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ReikoMori

ReikoMori

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ReikoMori
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  • @Raccoon said:

    Why/Why not?

    Not really, it's been a popular perk since its release.

  • @RDQ_TheRedFox said:

    Basically, I find a lot of people tunneling, and while I think it is a dumb way to play, I do think that if you're going to, you need to know which one you're doing, including accidental, so here are my definitions.

    Order Tunneling: The one I hear everyone claim to be what "tunneling" actually is. This one is when you hook the same person twice or three times in a row. This can technically be accidental since sometimes you just can't find anyone else and this person keeps showing up. I believe this is what Killers think when Survivors claim it.

    Timed Tunneling: The one most often defended as "not tunneling" is Timed. This has nothing to do with hook order and has everything to do with how long until a player is downed and hooked again. This one can be accidental if Survivors look identical, but I still find it to be the MOST annoying. It is tunneling if you don't give someone time to breathe in between hooks. To not be doing this kind, a minimum of 30 seconds helps make it feel less like you're tunneling. I believe this is what Survivors are referring to when they usually claim it.

    Forced Tunneling: This one Survivors cannot get mad at. Don't go looking for the Killer because you will end up getting tunneled if you keep poking them. I do not defend you if you try to get the Killer's attention. It's on you, and most Killers won't do it for the soul purpose of, "I almost have the strong one down, why should I whack the weak link?"

    Accidental Tunneling: The last one is when you are doing any of the above, but you don't realise it. Typically it comes up when you have Survivors that look the same and when you can't find anyone else because they're all stealthing around the map instead of protecting the people they unhook.

    There. Those are the definitions I could come up with. If you have any more, or wish to try and defend any on this short list (excluding Timed, because I know you don't think so if you're a Killer) feel free to.

    Nobody is sitting there counting seconds between hooks on either side. Tunneling is tunneling full stop no matter circumstance in which it happens or is perceived to have happened. Like we don't need to make up extra definitions.

  • @Nico_0 said:

    Question 1:

    Is the prestige update coming the same day as the anniversary update?

    I saw a video saying that you should wait to prestige until the cake event, to get more cakes through levels 1-50. Meaning I could hold my P2, and wait to P3 during the update. This no longer would be viable.

    Question 2:

    Will there be any rewards for P1? Or only for P3?

    Say I have a lot of non prestiges with all the perks or half the perks. And I want the P1 cosmetic after spending all the consumables.

    If there's a reward for P1 maybe you would want to prestige beforehand.

    If there is not, maybe you want to keep non prestiged, to keep the perks and the "prestige conversion"

    The Prestige Update is coming later this summer

  • @kombativo said:

    I dont know about the nerf cause im filled whit homework can someone please tell me whats the nerf abt?

    Nobody really knows just yet, its not happening tomorrow though. They just said they've identified the most used perks for both sides and they are going to be rebalancing them and 40 other perks to shake up the meta, but that won't be coming till potentially Halloween

  • Flick

  • At 2 flashlights I grab Lightborn, at more than two flashlights I just leave the lobby. I'm not interested in the type of teamplay that comes with a team full of beamers.

  • @GoshJosh said:

    No point providing their names or your recordings. No game rules were broken. They’re simply using an item in the game.

    Correct me if I’m wrong, but doesn’t Lightborn also completely stop all blinding effects on the killer? If so, shouldn’t it be a permanent perk in your kit? I dunno, always using one perk sounds a lot better than being pushed to the point of vomiting to me.

    Lightborn does stop blinds altogether, but it really shouldn't come down to using a perk to cover for what is an accessibility issue. The strobing can just generally be hard on the eyes for some, but for others it can cause nausea or straight up seizure events in the worst case. This is not the first time someone's came to the forum about the flashlights. Not to mention not everyone has Lightborn available to them if they've not bought from the shrine, leveled up Billy, or just are unlucky enough to not have it show up in the bloodweb.

  • @Aven_Fallen said:

    I have the hope that the community for once does not show how ######### they are in the Twitch-Chat.

    I know, I am a dreamer.

    Chat is going to be a massive dumpster fire as usual. It's best to just close the moment you get in the stream and never open it again because rapid fire slurs ruin the vibe.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953710#Comment_2953710

    You can make some pretty fun builds using various stealth perks with Overcome + Inner Strength.

    https://forum.deadbydaylight.com/en/discussion/comment/2953723#Comment_2953723

    Announcing a perk nerf =/= the celebration is canceled.

    If you're celebrating your anniversary do you look to your spouse and tell them how you're gonna get a pay cut in the next quarter at work?

  • @Raccoon said:

    The suspense is killing me!

    Also genuinely interested to see what the 'whataboutism' squad will jump on next.

    They don't usually announce stuff like that on the anniversary stream. You're not gonna see anything about that sort of thing until we're close to chapter or mid chapter. We're supposed to attempt to celebrate the game tomorrow.

  • @LuckyLucy1999 said:

    Has anyone else noticed a big increase in the amount of tunneling killers the last month or so? Or have i just been very unlucky? It seems like almost every other game the killer will just tunnel one player out the game in the first few minutes. Do the devs condone tunneling? They can't seriously think that tunneling people out of the game is in any way healthy or fun for the person(s) being tunneled, especially right at the start of the match.

    The devs do condone it as it is a valid strategy and so is camping. Are they too advantageous? They can be which is a legitimate criticism, but there isn't much to be done about it unless the base gameplay of the game changes. We're pretty much at the limit for non disruptive/abusable counter mechanics.

  • @Hannacia said:

    I am quilty of killing myself on hooks sometimes if i have bad teammates or super campy tunneling killer since i dont want to feed bloodpoints to these people, BUT my biggest issue right now is the amount of dcs that happen from survivor sides.

    Everytime survivor gets hooked or caught or doesnt like the killer they babyrage and quit...its getting quite silly and im kinda hoping something would be done about this. 5 minute penalty isnt enough.

    That penalty escalates pretty quick, there is a not insignificant number of people who get to spend multiple hours waiting to play the game when they dc.

  • They have always been against splitting the playerbase with extra modes and now with the player base shrinking they definitely aren't going to risk a split now.

  • Evil Within 2

    Driller Killer

    Chopping Mall

    Mystics In Bali

    Tetsuo The Iron Man

  • @Valik said:

    This perk has been the laughing stock of the survivor community.

    We've all been there where we spawn in and see someone else taking the perk and groan in shame as the 4k looms above.

    We've also been there for whatever reason where we take the perk and live to regret it.

    But, let's not forget, the perk is working as intended as a meme 'Hard-Mode' perk.

    Should the perk be changed so that it's actually fun to bring, something that doesn't destroy the game for your allies, or should it remain a joke perk to challenge yourself with?

    If the perk does change to become a viable pick to bring into the Trial, what should the rework look like?

    What incarnation of No Mither would make it attractive for YOU to bring into your matches frequently?

    What would keep you from saying... 'No Mither ? No Way !'

    No Mither is the bane of Plague and Legion funnily enough. Like, it messes with your expectations so hard.

  • @JonahsTablet said:

    Anytime I mention making any anti-tunneling perk basekit, people freak out, so let me ask you something: Do you want the game to be balanced around tunneling, camping, and other unfun playstyles to verse? If killer is buffed in any significant way, yet these playstyles are not discouraged, then you're just gonna make survivor miserable to play. Think about it this way: If you make the most fun way to play the game the most optimal, it's gonna make the game far more fun for both sides.

    Pretty much every killer can compete at high mmr, they just have to play in a very boring and tedious way. If this is the kind of balance you want, then sure, we can leave everything untouched, but if you want to have fun in the video you bought with your own money, then that is probably not the best thing for you.

    How do you think discouraging camping or tunneling will work exactly?

    In order to discourage a behavior you have to enact a penalty great enough that even people who just prefer to play that way won't, but at the same time a penalty can't be so disruptive to the point where people are punished for the situations where the best option is to either camp or tunnel. There aren't many options on the table because simply put, there isn't much a great deal of things people can have taken away from them that don't instantly turn into heavy disruption.

    Killers already lose points for camping, but most people don't really care about that. Tunneling is just flat out impossible to stop because unless you're going to fundamentally change how play interactions function, sometimes people are just going to get caught out early. Besides teamplay and DS the options are limited until player interactions change. Keep in mind that it is a pretty big issue with the game leaning so heavily on players to be almost solely responsible for each other's fun when the two sides are by design extremely adversarial and meant to be fairly imbalanced.

  • @Ronaldo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951869#Comment_2951869

    Lol they probably don't give a frick so it basically pointless to talk about this

    Normally, I don't feel the need to cape for the devs, but in this instance I'll do it.

    If there is anything that is true about the team who work on this game is that these people care a great deal about the game. While we definitely don't see eye to eye with them on the direction the game is going at times, people constantly saying the devs don't care is a trash take. It's been a trash take I'm even guilty of having in the past myself and it couldn't be further from the truth. If they didn't care they wouldn't do the MMR test, Bloodlust tests, make killswitching as a backend tool so disabling things were less disruptive to the community. They wouldn't keep trying to elevate the content they put out. They would have taken the W early on, turned around pumped out a trash sequel and not attempt address issues.

    You are right in the respect of this being pointless to talk about because you're clearly not working from a good faith position.

  • @Ronaldo said:

    Do you realize that its not the map its the killer ability blight, nurse, spirit are really good with chases

    One disrespects the physics of the game by passing through terrain

    One respects the physics of the game so much they've turned into a high speed pinball

    One does wind sprints at you if you make her nervous enough

    Not every killer can match up to that and we can just put this to bed because the devs have tested the game without Bloodlust I believe twice now ever since they originally added it. The results are pretty consistent that despite your belief infinites are gone some maps even after redesigns extend chases so long that without bloodlust the survivor basically has nothing to fear. While things that wouldn't be infinites become infinites, a psuedo-infinite if you will. Not having bloodlust seems to generally produce a bad game feel and considering there 1 perk in the game that only works when a killer gets bloodlust that they seem hellbent on not changing the feature is here for another 6 years.

  • @GoshJosh said:

    The time is only wasted if you sit there and continue teabagging at them rather than going back to repairing generators. Unless you have faster healing speed perks, it’s more efficient to let a survivor heal themself.

    Perhaps it’s for a Rift challenge, or they want the BP. Doesn’t matter. Let them heal and go do something else.

    If they are just doing the base self-care action without botany knowledge and/or medkit it isn't more efficient. It's not even that much more efficient to do a gen while someone is doing base self-care. That said we definitely don't need the ability to heal people who are already healing themselves. The chance for misuse is more threatening than the possible benefit.

  • @Ronaldo said:

    I don't think they are any infinites in the game rn comparing to 2016/2017 and if a killer bloodlust you at certain pallets you will eventually die its basically a free perk. as you stated that it was a feature use to stop infinite on certain maps plus you guys aren't even focusing on loops anymore you guys doing graphical updates.

    What you guys think?

    There are contextual infinites that occur when Bloodlust isn't on.

  • @ReverseVelocity said:

    For the 1290391023th time, they have matches where these perks aren't present so they don't need to disable them.

    Also stop tunneling lol

    Thank you for saving me the trouble.

  • @Sumnox said:

    She's probably the stealthiest killer in the game now. Quite strong in the right hands, putting aside people who think, unless the killer equals omegablink Nurse, the killer sucks.

    Hit and Run Sadakos are quite strong and effective, especially in indoor maps.

    That's the thing though, her strength pretty much only exist on indoor maps. Larger outdoor maps with huge sight lines ruin her and she doesn't really have ways to compensate for that. Hit and run works best when you can actually run, but her teleports have a level of rng to deal with and can be taken away from her. I've never had a Sadako game where people didn't just start turning off tvs to the point where I spent more time walking them down rather than using the power. She just doesn't do anything better than other killers who fall into her same playstyle. It's not even about getting an omegablink level gimmick, she's just not living up to the potential she has in the most common situations. Her stealth isn't that great compared to other stealth killers, her hit and run isn't as universally effective as other hit and run killers.

    Now I'm not saying should be the same as a Legion, Wraith, Blight, or Fredboi. She has her own unique things, but they could be made better so she isn't so disadvantaged by default. This complaint that has been around since she was on ptb especially in regards to the way her ability gets very cut off from her and the way she just sort of falls apart on the outdoor maps.

  • @Ethromel said:

    I understand the need to give players the incentive to rescue one another, but when a horror-based game becomes a speed dash for the next hooked survivor because it gives a lot of blood points, that becomes a problem.

    This game was intended to be scary. Well, how can that premise be emphasized if the game's mechanics rewards players that brazenly RUN EVERYWHERE with no regard for the killer's presence or ability to track their scratches???

    Yet, players that play more stealthily and take a calmer approach in the scenario walk away with 8,000 pts at best (despite having done generators and remaining unseen by the killer), while my wreckless teammates have upwards of 24,000+ pts for running crazy all over the map while NOT in chases, unhooking players that shouldn't have been caught in the first place, and deviating from the main objective which is supposed to be doing GENERATORS!

    So staying out of sight, doing generators, and escaping isn't worth much in a game of horror? That doesn't make sense.

    I tested this ridiculous truth, dressed my character in bright colors, gave my survivor perks leaning towards rescuing bad players and running foolishly all over the map with reckless abandon, with no regard for stealth or my own safety, and came out with 18000+ pts.

    Playing cautiously needs to be equivalently rewarded, maybe even more so. A survivor should be gaining escalating points during the entire time they are active, productive, and out of the killer's view.

    It just doesn't make any sense and ruins the suspense of a game that has long lost its creepy feel. Please fix this.

    Not cool.

    The game rewards players for interacting with each other meaningfully. This game has rarely ever been about being scary and has never favored stealth as its always been the lowest scoring thing to do rather than engaging in controlled chaos.

    That said, it's not really that many bp for unhooking a survivor unless you're running We're Gonna Farm Forever. What usually causes the mad dash these days are tome challenges for unhooking survivors.

  • In most maps her power is middling at best. Stronger on indoor maps, but is super perk and addon reliant to the point that playing her before dumping a million points into her feels worthless at times. She has potential, but the way the game is currently played en masse means she needed to have a more proactive chase power. She's hard to play in ways that i feel probably shouldn't be the case, but this weird desire to make passive phasing a viable mechanic unto itself needs to get thrown in the trash. People playing this game have mastered object permanence so once they see you the first time they know you're there so demanifesting, remanifesting, and the phasing don't do anything.

  • @SweetbutaPsycho said:

    In the few killer games I played lately I have the feeling that I always get the same attitude of players. Survivors that dont really want to play the game the way it is intented but just run around clicking at me, Dead harding into god pallets and then teabagging like they did the mindgame of a lifetime etc. If I lose the game I get a lot of ez spam in the chat even before I can say anything and if I win I get a long list of why my win is completely invalid and that they basically want to take me to DBD court and make sure that I never play killer again.

    What I find especially weird is that most survivors even though they admit they basically came into my matches to ruin my experience get completely outraged when I start to react toxic towards them with camping and tunneling. Then they tell me that all their toxic behaviour doesnt in any way justify me reacting toxic towards them. But I should just keep playing the game normally and let them mess with me

    I really dont get why this attitude is so widespread at least from what Im experiencing lately. Are survivors just bored or frustrated with the game? and if so how exactly does this help against that?

    People like feeling as if they just did the greatest technique in the history mankind. You can't really do anything about that other than just try and pay no attention to it.

  • @hatchetChugger said:

    Do you consider blight tech (ie. moonrushing, hug tech) exploits? If you do think they are exploits, why?

    Personally, I don't think of it as exploits. Coming from a background in playing fighting games we spend a lot of time finding interesting ways to do things in game to get more mileage out of a character's kit. A lot of that stuff isn't part of the intended design, but isn't game breaking either and in some cases becomes purposeful design down the line.

  • The cap for bloodpoints you can earn through play are 1mil. Points you have added to your account via promo codes and rewards can go past the 1mil cap iirc. You just won't be able to gain anymore points from playing trials until you spend whatever amount you have.

  • @D3spair said:

    I think the best possible way to get counter cheaters is just program a system where abnormal mechanics are being met?

    If a Survivor/Killer is above a height Coordinate for longer than 10 secs, then Cancel the trial and Cheater detected.

    If Someone is moving above 4.0 m/s (if a Survivor) or above 6.0 m/s (exceptions are Mobility Killers) as Killer for 1 Minute straight or a player's coordinate is moving too fast rapidly, then Cancel the Trial and Cheater detected.

    If the server is encountering abnormal performance ie. (Hackers triggering infinite Scream to crash your client) then Cancel the Trial and Cheater detected.

    If there's an End Game Collapsed and it didn't move all players to the post (Hostage taking Hackers) then Cancel the Trial and Cheater detected.

    I can see these being able to code these conditions on Unreal Engine 4. This shouldn't be too hard if something like Valorant's Anti cheat or VAC can do.

    One of the most common bugs in this game is super flight, it comes up on a regular basis and has for years. Someone mentioned how speed modifiers stack, and DBD tends to be a crash heavy game with weird server hickups. It's part of reason why it can be hard to catch a lot of things. That said, it isn't easy to craft anti-cheat software from scratch which is why it is usually provided by companies who specialize in it hence Easy Anti-Cheat.

  • @HagathaSimmons said:

    It'd be helpful if BHVR could add a "stats" section on the killer info in-game page.

    By "stats" I mean numbers like: base setup time for traps, base cooldown on powers, etc. It'll help with not having to go to DBD wiki every time I'm curious how much a "increase by %" addon is worth it.

    Knowing how Hag's base setup time is 2 seconds, her base trap radius is 3 m, and her base phantasm duration is 5 seconds all seem like trivial things to know but help me figure out how effective a particular addon is and how much of a difference it makes. Numbers are how a lot of minds work so seeing it in one place without having to go through an extra step to hunt for it would be a small nice QOL thing for many, especially for when new killers come out.

    Isn't some of this information contained in the text prompt that comes up when you hover over their power icon while sitting in the lobby already?

  • @C3Tooth said:

    You gave me an idea of instead lose healing progression. Healing now cause "Merciless storm skill check" when above 50% progress.

    That would immediately go sideways when Autodidact is used. That's one of those "funny interactions" that can spiral out of hand.

  • @Emblerr said:

    long post here so i appreciate those that stick around to hear me out. first ill discuss spirit as a character then compare the two. id also like to say ive got many hours on spirit with a good audio setup before someone says "get a better headset" or something, these are all genuine problems

    as we all know blight and spirit are seen as top killers, but after the spirit nerf you don't see her as often at all compared to blight. the dev team removed most of her viable addons (green speed/duration/activation) and replaced them with useless ones that no one uses, now all spirit has is that remains viable is yellow speed/duration (possibly) and 2 purples (blossom amulet) when pared with one iri addon (MDR). spirit is also one of the only killers that gets hard countered by one perk (iron will) since its bugged right now and has been for ages, i made a post on how before.

    MAIN SPIRIT ISSUES:

    issue 1: power recovery and painful downtime

    the spirit becomes very annoying to play when you feel the survivors are not outplaying you with skill but instead are using a single perk to rely on. the main issue you will find yourself with playing spirit is her awful power recovery speed (base kit). scenario: you phase accurately onto a survivor as you are able to hear them breathing when healthy when running and get the hit on them, you then phase after them using all your power, appear behind them, swing and they dead hard into a pallet, now you are stuck as a 110% killer with no power running around helpless for 15 seconds. so much time lost and ur unable to mindgame any loop as a 110% with no power. the downtime on her power feels awful to play with. there is no reason spirit should be waiting 15 seconds to be able to do anything of use again

    issue 2: bugged sounds/perks

    the spirit relies alot on audio, and when you have a perk to make survivors literally inaudible you feel you need to get lucky and not be able to use your skill to down them, not the best feeling. eyrie of crows remains to have sound bugs with footsteps and other key audio sounds making the map unplayable with spirit. ormond used to have this issue but its been fixed recently.

    issue 3: speed build up bug

    the spirit currently has a bug that can happen quite often, after fully charging your power you are meant to phase at max speed, but now there is a chance that you start phasing very slowly and then gradually build up to max speed (pls fix this)

    issue 4: robbed power after ending early

    there is a small bug that annoys me alot, if i end phase early such as half way, the game then takes away another 10% or so of my power from where i visually see it end. again please fix this.

    NOW ITS TIME TO COMPARE spirit and blight and why i feel spirit has been completely neglected

    my first MAJOR issue that confuses me so much- why is blight 115% speed and spirit is 110%? blight has a stronger power then spirit, hes able to move faster AND cover more ground then her, aswell as this his power recovery from 0 is 10 seconds compared to spirits 15 seconds. and to make it worse, spirit as a 110% cant mindgame during downtime but blight is 115% and can still be useful in his downtime. and no her passive phasing does not make up for this, its useless. and the best part about this all is spirit is completely blind when using her power just to hit it home. this is why she needs to be 115% unless you change her power downtime. blight can also one shot pallets with his power while spirit needs to normally break. the usual counter argument would be "but Emblerr the spirit is invisible aswell" and to that i say yes but now the survivors can pinpoint where she is very easily, stand at a pallet and stun her. they know where she is, she has no clue where you are if you run 1 bugged perk and that perk you will see on atleast 2 survivors every game. another sad thing for spirit is she needs to sit still blind when charging her power before shes able to use it while blight can just speed off instantly, this was now amplified with the removal of spirits bloody hair brooch addon that made up for this issue.

    ADDONS;

    blights addons are ALL very strong, he has an addon to allow him to insta down a survivor from healthy to dying, one to melt pallets super fast while slowing survivors at the same time and an addon to regain full power back after a hit. imagine if spirit had an addon to recharge full power after a successful hit out of phase to bypass her awful downtime. blights speed addons are very strong aswell both his green and yellow. shame spirits green speed was removed aswell. blight also has an addon to reveal auras of survivors he is near from 8 meters away with an aura while spirits best addon is only 4 meters, gives killer instinct instead AND removes all her scratch marks instantly if you use it. she gets downsides and blight does not

    now im not saying you need to nerf blight i need to make that clear. just when he gets the advantage in every single category over nerfed spirit it shows that she was just nerfed and neglected. i hope the devs will read this and maybe think again with adding back her old green addons or maybe making her 115%. maybe fix her downtime. you dont need to do all of them at once obviously but a few of these changes would make her so much better and flow easier, you could even change her greens again to something more usefull. thanks for reading

    edit: saying there are more neglected killers is true but its just avoiding all the issues ive stated here and creates nothing

    Spirit is invisible while she moves, doesn't have to slam into an object to become a threat, and can use husk to bodyblock are probably the justifications for why she's 110% ms.

    Barring that she's just suffering from being an older killer design.

  • @LapisInfernalis said:

    We had a no Bloodlust weekend in the past to test the impact of Bloodlust on loops. So why don't you do a weekend where all Exhaustion perks are disabled or partially disabled to see what impact they have on the game?

    Now some of you might say "you are a whiny killer main who is outplayed by DH all the time" or "that Exhaustion perks are fine"...

    But: I am not a killer main. I play mostly survivor nowadays (thank you MMR...) but I still have a combined knowledge of almost 4.8k hrs in this game. Most Exhaustion perks ARE FINE, but the strongest ones (DH+SB) are what I am most interested in.

    This is what I would do:

    1.day: no Exhaustion perks at all

    2.day: no DH and SB

    I would also be tinterested in a "No meta weekend" where the current meta (best 5 perks) is blocked on both sides. So no DS, DH, BT, UB, SB on survivor and no Ruin, PGTW, DMS, PR, BBQ/Tinkerer on killer.

    They don't need to turn off exhaustion perks in order to collect data on the game when they aren't used as they can parse the data they are collecting already for games where they weren't used by every survivor in said game and get the same information. With Bloodlust it was a mechanic where you can only gain data from it being on until you turn it off and killers can't opt out of its use on a regular basis.

  • @Sally_S_gay_son said:

    I play both sides but the number of threads from killer mains complaining how most of the survivors are toxic and the only thing they are facing is bully full stacked meta swf squads who will deny you a single hook is getting ridiculous, it's literally the only type of discussion here.

    I completely understand how awful it feels to get bodied by a team who will then rub it in your face, we all have been there but people who play killer are just as bad, because it's not really about the role, it's about people feeling the need to make other people feel bad.

    Yesterday I was playing solo and I was playing with a random 3 man squad against a mending simulator and after we got 3e they asked me to play with them, after a while one of them left and the rest of us decided to play with no mither. and meme around

    We got into a match with a pretty bad spirit - since NM gives you no pools of blood and a nerfed iron will it actually works against her but you just have to not greed pallets that much they were super lost and we managed to smash all 5 gens with 4 of us still alive. The spirit got the 4th rando in the basement and we knew it's either 3e or we all just die, 2 of my new friends came there and got downed and I was standing at the 99 gate and was just screw it, I came to the basement and willingly gave myself in, it was a fun match for us since all of us got some good chases.

    After the match the killer started insulting us, writing gg ez and how we are trash at the game because we lost while on comms ( I was not on comms with them).

    THe person legit threw a fit even tho they 4k'ed and were playing against 3 No Mithers as effin Spirit, it was so embarrassing that I legit laughed out loud.

    Killers are just as salty and awful as Survivors because it's just humans being petty they lost at an unbalanced party game, so please do not take it that serious.

    Win or lose I've had people say some of the most horrible stuff to me in the past and I've watched the sort of stuff that still gets said to other people and all I can say is this:

    Both sides can be toxic trash, but the side with 4 people tends be more inclined to say the wildest stuff as they are emboldened by the fact they are getting backed up.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939639#Comment_2939639

    I didn't say that the effects of those perks should be basekit, I said survivors need something. In my opinion, the best option is a few seconds of no collision, so there's still a benefit to bringing both of the perks that currently protect against tunnelling if you want to but you don't need to for people to be able to exercise some control over the chase.

    https://forum.deadbydaylight.com/en/discussion/comment/2939667#Comment_2939667

    Agreed. That's why something to protect survivors for a few seconds is the best call, so they have the breathing room to start chaining tiles effectively and their skill can actually mean something.

    That's where we diverge in opinion. That's the point where perks, luck, and/or teamwork need to be key factors at play and this me speaking as a person who primarily plays survivor these days. I don't want anything that would be better suited as a perk as basekit because keep in mind that anything you make basekit needs to be substantially weaker than it would be otherwise.

  • @_AdamFrancis_ said:

    Title

    The reason I think this is because every killer has a different playstyle. As such, this results as some killers being much easier than others. (Onryo, Clown, etc)

    This is also the reason why someone like Clown doesn't need to be on the same skill level as someone like nurse. This would make the game unfun and unfair.

    Every killer having a different playstyle is the exact reason why you have to periodically buff them to be at a viable state.

    Since each killer more or less has different needs to consider their playstyle a success, you have to give them the tools to actually be able to make that playstyle work. It's not unfun or unfair to make a killer who is clearly underperforming better. For instance look at Sadako, she still needs help because the playstyle the devs have crafted for her isn't really working. Her playstyle isn't even all that unique as a stealth hit and run killer is a style used repeated in this game.

  • @jesterkind said:

    In fairness to survivors, they can't exactly do anything about a killer hard-tunnelling them unless they bring one specific perk, or hope that their teammate brought the other specific perk that helps against tunnelling.

    Tunnelling is a legitimate strategy for killers to employ, but because it's a legitimate strategy, there should be a basekit answer to it. That's my view, anyway.

    The basekit answer is effective tile chaining to increase the time it takes for the inevitable to happen. If you can make the majority of killers have to spend a minute or longer chasing you when their hard tunneling then you're good as long as your team does gens.

  • @h0lyl337 said:

    no port is needed, windows games run fine on linux via proton...its the anticheat that isn't working, all the devs have to do is enable it.

    It's a bit more involved than just enabling it considering DBD is far from the only EAC using game that doesn't run well or at all in proton.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936986#Comment_2936986

    but you're contradicting yourself

    you speak for variety, yet right now there's only legion in the game.

    so are you counting legion skins as variety?

    I don't think you know how contradictions works.

    I would have needed to state a position and then turn around make a statement in direct opposition to my previous statement. You may feel that you're getting nothing, but Legion games and you may be getting a lot of them right now, but you're not getting anything out of the ordinary considering the rework dropped like a week or two ago at most?

  • Gotta go with the classics especially when you have the pipe weapon.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937476#Comment_2937476

    This is still technically more efficient than Inner Healing.

    Just need to find 2 totems spots and you can heal infinitely basically in 14 seconds.

    Not if they're going to cleanse the totem as per the wording of the suggested change, that totem would be destroyed. Unless I'm misinterpreting something, which is very possible, You bless a totem and then to get the effects you then need to do the cleanse action on the blessed totem breaking the totem which gives the person cleansing a full health state and leaves a healing speed bonus field for 90seconds for everyone else.

  • Killer is the more interesting role, but after playing this game for years I've become very numb to the actions and words of survivors. Yet, generally it also isn't enjoyable to play longer sessions as killer just due to the level of intensity you can start to see in games. It's hard to branch out and try new killers because the time investment to get them up to speed build wise is just too much especially if you're like me and don't have the energy to play a ton.

    I feel though you shouldn't have to be forced into becoming numb to wild crap people hurl at you when playing killer. It's still pretty bad now, but before filter it was worse. Nothing ruins a chill gaming session like getting called slurs and being told commit exit game IRL. After a while you just have to tune it out or disable chat altogether so you never see it which I did for a while. Yet, when you do disable chat you miss out on genuinely cool times when you get players who are just nice. Like I have never felt more relaxed after a hard game then when the survivors were legitimately super chill in chat. You can even meet people to play with through endgame chat sometimes, but that's the rarity rather than the usual. I don't know what it is about this game, but it can bring the worst out of people.

  • This pushes it into the territory of being borderline useless. The best part is the healing speed bonus, but the bonus itself is too high which was literally the problem we just solved. Just now instead of the perk just working the input required to get any benefit too high to make it viable even with 100% healing speed bonus. If someone is going to cleanse a totem to heal a health state why not use a more efficient perk like inner strength?

  • @Crowman said:

    Idk if he needs a total rework. I think his current power could use some adjustments, but I don't see anything wrong with dream pallets/snares and his teleporting.

    Dream World just needs something threaten about it. Right now as it stands being asleep as a survivor is largely not a big deal. Being awake certainly helps when being chased by Freddy, but there's no real rush to wake up.

    When Dream World itself was the threat, Freddy was considered one of the most unfun killers to play against. I always have a laugh at the fact that now people want to go back to that. The trade-off was Freddy himself wasn't very threatening at all, you could bully him super hard as he couldn't play the game until someone went to sleep and stayed asleep.

    Freddy just a victim of the current state of play. He's loop centric chase killer at a point where no one wants to loop if they don't have to so his powers are less engaging overall. I don't know how you really about it though.

    @nikodemo said:

    Needs a total rework. He's a licensed character and a legendary killer, but his current iteration is sadly dull and uninspired.

    His power and add-ons are dull, and he doesn't feel very Nightmare on Elm Street. I understand his concept can make him a difficult character to implement well, but I think it's time to go back to the drawing board with him.

    He was my favorite killer in the 80s, and I never want to play him because he's just disappointing.

    Unfortunately, we didn't get the cool from the 80's we got the crappy one from the remake in 2018.

  • I like the lore of DBD more these days as I feel I've gotten everything I can out of actually gameplay. I do have complaints about the constant trend of female killer lore all being tragic with the peak of that trend being Artist's absolutely being the worse display yet. Trickster's lore and presentation was really good.

  • @Kuinzu said:

    May 27th = Stranger Things Season 4 Volume 1 Release Date

    July 1st = Stranger Things Season 4 Volume 2 Release Date

    May/June = Dead by Daylight Anniversary

    Chances of Netflix getting real greedy with their favourite cash-grabbing franchise (one of the only things keeping the streaming service going rn no doubt) and creating a short-term deal with BHVR to launch a mini Stranger Things return window?

    They've collaborated with Far Cry 6 recently, so clearly they're not keeping their license too close. SMITE will have its skins return and Fortnite will more than likely feature the crossover skins again soon. It just makes sense marketing-wise.

    Like... why wouldn't it come back, if even for a short time only?

    It's not coming back. Netflix is currently looking to monopolize their licenses for their push into their own gaming service and considering they lost a boat load of subscribers recently they are gonna want an astronomical sum to help make up their earnings shortfall.

    DBD is popular and all, but almost everyone who wanted that chapter has it now and its gonna be really hard to profit off of something people already bought.

  • "We want more killer variety"

    "X Killer's gimmick is annoying to me"

    This is how you end up seeing the same five killers you really don't like being the only thing played. With Legion its especially notable as constant complains about them not being "fun" to play against is the exact damn reason they nerfed so hard, repeatedly I may add, to the point this rework was necessary to begin with. At some point y'all have to just adjust to the type of killer Legion is and just let it rock. Games were never meant to be played as fast they're played now and Legion is one of the few killers who actually forces us to play games at normal lengths.

  • @Valik said:

    The only reason I'm saying "No" is because I think it's a little more complex than a single on-off switch.

    First off - they shouldn't be letting anyone change with the settings in the ini files - plain and simple.

    Nobody should be messing with those. Anti-Cheat should be strong enough to pummel discrepancies into the ground.

    However, I'd normally suggest a switch in the Options menu.

    My only issue is that this may have some unforeseen consequences - similar to the unfair advantages granted by the vertical aspect ratios that were previously supported by the game.

    There's a reason there isn't a brightness, gamma, or audio mix select options in the menu - because it is intended to be broadly fair and of equal play for all considered.

    That being said, if AA did not seem to have an advantageous effect in certain circumstances, I don't see why they shouldn't have a switch in the option menu to support such players.

    Easy Anti-Cheat and most other anti-cheats don't care so much about your ini as the config ini is the file that is meant to be changed. They're also looking for third party program hooks than a simple number change. Sometimes you actually need to tinker with dbd's ini as this game has a history of just not responding to in-game configuration changes.

  • Damn they really just kicked Ghostface down the stairs.

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