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Rulebreaker

Rulebreaker

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  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858637#Comment_3858637

    The point of slugging for the 4k is that the killer has time to search the map for last survivor. No point slugging for 4k if they remain by the slugged player and don't even try looking for the last one, might as well just hook and kill them if killers are waiting it out like that because when they bleed out hatch is in play which is what the killer is trying to avoid.

    Tell that to the dips who run 10 seconds away then return to where they left the slug~
    We never say it was practical, only that people very often do it.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858607#Comment_3858607

    For 4min max. Games dragged out longer because killer just has to have the 4k? True but you neglect to mention it's also due to survivors unwilling to heal team mates and just hiding out because they just have to get the hatch.

    Well, in playing devils advocate, when the slug for the 4k happens usually the killer aint all that far from said slug~

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858520#Comment_3858520

    Who says 3K is a win?

    The survivor sitting on hatch teabagging and waiting to leave in front of me?

    Nah.

    Who says a 3k isn't a win?

    You, the team of 1 killed 3 out of 4 of your opponents through whatever way. Thats over half the survivors, you clearly demonstrated your better than their group, you more than likely racked up a ton of bp compared to the dead ones and probably the one who got away, your mmr increased if you care about that. At worst a survivor whos an arse got out and is trying to get a rise out of you or your trying for adept achievement and missed this one.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857765#Comment_3857765

    As a studio, I don't think you survive very long by ignoring outcry from a majority of your playerbase, respectfully.

    We're going to have to just disagree on that.

  • That would be some weird hilarious chaos right there…

    We need it XD

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857558#Comment_3857558

    Twins are not exactly well-liked. It could have been a grudge there too.

    You are treating it like there's some coordinated effort from players to make sure SM is unplayable. Most people don't care that much.

    Not really, we just have an issue when silly things happen due to what we perceive as unreasonable whining. The whole "We should disregard that feedback and carry on?" In certain cases that answer is yes. Hell the 3 of us don't even know if her previous iteration was genuinely good or bad due to only having 5 games where no one quit first thing.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857522#Comment_3857522

    So if, let's be generous and say, 60% of players find something to be so unpleasant they'd rather eat a penalty than chance playing against it, we should simply ignore it?

    We should disregard that feedback and carry on? That seems like a very poor idea. Imagine if we had done that with PTB buffed Twins. "Oh, most of our community hates this Killer and finds matches against them unbearable? Oh well, they'll just have to get used to it"

    Not a great idea, as I'm sure you can see.

    To be fair, its very much depending on context. Should the devs cave into every brat's whim the game is pretty much going to die on its own. What we know about merchant is that she had a "high kill rate" and that there were many DCs against her. Why? Was it because she op? Was it because people held a grudge? That first one we'd agree Bhvr should do something, that second we'd argue ignore them cause then your practically enabling and telling the children "if we do this then we can nerf anything we want". There needs to be a balance.

  • Its a little big with all the places we'd checked out but it's a very balanced map all considered. Nothing stupid strong and no pure dead zones when we got it.

  • Well if that doesn't prove our point don't think anything will XD

  • We get the feeling that each person who keeps complaining about them just completely fails at using them

  • Its kinda funny how the snowmen are often more dangerous than the zombies

  • We'll make it and NOED for each side.

    One is generally useful as survivor. We like it.

    One generally trolls survivors. We love it.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854759#Comment_3854759

    Silent bell is amazing with any line of sight blocker. All seeing spirit removes guesswork when patrolling gens. You essentially have knowledge on where all active progress for the survivors is. Iri head is infamous. Soldier's puttee is not the greatest, although it was added in 2021, which is after they started the new addon philosophy. Ghostface is a bit of an issue because he is a pretty bad killer due to him having no chase ability and relies solely on basic attacks. His strongest and most used addons are drop-leg night sheath and driver's license, which are both purple; but his iris do allow for amazing snowball potential if the nature of basic attack killers wasn't so abysmal. So that is 3 out of 5 eligible addons, with the two poor performing addons being due to a poorly designed killer. I agree that best is subjective.

    Sorry, I meant to say map offerings affect the mental game in similar ways to party streamers.

    Huntress does very well on Midwich in my experience because of the long hallways and forced small loops in the classrooms. I know some huntress players don't know how to play on indoor maps, but good huntresses know how to capitalize on it. Sure they aren't getting cross map hatchets, but you don't need those to win a game. I agree that certain killers have the ability to perform better on certain maps, like trapper on any map you can hide your traps with the terrain, but the question now is how much? Sure blight can't bounce through walls, but put him on any map in the hands of a capable player, and he might as well have the ability to bounce through walls.

    All seeing doesn't help much if those gens still get done before you can catch someone every wraith we've seen that ran it (which was little as it) mysteriously disappeared after the anti-3 gen came along. Huntress didn't actually have a second iri from what we remember until then so we are counting it and we only barely count iri head since you only got 1 hatchet. We are talking about rarity equaling power using add ons for comparisons, not about the killers themselves and your specification said more than 4 years old (that said we did forget drop-leg was changed from its original effect) [coulda also picked Pyramidhead and Plague now that we think on it]. GF iris are rather silly compared to his more common addons both before and after changes.

    Cool, didn't know where we were gonna go if those were exact words. So yes, one affects the mental game as much as the other but the other (map offerings for clarity sake) affects more than just that. (We're just restating the point cause we can)

    We've yet to see that without our teammates being potatoes but we digress [again].

     I agree that certain killers have the ability to perform better on certain maps, like trapper on any map you can hide your traps with the terrain, but the question now is how much?

    The answer is a very good amount depending on map and killer. Its relatively balanced between survivors and killer and maps will very often tip the scale. Sure good enough players can overcome whatever handicap they're presented with but theres an undeniable effect.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854711#Comment_3854711

    You can pick any killer you want, but if you read what I said, I said that they have been moving away from iri only being broken addons; but for the killers that are more than 4 years old, their iris are still their best addons in terms of power.

    I did read what you wrote. Map offerings do affect the mental game as well in very similar ways to map offerings. Most maps are not a problem for both sides, just look at the kill rates. Bringing up scratched mirror Myers as a counter to that is cherry picking the biggest edge case of them all, and it is not a representation of every other killer in the game. Huntress still does very well on indoor maps like Midwich. Same with Billy. Most killers have decent win rates on the majority of what the community would consider "survivor sided maps." Losing in these cases have more to do with mentality and RNG rather than the map affecting performance. That mentality is in the same vein that a party streamer has. The acknowledgement of it existing has more effect on the match than the actual item itself.

    We name Wraith, GF, Huntress then~ At best 2/6 of the iris we would consider stronger than a majority of the things below them. That's not a good track record for it. We do have to admit that "best" is subjective here though.

    Map offerings do affect the mental game as well in very similar ways to map offerings.

    .…ok so this sentence kinda stumpped us... We ask for you to please reword? Unless thats exactly what you mean to say…

    We not only brought up mirror Meyers, we also brought Huntress too (side note last 3 Huntress we saw at midwitch did…poorly) and the main point of that was to compare how Huntress does on that map (rotten fields) vs how she does at the other (Lerys). Yes she can do well but so can any killer, the point is she's going to do better at one vs the other. That said we can throw others in if you want. Hag at Eyrie, Doc at the game, Artist and swamp maps, Hux at Lerys, Billy at rpd. They all can do well despite the map but theres a clear difference in one map vs another. And no, its not more of the mentality, after all Blight can't bounce through walls.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854524#Comment_3854524

    See above comment. They have been shifting away from iri addons being directly overpowered like with what they did with Dracula, but look at spirit or huntress or clown. Their better addons are greens or above.

    A party streamer(s) absolutely affects the match. I never said it was to the same physical degree a map offering does. It's all a part of the mental game. People play differently if they are in play.

    Playing optimally in terms of core killer skills. You don't need 4 slowdown to play optimally. You can play optimally with what you have equipped.

    Well if you say any killers may we pick PyramidHead, plague and artist? PyramidHead has practically his strongest add ons at common and uncommon while one of plagues best is an uncommon as well. Artist's rare and very rare add-ons while not bad and some fun are mostly not as practical as the boring being able to shoot faster or hindered.

    So if you actually read what we typed, we said streamers don't affect them the same way as maps do which makes them sense if rarity doesn't equal power as bjorksnas above is also explaining.

    This definition seems to fit more as another rare offering, the bloody party streamers, don't influence the match in a way map offerings do.

    We have never stated they don't affect the match, yet as we said and was probably ignored, map affects both the mental game and the mechanical part. One gives more than just a psych advantage because some killers have heavy handicaps or buffs at some maps. The same is true to a lesser extent with survivors and what build they bring.

    Shrug we would call that playing relatively normal but to each their own.

  • @buggybug said:

    While it may waste a few seconds but can be rememdied by shack iffeting, strength in shadows makes all these perks a joke and seeing the killer aura is nice. The only heal perk that does that. Overall all of taurie perks is garbage imo.

    To be fair, they're not bad, just dangerous to use for the average survivor. Clean break saves time healing, shoulder helps against heavy tunneling, and traitor crows is a very good effect. They all just come with a draw back that will kill the usual brainless plays.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854467#Comment_3854467

    Team coordination pregame will always allow for the cancelation of a sacrificial ward. If the survivors are cooperating, it doesn't matter if it's two, three, or four offerings. Having it be two only helps with the implication that the rarer the item, the more powerful it is. This is upheld by the power to rarity ratio for killer addons, item addons, items, etc. An easy solution would be for 4 tiers of sacrificial ward. Common can be cancelled by two offerings, rare can be three, very rare can be four, and ultra rare can be a guarantee. Also this is assuming that the players can communicate. Console players cannot see chat with PC players.

    Also, bloody party streamers absolutely influence a match. A player using one will try to acquire as many bloodpoints as possible to maximize the offering. They will play differently for sure. If a killer sees enough bloodpoint offerings, they may decide to play a farm game. Or they could decide to play a completely optimized game to prevent the survivors from benefiting from the offering. Long story short, yes even they influence a match.

    As we've implied before and suppose have to clearly state, rarity does not immediately imply strength. If you want more cases of this look at iridescent add-ons for some killers. Since the survivors are cooperating already why should it not be a group decision with 4? If they can't all communicate why should the group of 2+ dictate the map? What we is an over complication of things if adding more types of wards.

    Streamers don't influence the trial the same way a map offering does. One affects only player mentality, the other affects the mentality and what the player can do. Examples: Mirror Meyers or Huntress at rotten fields vs lerys institute. Despite also being a rare offering the streamers dont have the same impact do they?

    Also on a slite side track, to play an optimized game wouldn't you need to prepare before the trial with builds and such? Sure you can play more viciously but not more "optimally".

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854441#Comment_3854441

    When the rarity for a map offering is rare and the rarity for a sacrificial ward is common... yes. Higher rarity implies greater influence or power on the match. If that is no longer the case, a complete rework of the bloodpoint system should be done (I think it should be done regardless). That was why I suggested at the very least only two of the same offering should cancel a sacrificial ward. It still has its intended effect, but it isn't as powerful as it used to be due to its new rarity (if returning the offering is not an option).

    Also, I would appreciate if you were less condescending to me. I don't see what I've done to warrant that.

    Another definition of "rarity" is the frequency or how common it is. This definition seems to fit more as another rare offering, the bloody party streamers, don't influence the match in a way map offerings do.

    We ask why should 2 offerings override it? Any swf or chatty group of solos can already override it by placing 4 of the same map offering. Killers don't even get that luxury as sacrificial wards are something both sides use. We see it as fine as is.

  • @HLuccaSkywalker said:

    @Rulebreaker I don't really understand your question, but I would appreciate any insight.

    In-depth it is.

    So many of the things we see listed have either counterplay, counter picks, do one niche thing or have a metaphorical "price tag" for it (we leave out BS because that's subjective...but also we disagree with what you're calling bs). BG player and Dramaturgy are both affected by exhaustion, Lightfooted is countered by aura reading (or any tracking really) or having eyes on the survivor with injury disabling it. Thrill isn't that bad (bar teammates running around whoever is trying to break the totems) and there's counterforce plus a handful of perks that involve interacting with totems to make it worth something. Coup and thunder can be parried by dh (wonder if balanced landing beats thunder...) and have a price attached. Flashbang has counters in lightborn and looking at walls, same as flashlight. It's more like 40% of a gen to create a chance to blind a killer as it's not guaranteed but that's us being picky. Now we are aware that lightborn technically falls into "uncountable" but it only does something under a specific condition like Thunder above (which is dropping from a height), which is if someone tries blinding the killer. The "absurd value" comes with conditions and loopholes.

    What we also see is complaints about builds such as the power struggle or BG player/flashbang builds. Everyone has builds they hate so no judgement but these builds also have conditions attached and require dedicating your build for it. If conditions don't meet or if a counter pick or plat happened, dead in the water without a paddle.

  • ... should we go in depth for this or would you prefer the simple answer?

  • @Adam_Francis_Main said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852591#Comment_3852591

    Dbd is not a party game the devs atated on many lives it's competitive. Also at the start of dbd you couldn't even play with friends, what type of party game does that

    Can you please point to us where they explicitly said that?

  • If you're the last survivor, Mikey sees you and has you dead to rights, and you sit in that locker, we consider that bad sportsman ship.

    We don't advocate giving him kills or at the end just handing it to him without a fight. At the start go ahead and jump in the coffins to save yourself if there's a legitimate chance of getting work done and at the end try for hatch or door. Hell try to die to the endgame timer if you want so you both have some chance of getting what you want. But the locker sitting? No.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852817#Comment_3852817

    The speeds have a lot of potential to be fast but again if 2 players equipped 4 invocation perks each thats 8 slots take up just to set up 4 effects quickly

    I think people don't want a stealth play perk especially if it doesn't actually work unless they know the killer is already in the area, but I see the idea behind it being a stealth play perk

    True its kind of interchangeable with event pallets at that point if its very fast to recover from a stun then break them but I think they should be slightly safer than event pallets, I think they should buy at least a second of time to run away when the killer starts kicking it stun or not rather than a pallet you need for force a stun from because that makes it more versatile against killers who can play around upright pallets which was the main idea.

    yes, but thats 4 permanent world effects for 1 gimped survivor (we do not count survivors without perks "gimped") in a gens time [or less if we got our way of all activating at once 😁]. We're just wary is all.

    We can say we'd like it and don't particularly care for more chase things. People already tuning out brains enough as is. Our main gripe is that one of us has to use it if we want it, but thats an us problem.

    Then we offer the increased numbers to your suggestion. Mostly having pallets being remade automatically with minimal action from the survivor on a normal game seems like frustration to us, even if theyre broken quicker but we do see the appeal of having a way to restore resources.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852655#Comment_3852655

    And all of them are absolutely comp!

    This is not the evidence you think it is.

    huge manority of people there literally are in for scrims and 1v1s because they don't find any more fun in pubs due to terrible matchmaking and balance focused purely around it :)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852672#Comment_3852672

    The game is designed and balanced around people playing it as a social experience rather than a competiton. They don't even show you your MMR rating, for Pete's sake.

    your MMR/elo isn't shown in any game for the reason to prevent it's abuse for smurfing purposes (tho dbd has close to nonexistent MMR system)

    There's a reason they invite smaller streamers who focus on conversing with their chat to preview new gameplay - those streamers are naturally good at goofing around while being entertaining. They don't invite Team Eternal, because that's not what they want to showcase.

    they are barely ever inviting smaller streamers, and i'm literally seeing only Gh0stArcade and one other dude that are actually goofing off amongst FWs. And nobody from Eternal is a FW nor wanted to be part of that program.

    I think BHVR realize, at least, that if someone wants to sweat hard, they'll play a game that's more rewarding to play competitively. Skill expression is rewarded in individual matches, but nobody's deluding themselves that if they juice a killer for 3 minutes in solo queue or get a 4k at 4 gens for the 20th time in a row on blight, that they'll get invited to a multi million dollar tourney.

    in dbd, people who want to play competitively on a higher level usually leave pubs to play scrims, 1v1s and big tourneys. Majority of players are still competitive, but they try to hide it somehow and call themselves "casual" players in every possible way in order to try and cover up the fact that winning is fun for them, while losing isn't.

    Anybody whose skill keeps improving will eventually get bored of pubs, while people who are hardstuck will keep playing them with an illusion of "high MMR" and pretending to be goofing casuals

    So first off whats a "manority"…that sounds like literally mixing majority and minority and are unsure where to go with that.


    Second, cool a majority [if we're to assume your saying majority] of a single group like customs and 1v1s over normal matches. And this group covers more than half of the whole dbd playerbase…riiiight.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852631#Comment_3852631

    Teammates would still speed it up, especially if they have multiple invocations of their own, and be able to spread the debuffs, two survivors with 4 invocations would be able to complete invocations at 500% speed (or get 5 invocations done in 48 seconds) its still very much a team activity if you plan ahead or happen to run into someone doing the same thing

    Its fine to have them be permanent instead, I thought it might be more interesting to play with a temporary downside instead, also for the crow perk I think having it avoid chase rather than be good in chase is just boring since avoiding chases through stealth while maybe effective is just not a fun gameplay loop, and exactly why people hated distortion because it lead to teammates who would stealth all game at 0 hooks and sometimes not even participate in repairing gens

    Map wide single use pick up with no delay could be fine but it would need a much stronger downside to balance out maybe this is the one that comes with perma broken instead of weaving spiders

    The numbers are buffs to the killer when dealing with the respawned pallets, would they break them faster and get stunned even shorter but have them respawn faster? Also maybe the pallets become event pallets after the next one respawns.

    Thank you for the feedback

    That would make them extremely fast for good effects…we'd be willing to test but we're admittedly wary of the possible speeds.

    shrug to each their own, its just that the use we've actually gotten outta it currently leans heavily towards stealth play.

    Well, we we're thinking just giving everyone straight up slower unbreakable but that works too.

    It was more like 90 for pallet respawn and 40-50 for break and recovery. The event pallets would be more a substitute for everything as for the shorter respawn time, you have a pallet only useful for stuns, wouldn't need to bother with killer stun and break time. But again, thats just spit balling ideas.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852613#Comment_3852613

    we can clearly see how less fun it started becoming since more than half of the community are members of comp scene, while also so many players are complaining about their experience in dbd even more since dbd started cattering to those "casual" players. At this point you are simply hating on players that want ideal balance in the game, classical Fortnite kind of mentality.

    Outta curiosity, where is this proven?:

    we can clearly see how less fun it started becoming since more than half of the community are members of comp scene

  • We're just throwing our thoughts here

    Change 1: That would be a nice idea, but since having multiple survivors help also quicken the timer makes it seem like a "ok why bother with the team then" to us? We're part of the "should all happen at once" crowd so maybe we don't see it.

    Change 2: Yes and no to that. Yes, having different penalties for each invocation would be a good and fun idea to us. No to the suggested ideas, specifically the 180 timer and on hook bits. As much as people don't think on it, they are very good effects. Spiders shaves off permanent time from every gen and crows gives a buff for every survivor to see the killer while in terror radius, if the killer is not running some kind of stealth and your semi careful you can easily avoid chases (on that note this one is more meant to avoid chases, not to be used in chase by default). And these are effects that don't ever go away. The drawbacks should be a permanent thing on the survivor, whatever it is.

    Idea 1: We'd rather simplify it so that everyone can pick themselves up once from the dying state and the slow recovery or something like the survivor has perma mangled.

    Idea 2: We would increase the numbers on everything bar the aura reveal (and technically we'd remove the until hooked or 180, which we said before we just straight up disagree with). Maybe make them like anniversary pallets for a shorter time?

  • Well we feel slightly creative as we go for gimmicky thematic builds. The new survivor has treacherous crows, clean break, for the people, shoulder the burden. Surprisingly we've yet to see others run this.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852194#Comment_3852194

    I wanted to say the time I first started playing DBD, but that means dealing with Old Legion and I don't want to see that thing again.

    Lets say... Spirit's release.

    Well, unanimous vote went to current object, specifically ([{#### that perk)}]

    Individually, aside from that:

    Artist

    Midwitch (he wasn't picky about either version)

    DS disable conditions

  • @LazyClown said:

    As seeing the comments in here are being rude and condescending as usual with this community, I can tell you want this game to remain in this terrible state? It's just feedback and an opinion, none of this stuff will probably ever happen since it's all survivor biased around here. But I think the game needs to head in a more positive direction.

    See, this post is the one that's rude and condescending here. One is explaining their view and another is stating facts.

    If we look into the op, we can see that there are parts within that are also such, for example:

    So I now recommend a new system for "killers", we don't call them killers anymore because they will never have that status again since you or the survivors clearly don't want that.

    Killers can have fun, but that depends on everyone's definition since fun is subjective. We can have fun as killer, we can also still kill as killer.

  • umm before we answer, whats the "old" time we're going back to? If it goes to far we'd end up forced to pick something outta spite and that'd be no challenge.

  • Fossils are returning, the General may yet get his wish

  • Thats a looong delay XD

    But congratulations are in order, Grats mate~

  • @CountOfTheFog said:

    Do you have to turn down the volume on your headphones too? @Rulebreaker

    Nah, we're used to tuning out idiots (experience from jobs and each other, it's a win win!)

  • I think i can say that the 3 of us would genuinely feel guilty having repeatedly kill the Scooby gang…

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851596#Comment_3851596

    I am pretty sure enjoying buggy mess and getting screwed by questionable AI is masochist.

    Search is not that good for mobility, because of Snug's pathing. He is not running shortest path most of the times. I would definetly want some lingering effect there, which should be fine when it doesn't work in chase anyway.
    I would personally want him to run few meters behind the target I chose (gen/totem). As a survivor, I can dodge detection on reaction, basically when I hear dog, I run away from gen and he won't detect me, because he stops there, which seems flawed to me.

    Chase is hard to tell until they fix bugs. But situation where there is another survivor nearby (so long range chase is useless) and surivvor is dragged by Snug to a pallet were very annoying to me.

    Considering we're getting the questionable ai to work for us, we stand by our statement (mostly cause its true instead of the insult).

    Bar when on an elevation (still trying to figure out snug logic with that), snug does more often than not go the "shortest" path (for us anyway). It may not always be the path we want due to our play style, but he'll go thata way. Though in defense of the times Snug does go off on his own path, it has caught out sneaky survivors about half the time, since they weren't expecting a random doggo to come from that way and get revealed.

    We like him guarding the target (a larger radius wouldn't be bad mind) as that either keeps survivors off the gen or gives hound sense should they keep working, and either way since Portia has good mobility we get to the target quick and can search around ourselves. Hound sense is more like a bonus than the main attraction when used like this instead of the above where the role flips and hound sense is the star.

    As we stated before, we want some qol, one is when chase doesn't have Snug trying to bite a wall. But that said, as long as theres not 2 survivors being chased together (which is its own benefit) landing a chase will practically always reward a killer with either a hit or forcing a pallet drop, so we personally don't mind.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851349#Comment_3851349

    Rulebreaker above us appears to be one of said "people in the room with us"

    Seems there are some extreme masochists here…

    Your opinion is she's bad because bugs, your opinion is also objective because it's clear people play her DESPITE the bugs, people like her DESPITE the bugs

    Majority doesn't. They play her, because she is new killer and she has a dog.

    Without changes, she will end same as Singularity and Twins.

    You are welcome to disagree with me, but please do not act dismissive with the whole "is this in the room right now" comment again, it's rude and not necessary to this discussion.

    That was a reference to meme… Sadly seems like didn't land.

    just don't play her if she's bad for you

    Well, I am not going to, but I can still say my suggestions about what's wrong and how I would fix it.

    I wouldn't buff chase until bugs are fixed, it's simply impossible to tell right now how good it is.
    Search needs buffs imo, it's not really buggy, it's just bad.

    Sadists thank you.

    We do like her, and while we'd like some qol for them, they're perfectly playable and often fun as is. For an example, in a similar vein to what deathslinger can do, we had snug pull some injured smuck out the exit. Satisfying to land, extremely entertaining to experience. Search works well as a map mobility tool and a way to guard either a gen or gate (we we're correct, the snap is where the model is pointing too for some reason).

  • We would absolutely love a profile pic of snug....please? With strawberries? 🍓

  • We're pretty much just joining the echo chamber of it doesn't do much if you're not hard tunneling someone out.

    For what it's worth, it still has some value outside of this scenario (long as the user and rescuee aren't potatoes) but since it only moves hook states and announces itself with user, it's not a major difference. Someone will be closer to death no matter what.

  • We just call em stupid or some related word (either in our head or at the screen) and keep it moving on. Especially if their team is easy pickings, we can just dismantle them to have all the time in the world (or till endgame kills them).

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850525#Comment_3850525

    3/8!

    You can check the answers in the spoilers bellow each question :)

    Welp that's what we get for answering in a snowstorm

  • She's not bad, snug is just abit janky is all. She has mobility and a…snare? thats usable in many areas. Our main complains is that search doesn't snap very well to where we want to go and snug sometimes rushing into a wall despite aiming down a hall. Fun facts: apparently search focuses more where Portia is pointing (like, the character model) for some bloody reason and snug can damage survivors mid vault. Its mostly QoL thats needed.

  • @UndeddJester said:

    I definitely want 3 killers I can perma ban from my games: -

    • Survivors who loop near the hook and/or the 3 gen and refuse to leave/lure the killer away.
    • Survivors who immediately let go of gens and sprint through literal fire to immediately unhook while the killer is 10ft away.
    • Survivors who DC or SoH because they have all the resilience, integrity and sportsmanship of your average sweaty MMORPG noob hunter.

    My Survivor games would be so much better without them.

    We think that'd make survivor to op mate XD

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846026#Comment_3846026

    even in the video was said that it simply makes beam visually brighter for killer

    *Shrug* what we know is the bulbs speed up blinding the killer and the only thing we can think of on them is brightness.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845999#Comment_3845999

    and of course a lot depends on what addons you have on the flashlight

    what are you talking about? There is no addon that can alter flashlight blind timing

    Flashlight brightness affects it from what we know. Things like the odd bulb speeds up blinding...and could throw off timing.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845901#Comment_3845901

    It also is once per game per character so at max its 4 swaps of a hook state. People like Vish cant read every thing as they see 1 thing that may hurt their killer sided ego and attack it.

    We maybe wrong but can't survivors trade states as long as the unhooker isn't on death hook? It didn't say anything about once per survivor last we looked.

  • @Rulebreaker said:

    Disclaimer: This is not asking for nerfs. This is us asking about if our own views on Billy are fair or not to try and change our minds. We are aware we are biased against him and he takes some skill {even if we don't often if ever see it} which is why we're asking for other viewpoints. [{(Let's see if we're being irrational)}]

    The short version is that Billy has, at base kit, a spamable way to instant down survivors which doubles as mobility with no punishment for spamming it (infact it gets arguably better) as long as he doesn't hit something that's not a pallet, breakable wall, or survivor. Compared to other instant down killers, this seems BS to us.

    Each other killer has to "work for it" in some fashion (Oni needs blood and has a timer. Bubba, Meyers, and GF need to actually get there in a timely manner with the later 2 needing to stalk survivors to "prime" the instant down). Billy meanwhile has a slightly weaker version of Oni at all times right from the start.

    Billy:

    • A fair wind up
    • high mobility which doubles as lethality.
    • Spamable. There's no effective CD other than the wind up and short little animation at the end.
    • Nothing to really manage other than the bar for when you want to go and to not hit anything.
    • The only punishment is if Billy hits an object other than a pallet or survivor. Said recovery is 2.7.
    • Gets more speed via spamming the saw (good or not is irrelevant).
    • Can break pallets and walls faster with saw.
    • Has all the above from the start.

    Oni:

    • Can only instant down after injuring a survivor and or collecting blood after.
    • The instant down comes with optional high mobility.
    • Has a time limit for his power (effectively "fuel"). Can end enrage early by picking up a survivor but would need to recharge the time spent enraged. Effectively a variable CD on power.
    • Announces himself when enraged
    • Doesn't crash into objects during demon dash.
    • Has a wind up.
    • Spamable within the time limit. Short recovery on missed 1 shot hits (2 seconds).
    • Can technically hit multiple survivors.
    • Without full power, is effectively a m1 with slightly better tracking.
    • Can break pallets and walls faster while enraged. Otherwise has to break them normally.

    Bubba:

    • No true mobility.
    • High lethality when sawing. Can down multiple survivors in 1 go.
    • Has tokens. To saw for longer bubba has to manage the tokens to get maximum distance. With no tokens he can't saw at all.
    • Has a fair wind up.
    • If the saw hits an object that's not a breakable or player Tantrum begins. Tantrum has a variable time but the shortest is longer than either Billy or Oni (3-8 seconds depending on factors).
    • Is still lethal in tantrum but can barely move.
    • Can break pallets and walls faster with the saw.

    Meyers:

    • Has to build up to be able to 1 shot survivors.
    • Has a time limit on how long he can 1 shot. Can 1 shot multiple survivors during this time.
    • No mobility.
    • Has mild stealth [lower terror radius in t2] compared to the above but T3 announces itself when it's on and off.
    • Can "pocket" T3.
    • Has to break things normally
    • Can run out of stalk on survivors if he doesn't manage who he kills and when.

    GF:

    • No mobility.
    • Semi on demand stealth but can be kicked out of his power via his own actions or survivors.
    • Can only instant down via marking a survivor.
    • The exposed has a timer.
    • Has to break things normally.
    • Has a CD when kicked out of his power for any reason.
    • Can "pocket" stalk however hurting the survivor removes stalk from them this removing the "pocket" from them.

    Are we wrong somewhere here?

    This feels like shameless advertising XD

  • While it would be nice for survivors, we'd say it shouldn't be a basekit thing. Maybe a perk, but not basekit. Survivors need to be on their toes and this seems a bit much like too hand holding to us.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843764#Comment_3843764

    I guess there are many different reasons why players love/like Billy. He is a rather simple killer but with a high skill ceiling (similar to Wesker easy to pick up but hard to master). You can pull off cool tricks with him that are worth for a tiktok or short, so he is a little social media star in the community (this might sound awkward but this is how social media works). He is an OG of the game which means he has some nostalgic. Also a free character with decent perks. He also got killed by the developers with the Overheat mechanic and this was a hot topic among the community, which made many people talk alot about billy, so he was nearly always present with his sad story and players felt bad for him. He is a killer with a chainsaw and players love these types of killers (many games, series, and movies have these type of killer and people love them because they are simple but scary). In addition to that, he has many skins that let him look cool, fearsome, or goofy (Milkman or the one with the pig). Players also love speedy killers because being fast is funny - players also love Blight and Wesker for that. Lastly, he is extremely lethal in chase which makes a chase even more exciting for many survivors. To make it simple: He is everything that Hag or Skull Merchant are not.

    This is my explanation why many players love him. However, it is okay to not like him. It's like: I am an Artist main and many players don't understand why I like her so much.

    The feels are our biggest enemy HA XD

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