • It's a jerk thing to do yes.

    Why you wanted confirmation of this from me is weird.

  • @Nirgendwohin said:

    because the developers allow it. maybe the devs would like to comment on why this type of tactic is in game.

    I'm not a dev, but I can offer an explanation.

    While not the funnest experience being slugged doesn't produce a state in which the game can't end normally on its own. There are several ways to mitigate the effectiveness of slugging in the game already. Total prevention of slugging would be a very real detriment to killer gameplay which you can tell is something they considered early on as killers do have at least 1 perk that is specifically designed to aid in making it difficult to find a slugged survivor. It is a valid way to pressure the game when used in moderation as at that point you're just maximizing the value obtained from a core part of gameplay. Taking that away would probably require a change to the core gameplay of killers to compensate.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397502#Comment_3397502

    There are a ton of Add-Ons that give Blindness, but are never used because a Killer doesn't benefit from a Survivor being blind during chase.

    Blindness doesn't even benefit killers outside of chase in the vast majority of situations. It's just not a good status effect and honestly could be replaced entirely with something new and actually useful.

  • Survivors tend to not like being in situations where they feel like they don't have some sort of control over the outcome of an interaction. Trickster while not being super strong can overcome some of the natural advantages given to survivors and is somewhat an anti-loop killer. There is also the fact that there is a general dislike of the "Death by a thousand cuts" style of powers that started with Legion and has passed onto Trickster. From what I've noticed survivors get irritated being constantly hit, but not necessarily downed especially when you can fall prey to map RNG dead zone where Trickster is arguably at his strongest.

    For why I think Killer players don't like Trickster is because he's just not as good as he could be. His power is a bit of a pain to use as you need to treat his knife throwing as if it is a LMG in an FPS to extent. There is consider recoil to mess with aim and since he throws with both hands it can at times be hard to stay centered on target. The keynote part of his power Main Event can often proc when it isn't the most useful. For as strong as he can be in deadzones he sort of gets destroyed on a lot of maps that have primarily high walls or very cluttered terrain.

  • Not that much easier. There are 5 perks that give Blindness and 5 perks that give Undetectable.

    Pretty much all of the perks for Undetectable just give you the status passively in relation to a very common situation the most difficult one to use is Dark Devotion as it requires the obsession.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391940#Comment_3391940

    Alright so let me get this out of the way first. Are there people who play the game simply to make the other side miserable? Absolutely, but they are without a doubt a VERY small but loud minority. Now that the obvious is out of the way, let me explain how wrong this whole thing is.

    As some one with over 5.5k hours, who plays roughly a 80/20 split in favor of killer, and whos favorite aspect of Survivor is the chase. I just simply like the competition of competing against another person. I could give less of a ######### if their ego is so fragile that they get that offended that they got beat in a silly little video game. This doesnt go for DbD either, whether its For Honor, Overwatch, or Minecraft. I just want to outplay my opponent in a way that I enjoy playing.

    Survivors arent these absolutely foul people you love to make them out to be, theyre the same people you see walking around on the side of the street or sitting on the bus.

    Like I seriously dont understand why DbD tries to victimize and villainize its own community. Its seriously not that deep, people will be people and try to rub it in when they come out on top. Doesnt matter what it is, as long as theres competition there will always be banter.

    Now if you TRULY believe that Survivors are just these little demons who are simply out there to get you. Nothing is stopping you from playing against bots.

    The villainizing aspect is easy to explain, this game breeds and thrives on both sides having a a visceral contempt for each other.

    As the saying goes, "Hell is other people" and DBD makes other people have to serve as your entertainment in ways that a lot of games don't. Few games have went this hard in making the players responsible for each other's fun. We literally can't play the game without each other and since that is the case people take the opportunity to be the worst versions of themselves towards others. Killers and survivors do at fairly equal rates, but survivors get called out more because ultimately there is more of them on than killers most of the time so the ones being sus just feel like a larger portion of people.

    Also mechanically killers don't have a lot of ways to ruin a game for survivors en masse. Survivors have more tools to and help at their disposal to not only ruin a killer's day, but also their own teammates' day as well.

  • @Pulsar said:

    I liked the idea where it hides the Killer's Red Stain.

    This stops it from being disproportionally effective against Solo Q and being useless against SWF's.

    But that just makes Blindness turn into worse version of Undetectable.

    So we go from a status that isn't used cause it is mostly useless to a status that isn't used because there better version of it.

  • @TheVolgun said:

    I was playing with a mate recently and something dawned on me.

    Why is it that Killer like Knight and Skull Merchant have some form of Inability to use their power whilst near hooked survivors.

    Obviously Knight has the penalty if you touch a hook when a guard is near by the guard is automatically de summoned.

    And Skull Merchant just simply isn't allowed to place drones near hooked survivors.

    And yet Bubba (Using him simply cause he was what sparked the thought) can plant himself in front of the hook and guarantee a kill with 100% Success rate.

    Don't get me wrong this isn't a rage post or anything I just don't understand the disconnect and double standard that behaviour have created.

    Killers with active lethal powers camping a hook still encourage a sort of player to player interaction. It takes conscious effort no matter how small to deny you access to the hook. Drones, guards, torment trails and the like just end up being passively unavoidable.

  • It's the movie accurate way to play him. Also usually folks who do it will just let you do gens as you don't go in the basement.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396659#Comment_3396659

    Even if this perk existed, survivors still wouldn't use it and complain about the 1 out of 100+ games they play where they didn't encounter franklins. The perk would have no value if the killer didn't bring franklins unlike franklins which can always have value, because survivors can loot items.

    This counter perk would only make sense, if killers had some innate way to knock items out of their hands or if there were a lot of perks that interacted with items like aura reading perks. But it's a single perk and building an entire perk to counter a single perk is just a bad idea.

    So we're in agreement that making a perk to counter franklin's is a silly idea. Nice.

  • @ElodieSimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396761#Comment_3396761

    I think people would welcome it. It's been two of the best DLC's that BHVR has released.

    They are good dlcs but people want cosmetics for characters that haven't really gotten anything lately.

  • @CaptainHustles said:

    So, now that re4r is out, we have a new updated version of Leon in his bomber jacket.

    We also have a new face model for Wesker.

    My question is, do you think they will rework the face of Wesker and Leon's re4 cosmetic to better reflect the remake?

    Probably not, at least not anytime soon. People would riot if we got more RE stuff so soon.

  • @NovaKane said:

    If I want to waste a perk slot for it, why are most of you complaining? If it's so unnecessary, then all the killers should be happy that I don't want to use a STRONGER perk. To everyone saying " get better at the game" should I not use DH, Sprint burst, gen rush perks, cuz you also don't like those perks. I run Bond, kindred, Distortion and open handed. Why is it so bad to want a non sweaty perk to you? All the perks I run are team beneficial except Distortion.

    You can use whatever you want, but this isn't about using something that is already in the game.

    You're asking for a direct counter to a perk that you can easily counter with existing tools within in the game. Trying to frame it as "If I get this counter then I won't use something stronger" is weird. If you don't want to run sweaty perks then don't, but direct hard counters are by their very definition sweaty considering you only counter things to either gain a competitive edge or remove a competitive edge from your opponent. You're already not even running a sweaty build so it's really just as simple as "get better at the game".

    People have been self countering Franklin's for literal years at this point. Why can you not do the same?

  • @Trollinmon said:

    Killers still have a good amount of perks to choose from:

    CI

    PR

    Jolt

    NWO

    DL

    Bam

    STBFL

    Brutal

    Sloppy

    Gift of Pain

    Floods of rage

    Eruption(?)

    pop(?)

    Nowhere to hide

    All these perks are strong and worth using, but some might just be worth using more than others. Nerfing the clear cut kick perks would increase the chance to actually see more perk diversity, and you're down playing the survivor changes. I plan on running SB, OTR, Bond, Reassurance/Adren. To me that is the top soloq build next patch, and I don't see players running that now.

    Nerfing the top down makes the sea of things under those perks more appealing. It's the clear cut way to actually give players more choices on what to bring, but that is assuming there are strong perks sitting underneath the meta ones. GOP is a great example of a perk that should be stronger next patch. The counter to this perk is to not heal which isn't a bad thing when DH is the meta. With that being seen less you have more reason to run the perk along with the kick perks also being nerfed. Nerfing and buffing perks both increase the variety for players. Nerfing clear cut perks like COB would actually increase this more than trying to make more top picks that compete with it. Hell gearhead with pop might actually be a good combo.

    Eruption's just not as impactful as it used to be and really needs something to make up for the loss of incapacitated.

    Bamboozle's only of value if you make a habit to vault windows and it isn't quite as useful as it used to be since breakable walls became a thing.

    Pop is alright, but Pain Resonance is definitely not in a good place considering it is a scourge hook. Like the bump up in numbers help, but going from no limits to very hard limits isn't great. Like I think it just feels like killer perks are already not really getting anything truly new and as much as I love Skull Merchant she produced zero worthwhile perks with her released so watching a handful of useful and creative perks get nerfed isn't really gonna make people feel like there is more variety.

    A lot of perks for killers are just not getting buffs or reworks to fit the state of the game now as opposed to when they were released instead they are exactly the same, have been made worse, or the game has changed to the point where their strength just isn't keeping up. This is where survivors thrive in variety because they get perks that can introduce mini-mechanics like crafting which go a long way to feeling more varied. If the only things that feel worth using are slowdown perks and a bulk of the perks you get that do anything interesting outside of a numbers adjustment to existing system is slowdown perks. That is what folks will use.

  • @adsads123123123123 said:

    It seems like an unnecessary mechanic that places a major barrier of entry to playing Bubba (when not camping). You need to learn the hitboxes of every object, including weird ones like on Garden of Joy, and how to curve every tile. New maps and tiles keep getting added, and there's far too much to learn. Without camping, I feel like Bubba is one of the killers you need to main for hundreds of hours to play well consistently. One problem with this is that he has by far the most punishing mechanic for messing up out of every killer in the game, which makes it difficult to learn him without losing a lot (if you don't camp).

    For reference, one of the top Bubba players in the world with over 7000 hours (https://www.twitch.tv/sethdbd_) still regularly crashes into walls. If it still happens to someone with 7k+ hours, it's obviously a difficult mechanic. I feel like there isn't a good reason for the mechanic to exist. Blight and Billy have a similar mechanic but it exists so they can't slide off walls like Oni. Bubba's Chainsaw Sprint is much shorter and slower, so it can't be used this way. The mechanic just makes it unnecessarily difficult to play Bubba, which encourages people to take the easier route which is to camp.

    It's accurate to how he would behave in the films and give him character

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396011#Comment_3396011

    Actually its rare because of many pointless things to spawn.Like, 17-18 difference types of BP offering. Hatch spawn shack/main. Basement spawn shack/main. Survivor spawn offering. Mist offering that give no impact. Many useless addon.

    I feel I can only get 2 items per level 50 BW

    You can definitely get more than two per bloodweb at lvl 50.

    There are 3 types of flashlights and keys, 2 types of maps, 6 types of toolboxes, 4 types of med kits

    That's not counting the event variants and firecrackers/party starters.

    So you can definitely get more than two items out of 50 BW, but that also depends on how you approach doing the bloodweb to get maximum value vs what the entity eats.

    Survivors have a lot of stuff, but most of it has a use the only things that are truly worthless are mist reagents and luck offerings as luck is the least valuable and underused background stat in the game.It only works on Kobe-ing off hook and literally nothing else and the modifier is extremely small.

  • @KayTwoAyy said:

    I don't believe anyone has ever considered Blindness to be particularly oppressive, but of the features that disproportionately hurt Solo Queue more than SWF, Blindness is right there at the top.

    Therefore, in an effort to bridge that gap, should Blindness be reworked?

    Blindness don't really do much and most killers don't even use perks or addons that cause blindness so I am not sure how it is hurts soloq players. Especially considering from my experience as soloq even when you encounter it, it isn't particularly noticeable. Then again I'm also not new to the game and not super dependent on Aura reading perks beyond bond. Like all the super important things like hooked survivors or downed survivors are pretty noisy which is enough to find them unless you're hard of hearing.

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