Reinami
Reinami
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- Reinami
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@Chocolate_Cosmos said:
SoloQ Survivor here.
Killers today so far: Tunnel, tunnel, tunnel, slugging Nurse with anti-healing, slug build fun stuff. When I try to meme with Killer or do event interaction they just hit you anyway, etc. When you try to meme with them, they will just take advantage of it and hook you instantly. My gosh...
I always ask these when people post these threads.
What would a fun game for you be? Which killer would you go against? What perks would they use? Would you win or lose?
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@SOULWARRIOR71K said:
I don’t think it’s good design for a perk to basically be “run calm spirit every match or have the killer know where you are at almost all times”. At least with bbq, it requires the killer to win a chase and down the survivor. At the very least, the cool down needs to be extended if the activation requirement is going to remain so easy.
Ultimate weapon is objectively worse than BBQ, lethal, or nowhere to hide.
Also doctor exists, is he a problem too?
The cooldown on ultimate weapon is already very long. You can use it once every 60 seconds (cooldown is 30 seconds, but it stays active for 30 before the cooldown ticks). If you are going to say its good at finding people early into the match, lethal is objectively a far better perk for that. And as i mentioned BBQ is better once the game gets rolling, and nowhere to hide is so much better at gen defense.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572602#Comment_3572602
Charming. Disagree. Might as well have 4 bots in every match as the survivor team if the agency of the player is reduced to this.
There is no valid reason for a survivor to not do anything to progress the game for a full 2 and a half minutes. If they don't, then they are just trolling either their team, or holding the game hostage.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569983#Comment_3569983
You can start cleansing a dull totem, then quit after abit. This way you avoid crows and give 0 clues about your location by avoiding being near a worked on gen.
Eh, change it to instead be like:
- Repair a gen for 10 seconds
- Cleanse a totem completely
- Heal another survivor completely
- Heal yourself completely.
But you get the idea, basically, they get crows unless they are doing SOMETHING that progresses the game, and also makes it slightly easier for the killer to find them.
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@Devil_hit11 said:
yes it is hostage taking. it is problem in the game that they have not fixed/addressed in the game. end-game stealth.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569983#Comment_3569983
won't work because survivors gen tap gen for 1 second then you have wait 2.5 minutes. it would have to be something like after 2 minutes, you unconditional gain noise notification when two or less people are alive after 1:30-2 mins. technically people can stealth with 3 survivors alive but that is just weird. you should be able to find survivor when 3 people are alive anyway.
Did you miss this part?
- Do a conspicuous action for 10 seconds
They can't gen tap, they'd have to work on it for at least 10 seconds.
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@BlueMoonBRUHMOMENT said:
For three decent ideas: Grim Embrace, Forced Penance, and Shattered Hope.
The reason I believe these should be added is that they aren't even underused. Because they have to be good in the first place to be used.
I haven't yet thought of how these perks would act as if you were to bring them with them now being base kit. For example borrowed time now extends the endurance and haste, but I don't exactly know how Shattered hope would work as a perk if it's now base kit.
I'd think maybe a slight version of corrupt should become basekit. Nothing super long or crazy, but just a simple 20 seconds all gens are blocked, deactivates if the killer starts a chase, uses their power on a survivor, deals damage to a survivor etc. And then rework corrupt to do something else entirely. I'd also extend this to totems as well, Hex totems should not be lit for the first 20-30 seconds, or just be blocked.
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@AbsolutGrndZer0 said:
As the title says, how many games (so far) have you guys thrown trying to get this stupid Haunted Tome challenge of releasing 3 haunts in a single match? If it wasn't mandatory to get enough points to complete the event, I'd skip it. This is seriously making me angry, especially as I seem to be the only one in the matches even bothering to try to enter the void. While I am trying to do so, the survivors are "gen rushing" I hate to use that term, but in this case it fits. I am trying to gather points and open void rifts and POP POP POP POP POP BANG escaped. Even if I do hook some of them and get points that way, it really seems like a lost cause a most players are "done" with this event and don't care about it anymore.
EDIT: I did finally get it on my 7th try, but I had to play in a way I find very not fun. We all have our own ideas on what is fun, and I don't care so much if I get a 4K, as long as I dont' depip. Well, that game I went super sweaty to make sure I got the ful bar of energy to dominate the void as someone suggested, and the only way I managed to salvage any fun out of it was tryng to let Jill Valentine go, but she depositing some void energy after she realized I was letting her out, and then didn't get the door open in time to make it out... she died to EGC in the exit gates... :(
I just played killer normally, and then after i killed 2 survivors i went around and got orbs until the bar was full then opened it up and did it real quick.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571338#Comment_3571338
BHVR could just keep the secondary collision mechanic, but when Blight presses M2, the game checks if Blight is too close to an object he is facing, and if he is, then the M2 request is ignored.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571374#Comment_3571374
So you have a double standard, where bugs that favor killer should be reported, but bugs that favor survivors should not be reported. Got it. Thanks for clarifying.
Right, so his power becomes super clunky to use like knight's where you just randomly can't use your power for some reason and you don't know why.
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@ThanksForDaily said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570327#Comment_3570327
You're trying so hard to convince people that hug "tech" is not an exploit 😂
Its not intended, but that doesn't make it an exploit. Did you not play blight on PTB? On PTB he did not have the invulnerability he gets from walls he is right next to and it was awful, because he would constantly get stuck on little tiny bits on the environment when he was trying to do something else.
So again i ask, how would you suggest they fix this in a way that doesn't cause that to happen again?
Also, by your logic looping is an exploit, because it was never intended. An exploit would be something like, there's a bug where you can glitch into a locker by using a flashlight. That is not intended in any way. This is using something that is 100% intended (I.E. the wall collision) in a way that is not intended. Which is entirely different.
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@IHSGames said:
With the recent reworks of the Borgo map, most not being the best, has made many frustrated. Many talk about how Borgo is boring and all of that but never get into the specifics and solutions. Speaking of which, lets start:
1. Not enough Line-Of-Sight blockers: The Borgo is very open and thats bad for both sides. Killers cant stealth and survivors can easily be spotted. This can be solved by adding alot of Jungle Gym loops in the map, but as well as adding alot more buildings (even without loops) to help with such. Plus, the map can feel more like a burned town than just some wasteland.
2. Not enough Jungle Gyms: The Borgo has about 3 jungle gyms, most spead out throughout the ends of the map. Because the lack of, loops in the map become boring as theres no reason to mindgame since you can run in a circle and drop the pallet when the killer's near since you can see them. With more Jungle Gyms, this can allow more mindgame-able loops allowing more complexity to the map.
3. Pallet loops are bad: Either theyre super safe or super unsafe. Safe pallets are needed but maybe about 2 of them and not 5. With the recent rework, to conpensate for how safe the loops were, they made them unsafe. This is bad as unsafe loops are boring and allows the killer to gain a hit they otherwise wouldve worked for. Unsafe loops doesnt encourage skill as even using them is detremental. So if we was to address this, not only the map need less pallets (I forgot to mention theyre too many) but it needs a good 3/7 ratio of unsafe pallets and safe pallets to keep a decent balance
4. More windows: The Borgo has so many pallets and less windows making the map boring to loop and if all the pallets are gone, the map becomes a big deadzone. No pallets should make the game harder, not just outright unfair. It should punish, not automatically allow the killer to go on easy mode.
Thats how I would change Borgo
Every pallet should be mindgameable. The fact that "god pallets" even exist is a problem.
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@ARTRA said:
That should be a brown meme addon not a yellow one tbh.
It would be fine if other SM addons get some love.
Btw, blight still the same.
Blight addons exist
Better nerf a skull merchant addon because we wouldn't want her to have a viable way to play that is unique.
Classic BHVR move.
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@KayTwoAyy said:
Unfortunately, the more Killers BHVR releases, the more problematic "high skill" Killers are for game health.
The average player has no influence over which Killers they face, and are therefore unable to keep pace with the skill development of players who only play one Killer. Every time a new Killer is released, Survivors have fewer opportunities to learn the counterplay against every other Killer.
If I was BHVR, I'm not sure how I would address this issue.
My inclination is to design a series of LTMs that reignite interest in the game whilst promoting a diversity of playstyles, all with the hopes that one of the LTMs gains enough traction to eventually replace the core game mode.
The alternative would probably be to institute a Killer/Perk ban system, and see what the landscape looks like after a few months of player-regulated matchmaking. Survivors could forcibly increase the variety of Killers they encounter, and Killers could either ban meta Survivor perks or ban perks that uniquely hinder the Killer they are playing
If "High skill" killers are a problem, does that mean high skill survivors are a problem too? Because for every 1k win streak blight you see, there are just as many SWF teams going on those same win streaks.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570261#Comment_3570261
The devs directly stated that blight's hug tech wasn't intended and they were working on a fix.
That was about a year and a half ago, so either they changed their mind, or the fix is difficult/low priority at this point.
ETA: Here's a thread from May 2022. OP directly shows community manager Mandy confirming this is not intended. Mandy is also active in that thread to confirm it.
https://forums.bhvr.com/dead-by-daylight/discussion/323058/when-is-hug-tech-getting-fixed/p1
I don't believe mandy is a dev, but is a community manager. Based on that, i would guess one of the following:
- Mandy was mistaken and after talking with the devs they said that it wasn't actually a bug.
- They decided that it would be impossible to fix without breaking blight. Which is probably true.
- They realized it would be too hard to fix
- They decided they like the interaction and want to keep it.
The bigger question i would have is. How exactly would you fix it? It did not exist on PTB blight, and PTB blight was awful to play. Not in like a "he is a bad killer buff him" but in a "this killer is actively not fun to play as" kind of way. He would constantly get stuck on things right next to him that he wasn't trying to bounce off of to the point that you could forget using his power in any meaningful way.
If they were to take the brief wall invulnerability away, then he would get stuck on things again. So in order to "fix" it, they basically have to make the killer one of the must unfun killers to play as. And that probably isn't something they want to do, since in general the devs are shooting for things being fun and healthy.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570256#Comment_3570256
Punishing symptoms
True, they should remove the 4% mechanic, its outdated, and dumb, all it does is cause a killer to be screwed over by RNG, or a give a survivor a way out of the game without taking a penalty. Its also a confusing mechanic for new players. You see the "take a chance to escape" interaction and might think that is what you are supposed to do.
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@AmpersandUnderscore said:
Survivor perk: *does literally anything*
Killers: this is outrageous and requires a nerf immediately.
Its not about nerfing. I'd argue that blindness as a status effect is also unhealthy, so is something like knockout. Does that mean they are OP? No, it just means that blindness is extremely powerful against solo and useless against SWF, and knockout promotes a ######### unfun playstyle. 2 things can be true at the same time, something can be underpowered, and also unhealthy for the game because it promotes things that are unfun.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570269#Comment_3570269
Yeah its a necessary evil. Thing is other killers have techs that are way more impactful yet arent talked about nearly as much.
Trap Shoving (Which Im sure is completely unintended) and Xeno/Nemesis Drag Tech
Also, for all this talk people have about balancing the game around high level players. If hug tech is a problem, something that is extremely difficult and is only able to be used effectively by some of the best blights in the game? Then survivors are a problem and need to be nerfed wholesale because of the things that survivors like hens and ayrun are capable of doing. You don't get to have your cake and eat it to. If you want hug tech nerfed, then you must by definition also believe that the game should be balanced around high level players. So its time start looking at survivors first.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570261#Comment_3570261
I wouldnt say "intended". Its more like a side effect.
Sure, the usage of it is technically unintended, but the reason it happens is completely intentional. It happens because if he wasn't immune to wallbounce when he was close to a wall like that, he would constantly get stuck on things. Like he did on the PTB before they added it in.
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569999#Comment_3569999
My brother in arms lol, how old is your nurse by the way, mine is 91
I've been trying to get P10 on every killer first before i start maxing them so shes only like 13.
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@Zokenay said:
This thing is just obnoxious to go against, it straight up allows him to ignore the way you counter him and its almost impossible to react in time to dodge it due to how fast he moves.
Doesnt help that he has some of the most stupidly OP addons in the game, but at least those are getting patched as far as im aware.
Its intended.
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@XshyguyX said:
So you go into a match. You've been around the block. You've been playing this game for years and have a good understanding within the first 2 minutes how the match is going to play out.
You quickly realize your team is on the weaker side. It's okay. You play for points anyway and escapes isn't the end all be all.
You quickly realize the killer who spots you first has strong perks and addons. You get away fine, but your team drops like flies.
The killer is sweating hard. You get hooked and your team isn't coming for you as far as you can tell. You just die on hook to move on.
I do this often. Not because I'm angry as much as I want to play the game. Do any of you purposely DOH to move on?
Whats yalls take on doing this? Do you see this as toxic, or bad for the game?
I'm interested.
You intentionally killed yourself on hook to get out the match as fast as possible. As far as i'm concerned i would report you for it. I don't know if it is bannable. But it should be and harshly. In fact, if i had my way, i would permanently ban people who did this too often.
If you want out of the match, take the L and the DC penalty and let your team have a bot.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570030#Comment_3570030
You get hit immediately off hook and it’s gone OTR is a terrible anti tunnel perk actually
If you get hit off the hook, you get a speed boost that gives you almost as much distance as old DS gives you. Old DS was 5 second stun, 1 second stuck in animation, so you got 4 seconds of distance, for a total of 16 meters of distance. Getting hit right off hook, puts the killer in 2.7 second cooldown hit animation, for 1.8 seconds you move 6 m/s for 0.9 you move 4 m/s for a total of 14.4 meters of distance. That amount of difference amounts to 1 extra second of distance that DS gives you. If you can't get to a pallet or a window or something in 18 seconds of distance gained, you aren't doing it in 19 seconds.
On top of that OTR lasts longer, and you can't be slugged to counter it, and best of all, the secondary effect keeps working even if you do an action.
OTR is still way better.
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@MaddieMage said:
No cuz I still hate playing against her. All they did was make her super oppressive but remove her ability to hold you hostage for an hour. Now she can just take everyone out of the game at 4-5 gens.
Yeah she's super OP, worse than nurse....
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@xEa said:
After 3,5 hours playing this game today, hoping for some nice rounds, i finally stoped... a little bit in disblieve.
This is no news for you: DBD has one if not the most toxic and generally speaking worst community someone can think off. But what i have wittnessed today is beyond my usual, most of the time sub par experience.
Today i played exclusiv survivor and i am not exaggerating when i tell: Not a single round, in 3,5 hours where the killer has not tunneled 1 person out of the game early on. The endgame chat was in 8/10 cases bashing like "gg ez" or other rude language.
I need to ask this question, and i am not sure if it is rhetorical in nature. What is wrong with people in this game? What makes people play like complete jerks and then even beeing aholes in the chat?
Is there really nothing BHVR can do to fix this issue? After a day like this, i would even considere something like base kit DS, which would not be a terrible idea - forcing the killer to play the game instead of cheapshoting an easy win by creating a quick 1v3 situation.
This of course wont happen to me to that degree when i play in a group of friends, since generators would be done and you can coordinate things. But playing as solo survivor is a different story.
Thoughts about that?
I have been saying this forever, and that they need to balance the game around hooks and chases instead of kills. It would eliminate tunneling and camping in its entirety. My proposal has always been to do the following:
- Eliminate the 4%, its a dumb mechanic RNG based and just lets survivors "DC" without taking the penalty.
- Deliverance can stay
- Survivors now share the 1st hook state, meaning that if you hook a survivor, then hook that same survivor, you burned through 2 of the teams shared hook states.
- Survivors only enter second stage after the team's first hook states have been burned through.
- Remove the AFC mechanic they just added.
- Eliminate the basekit BT
- Create a new mechanic called Ethereal (or whatever)
- Survivors gain Ethereal after being unhooked for 25 seconds, deactivates in endgame
- Ethereal does the following:
- The survivor has no collision with the killer
- The survivor is invisible to the killer
- The survivor makes no noise to the killer
- The survivor leaves no bloodspots
- The survivor is immune to all killer powers
- The survivor moves at 300% movement speed
- The survivor sees the aura of all other survivors (even through blindness)
- The survivor is unable to do any action other than heal, be healed, or unhook a survivor
- Basically, the survivor gets "spirits" power.
- Rebalance the maps/gen speeds/killers now that tunneling and camping is effectively impossible.
This would make it so you can't camp to win, because you need to burn through 6 hook states to kill a survivor while camping instead of just 3. Meaning that your team will have PLENTY of time to finish 5 gens, open the gates, and attempt a rescue.
Tunneling is also effectively impossible, because the Ethereal status will make it literally impossible for 25 seconds. During this time, the survivor should have plenty of time to find a teammate far away from the killer and run to them to get healed. They also get a "timeout" for the rest of the time so that the killer can confidently know that the survivor can't be on a gen for at least 25 seconds, giving them time to start a chase with a different survivor, or to chase the person who unhooked them.
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@[Deleted User] said:
Exactly why old DS needs to come back it was the only counter to a hardcore tunneling killer!
OTR is better and would be better even if old DS came back.
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@Supernaut said:
Awesome!
Thank you again for doing this. Truth be told, I'll be smashing through the event tome before I look at this proper!
Thanks again and hopefully these are going to get stickied again!
I'm working on setting up a page people can visit in the future and bookmark since they aren't getting stickied anymore. But i might not have it done for a little while.
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@Sunbreaker7 said:
Even after having been around for so long now, I feel absolutely frustrated playing Pinhead despite how cool of a killer character he is in Dead by Daylight. My problem with him is his chains that break almost instantly after having caught someone in them. It takes skill to land these hooks, yet the survivors can break from them so easily, especially if in a corner. Why is that?
Am I playing him wrong, I feel like many times it's a better tactic to ignore Pinhead's power and just chase the normal way unless there's a small pallet loop.
I think he needs a serious rework or buff.
Pinhead is actually strong and probably on the end of where i think they should balance killers around. The problem with him right now is that he i super hard countered by MFT. It makes a huge difference when using his power on an injured survivor.
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@tea said:
Just curious to see who everyone's mains are out there. There's always a survivor/killer for someone. :)
I main Kate, Felix and Cybil for survivors and Demogorgon for killer. Kate and Felix are the most aesthetically pleasing characters in my eyes and have some great cosmetics. Cybil was always my favorite in SH and her screams are just the best. Demopuppy was the first killer I really latched onto and got a lot better at playing over time. I was lucky I had one of his gooey cosmetic set before the license ended too.
Nurse.
Because she is the only killer capable of going against a team of survivors like hens/ayrun.
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If they want the game to be "played in the most fun way" they should not be balancing the game around kills and should instead balance around hooks and chases.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569875#Comment_3569875
So the healing/medkits nerfs were a buff to survivors?
With MFT in the picture? Yeah kinda. The meta build right now is MFT/Resilience/Hope/Adrenaline. Ignore healing, power through gens, after last gen pops you get a free heal and the game is basically over because good luck trying to catch a survivor with hope/MFT
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569639#Comment_3569639
New players would never get that hint though. Maybe if the devs spelled it out a little better. One of the games slogans is "A Deadly Game of Hide and Seek." So if they're new then I really don't blame the players. We all have to put the blame where it belongs. The devs should have systems in place for these types of things. Is anyone really surprised that they don't...? xD
I don't disagree with you, just saying that it has been stated by them. Personally i think this could all be solved if they change the rules for crows to basically be like.
You start to get crows after 2.5 minutes unless you do one of the following:
- Get into a chase
- Get injured
- Get downed
- Do a conspicuous action for 10 seconds
2.5 minutes should be plenty of time to account for things like OTR, corrupt intervention etc, and requiring a conspicuous action for 10 seconds means you can't just tap a gen and keep hiding in a locker for 2.5 minutes and repeat.
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Updated with Level 2.
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@timetodohottakes said:
I had 2 surivivors doing this to me when I got my second kill with 4 gens left, they did nothing at all but hiding for at least 25 minutes until I found and closed the hatch 5+ minutes later (wanted payback), I know the game will end after a hour or so and bla bla bla, but they aren' t playing, they are simply wasting my time without cheating, can it still be considered keeping me hostage?
Edit: The game lasted a total of 36 minutes or so, the 25 minutes is the time they did nothing after my second kill, it was in the swamp map so it's extremely hard to find survivors that only wants to hide.
Devs have said before that it is. If the survivors are not attempting to make progress on the game (I.E. do generators) they are holding the game hostage.
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@ConcernedPlayer said:
DBD is not a party game when with or against randoms that want to win. A party game is LAN/household games where everyone is usually on the same page, like KYF in DBD. DBD has no divided competitive and casual mode. The singular mode it has is for both competitive-minded players and casual-minded players.
The ability to suicide on hook is used to dodge the DC timer or give hatch. Giving hatch is fine and can be its own mechanic. Dodging the DC timer is not. Almost all PVP games with matchmaking have DC penalties without workarounds for good reason. Quitting ruins the game. If you’re not having fun, you’re not forced to stay, you can quit. But you don’t get to demand quitting with no punishment.
Auto-DC AFK players. Players that troll already risk bans. Banning griefers is difficult in every single game, but most don’t bother spending the time and effort when quitting is quicker. Self-unhooking and struggle should be reworked to allow giving hatch but not to suicide freely.
Quitters should never be pandered to, LET ALONE BECAUSE THEY THREATEN TO TROLL INSTEAD. The game WOULD’VE BEEN RUINED BY THEM ANYWAYS NO MATTER WHAT METHOD. Bots have their own problems and are not a suitable replacement. It’s a BAND-AID. YOU DO NOT WANT TO NEED TO USE A BAND-AID MEASURE. Having a band-aid measure DOESN’T MEAN GO EXACERBATE THE NEED FOR THE BAND-AID.
Accessibility needs improvements but that does not excuse giving quitters limitless quitting. Even a temporary hotfix to disable or replace certain graphics/sounds until a proper fix is better.
I have brought this up before. But for some reason people in this community always have the worst possible takes on everything this game should be. For some reason, it is ok to ######### over your entire team because you are entitled. I don't know why, but this community thinks it is good for some reason.
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@WeaverReaver42 said:
I recently got a good bit of dlc for dbd since it was on sale for good 'ol spooktober. One of the dlcs was the saw chapter, which I was looking forward to, mostly because what little I knew of pig was she had innate slowdown from reverse beartraps and that she had some kind of 'ambush' mechanic. Having played her though, I feel underwhelmed. Her 'roar' seems to not just be a sound effect for you, but an actual warning to the survivors- making it near impossible to sneak up on them even if you manage to get close (which isn't easy as not all maps have enough obstacles that you can hide behind). It's hard to see because grass becomes like the corn from the farm maps when you crouch. Even if you do manage to sneak up to survivors, you only get one health state meaning you have to chase them to get them down, which is normally ok with me but in this instance feels like a lot of work for little reward. This would be fine except for some reason whenever I try to 'ambush' survivors at a loop they seem to be ready for it no matter which direction I come from (unless there isn't a pallet, but at that point I was guaranteed a hit anyway). I know at this point it sounds like I'm complaining..... and I kind of am. If you all have advice to make me not suck, that would be great.
Generally you should not use the "ambush" attack as an ambush. It's name is pretty bad. When you are trying to sneak up on survivors, you should uncrouch and go for the standard m1. That will leave them far less time to react.
For the ambush attack, you can use it at loops, but you need to be careful with it. Here is a diagram.
The black lines are a wall, the blue line is an undropped pallet, the red circle is the killer, and the green is the survivor.
What you want to do as pig is take control of the pallet without it being dropped, so run the loop around the pallet and stop there. Then you want to crouch and charge your ambush and go to one side or the other. If you guess right, you will land a hit, if you don't you will not. There are other tricks you can do as well to throw the survivor off, for example you can actually slide on the wall but facing the opposite direction, so you can often catch survivors thinking you are going right, but you are going left, and you are sliding on the wall going the opposite direction, really making them think you are going right.
The weakness here though is 2 things:
- The survivor can immediately just predrop the pallet
- The survivor can "leave the loop"
The leave the loop part is something that is tricky and takes time to figure out, you need to get a feel for when the survivor is going to do it, and if they start doing it, you can start baiting it. The counter to "leave the loop" is for you to uncrouch and start chasing them. Often times, unless there is a really close by tile nearby, you will be able to catch up to them before they get anywhere meaningful.
For predropping the pallet, that is something most killers deal with. Simply break the pallet, and decide if it is worth it to keep chasing (pro tip: most of the time it is not)
My general strategy for most killers in the early game is, if i can't land a hit in 10-15 seconds i drop chase. If the survivor drops a pallet, i break it, and drop chase. Because that survivor is going to at least take another 10-15 seconds to hop back on a gen, and even then it probably isn't a gen they want to be working on. So it gives you some time early.
The last thing i can say is. Do not tunnel the guy with a trap on their head. This is actually bad and will lose you the match more often then it wins. The point of the traps is NOT to kill a survivor with them, the point of the traps is to delay the game by FORCING the survivor to complete an objective that is not the generators, or they die. By all means if you happen to run into the person doing a box, hit them and maybe hook them. But don't go out of your way to tunnel them, because it goes against the point of the traps.
The RNG for the traps is normalized such that, 1 trap takes 1 search to come off, 1 trap takes 2, 1 takes 3, and 1 takes 4. So that means on average you have 10 box searches worth of traps. A box search is going to take a survivor at least 20-30 seconds. So that is ALOT of slowdown that you have built in, so make sure to use it as such.
For her addons generally these ones are good:
- Shattered Syringe
- Combat Straps
- Workshop Grease
- Last Will (when combined with workshop grease)
- Bag of Gears
- Tampered Timer
- Crate of Gears
Don't take Rules set No 2. You would think it might be good, but it is terrible. When the survivors don't see the aura of the boxes with a trap, what are they gonna do? They are gonna do gens. So all it does is lead you to getting gen rushed more. Any addon that does things like "survivors with a trap are exhausted" are also bad because again, you do not want to be chasing survivors with a trap, you want to leave them to waste time with the traps. Video tape is also a bad addon most of the time, unless you make a build around it.
For example, i like to run video tape with Jigsaw Sketch with lethal and a bunch of chase perks that allow me to get a down super quick. Generally the survivors aren't going to spend time on gens and they are gonna immediately go for boxes. If you are good at chasing, you can often get a hook before a single second of a gen is worked on. Basically, if you are good at chases and can snowball it can work really well because you frontload your gen slowdown by just making survivors immediately start doing something else.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569324#Comment_3569324
This is actually the only thing that will ever close the gap between solo and swf.
Not entirely. The other way they could go, is to just give up and create a "ranked mode" in this ranked mode you MUST play with a SWF. Then in this mode they can make balance changes different. Then in the other mode it is solo queue only, and is more casual and unranked. For example like counterstrike where in the "casual mode" you get more money between matches, or you get a free defuse kit and armor etc. Whereas with ranked you are much more limited in what you get. So in the ranked mode, it is assumed that you are playing with a SWF squad on coms, and they can make balance decisions that affect that mode only. Then in the casual mode that is solo only, it can be more wacky and they can have rotating secondary objectives like the current event for bloodpoints or just in general have it be more about "vibes". They could also make it so in the casual mode people can leave with no punishment, because the bots takeover, and in the ranked mode, someone leaving the game is a much harsher punishment scale (I.E. scaling from 1 minute/10 minute/1 hour/24 hour/3 day/7 day). But only lock you out of playing ranked.
That would also solve the problem.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568903#Comment_3568903
PvP games can't be party games? Guess I missed the memo.
You don't play the game "the way it's meant to be played". You play the way you want to. That's not objective game design, that's just a preference. Just because someone chooses to play super sweaty doesn't make the game competitive. Dead by Daylight is loaded with RNG, jank and all kinds of crap. I have no idea why players would look at that and come to the conclusion that the game is intended to be a sweatfest. If that were the case, BHVR wouldn't have matchmaking that hands free wins to killers by adding random potatoes to survivor squads.
Would a game that was designed to be a party game release without any way of playing with your friends and not actually release said feature until after months and months of complaining and begging for it?
Here's a better question. I think most people here would agree that mario party or mario kart are "party games"
So, do you think that Mario Party or Mario Kart match you using MMR against people "of your skill level" Or do you think that they probably just throw you into a match with the first people it can find?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569077#Comment_3569077
You do gens with your thumb up your ass? Damn, I've been doing it wrong.
Gotta do something to keep yourself occupied while doing the most boring thing in probably any modern game out right now.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568891#Comment_3568891
I get that playing killer can be rough at times, but I've played solo queue for two years. The amount of awful, unplayable matches I've suffered through is unreal, and yet I don't have this kind of doomer mentality towards the game.
Wouldn't it be great if they made all the killers viable at high levels and then allowed solo queue to actually communicate with each other? Would be so much better for everyone.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569080#Comment_3569080
the whole point is that your not suppose to trigger traps. they're visible with grey triangle on floor. you hold-w transitioning to loops. she takes like 2 second to place them without the increase setting speed you can easily do 60+ second chases between two hits. when accounting hook time and how slow hag plays. that is like 3 gens in first chase if you successfully spread out and do gens. if you crouch, it takes 3.5 second to wipe traps. No flashlight are needed for hag anymore. by the time chasing hag gets hits, you can finish a majority of the game. Hag ignoring loops is like Knight dropping guards. it counters looping but is not time efficient.
most killer fall somewhere in middle where they are not purely m1 but they are not strong in the chase. player label them as m1 as synonymy to a weak killer that takes too long to get downs in the 1vs1.
I'm not here to argue about how to or how to not play as or against hag. I was simply giving my opinion on the definition of the term "m1 killer"
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568851#Comment_3568851
i think it depends on what you categorize as looping. for me, there is 2 part of looping. the first part of looping is using windows and pallets themselves to make distance within tile itself. the second aspect is how quickly the killer recovers from distance gain, the shift-w/pre-running aspect of the game and how well the killer chains downs. Looping is wasting time and delaying downs from the killer but categorizing time waste in chase from the killer is not clear-cut for every killer.
your list says that Hag does not play loops yet shift-w is one of strongest counters to hag because she is 110% m/s and has to set traps. if you set traps in the middle of the map while your chasing then survivor can shift-w to other loops. she can out-zone loops much like dredge, knight or artist by corralling you in the corner of the map but this is recipe to lose 2-3 gens at the start of every trial vs strong team. I am curious to why you think she is so time efficient in the chase.
GF at 75% of loops? he has no chase potencial at base-kit beyond red glow.
Wraith is barely makes any distance at base-kit with his speed boost because his bell takes a long time to ring. when I play survivor, I often see uncloaking add-on to try to improve his chase.
I wonder why you place hag so highly along side wraith and GF as not m1 killers?
So for hag, if you play against a good hag main, they use the "Scrollwheel tech". When they do that, no amount of "shift+w" is going to get you away from her when you trigger a trap, and unlike trapper, she "has all her traps from the start" and can just constantly place them whenever she needs them.
For ghostface, i still recognize that, depending on the map and RNG and such, he can still just insta-down people without them having a chance to react at all. Wraith, can use the movement speed to mindgame certain pallets, but he makes so much noise that you generally aren't getting the drop on any decent survivor even with your stealth, so he still ends up playing the loop game on the majority of pallets on a map.
In general though, you need to not take the list there as an exact science, it was just my gut reaction when thinking about each killer for 5 seconds. It isn't some gospel take that even i 100% agree with. I was simply making a point that its less about the idea of "m1 killer" and more about, "how much of the loop around the piece of wood does this killer have to deal with"
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568883#Comment_3568883
I take the OP as an exaggeration-for-effect for sure, but if the killer finds you first, and decides to tunnel you out (and they aren't a total potato), there is a non-zero chance you end up having spent more time in lobby than in the match.
I understand the hate for getting facecamped, because it is boring. But i don't understand the hate for getting tunneled. I LIKE getting tunneled, because it means i'm not sitting and holding m1 for 90 seconds with my thumb up my ass.
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@AmpersandUnderscore said:
Yeah, yeah, we get it.
You *have to* tunnel and camp every game, there's literally zero options and your hands are tied. Also, nerf survivors or the killer community will quit and the game will die.
Been hearing it for years, including during the gen kick meta.
Watch a tournament game sometime. And i mean a real tournament game, not one that has made up rules and point systems that dictate who wins that aren't just the base "kill or escape" mechanic. And also not one that ties the survivors hands behind their back by limiting their perk and item usage.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568853#Comment_3568853
Unfortunately this is the problem. Dead by Daylight is a party game that isn't suitable for anyone who isn't looking to grind their face against a wall. Party games have mechanics to try and keep players in the match for as long as possible (as it's boring for less skilled players to to be eliminated early). But the most effective thing you can do in this game as killer is target the weakest player and eliminate them. It just feels like bad game design if the game is designed around casual fun.
If it truly was a "party game" then the killer would not be playable, and would instead be a bot.
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@okaayletsgoo said:
Go ahead and say what you want about it being efficient but I wait 10 minutes to queue into a game just to be tunneled with lethal/UW and killed at 5 gens in the first 2 minutes of the game while being hit on hook for no reason. It's been 7/7 games now. Haven't even had a chance to touch a gen or get in a chase. Killer sits just outside the hook radius and waits for someone to come and then tunnels down.
Y'all really have fun playing like that? I'm not asking you to throw the game and let survivors win just why be so sweaty dude? It's not for money? Chill out
Alright, so lets do some math here.
- Match starts and the killer has Lethal and picks a survivor and decides to hard tunnel them immediately.
- Survivors often spawn on the opposite end of the map as the killer and generally somewhat spread out to take at least 1-2 gens immediately with the 3rd taking a few seconds.
- Average map size is 100x100 square meters, so in order to cross the other end of the map, assuming killer spawns around 16 meters into the map, and objectives spawn around 16 meters into the map, it will take the killer 14.8 seconds to reach the survivors.
- Around 32 meters in the survivors should start hearing the terror radius and should be able to start reacting to them
- Let's assume you have terrible reaction time, and don't start running away for about 3 seconds, meaning the killer is now 22.2 meters away from you.
- Lets assume you are really bad at the game, and don't use any pallets or windows, but just shift +w away
- The killer gains 0.6 meters of distance and needs to get within 3.61 meters to do a lunge at max range.
- It takes the killer 30.9 seconds to hit you.
- You get as peed boost, giving you a distance of 14.4 meters.
- The killer takes 18 seconds to catch up and hit you again
- The killer is in hit animation for 2.7 seconds
- The killer picks you up for 3 second animation
- The killer walks to a hook taking ~10 seconds
- The killer hooks you taking 1.5 seconds for animation
Now, you have been hooked 1 time, and the total match time as been:
14.8 + 30.9 + 18 + 2.7 + 3 + 10 + 1.5 = 80.9 seconds.
Even if the killer stood right on the hook, and you used AFC to unhook yourself, and let the killer hit you twice without moving, and then hooking you again. It would still take another:
7 + 15 + 2.7 + 2.7 + 3 + 1.5 = 31.9 seconds per hook.
How exactly are you "getting tunneled out in 2 minutes with 5 gens remaining? What are you doing to go down so fast? What is your team doing such that after 2 minutes of the killer completely ignoring them they haven't completed at least 3 generators?
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@GolbezGarlandGabrant said:
Too many times people say M1 killers are unplayable but I wonder are people not relying on powers? Off the top of my head I can only think Pig, Onryo and Dredge fit this definition.
The problem with the definition of "m1" killer is that it includes killers like pinhead, who really aren't what we are talking bout when people say things like "m1 killers are hurt by mft".
I think the term "m1 killer" is pretty loaded, but in general, when i hear it, or say it, i generally think of "this killer has to play the loop game". This includes killers like demogorgon to me, because they still have to loop, they just have a mindgame at certain points where its "are they gonna m2?" and the survivor has to decide. Then there are some that don't even play the same game, like nurse. And then there are others that always have to play the loop game, like legion.
Maybe it is better to think of it as, there is a dropped non-god pallet, maybe like, a pallet gym or something. How likely is it that the killer can get the down without breaking said pallet? And that is what i think of when i think of "m1 killer"
So basically, i see it almost like a "tier list" but not really talking about strength just how much they have to play the loop game:
To explain a few entries that might surprise people:
- Blight still has to play the loop game around certain pallets and loops, but certainly can get around them at many of them, especially with hug tech.
- Artist can completely shut down a loop requiring a "leave the loop" style of gameplay that is stronger that most.
- Dredge can do similar to artist, but he is slowed down SO much, that the "just leave the loop" playstyle is far stronger against him when he tries to do one of these mindgames
- Oni doesn't really play the loop game when he gets his power, but outside of his power he has to.
- Wesker can use his power at some loops but many of them not really due to how they are shaped.
- Knight and SM still have to play the loop game as their power itself isn't really strong enough to down like it is with artist, just enough to corral them. For example the "drop a guard at a loop" gameplay of knight is countered by leaving the loop, but so much so that the knight can do nothing but deal with the shift+w, whereas artist can use ranged attacks to deal with that style of gameplay.
- Demo/Nemesis/PH/Xeno still have to play the loop game, again they do get an extra mindgame that other killer's don't, but they are still going to be running around the loop just like any other.
- Wraith does have stealth, but he still has to play the loop game, some loops are short enough that the speed boost can mindgame around a pallet.
- Sadako also has stealth, but she slows down unlike wraith, meaning she must play the loop game in a chase
- Trapper might have traps, but they can't really be used in chase
- Trickster might be ranged, but his power doesn't work the same as huntress requiring him to often loop around things
- Plague is in the "loop 25% of the time category" when she has corrupt purge. But the problem there is, any good survivor team will never cleanse, meaning you at most (depending on addons) get 3 a game, and basekit only 1. Putting her in the "loops 75% of the time category"
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@Chocolate_Cosmos said:
Seems like it got forgotten pretty quickly. Last Boon was introduced with Sadako chapter, that was 1 year, 7 months and 15 days ago btw.
Boons have the same problem that hex perks have.
For boons to actually be useful, they have to actually be useful, meaning that they are going to be OP. Look at circle of healing for example. It was basically a perk run every single game before the healing nerf. And because boons can be set up all the time and have infinite usage, if they are strong, they will be OP.
On the flip side, hex perks have the same problem. They get cleansed super quick and you rarely get more than a minute or 2 of use out of them, unless RNG kicks the survivors in the teeth, and they can't find that totem spot and then they get hit with a game ending devour hope, meaning that the devs are afraid to make them strong. Look what they did to ruin for example, a perk that wouldn't even be good anymore even if it wasn't a hex perk.
The entire totem/Hex/Boon system needs to be reworked before they start adding more.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567672#Comment_3567672
Thx.
Didn't know it's intended.
I get so many survivors who camp pallets by doing this. Instead of lunging through it, you just tap m1, and often times they will stun me, but i'll still land the hit.
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@rubsantosf said:
Is it just me, or the pallets and windows hits are getting worse?
When I startup playing this game in 2021, I don't remember getting this kind of hits and its frustating me. My ping does not change much, is between 30 and 40 ms.
On both videos, and they are just two of others I took, I was getting tunneled and and the game offers me this deal, two safe vaults (in my point of view) ruined.
Both of the hits look pretty clean when you factor in good ping on both sides below 50 ms.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566952#Comment_3566952
Hit through pallet stun is a problem that has been in the game for ages now.
On the killers screen, they hit you. On your screen you stunned them.
Ping does it's magic and both events happen.
It's not about ping at all. It's about the hitbox. Most people don't realize this, but if you lunge as a killer, your hitbox is delayed by 0.9 seconds for the lunge. Often times when survivors stun a killer before they hit them, they are actually stunning the killer during the lunge.
However, if you tap m1 instead of lunge, the hitbox comes out IMMEDIATELY, and then the survivor drops the pallet, but by that point, the hitbox is already out. The hitbox for killer attacks, linger very slightly by like a .1-.2 seconds. This means that, the killer taps m1, the survivor drops the pallet, and the hitbox for the attack lingers, and the survivor is hit.
It is actually intended and a mechanic of the game. This is probably what you are seeing most of the time.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566527#Comment_3566527
Just follow them to the void to down them all with an M1 then? Easy? There are no loops, pallets in the void and survivors are very vulnerable there?
One of the windows is a god loop for sure, you have to entity block it. The rest are pretty terrible though for sure.

