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SoGo

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  • It will end up as all of the new features they added.

    Hated, half-baked and barely worth the effort and fanfare around it.

    Examples: anti-camp, anti-bodyblock/hiding/afk feature, anti-go-next.

  • It's quite simple.

    The AI is unreliable.

    There are milion problems that bots have/had, and these are survivor bots, i.e. the simpler ones that all work the same.

    Add a unique power into that and you have a bugfest ready to go.

  • It's a bug.

    It's silly that it stayed so long in the game, but alas.

  • @LuckyJewel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022791#Comment_4022791

    Yeah thanks.

    I mean as far as this color is good, is it qualified or is it gonna be considered as a dark color which is against the rule?

    Let me give you an example.

    https://us.v-cdn.net/6030815/uploads/XQRLT4K24B8F/img-20251103-023536.png

    This is a little example of a midnight indigo colour.

    I don't know much about what is and isn't considered as a dark color.

    But I would like the color a lot, goes well with Mikaela.

  • No, and neither are those with no dash or no projectile.

  • I noticed your other post about indigo possibly being a good color and I completely agree.

  • Welcome to the world of Houndmaster.

    Full of bugs, jank and frustration.

  • @UndeddJester said:

    For anyone like me who is completely unaware, but doesn't wanna Google:

    https://youtu.be/4rsXOjQshJs?si=yP4jY4UWRWIGSCmW

    https://youtube.com/shorts/XPxsy2yeShk?si=dViKQBKzzIUyyMAP

    And the comparison to the remake.

    I am gonna be honest, I have no idea how you would translate this to DBD, and still have it be recognisably the original IP.

    It seems a lot of the (I'm assuming) charm of the original would be immediately lost with any kind of HD variant of the Granny character.

    It is very difficult, indeed.

    The issue is, this is a mobile game made around 2018/19, by an indie dev, that unexpectedly exploded in popularity.

    Plus, the face of Granny is a render of a real world zombie mask, which could make licencing even worse. Granny itself didn't have issues, but that game is free.

  • @Tiredandfocused said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022577#Comment_4022577

    Sorry I'm a little out of the loop.. what do you mean by remake? If the fabric is an issue I figured it would just use the same fabric as the onryo where it just jiggles a little instead of actual fabric

    I'm talking about this

    IMG_20251102_085515.jpg

    As you can see, it's very sloppily done. Barely an improvement.

  • Nice buff, or a QOL more like.

    But still nice.

  • @OmegaXII said:

    What survivors get:

    • Basekit Babysitter
    • Basekit OTR
    • Basekit Kindred (Anti-camp shows killer's around)
    • Basekit Wicked
    • Basekit unbreakable

    What killers get:

    • 5% speed boost that gets deactivated when you use power.

    Yeah, if anyone says this update isn't one-sided...

    Anyway I'll probably stop playing this game when this goes through. I don't think there's any way I can keep up with survivors' efficiency when they don't have to dedicate perk slots to antitunnel perks anymore..

    I genuinely don't see a reason why survivors should have basekit Wicked that WORKS THROUGH UNDETECTABLE!

  • I agree that Apocalypt. Ing. needs something.

    Either your suggestion or an increase in chests (or both).

  • I say, yes, do it for the funnies.

    But she would require a MAJOR visual update.

    And as the remake proved, that is not an easy task.

  • So pretty much solely adepts of the newest bunch of characters.

  • People were saying this game was dying years ago... and look.

    DBD is at a point where it sits in a very stable spot.

    Unless a giant new competitor appeared out of thin air, offering a solution to every problem dbd players have, or unless BHVR goes bankrupt for some reason, this game is not dying soon.

  • There should be some kind of visual cue.

    He gives so many audio cues, and not a single visual one.

  • I feel like this change would be welcome, if it weren't for the whole "dying under a pallet on purpose" ordeal.

    Overall, most people view Power Struggle as unhealthy.

  • 🤷

    Idk. There are no ways to write on console, apparently, so they just took out the chat.

  • I played a bit of survivor yesterday, and got 2 Knights, 2 Nemis, Twins and Ghoul.

    No Mikey tho :(

  • @AmpersandUnderscore said:

    A short, of the top of my head, list of "reasons that killers tunnel", since about 6.1.0:

    • Gen speeds
    • Dead hard
    • DS
    • Dead hard again
    • Circle of healing
    • Prove thyself
    • BNP
    • Medkits
    • Maps are too big
    • Tile chaining
    • Pallets are too strong
    • MfT
    • Survivors are playing healthy (too many health states)
    • Survivors are playing injured (just doing gens)
    • Distortion (can't find anyone)

    Every one of these has been addressed, and each time the goal post moves again. Because tunneling itself is the problem and the cause.

    why they occur

    Tunneling is a base kit comeback mechanic that is always available and has no downside for using it immediately as the game starts. It is simpler to execute for the killer than it is to counter for survivors, making it highly effective.

    Tunneling at 5 gens is not a response to anything. In fact, doing so makes gen speeds worse, because the killer has decided to force the game to be a race: put all of their attention on one player and leave 3 others to do gens. The match becomes a race to see if 3-4 gens are finished before the killer can get 3 hooks on the same person to eliminate them.

    When it works, the killer wins.

    When it doesn't work, people post like this: complaining about the flavor if the month, or defaulting to "gen speeds". Even if "doesn't work" is one match out of an entire game session.

    And, clearly, the killer community does not allow BHVR to actually address this issue, so it will not get better.

    This is true.

    Some people just tunnel by default, and the justification moves to the next strong thing every time.

    If you nerf everything that is quote unquote "strong", survivors move the the next best thing and so will the complaints.

  • It could use a complete rewamp.

    I was thinking something along the lines of: when the killer sees your aura, it lights up, and as a secondary effect it could delay the killers aura reading, so it shows them where you were 2 seconds ago.

  • @tes said:

    I think unfortunately it’s impossible to provide us strong killer perks without making one killer annoyingly unbearable in match. I don’t expect to see new strong perks anymore

    I feel perk system starting to feel outdated, and maybe we need something like tree of talents which is really limited to specific pull but actually provide strong effects

    Staring at Nurse, Blight and Singu…..

  • Scourge Hook: Hangman's Trick.

    Undone.

    oh and Shadowborn too.

  • @Blueberry said:

    Yeah the new killer perk releases have been unusably bad for a long time now. It's not even their design, it's just that their numbers are way too safe. This isn't even developer time to fix, it's just number tweaks. For how many wildly bad perks there are we should be seeing at minimum like 10 perks on each side getting huge buffs on every patch. As with the recent perks, most these are just number tweaks again, so "time" shouldn't be a factor.

    I mean, yeah. Multiple perks released with such awful numbers (All-Shaking Thunder, Haywire, Phantom Fear, Unbound, Dark Arrogance, Dominance, ect.)

    To the topic, there are some better perks we recieved, but there is no denying that Krasue released with a triple meh.

    Ravenous has the same issue as Grim Embrace had, plus being fully countered by staying injured or prerunning.

    Wandering Eye is weird. I am wondering if they made it for Nurse and maybe Plague?

    And the Hex is kind of mid, too. We got a way better version not long ago - Unforseen.

  • @blackmoonrealex said:

    How is this a party game with such a severe lack of content? If anything, Behavior has been desperately pushing for this game to be competitive. The game is so simple and one-track minded, yet with a lot of exploits and tech. It’s very much geared towards the “win or lose” mindset. There are no killer bots.

    It can never truly be a competitive game though, since it’s asymmetrical. I wish it was more party-like. We really need more modes and objectives.

    And this is why this game cannot be balanced.

    You have a casual crowd and a comp crowd, killer mains and survivor mains, and they all want buffs to their sides.

  • @cogsturning said:

    If you show people their MMR they will use it to invalidate each other. This already happens with people just assuming theirs and other people's brackets.

    Yes.

  • The difference between tunneling and not tunneling in the PTB is visible solely on the survivor side.

    The only thing that changes with killer is that the survivors are slightly harder to get.

  • This is likely a bug, as you are supposed to own it by default if you bought rift Dominus.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021237#Comment_4021237

    I wish more survivors run this, because seems like almost no one understands how much impact these perks bring. Drop your fckn Deja Vu and equip Botany or Do No Harm, it will save significantly more time for you and your team.

    I was running Emphatic Connection, but I just dropped it. Watching how another Sable use her medkit in 5 meters near me for 10 matches in a row and in her head running "We she is yellow? Is my WoO bugged? I can't drop or vault her it seems"... exhausting.

    But I almost always run at least 1 healing perk for years and now enjoy Solidarity + Autodidact combo. It's almost a crime don't run any now, when altruistic healing is almost absurdly strong.

    Definitely.

    Botany, Autodidact (+ Tambourine perk), Resurgence, We'll Make It, all of these are great rn.

  • I am kind of glad we have it as a perk at least.

    The basekit version sucked.

  • I'll give you one better.

    Hexes now light up only once their effects take place for the first time or after 60 seconds of the match starting.

  • @Rex_interfector said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459461/more-bloolust-for-unique-hooks

    I wonder if beast of prey would work w it. Tho indont remember if they are going to change it on the ptb.

    I think it will.

    But Furtive Chase does the same thing, so...

  • Didn't they say that they will continue on with rework attemtpts if people end up unhappy with this one?

  • I feel like this could be salvaged with a few changes and a similar add-on situation like Freddy had with the old fake pallets.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020254#Comment_4020254

    I agree with you. Only on the aura reading I have no opinion on. The biggest lose is the hud and unhook notifications working like before. This was the most important thing, I was mostly looking forward to.

    I didn't like the hud fogging up whenever someone was hooked, that seemed really dumb to me.

    But the delayed unhook notification was very healthy and I don't get why would they remove it.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020254#Comment_4020254

    My issue here is that no reward for hooking will mean nothing to Ghoul, Nurse, Blight, Billy or Singu while it won't help killers like Pig, Ghostie etc. I feel like old idea of the PTB was good just needed some number tweaks. I personally don't mind unhooked survivor to see aura for 10s, it's fine for me. I just feel that the bonuses for the killers should come back as they were without the penalties as they were tied to them.

    It depends.

    If the bonuses aren't that big (like a small, 5% Pain Res basekit), then it likely won't be necessary to add a downside.

    But if the rewards are big, then a downside is kind of needed.

    It really depends on how BHVR wants to approach this.

  • @tjt85 said:

    I think the aura reading is set to 32 meters because Billy/Blight/Kaneki can be back to the hook in just a few seconds. Would you prefer BHVR hide the unhook notifications again? Because that's the only alternative to this that I can see (though I suppose it could be set at 24m for Killers without mobility / teleportation, but that's probably more effort to code that it's worth).

    Why does the anti camp matter at all if the plan is to hard tunnel a Survivor off hook anyway? The safest place for a targeted Survivor to be is on the hook, so I guess the worry is that the Survivor will see a Killer proxy their hook and will wait until the very last moment to unhook with anti camp to waste as much time as possible (so, the same as it is now).

    The Killer should really be using this time to patrol nearby gens / pressure Survivors elsewhere, not proxy camping their only hook. If they do decide to go all in on the hard tunnel strategy, Survivors can now better see more of what the Killer's game plan is with the anti camp bar and they will likely just stick to their gens. Tunnelling is strongest when combined with other powerful strategies like proxy camping and slugging to secure second hook states or exchanges. I think the new system makes it a bit fairer and for better flow of the game because it pressures Killers away from the hook and weakens hard tunnelling.

    Yes, the incentives not to tunnel are very weak. But they're not there to be rewards any more because there's also no punishment to balance them out. They are more of a passive bonus and not meant to dictate behavour. The last system BHVR proposed was more along those lines and it got shot down completely. Killers can't expect to have their cake and eat it too (to be rewarded for not tunnelling but also have the option to tunnel whenever they want to as well).

    Yes I want them to delay the unhook notifications.

    Better than Object basekit for survivors.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020224#Comment_4020224

    I think it's fine, this is good for newer and more casual players who legit want to get away from the killer. I encounter them way more than I do people bodyblocking with anti-tunnel perks.

    Plus the downside is gone to tunneling so just punish them for it.

    Unfortunately, this will 100% be abused by SWFs.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020257#Comment_4020257

    I‘m not a fan of the changes. The hidden hook aura and hook notifications were such important things as it causes the most tunneling and they should have kept the higher gen speed when someone dies too fast. The update while appreciated will not do anything against tunneling. It will still stay the best strategy for killer and most people are going to do it like before.

    They do seem to be like that.

    For the killers, there is now too little of an incentive to spread hooks.

    Everything that was encouraging spreading hooks was removed. Only a very faint haste and some pity BP.

  • I would like this for NightLight purposes.

  • @WriteByDaylight_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020063#Comment_4020063

    1. Bring back Moonlit bouquet.
    2. Re-empower Reagents and bring its effect back how it used to be.
    3. Bring back Splinters or a way to test Killers out in a custom match vs bots only
    4. Rework Moris
    5. Create Teas/Chalices/Dolls/Postcards or something similiar for DBD PC/Console w/ introducing Survivor Mastery outside of Prestiging that you can only get once you Prestige a Survivor to 100.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020231#Comment_4020231

    Uh what are you even talking about?

    With how bright maps are getting (Eyrie, new Autohaven ect.), the Full Moon Moonlight offering might as well be basekit.

  • Mostly agree with you.

    What do you think about the new versions of these features?

    I think they removed too much, yet the aura reveal that survivors get and that really seems like Object, was kept.

  • So, with the November PTB, we are getting the second variation of Anti-Tunnel.

    Here is the summary of what was changed:

    • The removal of colision after an unhook is no longer. (This is good, as it didn't fulfill the role it was supposed to)
    • The aura reading now works through Undetectable. (Big nope, this is OOO basekit, remove this)
    • Immunity from Instinct removed. (Good.)
    • The hook states are no longer hidden (good, it was unnecessary) and the unhook notification is no longer delayed (bad choice, this would be very good)
    • The reward gen regression was removed (a shame, since even a small help would be nice, like a 5% pain res?)
    • The basekit BBQ was removed (an eh change, at least the perk stays untouched)
    • The Haste was reworked into (apparently) 15 seconds of Bloodlust 1. (I mean, it's good it doesn't work with powers, but 15 seconds? Really?)
    • An additional BP bonus per unique hook was added. (Good.)
    • Both punishments for tunneling were removed. (I would say they should've stayed in some form, but since the rewards are so miniscule, I say good.)

    What I would change:

    • Remove the aura reading survivors get.
    • Return back the delayed unhook notification.
    • Give the killer a small gen regression boost as a reward for unique hooks.
    • Improve the Bloodlust slightly.
    • Maybe readd the repair speed buff as a punishment, but only if a death happens at 3-4 hook stages.
  • That would be quite useful.

    Setting the colors during the match wastes time a bit, so allowing us to preset them before the match would be great.

  • They made the Full Moon one basekit...

  • @chknTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020224#Comment_4020224

    The aura read portion will negatively effect Pig, Ghostface, Myers, Chucky, even Skull Merchant, and any other killers with Stealth in their kit ALOT more than higher tiers that are loud and about like Blight, Billy, Oni, Nurse who will remain strong and be less impacted by it.

    And if anyone thinks they will find a way to not make it affect innate Undetectable, Vigil still affects Innate Hindered like Clown and Freddy.

    Yes.

    This is literally the second coming of Object.

  • I 100% agree with you.

    I was saying when the anti-tunnel first released, that having a 32 meter aura read on the killer is too much.

    Now that it works through undetectable (basically the return of old OOO), I am proven correct.

    Wicked is enough. The TR exists for a reason.

    This change needs to be scrapped.

  • @SapphireDagon said:

    Scourge Hooks as they are are powerful, but feel incredibly underwhelming on games where they all clump up in one corner of the map, and unless you run Agitation, can be very frustrating to try and secure. This means that you can often have games that feel like they're effectively wasting a perk slot (which feels very frustrating), but unlike hexes (which have a similar design philosophy), there is no way to prevent this from happening once the game starts. I think scourge hook spawn logic should take the proximity of other scourge hooks into consideration, and attempt to place one hook in about each quarter of the map, or at least to prevent hooks from clumping near each other. This is especially an issue on maps like The Game and Raccoon City Police Department (both wings).

    I agree.

    I made a similar suggestion some time ago, but it boils down to the same thing: there would be at least one scourge hook in every quarter of the map.

  • My three grips with the void are:

    • It takes ages to get stuff from the void well (both sides)
    • The killer has a tracker that shows everone who is in the void. (Also the challenge that relies on it)
    • The slugging potential.
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