Reinami
Reinami
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- Reinami
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064657#Comment_4064657
lol.
He clearly isnt. Not getting cheap scamper-like Hits does not make a Killer suddenly an M1-Killer. M1-Killer clearly has become a buzzword at this point.
I think the point though is that, if they are going to make it 100% counterable in every situation without the option for counterplay on the killer's side, why even have the mechanic at all?
Survivors often get upset at mechanics on the killer side that "have no counter" like for example the "if they vault the window i shoot the thing, if they don't vault the window, i cancel it and m1" and as part of that many of these killers with special powers were nerfed so cancelling it was more punishing. Everyone generally agrees this is probably a good thing.
So why is it ok when a killer has a mechanic that can be countered in a way that has 0 counterplay, but when its happening to a survivor its a problem?
Another example i'd point out for example is wraith. Preventing wraith from breaking the pallet by just vaulting over and over is also something that probably shouldn't be able to happen, because it creates a scenario with no counterplay for the wraith other than doing the unoptimal thing of, spending time to unlcloak, then kick the pallet, then recloak. Which wastes so much time you might as well just abandon chase.
Bear in mind, i'm not necessarily disagreeing with you about whether the mechanic should exist or not. Honestly i don't know, as i haven't played ghoul with the changes. I'd have to play ghoul testing with "not vaulting pallets" to see how it would work in practice or we'd have to do a PTB on it. But my point around the philosophy of the decision is more what i'm talking about here.
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@ThatRyanB said:
This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.
All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!
I don't disagree with that, but then that just means this perk is one of those perks that is going to be useless in the hands of the "average" player, but those high level SWFs are going to abuse it to no end. Thus a poorly designed perk that is able to be exploited by a group of players that don't need anymore help, while the ones that do need the help are relegated to it being useless.
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@Chrarcq said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064704#Comment_4064704
? 4.6 Trickster was A tier, what are you on about
lol. lmao even. I'm guessing you think pig and sadako are also really good killers too?
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@BigWeeWee said:
so I think at this point it can universally be agreed that wasting an entire add on slot to have a crosshair is super pointless, it really should added to the beta tab setting toggle. At this point the beta tab is basically a killer fov dedicated setting tab which is a little embarrassing considering how long it’s been in “beta” for. You can also just get a better crosshair overlay on pc anyways so it’s basically just a haha console player moment.
Given the fact the monitors these days often have one built it, i really don't see a reason why we can't just have reticule in general.
It would also help console players a ton.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064603#Comment_4064603
He was 4.4 when he launched, which, for the record, is the default move speed for ranged killers.
They increased it for no good reason by 5%, which is where the MFT comparison comes from.
Because, for some reason, 3% of conditional, "permanent" haste was screamed about for 6 months because it supposedly "completely broke every loop in the game" (particularly and especially against this killer), and yet 5% of unconditional, permanent haste is now defended incessantly.
That's the definition of inconsistent.
When he launched he was bad, when they made him 4.6 he was also still pretty bad. Is there any buff they made to him in this update that made it worth for him to be back to 4.4?
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064381#Comment_4064381
what's the shift tech
@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064640#Comment_4064640
taking your finger off of shift while the killer has LoS on you. since the chase mechanic needs 3 things in order to activate (killer moving, survivor running, and killer looking at said survivor running), if you walk when the killer has LoS, the chase mechanic won’t start which will let you get infinite vaults since entity blocker isn’t active. and the killer won’t get bloodlust.
in practice, it’s just as simple as walking when the killer see’s you directly and then running when they can’t see you in order to prevent the chase mechanic from activating.
What this person said. When done perfectly it creates a literal infinite at killer shack without a power that has a movement ability like ghoul/nurse etc.. Really good survivors know how to exploit it quite well.
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/DIXEZUID0N6S/image.png
So… they've done a complete 180 and just removed it entirely. Now the ability (to vault pallets) is trivial. Unless they made is so the killer has consistent collision (which is what they should do instead of automatic injures) which i doubt…
@Mandy please explain why was this doneI'd really like them to be consistent with all these "techs" where is the fix to shift tech at killer shack? Where is the fix to crouch tech (that was "patched" a year ago but still totally works).
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063566#Comment_4063566
I could be remembering wrong, but i think the dataminers said 0-650 is the low MMR bracket
As defined by the brackets and matchmaking pools. But MMR is just Elo. You would never consider someone who is 800 elo to be "good".
Elo bell curve looks something like this:
and in games, typically elo is actually INFLATED more than chess and the top players are usually around 3-4k.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063402#Comment_4063402
Surv do not have an easy time during endgame unless killer screwed up its own game. Stop claiming something nobody said and thats just untrue.
I've already shown 2 posts with the math behind it.
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@Nazzzak said:
The stats don't include low MMR, so it wouldn't be that. Plus the lowest killer listed in the stats for high MMR is Spirit at 66%, while Sadako is at 65% in mid MMR, so for all we know she has a decent kill rate in high MMR too. She just didn't make the stats cut. She is crazy good when it comes to map pressure, and survivors need to manage their time efficiently around maintaining gen progress and keeping her power at bay. I think high MMR survivors are just better at that time management aspect due to their experience.
500 MMR and above is MASSIVELY low MMR btw.
even 1800 isn't really "high mmr" either.
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@Nazzzak said:
I wouldn't encourage any perk to become 'compulsory' to bring. Last time that happened was Borrowed Time and it ended up becoming basekit as a result. Be careful what you wish for.
In the current state of things though that's how it is. Similar to killers being forced to bring gen defense perks. Personally i think it is a problem and should be dealt with at a systemic level and not through bandaid fixes like perks, or even just making perks basekit.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063423#Comment_4063423
Do you run DS? How much does it help you?
I'm running it right now. It directly lead to my team winning in at least 3 of these games. Here's my games in the past couple of days
For context, the dracula game is the one i made the OP about:
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063502#Comment_4063502
In his fabricated scenarios he does it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063412#Comment_4063412
Exactly. The best thing for any Killer (even the weaker ones) is to just eat the DS instead of being scared about it. DS is a mild inconvenience nowadays, if people respect it, they are playing it wrong. Especially if the Survivor "forces" them to eat the DS. They wont have it the next time they are hooked.
Nowdays the 4 seconds (1,3 seconds spent in the animation) are not really much, considering that you will be less likely to reach a strong structure during the stun, since Maps got weaker compared to the time it was nerfed in 6.1.0. Add to this that more Killers can now catch up after DS…
But you know, in your fabricated scenario i'm a terrible killer main who just whines and doesn't actually understand the survivor experience.
Also i'll be willing to accept your apology anytime, but i know you'll never give it because you have some massive hatred of me for some reason.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063390#Comment_4063390
they really should’ve kept the stun at 5 seconds. if the devs would’ve just kept it at 5 instead of insta nerfing it to 4 the following patch, i guarantee the complaints about being stunned for 5 seconds would’ve died down tremendously. 4 seconds is ok but not enough to shake off a tunneling killer or make a reasonable amount of distance against an above average killer.
especially since it’s a 1 time use perk, the stun duration should be long to justify it.
The fact that its still at 4 and not even back to 3 is because BHVR went back on their promise a long time ago.
The original DS was 3 seconds, and enduring worked on all stuns, making DS basically useless. So they buffed DS to 5 seconds, with the intent that when they changed enduring to only work on pallet stuns, that they would change DS back to the 3 seconds.
This is reflected by the 2.6.0 patch making enduring work on all stuns. Then in 2.6.3 they made DS 5 seconds. Then in 3.0.0 the changed enduring to only work on pallet stuns, but didn't change DS to 3 seconds until 6.1.0. Then they made it 5 seconds again in 7.7.0 and then back to 4 seconds in 8.0.0.
So really, they buffed DS from its original plan of being 3 seconds (as it was originally designed) by the end of it.
I'll agree that a 4 second stun against a nurse or blight though is far less meaningful than a 4 second stun against a trapper. Its why i think that DS should also temporarily disable the killer's power for a few seconds as well.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063363#Comment_4063363
So if the killer gets tronger through the game, why would the killer need some extras during EGC (thats supposed to be neutral)?
This isn't an extra. This is removing an extra the survivors got because its antithetical to the design of the game. Survivors should not have an easy time saving in the endgame just because they get a ton of basekit mechanics that shouldn't be there.
There's a reason perks like DS and OTR all disable in endgame too.
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@cammoking123 said:
Disables during end game. Disables after "conspicuous" actions. Only lasts 60 seconds. I don't think DS is that great.
This is in reference to hard tunneling. Just had a game where someone was put in basement and the killer just hard tunneled the person out, then the person complained about not having DS. Guess what happened? They tried the same thing to me, i had DS, i broke out, my team finished the gens, and all 3 of us escaped.
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The game is literally designed such that, the longer the game goes on the killer is more threatening. As survivors finish gens, the killer has less gens to patrol, I.E. 3 genning. This is by design, at the start of the game the killer has to hunt and find the survivors, and they split up and work on different gens.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063260#Comment_4063260
You're treating the map like an empty 98 meter straight line. In an actual match survivors aren’t sprinting in a perfectly straight path from hook to gate with zero obstacles. They have to path around tiles, rocks, buildings, etc. That alone destroys the “129 meters of perfect travel” scenario. Your simple math is anything but simple.
You’re also assuming the killer starts exactly on the hook, commits to a full chase, and that the survivor runs the entire endurance duration in a straight line toward a gate that’s already open. That’s basically the most survivor favored scenario possible.
If survivors are consistently getting unhooked that close to endgame with a clear lane to the gate, that’s a positioning and pressure issue earlier in the match. Endgame only amplifies the state of the game that already exists.
And finally, this “simple math” ignores the killer’s actual endgame power. Perks that I've said plenty of times for killers in the endgame exist specifically because killers are meant to swing the endgame back in their favor if they plan for it.
So yeah, the math works if the map is empty, the killer plays perfectly into the scenario, the gate is already open, and nobody made mistakes earlier. But that’s not how this game works, your 'math' is a spreadsheet fantasy.
The fastest way between 2 points is a straight line and that's why "shift+w" is the strongest thing a survivor can do. Yeah, maybe you have to dodge slightly left or right around an obstacle, but again, 129 meters is REALLY LONG its 1.3 maps in size. That is HELLA long.
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@Spirit_IsTheBest said:
If a survivor is getting 15 seconds of Endurance in the endgame and still escaping consistently, the problem probably isn’t the mechanic, it’s the situation you’re putting yourself in before the gates are powered.
By the time the Endgame Collapse starts, killers have already had the entire match to apply pressure, secure hooks, and control the map. If multiple healthy survivors are reaching the exit gate together, that’s usually a macro game issue, not a 15 second buff issue.
Endgame perks and certain mechanics exist specifically to give survivors a last chance play, so matches don’t just turn into guaranteed deaths the moment the gens pop. Killers already have extremely strong endgame tools, things like NOED, Blood Warden, or No Way Out can completely shut down escapes if used well.
So instead of blaming a short Endurance window, it might be more productive to look at why the survivors are consistently reaching the gate in a position where those 15 seconds actually matter.
Its simple math.
A map is typically 98 x 98 meters squared on average. Usually not a perfect square, but roughly they all amount to about that.
15 seconds of endurance moving at 110% movement speed gives the survivor 66 meters of distance for free. That's usually enough to get nearly to the gate if you are on the exact opposite end of the map, which isn't really that difficult because there are 2 gates, and they typically spawn across the way from each other. Such that, you can't really be at the exact opposite end. One gate will likely be closer and you will be able to reach it easier.
Now you might say, just hit the survivor off the hook to break the endurance and then catch up to them.
Ok, lets do the math on that.
After hitting the survivor, they gain 50% movement speed for 1.8 seconds while the killer is pretty much unable to move for 2.7 seconds. So in total, this means that during those 2.7 seconds the survivor is able to move:
1.8 seconds x (4m/s * 1.6) = 11.52
0.9 seconds x (4m/s * 1.1) = 3.96
11.52 + 3.96 = 15.48 meters of distance.
Now keep in mind that for the next 12.3 seconds, the survivor runs 10% faster. This means that for those 12.3 seconds, the survivor will move 54.12 meters, and the killer will move 56.48 meters. Effectively only gaining 2.46 meters of distance.
So after 15 seconds, the killer is still 13.02 (lets just say 13) meters away. And will still need to spend another 15 seconds catching up to the survivor. This means that the survivor would move another 60 meters of distance, before the killer is able to catch up and hit them.
Now lets add up all that distance moved during that time…
15.48 meters during the burst of speed + 54.12 meters during the extra speed from being unhooked + 60 meters of the killer catching up to them = 129.6 meters.
129.6 meters is MORE than the distance of an entire map by almost 30%. This means you could literally run from 1 corner of a map to the opposite corner, then run BACK for another terror radius worth of distance in that time frame.
Again, its simple math.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063216#Comment_4063216
Why? Cause it should favor killer even more?
By design the killer is supposed to be stronger the further the game is.
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@Aven_Fallen said:
The problem is not that abandoning early enough is not possible, the problem is more that at a certain point of the match, one side cannot win anymore, but the game might be dragged out.
Not as extreme for Killer, since you can make a comeback better as Killer than as Survivor, mainly because this is just how the game is played (Killer has less pressure in early game and increases pressure over time when Ressources are removed). Even tho, I think a good indicator is that if 4 Gens are done and no Survivor is dead, the Survivors will most likely win.
For Survivor the game is basically over when someone dies early. A comeback is only possible if the remaining Survivors are far better than the Killer player.
So it should rather be worked on the fact that early game losses should not be so frustrating. E.g. if one Survivor gets tunneled out, the game is a 3v1 with 4 Gens left or so. This is not winnable. But this does not mean that people should be granted to abandon early. Because then we really come to the point where games just end or turn into non-games when people quit when it does not go their way.
Because that while I feel that certain scenarios would justify abandoning, I think the potential for it being just used to get out of games quicker is too high. E.g. your idea of abandoning on second Hook: What prevents me from just running to the Killer two times and then abandon when I get hooked a second time?
Precisely why it shouldn't be possible for there to be one survivor "eliminated early" similarly to "losing 3 gens in the first chase because you guess wrong twice at shack" They need to slowdown the early game a bit so that midgame actually exists and endgame isn't just a slog for the side that is losing.
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@Aven_Fallen said:
When you lost games because 15 seconds in Endgame you were already losing at this point. But I guess Killers still want their pity Kill in Endgame.
15 seconds of endurance gives the survivor a free 60 meters of movement. Average map size is 98 x 98 meters squared. This means that unless you are literally on the exact opposite end of the map, you get a free escape on unhook. And even then, the gates are usually split up in a way where you will be within 66 meters of one.
EDIT: I forgot that they also get 10% movement speed too. So its actually 66 meters of free movement.
EDIT 2: Even if you manage to hit the survivor right off the hook to break it, it gives them a free speed boost of 50% for 1.8 seconds, combined with the 10% movement speed gives them 15.5 meters of free of distance before you can start moving. Which giving that they move 10% faster is again, a free escape.
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@Dinadin said:
Your problem is already a false take. Survivors rush gens (the wording itself is already falsely used here) only because of the killer tactics making games unfairly balanced. Youre just trying again to go against common sense here.
You think that if tunneling wasn't a thing survivors would suddenly start doing dull totems for no reason? Your argument is the same killers make in regards to tunneling. You think that if gens suddenly took twice as long killers would stop tunneling? The answer is no. Both things definitely need to be addressed and likely in different ways, but that is a bad argument.
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@GhostRider1518 said:
Let's talk about the absolute state of "Skill-Based Matchmaking" in this game, because from a technical and coding perspective, it's an absolute joke.
I recently checked my official stats on the DbD tracker before BHVR conveniently decided to hide the detailed kill rates. I have around 900 hours total (roughly 700h on Killer). My kill rate was hovering right around 60%. I'm not a pro, I'm not a sweat, I'm just a perfectly average, statistically balanced player.
So, how does the sophisticated, highly-tuned algorithm reward this balance?Yesterday, I was thrown into a lobby against a SWF team with a combined total of 11,000 hours (4000h, 3100h, 2500h, 1400h). And this isn't a rare anomaly. I regularly get matched against individual players boasting 2k, 4.5k, 6.5k, and even 7k hours.
Let's be real: MMR simply doesn't work. I know playtime hours aren't a flawless metric—you can easily inflate them just by being AFK in the menus. But right now, hours are the only tangible indicator we have left that even remotely reflects actual skill. What else are we supposed to look at? Grades? They mean nothing. Prestige levels? They're hidden in the lobby anyway, and with the current bloodpoint economy, prestige is just a grinding simulator, not a skill check. MMR is completely hidden and god knows how it calculates anything. So, hours are literally all we have to go by.
Imagine this scenario in Counter-Strike. A team with a combined total of maybe 2k hours going up against an opponent team with 11k hours. It’s completely impossible. It’s unthinkable in any serious competitive environment, and the community would burn the servers down over a logic error that severe. But in DbD? It's just a Tuesday.
From a programming standpoint, this isn't an MMR system. This is a massive logic error wrapped in spaghetti code. The entire matchmaking logic seems to boil down to:
if (queue_time > 30_seconds) { dump_player_into_closest_lobby_and_pray(); }It’s obvious what's happening. The "softcap" for MMR is set incredibly low. The moment you cross a certain threshold (which apparently takes just a few hundred hours on a specific role), the system tags you as a "veteran" and throws you into the same exact variable bucket as people who haven't seen sunlight since 2016. The game desperately needs to fill lobbies for 10k-hour sweat squads so they don't cry about queue times, and average players are being used as free bloodpoints to patch up the holes in BHVR's failing infrastructure.
And the cherry on top? When a 4000h survivor drops a "noob" in the endgame chat after beating a killer with a fraction of their playtime. It’s like a script kiddie running a pre-made exploit and calling himself a master hacker.
No wonder they stripped the official stat tracker of detailed kill rates. If players could actually see their granular data, the illusion of a functioning MMR would shatter completely. We don't need more chapter releases or cosmetic drops right now. We need an "Operation Health" to rewrite this outdated backend from scratch.
Fix the math, BHVR. Because right now, your variables are completely out of bounds.
The MMR softcap is around 1700. That is really the problem.
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@vol4r said:
I think people became efficient and started using toolboxes and perks for gens because that's the only way they can win games.
After anti-tunnel, anti-slugging changes being dumped I feel like they lost their hope for the game's health and enjoyment.
Killers now just tunnel most of the time, more than they did before.
Some surviviors gave up on using meta perks like DS, Deli and killers just get a free win because of this.New killers are really strong at looping, their power are mostly anti-looping and really the only way to win is being efficient and quick at gens.
Surviviors experience is getting hit behind the pallets with killer's power.
Or getting hit after the stun or vault.
The First doesn't care about vaults
Krasue has increased speed, free vaulting, good mobility
Kaneki vaults after the surviviors for free hits on top of having free first hit
Animatronic just throws the axeNew killer releases are anti-loop, after anti-loop.
The game is balanced around killers taking gen defense perks, and survivors taking anti-tunnel perks. And its a problem.
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@WolfePhD said:
I think the exhaustion perks as a whole need to be reworked.
If I was allowed to have my say…- Sprint Burst should be nerfed to cover less distance to counter utility.
- Lithe should be nerfed to cover less distance.
- Balanced Landing should remain unchanged.
- Dead Hard should remain unchanged.
- Dramaturgy should remain unchanged.
- Smash Hit should be buffed to reward skill expression.
- Overcome should be slightly buffed because it only activates twice in most games.
So, at this point in time most of the exhaustion perks are fine with the exception really of dead hard and sprint burst.
Lithe is fine because you have to loop inefficiently or activate it early, because you can't fast vault something without activating it.
Sprint burst would be fixed if you couldn't 99 it. How that gets addressed in a way that doesn't buff the other exhaustion perks, or make sprint burst confusing i'm unsure on.
Dead hard is just a badly designed perk, because it gets countered by hard tunneling the survivor with it and hitting them right off the hook. And it promotes lose/lose situations, where the killer basically has to swing, and eat the dead hard, or not swing and eat the pallet. It basically functions as old dead hard just without the distance. The difference being compared to the old dead hard is that when you used it outside of for distance, it put you in an animation lock that made it so you couldn't vault the window or pallet. But was too strong when used for distance. Probably the best fix i think for dead hard id like to see. Is to increase the time it gives endurance to say 0.75 seconds so its a bit easier to use. But then using it puts you in a state where you can't vault windows or drop pallets for like 2 seconds.
I'd also probably buff head on to stun for 4 seconds so it gives you about the same distance as the other exhaustion perks.
Balanced landing also might be able to get its passive back of not slowing you on drops even if you are exhausted. It was a problem back when there were tons of infinites everywhere, but i'm not sure how it would play out today. Would need to be tested before i can confidently say it should go one way or the other.
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@Mysore said:
For some time now, it has not been possible to use pallet saves to help the team, because if the killer catches the survivor on the side where the survivor is going to save, the option to drop the pallet does not appear. This bug is greatly hindering the use of various advantages, as killers can now catch survivors without worrying about pallet saves. This bug should be fixed as soon as possible.
This is intentional, it was just bugged for like 2 years where survivors could walk through the killer when they were picking up.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061909#Comment_4061909
he is literally designed to automatically hit a survivor if they are close to the vault
So? I would do that too in design, just so it's not easy to do. But it should be possible with correct timing… Skill check
Its literally part of the definition of their power
Not the primary use of their power. It's an alternative ending of their power, which makes sense. It would suck to be stuck on one side of the god pallet while survivor is making distance.
Its a bug/oversight that it doesn't work if the survivor positions themself a certain way and then completely counters the power.
So? Look at Knight, bugs can clearly become a feature…
Like sure, remove revault, but then also make the animation slower and don't hinder survivors in case of Kaneki. His vault is simply too effective, while revault is the only thing you could do against it in safe loops.
It doesn't matter, devs have decided already and fixed it for ghoul it should also be fixed for the others.
Or if bugs become features i guess we should bring back blight hug tech too?
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061878#Comment_4061878
For none of them it's the primary use of their power.
Legion needs so he has chance to chain hits. For Wesker and Ghoul, I would say it's so their power feels better and they just won't get stuck on the pallet all the time, also so they won't be in situation where they have to cancel power, wait fatigue and then vault. It's just alternative to end your power.Even if survivors can revault as they should in my opinion, it means they have to stay close to the pallet for this and are not gaining distance if you break it.
It should be there just so power feels better to use and positioning, not to get you free downs.
Power level of Wesker vault is good, survivor needs to fell for your mindgame, otherwise it's unlikely to get your down. Ghoul's vault is way better than it should be.Wesker wouldn't be one of most popular killers in DBD, if he would regularly be downing survivors with his vault, because it's cheap and survivors hate it…
Its literally part of the definition of their power, and in the case of wesker he is literally designed to automatically hit a survivor if they are close to the vault. That is the design of his power. Its a bug/oversight that it doesn't work if the survivor positions themself a certain way and then completely counters the power.
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@Tarn said:
I know I'm not the only one who noticed that selfish survivor players who are also toxic tend to struggle to recognize the failings of their team or themselves.
Instead they blame the killer because it's only one person and it's easier than getting the issue figured out within the team or themselves. That being said what else would it be to this issue of toxic players?
"Why do people who only care about themselves have trouble playing with others"
I feel like you answered your own question.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061683#Comment_4061683
It was always free revault for Legion. It still works and is easier to do against Wesker.
Yet it's no issue for those, but somehow it is for Kaneki…I think it should be removed for the others as well. It is literally a function of their power, it should not be able to be countered that way.
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@azaxydbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061691#Comment_4061691
Zubat put all killers on S tier in pubs, lots of people dominating in pubs, u claim everyone is wrong and ur right correct? yea i played comp as well, and im getting back to comp pretty soon but it doesnt matter if its comp or not, i have casual friends that play both sides and say the same thing. yea they have some bad matches against good survivors, but they dont whine about it and ask for survivor nerfs, they realize is skill issue.
You can namedrop whoever you want, it doesn't automatically make them right.
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061788#Comment_4061788
They'll heal under hook regardless. This happens with or without a notification. I don't see this affecting anything currently.
There is still a hud notification that requires other sensory use other than hearing. I feel this topic is kind of silly, as this change will literally do nothing for anything, imo. But I am all for trying it. Who knows, it might be OMG AWESOME! But without trying, eh. It remains unchanged, and dbd really needs change.
Yes, but without the notification the killer doesn't know when to go interrupt, so it becomes free. At least right now if you guess t hey heal under hook, you can go back and interrupt them.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061714#Comment_4061714
it’s not 100% safe unhook. there are 2 other notifications that killers get when someone is unhooked (hud and visual cue). there shouldn’t be 3 notifications when someone gets off hook. also the loud noise is very unhealthy. it teaches new killers to always go back to the unhook which artificially increases the chances of killers instantly going back to the hook in all matches.
the removal of the loud noise notification unhook and post-unhook Elusive really should’ve came to the game.
The PTB proved though that it was a horrible idea. If you remove the notification on unhook then there is literally 0 reason for survivors to just heal right under hook and the killer loses all pressure.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061770#Comment_4061770
Only a certain side is regularly achieving hundreds/thousands long winstreaks. Balancing for average skill players and addressing outliers in high level play aren't mutually exclusive.
I have seen plenty of survivor win streaks and challenges. Hell otz and hens tried to do one where they didn't run.
And win streaks in general aren't meaningful. Most of the time these players will say like "i'm going on a break for my win streak" and play other killers, and/or play meme builds lose a bunch and then be like "ok streak back on" its not a true win streak if they aren't actually winning that many games in a row.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061766#Comment_4061766
I think 2000 winstreaks should not be possible in a game that purports to have a matchmaking system. Characters can have a high skill ceiling without the ceiling being the moon.
If you pull the "buff nurse then" trap card argument for the 5000 time im not going to bother again. Ive been down this road before.
Then you already know the truth of your statement. You want the game balanced around high level players, but only a certain side. Its fine, it just means you have a biased outlook on the game and how the game should be balanced.
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@Rogue11 said:
According to Google, David released July 27, 2017, and patch 6.1 that changed old dead hard released July 19, 2022, for a total of 1818 days.
Blight released September 8, 2020 and has existed in his busted state for 1997 days and counting.
Just kind of wild to think about.
Do you think the game should be balanced around the best players in the game or the average player?
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@AmpersandUnderscore said:
No.
I'm not opposed to having a cinematic, dedicated spot for viewing the last mori of the game, but that PTB with the finisher Mori was just an excessive slug fest.
There was a video of Oni getting a 4k by just slugging everyone on dead dawg in like under 2 minutes. And that was with every survivor having base kit, infinite use, unbreakable. There's a good reason they pulled that part of that test.
I don't think OP is suggesting quite that. Its the "maybe when you are the last survivor and you get downed don't let the person DC and just go into the mori"
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@azaxydbd said:
Knightlight and many other good killer players said that public killer is ultra easy, aside from myself im over 12k, killer is public overall is easy, the only problem we currently have is cheaters dsync map rng and mmr.
Because comp players typically play comp, and if you have watched any of those you see exactly what a good, organized survivor team is capable of. Something you are unlikely to face in public queues. So, when he plays hundreds of hours of matches at comp level, and then goes to the "normal" queue, of course he is going to think that.
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@Mysore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059337#Comment_4059337
This shouldn't be in the game. Kaneki jumping over pallets is a big problem that has no counterplay. When Kaneki jumps over a pallet, there's no time to get around it, he simply gets a guaranteed free hit, and all Kanekis do the same thing: wait for the pallet to drop, jump over it, and get a free hit. The only counterplay is to jump back over the pallet, and with this “bug fix,” that will no longer be possible. In other words, Kaneki will be an even more unbearable killer than he already is and will always have a free hit in both stages.
The other way around also has no counterplay. If you can just revault the pallet then vaulting the pallet becomes useless. At least with this at shorter loops survivors have time to get around to the pallet on the other side, similar as they would say wesker.
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@MagixD said:
A common sentiment I see alot is "I get 4ks without tunneling and slugging and camping, killer is easy" and you check their post history and they mainly post survivor main takes, and some of them even admit like a week ago "i barely play killer but…". Anyway some of the people that have said they get 4ks without tunneling/slugging/camping are streamers. Perfect! Now I can get some video proof of this person in action and maybe I can learn something from this person, right? After all the best way to get better is to watch better players and see what they do (this applies to literally every video game). So I go to their twitch and check their vods and see how they play killer.
These "killer mains" are playing on default FOV, no hiding their red stain, not looping tiles correctly, barely hitting with their m2 power, getting pallet stun at every pallet, falling for window fakes, and even getting spun.
Can someone explain this to me? These "killer mains" are apparently really good and the rest of us need to get better at killer since we tunnel/camp/slug, but the way they play, they play like they just installed the game.My response to people who say things like "X underpowered killer is actually totally fine i get 4ks all the time without tunneling and slugging and camping" is to post a video of a match. Let us see. Because the truth is either:
- We are in fact all truly wrong, and that killer is in fact totally fine and you have some unique way of playing that as a collective we don't know about. So we all learn something
- You aren't nearly as good as you think you are and are playing against unskilled survivor players, which should become obviously apparent in a simple video by watching how those survivors play.
- You are overestimating how often you get 4ks and actually its much more rare than you let on.
- You are actively lying.
In any case, we not only can prove the statement, but could potentially benefit the community at large (in the event that its the 1st one)
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@Leon_van_Straken said:
Uff though game tho….
Yeah from time to time some unholy times can be reached in gen efficenty.
But thank god it is not that common, most of my matches pendle around 5 to 7 minutes (wins or loses)
Commonality does not make a thing ok or not ok.
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@Galafure said:
How killer sided is this dev that I do NOT deserve to know that hatch is at shack? The fact that they are hidden is PROOF that BHVR has no care for their survivor community. We are here to pay for the game and some cosmetics then be fodder for the important people. The new cult, the creator program people.
Honestly i just don't think any offerings should be secret.
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@Craven191 said:
Efficiency killed this game for me. No matter how many times I lose, I still end up playing against survivors or killers focusing on max efficiency.
How am I supposed to enjoy a game like this where people are mostly pretentiously and desperately trying to be a comp player?
You can't blame players for optimizing the efficiency in this game. The game is literally ABOUT efficiency. Everything can be measured in time in this game, time for both sides. Thus optimizing your usage of time and hindering the time of the other side is literally the entire game.
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@Galafure said:
Devs need to fix this. The concept of slugging the second to last to deny hatch is stupid. For one, by definition it is an exploit. Killers are denying an ENTIRE stage of the game. Just because their egos can't take the loss. More ridiculous because the hatch spawns at the killers feet half the time. The number of times that I have a good game and spend the last four minutes of the game doing a stomach crawl around the map is toxic and beyond shocking that a decade old game allows one side to treat the other so horribly. Let me abandon and force the hatch to spawn or let me stand back up at 2 mins. BHVR needs to stop catering only to the killer mains. Believe it or not there are those that only want to play survivor and not be tunneled and slugged. And as this is the internet all killer mains comments will be ignored. So I won't take the bait.
Claiming its an exploit is dumb. But i agree, they should fix this, by removing the hatch mechanic and just replacing it with a short proper 1v1 for the killer and the last survivor so that its not purely RNG based and actually takes skill for both sides to finishg the game.
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@Xaerdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058617#Comment_4058617
I think the new skill might a be a bit too strong. Trapper running to the traps with up to 10 m/s is insanely strong, (or useless if the survivors find the traps and do what survivors sometimes do, dispatch someone to follow poor 'ol Trappy to disarm all his Traps. making your ability swingy)
Why not instead have a rush ability only for traversing (e.g. blocking M1), which gets insanely fast if the trapper is moving towards a trapped survivor?
Why would it be too strong? A map is around 100 x 100 meters. If you build up speed to move at 10 m/s and it takes 10 seconds to remove yourself from the trap, that means that if you literally do it IMMEDIATELY then maybe you can almost reach the other side of the map. But in this case, you can probably cross about half the map.
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@Chilli_man2400 said:
I know trapper is on the list to get updated next after trickster, but I’m shocked BHVR have not done this one update to trapper it would literally fix all his problems without completely reworking him
Just give trapper a new ability where he can collect traps from a distance
Basically you know how with Freddy and hound-master that red arrow that pops up when targeting a Gen?
just make it so if you see a trap from a distance you press X(on ps5) to collect it and it goes into your inventoryIt would go on a cooldown with the red bar like legion and spirit, I’d say a 30 second cooldown would work
- Addon rework.
- Make him start with 3 traps
- Decrease trap setup time from 2.5 seconds to 2 seconds. (setting speed addon basekit)
- Decrease trap pickup time from 1 second to 0.5 seconds.
- Slightly buff the hitbox of the traps so that you can place one right under a window and it still hits a survivor, or that you can place one near a pallet and they can't wiggle around it slightly to still walk through the trap.
- Trapper is no longer stunned when stepping on his own trap (although the trap will snap closed still)
- Put 1 trap near each generator to start
- Increase the setting buffer from 1.5 meters to 8 meters so you can't put too many traps close together (to prevent basement trapper being a thing)
- Increase the haste when setting a trap from 7.5% to 10%.
- Make the haste when setting a trap "build up" So basically you build up the haste as you channel the trap, so if you cancel it early, you still get like a half second speed boost.
- Make escaping a trap no longer RNG.
- For example: Currently its, every failed attempt, increases your chances of success by 16.67% until it reaches 100%, so the 6th attempt is a 100% chance to occur. This means on average it will take a survivor 6 seconds to escape at ~3 attempts on average.
- Instead make it just be a single attempt, that takes 10 seconds (making the addons for this basekit) to remove YOURSELF from the trap, and only 2.5 seconds for another survivor to remove you from the trap.
- New Skill: Juggernaut
- When a survivor steps in a trap, press the secondary ability button to immediately face that survivor. The trapper then moves in the shortest path to that survivor increasing speed until he reaches 10 m/s. If the survivor escapes the trap, the trapper will continue moving to the last known location of the trappe survivor. Once he arrives at the trap, if the survivor is in the trap, trapper will automatically down the survivor (or can pick them up from the trap by pressing the button again). If the survivor is not trapped, the killer gains killer instinct on that survivor for 10 seconds. Juggernaut can be cancelled at any time and then goes on a short cooldown.
This isn't perfect but its a start. This will:
- Give him more traps
- make him setup faster
- Make him pickup traps faster
- Make him move faster when setting up traps mid-chase, or able to cancel the power early for hastey mindgames
- Survivors can't RNG luck out of a trap anymore
- Trapper can't hook everyone in the basement easily anymore and just setup a ton of traps.
- New ability gives him some map control. If he sets up a web of traps he can leave that web and if a survivor hits a trap he has a chance to get to them.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057573#Comment_4057573
i thought it was a dead perk since survivors started pre dropping when they saw you had it and then survivors started pre dropping as a general strategy
Yes and no, if they start doing that then you can burn through the pallets quicker. So similar to something like say, ruin + thrill of the hunt. You probably get less slowdown from ruin itself then you do from thrill of the hunt making it harder to get ruin. Or pig traps, you aren't using pig traps to get the kill, although sometimes you can. You are using it so you can slow the game down.
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Ah yes, posting a content creator nobody knows about surely shows the opinion of every single player.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057819#Comment_4057819
…Wait, how?
Even if Spirit Fury's changing here, the M1 killers who'd use this perk are explicitly unaffected, they're the ones using basic breaks to charge the perk. I can't think of any M1 killers who even have a special break.
Not just m1 killers, but many of the killers that are objectively weaker:
Bubba, Demogorgon, Legion, Myers, Nemesis, Knight
And which killers don't care? Probably the ones not running this perk anyway, and Ghoul, Nurse, Blight, etc.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057608#Comment_4057608
they do that regardless
And this change would just give them one more reason to do so because every other perk is garbage. And here we are talking about nerfing a perk that has been the same since basically its inception and has been totally fine.



