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Skillfulstone

Skillfulstone

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Skillfulstone
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  • No offense, but the devs have nearly no influence on queue times in a mode after it's release. Their influence is limited to how fun the mode is and for who it's more fun. There is no easy way to just magically shorten queue times.

    2v8 had disgusting queue times for Killers and non-existant queue times for Survivors despite needing 8 players (even in 1v4 the Killer queues were longer) because unless BHVR gave actual Iri Shards and double exp there is very little incentive to play Survivor, the gameplay remained largely the same but against 5 possible Killers instead of 30+ (although since Huntress is in 90% of games the variety is even lower than it should be) and no variety in the form of perks. In fact it's even simpler since there's no possibility of pallet/flashlight saves or Hex totems to give something else than gens to do.

    Killer on the other hand brings something that's been asked for since year 1: the ability to play Killer with a friend which fundamentally changes the gameplay loop and removes much of the pressure that normally comes with playing Killer against half-decent Survivors.

    Unless BHVR somehow makes playing Survivor either worth it through insane incentives or fun enough to warrant not playing the thing that's been requested for years then there's no real solution to queue times.

  • @まうっす said:

    On the Asian server, the awareness of repairing the generator is too high, and the repair of the generator is finished at the speed of light.
    If you don't think of other measures, such as slowing down the repair speed of the generator or giving other tasks to the survivors, it is extremely difficult to do a killer on the Asian server.

    I mean, what do you think happens when an arbitrary hard-limit is put on gen-regression and most decent regression perks are harshly nerfed?

    Combine a less effective slowdown and Survivors that actually do gens and that's a deadly combo.

  • As long as there's a BP cap that can only be worked around by random gifts, weekly gifts, rift levels and Grade monthly rewards (a rather generous 2 mil that isn't affected by the cap) then Grades should stay.

    It also encourages Survivors to use teamwork (heal, rescues, coop actions etc.) and Killers to not camp (as Chaser emblem gets penalty if the Killer stays around) so it's always a good thing.

  • I had the same issue before but the 8.1.2 hotfix got rid of it…

  • Update: Still an issue after update 8.1.2

    I frequently get 0 points, or barely reach Bronze, in Gatekeeper category after very long games, no matter the amount of sacrifices.

    Bug now tested to happen on any Killer.

  • Grade and MMR have no correlation whatsoever.

    MMR is hidden and is used to (try) to pair you up with opponents of similar skill and experience. However to make queue times bearable it will broaden it's search the longer you wait. MMR doesn't reset (although it does go down if you stop playing for an extended period of time).

    Grade is indeed just an indicator of playtime (although pipping in Iri rank does require decent performance) that is mostly used to get a monthly boost of BP. Depipping was removed partly because Survivors getting tunnelled at 5 gens always depipped and this was fairly common.

  • Since a Survivor getting hit while too close to another getting chased (not even purposefully trying to block) counts as a protection hit, taking away Endurance on "protection hits" would be akin to put up a sign saying "tunnel me, I'll go down in one hit anyway".

    With how common back-to-hook-Andys and tunnelling/proxy-camping already is, basekit BT would essentially not exist if the Killer triggered a chase before hitting the unhooked Survivor.

    And anyway, if somebody uses their Endurance to (purposefully) tank a hit for someone then they can't complain if you switch to them.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773631#Comment_3773631

    You do know Lethal was hard countered by Distortion even before it got buffed, right? There's absolutely no way they nerf it to the point where it's worse than it was on release in this case.

    You mentioned that adding a chase requirement will make the perk useless to new players, but if you're so bad to the point you go down in less than 30 seconds in each chase, then a) you probably need to get at least a little bit better at chasing and b) you start with 3 tokens, so the perk isn't really utterly useless. It's release Distortion at the VERY worst (which was an ok-ish perk, honestly, I ran it a bunch back in the day).

    And, like, the progress carries over if it stops charging, if you have a collective chase time of less than 30 seconds for the ENTIRE trial then you probably have bigger things to worry about than Distortion tokens.

    There is no limit on nerf severity, just look at Ultimate Weapon for pete's sake. The perk went from one of the best tracking perk (one which got around Distortion and gave an option for people fearing Distortion) into one of the most worthless perks in the game, I'm not sure I've seen this perk outside of people doing adept since the nerf and understandably so. It needed a small nerf sure (limit the number of screams, make recently unhooked Survivors immune for some time, maybe limit it to LOS in order to keep in theme, there were so many options) but instead of keeping it viable but adjusted it was nuked from orbit.

    Hell, Ultimate Weapon being erased from existence is arguably one of the reasons/excuses why Distortion complaints increased since now there's one less way to get around Distortion.

    Ultimate Weapon is only the most recent example that comes to mind, many perks were destroyed instead of adjusted on both "sides".

    Just making the perk take longer to recharge should be enough to make burning through stacks easier and making aura-reading easier. Or hell, if the goal is truly to only prevent rats and not just to delete the perk and pacify complaints then tie recharging tokens to gen progress; rats won't be able to hide forever if they don't do gens.

  • Survivor queues on 2v8 are almost non-existent (there's a reason why there's no Killer-exclusive challenges in the 2v8 tome that requires playing 2v8, it's unplayable if you don't have 15+ minutes to waste between every matches that are half that time, even BHVR are aware of how horrible the queue times are), rescuing people from cages happens organically and there's a good chance that at some point(s) a cage will spawn 10 feet from you so little gen time will be lost anyway.

    Most challenges in the game require "throwing" by doing certain things that happen organically (unhook people, heal people, do gens, get in chases etc.) and some (opening/escaping through Hatch, using No Mither, destroying totems etc.) are actively pushing you to actually throw as doing those things is downright counterintuitive to escaping/helping your teammates. Uncaging a couple people isn't what I would really call throwing.

  • I'm gonna miss Distortion, no longer will I be able to avoid NTH/BBQ/Lethal and be a sneaky gen-doer or go for a sneaky save against proxy-camping Killers (after all, almost every time BHVR nerfs a perk it might as well be removed from the game barring a few exceptions) or reduce chances of getting cross-mapped 5 seconds into the game or 2 seconds after being unhooked by Huntresses or maybe surviving a decent Nurse for more than 20 seconds, guess people complaining won in the end. Might be forced to run OoO or OTR instead so I can still somewhat deal with the bajillion aura-reading sources and be able to call out perks for teammates (when available). Guess the devs truly gave up on stealth being a thing, f newcomers/casuals and indirect Nurse & Huntress buff I guess. Certain perks (Gearhead absolutely destroys Distortion and it doesn't even need another perk alongside it) and Killers (stealth Killers or just Killers using stealth perks) make Distortion nearly useless and it's a dead perk slot if the Killer doesn't bring aura-reading.

    "They may not gut the perk entirely." Yeah right, it's BHVR we're talking about and the only way to make people complaining about Distortion stop is to kill the perk. Also making the perk recharge only on chases, like some are saying, will make the perk utterly useless for newcomers/casual players since their chases (which will 95% of the time end with them on a hook anyway) won't last long enough to make the perk recharge while experienced Survivors will be able to get more value (an unfortunate pattern) due to their chases being overall longer, this will also mean that weaker/M1 Killers will (again) get screwed over more than the powerhouses since their chases tend to be longer. The only acceptable nerf (which would make the perk still viable but less annoying for Killer players that can't find a Survivor without aura) is to make the tokens recharge slower to make recovering tokens harder and riskier.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771239#Comment_3771239

    We will just have to see, personally I see it being a very easy fix, if the problem is "Queue Times"

    The second most glaring issue (although not quite as important short-term as "I gotta wait 15+ minutes for a 6 minutes game") is the fact that due to the limited number of available Killers and the lack of perks, there's very little variety and the mode would become less appealing over time, especially for Survivors which would make the problem worse.

    Until they somehow find a solution to queue times and make every Killer playable without making the game crash so hard you are sent back into the past, the mode simply cannot stay.

  • Sadly, 2v8 simply cannot be there for extended periods of time, even less so be a permanent fixture.

    Queue times are horrible for Killers, even in normal 1v4 due to apparently not having the playerbase for it, because playing Killer coop is the mode's most appealing aspect and largely the reason why it's been requested for most of the game's lifespan. Barring giving people playing Survivor 1000% BP incentive, double exp and actual Iri Shards there's no way people will equally/mostly play Survivor.

    Keep in mind the free weekend we just had, meaning during that time there were more players than normal (which should make queues shorter) and yet the Killer queues were still 15+ minutes (and god forbid the game/server crashed).

    It might be worthy of a temporary appearance every few months (to leave time for important bug fixes & updates) but there's no way this mode can be a permanent thing and it shouldn't be there for longer.

    The only "mode" that should be "permanent" should be Chaos Shuffle (just make it a setting you can toggle, no need to nuke queue times by having a separate queue, there's already challenges that do it so there's no reason to not do it).

  • Happens in any mode, almost every games I get this error and get sent back to log-on screen.

  • Yeah happens to me too on Xbox Series X, almost every games I get this error and get sent back to the log-on screen.

  • He's also missing one of his post-M1 animations.

    It's really odd that Nemesis got hit with bugs even though he had no link to the update whatsoever. Didn't even get an add-on changed or one of his perks changed.

  • I mean, they had to make their 2v8 mode different from the modded 2v8 that other people made somehow so it makes sense that they made some adjustements.

    That and a "true" 2v8 mode would be unplayable since the amount of busted combinations would just make the community burn the forum down with complaints (even more than now since the Lara Croft update which made the "Bug report" more active than the last few years.)

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768900#Comment_3768900

    Only mode that should be not really permanent, but rather default (there shouldn't be more than one mode/modifier) is chaos shuffle.

    Yeah that I do agree with, make it a setting you can turn on and off ^^

  • Yeah, honestly bots might be a tad boring but it would be better than not be able to play the game at all.

    Like, PVE is better than just staring at the screen twiddling your thumbs, games are currently shorter than queue times and this is not a good thing.

    It's sad to say, but with how horrid the queue times are now (even in normal mode the queue times are affected) I don't think this mode should be a permanent thing, many people would just get sick of waiting 10+ minutes for every matches that will often be shorter.

  • In the 2v8 mode (after waiting 20 minutes) my teammate DCed and got replaced by a bot (or at least that's what it said in the post-game screen). As my teammate was playing as Huntress it's safe to say that Killer bots are functional already (at least for those Killers) and that there's really no reason for a couple things;

    Have Killer bots in customs to train.

    Have Killers that DC (intentionally or not) be replaced in order to not end the match prematurely and not having wasted everyone's time.

    Have a side PVE mode (not custom, a Survivor-only mode identical to pubs but in which BP and exp can be earned) for those that want to play the game but don't want to get called slurs after every game/get featured in montage videos or be forced to find 3 people to play with in order to avoid it in pubs.

  • As Survivor, I'd much rather have a friendly/farming/memeing Killer than a sweatlord back-to-hook-Andy who tunnels at 5 gens. It's a welcome reprieve of the toxic stress-inducing gameplay that is "normal" DBD half the time. The game actually feels like a game instead of a battle ending with slurs.

    As Killer I have simple rules;

    I do my utmost to 8-hook before getting kills (sometimes I lose track of hook states sorry). This is both to challenge myself and reduce the chances of slurs being thrown my way because someone spent more time in queue than in game. Maximizing playtime, exp and BP for everyone.

    If a Survivor goes next on first hook at 4-5 gens, I will 2-hook the remaining ones and then turn friendly (farming pallet stuns & breaks etc.).

    If a Survivor DCs at 4-5 gens, I will kill the bot (for BP purposes and because I assume the bot has no bearing on mmr) but 2-hooking everyone else then turning friendly.

    Those last 2 are because nobody deserves a short game and near-guaranteed loss because one person couldn't handle going down early/didn't like the Killer I'm playing/had to go for irl reasons. Everyone gets a full game and good BP gain.

    However I won't target a specific Survivor when someone asks and won't afk, it's boring and a waste of time.

    From my experience, Survivors almost always appreciate friendly/merciful Killers and are much more likely to send "gg" instead of "unalive" in post-game chat (there's a few bad apples out there that will be mocking anyway but they need to feel good about themselves somehow).

    I don't approve of Killers teaming up against a specific Survivor, but I like Killers that treat the game as a game and not an episode of Squid Games even if there's 3 bots.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767718#Comment_3767718

    Y'all love keeping track don't you? But what about base BT and anti-camp, or in this mode which gives base Unbreakable.

    Basekit Unbreakable in 2v8 is acceptable but never in regular matches for several reasons.

    Hooks, Flashlights & pallet saves don't exists in 2v8, which means there's really no way to stall for pickup to create lose-lose situations (Killer chases rescuers away-Survivor gets up and leaves, Killer picks up immediayely-risks getting stunned/blinded). Killers attempting slugging in the 2v8 mode almost always only do so for bming purposes as there's no way to save a downed Survivor unless the Killer leaves.

    The basekit Unbreakable in 2v8 only exists to prevent bming (somewhat) because it's only active in 2nd cagestate which means any form of slugging in 2nd stage only exists to prolong the game as the Survivor would immediately die after a 2 second animation.

    The 2v8 mode is a buggy and unbalanced mess happening while the normal game is already a buggy mess (game is utterly busted since Lara Croft chapter) and was never intended to be balanced anyway just like all modifiers. This mode cannot be realisticaly be used for any form of balance choices in the normal game.

  • It's due to cross-progression;

    Many people, myself included, are having an issue where they are unable to play with their friends if they haven't linked their account for cross-progression and their friend did (or vice-versa).

  • Seeing the thread being labeled "not a bug" is concerning.

  • I mean, it's kinda obvious that the mode was going to be a broken mess.

    Just look at the state of the game in general since the Lara Croft chapter, now add an unprecedented mode featuring 10 players (despite it being previously said that the game couldn't handle a lot on console which prevented more zombies for Nemy, and yet now we get this) with larger maps and new tiles.

    It's so broken now that people having linked their account for cross-progression can't join or invite friends that haven't linked their account, a rather major oversight that's making the game a lot less fun.

    I'm surprised that the game is even functioning to be honest.

  • Similar thing on Xbox, can't join or invite friends (the friends list is all messed up and is missing people and showing people that aren't there) and I haven't even done anything relating to cross-progression myself.

  • It did make a difference;

    Due to slower/weaker Killers having one less (viable) perk making them able to get into chases quickly after a hook, back-to-hook-Andys and proxy-camping/tunnelling increased.

    This was further exacerbated by STBFL, Sloppy Butcher and gen slowdown getting harshly nerfed.

    Yet another perk was sent into the Shadow Realm never to be seen again (I've yet to see the perk since the nerf) and perk variety went further down.

    Like most nerfs/rework, the perk might as well have been removed from the game instead of being still viable but less oppressive when used by the powerhouses.

  • Most Original characters & some Visceral/Ultra Rare skins.

    I hoard BP (going over the cap by never spending and using Rift, codes & gifts to continuously gain BP beyond 2 mil) so that as soon as a desired character comes out they are immediately prestiged to lvl 3 (whether they are played afterward is dependant on their quality & potential Rift/Tome challenges) so I don't have to deal with the Shrine.

  • @toxik_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421109/queue-times-be-darned

    All I play is wesker. I don't care how good or bad he is I'm just tired of playing this man 6/10 games. All though his recent glitch is quite funny.

    Quite frankly, I've seen more Weskers since the recent patch (which broke him by making Survivors horrid to play if hit by his power) than the last 6 months before it. Wesker's killrate will likely be higher due to this since it's much harder to loop when your character is completely in the wrong place and half-hidden from the camera (there's a reason why Wesker is more common recently).

    When they eventually fix it, Wesker will likely go back to a more subdued pickrate.

  • Same on Xbox Series X, it seems sorta inconsistent, whenever I 4k it seems to work (however it seems I just got lucky if other people's comments and experiences are anything to go by) but I'm curious about what could trigger it. (oddly enough, even though there's a few posts from myself and others about this bug, there's no acknowledgement).

    My theory is that, because of the Oppression change (which is a perk that gives passive regression instead of instant regression through kicks/regression events) the game no longer recognizes passive regression (Ruin, Oppression, Legion add-on, regression after initial kick/regression event etc.) as actual time save. The flaw in that theory is that by sheer match time (the emblem states that the first 9 minutes grants points) then even a 0k/2k should give at least Silver if the match lasted long enough.

  • @Lightningheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764653#Comment_3764653

    Perks used were; Hex: Ruin, Thanataphobia, Spirit Fury and a Nurse's Calling

    Mmm…Due to Ruin having a similar function as Oppression (passive regression without blowing up the gen/using a regression event) I wouldn't be surprised if suddenly the game didn't count passive regression anymore and only counted it through regression events.

    Still doesn't explain nor justify why, despite being clearly stated in the emblem description, the first 9 minutes should automatically grant points and yet next to nothing is earned.

  • It's really baffling that hitting the Obsession with the tentacle, even without injuring them, takes away two stacks of STBFL (just like how every Trickster knives and Deathslinger's Harpoon even without injury do which makes the perk unusable for them) but doesn't trigger Game Afoot.

    Does it trigger perks or not? Consistency (or at least acknowledgement) would be appreciated.

  • Yeah happens to me too (me and another guy already made reports about this, oddly enough nobody was marked as Duplicate)

    Out of curiosity, were you using Oppression? (who knows, might be related to it since it just got changed in this update).

  • While the theory that it's a sneaky way to test how a "catch-up" and "anti-tunnel" mechanic would go for the playerbase is…interesting (also how it could work as an incentive to not give up early since a few early hooks aren't guaranteeing a 4k). I highly doubt it is intentional.

    If such a mechanic was ever introduced, the community would just burn the forums down.

  • @Trappergoesbrrrr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/420961/this-has-to-be-one-of-the-buggiest-updates

    These devs are amateur level programmers. Imagine having 1300 working men and this is the result.

    Well, there was recently a wave of layoffs (if I recall some people saying), so workload for the remaining employees likely increased.

  • Weak but fun, Nemesis (unreliable and bugged zombies, tentacle takes multiple successful hits that don't injure to become efficient and this can take a long time which is a precious resource against decent Surv) and Pig (slowdown utterly dependent on chase skill and box RNG but it looks awesome and feels awesome the day it works) comes to mind.

    Forever Freddy, at least I know the Killer player needs a modicum of skill to win chases and it doesn't feel as boring.

    P100 squad, most of them aren't super sweats and if they are then at least the game will be over quickly anyway.

    (Assuming both are controlled by insane players) Trapper with best build, even with an insane build, a Trapper will have more issues and will require more effort to win than a Nurse, not to mention chases will be more interesting even if downed.

  • Yeah, if any Survivor dies (not DC, the Survivor needs to die/get sacrificed) and leaves the post-game menu then the next generator that pops will pop 2 instead.

    If 2 Survivors die and leave the menu then 3 gens will pop when the next gen is completed.

    Heard some people speculate it's not a bug but the first iteration of a catch-up mechanic to deal with tunnelling & Survivors going next on 1st hook by not making the game automatically lost if someone dies early (it's nonsense, at least I hope).

  • @Phantom_ said:

    I had the same where not only finishing 1 made 3 gens pop at once but there was also visually an incorrect number of them.

    https://us.v-cdn.net/6030815/uploads/29B9X73W3A4V/gen-visuals.png

    Platform: Steam (PC) on multiple maps.

    Yeah this is a new thing;

    If a Survivor dies (DC doesn't count, the Survivor needs to be dead/sacrificed) and leaves the post-game menu, the next gen that gets completed will instead pop 2. If 2 Survivors die and leave the post-game menu, the next gen will make 3 pop.

    It makes no sense, there's no correlation to anything in the update, but that's a thing I've sadly went against and accidentally did a few times.

    I've heard some people speculate that it's an attempt at an anti-tunnelling mechanic (somebody dies early, gens suddenly go faster, also acts as a catch-up mechanic to reduce Survivors giving up since a Survivor dying doesn't necessarily mean gg for everyone) that was sneakily snuck-in to see people's reaction. I honestly think it's just a bug that somehow appeared despite nothing in the update being related to gen times or completion.

  • This has been a thing for Deathslinger (as well as Nemesis and Trickster as they can "hit" the obsession without injuring them in one hit) since they nuked STBFL from orbit in 7.5.0. No matter if the Obsession is injured or not, any power interaction with those Killers will take away stacks, making the perk unusable on those Killers and greatly mitigating it's potential instead of just deactivating the perk near hooked/recently unhooked Survivors to reduce tunnelling potential.

    There's a reason why it's a lot less seen since the nerf.

  • Putting the new characters on top of the character list also just screams "buy me" which pushes the mobile "buy me" looks and feel even further.

  • Yeah, it's nice that they removed the horrible "owned" icons and made it rows of 4 again, but it looks like shop 2.0 and everything is now tiny, not to mention the weirdest thing that is putting the most recent Survivor/Killer on top of the character list instead of the bottom, completely messing the character placement and another thing yelling "buy me" in the game.

  • @NotJared said:

    Flat-out, the 2x Banner Spawn multiplier was a really bad idea.

    The Jailer can chase for up to 36 seconds with the new hunt duration multiplier, and it normally would take 12 seconds for the banner to spawn... But with the new 2x Banner spawn multiplier, that's TWENTY-FOUR seconds of guaranteed occupation with every use of the Jailer?????????

    I'm sorry, but this is absolutely not okay.

    I'm already getting game after game after game where Knights are only sending out Jailers to protect 3-gens, since Jailer almost always guarantees a chase thanks to his massive detection radius, and then it guarantees AT LEAST 24 seconds of occupied time (which is an absurdly long time to try and evade 2 killers at once, too).

    Additionally, the Oppression buff has already skyrocketed his ability to find a loophole past the anti-3-gen system, since Oppression does not count as a Regression Event, meaning he can regress a single generator within a 3-gen 24 times!!!! And then send out Guards to protect his 3-gen while regressing it remotely from afar.

    I love The Knight so much, but saying this from a very dedicated P100 Knight player, these buffs have gone overboard in a way that is enabling incredibly miserable and unfun 3-gen defense playstyles and is making his guards nearly inescapable.

    In order to keep Oppression active, the Killer needs to kick (manually, which counts as a regression event) a generator every 40 seconds minimum. This can make the 8 events go rather quickly for little payoff (since basic regression is ridiculously slow) especially if Survivors are capable enough to hit the Oppression skill check (and that's if not a single regression event was used prior to the 3-gen battle in endgame on one of the last gens).

    Knight's power, with the new added cooldown post-Hunt, can sometimes leave him an M1 Killer with no mobility for (around) 40 seconds, not exactly ideal for 3-genning.

    It takes around 4 seconds (single Survivor, no items, no gen perks, no great skill checks) to stop regression, Knight's ability to 3-gen is, like pretty much every Killer even if a few can kinda-sorta manage it better than the rest through sheer mobility, basically gone if the Survivors actually do gens.

    Quite frankly, I've played for hours today and I went against two Knight (and not a single Singularity despite those two being the main thing in this update aside from Lara) and while Hunts are usually a tad harder (due to Hunts now basically always being with Jailer or Assassin since Carnifex is worthless outside of pallet-breaks, and even then sometimes you want the guard to block the pallet longer in certain loops) the guards are still dumb and the near-inability to 2v1 in chase makes it even easier.

    I'll be honest, he's a SoloQ/newcomer-stomper due to his gimmicks and the fact that gens are often forgotten, but a half-decent team with a modicum of coordination can simply harass one gen (and keep one person on another gen to force the Knight to either use his guard or leave) and pre-run until there's no more regression events and the game is over since the Killer can't afford to leave this gen anymore and the two others can be done in relative safety (it's even a decent strategy against Killers on the weaker end of the spectrum, one of the many problems the current "anti-3-gen" system has).

    While he does it better than most weaker Killers, 3-genning won't ever work against good Survivors/SWF. I honestly don't think this merits looking at (too much) since making him unable to hold territory even against uncoordinated teams would require utterly killing his power.

    And anyway, his new thing has been out for literally half a day, let's wait until more people talk about it before running in and hitting the orbital strike button again and kill even more perks to undo any effort to widen perk variety that's been going down almost every updates since 7.5.0.

  • @ReverseVelocity said:

    I honestly might be adding her to my list of mains just for this skin alone. It's really cool and unique and I'm a big fan of characters with tails in general, so getting a Survivor with one in dbd is really cool!

    You're really killing it with this rift in general, so many great skins all round.

    Is the skin absolutely awesome? Hell yes.

    Is it absolutely Pay to Lose because it glows in the freakin' dark and the tails are massive? Also yes and that's why it's fully unlocked at tier 1 XD

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760207#Comment_3760207

    The problem doesn't lie with SWF though. SWF does wonderful in this game. The perk is as always horrendous to go against and to counter in SoloQ, And we all know that BHVR is allergic to doing anything for SoloQ.

    Oh I know, I was just following what @VomitMommy said before.

    I think the last time anything substantial was done for SoloQ to try to bridge the gap between them and SWF was around 6.1.0 where they added the chase & action icons next to character portraits. I honestly believe that, barring the arrival of Skull Merchant & a few bumps, the period between 6.1.0 and 7.5.0 was among the most fun ones for both sides before it started to go downhill.

  • @VomitMommy said:

    I would be fine in showing item aura to affected survivor. But that's about it. This would be enough to make it bearable for soloQ.

    Definitely no cooldown or things like that, that would completely kill the perk. It's already very killer specific perk.

    Luckily it doesn't really work on Nurse. M1 killers are not that scary with it in my opinion and if you get OoO against it, they have an issue...

    I can confirm, a SWF with someone packing OoO can essentially deny any Killer that can't hide their aura/teleport to avoid the aura-read.

    We stopped doing that after 2 games because it was just sad having two Killers DC in one day because the only person they could find was in the main building of Autohaven (which is a borderline infinite against M1 Killers) because everybody else left and hid ages before the Killer ever reached their gens. Poor Oni wasted all regression events on a gen before 3 gens were done…and also because it was annoying getting told rather unsavory terms after each games.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759980#Comment_3759980

    but that how hag was in the past. good old skull merchant gameplay.

    Except that now, with how long it takes to remove traps and the absence of anti-camp mechanic in her power (unlike Skully and Dredge which have countermeasures to making unhooking ridiculously hard, although basement is unreasonably difficult to manage against Merchant since the verticality enables her to put a drone in the middle of the stairs and on top of the stairs) she can remotely camp with essentially zero effort, basement saves take so much time that unless the Survivors know for certain she is too far there's no way to go for a safe save even if the Hag is not hovering.

    I honestly don't think I've ever seen a Hag that didn't put all her traps around a hooked Survivor (granted Hag isn't exactly known for her pickrate), making it take so much time to get to them that there was no way to do it alone without trading, especially not in SoloQ. Hag is mostly fine, however there should be a zone that denied traps like Merchant in order to make saves reasonable (and Skully should have her zone, for basement stairs, it's fine otherwise, fixed so that drones can't be 10ft from each others if placed in the right spots.

  • Honestly, all it needs is to show to the Survivor the dropped item's aura, I'll admit it can be kinda obnoxious on certain maps and in SoloQ.

    Basically anything else would just kill yet another perk that's decent and further reduce perk variety (like nearly every perk changes since 7.5.0).

  • Why wouldn't the Wendigo be added? It would be a great opportunity for unique gameplay elements and variety.

  • @Laluzi said:

    Please. Also for Autodidact, Desperate Measures, Solidarity, Resilience, Plot Twist, or anything that would affect order and priority of heals. I usually run a heal build and there are so many times the other survivor insists on healing me first or rejects the heal when I want to scream at them. STOP RESISTING TREATMENT. Unless you have Resilience, then I get it.

    Though honestly, I don't see why we can't see all of our teammates' perks in-game.

    Well...the community can be extremely toxic (some people used former cosmetics to target black people for pete's sake) and if all perks could be seen then we'd likely get situations where SoH and/or leaving other people to unalive on hook would get even worse because someone didn't bring a meta build.

    Some challenges/achievements would become nigh-impossible since they borderline require to throw the game and people would either leave or get that person unalived on purpose.

  • @Emeal said:

    TRUE.

    There is a lot of perks of which could benefit from sharing info. Solidarity comes to mind.

    Honestly, tons of perks/effects could use that in order to, like the devs said ages ago, "bridge the gap between SWF and SoloQ".

    Show a locker in yellow if a Survivor with Head-On is inside.

    Deliverance icon when hooked.

    AFC bar shown on HUD to other Survivors.

    Botany icon.

    DS and OTR icon on HUD (no need to bodyblock for someone that's essentially safe for 60 seconds and risk a trade).

    Baby-sitter icon (when it becomes relevant next update).

    For some Killers with special items (Wesker, Singularity, Nemesis etc.) have them show next to Survivor portraits when equipped (some already have this).

    This could go on forever. SoloQ will forever be miserable until they get more info.

  • Mmm...it's likely either a codename for some part of the game like the option menu or something (many games with similar loadings have some of those for humor purposes) or the name of an (incomplete/unavailable) game mode or event that is already in the game code but doesn't appear yet and was mistakenly left there.

    Those are just theories though, game theories.

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