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Rogue11

Rogue11

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Rogue11
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  • @Smoe said:

    A QOL feature that enables the smooth transition animation from Survivor's locomotion that was cut from ptb 4.5.0

    A chase music selected that allows the old ptb or previous live chase tracks to replace the current chase track to be listened to client sided.

    Being stuck with PS2-era animations indefinitely for the sake of "muh moonwalks" is one of the worst decisions they have ever made.

  • @Xernoton said:

    I'm fine with the cooldown (though I would prefer the speed being a little higher) but what really annoys me is that god damn sound every single time your chainsaw is ready. If survivors need to hear that, good. Let them hear it. But I don't wanna hear that sound.

    It's so incredibly irritating and it makes me irrationally angry. Please, remove this sound for the killer at least. I don't know what it is but it triggers me beyond reason.

    I haven't heard it yet but just reading that reminds me Bubba. I can't stand playing him and hearing that "plop" sound constantly when his charges replenish.

  • Fix the turn rate exploit and we can talk

  • Still not fixed as of today. Why are clearly bugged mechanics left for years when practically the same bug is fixed shortly after release on a new killer?

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646779#Comment_3646779

    I red that Billy main problem back in the day was the "instasaw". Understand the chainsaw charge time before starting to sprint.

    It let very few time for survivors to react. And then they overnerfed him with overheat and add-ons nerf etc.

    The cooldown is different, it means now he can recover faster after missing a chainsaw sprint.

    instasaw nerf was justified, and it was made when maps were much stronger for survivors than today. and on top of that, his cooldown feels like launch date Xeno where juking his power means nothing and you die 3 seconds later unless you're inches from a pallet. this is not balanced

  • *Jukes chainsaw hit* -> *immediately backrev'd anyways*

    Feels skill expression. Feels meaningful counterplay. Feels release date xenomorph missed tail cooldown.

  • @Adrien said:

    Well, survivors have been overtuned for years so yeah the nerfs hit hard.

    But now the game is more balanced. In return when we play survivor we have more information about our teammates for a better coordination.

    • Yes now with killers equipped with strong anti-loop you have to think instead of pre-dropping a pallet.
    • Yes now you can't heal yourself in 8 seconds with a green medkit and the appropriate add-ons.
    • Yes now you can't have 3 health states from the beginning of the game and each chases.

    Sad times, very sad times.... No I'm kidding, it just that survivors want it balanced to their side, a survival-horror game btw haha.

    Damn what a cringe community full of spoiled kids that cry when their shiny toy is broken. Don't worry, soon mangled gonna get nerfed and DS gonna get buffed.

    I'm mean in my words but this is so annoying to see people complain when the game is leaning toward something more balanced.

    Yea my 20% solo queue escape rate feels balanced

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641343#Comment_3641343

    Chases aren't as long as before? Of course they aren't. You're not supposed to be able to loop a killer for 5 minutes with no trouble. Because if you can do that, then what is to stop the next survivor from doing that as well?

    This isn't really a strong argument. A killer doesn't have unlimited time in a match and you cannot expect BHVR to balance the game around 3 hooks per match. A killer already falls behind schedule when you can delay them for more than 45 seconds (easier on some killers than on others). So it's not surprising that the average chase doesn't take as long anymore.

    Survivors don't need new objectives and there are 2 main reasons for that:

    1) New players are already overwhelmed and can barely get a grasp on how to play the game.

    2) Survivors in general hate side objectives. We have seen that with pretty much every new killer over the past 2 years.

    The main complaints about these killers are always connected directly to their in-built side objectives. The funny thing is, that we've been asking the devs for these things.

    But for the sake of this argument, what kind of second objective do you think would best be suitable and what would make it more fun than what we already have?

    Chases aren't engaging when 80% of the time all you can do is hold W and decide where to die.

    Then you have the map reworks so on the occasion you get a killer that doesn't ignore the core chase mechanics, you can loop a LT wall or a pallet between a short park bench and a barrel. Where even if you get a pallet stun without being hit validated, you won't have enough distance to reach anything else.

    Survivor skill expression is dead, mmr is awful, and gen progress crawls with the power creep in slowdown/tracking perks combined with empty dead zone maps.

  • Remember last year when medkits and healing got nuked, it was supposed to be a tradeoff for serious gen slowdown nerfs? And now almost every match is 3-4 strong slowdown perks. Sooo can survivors have useful medkits/perks again?

  • @bjorksnas said:

    5% speed is the only good effect 2 extra tokens doesn't really do much other than give him more space to make an error and have an even longer cooldown without any token regen, its still a mid addon but the speed makes it slightly usable

    Guess we should remove the penalty from spirits amulet add on, and also give it a speed increase and extra reappearance duration. You know, since just adding 40% power duration "doesn't really do much". Come onnnnn

  • Have seen several Plaything exploiters already this morning. Good to know the devs won't do anything about it!

  • @Shaped said:

    I dislike any blindness causing perk/add on.

    I think they're healthy for countering perks like Windows, Fogwise, etc., and could even use some buffs against those things.

    But the night and day difference in normal gameplay when you're solo and can't see slugged/hooked teammates is ridiculous.

  • Knight. I don't think I've ever put less effort into playing a killer for the results I could get by having the ai play the game for me. And he's terrible to play against because hold W till you reach a corner and die is not engaging gameplay.

  • @th3syst3m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625374#Comment_3625374

    My point was the game was more random, and IMO more fun years ago even with all that broken #########. So yeah I'd like to enjoy the game again. I'd take old mori's over ever having to play against another Skull Merchant again, but that's just me I guess.

    So true. The randomness was necessary to keep a game with ONE game mode interesting for years. Now it feels like I'm playing the same match over and over with no agency.

    At least before the recent map reworks into shrunken dead zone fields you had a chance to punish a killer for tunneling with actual skill expression from the survivor side. Now you might have 1 decent tile to loop and then a filler tile where you're guaranteed to die.

    These dead zone, barren maps effectively cap most chases to 30 seconds against an experienced killer. Maybe this would be arguable if there was anything that prevented the killer from just tunneling someone out in 1:30. But we can't even get 2 seconds added back to DS after 2 years of hard tunneling meta.

    I miss moris, hatch, running weird survivor builds without 90% chance of throwing the match (Sabo, item plundering, full healing, totem cleansing, etc), using Deliverance+Sprint Burst to escape as the last survivor while the killer looked away to kick a pallet.

    The game is stale and the player base having no growth after years of new licensed content exemplifies it.

  • How will this interact with Ruin? If I let a gen start regressing and then repair it for 5 seconds, and repeat enough times, does Ruin not work on that gen anymore?

  • The kicker is when you sneak into her 3 gen and disarm multiple drones only for them to automatically reactivate before you can do anything to break the 3 gen. It's like basekit iri stone if bear traps were the size of entire tiles.

  • To be fair the experience is miserable for old players too

  • it would have to be fun to be considered a party game, right?

  • Tried to meme for a single match by running chest perks and putting presents under the tree in basement. Here comes Nurse with Ult Weapon and 3 slowdown perks to turbo tunnel me out of the match immediately!

    Gee I ######### wonder why people are burnt out.

    Merry Christmas everyone! Do yourselves a favor and spend it playing a different game.

  • I dislike yellow pathing players whether they are my teammates or opponents. A single perk shouldn't give players the same level of map knowledge that would normally take hundreds or thousands of hours to accumulate. Perks like Windows further diminish what little skill expression survivors have left in the game.

  • @Pulsar said:

    This is completely a vent.

    I have had seven matches today. I have been either camped like with Trickster or turbo-tunneled. What the ######### do I do? I can't even play the ######### game on one side. It's a completely miserable experience and it's ######### bullshit.

    There's nothing wrong with my build. There's nothing wrong with my name. I don't run any charms. What the ######### am I doing wrong. Why can't I have a SINGLE decent ######### experience.

    Must be the cosmetics you're using. A good outfit change usually improves my matches!

  • The dev in charge of adding shard prices to outfits:

    89rzp7.jpg


  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612319#Comment_3612319

    Yeah, i am waiting for Kate costume. I dom't know if they are cancelled shard option for upcoming costumes as well. Hopefully this is not the case.

    I see shard prices today! Crisis averted.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610826#Comment_3610826

    but didn't they take Cozy Break collection with all the other xmas outfit? that mean the other Cozy Break collection they took off last xmas are staying?

    They did last year, but I guess they reverted that decision for this collection. You can see the difference in the store where the winter dresses say "limited time outfit" but the cozy break ones don't. Also still no shard price....

    image.png image.png


  • @NekoGamerX said:

    they better not be taking tho off the store....

    I was pretty sure they announced that particular collection would be year round now

  • Reminder that Oni has a similar turn-rate cap bug to the one that was fixed on Chucky within 3 weeks.

  • @radiantHero23 said:

    Very excited.

    What was this about having no ambitions.

    I'm especially interested in the vip - mode. Sounds awesome.

    I don't think you can blame people for citing lack of ambition for a game that has had 1 game mode for 7 years. And the proof of these high ambitions is....a marketing survey. One that was probably rushed out due to the backlash they received from the AMA.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607858#Comment_3607858

    Why would a map feel repetitive just because of its smaller size? Big maps are a huge issue for killers without mobility and the map size does not necessarily provide for problems with 3 gens, since they basically appear on all maps regardless of size.

    Maps don't need to be super small, but they should also not be as big as mothers dwelling...

    Every map being the same size absolutely feels repetitive. It's playing the same map with variations of lighting and textures. For a game that still has ONE game mode after 7 years, this is one of the few things that still makes matches feel different.

    3 gens are inherently more of a problem the fewer tiles there are. The maps where they are the most common are the smallest maps (Dead Dog, Coal Tower, Rancid, etc). There just isn't enough area to properly space them out.

    Disturbed Ward is not as big as Mothers Dwelling was. It doesn't need more parts of it chopped away.

  • Every map doesn't need to be the size of a postage stamp. It's causing massive issues with gens spawning right next to each other. And as others have stated, this map already has some bad 3 gen issues. Shrinking every map to dead dog size makes them all feel repetitive and boring. Are you ever going to go back and fix some of the disastrous reworks like Rancid that are nearly unplayable for survivors?

    Also agree with others that the lighting, lack of fog, and general morder-ness could be improved.

  • A seldom-mentioned side-effect of making all the maps stupidly small is that totems become easier to find. Fewer tiles to search and they spawn closer together.

  • I would be fine for toning down Distortion if we can also dial back the insane power creep in killer tracking perks from the last couple years.

    Ultimate Weapon, Darkness Revealed, and Nowhere to Hide, and Floods of Rage all need their aura length or cooldown/requirements adjusted.

    Also some slight buffs to survivor perks like Poised and Dance With Me would be nice to meet Distortion somewhere in the middle.

  • @mikewelk said:

    Too busy making backpacks that ruin entire outfits...

    Lmao for real

  • @blackfox0408_fr_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600238#Comment_3600238

    In that case why can't killer see survivors and survivors see gens ? (I think it might be too much info) Edit : might as well make the wallhacks useless, NO ?

    I dont' think it is the right solution...

    Kind of feels that way already with the insane power creep in aura perks over the last couple years

  • @BooperDooper said:

    That addon is over kill. And lockers(or any interactable) are quite literally the only counter to it, which isn't really a counter since either way you die, but one way is instantly and another is a small chance to live a little longer.

    But this post is probably bait because... what. Who would say this extremely strong addon needs more help lol.

    You can also work on a gen in his face till he grabs you. If he tries to wait for the gen to finish you can fail skill checks to waste more time

  • The main building is also terrible. 2 awful pallets in the entire structure and a couple of windows that are death traps. It's also hard to tell which exits have ramps and which are drops until it's too late so you just get hit unless you have Balanced.

  • @Katzengott said:

    You wanna win with a bad, not well coordinated team, huh?

    You remember old POP, Pain Res and Surge before it got nerfed?

    Well when matchmaking actually works and gives me good solo teammates, that if not coordinated, at least have some game sense, killers complain that it's unfair. Soooo what are we to do?

  • To be precise the test was adding more blood decals to survivors as they took hits throughout the match. Not exactly what you asked for but imo even better.

  • They tested this on a PTB a few years ago. It was really cool. And then they just removed it and pretend it never existed. 😕

  • Feels double standard

    image.png


  • 1st match: hard tunneled through DS.

    2nd match: teammate hard tunneled through DS, then me hard tunneled through DS.

    "Anti-tunnel" perk feels good when a second after you use it, the killer vaults a pallet and uber-coup-de-gras lunges you down again.

    Note that I don't aggressively body block or run to the killer to activate DS. Hard tunneling killers will love this chapter...

  • @averagemikaelamain said:

    4,6 m/s and the laceration changes still fail to make the killer more engaging.

    The direction to go for him was to reduce his throw rate and make only a few knife throws with a longer wind up required to injure a survivor. The reason why Trickster fails is also the reason why the Huntress works. Meaningfully dodgeable and counterplay-able with multiple layers of mindgames projectiles are fun.

    115 just serves to improve his zoning and encourage W holding even more.

    Solid explanation of why the rework failed.

  • Another gem courtesy of the Rancid rework. The map is too damn small to fit 7 gens without this happening almost every time. There was also a hill among all 3 gens with a clear view of them. Needless to say, this is not good map design.

    image.png


  • @DemonDaddy said:

    Tunneling only shows that the survivor wasnt able to win any of their chases. It may be frustrating but that just means they were the weakest link.

    I keep seeing this argument, "you lost a chase as survivor so you're just bad". But I also keep seeing map and chase perk nerfs demanded because "killers can't afford chases that last over 30 seconds".

    So how can maps be changed to basically soft cap chases at 30 seconds, but then it's the survivors fault for losing the chase?

    How is it my fault if the killer walks in circles around an unsafe pallet for 30 seconds and then gets a free hit with bloodlust?

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583084#Comment_3583084

    Do you have an issue with reading? It's funny how you are trying to twist it for sure.

    You still didn't even manage to clear how Batteries inluded is huge, while MFT is minor effect, but you would need to make actual arguments, so I understand why you don't want to, mainly because it's not possible. Those perks are simple completely different league.

    When you like math so much, it might be be good idea to actually calculate effectiveness of MFT against M1 killers, but please don't create just more mistakes like you did before.

    STBFL gives a FAR bigger difference in chase distance for M1 killers than MFT. It's not even close. Then add Rapid Brutality, PWYF, Skull Merchant constant passive haste stacking, etc.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582998#Comment_3582998

    Oh, so you saying "you NEED specific killers/perks to counter Mft" was another lie, got it.

    The only thing you need to counter Mft is good game sense and mindgaming, something post-wesker killers have no idea about, I noticed.

    But I'd be very happy to see the stats showing how Mft screwed killers more than any other survivor perk to the point where they lost entire trials (because of Mft of course, not because they aren't skilled).

    I've had several matches vs streamers where I watch the vod after, and they're blaming losing on MFT the entire match only to see no one was even running it on the post game screen xD

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582906#Comment_3582906

    Survivors are not supposed to be faster. How would this game work otherwise?

    How to play against faster killers? Just play it more safe and drop pallet faster, don't greed extra loop etc.

    It's possible to loop against Oni, Blight, Spirit. It's possible to loop against killer who can literally teleport, but you think 5% on killers is bigger deal than 3% on survivors?

    Most movement speed perks killers have are highly limited (NOED), or difficult requirment (PWYF).

    What do you think is bigger deal, 5% on side where you can get into way higher numbers, or 3% when it's highly limited effect by any perk?

    Batteries inluded is simply weak perk, you can get niche build with it, but you also have to use map offering for it. It's simply not going to be nowhere near meta. You really want to compare it with MFT? Just fact you even tried is really funny to me.

    so getting maybe an extra loop at tiles with MFT is broken but getting fewer is balanced. lmao your bias is showing. where are all the scientists explaining how BHVR has precisely balanced loops and maps around base speeds and anything that changes those completely breaks the game? oh right, those goal posts moved the day the MFT nerf was announced, and now multiple killer haste perks/add ons/powers are fine...

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578661#Comment_3578661

    You know, instead of just saying "get gud, learn counterplay," you can at least give some tips? That might be more helpful.

    If you know the counterplay is there, then by all means, please share it.

    look closely at the glass shards and you can tell when she's about to phase. oh, sorry. that was for another well-designed and properly counterable power.

  • Odd, I seem to remember frequently being brought there by killers any time they wanted an easy 4k or an adept achievement. They must have just wanted it to be extra challenging....

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