Reinami
Reinami
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- Reinami
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@TurnOffTheTVs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091572#Comment_4091572
Brother. I never said people don't EVER dc or give up. I said people don't dc or give up ENOUGH for that to massively swing the kill rates.
Do you not understand how silly it is to think that somehow, I've gotten so lucky that most of my games have a quitter? Like you're suggesting the improbable is the real reason why my kill rate is high and not the fact that I'm just… winning the games.
And no, you didn't suggest for me to record, you said "no evidence" because I didn't have some random recording readily available. I said I would see if I could record a game whenever I play, and you ignored that to act like I'm withholding evidence. You're a strange guy.
I'm not saying most even, but its fine, you don't wanna have a good faith discussion here because now you are just straw manning. No worries we can just move on.
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@TurnOffTheTVs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091564#Comment_4091564
Yea bro my bad I just play the game instead of randomly recording it so I can use it as a gotcha for some random on the dbd forums later down the line… like??? what??? lmfao.
You posted a claim saying that "the killer needs nerfs" I posted a counter claim, stating kill rates aren't relevant because people quit and DC and give up.
You then said "People aren't giving up or dcing in my games"
So i said: "Post some matches then"
and now i'm the #########?
I'm simply asking for some kind of evidence. If you post even just a single match, its going to show 1 of 3 things:
- You completely destroy the survivors using some methodology that nobody seems to publicly be aware of, thus making us all realize you are right and Jason is massively overpowered, we can have evidence of it, and we can get the nerfs you so desire.
- You completely destroy the survivors, but its clear they are not good at the game and/or playing against jason, and its simply a matter of needing to give people time to learn the counterplay.
- The game is actually a lot closer than you think and you are simply biasing your experience based on incorrect assumptions, thus we can all see that and point it out.
If you are unable or unwilling to provide evidence of your claim, then it isn't really worth talking about is it?
And its not like i'm asking you to do some massive effort. You download OBS which takes 2 minutes, you play the game like you normally would, which you normally would anyway, while running obs. And then after the match you spend 2 minutes uploading it to youtube.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091535#Comment_4091535
could be skill issue, but I can't blame him either because spawn logic has been changed in the past with little or no documentation. I personally remember Skull Merchant era getting more clustered gens to enable 3 gens and nobody talked about that (RPD used to never have 2 main lobby gens) Can't blame people for being paranoid.
I have no clue so I'm not tossing my hat into this race
Fine, i'll do it again:
last 30 days:
Jason:
my current best killers (these show all time since last 30 would be boring since its mostly jason):
And my literal worst killer in terms of kill rate:
And my personal escape rate exclusively as solo queue:
And my last few survivor matches:
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@TurnOffTheTVs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091456#Comment_4091456
I don't record matches. Idek if I can without my performance taking a hit because my PC is hot garbage, I'll try to record my next game whenever I play it.
Ah ok great, so no evidence of anything then.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091541#Comment_4091541
I don't have a screenshot of the match because I don't really care enough to use it as leverage in the forum.
Ok great, so we can discount that then for now and continue on with the evidence i have provided.
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@cogsturning said:
Customs aren't always accurate to pub matches. I just played in a custom on Gideon where only one gen spawned on the upper floor. Never seen that happen before in a pub match.
These are spawning like this in regular matches, its just easier for me to check a custom since i can't pick the map in a normal game.
Do you have any kind of evidence to support spawns behave differently on customs?
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@Aven_Fallen said:
Bro is now posting every ######### pallet on the maps and thinks those are the reasons he is losing games.
I'm only posting the couple of maps i know where there is clearly some kind of problem personally. I don't have anything beyond anecdotal evidence on other maps that there is an issue.
But again do i REALLY need to keep posting my stats that show i have like an 85% kill rate and a 65%+ escape rate as exclusively solo queue? It has nothing to do with me losing.
Are you going to truthfully tell me that you see that eeryie of crows setup and its fine?
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Gas heaven:
Right behind that is killer shack into excavator
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Here's iron works:
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@TurnOffTheTVs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091444#Comment_4091444
People aren't giving up, leaving, or dcing enough for me to have a 98% kill rate based on just those things lol.
Post some matches then. Let us see what is happening your games.
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@TurnOffTheTVs said:
It's funny people want to argue that this killer is balanced meanwhile I'm having the easiest time of my life winning games as him.
It has nothing to do with him being new, Jason isn't this uber unique killer that takes months for people to learn how to play against. We've seen ranged killers before, only difference is that Jason circumvents EVERY single weakness ranged killers are meant to have. He doesn't need to walk up to people giving them time to prerun and maintain distance, and he's 4.6 for an egregious amount of time after coming out of omnipresent.
He's fundamentally a piss poor designed killer.
Ranged killers have existed in this game for years and yet it doesn't matter, people can't do ANYTHING in chase. The only time people win chases is when I, myself aim like a bot. The counterplay to Jason boils down to "Hope the Jason player can't aim". There's no real interactivity. And because it's like that, people are too scared to take chases which is why everyone feels like they have to crouch around stalling the game out for an eternity.
Straight up the only game I've lost was going against a literal DBD clan SWF with all meta perks which yea, I could be playing Jesus himself I wasn't winning that game. Every single other game is 4k's unless the hatch spawns on top of a survivor because oh funny he's also amazing at finding hatches, who would've thought.
I mean, i'm not doing that much better than any other killer i play.
compared to my nurse main:
but like i have a high kill rate on almost every killer i play even the bad ones
Kill rates like this are meaningless because it counts people giving up, or leaving, or DCing, or trolling or anything else.
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@Ingway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089715#Comment_4089715
I trully commend you on how hard you are trying to paint me as a fool, however, I've been playing dead by daylight for 7 years already, and I play as Killer and as Survivor. Never, in 7 years, as a survivor, I crouched and stopped moaning completely, and as a Killer, I have found countless survivors that had no Iron Will and were crouching somewhere, just by hearing them. Even if you ask any AI, it'll tell you this:
https://us.v-cdn.net/6030815/uploads/LMEAZ5XHRL53/captura-de-tela-2026-06-18-174031.png
Also, I was testing these things with a friend… on Coal Tower map, if you are familiar with numberpad localization method some players use, Jason was on 2 (main building) and I was on 7, near the shack. The moment he immediately entered his O-E mode, I crouched. No gen being repaired. As he came close to my location, he could also see where I was, briefly… my "red mist" blinked briefly in his screen. So, basically, we need to guess when Jason will enter his O-E mode? That is simply absurd. That 2.5 seconds delay should be removed. Coal Tower is not the biggest map, but it's also not the smallest, and he could detect me easily. So, no… I'm not playing a fool, nor telling on myself.
Do you remember when Kaneki was released? So many players were asking for nerfs, while killer mains were rejoicing and saying "survs cry too much, learn how to play against it". Kaneki was one of the most lethal killers of all times, alongside Nurse, Spirit, Blight, etc. Were they all making a fool of themselves?
I'm done. If you are gonna try arguing with me by draining a lake so you can get a hallucinated response and not actually using your brain go for it, no point in trying.
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@Ingway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089705#Comment_4089705
You see… here is where you are mistaken. Sometimes, he sees the red mist briefly when approaching the area you were "last seen doing something"… even if you are "crouching" near the area, moving-crouched. I don't know if that is intended, and I cannot explain why this happens. Also, I'm not supposed to scream when I'm crouched, right? Sometimes, it happens and sometimes don't. I cannot explain this also. Maybe you should play survivor more? (I just asked a friend to test this with me. This friend believes that there is a delay, and you need to crouch before Jason enter the O-E mode.)
About the blood, you are correct. About the "injured noise", you are incorrect. If you turn your volume up and have decent headphones, you can hear the survivor moaning, albeit not as loud if you are out of O-E mode, like any normal killer would. This happens because you keep hearing the ''vooosh'' sound, and it masks the moaning sound (not entirely).
And none of this alters his map pressure, how good he is at slugging, at proxy-camping (as there are pallets and windows everywhere), his mobility, how absurdly good is that 10% slow (that forces survivor to run at 3.6m/s), etc.
Please read the power, i'm begging you. The aura and footsteps linger for 2.5 seconds, so its intentional. You are telling on yourself so hard here.
Basically, you become immune to it after crouching for a couple of seconds. You can see it with the mist. If you crouch, you see the mist start to get bigger until it covers a bunch of the screen. That is how you know you are immune.
And again, with injured, you are still wrong here. this is a BASIC MECHANIC OF THE GAME and has nothing to do with jason. If you are injured, and you crouch, after a few seconds you will make 0 noise.
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@Ingway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089688#Comment_4089688
Ok, I've been doing this. However, since he can (and will) enter his special mode very often, this leaves survivors "doing nothing" for an extensive period of time (if you "sum up" all the time you spent crouching and "walking away" of a gen you were repairing to avoid being detected). Also, as I previously mentioned, Jason builds sinergies are amazing, and that includes aura-reading perks. He's "more or less" aware of where survivors are, which direction they were moving, etc. So, yeah… all points taken in consideration, he's got mobility, he's got map pressure, he's got haste + slow on survivors hit by the spears, he's got it all.
Plus, if you are just walking around the map, he detects you. If you crouch and stay still, he can also detect you. So, basically, the "ideal counterplay" is: crouch and keep walking away from the gen. Since most survivors deem Urban Evasion as a wasted perk slot, they can't walk away from the gen faster than Jason can get to it, so, basically, it's a "useless strategy". If i'm not mistaken, he's got some exhaustion addons as well, which renders Sprint Burst useless. He can also hear you when you're injured, and see pools of blood, no? Which renders Overcome useless as well. Lucky Break + Bite the Bullet + Self-care + Botany knowledge are all rendered useless considered he can see you with the red mist mechanic. Iron Will also becomes useless, as he can see your pools of blood and if you brought an exhaustion perk, you'll be exhausted and thus Iron Will will be deactivated. Calm Spirit is useless, as I have explained above… so far, no decent survivor build against him. What are your suggestions? I'm open to hear them.
See, already there i can tell you aren't even reading or trying to learn the counter. He cannot detect you if you crouch even if you don't move. The point is that you CAN move, so you don't have to "just do nothing" and he can't see pools of blood while you are injured. Even if you are injured, if you JUST CROUCH you make ZERO noise. This is a basic mechanic and feature of the game. So again, this is just blatantly obvious that you have no idea what you are talking about. If you play the killer literally once, you would know these things.
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@Ingway said:
Ok, guys, so… after a long PTB and a couple days of Jason-non-stop, I guess it's time we talk about his balancing needs. As of now, he's around 7.41% pick rate and 30.23% 4-kills-rate (which, surprisingly, is higher than Kaneki, considering many players are deeming Jason as a "Tier A Killer", while Kaneki is "Tier A+/S- Killer").
Here are some of my observations so far.
- His Omnipresent Evil mode needs higher cooldown. The reason being that… contrary to initial belief, Jason sinergizes really well with a lot of gen regression perks, gen blockage perks, haste perks, totem perks, anti-healing perks, you name it (and I'm not even talking about his addons). On top of that, this special mode allows him to travel really fast through the map, apply pressure in multiple survivors and even allow him to abuse slugging, due to the nature of his power, that forces people to crouch, losing speed in the process and thus taking longer to rescue allies. It's paramount that his special mode gets a longer cooldown and is used strategically.
- Interactions with survivors perks. As of now, there is not a single survivor perk that "helps" against him. People are using two perks in specific, Urban Evasion and Calm Spirit. Urban Evasion is "ok" if you want to move around and avoid detection by his red-mist mechanic… but Calm Spirit, Idk if it's intended, but there is some interactions that are, imo, bugged. As we all know, Jason gets killer instinct everytime he exits O-E mode, meaning survivors cannot hide in lockers to avoid detection. Some reports have been saying that survivors are screaming even with Calm Spirit equipped, even inside lockers. Now… I don't know if that is true (the locker part), but I have tested and I screamed when I was near another survivor, even though I had Calm Spirit. Calm Spirit specifically says that "you do not scream", which translates to "you do not scream under any circumstance".
My suggestion is: tie his Killer Instinct to the screaming action, and fix this Calm Spirit bug.
Calm Spirit = 1 less "OP perk" by survivors, which pairs really well with Jason builds sinergies.
This won't turn Jason's life a living hell while also helping survivors (that want to be helped) to avoid easy detection.
I do believe these small changes will balance things out. I've been watching some streamers too, and a lot of people are struggling against Jason, from different countries, different gameplay levels, and it's not like Jason requires "a university degree" to understand how to play against him and with him, so… the only explanation lies in the numbers. What are your thoughts on the situation?This is for you, scott gives some advice on how to deal with him:
https://www.youtube.com/watch?v=JJi8dVgBnec - His Omnipresent Evil mode needs higher cooldown. The reason being that… contrary to initial belief, Jason sinergizes really well with a lot of gen regression perks, gen blockage perks, haste perks, totem perks, anti-healing perks, you name it (and I'm not even talking about his addons). On top of that, this special mode allows him to travel really fast through the map, apply pressure in multiple survivors and even allow him to abuse slugging, due to the nature of his power, that forces people to crouch, losing speed in the process and thus taking longer to rescue allies. It's paramount that his special mode gets a longer cooldown and is used strategically.
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@Ingway said:
Ok, guys, so… after a long PTB and a couple days of Jason-non-stop, I guess it's time we talk about his balancing needs. As of now, he's around 7.41% pick rate and 30.23% 4-kills-rate (which, surprisingly, is higher than Kaneki, considering many players are deeming Jason as a "Tier A Killer", while Kaneki is "Tier A+/S- Killer").
Here are some of my observations so far.
- His Omnipresent Evil mode needs higher cooldown. The reason being that… contrary to initial belief, Jason sinergizes really well with a lot of gen regression perks, gen blockage perks, haste perks, totem perks, anti-healing perks, you name it (and I'm not even talking about his addons). On top of that, this special mode allows him to travel really fast through the map, apply pressure in multiple survivors and even allow him to abuse slugging, due to the nature of his power, that forces people to crouch, losing speed in the process and thus taking longer to rescue allies. It's paramount that his special mode gets a longer cooldown and is used strategically.
- Interactions with survivors perks. As of now, there is not a single survivor perk that "helps" against him. People are using two perks in specific, Urban Evasion and Calm Spirit. Urban Evasion is "ok" if you want to move around and avoid detection by his red-mist mechanic… but Calm Spirit, Idk if it's intended, but there is some interactions that are, imo, bugged. As we all know, Jason gets killer instinct everytime he exits O-E mode, meaning survivors cannot hide in lockers to avoid detection. Some reports have been saying that survivors are screaming even with Calm Spirit equipped, even inside lockers. Now… I don't know if that is true (the locker part), but I have tested and I screamed when I was near another survivor, even though I had Calm Spirit. Calm Spirit specifically says that "you do not scream", which translates to "you do not scream under any circumstance".
My suggestion is: tie his Killer Instinct to the screaming action, and fix this Calm Spirit bug.
Calm Spirit = 1 less "OP perk" by survivors, which pairs really well with Jason builds sinergies.
This won't turn Jason's life a living hell while also helping survivors (that want to be helped) to avoid easy detection.
I do believe these small changes will balance things out. I've been watching some streamers too, and a lot of people are struggling against Jason, from different countries, different gameplay levels, and it's not like Jason requires "a university degree" to understand how to play against him and with him, so… the only explanation lies in the numbers. What are your thoughts on the situation?Literally just crouch. If you crouch, he doesn't get to know where you are. This is another situation of people refusing to learn the counterplay. I'm doing just fine against him most games because when he goes into his mode, you just crouch and you are completely immune to the jump scare.
And on top of that, you can crouch walk.
- His Omnipresent Evil mode needs higher cooldown. The reason being that… contrary to initial belief, Jason sinergizes really well with a lot of gen regression perks, gen blockage perks, haste perks, totem perks, anti-healing perks, you name it (and I'm not even talking about his addons). On top of that, this special mode allows him to travel really fast through the map, apply pressure in multiple survivors and even allow him to abuse slugging, due to the nature of his power, that forces people to crouch, losing speed in the process and thus taking longer to rescue allies. It's paramount that his special mode gets a longer cooldown and is used strategically.
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@Cornil said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089401#Comment_4089401
Killer instinct makes sense on a lot of killers. Its almost always power restricted and only for niche scenarios, like Artist's near misses, or Vecna's dispelling sphere, Legion's frenzy. It just doesn't make sense specifically for Jason to get it every time he teleports, potentially every 12 seconds, for everyone in 16 meters, unless if they're crouched. Shouldn't by that logic, lockers also should be a counter to it? Its not Vecna's sphere where it's designed to find hiding survivors, or Artist's near miss crows where it can accidentally reveal hidden survivors. No, Jason's teleport is pretty clearly designed to find nearby survivors who aren't hiding, or else it wouldn't be countered just by simply pressing your CTRL key. I hope I'm making more sense now? I was saying before "why is he the only killer that does this," not about killer instinct itself, but the screaming part. The screaming part is definitely a bug.
But on top of that, every other killer that gets KI on survivors (which yes works through lockers) does so under the limit that their power has. Jason just gets it for free. The best example I could possibly give is the old Rat Poison addon for Chucky. Follow me, if you will, entertain me for a moment. By widely popular demand the addon had to be nerfed. Its affect? 5 seconds of aura reading within 12 meters every time Chucky would go to charge Slice and Dice. Doesn't sound that terrible on paper, if he's charging it he might already know where you are. Problem is, 12 meters is a lot for Chucky, he can see a lot more in third person than the average killer. Anyone hiding nearby would be instantly shown to the killer for 5 whole seconds. Turned out to be pretty problematic. Now, imagine a stealth killer that makes no sound if nearby in his stealth mechanic (unlike Chucky's laughing), and gets 16 meters of revealing every time he activates his main ability, but its not just aura. Its killer instinct. I mean, kinda busted if you ask me! Its base kit too, no extension addons needed to get all 16 meters of it. Only downside is the crouching counter. But like I said, seems like an unintended design flaw that its only crouching, lockers are notorious noob-traps and somehow they've made them even more deadly against a killer that the main counter for is stealth.
Literally just crouch, the counter is literally built into the power, and requires you to press a button. You don't have to be in a certain location, you don't have go get an item, or use anything, or even do a skill check. You just press the crouch button.
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@random1543 said:
I feel like killer instinct part of the power needs to go I've said that since the Ptb. Kit is good enough on its own it don't need Killer instinct on survivors for tracking.
Yeah you can just crouch, but why get punished for using a game mechanic meant for stealth that is honestly under used.
Was looking at other killer instinct conditions most fall under different conditions (eg direct interactions with killer items or power, not passive for most)
The closest one is Xenomorph who has a counterplay in his power which is the turrets, hes not spawning on recourses and he comes in and out of a tunnel.
Jason on the other hand can stay in power pretty easily (every Jason I've versed has had no problem getting repeated spears) and he can spawn right next to you in a area that may only have the one recourse he spawned at and can basically can get a m1 by the time you know hes their because you have no time to get to anything, or spear you deeper into the dead zone. he does not need killer instinct on top of that.Crouching doesn't reveal you with KI. That's literally the counter for it. Crouching makes you immune to the jump scare and the reveal and scream are tied to that.
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@JesterVittorio said:
if holding some one on the ground for 4 minutes not doing 1/3 of your role as killer and getting hooks then tea bagging at the exit gates and pallets shouldnt be considered toxic.
Slugging isn't toxic. Sometimes you have to slug. Sometimes the survivor goes down right at a pallet and you need to check for a save. Sometimes the other survivors are about to finish a gen and you need to stop it. Sometimes a survivor is already on the hook, so you slug that survivor to go for the rescuer and create tons of pressure.
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@Cornil said:
So I just played my first game against Jason, killer decided to tunnel out the best player, it took him 4 and a half gens to do so, teammates refused to reset/heal so we ended up losing at the last half a gen. No big deal, I brought a hatch offering for killer's shack. Stealth my way over to the shack while my teammates are on hook, manage to make it there past Jason, get in the locker. Like, 15 seconds later the killer goes into omnipresent evil, teleports to the shack window, I scream in the locker and he opens it immediately.
Question: Is this a feature I never heard or saw during the PTB (if it is then RIP even harder to the OG stealth mechanics that make the game dynamic), is this a bug that happened between the PTB and release version that I should make a report for, or was this Jason player subtle cheating?
Would like to know if anyone else is experiencing this
If you actually screamed, then it was a bug, but even if you didn't scream, he sees you with the red thing before he pops out anyway like if you are working a gen, and you get killer instinct, and lockers do not protect against that. So it wouldn't have really mattered anyway.
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088499#Comment_4088499
Im saying There Done as if they are Completed. I go into a match and i down and hook my first survivor and a Gen or 2 are done. Onces i get to 3 hooks the game is basically done.
As survivor its basically the same problem but on the survivors POV. And I don't run a Gen rush build and my Team is not either.
I can just be that bad at the game but i swear the Gens where not that fast in the previous Patch.
I did test it with bots and it was the same results as if im in a real game.
Yes, this is unfortunately normal. Its why you see more and more killers are slugging because hooking survivors takes forever.
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@Brokenbones said:
It's pretty funny that basically nobody knew this was a thing because blinding Legion during a pallet vault is really difficult due to how fast it is
You'd need to time a flashbang perfectly to do it mid vault.
I almost wonder if this was added to stop problems from arising from Legion being knocked out of their power mid vault or something. (Even though you can blind them when they vault windows still, no idea)
its also like, not good. Because it will immediately end the power and allow them to hit you after vaulting. it's actually just bad strategy to do it.
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@Thirteen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088155#Comment_4088155
It will be announced and released next year, probably late 2027.
Sony Console cycles are 7 years.
2006 for PS3
2013 for PS4
2020 for PS5.
Fair enough, i was more of an xbox and nintendo person for consoles after the PS2 since xbox had online and system link play, though now i mostly play PC and have a PS5 for a few console exclusives.
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@IntelligentQube said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087692#Comment_4087692
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087690#Comment_4087690
And leave half the playerbase in dust? Don't be ridiculous.
You need to keep in mind that the PS5 came out in Nov 2020. That was almost 6 years ago. How long would you expect a game to support a legacy console? We are probably only a couple of years out from a PS6 announcement.
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@RFSa09 said:
🥺
Unlikely when the graphical update comes. at this point though the PS5 launched in 2020, PS4 should be considered a deprecated system and basically on life support. Hell we are probably starting to get to the point of announcing a PS6 in the next couple of years.
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@Pulseangel666 said:
Hello everyone. With the 10th anniversary stream done and the
roadmap for year 11 made public I figured I would give my personal
rundown of some of the remaining licenses left for DBD. I would like to
say this is a list of movie only licenses that are often discussed here,
so no games, anime etc. Also this is all just my opinion and I am sorry
if your favorite licens is not here. This post will be a long one.
In some ways there are still plenty of licenses left to add, but in other
ways with the addition of Jason and Art they will be starting to scrape
the barrel for major movie licenses. Also diminishing returns might
start to play a factor in if a license is worth it for them to add due
to cost of said license vs. income gained from it.
First of all Behaviour has in my opinion three major white whales
left to add to the game. 1. Pennywise/It. 2. Predator. 3. Candyman.
Pennywise is the biggest one left, if they ever get the license he
is in, but rumors have it Stephen King is hard to play ball with. Still
with a new season of Welcome to Derry coming the chance is there.
Predator. This is more a sooner rather than later case and would
not surprise me if next year's anniversary chapter is Predator.
Behaviour seems to have a great working relationship with Disney/Fox
with alien after all.
Candyman. Probably the least likely at this point with the passing
of Tony Todd. Not impossible if they sample lines from the movie for
voices or get someone that can sound like Tony Todd or have him be
silent. Worse case they go the 2021 movie route and make it a “new”
Candyman killer aka a Freddy 2.0 scenario.
Licenses with a big chance of making it. These licenses are popular and would rake in good money etc.
- Jurassic Park/World: Plenty of survivors and skins to pick from. Raptor or Indoraptor as killer. Great map potential.
- The Conjuring: They have a working relationship with
Blumhouse/Atomic monsters. The Nun as a killer and Warrens as survivors.
- Star Wars: As much as I would hate seeing Vader (THE iconic
movie villain) being tea-bagged and pallet stunned, it is a possible
license.- Terminator: The first movie is straight up a slasher and it
would fit perfectly. They used to have the license for the cancelled
Deathgarden game.- Jaws: Survivor only chapter. Hooper and Quint would be perfect
survivors. So would Sheriff Brody but the Scheider estate is hard to
play ball with.- X-Files. Survivor only chapter. Just give us Scully and Mulder already.
Honorable mentions that are highly popular, but unlikely to make
it due to licensing issues or difficulty to fit into the game imo, but
still might be possible, The Shining, The Thing, Silence of the Lamb.
American Psycho and the Exorcist.Licenses with a chance to make it but diminishing returns might
start to kick in for Behaviour due to lack of popularity etc.- Phantasm: I would love to see the Tall man as a killer in DBD so
much. His spheres are a perfect power with minions to boot. Reggie is a
perfect survivor. The license owner Don Coscarelli has shown interest
before. Unfortunately the license is kinda niche and Reggie Bannister is
in hospice care and Angus Scrimm passed in 2016.- M3gan: The first movie was a major hit, the second one not so
much. Might still have a good chance of making it due to the
relationship with Blumhouse/Atomic Monsters.- Thanksgiving: John Carver would fit well, maybe with the second movie coming.
- My bloody Valentine: Canada’s famous slasher movie and with an
iconic killer look in the miner/ Harry Warden, probably still too niche
to make sense and a kinda dead IP.- Leprechaun: Again niche, but dang it would be a hoot to play as
the Leprechaun collecting your gold from the pesky survivors and cursing
them along the way.- The Grudge: Kinda a dead IP atm at least in the west.
- Hatchet: Victor Crowley would fit right into the game, but the
IP is kinda dormant atm and Victor's thunder kinda passed in the early
10’s.There are tons of possible licenses that you haven't even talked about that are movies, but we also given the ghoul existing have the ability to pull from anime, and there are many horror anime that would fix very nicely into DBD.
For anime you could pull from some classic horror/monster ones like:
- Monster
- Hellsing
- Higurashi (my personal dream license tbh)
- Elfen Lied
- Another
- Perfect Blue
- Blood (C/+/Last Vampire)
- Parasyte
- Literally anything junji-ito
- Berserk
- An actual AoT Chapter
For movies we could easily have:
- Candyman
- Pennywise
- Predator
- More Saw chapters
- I nsidious
- Conjuring
- Paranormal Activity
- Final Destination
- Terminator
- Leprechaun
- Frankenstein
- Dr Jekyl/Mr. Hyde
- Dracula/Nosferatu (not the castlevania one)
- Wolfman
- Babadook
- Jaws
- Psycho
- A quiet place
- Silence of the Lambs/Hannbal
- Night of the living dead/dawn of the dead/zombie movie
- The Fly
- Carrie
- The birds
- Phantom of the opera even
- Tremors
- The Mummy (any of them, the classic, or even the breden fraisier ones)
- Evil dead
- 28 days/weeks/years later
- Blair Witch
- The shining/doctor sleep
- literally anything stephen king really
- jeepers creepers
- ju-on
Then there are games like:
- Doom
- More resident evil
- More silent hill
- FEAR
- Dead space
- Fallout
- The Forest
- Outlast
- Little Nightmares
- Poppy Playtime (why not, we got FNAF)
- Hellblade
- Gears of War
Not to mention there's shows and books things like:
- Any stephen king novel
- Supernatural
- X-Files
- Fringe
- Anything Lovecraft/Cthulu
I would argue most of these are not "scraping the bottom" and are all quite famous popular IPs in their own right and could easily be a chapter, or a skin line released at any point in the future.
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@AGM said:
That sounds good in theory but I could see potential griefing taking place.
Also this is kinda what Potential Energy is supposed to be for. They just need to buff it so that you don't lose all your stacks when hit (maybe losing something like 5-10 stacks would make this perk so much more useable).
The problem with not losing stacks with it is the problem with so many other survivor perks though, if all 4 survivors take it, you could spread around "work" on gens then all dump it into the same gen and basically instantly complete it (especially when stacking gen perks/toolboxes/etc.
So the perk on its own is totally fine and needs buffs, but when 4 stacking it, its a problem.
It's why i think they should have done diminishing returns based on how many survivors take the perk not on your own perks. So if all 4 survivors take the same perk, then it becomes weaker for them. And then only have that apply to the more problematic ones like fast track and such.
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@TropesDaMan said:
BHVR, hun, i beg of you buff Skull Merchant, im good as her but i just cant compete with most survivors anymore, I have mained Skully ever since i got this game and ive enjoyed insane amounts of success on her, but lately ive been in a downfall, all survivors are chase gods and they smash the hell out of gens. maybe ive become a horrible killer now
IM ON MY KNEES BEGGING
If they just revert her last round of nerfs she would be fine. She was fine then, if anything still a little undertuned but definitely near the lower half of the middle. The only nerfed her because people still had PTSD over chess merchant and just gave up against her every time.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086657#Comment_4086657
"Track record"
You mean because they buffed some killers coming out of PTB and realised they maybe overdid it? Oh, shocking.
You're telling me a game with live balance is receiving live balance? Oh my….
What about Lich who recieved a lot of buffs over time? Blight did too until he became one of the most problematic killers for years.
It's also an assumption that people are on the PTB? What's your point, it's called an opinion, based on knowing many ps5 players etc who can't wait to try him out. So you can take your attempt to dismiss me and keep it lmaoIts a function of how long it takes BHVR to do anything. First of all btw, lich got more nerfs than buffs overall, so that is a bad example. Blight also release in 4.2 which was released on September 8th 2020. They didn't fix his camera being way too low to the ground until 4.6.0 which was 6 months later. And then every other change has been a nerf pretty much. So again, a bad example.
The point is BHVR moves slower than a glacier at making any kind of changes. So when they nerf something out of PTB to live that the general consensus around it is that it isn't OP to begin with (remember, we are comparing this to things like, nurse and blight and ghoul). Like, was the PTB version of jason better than nurse? blight? ghoul? no, i think we can all agree that is the case. So why does he need to be nerfed then? What about him warranted it?
So now, we have to sit with it for at least 3 months, before they even acknowledge (and that is if we are lucky) that maybe he is a bit undertuned, but then we probably need to wait 6-9 months to see any changes. And again, that is if we are lucky. Often it takes them literal years before they do anything.
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@SadakoSlay said:
I absolutely love the feature that was added a while back that allows us to have multiple perk loadouts saved as presets. I do have one thing that I would personally love to see. I would love it if there was a button or option to copy one or multiple perk loadouts to all survivors. Survivors are mostly skins so it would be cool if we could just easily trade builds between them. It's not a big deal or anything, it doesn't take too long to swap perks, but I think it would be a nice quality of life option!
Create a way to export and import, you click export, it creates a code you can copy paste somewhere, and import lets you import it, make one per loadout, but then also one for entire loadouts, that way you can easily share and create loadouts.
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Oni
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@GentlemanFridge said:
…And your point is? This is hardly the fault of the perk.
Why would you assume i'm blaming the perk?
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@Wyndsor said:
Same reason why killers mori the final survivor.
I mori because its faster. At that point, you can leave the game. The killer can't and they just have to watch you teabag or wait out the 2 minutes.
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@Valuetown said:
Why do killers slug and spam w and s when they know they've won? Seems kind of worthless if you ask me.
Happens far more often on the survivor side. Playing both sides equally, maybe 1 in 10 games or so this happens and its usually because i took them on a long chase and they finally got me. As a killer, it happens pretty much 100% of the time that i lose.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085126#Comment_4085126
3k is a win, hatch means absolutely nothing. There's nothing stopping the killer from hooking the 3rd survivor. The only people slugging for 4k's are killer mains who tie their entire ego with being a good killer player lol.
The way MMR works its actually technically a loss. Because a single match is not a 1v4, for 4 1v1s.
However, there is a bunch of opportunity here to create a fun scenario for both sides. I have suggest before but once you get down to the last survivor instead of hatch it should teleport both the killer and survivor to a halloween style event zone with a couple of loops and an unclosable hatch in the middle, disable the killer's power, and all the perks and set the killer's speed to 115 and disabling bloodlust. Then after a minute or something the hatch opens. So basically the game ends with a 1v1. This makes it so the better player is the one who gets the win there, and also creates a scenario where survivors who normally aren't good at looping are able to practice that and it could also enable us to create a real 1v1 style mode in the future.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085046#Comment_4085046
I mean we can say that and I get what you mean, but it kind of can, it's used to get close enough for the hit confirm, it's like saying spirits power can't down IMO
But thats the point. I was responding to someone who thinks the cooldown should be 4 seconds. His power can't down, so you wouldn't be able to use it for that. Which means you wouldn't be able to use it to down anyone ever with it.
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@Drumbeat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083826#Comment_4083826
That still proves how very short it is, Killers cooldowns is in the 3-4 seconds range since ghoul has extreme mobility it should be 4 seconds
His power can't down
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@wesker_shades said:
The problem isn't the pallet density itself, nor was it before the updates.
The main problem is the RNG based tile spawning, which should have been done away with, years ago at this point!
If they had created the maps with fixed tiles and pallets, it would have been so much easier to properly balance loops and gym tiles.Get rid of most of the tiny filler tiles, and instead give us fewer, but stronger tiles. Not to the level of Nostromo outdoor tiles, but more like the good old Autohaven car loops, with a good mix of taller and shorter walls.
RNG doesn't help, but its still spawning too many pallets.
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@Reinami said:
I just got out of a match where it was just pallet into pallet into pallet. Literally pallets like 10 meters apart. I think i counted at least 25 pallets.
I'm gonna record a match here and upload give me a hot minute.
EDIT: Adding matches
https://www.youtube.com/watch?v=dy7wWkY2Sqo
Added videos. The 1st one shows what i'm talking about where there were 20 pallets, all within 10-15 meters of each other.
The second video shows a bunch in one area, then still a massive deadzone on the other side of the map of just nothing, but then stacked all the pallets on one half of the map.
The 3rd video i stood in a few spots with zanshin and counted legit 10 pallets all around me within a 32 meter radius.
That is insane man.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/468072/pallet-density-is-definitely-a-problem
They say "Its all working as intended" I don't see the vision but that's just me. There were a lot of maps that had horrible deadzones, most of that has been fixed at least.
i'm uploading a match to youtube right now, counted 20 pallets, all within 10-15 meters of each other. Doing a second one now.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084018#Comment_4084018
As the one who started this discussion i want to clarify some things.
First of the goal was to talk about some methods to hold a power back. This spiraled into the typical nerf discussion, reason why i lost interest and didnt reply to anyone. But back to the reason for the post: Yes, i think Nurse should be nerfed. I think aura-blocking is kinda nice, but doesnt change much. I think reducing her numbers would make her just awful to play. And i think a complete rework would make old nurse mains complain.
Yes, i also think there are other things to be nerfed. Like maps, perks, toolbox, honestly even medkits with some addons are kinda gamechanging and more. But why should i list them in a discussion about Nurse? Its not even about if Nurse should be nerfed, its about which of the mechanics could work. Wont probably never matter for the actual game, but i was curious.
Now im kinda venting and its not about you. Its just kinda boring to see a discussion derail into the Nerf-this-first-discussion Nr. 2478.
Well i think it is relevant though. You are asking for nerfs to nurse. Which i have to simply ask WHY. By every available metric she is one of the worst killers in the game. The only time this isn't true is when she is played by someone with 4k hours. So it brings me back to my point. If we think its a problem when in the hands of 4k hour players, you MUST also by definition think the same of survivors.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084013#Comment_4084013
I think you're maybe responding to arguments I haven't made here?
My response to you was about the choice you presented, that you have to balance the game around the average or around the top, which I don't think is accurate at all. You have to balance for the whole game, you don't get to pick.
I've definitely said nothing about survivors here. Sure, there's definitely stuff about survivor worth addressing, at all levels even. That's just not related to the point I'm making.
Fair enough, when these discussions pop up, usually the argument is "nerf nurse she op" but the reasoning for it also by definition implies that survivors are a problem as well but said person would never agree with that.
So, then, you believe that nurse is a problem and needs to be dealt with. And that survivors are also a problem given the current state of balance against the vast majority of the killer cast?
If that is true, then we agree and there really isn't anything more to say.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083982#Comment_4083982
Looking at statistics isn't enough. You also have to be able to interpret those statistics.
There are a lot of reasons Nurse might underperform relative to her power level. That doesn't mean she isn't a problem, just that she isn't a problem you can easily weaponise.
Probably why she hasn't been fully nerfed yet, she's a low priority problem. Doesn't mean it wouldn't be appropriate to take care of it eventually.
(Also I don't recall us ever getting statistics that specify middling levels?)
But that is PRECISELY MY POINT.
If it means that she is "not easy to weaponise" that by definition is going to likely fall in the hands of a high skilled player who has played thousands of hours. And when balance discussions come in, i am reliably informed that we must ignore those types of players because they are so rare and that survivors aren't a problem because most players aren't like that.
MY POINT is that if you hold that belief, then BY DEFINITION you must hold that belief for killers as well, and if you do not, than you are biased. If you DO NOT hold that belief and truly believe that nurse is a problem (btw i agree with you again as a nurse main with thousands of hours) then BY DEFINITION you MUST also agree that survivors at that level are also a problem and need to be dealt with.
You do not get to have it both ways.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083980#Comment_4083980
That'd be the problem with relying only on statistics, they don't tell the whole story.
If Nurse is a problem, and I believe she is, I think the place that's most evident is around the mid to high-mid sort of area. At the lowest levels she can't get anything done and at the highest levels you can reasonably expect players to both know how to counter her & have experience doing so.
At the middling levels, though, we run into a problem. Nurse players are good enough to be holding their own, but there's another issue: after you get over the initial hump of getting used to Blink distances, Nurse can be pretty forgiving to play. Stuns don't matter against her, and you can line up very easy damaging hits on players by just watching their aura through a wall.
That's why I suggest what I suggest. The two changes I favour most won't affect lower levels because she's already performing badly, and it'd affect higher levels less because higher level players rely on her cheese less, but it addresses her where she's most likely to be a potent problem.
But if you look at the statistics of the middling levels like you are talking about and they show that she has the lowest kill rate, then clearly there is something going on here.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083963#Comment_4083963
Surely when it comes to live service games like this (IE, ones that are marketed outwards and aren't highly specific products for very specific communities), you don't have the luxury of framing a choice like that?
All groups must be balanced for at once overall. If a change is aimed at a specific group, then the others must be kept in mind to ensure things don't get out of hand. You don't have the luxury of choosing top or middle or bottom as an overall philosophy, it's all at once and must be all at once, there aren't other reasonable options.
With that understanding Nurse clearly needs changes but also the nuances become more apparent. Yes, her absolute power level needs to go down, obviously, but she also could benefit from being made more accessible at the same time— if that's even the tactic you want to take, too. Separate to the discussion of power level and skill level, there's also the design intent; is Nurse supposed to be kinda inaccessible but strong to compensate? If she is, lowering her absolute power is still appropriate but not by as much, and nothing needs to be done about her ease of use.
If she's just meant to be a normal killer, though, she needs to be considerably weaker and noticeably easier to access. This is a question of artistic vision more than flat balance, though.@ the topic overall, of those the best outcome imo is to make her like Oni, give her a limited time to use Blinks that has to charge up through basic gameplay in exchange for a more standard movement speed. I think BHVR are (somewhat rightfully) hesitant to change Nurse that fundamentally considering how long she's been in the game and how iconic she is, though, so personally I'd suggest giving her Blindness while charging a Blink and have her tokens reset to 0 when she's stunned as the next steps in balancing her.
After that, see where she is.But you still miss the point, even at "high mmr" nurse is often the lowest kill rate killer in the game. So at what point to you is "nurse a problem" it appears to me with the data that nurse only becomes a problem when the hands of like a comp level player. Which whenever balance discussions come in, i am reliably informed that comp players should not be considered for balance discussion because they aren't playing normal queues.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083826#Comment_4083826
Can he cooldown whilst he is sliding? coz that might be where the issue lies, coz by the time he reaches you it'd be technically shorter. Coz it doesnt feel like long at all, could be a server relaying information late or something idk
He can, but not on like, the same frame as the slide starting. At most it shaves off a fraction of a second. Try playing him in a custom game some time, you'll see there is quite a delay in when you can swing after a leap.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083533#Comment_4083533
Fundamental game mechanics dont need to change before Nurse gets reworked or nerfed. They also didnt need to change before Blight got nerfed.
Do they have to eventually change, yes. Coordinated survivor teams with no weak links are too strong for a majority of the roster.
However, Nurse is not the be all and end all of killers. Reworking her before changing survivor will not make the game unplayable all of a sudden. At least not more than it already is.
I disagree. There are 2 philosophies you can have for balancing the game:
- The game should be balanced around high level players
- The game should be balanced around average level players.
Both of these points are mutually exclusive when balancing for power.
If you balance the game for average players, then nurse actually needs buffs or ways to make her easier.
If you balance the game for high level players, then maybe nurse needs nerfs? (have we ever even gotten stats for nurse at the highest levels?) But by definition you have to deal with the fact that most of the killer roster is not viable at that level.
You don't get to have it both ways, either you balance the game for the average, or for the top, you don't get to pick and choose. Unless of course you think we should be balance the game around high level KILLER players, but average level SURVIVOR players. Which if you think that, then you are in favor of balancing the game differently for different sides which shows an inherent bias.
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@HommeBizarre said:
I want to hear what people think of Kaneki
What they like, and what they don't like.
I'll begin, his leap cooldown when not attacking is awfully low. Why on earth does he has the right to come super fast to you, get a 0.5sec cooldown and hit you for free.
Tbh, it's the only thing bugging me about him
The cooldown is actually 2 seconds btw. not 0.5
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@ChucksterMainin said:
oh my condolences idk it was bugged this way. i though it normal spawn logic because i remember a bunch of killers complaining about survivor spawning together and the Devs changed to survivors spawning separate.
Most of my games i always see 2-3 survivors spawning together so i was confused.
Its the opposite, killers want survivors to spawn together.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083582#Comment_4083582
You wanna claim that 'aggressive use' falls outside its design, you'll have to do better than this, bud.
It is just a survivor perk, and if they ain't fixing it's 'unintended use' in seven years, it's fair to assume they don't consider it unintended anymore.
I have bowed out from the discussion as there is no point in continuing, i hope you have a good day/evening.



















