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SlowLoris

SlowLoris

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SlowLoris
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  • Thank you @Mandy for the status change, I appreciate it!

  • I just wanted to confirm that I tested this again today, and still chest auras are no longer visible on maps.

    It'd be nice if this could be looked at, thanks!

  • I knew I wasn't crazy. This has made me start panic vaulting, because I'm no longer hearing the phase sound and my brain is regressing into old stand still mind game territory unintentionally.

  • This has been an issue since Dredge release and it's so frustrating. I constantly go back and forth between east and west coast, and to make up for being early on my own ping I'd do a correction click...I can't anymore, and it's made even basic beamer saves have my stomach in knots when I got them, because I can't fix it if I'm early.


    People keep saying it was their fix for macro clicking, but I can tell you right now macro clicking is still very much alive. So, I can only hope this is a bug that will be addressed.

  • I miss Skybilly so much. It offered no real advantage, but I had so many wholesome memories with it. I'd throw games so much to practice a new jump, and whenever survivors realized what was up they'd get excited. I remember once I flew on top of shack and they all threw their firecrackers down when I made it.


    I wish I understood why they took something out that offers no advantage, just wholesome memories. Especially when it has been in the game since launch.


    I don't care about Space Billy, sure it's fun, but if you saw a SkyBilly you knew they were a Billy main and they took a lot of time practicing those jumps. :(

  • @LeFennecFox said:

    It makes sense he can't be blinded with his special grab it would completely punish him for getting a down with his power. You can bait him at a pallet for a pallet save though.

    As I said, I can agree with that, but it doesn't make it fair that he has built in light born. Perhaps letting him have the light born as he slams someone into the wall, but he quickly drops them and has the option to pick up, the same as a killer would have their basic attack cool down after a hit. He would only "GRAB" with Lightborn if full infection.

  • Honestly, it's a mix between lack of cosmetics and the big part here...the Iron Will nerf. I want to play her, I do...but even with Iron Will, she's as loud as Zarina is normally when injured. That's crazy, man. I can't do it. I was so excited to play her, too, but...yeah...She's way too loud, and one of the few survivors that I loved playing, but I only played IF I had Iron Will on them. Her, Yun Jin, Claire, Elodie. I don't play them anymore. :(

  • @adam1233467 said:

    I think this is intentional, like dredge grabing someone in a locker, he also cannot be blinded

    He actually can be. He can be flash bang saved and a duo beamer timed correctly can save someone. Also, he doesn't grab people from lockers OFTEN. Whereas Wesker downs people using his power most of the time. Almost every time he downs someone he picks them up automatically with his power, so he always has it.

  • I actually hope they don't hide them. I've found I get less frustrated when MMR messes up and gives me baby teammates, because I see their prestige at the start. Like, if I see someone P3 or less, I know that either they barely play that character, or they're newer to the game. So, I get less frustrated when they do something that seems like trolling, etc. Whereas, I know that's not the case if they're P10+ on someone. Not guaranteed, but a good indicator. I really hope they don't remove it.

  • @SuzuKR said:

    The grab and carry is unavoidable, if it was blindable, people could literally just get themselves in that situation on purpose.

    yes, people would intentionally get grabbed for a MUCH HARDER flash light / flash bang save? I would much rather him only grab if the survivor is fully infected, and sure give them free lightborn if that's the case. The problem is it is already EXTREMELY hard to even be in a position for this, and he is not saveable. He has an animation just like other killers do when picking up the "grabbed" survivor, but you cannot blind during this like you can during a killers pick up animation.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126743#Comment_3126743

    I hope it gets changed, its unlikely to get a blind anyways but if you can get the timing you deserve to be rewarded for it

    I 100% agree. We tried for about an hour and were unsuccessful with Flash Bangs or Beamers. I saw a clip on Twitter of someone getting a FB save, but I'm almost positive the killer just didn't look away fast enough, because it was a public match. If this is intended, please don't allow him to grab for EVERY SINGLE hit that makes contact with a wall. Perhaps only if fully infected? That's a reward for him using his power well.

  • lol.


    I hope it's a bug, but yeah, we tested it many different ways, and he definitely cannot be blinded until he fully finishes the slam/grab...which at that point, he can look away.

  • Pyramid Head literally wears a Metal Geometry box, he does not have Lightborn

  • I agree with all of this. I gave feedback before this patch came out that it needed to be adjusted. The requirement should be reduced in general, but also, please...stop screwing me over because someone hops on a gen with prove thyself when I'm at like 80%, and I don't get the rest of my flash bang.


    Right now it takes 50% - 40 seconds would be nice, and not force me to miss a skill check to get 2 flash bangs off one gen, because no matter how hard I've tried, it's almost impossible to stop perfectly and get both on the same gen.


    Please just make it so 40 seconds of repair = a flash bang, so it's less frustrating to use, and the increased gen time is a buff in the end, not a punishment for flash bang.

  • I'll be opening a ticket for this soon. I've written out a long post with multiple clips / screen shots to prove that Dead Hard + Pallets are bugged, and I believe they experience the same issue. It would seem when they altered dead hard/pallet validation the patch after they gave DH validation whatever they did created this bug, but it is now more noticeable than ever since you can no longer DH for distance.


    You are not the only one, but it appears to be related to camera angle when using the perk + desync of servers.

  • This has been an issue for a while now, but I don't believe it has been acknowledged.


    Could we please get some eyes on this? It'd be really nice to fight the 4 slow down meta with a gen build.

  • @jajapinkpeach said:

    Me too. They can do a background like the EGC it's so pretty. Or even a steam icon with the entity claws. Would love to see a version with the newer models too (especially for Jake)

    Could also literally have precious menu backgrounds for animated wallpapers. I'd love that so much. Imagine having the rpd lobby as your background.

  • I'm a huge Resident Evil fan, it's literally my childhood. So, of course when it came to DBD I couldn't contain myself and I splurged to buy EVERYTHING. Claire is one of my favorite characters in the series, and even though her face was messed up, I was certain it was a bug that would be fixed promptly.



    Over a year later...no Claire face fix. A skin I can never use, because it frustrates me so much. Truly makes me sad.


    I should have known better. I won't be buying any of the new DLC cosmetics unless they fix Claire's face. I don't think it's so much to ask that such an expensive skin actually gets the fixes it needs, so it looks like the character you're paying for.

  • I thought this the other day. I was running my silly lucky break build, and I got to a corner and started healing myself. I was on death hook, and a Meg came up to heal me. I could have continued healing myself with my medkit, but she started bagging relentlessly, so I let her heal me. The whole time I was sitting there watching Lucky break tick down, then run out. I healed her, but because of my build I healed her so quickly that I didn't even have enough lucky break time to heal myself again in a future chase.

    Or when you need to be healed, because it's the smartest play, but you're out of medkit, and a teammate is healing you through sloppy without a medkit. Bye Bye Lucky Break.

    At the very least, could we have the "loss" of Lucky break pause while being healed or healing others? This would stop a lot of frustration between teammates and not prioritizing healing the best target.

    However, I agree with your suggestion of percentage based healing. I only run Lucky Break in my "heal in your face" build, which usually means I have fast healing speed perks, and it's pretty annoying to be penalized, because I heal my teammates quickly.

    Perhaps 20% rewarded for 50% of a heal, so a full heal would reward 40% of the perk? - Heck, I'd take 25% if they fixed the meter ticking down while in healing animation.

  • It is definitely shocking that certain issues like this aren't at least "acknowledged". To clarify, I don't expect an immediate "Okay, we're working on it, and here is an ETA", but a simple - "Thanks for catching this, I'll make sure people are informed".


    I just want to know the issue is being taken care of. It's so very frustrating.

  • This issue seems to be becoming more common for more people after midchapter. A lot of people that thought I was crazy when I said I was experiencing this from Dredge release are now also dealing with it since mid chapter. I hate that it's plagueing more people, but I'm happy to know I'm not crazy. This is pretty frustrating, because I feel I have to constantly relearn timings. I used to have a "gut feeling" when the time was right, and I didn't go by animation - only when it started. I even had a second gut feeling for when I was on slightly higher ping. Unfortunately, the constant adjusting for the incorrect information has destroyed that built in gut feeling, and I'm tired of feeling stupid.

  • Just hoping to get this acknowledged. Been an issue for a bit now, and I haven't seen anyone post it.

  • Hopefully this can get looked at. It seems like a small fix. Although, some things that seem small are a pain with coding. It'd save me from ripping my hair out in solo queue.

  • I don't specifically have an opinion on THIS situation related to Kill switching. However, I remember them being VERY excited about how easy it would be to Kill Switch things on the fly if they had issues. Would people be annoyed if the KS Overcharge / Devour? Sure, but it's one week, and they most likely would have the bug fix for it in the next update. If you can't find two other perks to swap out for those two...there simply aren't enough perks right now. I just don't understand why we have something that should make this possible, but we rarely use it. Like when the We'll Make It/ WGLF Speed buff was in...why wasn't that insta kill switched? If it's so easy to use KS things, wouldn't that be healthier for the game? Some people would complain, but less people have to go through matches where someone is intentionally bringing Devour, because they know they'll get to Mori no matter what...others bringing WGLF We'll Make It, so they can insta vault, etc. (This isn't a bug anymore, I don't think at least). But yeah, I'd much rather a perk here and there getting disabled for a week for healthier game play, so it's odd to me that so many people are against it being used at all.

  • Yeah, the new Eruption is frustrating for a lot of reasons.

    1. In solo queue it's very hard to tell exactly when a survivor is going to go down
    2. You cannot tell the other survivors that you are incapacitated so they just run up to you teabagging for a heal and you have to stare at them like an idiot
    3. It might not seem like it, but 25 seconds is a LONG TIME. At least with DMS you could go cleanse a totem, heal, open a chest, etc.....Eruption? I just have to stand there and twiddle my thumbs.

    Having a visual indicator that someone is incapacitated would be nice - perhaps a small glow of chains around a survivor or something. But also, I'd rather they revert the buff to incapacitation and buff it in a different way. I actually have a whole folder of clips where a killer was saved from me beamer saving by getting Eruption value BEFORE the buff, so the incapacitated value wouldn't be useless, it just wouldn't be extremely boring.

    I'll be honest, I'm not sure how you'd buff it without basically making it better POP. Maybe a buff to how many times you have to kick? Kind of like how you use Oppression and it starts other gens regressing. Perhaps it could count the 2 other closest gens as being kicked? I think if the Incap time was nerfed a bit, this wouldn't be so bad, and would save time kicking. Obviously they wouldn't activate kick perks automatically, but they would explode from Eruption.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098661#Comment_3098661

    "Old match making WAS NOT PERFECT, but for the most part, if a teammate was in Red Ranks, they had a grasp on the game."

    I know a guy who has less than 500 hours who claimed he was a red rank survivor because he got to red ranks once. But when you watch him play he never looks behind to see what the killer was doing. He threw pallets that the killer had already gone around or had left the chase.

    He knew how to pressure gens but had no idea to loop "red rank" killers. That's what you need to be an oldschool red rank survivor.

    The current MMR allows "baby ducks" that hide and depend on others to get to high MMR where they get owned.

    "Don't underestimate new Overcharge combined with Call of Brine"

    It's only viable if nobody has time to touch the gen in the next 20 seconds. The new meta shift is to repair gens with two people so that can't happen. In short we made killer stronger against solo players and weaker against SWF. Even though killer got a number of nice changes the old meta perks were more fair against SWF.

    SWF needs to have some negative adjustment relative to the killer (/cough give the killer more perk slots when playing vs SWF. Make the killer choose 4 extra perks chosen ahead of time that activate when they enter the game so the killer doesn't immediately know it is a SWF).

    "Right now this is the build I usually run"

    I can understand why you would run Bond but it is a perk I would never use. Most of its effects can be obtained with good game sense. If you watch what people are doing while hooked you can tell who is pressuring what gen. Sometimes you can see very far across the map. Killer mains always notice these things as survivor, but people who never play killer rarely do. Survivor mains for example never follow survivor blood trails to find the hurt survivor. They dont pinpoint hurt survivors via sound either.

    I hate to say it but the meta seems to require 1-2 copies of Prove Thyself to get the gens quickly (especially in this tunneling economy).

    Yeah, again most of what you said is true, and I agree with it. I use bond for a lot of reasons, though. It's my "comfy perk". Often if I'm not running it, I have a grasp for where my teammates are, and I do track them by their blood, or if I heard a random whimper. But if there is one thing I've learned...never understimate how crazy weird baby survivors are. A lot of people say they hate running bond, because they see their teammates being useless...honestly? It's like the only bit of humor I get out of seeing my teammates be bad. I call it Bond TV. It does also help a lot on multi level maps to know if the killer is headed to me or in chase above me. Allows me to have more pressure on a gen if I'm injured/on death hook that I probably wouldn't hard commit to if I wasn't sure of their positioning. I'm also a bit of a gremlin, so even though I can't actively seek gremlin activities, it's nice to know when someone I could possibly beamer save is headed straight to me, or if I'm LoS and could take a clutch protection hit. I never realize how much value Bond gives me until I don't have it. I get made fun of for running it even in SWF sometimes. The amount of times I don't have to go "Wait, did they go this way" and I just go straight to them is huge. But yeah, I get that some people don't fancy Bond, but man is it one of my favorite perks. Especially when I have that teammate that is too scared to do anything unless healed, because I can see them from the beginning and know that's how they play, so I can at least go quickly heal them so they'll touch a gen again, etc. Baby survivors hide in the weirdest of places..every time I unhook someone and they don't want to stay there when it's PERFECTLY safe, or at least stay near a pallet close by, but they instead run to a z wall or rock edge map and teabag for me to heal them.....Yeesh.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097028#Comment_3097028

    "Buffing killers base-kit, great....buffing gen time while not limiting slow downs....painful. If I played this game to hold M1 all the time I wouldn't have almost 5k hours."

    You do realize they nerfed every slow down perk that was widely used last patch except Thanatophobia, right? Aside from that one exception the ones being used now were a joke by comparison. And in reality there are two killers that can keep Than active due to the massive healing perks we have in the game right now (CoH, BK, We'll make it).

    DBD has been out for 6 years and there was never a second game mode. People try to win in the most efficient manner. Survivors know to spread out the generators and try to trade one hook for one generator. Killers hook one person three times so they get one kill early and one kill later. The game needs to evolve for that to happen but I don't think that will happen because it literally took almost exactly 6 years for the killer to get a real buff/nerf cycle like the one it got near the beginning of the game's life. Everything else has been 1 step forward and 2 steps back.

    "I miss pre-MMR where I experienced better killers more often"

    "I constantly die to save my team, so my MMR is horrible"

    DBD has a MMR problem. They count the skill in a simple way instead of an intelligent way and the game suffers as a result. DBD is not hockey. The best players are getting MMR reductions for running a killer for multiple generators. The bad survivors are getting pips because they don't interact with the killer.

    I agree with you on most of what you said, just want to add a counter point to the gen slow downs / thanatophobia. I realize they nerfed most perks, but right now (ESPECIALLY SOLO QUEUE), if you are chased off a gen at 98%, and the killer has 4 slow downs, Pain Res/Pop/Overcharge/Call Of Brine, before you ever have a chance to get back to that gen, even if you quickly lose the killer it will be almost at 0% when you return to it. Don't underestimate new Overcharge combined with Call of Brine, it's bonkers, literally 400% regression once it gets going. That's only two slow downs and you're usually in a chase for at least 60 seconds if you're not just running into a wall - It feels defeating. It feels very much like old Ruin Undying where you had to cleanse all 5 totems. The games feel like they last just as long if there isn't a Prove in the match, and having to redo the same generator multiple times, especially if you can't communicate is mind numbing. I've had multiple matches this week (I may start clipping these things to show what I mean), where I'm literally one second from finishing the gen, and I'm stopped by Pain Res or Eruption, and the killer will come, kick the gen, chase me off and I get back to it as quickly as I can and it has less than 10% progress. I think we can both agree you need pressure on both sides to keep the game progressing / feel like it's a challenge and not a slaughter. Right now the killer is usually at a minimum 2 hooks in by the time the first gen finishes if they're running full slow down. Usually the first gen is most important, because it either gets you pressure as survivor, or for the killer it starts your snow ball and pressure over all as people now have to constantly be unhooking/healing/repairing, instead of just repairing. But in retaliation for those two hooks, you need to have a gen pop. The thing is, that gen isn't popping due to the 4 slow down stacks.

    Also, I think a big part of the Thanat complaint - noticing from my point of view and others is - it was NEEDLESSLY buffed, it worked perfectly on the killers that used it well (Legion/Plague), but on that same note, the buff came with the overall gen length increase, so it FEELS like it's a lot worse than it is. Not only that, but sitting on a gen and permanently seeing a RED progress bar? It hits different. Something about it mentally tells your brain, "My god, this is never ending". When I finally had a match that wasn't running Thanat, I felt like I was gen rushing even without prove, just because it visually felt so different. However, I agree and disagree with healing perks solving this. In a SWF, you can make sure a boon is brought, or someone has We'll Make it, etc...you can't really in solo queue, but alas those are more solo queue problems. I don't bring CoH, because it is not uncommon to watch my teammates massively over prioritize healing if I do. Not only that, but solo healing in it is such a huge time waste if it's not done tactically, so it's just a huge amount of extra pressure for the killer. I cannot stress how I had a Sloppy/Thanat/Overcharge/CoB Mend+Pin Legion, and watched my "equally skilled teammates" edge map with urban until they could heal with self care. LITERALLY watched one do this multiple times - got to end game and saw it was TIER 1 SELF CARE. We'll Make It is great, but I just don't have the perk slot, because of the crazy amount of tunneling that is still happening.

    Right now this is the build I usually run

    -Bond (To find / help teammates / avoid looping near in progress gens)

    -Borrowed Time (To help with most killers taking advantage that BT is only 5 seconds)

    -Off The Record (Because my teammates no longer bring BT)

    -Sprint Burst (for map mobility mostly, so I'm able to stick to a gen and still get an unhook if it's possible)

    I used to almost never run Exhaustion, but I feel like I need it not even for chases/being out of position, just to make sure I can take care of my teammates, that's it. I liked not running exhaustion, because I enjoyed having a good chase that I didn't NEED that to win, I could rely on my positioning / mind game potential, etc. That's the only slot I could swap out for a healing perk. I could try and swap out Off The Record, but I have only seen 2...maybe 3? BT gamers since the update.

    I just miss doing memey builds, and having fun, but I feel like I am 100% throwing if I do that now, or if I take the killer for a chase, and they don't down me instantly, I'm probably getting tunneled off hook. (That second part was a thing before, but at least gens got done while it happened, so my team survived)

    I've also been keeping stats for all my solo games over the last few days, and I have not been bringing Prove simply, because I want to see how much having it or not having it greatly impacts the match. Unless the killer gets Gideon, gives up, or runs one slow down - if prove wasn't in the match I have rarely survived. Again, I don't care about survival, but I'd much rather they completely rework prove, then change slow downs to compensate for it's requirement right now.


    I do want to say one more thing. I fully agree with you on MMR. Old match making WAS NOT PERFECT, but for the most part, if a teammate was in Red Ranks, they had a grasp on the game. They had learned to MOSTLY unhook before you went to second. They had learned when to prioritize gens, etc. If I got baby baby teammates it was...cute almost...like I wanted to protect them, because babies were pretty rare. As killer, I on average went against survivors that were decent to very good to cracked. I was okay with this, because it made every game not a constant sweat fest, or an absolute baby massacre. If I got babies, I gave them good chases, got 8 hooks and let them live, because it wasn't their fault they got screwed over. That happened like one in every 20ish games, and I had wholesome interactions from it. Now, though? Yeesh. Almost every game is like that as survivor, and I can't be "nice" to a killer paired against me and let them kill me, because 1. I get more teammates like that, and 2. I can't let them kill me, or I just push them higher up to get destroyed. As killer? I could be nice and let them live, because they shouldn't be going against me, but then 1. I keep getting babies, so I can't have a regular game 2. I slaughter them, so I can not have babies, and feel miserable about it 3. I get sling-shotted into REALLY good survivors if I do that for a couple of games, and then maybe 8 hook / no kills, because I haven't had good survivors in such a long time. Which I wouldn't mind, bbuuuuuutttttt the game says, "Oh, instead of giving you slightly less skilled people, we're gonna throw you all the way back to toddler town"..so the cycle repeats. There is no middle ground, I can't slowly increase my skill anymore. It's feast or famine. So frustrating. It's the same as survivor, too, just in different ways.


    Whoever thought that MMR should be based off kills vs survival......It's just not how you can accurately tell how good someone is. Blows my mind how often I'll have someone say I'm tanking my MMR to destroy babies. Trust me...I don't want to, I just can't avoid it unless I'm cold-blooded. My entire thing is that I'm the "Wholesome Gamer", I miss being able to constantly be that while still having a challenge in the game.


    I've said this before, but you're right, we've had the same game mode for so long, with no changes basically. What I'd give for a 1v1 type mode where 4 survivors and 1 killer spawn in. It's a smaller section of a map with reduced pallets + no anti loop killers. Each survivor competes for the best time against the killer, and after each turn the pallets reset, so the next survivor starts fresh. Whichever survivor does the best gets double BP, and the killer gets a large chunk, too. I'd permanently never leave that as Billy or survivor. Could have so many neat progression things with it, too.


    I know this game was originally intended as a hide and seek game, but it grew well beyond that. Sure, people that are newer still view it that way, but people that aren't come back for a reason...the chases.

  • @Slowpeach said:

    Is there any video evidence of this? DH doesn't work under deep wound or any other endurance effect but IRC you can still use it (even though it has no effect) which is the only thing I can think of which is happening but considering the spaghetti code and countless other issues I'm more then willing to give the benefit of the doubt no matter how much I hated how DH functioned before.

    I'll be honest, I gave up using it, because it was so unreliable. However, just for science, when I go live later today, I'll use it for a few matches, and get clips to share. I know I'll fumble using it a little, because I haven't used it for a bit, but I will for sure get the hang of it again after a few matches and it will just pretend I never pressed it. I do this for science, because I'm going to mald so hard, haha.


    Edit: Also, to clarify, yeah, it wasn't deep wounds related. It was really consistent for me.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097058#Comment_3097058

    I don't mind SB, Lithe, or BL because those take certain conditions to use correctly and all three can be use when you don't want them to if your not carful.

    As it stands DH is now truly skill based and has proven who used it as a crutch and don't have the skills and those who do.

    I agree with this, but without validation you can time it perfectly and it acts as if the button was never pressed. This has been an issue with pallets, etc since they fixed Validation making lots of noises for incorrect downs on killer side. Having a perk that requires such a narrow window (which is great, mind you) is just painful without validation to know if you pressed it before the killer hit you. Right now this issue persists with pallets, where you will clearly go to drop the pallet, but it acts as if you never even touched it. This isn't a net issue, either. Many people I watch/play with rage at the pallets not dropping properly. You'll get there with plenty of time and could even be spamming the button, but it just pretends it never happened. This is how Dead Hard currently is. Some people don't have this issue as much, others have it almost every time. I just want to know that if I skillfully use my "parry" that it will be reliable.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096983#Comment_3096983

    The patch is fine, people need to stop being so entitled. Seriously half the time people are quitting verse barely any slow downs and I'd we can win as a 3v1 or get close it just shows the patch wasnt bad.

    You dc you get punished, you dont reward the child throwing a tantrum by making the game suit them.

    Game is still survivor sided if people stopped giving up all the time

    No, you don't reward a child for throwing a tantrum, but you usually want to know why they're throwing the tantrum. If a child constantly acts up, you tend to think that it might have something to do with how the parents are raising them / what is going on at home. In this case behavior are the parents. Yes, it sucks, but it's perfectly valid to be upset with this patch if you don't like sitting on a generator holding M1 forever, or having your gens STILL pop fast, because every survivor brought prove since the last 10 killers had 4 slow downs. It's not fun for either side. It doesn't have to be "us vs them", it is possible to balance the game in a way that isn't miserable for one side. Before this patch people d/cd, sure...but it was nowhere near even 5% as much as right now, and like it or not that is a symptom of how the game is playing right now. Survivor loads in, sees a Legion, sees Thanat, and even if they haven't seen the other 3 perks they think it's the same as the rest of the games and they want out. Again, I don't do it, but I get it. Does it frustrate me? yes. It annoys the heck out of me sometimes, ESPECIALLY when it's a very winnable match, but I think a lot of people are frustrated and their patience with even small things is wearing thin. It'd be best if they'd take a break, but sometimes they're just hoping the next match isn't as miserable. I'm happy killer got basekit buffs, but there has to be a middle ground between slog matches and rushed matches. I love playing Billy with no slow down, because I usually snowball pretty good. I can't do that when there are 1-2 proves in every lobby, because everyone else took the extra gen time as, "you know what, they didn't stop us from running 4 slow downs, so let's keep doing it".

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097016#Comment_3097016

    What you don't see is survivors using it and it just not working. It's like pre-validation DH.

    Exactly this. I rarely used it before the patch, but I love the idea of a skilled "parry" ability. Unfortunately, even if I'm carefully watching the killer and press it just as the attack starts it doesn't matter, I will be exhausted on the ground. Whats the point of having a new dead hard that requires skill to use if it doesn't work when you definitely time it correctly.


    Edit: Wouldn't you rather the survivor do something that requires skill instead of just sprint bursting away to a safe tile when they hear your terror radius? @VikingDragonXii


  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/337567/game-is-broken

    Looking only at skilled players - DBD has favored survivors at high MMR for 6 years. Literally everyone knows this to be true. Middle was mostly "even" and low favored killer. The problem is that low skill players quickly turn into middle tier and middle tier gradually turn into high tier after about 1000 hours.

    So what's the problem with the old system? Nobody wants to play killer for very long. Killer was weak and something you wanted to be chased by because it was so fun/easy to lead the killer on chases where you were always in control. Well the killer chasing you was always supposed to not be a good thing. Now that it is a serious problem you don't like it. Now that the killer isn't a joke you can mostly ignore you don't like it.

    This update was good for the game because DBD was heading to a point where literally nobody was willing to play killer.

    That's the thing, though. I didn't want to be chased by the killer BECAUSE THEY WERE WEAK. I wanted to be chased because having chases where the killer is VERY GOOD and has good mind games is extremely fun. Actually, one thing I've been very vocal about with my community is even if it wasn't perfect, I miss pre-MMR where I experienced better killers more often. Going against a skilled killer was so much more enjoyable. I love getting out mind gamed. I love when a huntress yeets a flick around a corner and gets me, etc. As killer I loved having those chases. I'll flat out throw a game as Billy if the survivor isn't pre-dropping, so that I can have a fun interactive chase with them. Sometimes I don't even hook them, I pick them up, and let them wiggle, so we can keep going, because the most fun part of this game is the CHASES. After MMR was created I constantly destroy baby killers, and I don't mean to, but MMR bases my skill on if I survive or not, and I love being the hero in end game. I constantly die to save my team, so my MMR is horrible. Seeing Urban evasion and self care every match is not uncommon.

    This patch though? It's turned the game into...you either bring prove thyself and slam gens as much as you can praying the killer doesn't stop you from repairing or you'll never finish a gen, or you stealth game with distortion, and play attrition until your team dies.

    M1 simulator? Boring. Gen monitor simulator? Boring. Having good exciting chases from both sides, getting a realllllly good beamer save, winning a mind game against a very skilled survivor? So satisfying. The problem is now, I load into survivor and I feel like the gens take so long, and there is almost ALWAYS 4 slow downs, so I can no longer get a few objective points and interact with the killer. I feel I am actively throwing the game if I let go of M1. I want killer interaction. I want survivor interaction. Maybe stealth gaming was fun until 1k hours or so, but I'm nearing 5k hours, and for me the addiction this game created was purely from chasing or being chased. I've never cared about the 4k, and the game was a win if I had satisfying chases. As survivor did I die, but I had good chases? Fun game. I don't need to survive, but unless I'm in a 4man where everyone doesn't care about living, It's suffering. Especially since I'm almost always solo queue.

    I'm all for killers getting base-kit buffs, they needed them, badly. But increasing the gen time while not limiting slow downs actively buffed the MOST BORING PART of survivor. This also is technically bad for both sides. For killers like me who don't run slow down, or run very little, they're getting absolutely destroyed right now, because almost every match has Prove Thyself in it, since almost every match has 4 slow downs. I've been tracking all of my solo queue games over the last 3 days, and there are 2 very common things

    1. if there isn't a Prove in the match, I almost always die on 4 slow down matches.

    2. The hard Tunneling people are experiencing seems to be "time of day" related.

    For example, I stream starting at 6am PST and for the last few days it has been consistent the first couple of hours during stream...the games are very chill..1 or 2 slow downs, and no tunneling really, maybe one here or there. Truthfully, the games are so easy during that time that I feel bad, because everyone is tweaked out from the other painful matches so they're wrecking other killers. HOWEVER, about 9am PST that all changes. All of a sudden 4 slow downs appear, and hard tunneling returns. Out of about 60 matches the last few days over HALF of those have had hard tunneling. I don't count them if the tunnel didn't start till 2 gens, since I know sometimes that's when killers feel they need the pressure of removing a survivor. However, this update was supposed to SOLVE killers feeling the need to tunnel for pressure. Instead, it just let tunneling go unchecked with 5 second BT, and a new anti tunnel that if you aren't running the perk it has an obvious tell, so the killer will tunnel you. TBH, they still usually tunnel right through OTR, because it's easy to hit you right as you're being unhooked.

    it just makes me sad. I've always been able to positive position most updates / changes in this game, but....this patch feels like they are out of touch with what keeps people coming back to this game. I don't know anyone with over 1k hours that only wants to stealth game, but they buffed it so much. Buffing lucky break so I can just lose the killer instead of getting chased? Distortion that instead of having to do things like WGLF required / fully heal someone / finish a gen....you just have to be in the killers terror radius...so Urban users can literally never be found if they want and don't have to interact with the killer. I don't know about you, but there are very few play styles as killer that annoy me, but HARDCORE stealth gamers frustrate me. I wish they'd tell me at the start of the match, "hey, we're going to urban everywhere, and hide"...I'd let them finish the gens and go next.


    Anyways, obviously just my opinion, but these changes to fix camping/tunneling/gens/slow down are hurting both sides. The only people that are REALLY benefiting are the people who are very bad in chase, and usually run 4 slow downs. It honestly reminds me of old Ruin Undying meta....The amount of losses I had against people that I thought were literally licking paint, because the game took ages....they could mess up 500 times...didn't matter. It's like the killer has multiple Dead Hards a gen right now. I'm happy with the nerf to Dead Hard, before that gets brought up..this is purely about gens, etc.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/337567/game-is-broken

    Looking only at skilled players - DBD has favored survivors at high MMR for 6 years. Literally everyone knows this to be true. Middle was mostly "even" and low favored killer. The problem is that low skill players quickly turn into middle tier and middle tier gradually turn into high tier after about 1000 hours.

    So what's the problem with the old system? Nobody wants to play killer for very long. Killer was weak and something you wanted to be chased by because it was so fun/easy to lead the killer on chases where you were always in control. Well the killer chasing you was always supposed to not be a good thing. Now that it is a serious problem you don't like it. Now that the killer isn't a joke you can mostly ignore you don't like it.

    This update was good for the game because DBD was heading to a point where literally nobody was willing to play killer.

    Heres the issue, though. I didn't want to be chased by a killer, BECAUSE THEY WERE WEAK. I wanted to be chased by them for the mind games, and the looping. I STILL WANT TO BE CHASE BY THEM even with their buffs, but I can't actively seek the killer out for a chase, etc...because I feel if I do not constantly have M1 held on a gen, because 4 slow downs and extra gen time that I am screwing the other 3 people over. It's miserable, honestly. The most fun part of this game is being chased / chasing people, not patrolling gens or repairing them. Sure, under 1k hours you might like stealth gaming, etc....but after that....I just want chases. I'll throw a whole match as Billy if it means I get a survivor that isn't predropping and wants to loop, because it is SO MUCH FUN.


    Buffing killers base-kit, great....buffing gen time while not limiting slow downs....painful. If I played this game to hold M1 all the time I wouldn't have almost 5k hours. I do it, because the thrill of the chase when you get a good killer, or the excitement you get from a great flash light save, or simply out mind gaming a GOOD survivor felt amazing. I'm all for killer base-kit buffs, and the increased gen time I understood, but not if they don't limit slow downs. I'd be fine with Prove being fully reworked if they limited them. I hate having to bring Prove. Such a boring perk that I only brought if it was an event and I wanted to max out objectives, so I could then go interact with the killer.

  • @whereismykebab said:

    Also, is it supposed/intended to delete the healing progress when triggered?

    I would assume so, since you go into deep wounds.

    However, I agree. I love the idea of new Dead Hard even though I rarely used it before, unless I was saboing, or trying to hole people, etc. But I can literally be staring at them and press Dead hard as I see their swing start, and I'll still go down. I for sure should be getting credit for it, but I don't. I want to use it, because I think "parrying" a hit is awesome, but I just end up screeching, "DEAD HAAARRDDD" at least once every other match.


    I don't know why we wouldn't still have server validation...like, why? It's even tighter of a window now at .5 seconds, shouldn't that really have validation?

  • @EntitySpawn said:

    Its seriously about time we fix this rubbish, too many games people are quitting on first down for no reason other than entitlement rage and its ruining everyone's games because people are too childish.

    Worst thing is alot of these games would be wins because even as a 3v1 we do well so having that 1 extra person would make a huge difference.

    And yes you need to address people suiciding on hook straight away too, and yes its trackable.

    I understand it's frustrating for you. I don't d/c or kill myself unless there is a chance a final survivor can get hatch, I'll kill myself...but...I can't be upset with them. It sucks a lot, but...dude, the 4 slow down games with hard tunneling lately..I think so many people are just over it. I had a match against Legion earlier...27 minutes long. Thank goodness he was terrible, or it would have been so much worse. Dying Light/Thanat/Overcharge/Call of Brine....Double Mend time. Absolute suffering. Simply loading in and seeing Thanat when you repair a gen I think just insta frustrates people. Again, not saying it's okay, but punishing people by making them have a 15 minute penalty isn't the answer. Perhaps fixing the reason people are d/cing is the answer. I've had more D/Cs since this patch than I've had in over a year. I think that says something.

  • Yeah, they tried to "fix" this I think the patch that Artist came out, but it still doesn't work properly. @hastarkis tip is very helpful and works A LOT, but sometimes it doesn't make a difference. Not only that, but I'm fairly certain his addon "Impaling Wire" (notice almost EVERYONE uses it) is bugged. Even if you don't break chains on the environment, but they touch the environment, it will still spawn replacements, or if chain hunt happens, and you go around a corner as one hits you, then it gets broke on like the corner of shack, it will literally spawn 3-6 chains on you. It's basically a free down if it happens. At some point, I'd like to do some testing on this to see exactly what situations cause this, but it's extremely frustrating. Having 6 chains pop up out of nowhere is miserable. Even if only ONE chain is broke on the environment, not the other 2, it will still spawn 3 more chains to make up for the one being broken...it's so frustrating. If I'm not mistaken, isn't it supposed to be 1 for 1? If I broke all 3 on the environment, 3 more would spawn? Not one gets broken, all 3 spawn? This is really MOSTLY annoying when I don't actually break them on the environment, they just touch it, and it counts it as that, then I'm swarmed by chains.

  • I was actually going to post a thread for this. I stream a lot, and so do many people within my community, so i have many clips of this. I've been trying to nail down what is causing it, and I think it's related to the blood lust changes. For some reason, I think there is a bug where SOME KILLERS are actually keeping blood lust if they get it. Due to some series of events that causes it.


    I've been thinking it's either due to perks /built in mini brutal strength, killers are now able to kick pallets so fast they don't break blood lust, or something similar to clown. Perhaps they get stunned as they're going into blood lust, and it makes it stay.


    I had thought quite a few of these people had been hacking, since there are SO MANY right now, but...after talking to one of them, he seemed very wholesome and was streaming at the time. Obviously, he could still be cheating, and just not showing it, but I doubt it, he seemed very genuine.


    Especially since I've seen this MULTIPLE times, not just the ones I started documenting. Since the patch I've seen at least 10ish killers that are DEFINITELY faster than they should be. The two I have clips of since tracking the map/perks, etc are Oni/Shape. I wanted to get at least 5 documented cases with clips before I posted, but it is definitely a thing. To begin with I thought I just wasn't noticing bloodlust happening quicker..then I realized even after chases ended (they got the down/hooked someone) they were staying too fast.


    I can post the clips here, or I can open my own thread, but I do feel like we need to be a little more constructive with our feedback. I know bugs in this game can be frustrating, but if you don't pay attention to it, or explain how you're seeing it happen, how can they fix it? Not just that, but..if you've seen it happen on all of these killers, you must be able to reproduce it, yes? Why would you not share that info with devs? Otherwise, I have to assume you haven't seen it on that many killers, and you're just upset with the patch. I've streamed DBD about 24hrs this week, and I have seen it a few times, but not enough that I could say EVERY killer basically.

  • This makes me so sad. I was so happy they finally fixed the REV/Feathering sound from playing the Sprint sound.


    Sigh

  • @AnnoyingNarrator said:

    This is a great example of two problems with DBD's design.

    First is that survivors don't really care about other survivors. Not from a player standpoint, but from a reward one. If you die and the rest of your team makes it out, what do you get? Nothing. The only way you are getting that sweet survival points is through escaping. A good idea for a fix is to reward players a fraction of points from their teammates actions when they are in chase or the killer is camping them.

    On the other hand, this runs into the classic issue of this game being a 1v4, not a 1v1. DS was a plague in endgame because the only way to negate it is to get rid of it earlier in the match. Or in other words, tunnel that person. A similar issue happens with OTR, where survivors could use the speed boost from the hit to be safe with no real counter play by the killer.

    That is the main reason why it got changed, NO SURVIVOR PERK SHOULD BE UNSTOPPABLE BY THE KILLER. No matter what the perk is, killers should have some way to negate its effects with a reasonable cost. If someone has sprint burst, trick them into wasting it. If someone has BT, go after the unhooker. Survivor perks should be impactful, but never guarantee an escape.

    Another thing to mention is the misconception that the game is over once the generators are done, which is not true. The endgame is supposed to be the most dramatic part of the match, with survivor rushing to get the gates open while killers have nothing to lose.

    I honestly just think they need to make having your teammates survivor give you, the poor survivor who looped the killer for 5 gens and was left behind, something tangible.

    Like I said, I know just because the gens are finished, it doesn't mean we won the game. However, I agree with you. If I at least got a large chunk of points in other categories, because I ran the killer for 5 gens, I'd feel okay with it, you know? It's like, I get zero escape there, because my teammates don't bring BT anymore, and I get slugged for bleed out, it feels horrible. I feel like I have to perma run BT again, and that is so frustrating for an update that was supposed to resolve this. I just want to run silly / fun builds, but like you said, there is no assumption my teammates will bring anything to protect me, and having OTR solves nothing. So at least getting some sort of decent reward would help.


    Unfortunately, they did say that the solo queue updates aren't even on the menu this year. That's painful.

  • What map was this? The "back of the head" I'm not sure about. However, on Dead Dog, there are certain windows that actually look closed, but you can beamer save or blind through them.

  • In general, the buff this perk needed was unlimited or at least Empathy range for the killer aura. Obviously, it's bugged, but the amount of times I get zero aura value out of this perk is crazy. It has potential to be such a good perk for beamer goblins, etc...but right now it's almost useless.

  • This is EXTREMELY obvious if you commonly go for beamer saves. I bounce around to different servers to play with people often. West Coast to East Coast. I know there is input lag, to clarify. But the killers actual model will appear one way, and it can be the same exact timing, but the killer will actually be walking away when the blind finishes. If you go by animation at all it's extremely confusing. It lead to me constantly doing VERY early beamers because I was trying to match the animation. To go along with this, I was on someones shoulder the other day (Sadako), and I saw her animation finish early - she did not have fireup, etc. Whereas my duo friend said she didn't dead hard for the save, etc...because she knew she'd make it in time, and right as she started blinding, the killer was walking away. On my end there was no way she was going to make it. This person rarely misses beamer saves if they're possible. There is definitely something off with character desync.

  • Behavior, I beg...please acknowledge this. Fixing this bug would make a lot of people happy that run more chill builds during the 4x slow down meta.

  • @Tranquil_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076478#Comment_3076478

    I completely agree that STBFL now feels overly oppressive (it may be that the calculation isn't working right or it might just be because the survivors are also getting less distance when hit). It's simply overtuned given the basekit killer buffs. I actually feel bad when I run it now lol.

    Thank you for having a well rounded opinion on this. Any killer that isn't completely licking paint will absolutely destroy with STBFL and there is nothing you can do. It's not a matter of complaining, because killers were buffed. It's purely a matter of knowing something isn't working right and is truly unfair to go against right now.

  • I was very sad to find out this bug is still active with the patch. I was very excited to run my full gen build with the regression going on, but it's just pointless, because it wastes both of them at the same time :/

  • Honestly,

    I love most, except Trickster in set B. What kills me is my main is Hillbilly, and a huge Christmas nerd. That ugly sweater and Christmas lights on his mallet are amazing.I want it so bad, and I know I'll never have it :(

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072412#Comment_3072412

    you cant even get to 10 stacks... what?

    if you mean that all killers got 2 free stacks of stbfl base kit i have to tell you something that that is not how the math works

    since the base cooldown is now shorter, that means every stack of stbfl reduces the coldown less than before since that is how % works.

    however once you reach max tokens (6-8 i m too lazy to calc it rn) it should reduce the cooldown more than before.

    Well I hate to tell you this, but it most certainly IS NOT working like that. I have 4,600 hours in this game, and I know that means I have no life. However, I say this, so you understand I know what killers use STBFL, and I know what 8 stacks looks like. Killers basic attack cool down being shorter should in THEORY do what you're saying with STBFL, but it is not. It is insane. It is not adjusting for the buff to killers basic attack, because it is 100% like the killer has 10 stacks of STBFL now once they hit 8 stacks. If you don't believe me, go in a custom, and tell me you feel it's fair when the killer has 8 stacks. You can't even move 5 feet before you're hit again.


    imo, one of two things needs to happen.


    A) The calculation needs to be adjusted, so it properly calculates

    B) Be nerfed to 6 stacks, but you only lose one for hitting the obsession

  • I agree something should change.

    I ran a killer for 5 gens yesterday, got to end game, and was promptly downed with NOED. (Shocker it hasn't changed). I was hooked, and face camped while being repeatedly smacked on hook, because the killer chose to massively overcommit to me -- How is that my fault? My teammates cleanse NOED right before I go to 2nd hook. I get unhooked, the killer waits out the 5 seconds of built in BT, and downs me, then insta picks me up, rehooks me, and continues beating me on hook. I get unhooked again, and my team tries to take hits, but it's pointless. I get downed again. I then get slugged for the entirety of my bleed out bar once the killer forces everyone out.

    Just why.

    How is this a good experience?


    In my personal opinion, I understand having the full length of OTR active in end game would feel a bit unfair.

    👉️Why not let OTR function the way it normally does, but once exit gates are powered, it has it's duration changed to the length of Borrowed Time. This would let us still get value out of a perk that we brought, and be FAIR.

    That whole situation could have been avoided if one of my random teammates had Borrowed Time, but we were told this update would fix camping / tunneling, etc so nobody is bringing it anymore. I feel BT is required more than ever, so the perk I can never take off is still in my perk slot forever. Off The Record is almost useless, but having a self given BT during end game feels fair, and if any of my teammates had BT, I would have easily made the exit gate.

    I deserved that escape, and the killer did not deserve the kill, but nothing in place truly stops that. I don't care about surviving normally, and I don't feel I deserve to live if gens get finished, but that killer chose to over commit to me, and lose the game, they should have actually lost it.

    Every match I had yesterday someone was hard tunneled out while the killer ran 3-4 slow downs with NOED. If you get to end game with the current killer slow downs + buffs, you deserve borrowed time, because holy heck is it painfully hard to get to end game in solo queue right now. I played 6 hours yesterday. 6 hours of constant BM like children are playing the game, and having to always watch a teammate no matter how many hits I try to take get tunneled out immediately.


    Why would killers just STOP running 4 slow downs + tunneling/camping when it still makes for a massively easier game? They never will unless there incentive + benefit for not doing those things. How was this not obvious before this patch went live?

  • Please.Please.Please


    It's a mature game. Please allow me to disable it. Not only that, but it is horrible in what it censors.


    I try to say, "GGWP Talbot, GLNG"................."GGWP ######, GLNG".


    TALBOT is literally the first name of a KILLER in your game. It's absolutely ridiculous, and truly frustrating when you're misunderstood, and sometimes people think you're being a jerk. I can't say, "Wish I ran BOND", because it turns into "Wish I ran ####". Face camp / tunnel, etc all censored. If I don't want to see end game chat........................I can just disable it. Please stop censoring me.

  • I feel that since killers now have 2 stacks by default, STBFL should be nerfed, but in a fair way.

    Perhaps STBFL can only go to 6 stacks (accounting for the new basekit stacks), and if you hit the obsession you only lose ONE stack instead of TWO. This is a nerf and a buff, so you don't have to hardcore avoid your obsession.


    If you don't agree something should be done, you haven't went against a 10stack killer, yet. It is absolutely miserable. Nemesis literally punched me, and I couldn't move 5 feet before I was hit again. Most people that play a lot already felt STBFL could feel a little unfair when a killer proxy/facecamped. Now it is just broken.

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