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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570018#Comment_3570018

    Are you serious?

    The game has constantly became more killer sided since its release. I have not touched the game for over 2 years, and when i came back i was very suprised how extrem they buffed killer. I mean, its not subtle, rather a massiv slam.

    Every major strong perk from those days (DS, DH, Irion will, Spinechill just to name a few) are gutted to mediocre or even awful. Healing speed is much slower. Items got nerf so much, its not even comparable anymore.

    Every reworked map is so much more killer friendy. Just look at Haddonfield or Thompson House for example.

    Maps have MUCH less pallets (dont even try to argue, i reseached and yes, i counted those by hand).

    Killer catch up much faster after a hit (duration of sprint after hit got reduced by a lot).

    Jungle gyms are nerfed (strong gyms are much more rare then weaker gyms).

    I could go on and on and on, the list feels almost endless.

    Spinechill was made basekit. The perk was also buffed to entirely eliminate stealth killers as a threat. You're notified the killer is near, period. No line of sight needed.

  • Maybe they are waiting for the FNaF movie to release, first.

    *mischievous laughing commences*

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570232#Comment_3570232

    no, that's not whataboutism. they are very similar, and locker saves are gone now because there was nothing the killer could do about it and it taking multiple people off gens didn't justify its existence.

    what agency does the killer have? let's talk about survivors that know what they are doing. again, are you chasing the ftp user when you spot them over your injured target? because in open areas you can't block their way either.

    Locker saves aren't gone. You just have to spam getting in and out of the locker. Thanks to latency, you're pretty much guaranteed to force the killer to do a exit/enter grab which is still blindable. Only a full open the locker and grab the survivor is blind protected.

  • We are coming up to almost a year on broken MFT. Yall already said it's being addressed. Takes mere weeks if even that to rush in killer nerfs, why is addressing a permanent speed boost taking so long for survivors? It has really turned the game into a completely bitter experience for m1 killers.

  • The game is getting more and more survivor favored, more basekit buffs, uncounterable survivor combos (such as ftp + bu), free permanent speed boosts (and don't say being injured is a risk, all survivors do is 99 their heal so they aren't at risk whatsoever), now can run 200% speed for guaranteed pallet saves and guaranteed flashlight saves if survivors don't go down at a wall (which is in THEIR power, mind you), accessibility buffs for survivors only, regression perks oractically being removed from the game, removal of kick gen viability which originally encouraged killers to not chase to tunnel, and survivors being able to completely disable killer powers and turn them into weak m1 killers for the past few killers.

    Unless you're playing broken nurse or blight, and especially if you're playing an m1 killer, tunneling is practically mandatory. If you want to know why, just ask BHVR - they are the ones strongly encouraging tunneling.

  • It happens in every online game since online gaming was a thing.

  • Survivors are getting ridiculous with their requests. BHVR is seriously babying them so much with basekit perks. Heck, survivors are REWARDED for taking damage, now with permanent speed boosts. Game is just getting silly at this point.

  • Don't really understand why everyone is so upset about seasonal outfits. It makes it fun when you can start grabbing spooky outfits during October. Sort of loses it's whole appeal if they are just skins available at all times. It makes October more exciting...yay spooky time. More people dressing up, etc... same with other holidays.

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568438#Comment_3568438

    It's not that people don't understand, it's that slugging isn't an exploit and snowballing isn't a problem, it's a play style. Taking away the killer's ability to snowball via slugging is absolutely a nerf, and not one that's needed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568434#Comment_3568434

    See thing thing is, there's counterplay to slugging. You can position yourself under a pallet and recover, and there's always a chance that someone will go and save you while the killer is chasing someone else, after all, there's only 1 killer and 4 survivors. If one of those 3 remaining survivors doesn't go to save you while you're slugged, then that's a skill problem.

    There was no skill or counterplay to the old locker saves. You couldn't grab survivors and you couldn't hurt them. Your only answer if you didn't have lightborn was to walk away. That's why that had to go. The devs have to at least pretend like they care about the killer's experience sometimes.

    The locker issue still exists, the survivor just has to spam exiting and entering a locker. That forced the killer to do a grab animation that doesn't count as opening and grabbing a survivor. That animation still allows a blind save.

  • Two sides to every match, so as long as killers get anti snowball, as well!

  • They need to be converted to map ban offerings, and only one from each side gets utilized.

  • Roughly half of my matches, then again, I'm the killer...and I usually swap between ghostie and xeno. :p

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566640#Comment_3566640

    Oh did they say they're fixing borgo? That's great because a few times I loaded in with windows and someone had open hand, I only saw three palettes lol.

    Yup. They mentioned it on the live stream...at least said they were doing another pallet balance pass on it.

  • He's literally a weaker huntress. She can damage from practically an unlimited distance without the need to reel in. I'd focus on here not him, lol.

  • The addon that makes turrets take more you drop you out is mandatory. You can counter them then, though you also lose a chase in the process so it's kind of lose lose.

  • I primarily play the weaker killers such as Myers (no tombstone), pig, ghostie, and deathslinger.


    MFT alone has turned one of my favorite games into an incredibly frustrating experience. I have a hard time even talking myself into playing anymore. Ghostie is already weak at chases, and this makes it even worse. Throw on top of that the new ridiculous background player buff that let's survivors cross half of entire maps in 5 seconds, and it's just.....why am I even playing this anymore? Survivors get more powers than even freaking killers do. It's getting silly and frustrating for us m1 killer mains.

  • My issues is that the killers finally get a pallet favored map (new borgo) and BHVar immediately announces they are aware and will fix, but we have mapsnlike auto haven and the Game that are filled to the brim with pallets and nothing is done. If survivors can get multiple pallet favored maps, killers should also get the same on some maps.

  • As long as they fix gens spawning incredibly far from each other, sure. Remember, there are two teams in the game. There shouldn't be extremes for or against either side. Survivors aren't the only players. Sometimes I'll spawn into a map as an m1 killer, and the gens are all miles from each other. Rng goes both ways.

  • There is literally no anti camping mechanic in the game. The devs even stated camping is a valid tool in the killer's arsenal, though it comes at a cost of gen protection. Risk vs reward.

    I'm thinking you're actually talking about the anti-facecamp mechanic which has literally nothing to do with proxy camping. It's to stop bubbas from parking their butt on top of a hook for a no win situation.

  • @[Deleted User] said:

    If I played this game that much to P100 a character I would hate this game. No one should be playing that much. One character maybe but putting cool cosmetics behind that much playtime would be terrible. Also every p100 I see like rage quits at 5 gens. It’s not something the devs need to encourage the burnout is real…..

    Now you're making me feel awkward for being a P100 Ghostface... >_>

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565326#Comment_3565326

    You ban single maps, you don't ban realms... Similar like you can select a map in the custom game mode... Yes if we only count realms it would be less... So let's say you want to play on temple of purgation but not on mothers dwelling... So you can only ban the one you don't want...

    I'm talking about just swapping map offerings to map bans. Remove the ability to specifically target a realm and replace it with a ban offering. Also, it's the easiest way to implement it for BHVR. No need to create a new ui element.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565296#Comment_3565296

    There is like 40 maps in the game, I think you could go way higher with the amount of bans, and binding that to offerings would once again be kind of a band aid fix for the issue of some maps being so bad nobody wants to play on them, sure the real fix would be to fix those maps, but at least not having to play on them unless you want to would be nice ...

    The problem is survivors could vote to ban 4 maps, and if they all counted, the meta would be to just constantly ban 4 killer sided maps all the time. While there are a lot of maps, one map often covers several maps. For example, the red forest map offering also ccouns as the open forest map with the house as well as the temple map.

  • I've suggested this before. Map offerings should be changed to map bans. Bear in mind, only one offering will be accepted, so survivors can't do x4 bans in one match. Maybe do each side gets a map ban offering allowed, so a maximum of two bans per match if both sides bring a ban offering.

  • The fact that this is even a thing is ridiculous. While the huntress could have played better here, a direct route around should not take more than a few seconds around a small bush. It is worst by far in standard loops.

    This is just silly.

    Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.

    You literally GAIN DISTANCE vs a killer due to survivor hitboxes being smaller.

  • There is literally no anti camping feature in the game. What are you going on about? The devs even posted that camping is a legitimate expected part of killer gameplay.


    If you're talking about the anti face camping feature, that is entirely different. It is just there to shut down the occasional situation where a killer just parks their butt in front of the hook and does a stare down - typically a bubba thing.

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564566#Comment_3564566

    As it should. By default, they already are faster than survivor. And even with mft, killers still are.....by default. And they get bloodlust.

    With mft, it causes an issue for weaker m1 killers. They can barely afford chases, and with mft, survivors can get to more loops causing them to literally be immune to chases without the killer losing several gens in the process. On top of that, mft and hope causes survivors to literally run just as fast as some killers. It's a problem.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564149#Comment_3564149

    I am not quite sure how Adrenaline is a second chance perk, honestly.

    But that aside, Adrenaline while it is a strong perk, also means, that this survivor played with only 3 perks for most of the game. Which is very risky and leaves them vulnerable. As dumb as it sounds, your best way to counter it is to win before it activates. I know full well that this won't always work but they play at the same handicap as you with Noed. They give up strength for the longest part of the game to get a very good effect at the end and if you can prevent the gens from getting done, then it does nothing. Slow down perks, info perks and chase perks can help you to either stall the game until you win or save so much time, that you win before the survivors finish the gens.

    I can't really give you much better advice in that regard because I don't know how you play, what perks you have unlocked and use and what killer you play. But it helps to reflect upon what happened during the game and how the survivors reached end game. Did you lose a bunch of time somewhere, or were they maybe just that fast on gens?

    Plot Twist is one of these perks, that don't necessarily need to be countered. If a survivor tries to use it agressively in combination with Power Struggle and Flip-Flop, then your best play is to ignore them or get someone else to drop the pallet they downed themself under. They are likely going to follow you, which means there are only 3 survivors on gens. 2, if you chase someone else. This automatically puts you in a favorable position.

    Ots not necessarily a seco d chance perk, ht it can certainly be used as one. Now that you always see a generator's progress, you can get hit and loop a killer knowing you'll get a free health state and sprint off just in time. It essentially gives you room to make a mistake and still get away freely.

  • @gnehehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394274/mft-defenders-confuse-me

    Not on the MFT team, but you can find even worse: people defending nurse kekw

    I'm a killer main, and even I think Nurse needs some nerfs.

  • @Dream_Whisper said:

    Personal, I think MFT has a very limited limiter, which makes it too good to always run consistently, even without exhaustion Perks in your build. You can in theory used Balanced Landing, Smash Hit, and Dead Hard, and Lithe too; as it takes awhile before you decide to trigger them by special circumstances. Sprint Burst and new Background Player will not be a fantastic choice, due to the perk triggering more often. Of course, Once any of the exhaustion perks are trigger, it is deactivated; until you recover from exhaustion.

    However, this perk has no real downsides agaisnt non exhaustion survivors, which makes it a awesome meta defined perk; for the sake that 3% increase movement speed while injured all the time; makes this Perks super useful in chase and makes a huge difference.

    In short summary, it needs one more limiter to ensure that non exhaustion perk users cannot abuse the unlimted increase movement speed.

    You could, make the perk slowly build up exhaustion as you are constantly sprinting and you can no longer used dead hard after used your newfound increase movement speed perk for a like more then 45 seconds. But, that won't be enough, you can add one more downside besides becoming exhausted, in which the perk will also apply hindrance after 45 seconds. That way, MFT is only good for the first minute chase, but not if you are extending the chase for more then a minute as the debuff will make you vulnerable in mobility and exhaustion.

    You can also completely ignore the downside of being injured by 99ing a heal. Just tap heal if the killer gets too close to get a full heal state. The reality is, there is no downside to having MFT.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564376#Comment_3564376

    So how do you explain the existence of killer haste perks? Rapid Brutality, PWYF, Coup, Machine Learning, Furtive Chase. Do you also think all of these should be reworked out of principle?

    Don't be mistaken - I think MFT is busted for a few reasons, but I like the general idea of speed-variance through haste and hindrance effects being in play on either side.

    Mft is long term haste. Killer ones are typically short term and come with a catch.

  • Same issue. The claim item button actually leads to a BHVR employee login page. Doesn't actually claim anything.

  • @UndeddJester said:

    Yikes... that's rough my guy...

    Sadly not possible to police people's behaviour on it... the only way to stop it realistically is have an accessibility option to control notification noise volume I suppose.

    Maybe audio engineers might be able to research into something like that... Sony has been researching HRTF profiles to enhance audio and make audio more immersive. I imagine the same technology could be used to dampen extreme noise changes... not sure 🤔🤔🤔

    They just need to an option where you can use a slider to choose a delay between additional notifications after at least 3 notifications happen in a row. This at least leaves room for 3 legitimate various notifications, but any more than that, your slider delay kicks in.

  • That bar already goes by incredibly fast. Going to have to say no. A killer shouldn't be punished because he has to run passed a hook to get to an objective.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563759#Comment_3563759

    How can i NOT feel cheated if i didnt know that before buying the game? Nowhere devs said that most of the time i will be hanging on the hook and doing literally nothing. People finds doing gens boring. Boring for me is being in a chase for 10s and then spend 2mins on hook. If You thinbk this is a funny gameplay... or gameplay at all... then i dont know what to say... its worst game design i ever saw. Imagine counter strike, where after being shot in a head 10s after spawn, you cannot respawn for rest matches (you cant even spectate). Imagine if respawn time in lol is not dependant on match time, and you see grey screen for same few minutes after first 30s in game because you was ganked (imagine you cannot even look anywhere except your body). In every game, especially games that try to be competetive, p[layers are allowed to PLAY untill the end. Here its not only removing you from the game prematurely, its worse - this game forces you do literally do NOTHING and wait to be removed from the game prematurely.

    I get what you're saying, but genuinely comes down to a lack of experience. Killers reign Supreme at the beginner levels, as survivors don't have the experience to manage killer chases and such. As survivors get more experience, it all changes, as survivors fully kitted with experience vs a fully experienced killer will have the game actually in their favor. There's a lot of tools and resources available that can effectively shut down a killer (unless they are playing the broken nurse or blight). You're going down within seconds and being on hook for an extended period of time due to a lack of experience on the survivors' part. That changes over time as survivors start realizing how much power they actually have over the killer.

  • @[Deleted User] said:

    You can run Lightborn and Franklin's, but you really don't need to. Look at a wall or any tall-ish object when you pick up. If you can't, slug them and find the person lurking nearby. Just follow a basic flowchart: can I safely pick up>no>slug and find the lurking survivor.

    Finding the nearby person is no longer an option with background player being buffed. They can literally be half an entire map away on some maps (that's not overexagerrating, btw) and still be in range of a flash or pallet stun save.

  • With the new background layer buff, walls are required, or you have to hope they make mistakes. Otherwise, flashlight saves are guaranteed (thanks BHVR...).

    However, here is a video of how I handled a 4 flashlight bully squad as ghost face. You gotta know every dirty trick survivors use...baiting out hiding nearby if you down someone, baiting CJ Tech users, etc...


    https://youtu.be/S6SvH38N7R4?si=KcKOKw0p07UJt0lz


  • @DBDdidaGREATjob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563578#Comment_3563578

    Apologies but I don't get how an offering that provides 25% bloodpoint to all players in the match will bring everyone together :/

    If you don't understand that, then I at least ask, why NOT make it affect all players? What harm would it do?

  • @DBDdidaGREATjob said:

    Not gonna help, players sweat for a reason, they ain't gonna bother your gameplay experience let alone bloodpoints.

    Not talking about the gameplay experience. I'm just talking about the community as a whole. BHVR has stated before they aren't a fan of the polar opposite "we're right, you're wrong" opinions here on the forums. Why make the gap even wider ingame? Bridge the gap a bit.

  • @Mazoobi said:

    So do you want survivors bringing SB, DH, Lithe, etc. instead?

    Well, yes. I'll take that over every pallet in the entire map and any location anywhere on the map not being near a wall as being unsafe for pickups

  • @Boons123 said:

    Well, he managed to move to half the map in 5 seconds, so what?

    Just face a wall or use Lightborn and the problem is solved , If you encounter it for the first time, you should not fall into the same hole again

    Walls aren't always an option, and this makes every downed survivor at a pallet immune to pickups.

  • @Rebecca1InTheChamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561763#Comment_3561763

    Then you are not playing against good survivors

    Also completely ignored my point that survivors can make all the mistakes in the world and still get out while the killer misses one attack or hits the wrong survivor once and the essentially lose

    Let's not forget they get rewarded for making mistakes such as permanent speed buffs until healed.

  • @GolbezGarlandGabrant said:

    Not sure what people want out of survivors.

    Holding M1 on gens too much is genrushing.

    Any other sort of reaction that isn't on gens like sabo'ing, flashlights, Head On, FTP/Buckle, etc., then it's "bullying" the killer.

    It's almost like killers just want effortless games void of any resistance or interaction from survivors.

    I don't think it has anything to do with what the survivors do, I think it's about how much power has been given to them by the devs thay essentially makes killer a non threat. People go out of their way to get the attention of the killer, run around fast through loops, flashlight bully, outrun the killer, with the new background player, can zip around at 200% speed to come in blazing fast out of nowhere from a distance to do flashlight saves and pallet stuns. At this point, survivors have more supernatural powers than most killers do. Killers aren't something to avoid or be afraid...people just group up and bully. I mean heck, look at this. Just zipping around comical speeds

    https://youtu.be/5ywFY8YrWzw?si=WICsa2d1H7CuMEzj

    And every single killer recently had given survivors the ability to DISABLE the killers power.

    All of the teaser videos need to just change moving forward to just videos of survivor squads just fearlessly rushing the killer and bullying, then at the end, everyone poses back to back with a freeze frame all while the killer is off to the side with their head lowered.

    The game has become an absolute joke, and it's not the survivor players' fault. BHVR is just turning the game into a killer bully simulator game. If a killer has something broken, it's fixed immediately. If survivors get it broken, they'll "keep an eye on it" for 6 months+. In just recent patches, they added an uncounterable risk free combo that guarantees getting someone off the ground with for the people and buckle up, they are having survivors run faster perfectly while injured to allow for more extended chases and loops, allow survivors to literally run as fast as some killers entirely in the endgame, allow survivors to fly around at 200% speed for guaranteed pallet stuns and guaranteed flashlight saves if not at a wall.

    Survivors are the power role, not the killer.

  • Always thought she should be able to also earn special traps and could trap a doorway or window with a tripline. However, she would end up just being a better trapper, lol.

  • Thought you were talking about skins for a moment there. That being said, yeah, killers are a joke these days. Heck, I've been playing solo queue and have never gotten as many escapes before. Ironically enough, I've had worse luck with swfs, lol. There are so many anti killer perks now that it feels like survivors are the power role now. Granted, I mostly play killer. Was playing yesterday and saw a survivor just sprinting around the map at 200% speed and realized....this game has jumped the shark. Feels like a plucky comedy game at this point. Heck, survivors can sprint across half of the entire map in 5 seconds for flashlight and pallet saves, now. Survivors get better superpowers than some killers, now.

  • @Venusa said:

    Damn... Some of you really won't rest well until all survivors run Calm Spirit, Premonition, Red Herring and Poised every single game. It's getting tiring. Have a nice day.

    You can't genuinely believe that survivors being able to cross half of an entire map in 5 seconds is remotely okay.

    For what it's worth, ultimate weapon also needs a nerf. Survivors shouldn't be requires to run calm spirit to counter a single perk. I'd at minimum give it a 45 second cooldown.

  • @HugTechLover said:

    I really don’t understand the point of the clip. You’re getting your hook and that survivor is now exhausted for no reason.

    The new BP is fantastic when it works, doesn’t serve much a purpose when it doesn’t, and encourages survivors to stray from the staleness of DH, SB, and Lithe.

    Survivors wanting to get value out of BP means you have 50% (at least) of survivors off gens. The survivor you’re chasing and the survivor following you the whole chase, hoping to MAYBE get a save if the killer allows. If you don’t allow it… it’s completely free pressure.

    @Venusa said:

    It's working as intended? You wrote the perk description here as if it's a bug. Yes, survivors have a 10 second window so it isn't wasted every single time and they can choose when to use it instead of walking around Exhausted for nothing. No, the sprint doesn't last 10 seconds, it's 5 seconds when activated. Lastly no, it doesn't guarantee anything.

    See William's response.

    I also described the perk's description since not many understand the 10 second rule, that's all.

    Anyway, the problem is it makes just about any pickup except on super large maps unsafe. This essentially makes survivors immune to pickups if they are at a pallet, and flashlight saves are essentially guaranteed unless there's a wall nearby. The distance gained is so ridiculous, you can completely be off a killer's radar and still get an easy save. If you're in the vicinity of the killer, that's a guaranteed save at any pallet or any non wall location. If you're further out, you still have a pretty good chance at any save.

    And anyone seeing those videos and thinking the speed and distance is fine, you're kidding yourself. It's comical how fast that is. Being able to travel half an entire map's distance (possibpe in saloon map, for example) within 5 seconds is beyond ludicrous. They may as well have gone straight to plaid.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561091#Comment_3561091

    If they couldn't quit, they'd be slaves, or interns..

    Volunteers can quit.

    Tell that to Donavan at the Canyon of the Crescent Moon.

  • Agreed it's a problem, especially mixed with DMS. Should at least get the cooldown bumped to 45 seconds.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561087#Comment_3561087

    Staring at a hook for 89 seconds from 15 meters away is not "reacting to a save" its literally just camping. The mechanic totally fails to prevent this kind of camping as even reassurance is ineffective as realistically the killer can just step an additional meter away for 2 or 3 seconds before stepping back and a hook stage will happen while camping the entire time.

    You may have misunderstood the patch. It's not an anti camping mechanic. It's an anti face camping mechanic. They outlined this and clarified quite a few times. It's mostly to stop bubbas, imho. Stopping proxy camping would gut most killer gameplay...at least for weaker killers. They need to be able to defend hooks. If that's taken away, they need some buffs to add pressure in other ways.


    That being said, it doesn't affect me much since I usually leave hooks clear open for saves, but there are definitely situations where defending a hook is necessary. Survivors have a LOT of power right now, so sometimes trades are needed.

  • Killers are supposed to be able to react to a hook save. There is an entire score point about safe unhooks vs unsafe unhooks. The whole point of AFC was to try to prevent trades from being impossible. Let's face it, 90% of the patch was to address bubba.


    AFC was never meant to stop hook trades or otherwise be completely safe for free rescues.

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