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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • Providing additional evidence of this bug happening. The video is technically related to a "testing" purpose about some aura reading, but you see the bug happen twice where the stinger plays when the survivor should NOT know the killer is near (and the TR playing despite not being in a chase).

    12 seconds in - Despite the survivor in a real match not knowing where Myers is, then the survivor heals in killer shack, she's suddenly alerted that there is a killer nearby despite having absolutely no line of sight. This would have given the survivor ample time to run away and escape.

    50 seconds in - The second time is on Haddonfield when the survivor is going upstairs. Once she's up there, the stinger immediately warns the survivor that the killer is near despite not knowing that the killer would be up there and the survivor could run downstairs to escape.

    This bug\feature is causing being a stealther and taking the time to ambush to be punished and have all that set up time stolen away.

    https://youtu.be/-C2uAS9eQ9I?si=Fpc2cThGLHDIogHx


  • Did you accidentally hit a macro keybind?

  • I have no fear about tunneling, but I also typically avoid tunneling anyway. I'll usually only tunnel if the survivor is absolutely begging me to, such as trying to bodyblock right off of a hook, exploiting, or being generally toxic.

  • I like when everyone takes a break in the match to grab a drink at the bar at the ski resort or the saloon.

  • I play in anonymous as killer so I can play a bit more friendly, as I have nothing to prove, and survivors won't have anyone to trash talk and drag through the dirt with insults because they think they may have "crushed it" since I would go out of my way not to tunnel and allow people to safely unhook. With me being anonymous, they have no idea who i am, so their bully comments go nowhere.

  • For me, the females are typically thinner and shorter in stature making sneaking around and being less noticeable far easier - especially from a distance.

  • I've reported numerous people for exploits or hack use. Only have gotten feedback once that they did anything about it. However, only the extreme ones I bother with also reporting video which is far and few between. They likely completely ignore reports unless you also send in video, as well.

  • It's an incredibly strong item. Grab any medkit, put the agent addon on, put a +8 charges addon on.

    Now you have a full heal medkit, and then have just enough spare charges left over to have an on demand endurance effect. Killer comes up, just activate the agent with your last 8 charges, and weeee, you get another free health state.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550230#Comment_3550230

    The Game is quite killer dependent when it comes to performance. If you can ignore pallets or get rid of them super fast then it's a really good map for that killer. Otherwise it's quite awful.

    Pretty much. The game is survivor sided unless the killer can bypass pallets or if it's a stealth killer.

    The only real way survivors lose otherwise is to 3 gen themselves. That's why the stats show it being killer sided. Survivors historically 3 gen themselves often, especially on that map.

  • @Leatherbilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550283#Comment_3550283

    Problem is that isn't countering it. That's just letting survivors have what they want: immunity to a core game mechanic.

    Hooks give you: 1. Takes longer to unhook than to pick up a slug 2. Takes 120 seconds instead of 240 seconds to kill someone 3. Gives you area reading on the hooked survivor 4. Agency over where that hooked survivor is rescued at because they can't move 5. A notification when they're saved.

    And there is absolutely no way BHVR intended for these perks to be used to this end. I don't see how it isn't just blatantly exploiting perk and map design to cheat the Killer out of a core mechanic for an entire Trial.

    We have been telling BHVR this for years. They won't change it. If it favors survivors, they'll likely give it a pass.

    Only counter is to slug them. It usually makes them furious as they stomp their feet and complain because you won't pick them up to allow free wiggle outs. If they want to sit out of the match all game on the floor, that's on them.

  • If your gaming system supports it. Enable anonymous mode. That way, it doesn't matter how well or poor the match went - no-one has any clue who you are, so you have nothing to prove. Let's you also play more casually and less serious if you want. Who cares if they know you weren't going all out? They can't message you. Your reputation isn't threatened. There's zero ties to you. Just play and have fun.

    Anonymous helped me be more relaxed on playing.

  • @Zenislev said:

    That's what happens when the devs gut every form of gen regression/slowdown without adding time anywhere to the survivors. The healing nerf was supposed to compensate for the missing slowdown, but survivors cried so hard about it that it never went through, so now we're stuck in a position where gens are flying left and right and there's nothing killers can really do about it.

    3 gen perks minimum is required for some m1 killers. Really sucks.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550201#Comment_3550201

    Wait, The healing nerf DID went through. Self heal was set to 24s, medkits were made 1 heal, 2 heals max with addons, all addons toned down and COH was nerfed.

    The only thing that was reverted was altruistic healing because it made no sense that it was also at 24s while already having two people busy.

    Healing should have gone to 20 seconds instead of being entirely reverted.

  • A video showing that survivors are immune to tail attacks when placing turrets.

    https://youtu.be/XwRN493kz7M?si=WGKfvVluO309YWQG


    @SchmittyKat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541972#Comment_3541972

    Two of the three examples were straight missed. Maybe this makes up for all of the times that I have been hit and VERY clearly dodged the hit. I have been almost BEHIND him, downed multiple times. Also get downed AS HE’S BEING PALLET STUNNED? Not before or after DURING. People who play this killer are only recording that are not fair to them. They don’t report the bugs that are not fair to survs. (And no one better say that I’m a survivor main, I’m an executioner main and I’ve played 90 percent of killers available. You’re SUPPOSED to be punished for missed attacks!

    It's clearly a bug. See my video here.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549501#Comment_3549501

    people forget who they hooked. that is why your asking a UI to not forget. this is something survivor seeing gen aura's. counting hook is a basic killer skill.

    The only people forgetting who they have hooked are people not going out of their way to tunnel. Tunnelers specifically keep track of who to tunnel. Again, it's only hurting killers who are NOT actively trying to tunnel.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549287#Comment_3549287

    Being healed by someone else shouldn’t count, it’s an action THEY are taking, not you. Conspicuous actions should involve what you do, not what your teammates are doing.

    I do agree flashlight saves should count.

    I'd say it should count, because the whole point is to avoid tunneling, and if someone is able to fully heal you, then clearly the purpose is null and void at that point since you're not being tunneled. Otherwise, people are just getting fully healed then running around with "secret" protection to use offensively against the killer (which is the opposite intent of the perk). Usually you can at least tell someone has OTR due to a lack of pain sounds. Essentially, allowing being fully healed and having the benefits of OTR just encourages people to weaponize the perk against it's actual purpose.

  • @cutTHRUyou said:

    This one's pretty self explanatory. If someone gets unhooked and I go for the rescuer, I'm not tunnelling. Therefore if I pick up the rescuer and they get flashlight saved by the person who just go unhooked, they should not keep their anti-tunnel perks such as off the record, DS etc. They were given the opportunity to find safety but they used their immunity to play in my face, much like old DS.

    Agreed here. Being fully healed should also be considered it. If you were in a position to be fully healed, you clearly weren't getting tunneled, lol.

  • What are you talking about? I've never had issues unhooking someone with a killer being there. Is there a place where they are standing and it's literally impossible to access the hook? Which hook is it specifically so it can get fixed?

  • @AmpersandUnderscore said:

    Because if you aren't keeping track of your own objective it can bite you, and the game shouldn't default to telling the player 'do this next and you'll probably win'.

    It's the same reason survivors don't know every gen location by default. Sure, losing track of your objective and focusing on the wrong one can 3 gen your team and throw the game, but the match doesn't have a UI element or even any feedback at all to tell you that's happening. It's up to game sense of the player(s) to avoid that situation.

    There's no reason to replace the game sense element of 'which objective is optimal for me to pursue next' for either side. That includes the killer.

    In that case, survivors should not have a gen tracker or how many times anyone on their team has been hooked. They should keep track of that in their heads, right? After all, not getting hooked is one of the survivor objectives.

  • They say it's to stop tunneling, but people who want to tunnel are going to keep track of that anyway, so it literally does not stop tunneling.

    If they added it, what it WOULD do is allow killers who prefer not to double hook people to actively AVOID unintentionally double hooking people. If anything, it would cause tunneling numbers to go DOWN.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548681#Comment_3548681

    I’ve been blinded plenty of times when I was starting point blank at a wall or corner. I’ve been blinded through shack wall as well, which shouldn’t be a thing. Heck, I can look down or up and still get blinded. Lightborn is nice to not have to worry about bogus blinds like that.

    It’s also nice if you don’t stare at the flashlight user and act like you’re trying to avoid the beam. It may not work for the the whole match, but it can get you a couple of downs until they realize you have it.

    Unfortunately, that's just cheaters.

  • @EvilBarney666 said:

    As a killer main it makes you target number 1. If you can see I am clearly wanting to after the unhooker and you get in my way to stop me from doing so, your the target.

    Do not use an ability that's primarily used for defense offensively. Your weaponizing it. It is meant to dissuade the killer from going after you. Use it to get away.

    Just my opinion. But I will go out of my way to down you again.

    Exactly - then they complain about getting tunneled post game chat, lol.

  • Frankly, faux ######### players should absolutely be grounds for a ban. That's just my opinion. I think it's unacceptable behavior.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547380#Comment_3547380

    What is the difference between you tunneling someone off hook because they were saved by a survivor vs you tunneling them off hook because they self unhooked?

    You're still free to tunnel and camp.

    Self unhook removes the map pressure of someone being in danger of additional hook states. That means more people who can be pumping out gens.


    That being said, face camping is super, super lame. However, the PTB atm punishes killers across the board, not just face campers. Survivors have been looping near the hook just to get unhook progress - especially looping the killer around killer shack for an extended period of time since it's the strongest loop in the game.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545313#Comment_3545313

    So if they can keep the killer in an area where the timer is going, while somehow avoiding it themselves. For example if the radius is different, or if the timer doesn't start until the same survivors is inside for a certain amount of time, they could take turns keeping the killer inside or making him run through it. Manipulating the way the mechanics work.

    We've got quite a few assumptions here on things that could be true, but sure, let's just say they are. If the survivors are so skilled that they can keep you on this razor thin edge for enough time that the hook meter fills and you don't manage to down anyone else in that time, you're probably toast anyway.

    Also, if they are running you in circles for that long, why not just unhook? If one survivor can keep you occupied that long, a teammate can just do an unhook and now 3 people can be on gens.

    Plus, even if they manage to pull that off the survivor gets to unhook. Seems like a lot of risk when there is a much more simple solution.

    And even if all of that is somehow still true, you could just go look for the other survivor(s) doing gens.

    Getting jump-offs against killers that don't camp will be huge.

    If the killer is not camping, why in the world would the survivors just not unhook.

    You gotta know there are tons of players just playing to be obnoxious.

    There are players who enter the game just for the purpose of looping. If someone wants to try looping me close to the hook, with the knowledge that their presence slows or stops the hook timer, and they want to keep confined to a tight area, okay, it's better than just chasing them around shack again.

    Nothing says you have to be by the hook. Even if all of the survivors gathered by the hook, and somehow you didn't believe you could catch any of them, they're the ones that will eventually have to unhook.

    I know players are already planning on looping the killer under or over a hooked survivor on 2 story maps. There's also killer shack, a very strong loop that's right over the basement hooks.

  • Ghostface, because the film series is fun, and you csn have some thematically silly fun with the survivors. Also, stealth and jumpscare killers are just overall more fun and interesting.

  • The game is already survivor sided. What more do you want? :/

    Except for nurse, blight, and skull merchant. They are way overtuned.

  • Being injured is no big deal. All people do is heal to 99% to gain all the benefit of MFT them tap to 100% if they are in danger of being hit.

  • It being OP maybe is debatable, but it is absolutely no fun and extremely frustrating to play against, especially considering there's no viable counter other than losing s perk slot for calm spirit. It's an unhealthy kind of perk that doesn't belong in the game.

    For what it's worth, I'm a killer main, and even I can see how much of a problem this perk can be.

  • They never left. I see them daily. XD

  • It doesn't have a 100% uptime. At least avoid misinformation if you're trying to provide feedback. False information invalidates your entire message.

    1. After the duration of the effect expires, the perk goes on cooldown for as long as the effect occurred. Any locker opening during this cooldown has no effect on the perk.

    2. The perk only occurs if the killer actually activates the perk. It's not running constantly st all times.

  • @JudithMorel said:

    never would i tip my killers.... #########?

    Then you'd simply not tip.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537201#Comment_3537201

    Me as pig who keeps knocking people off my box with it: "yeah...what stealth killer would use that. Doesnt make sense"

    Get Dead Man's Switch on top of that, and you have survivors having a really rough time, lol.

  • @Crowman said:

    Because it's not meant to be an anti-camping mechanic.

    It's an anti-facecamping mechanic. Killers are still allowed to defend hooks, they just won't be able to park themselves in front of the hook doing nothing else.

    And let's face it, it's to help counter facecamping bubbas who can one shot people on demand that are trying to get an unhook off.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537118#Comment_3537118

    3% Haste for getting a Hit only hits M1-Killers, not the Spirits and Blights and Onis out there.

    The Endurance hits everyone, so Id rather see the Haste gone than the Endurance. 5sec, 10sec, who cares.

    The haste needs to go. I'm so tired of BHVR making changes to the game that make weak killers even weaker and don't even affect the strong or broken killers. Seriously, nurse, blight, and skull merchant are a problem. Stop driving the m1 killers into the ground. If you're going to hurt killers, at least focus on those 3.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534365#Comment_3534365

    I honestly don't think there are any i-frames on vaults at least not intentionally.

    To me it has always seemed like when I miss a window hit that it's due to latency not being on my side at the moment or I wasn't close enough to get the hit.

    If there is i-frames I would suspect they're a consequence of the spaghetti code. Sometimes it is honestly had to tell and for as in depth as wiki is it this one area where they just don't mention it.

    They were definitely given iframes - I doubt intentionally.

  • This isn't true. The devs stated hatch escapes don't affect mmr. The survivor didn't actually win the match. It's more of a consolation prize.

  • As a killer main, it's usually always p100s who DC or give up on first hook when it looks like the match won't go their way. Typically, if I down someone and hook within the first minute of the game, the p100 drops. Maybe some survivors just don't want to deal with how often it happens where they are a man down.

  • It's not really that hard to avoid his attacks and loop him.

    https://youtu.be/CPiIieKiL4Q?si=aCylrtLrnSqg4xOc


  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535524#Comment_3535524

    How is someone gonna counter those endgame perks if they and everyone they queued with are dead

    We're talking about the situation where someone dead in an SWF is telling their friends still in the match.

  • Distortion is always on every single one of my builds. It's very strong. Honestly, I NEVER run out of tokens unless the killer has a build that bombard aura reading. I will admit it's super easy to get tokens back. Right now, it's pretty much guaranteed safety from aura reads which is a ice feeling, but I could see how easy you get the tokens back being nerfed.

  • Haste (and for that matter anti-haste) shouldn't even be in the game unless it's for a VERY limited time (ie lithe is okay). It just breaks too many fundamental balances of the game. I'd fix it by completely reworking the perk entirely and remove the haste.

  • Would have to disagree. Too many killer perks set up fir an endgame such as no way out, NOED, remember me, blood warden, etc. All of that really depends on the surprise of it. Otherwise, it's easily counterable. Know the killer will have the exits blocked? You know to tap and run when it's completely safe. Know he has noed? Just clear out the totems before the endgame even begins. Not able to piece together that the killer has an aura reading perk? That's on you for not figuring that information out in the match.

  • @Lexilogo said:

    This would've been a totally fine idea around launch, but there are way too many Perks now for this to be balanced, sorry.

    There are some Perks which require that full upgrading for the Perk to justify itself in comparison to others, but many other Perks have upgrades that just make it a bit more convenient, a bit faster to use, or just adds a tiny little bonus. It's a mess, and only avoids being a balancing problem because maxing out perk tiers is a permanent meta-game upgrade.

    I do appreciate that you're trying to make sure running x4 of the strongest Perks that all stack atop each other is no longer possible, but in reality the perks that can shrug off the downside of being their Tier 1/2 versions will just bodyblock for their teammates, and I don't think that much would change in the end.

    My opinion on Perk Tiers is still that they should just be scrapped, so BHVR do not have to worry about implementing tier upgrades into every Perk design. I think the only reason they haven't done it already is probably worries about the progression system and if it will feel sufficiently rewarding for new players without the presence of unambiguous strength upgrades.

    Honestly, a very fair response. Everyone is too used to the "current system" so such a change might rock too much of a foundation. However, I really do feel concerned about how much power creep is going on, and the perk tier system seems rather meaningless. If BHVR wanted to "shake up the meta" like they wanted to about a year ago or so, I'd rather they try thinking outside of the box instead of just nerfing perks that tends to be used more.

    Sort of stuck between a rock and a hard place balance-wise. Figured I'd at least throw in my own "thinking outside of the box".

  • They should either allow you to opt INTO showing prestige in the pre-game lobby, or simply only be visible in the endgame lobby.

    Everyone wins.

  • @Xendritch said:

    Almost everyone said the tail felt horrible when you missed with it. But I think most of us were expecting a .5 to .75 second buff on the cool down the increased movement speed instead was...a choice.

    Some people were worried about the turrets but realized they were fine with add-ons. I'm guessing they nerfed the turrets and the add-ons accordingly to prevent a situation where everyone was only running the same two add-ons.

    I have no idea why tunnel movement was buffed however everyone seemed fine with that.

    I at least know the tunnel speed decision. Originally, the tunnel speed was much faster, but internal testing showed people were having trouble moving around viably because it was TOO fast. They dialed it back for the PTB, then bumped it up a tad more to bring it more in line with their original intent without it being the original "too fast" speed.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531168#Comment_3531168

    Both old second change and new mft+resi+hope meta are boring. The problem is, the mft meta is so strong that it single handly can totally cripple survivor perk build variety, there's just no other perk build that comes even close. And thats solely on Mft, bc it makes both resi and hope worth running. Thats my whole point.

    The perk overhaul really did shake the meta up, lobbies would have a really nice variety of builds. But with Mft released, step by step the variety disappears again. Thats my main concern about the perk. We are evolving into the same stale meta situation we had before the perk overhaul, just the perks are different now. Mft, Resi, Hope, DH, Windows, thats about it.

    And as a side effect, since Mft does allow you to have longer chases AND ignore healing altogether, games are even faster. Not even talking about mft + hope in end game, which is totally broken. So for killers, esp the weaker ones, the only option to not get stomped badly is to equip full slowdown. Thus creating a boring killer meta as well.

    I know how hopeless you can feel as a killer playing against full mft lobbies, without any gen defense perks (I usually play with random perks). Heck, even with slowdown, you may have to sweat hard to even get a tie. Sure, you are not meant to win every game, but we are not talking about tense matches here that you barely lose, but games that are pretty much unwinable from the start. Just bc you did not equip 4 gen defense perks.

    At this point, they need to redesign every single map to make room for every survivor using mft and change distances of loops and suchs. It's ridiculous how overwhelmingly broken this has become and BHVR thinks it's fine.

  • Considering the amount of infinites they introduced to the game thanks to MFT and kept it untouched even after numerous feedback about it on the PTB, I'm going to assume it's a feature.

  • 1500 hours in. I always had fun until MFT was added. It's making playing m1 killers an absolutely miserable experience.

  • @Crowman said:

    It's because the people who complain about a killer being too strong are often the people who don't actually want to try to learn how to play against them.

    Many survivors (not all) are just used to things being handed to them. They get upset if they have to put real effort into a match. Usually if they feel they do they just DC.

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