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Skillfulstone

Skillfulstone

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Skillfulstone
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  • If I recall, BHVR said in a recent AMA that they are working on an add-on pass for Blight.

    So yes, they are working on it, however it's likely on the backburner compared to the new Killer and upcoming Christmas event. It's likely on the way but when is another question entirely.

  • Skull Merchant is still an issue, the core of the issue has changed however.

    Before, Dull Merchant could easily hold game hostages even against comp teams without really needing to think, now the issue has shifted where she can lock down entire sections of the map.

    https://youtu.be/vOliDIQxQlE?si=djj9Rfcgx7jtO7xX

    This guy explains it way better, but the basics is that she still has no meaningful counterplay and downside to her power while having access to a multitude of effects that makes her much stronger than any M1 Killer like her in chase,.

    Chess Merchant isn't exactly dead, she simply stopped scanning a 3-gen, now she monitors every tile around the 3-gen to make running away a death sentence overtime.

  • Honestly, Alien is powerful in the right hands, but the flamethrowers aren't supposed to just delete the Xeno's power everytime.

    This guy (one of the best Xeno players around) made a whole video on it.

    https://youtu.be/i5zqm60r3uY?si=WFOAiGF-hNGIh-BZ

    The Hawkins issue is because the map is years outdated and unchanged from the time it got removed, many Killer powers have issues on this map due to the outdated design and layout.

  • @Gastongard said:

    Dont you think it would be a bit overtunned all of that just for 4 hooks? I like the direction of demotivating tunneling but why the aura revealing? blocking all gens for 1 minute is already enough, instead of the aura reading, i think it would be nice to get a second stage where it does the same but for when you get all survis with 2 hooks.

    The aura-reading is, I assume, to prevent Survivors from simply hiding for the whole duration abd getting 0 value out of the perk. A bit of aura-reading will at least increase the chances of getting at least one chase without worrying about gens.

    Aura-reading doesn't make the Killer better at chasing nor does it hinder the Survivors, it's just info to reduce the tine wandering aimlessly between chases.

  • Forgive my bluntness, but Thanatophobia is a pretty bad perk when people know how to play around it, unless all Survivors are injured it might as well not be there.

    When against Legion, especially with Thana, don't bother healing to full (if Thana is in play then simply keep one person healthy to avoid the 12% debuff) because Legion can't down you with his power anyway so he's a simple M1 Killer if he wants to down people.

    Run early to compensate for injury and focus on gens, Legion has basically no map pressure and if Survivors stay separate and don't waste ages healing he has no natural slowdown.

    Grouping up and healing is what the Legion wants since he can easily injure but is no different than Trapper when wanting to down somebody, his slowdown is people wasting time healing.

    Go watch "BHVR's war on healing" by Ardheta on Youtube for a more detailed description of why Thana is pretty bad now and how busted it was before.

  • @myersgoestochurch

    @VomitMommy

    I swear I see you two fighting in nearly every threads these last few days XD

    In all seriousness, rng is part of the game and, barring high-mobility Killers or certain maps (Midwich, Gideon and I think Nostromo consistently have gates pretty far from each other) if at least 3 Survivors are alive (and no perks like No Way Out/Remember Me are in play) then gate proximity won't stop at least one person from leaving.

    The frustrating situations emerge when only two remain and the gates are so close and in view of each other that there's no way to reasonably approach one without somebody getting downed and left slugged for 4 minutes while the Killer simply keeps watching doors until the last Survivor is spotted (and the bot system has removed the ability to just pop out of existence to cut the game short when the Killer is slugging for the 4k by giving a chance at Hatch, nobody wants to sit for 4 minutes doing nothing especially if they can't go next until their friend dies or escape).

    While always having gates be miles from each other would be unfair for slower Killers (as fast or teleporting Killers don't really care) some sort of middle-ground should be looked for.

    Either that or the option for a slugged Survivor to "give up" if the Killer attempts to slug for the 4k. Or if only two Survivors are left standing then they can get up by themselves, this would shorten games that the Killer already won anyway (would also stop some Killers from just downing the last two and waiting for one to bleedout before hooking the last which has to be boring even for the Killer).

  • @Huxy said:

    Why not? It makes no difference. You basically lost the game the moment a bot replaces a human being anyway

    You'd be surprised.

    The other day someone DCed (gave up) against a Slinger after two people got hooked in like 30 seconds after the game started.

    After I unhooked the two, the bot proceeded to absolutely wreck the Deathslinger's ankles for 4 gens before going down (granted there were like 5 pallets remaining after XD). The bot got camped but we got the 3-man out.

    Against ranged Killers, bots have Spider-Sense. They can dodge hatchets, tentacles, tails, harpoons even if they are not looking unless they are animation-locked.

    Depending on the Killer, bots can be way better than human players in chase.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584310#Comment_3584310

    Stbfl is top 4 for killer and mft is top 15 for survivor?

    That what ur saying? If so, then it should be nerfed.

    It doesn't mean that.

    It means that, in the top 20 most common Survivor builds (each of them including 4 perks), MFT is part of the build in 15 of them.

    While STBFL, in the top 20 most common Killer builds, is present in only 4 of them.

    It's not even comparable and it makes sense: MFT (at least until the nerf) can be part of basically any build and be valuable while STBFL isn't good on every Killer or every Build (eg: Nurse essentially can't use STBFL).

  • No, just...no.

    Just nerfing it's max potential is not a good idea, but making M2 gain stacks is even worse since it removes the best trait of this perk.

    STBFL is a powerful perk, but it is one of the handful of powerful perks that the monsters (Nurse & Blight) and (most) ranged Killers can barely use and that more mid/M1 Killers (Demo, Nemi, Wraith, Trapper) use to be able to compete.

    (Side-note: Wesker is a bad example of ideal STBFL user, a Wesker that goes out of his way to M1 is a pretty bad Wesker).

    It takes time to build up (the equivalent of 4 hooks, so 1 kill & 1 hook if playing scummy) and loses tokens quickly if obsession gets in the way.

    Nerfing the perk would merely make weaker Killers less able to compete/desirable to use which will do what no one wants: Reduce variety even further. Nobody wants even more Nurses and Blights.

    The only acceptable changes would be to deactivate the perk while within a few meters of a hooked Survivor or to make post-unhook BT not give stacks.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583739#Comment_3583739

    Thanks for this reply! Very insightful. But very worrying for the future of the game if they keep adding code to an already unstable pile, who's to say the game won't break completely at some point?

    For all their faults, BHVR tends to be pretty decent at mitigating the big messes.

    Game-breaking bugs/issues (I'm talking stuff that would make the game downright unable to be played/launched, not balance issues) are very few and the handful of times it did happen were fixed in a matter of hours.

    The whole reason why even small changes take so long to make is to minimize the risk of making people's PC or consoles catch fire or blue-screen on startup.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583709#Comment_3583709

    A lot of things previously deemed impossible were found to be integrated in the game years later. I'm gonna go ahead and say what I truly think: bhvr is lazy. They can do it, it's possible and we know it. They just don't want to bother because they don't see the money in it.

    I honestly don't think laziness is the factor here, nor is it primarily the money factor.

    People often underestimate how difficult it can be to modify models/assets in games, even ones as simple as 2d games, if they don't have some form of base to use.

    There's also the 2nd factor: DBD's code might as well be the example one should give when describing spaghetti code. They seldom make any changes without breaking something completely unrelated at the same time (how many times now were vaults broken, fixed, then broken again when the updates had nothing to do with vaults?). So I'm not exactly surprised BHVR is hesitant to make more changes than strictly necessary if there's no long-term objective or possibility of the majority of players appreciating it (sometimes ill-chosen but still, like who asked for only some people to be used as test dummies for hiding prestige? Why not just test it in a PTB or something? Lots of people on this very forum legit asked to no longer participate in that test).

    It's likely they can in theory, you're probably right about that, but not enough people would really care to warrant the risk of breaking other things that will take dev-time and ressources to fix which reduces ressources that could be used for "bigger" things in their timetable (they are constantly on a timer after all).

  • Since BHVR is starting to explore different Killer pov and fov with Chucky (a Killer essentially impossible to fov tech that can hug corners almost as well as Survivors), Killers with entirely different vision could be a thing.

    Something like the Wendigo from Until Dawn. He could have a much higher than average speed (something close to Wraith's cloaked speed) but have a very limited vision range and Survivors would appear transluscent if motion-less (they would flicker if healing or repairing). Making a Killer that is very hard to escape from in a chase and is better to be hidden from.

  • @Zokenay said:

    We got skins not that long ago, we dont need constant RE skins, i say this as an RE fan.

    Let other IPs get some room, we dont need another Feng situation.

    To be fair, the RE chapters were among their best-sellers (if not THE best sellers) and the Blight Birkin skin was phenomenal.

    I'm honestly surprised we didn't get several RE collections already.

  • What do you prefer?

    Strong tracking perks that can make slower Killers able to keep finding Survivors and initiating chases without needing to rely on slowdown?

    Or

    Having every Killer bring 3-4 gen regression perks and winning games through attrition after 35+ minutes because they can't find anyone?

  • While Hawkins being egregious to play on most Killers is true, the map frequency is actually normal.

    In previous chapters/patches including new maps or reworked maps (like when they reworked Eyrie of Crows and Borgo or R.P.D.) They manipulate the map rotation to increase those maps significantly for a short period of time to gather quick feedback on it.

    Since almost everybody is hating on it, it might get a rework/update at some point.

  • The map is 2 years outdated and was obviously released almost exactly as it was 2 years ago (except the new Killer props like sprays & tunnels). The map design team was also completely different (and it shows) so it's likely it will get a rework at some point like Haddonfield.

    There's bound to be tons of issues.

  • It's not the only issue, Wesker has issues using his Virulent Bound in certain locations, I've bounced off of Survivors standing or crouching motionless and sometimes I just wouldn't get the prompt to use the Bound even though the space in front of me was wide open.

    It's obvious this map was never meant with... (checks calendar) around two years' worth of new Killers (and reworked Killers) in mind and there's bound to be a plethora of issues since the map's layout and balance structure is two years outdated.

    I honestly believe that Hawkins is in dire need of a "modernization rework". Widen the rooms, enhance lighting, lose the several dead-ends and one-door rooms etc.

  • So you want to make 3-gens even more obnoxious to break by making it nigh-impossible to solo-repair one of the last gens?

    The game already gets harder the less gens are left (and less Survivors are alive) and you want to make splitting up on gens not viable, the only way to deal with a tight 3-gen?

    You mained Dull Merchant before her rework right? Followed the teachings of Cm9i?

    Blocking most gens at the beginning will just turn the first minute into locker/hiding simulator (Corrupt would need to be reworked as well). While not an uncommon idea, it would just make the first 45 seconds boring.

    The massively reduced gen speed will absolutely destroy variety in Survivor builds, all we'd see are full gen builds or 3 gen perks and Distortion to deal with endgame gens (as even now, 3 Survivors or less can rarely deal with a tight 3-gen without splitting up).

    Dull Merchant just got reworked to be slightly less obnoxious during 3-gens (although she still is) and a few Killers can still hold a nasty 3-gen to get kills through attrition, if 3 Survivors are left then as long as one is in chase then the others are basically forced to group up with gen perks/toolboxes and hope the 3rd can run the Killer for the whole gen and that the Killer doesn't have Discordance and simply drops chase as soon as it triggers. And that's assuming the Killer has no gen regression/slowdown perks.

    There's a reason the gen-kick meta was vaporized (although they went a tad too far when they nuked almost every gen regression perks, some of them were fine or just needed a small nerf/rework), games would last 35+ minutes on the regular and tight 3-gens could often lead to 1-hour games, and that was before the Prove Thyself and BNP nerf.

    Even the "only works when at least 3 are alive" is nonsensical since there's basically no way to duo/solo a tight 3-gen now unless the Killer allows it or gets massively overconfident. The cursed match between Eternal and Cm9i proved it: even a god-tier 4-man SWF on comms can have serious issues with 3-gens depending on perks/Killer (Knight can achieve similar results but has to use a few more brain cells than old Dull Merchant).

    Furthermore, this would just widen the gap between SWF and SoloQ since SoloQ can't coordinate repairs (and with solo-repair being basically useless during last gen people would just be running like headless chickens and hope to find a teammate).

    I understand that getting gen-rushed can be annoying, but at the end of the day things were made better recently (nerfs to Prove Thyself & BNP, nerfs to healing indirectly slow gens due to needing more time to heal especially after MFT gets nerfed soon etc.) and most of the time the Survivors weren't doing gens with malicious intent, they just did their objective uninterrupted and had lucky spawns.

    Are things completely fair? Not really but as long as outliers like Nurse, Dull Merchant, Knight and Blight exists (Killers that can hold disgusting 3-gens easily) then there's a limit to how much gen speed can be nerfed without making the game unplayable for SoloQ/newcomers.

    If Survivors don't wanna play the game/new players don't stick around then there's not gonna be any game to play for anyone since there's no way to fully play offline if the servers close. It's the whole reason why basekit Unbreakable/finisher Mori was scrapped: everybody realized it would have just killed the game for Killers and made SWF almost invulnerable (there's literally a video on YT called "Abusing basekit Unbreakable on PTB for one hour" or something like that) and nearly the entire playerbase united to call out how the idea would be poison for the game.

  • Yeah, there's honestly only two possible solutions to this issue:

    1: Survivors have a "give up" button if slugged for too long.

    2: ONLY WHEN 2 SURVIVORS ARE LEFT, make the Survivors able to get up by themselves.

    This would make the Killer just end the game and Survivors won't have to just twiddle their thumbs for 4 minutes.

  • I still don't get why they want to make the Trickster 4.6m.

    The whole point of range Killers (like Huntress and Slinger) is that they can attack from a long range and over/through some obstacles but are more reliant on skillfull use of their power than brute-forcing chases since strong tiles will be troublesome if only going for M1.

    Removing recoil (effectively removing a large part of the learning process) and at the same time making him able to just disregard his power if the player can't aim/is out of ammo and still do decently is just weird.

    It's even stranger that they buff one of the only Killers that can effectively ignore the AFC by making his rapid-fire projectiles more accurate and numerous.

    It's the same problem with Artist, with enough skill she can cross-map without LOS and can negate any loop but is still 4.6m for some reason.

    Main Event being so easily accessible will just turn Trickster into an even better camper.

    They just buffed Trapper, maybe they want to equalize things again by buffing every other Killers to keep Trapper firmly at the bottom? XD

    In all seriousness, all those buffs together are too much. If recoil goes away and anybody can just nail people from 20m away then he has to stay 4.4 and Main Event must still be an occasional thing. Quite frankly the speed boost alone is a bit much since he's already powerful in the right hands and with an effective range higher than Slinger he should require skill to use and get results with.

  • There are alternatives to Lethal for early-game info that are beneficial more than once.

    Ultimate Weapon: open the closest locker then go towards gens, chances are the first chase starts within 15-20 seconds (need a Terror Radius though).

    Discordance: Soft-counter to Prove Thyself and efficient at intervening quickly if Survivors all spawn close to a gen. It circumvents any type of hiding.

    There are a few others but those are the most "universal" in their ease of use.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574211#Comment_3574211

    Can the consoles even use Discord? That's much the larger playerbase.

    Yes and no.

    As far as I know the Switch can't use it, however Xbox can use Discord. Not sure about PlayStation.

  • That actually sounds pretty good.

    Players wanting to play optimally would still need to use the bloodweb for their preffered playstyles and other, more casual, players could still have variety and not need to sink a ton of time just for add-ons.

    Although there should be a slightly lower chance to get purple/iri add-ons from the perk.

  • As somebody who plays roughly 50/50, I can somewhat agree on one point: Bubba.

    16 meters is short and in no way prevents a guaranteed trade (or even downing the unhooked again, the mechanic to prevent that is finicky.) If a Survivor is spotted before they are already unhooking. Trades are fine, any Killer can do it to some extent (although insta-down Killers are better at it) but impossible unhooks shouldn't be a thing.

    While a range increase would be too much, the idea BHVR (tried) does have merit.

    If Bubba's chainsaw hits the post-unhook Endurance, it should do one of two things.

    1: instantly trigger a full-duration tantrum which has no collision. This would prevent effectively becoming a 1-shot wall in tight spaces.

    2: disable the chainsaw entirely for a short while (like 30 seconds or something).

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572922#Comment_3572922

    "Weaker than it's ever been"... Yeah that's a lie dude... May I remind you what Overcharge did before patch 6.1.0?

    https://us.v-cdn.net/6030815/uploads/G8J5C46YPD6G/image.png

    So you maybe should not exaggerate like that...

    Ok fair enough I forgot that it didn't enhance regression way back then XD (ps: accusing people of lying is a good way to make the conversation escalate).

    The point stands though, the perk hasn't been so weak in years and it doesn't deserve to be further nerfed. The OverBrine Eruption meta basically caused every regression perk to be nerfed into oblivion, some Killers need at least some slowdown.

  • A Knight that puts a guard in front of the hook and leaves doesn't know how his power works.

    If a Survivor interacts with a hooked Survivor while being pursued by a guard, the guard automatically despawns, which means guards can't really camp by themselves, the Knight still needs to be around.

  • If anything, Overcharge is a way for new players to learn how to deal with hard skillchecks/hit great skillchecks. The moment players get used to it it becomes a borderline wasted slot since it got gutted.

    It's weaker than it's ever been, having suffered an almost 70% nerf compared to it's previous version (alongside nerfing the extra regression on failure) and it needs 30 seconds to reach full strength.

    If you cry for Overcharge nerfs now, I can barely imagine how you fared during the OverBrine Eruption meta.

  • My theory is that the server can't handle generating a "second" map.

    Judging by scream/gen notifications while in the void, the Void Realm seems to spawn over the "main" map and still has some rng generation to it (Haunts don't always spawn at the exact same locations) and I think sometimes the server just isn't made to handle 2 maps at once.

  • The weirdest thing here is the fact you play on Steam, which I assume means you don't have a disk in the first place, and you get that kind of error...

    Normally I'd recommend a restore but it's been a tad too long for that. Firstly I'd submit a ticket to BHVR support and see what comes from that, if nothing gets fixed try to contact Steam support.

    Strangely enough, I've heard of Xbox players getting a similar issue, the only difference is that the game still works for them even if the "disk error" icon is displayed (which means it's likely a problem on the live service's side).

  • @FreddyVoorhees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572359#Comment_3572359

    The number of people that would dodge by closing the game and restarting would be very small. In fact far smaller than current dodges which are rampart. Because that in itself would be no different than DC penalty as the game needs a few minutes to go from restart to a matched lobby. So it is far more good than bad.

    Survivors who would bring flashlights right away rather than last second switching would help killers.If they bring Lightborn and Franklin because of that than that is good. They should not be at a disadvantage here at all. It is their right to use those perks. Many killers tend to punish fast switchers by hard tunneling them out of the game. So no more fast switching means less toxic behavior to a degree.

    As for the issue of group separation that is up to BHVR to fix. Rather than keep less desirable mechanics in that bring their own issues. Ultimately both killers and survivors can be allowed to do 1 dodge before having to play the next match or face a few minute time out.

    Killers can bring the perks they want, but they shouldn't have to bring specific perks in advance on the chance they end up against a beamer-squad. It would basically force Killer to play with 3 perk slots since one would need to be dedicated to Lightborn/Franklin's.

    The time needed for restart varies wildly between supports. Consoles take ages (Switch in particular) and force-closing is downright dangerous while on a good PC it takes like 40 seconds, not exactly fair if something out of your control happens. As much as people like to deny it, console players make up most of the playerbase and this would piss off the majority.

    Perk variety is already pretty bad, there's no need to make it worse by essentially forcing people to use certain perks. Don't forget that perks that get nerfed into the Shadow Realm tend to be the most picked perks (although the devs have the common sense to not kill Windows which is great and proof they can recognize when nerfing a perk would just kill any newcomers's and casual player experience) and forcing people to play certain perks would effectively push those perks to be nerfed when Survivors start crying "Lightborn shouldn't fully counter my beameeeeeeers!" loud enough for long enough.

    Also what do you think would happen if people were forced into games they couldn't play or didn't want to play but couldn't back out? Survivors would throw themselves at the Killer and unalive on hook and Killers would just mash M1 or use an auto-clicker/rubber band (to avoid the AFK penalty).

    You can't force people to play a game they don't want/can't play, they'll just find another (probably more problematic) way to avoid it.

    Just look at the forums here: there's already people complaining on the regular about getting DC penalties because the servers keep crashing on them, now imagine if on top of that they had to deal with even more people throwing games to get out.

  • Did you happen to do something during the update by accident? Sometimes interfering with updates can be dangerous.

  • While the sentiment is nice, it wouldn't fix anything and could potentially punish people for situation out of their control.

    If pressing "ready" was permanent, people would still lobby dodge but would do so by looking at items & cosmetics instead and would simply "dodge" by more drastic means such as force-closing the game. Survivors that want to bring beamers would always do and in turn this would destroy build variety for Killers since they couldn't adapt to items, almost every Killer would bring Lightborn/Franklin's Demise on the off-chance they end up against an obvious 4-man with full toolboxes or beamers.

    I also can't count the amount of times I (or one of my friends) got separated from our SWF mid-loading and had to back-out of the random lobby we ended up in to join our friends back because the party system broke (almost every day we play together it happens once). If I couldn't back-out it would force me to either force-close the game or DC after the game has started because of things outside my control, screwing over the other people in the lobby and giving me an undeserved penalty.

    And this is without taking into account the possible real life issues that can happen.

  • I love the event, not only because it's the closest to a new mechanic since EGC but also because the "Void Realm" is a perfect example of a possible futur Killer power or unique map mechanic.

    A new map could have a similar mechanic built-in: Some kind of "door" leading to a mini-realm that could be used both to hide and/or to cross the "main" map faster. The Nostromo has a unique mechanic with the steam pipe, more maps need interactibles!

    A Killer power could send Survivors in a tiny realm to force a "duel" for a while, maybe even send every Survivors inside temporarily to relieve gen pressure in a short "arena match".

    There's a lot of potential for interesting new things if done right.

  • You just watched Otz's recent video on Knight didn't you? XD

  • @Caiman said:

    Why are you calling them killer-bots? Are you pretending that killer players aren't real people?

    To be fair, a Killer that proxy-camps and hard tunnels the first person they hook might as well be a bot for how much thought they are using XD

    It's the first time I've seen the term used this way though.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569970#Comment_3569970

    Pop I can anticipate. I know it's there beforehand. I can't see BM.

    Like I said: Make it visible to the killer and it would be fine.

    You realize that seeing the BM won't change anything right?

    You see the mine on the last 99ed gen, what do you do?

    Eat the stun to remove the mine and get it done in your face?

    Try to wait out the BM by guarding the gen and have the Survivors do another gen while you're stuck there?

    Have two Survivors show up, one of them takes a hit the other taps the gen to finish it?

    The scenario you're talking about is almost unheard of outside of bully 4-mans. 99% of the time BlastMine is used to get even more distance if the Killer stops to kick the gen mid-chase and/or just to waste more time for people to do other gens.

    If you want truly problematic perks, then look no further than FTP+Buckle Up and MFT. Those are in need of tweaks.

  • No, there are way more problematic perks now.

    If you really hate Distortion so much but don't want to bring UW then bring GearHead, it absolutely chews through tokens without messing with scratch marks. Everytime I went agains't a Killer using GearHead I lost all of my tokens before the first gen was done and had trouble getting them back at all.

    Distortion doesn't make a Survivor a better runner, it doesn't give them good gamesense, it doesn't boost repair or healing speed, it doesn't make them able to self-unhook or self-pickup, it doesn't make them better. All it does is maybe waste a bit more of the Killer's time if they can keep out of sight.

  • Same thing here on Xbox Series X, got a whole bunch of trinket cosmetics and yet the Pumpkin charm (the first, needing 6) is not unlocked and it still shows me having 0 points.

  • Hearing people (on both sides) saying that "immersed" Survivors hiding is boring and chases are the best part then hearing somebody asking to delete the perk that is made to help start the game quickly (and is pretty vital for some Killers) is hilarious to me.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564693#Comment_3564693

    My bad then. Haven't been on the forum for a while after getting insults thrown at me left and right so I wouldn't know what Mandy said. Thanks for clearing it up.

    Insults? Im sorry if I insulted you...

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564665#Comment_3564665

    Devs said it's meant to counter shack camping due to Bubba being able to just stay by the entrance. And yeah one gen was done. Welcome to solo queue.

    That is wrong. the devs said they added some things for Bubba specifically to mitigate his basement camping. Now Bubba can't chainsaw a Survivor off the hook twice in the same sweep (sometimes, the mechanic is finicky like most DBD things). They have said it over and over: the AFC isn't meant to prevent camping. Hell just recently I've seen Mandy say it in a thread.

  • 1: As was said by the devs the AFC is meant to counter facecamping and not camping in general. Furthermore, the devs said that the AFC is considerably slowed if the Killer is on a different floor even if close.

    2: You spent more than 1 hook state on the hook and one gen was done? Either your teammates were afk, completely lost or close enough to slow the unhook bar.

    3: Basement camping, while egregious, will always be a thing simply because certain Killers, either due to their lack of skill or simply the Killer they are playing, almost need it. If the AFC fully worked through floors Basement would have no reason to exist.

    4: Hard tunnelling at 4-gens was, is, and will likely always be an issue unless DS is brought back to a worthwhile state. Due to the death of DS there is no reliable counter-measure as basekit BT is laughably easy to work around.

    Sadly, the AFC simply isn't made to remove camping as a whole so those kind of sitch will still happen...

  • That's....already the case.

    After her rework her drones no longer scans through floors.

    Before her rework she could set up 3-gens through different floors to make it even more boring and unbreakable.

  • Well, BHVR did this in the past after reworks/new content.

    When Eyrie of Crows was reworked (shrunk) it was almost always the map people played unless they brought an offering.

    Same happened when the R.P.D. got divided in two and when the Dull Merchant's workshop was added into an already existing map.

    It's a way to test new stuff to, possibly, fix it further if things are broken in some way.

    While it's rarely said outright, the map rotation are affected a bit after changes. It'll return to normal after enough feedback comes in and they balance it out.

    For example, current Borgo is borderline unplayable for the average Survivor since there's an average of 5 pallets in the entire map (found this out after using WoO for dozens of Borgo matches and realizing 80% of the map is a deadzone). There should be a middle-ground between 25 pallets and 5 pallets.

  • Same on Xbox.

  • Personally I love Xeno because it's the first Killer since Knight that is fearsome in chase yet can be juked with enough skill (don't just take it from me, there's countless videos of people absolutely humiliating Xenos. Knight can't be juked since he can invalidate any loop by just pressing M2 for an instant and outside of guaranteed hits he's nothing special, it's boring.).

    The reason why people hate her is obvious: lots of people forgot that Killers aren't just easy tiktok clips/youtube videos opportunities and the level of skill needed to face a Xeno in chase is slightly higher than every Killer after Wesker. Xeno is one of the only Killers that Survivors want to get away from instead of openly taunting.

    With the recent hitbox adjustments to her tail hitbox, the skill floor has gone up a bit and I'd rather face a hundred Xeno than a single Knight or Dull Merchant.

  • @HugTechLover said:

    Don’t let the last gen pop and you don’t have to deal with hope. Crazy concept.

    Hope if a completely fair perk. Don’t know why we’re talking about nerfing it.

    People are just looking for any way to nerf MFT, directly or indirectly, even if it's ruining other, fair perks.

    MFT needs adjustments but nuking perks that synergizes with it doesn't fix the issue and only reduces variety (which will be reduced even further when MFT eventually gets nerfed/reworked). And people aren't realizing that nerfing other perks will only make people use MFT even more.

  • @Mandy please can you delete this (edited) comment or inform me how to do it? The original comment wasn't by me...

  • @tyantlmumagjiaonuha said:

    Are you turning away from the zone where three pallets and one Window are densely packed together?

    Yes, it is not that you only play Survivor or that you are not good at chasing. The placement of objects on the map by the management is poor.

    To be fair, there is a serious overall lack of pallets. Using WoO I honestly think that there's around 5 pallets on average and half are unsafe.

    Even as Killer this feels kinda unfair, the map is like 80% deadzone and outside of Shack and Main none of the tiles are especially strong.

    5 pallets, unless you are against a pure M1 Killer and/or are using some kind of speed boost perk, is often gone in 1 or 2 chases. No map should run out of ressources so fast.

    There should be a middle-ground between pallet-city and barren wasteland.

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