SoGo
SoGo
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I don't mind the turning rate, it is definitely better than say, Blight or Oni, BUT:
- The 6 second cooldown between uses is annoying.
- Charge time can be really annoying, and is much worse with add-ons.
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They are definitely afraid of creating something overpowered, and end up doing mediocre perks instead.
Or alternatively, they release strong SWF perks.
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Oops, double posted, sorry.
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It absolutely got nerfed and whoever says otherwise is lying or unaware.
It is now most effective for 40 meter TR killers. Who will not use it anyway.
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They nerfed the duration of both the minimum and maximum dash distance.
The minimum is 0,5 seconds (was ~0,8)
And the maximum is 1,5 seconds (was 2)
So yes, it got nerfed.
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I am still confused as to why Event Rarity got removed.
If it wasn't removed, none of these bugs would remain.
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So it IS basically just a nerf to make it harder.
Good tging I got it while Tombstone was still a thing.
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For 12 hook killers, this is good.
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I have go try it out.
On a video, it seems rather unproblematic, but we all know that not everything looks like what it actually is.
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AMEN.
@Alicia_Tried6041 said:
I'm going to miss tombstone and scratch mirror myers. They ruined him.
Also, Scratched Mirror is Iri now for some reason.
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@Flopkween said:
Also I'm surprised Ghost Notes didn't get nerfed. I thought for sure it wasn't making it to live.
shhh, dont let them know and maybe they will let us keep it
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@Chilli_man2400 said:
- Michael Myers is still Myers, he just can now switch between evil within 1 and 2 to give the player more control of what they want to do. Don’t forget he can now mori survivors on death hook. That’s pretty Michael Myers of him??
- Can’t comment yet
- It was a perk that promoted slugging and was a unhealthy perk so they justified updated it
- No he is not, a discount Blight is what he is.
3. If anything, it kind of reduced slugging because you actually knew where the hell was the person that you left on the ground.
- Michael Myers is still Myers, he just can now switch between evil within 1 and 2 to give the player more control of what they want to do. Don’t forget he can now mori survivors on death hook. That’s pretty Michael Myers of him??
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Please also delay Tenacity and OTR nerfs until the update hits, same with Deerstalker (and never return this idea back).
Also, please cut off the dash from Myers and revert Monitor back to the form where it was usable please and thank you.
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Add in Deerstalker!
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@Adngel said:
I think this is a bug. I didn’t see this change listed as an intentional feature in any patch, so it looks like something slipped through.
There’s no reason for alternative maps to reduce the spawn chances of other realms. There are 20 realms in total. Here’s an example of how the probabilities could work:
Probability per variation= (1 / number of variations) × (1 / number of maps in the realm) × (1 / number of realms)
Realm
Map
Variations
Probability per variation
Silent Hill
Mildiwitch School
1
1/1 × 1/1 × 1/20 = 0.05
Racoon City
RPD West
1
1/1 × 1/2 × 1/20 = 0.025
Racoon City
RPD East
1
1/1 × 1/2 × 1/20 = 0.025
Ormond
Lake Mine
1
1/1 × 1/2 × 1/20 = 0.025
Ormond
Resort
3
1/3 × 1/2 × 1/20 ≈ 0.0083
SpringWood
Badham Preschool
5
1/5 × 1/1 × 1/20 = 0.01
Explanation:
- Each realm keeps its total 1/20 chance to spawn, regardless of how many maps or variants it contains.
- Maps inside a realm divide that 1/20 chance among themselves.
- Variants inside a map should only split that map’s share, without reducing the spawn chances of other realms or other maps within the same realm.
Based on this way of distributing probabilities, alternative maps variants wouldn't necessarily change the total spawn chances of any realm. Each realm could keep its 1/20 chance to appear, with variants only redistributing the map’s share internally. If the game worked like this, having multiple variants in a map like Ormond or McMillan wouldn't reduce the spawn chances of smaller realms like Silent Hill or Gideon Meat Plant.
It was confirmed by the devs.
All of the additional map variants have been removed from normal matches, and can only be accessed in custom games.
The reason behind it were maps like Ormond Lake Mine, which was infamouly rare, and the fact some of them had pretty wild spawns.
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I don't think that slugging should be fully abolished, but I do not think it should be allowed to do for long periods of time without any consequences.
From the dev update, I mainly disliked the fact that survivors unlocked infinite Unbreakable after just 90 seconds, and the faster crawling speed.
The passive recovery and recovery while crawilng were good changes, imo. The new abandon option too.
The Resolve meter could work IF it triggered after 105-120 seconds, worked only once and then would go back to 0 (so you get up once, and have to wait x seconds again).
Additionally, perks like Plot Twist and Power Struggle should get changes in exchange. Power Struggle would need a new condition (so you can't trigger it on a pallet you died under) and Plot Twist should not count towards the Resolve meter.
Also, Deerstalker should remain the same.
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I would rather get a slower influx of new chapters.
It's insane how the last two years have been: here is a chapter, and oh, also a PTB is coming in a week.
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I heavily dislike the fact it forces daily play.
Most people have jobs or school already.
I don't mind Milestones being harder, but at least reward us accordingly!
I get that the system was too lenient before, but it is too strict now.
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I agree that they missed a chance.
If FNAF was released after all the QOL things were already in game, more people would stay.
Until now, the QOL Initiative has produced mid results at best. The game is still bug-ridden, cheats are running rampant, majority of the QOL features that would improve the game are swept off the table because this community can only whine.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003793#Comment_4003793
Except you still run into the issue of it still being useless compared to every other item.
That is unfortunately, a design issue more than anything. Gen auras are not that useful for most of people (and also Deja Vu exists), pallet and window auras are not needed once you learn maps (also Windows exists), so you are left with Totems, chests (Plunderer's is kind of better) and Exit Gates (only newbies would use that).
So yes, beyond a certain level, maps suck. But, for newbies they are good, and could be better with some of my suggestions.
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@Foggyguy said:
It's not useful enough. I've said it before but maps just need to be permanently active and have no charges. Even then it'd still be never used. At least in the past it was maybe sometimes usable in a swf where you and others ran boons and you could use crystal bead to help them but now? Now it's just totally garbage.
Maps being permanently active would bloat the screen so much. It would get annoying quick.
The new charge system is imo, better for sharing the auras, as it works passively and without an addon slot. In terms of conserving charges, idk which is better.
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@brewingtea said:
I still wouldn't use them. I can't just spend a charge, see a cross-map gen, and immediately know where it is. I'm going to have to spend ANOTHER charge when I get close enough to reorient myself. It can take 1/3 of a map to find a SINGLE one.
If you're looking for Hex totems, then I can see limiting the auras that maps can reveal, but it's not OP to just tell survivors basic info like where their objective is.
I have literally thousands of medkits. If an item is less useful than a heal, it will never be used.
Also, the "Beam of light" thing should be basekit for survivors, no map needed.
The maps have a range limit. Plus, are 12 seconds not enough to run through at least 3rd of the map?
Unfortunately, aura reading is most of the time not as valuable as a selfheal above a 500 hour mark. That's why I added some add-ons to offer an alternative, like having a self heal reserved in the basement.
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America is not even the worst case.
There are 0 servers in the South Africa (not sure if even in all of Africa), and people have horrible ping there.
Similar issues are around the Middle East.
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They are still strong. It's just that many killers have movement based abilities, which kind of negate the distance Exhaustion perks give you.
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Edit 2:
Added some suggestions to make the maps of different rarities stand out more.
Swapped around some rarities of add-ons.
Reworded some parts.
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I don't see a difference.
They again, I have very bad eyesight.
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I assume they are not coming back unless there is a second batch coming, or BHVR decides to redo their deal with the creators.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002839#Comment_4002839
myers didnt get butchered tho? like 90% of it is a straight up buff.
I mean his uniqueness and charm was butchered.
Idc that he is stronger, I bought Michael Myers, not a discount Oni.
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Returning to this, since it pretty much still proves ro be true.
Milestones are unrewarding, daily rituals are required, passive rift fragment gain helps no one.
I still stand by all of the things suggested in this post, with one added thing, which I put in with the edit.
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With how butchered Myers got…
Pray you only get tweaks.
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@SkeletonDance said:
Looks like Myers rework is coming to live…
Welp, there goes one of my mains.
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Unfortunately, some people found a way to bodyblock even without having collision.
But I guess since it makes it harder to do so, it would be a decent solution...
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@Mandy said:
The addon is being reduced in rarity. Fragrant Tuft of Hair will no longer be an Ultra Rare basically.
Oh.
That is odd.
Swapping the effects with a different add-on would be better imo, but it is BHVR's decision.
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Last Stand.
This perk is weak. Undeniably. But dear GOD it is annoying AF.
And you only see it used in a bully build because, well, what else it can do? Nothing.
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It's mainly the new ones, imo.
Dead Sands and Fallen Refuge are both jokes.
Freddy's is kind of a bummer, since the building is way too small.
And Greenville Square only needs better gen spawns and maybe some normal loops in exchange for all the double pallets.
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I would keep at least 8 add-ons for each item. 5 is too little.
In the case of Toolboxes, I think their dual use warrants more add-ons (10 exactly, Protective Gloves can be removed).
Offerings could use some trimming and buffs in some cases.
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Honestly, none of this would have been an issue, had they not absolutely butchered the Milestones.
They give half of their original reward, for double or triple the input.
And then of course people can hardly get to the end of the rift because one category is unrewarding as hell.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002027#Comment_4002027
oh… what ARE they holding? I didn't realize they were even holding something… XD
Some wires.
Makes sense, since it is tied to gen skill checks.
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@Starlesque said:
https://forums.bhvr.com/dead-by-daylight/discussion/456572/community-contest-2025-winners
It’s worth pointing out that Orela Rose faces a lot of hate in the community. Between transphobia and tunneling experiences, she may never win a community cosmetic, unless the devs create one themselves. As a Sable main and a TRYKS linker (I see them as one and the same), I don’t play Orela, but she still deserves recognition and support. - Personal view.
This skin was honetly better than the Feng one, but alas.
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It is unfortunate that it will just be a skin, but as the game ended up underpreforming and forgotten in a week, BHVR decided it wouldn't be worth it to spend time adding their failed game into DbD.
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I love Haunted Grounds.
Mainly because the survivors always cleanse totems that spawn right in the open.
If you have a perk that also HAS to be cleansed (Devour or even better, Blood Favor), you WILL get value.
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I would be fully happy with the new Myers..
If not for the dash.
The dash ruins it.
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Solutions:
- Add a Tome style quest every week, that is worth a 100-150 Rift Fragments.
- Buff back the Milestone rewards.
- Returm back Milestone difficulty to what it was in Rift: Overgrowth.
- Double the passive Rift Fragment rewards.
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They have a place in the game.
Unless we get the basekit Pop, and unless you are playing a strong killer, you need some of them.
I would just wish that there would be a wider viable selection of them.
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I would love the finalist Houndmaster cosmetic to come to the game, but hey, a win is a win and Gilded Baroness looks dazzling.
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The worst/best users of this are Steve (the Steagull), Daryl (his old man HUUH), and Lisa.
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This would be less of an issue if Fallen Refuge was in the Léry's realm, and also... actually good to play on.
That map was never supposed to release like that and it only did because people were upset that TWD would release without a map.
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She is literally more clunky than Twins.
TWINS!! You know, THE buggiest killer this game has known?!
I played a game of Twins yesterday, and two Houndmaster games.
Outside of weird collision, Twins worked fine. Houndmaster? Not even close to fine.
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I would be happy even if only 2 things change:
• Dash gets shelved and never introduced again.
• Stalk range is returned back to what it was before.
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Ok, but make the map bigger and add a main building to it then.
And fix the gen spawns, none spawn at the shack side.