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Sunbreaker7

Sunbreaker7

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Sunbreaker7
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  • Is there a change coming to this?

  • Thank you for all the answers, good to know.

  • I was actually wondering how come BHVR gets to hold on to the Killer and the survivors, but not the map? Can we assume we will get to keep our purchased skins or will the characters also eventually find themselves yeeted out of the game just like the map.

  • Good for you complete stranger. Good for you. Go show those players who dare to play as Myers for the fun of it and not to crush every single game with 4k. What a shame indeed for them they don't play according to your expectations.

  • Some people here need to understand that I am not in favor of insta-down add-ons on Killers, nor do I find OP add-ons charming which grant aura vision through walls or whatever. This is not an argument of me trying to get rid of syringe and BNP while leaving Killer red and some purple add-ons intact. If I had the power, I would remove syringe, BNP, and every Killer add-on granting BS aura vision or insta-down. These are not something that make Dead by Daylight fun, they are a nuisance to deal with that only makes what is already an unbalanced unfair game even more unfair and unbalanced.

    I know DBD is not supposed to be E-SPORT level balanced, but clearly everyone can agree that there is a point where players should expect some form of balance and fair game when it comes to add-ons.

  • I kid you not, I have run into the censorship in this game so many times during just ordinary conversations where the words used bare no ill-meaning whatsoever, yet they are censored. BHVR expects people to simply say "GG" and get on to the next game, but if you dare to stick around for an actual conversation, we just cannot have that, now do we.

    jokes aside, I am pretty damn disgusted with the censorship in the game.

  • Holy ***** ****** ******* ****** ****** that's a lot of text. Didn't read but if you legit came up with all that, I salute you for the effort.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438371#Comment_2438371

    For being ultra rare, should they have no chance to turn the tide? Huntress and Clown get practical free instant downs all match with their ultra rares. These are one-time use per match add-ons we’re talking about.

    Something that is ultra-rare but still OP enough to break the flow of the game to an unfair proportion is no excuse. With this kind of logic BHVR might as well introduce an item that spawns a hatch for the survivors at the start of the match, but hey... It's ultra-rare, so there is no harm.

    Besides, I am in favor of removing Clown and Huntress ultra-rare add-ons, they are still OP, always have been. One-down add-ons are just stupid in my opinion.

  • @GoshJosh said:

    These are pretty mild now compared to their old effects, and still existing broken killer ultra rare add-ons.

    mild or not compared to whatever, they still OP.

  • I remember the last time BHVR decided to fiddle with the matchmaking to a point where everything I got was just random beginners just starting the game out for the first time, and it made me quit the game for months until it got fixed. They do it again, it's vacation time. I got plenty of other games to play even if BHVR does not care if old players leave. Besides, seeing just how much DBD consumes my life, this would be a nice excuse to uninstall.

  • From what I have seen thus far, I am very impressed that BHVR managed to create a new killer after Trickster that is not just a cheap copy-paste of another Killer's power. Also, with the cube, it changes the gameplay mechanic when facing Pinhead, which is Killer design 101 in my opinion. Always try to make a Killer unique from the rest and force Survivors to play differently from the usual when facing them. I think Pinhead has achieved that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2420369#Comment_2420369

    Because casuals can't be bothered to read Tweets/dev blogs, people got salty at any perceived matchmaking discrepancies with Rankings.

    So they masked the ranks during this test.

    Ranks will return at some point, and basically be re-tooled into something entirely different.

    You know how a lot of people that say ranks are not indicative of skill, but rather play-time? Yeah, that.

    MMR will be hidden, but you'll always have a nice number to carry around on a stick to show people your devotion to the game. (Unlike the current devotion which isn't showed to Players, eh, maybe that'll become a border effect)

    I am not sure if I read you right, but there is absolutely no one in this game that can tell me rank does not reflect player skill level. I have never seen a single red rank who does not know how to play the game, but I have seen plenty of ranks falling outside red who showcase their lack of knowledge over the game and veteran tactics which only becomes more apparent the further you go the rabbit hole all the way to the rank 20.

  • @Mandy said:

    This is due to Skill Based Match Making being implemented a little while ago - for this test Ranks are hidden.

    So this means they will eventually be back, correct? What I mean is, is BHVR slowly paving the way to remove rank from the game, or this just purely for the test period, a normal protocol that comes and goes.

  • Please don't give me hope.

  • @GoshJosh said:

    A while back I might have agreed with you; but now that all perks are streamlined by rarity and alphabetically (in that order), I don't see the big fuss.

    Don't get me wrong through: we could still use lots of QoL changes for the massive perk library. Loadouts, filters, etc.

    It's great that you find the current system suitable for your needs, but you do understand what I am suggesting is not depriving you of anything. It will simply make life easier for everyone who chooses to use it so not having it simply because is not much of a good reason to go by.

  • A cheater whose name I recognize yet is still free to play the game even after being reported with video evidence.

  • I would love to play Plague, but I just can't get over the fact that her ability is still broken even to this date with no fix in sight. If you charge the vomit to the lowest point possible for a quick puke attack, the puke which plague releases upon survivors goes through them with no effect. Also, if you charge the meter even lower than that, the ability cancels itself while still holding you hostage to the cooldown effect.

    I can't enjoy playing her just like I can't enjoy playing Blight with its broken collision boxes where he just slides off many objects instead of bumping into them and continuing his dash. It's very annoying when losing survivors due to these technical problems.

  • My thoughts are that more often than not, BHVR is really bad at designing perks. The proof is in the fact that well over half of the game's perks are considered 'trash perks' and only 25% are decent to use, and the last 5% are meta perks. Just to throw some numbers out of thin air but you get the idea.

    They are extremely slow at reworking perks. They have an immense amount of community feedback on how to improve certain perks, yet they hardly act upon any of them if at all. There are literally so many perks that I have absolutely never seen anyone use ever and I've been playing since 2016. Heck, even I don't use over half of the game's perks EVER simply because they are not well designed into the game's mechanics how the game is actually played. They might sound nice on paper but in practice, absolutely a waste of perk slots.

    The Better Together Perk when compared to Blast Mine really is not that big of a deal if I'm being honest. Blast Mine is easily a superior perk for giving free "Better Together" aura benefit for other survivors on top of stunning the Killer when a generator is kicked, but I would still find a reason to use Better Together simply due to its 24/7 aura nature whenever you are repairing a generator, plus the added benefit of seeing all the survivors when Killer downs someone. You do not always have the Blast Mine effect ready at hand, so it's not like survivors will always be informed of where you are repairing a generator. This can be extremely valuable information especially at the very beginning of a game or at the very end of it with the last generator left to repair as survivors are desperately trying to quickly get on a generator but don't know where it is or if there is one already being worked on almost ready, so they do not end up making the mistake of starting a completely new generator.

    A long story short, it's quite situational when Blast Mine and Better Together end up outshining each other.

  • Anything would make Lullaby a better perk. The devs did not take into account when designing it that many survivors play with music on or listening to some show on YouTube. Survivors do not necessarily need the sound alert to be effective at skill checking, and that's what makes Lullaby a bad perk, especially when it is a hex totem.

  • I've always seen Otz as the type of guy who really understands Dead By Daylight and knows what would make it better for everyone, not just for himself. I would be absolutely joyed if BHVR decided to invite Otz as part of the game development.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378145#Comment_2378145

    The biggest issue most people have with dh is neither it's distance covered nor the iframes but the availability of the perk. Every other exhaustion perk has either conditions that make it harder to play or are map context sensitive.

    But dh condition is only being injured which is already the preferred state of experienced survivor to counter instadowns and not waste time with healing and then it is ready at the push of a button after the killer invested already into chasing the survivor.

    Of course stuff like sprint burst is also just pressing shift while moving but the killer can instantly react to seeing that they have the perk and decide to drop the chase or try to cut them off or something. Dh mostly comes into play AFTER the killer already invested one chase for the first hit and then some to get close again.

    I personally don't care for kills or pips rather bp but it is still the most frustrating aspect of dh that it is so in your face and ready on demand.

    I hardly find this as a valid point, though I see where you are coming from with it. Thinking that investing time in chase, only to see the survivor using DH to make their escape, is not really exclusive to Dead Hard. You might just as much see someone use Lite or Balanced landing after having invested time in chase, only to see them escape through a simple window leap or falling down from a high place.

    Just because DH is available at any moment, does not mean it is useful in every moment. You as a Killer have the power to decide from which angle you approach and if you approach at all in cases where you find the generator too convenient for the use of DH. There are plenty of choices you are free to make during a match. Forcing a chase against a skilled DH user in a bad area of the map is perhaps not the best use of your time if there are weaker survivors in a match easier to chase down first. You wouldn't try to force a chase against a Balanced Landing user in an area with opportunities to fall down from a high place, now would you? This same logic applies to Dead Hard, I think.

    I really think Killers should pay more attention to their pressure game and not chase game, as survivors will more often than not be in the advantage of running away but not forever. Dead by Daylight is designed to be played in a way where Killers pick out weak survivors and create openings to quickly injure survivors, leave them, and come back later to finish the job if they have not healed. Naturally, this tactic does not always work depending on so many factors; what killer you play and in what map, what survivors bring with them, etc. It is a bit of chaos mixed in. But trust me, Dead Hard is not the reason why you fail in sacrificing survivors. If it was, you would see me talking in favor of nerfing Dead Hard instead of defending it. After all, I have played Dead by Daylight since 2016, and most of it as a Killer.

  • I have played DBD since 2016 and through most of it, I have been Killer Main, with only recent years I have begun playing both Killer and Survivor equally. I have nothing against Dead Hard in its current state, it works just fine and well. It is a risky perk that in no way guarantees you escape. If you learn that a survivor has a DH, simply time your strike next time when they try to mind game you in DH. It's not like DH is a OP perk. People just are too hasty to use M1.

    Granted, there are situations where Survivors use DH to grant themselves distance enough for a free window leap or Pallet safe when normally you would have had them there, but that's just part of the game for crying out loud. Just like Lite, Balanced landing, Sprint, and every other escape perk give you opportunities to create distance from the Killer, so does DH, just differently. It's not like they can spam it, and it's not like you can not continue to follow them if you so desire or leave them and come back when they are still recovering their DH.

  • What in the flying Spaghetti monster's name is this xD

  • I only slug if the last survivor is in my line of sight when I pick up the third survivor to sacrifice. I mean, if the survivor is daring enough to show his face to me when he should be concerned about hiding and securing the hatch, then he deserves to be sacrificed, even if it means leaving the third survivor in slugged state.

  • LMAO, I just took a peek through YouTube what Claire sounds like in this game when injured and no kidding, she seriously sounds like the player was watching adult entertainment xD

  • So much blindly licking a dirty shoe of a company seeing no reason for criticism in places where it is clearly justified. No doubt BHVR has worked hard and done a lot to improve the Dead by Daylight experience but in no way are they free of well-deserved criticism.

  • I have not come across the daily for Nemesis yet but if it really is as you describe it, then this is totally wrong and needs to be fixed. I know for sure I will be trashing the challenge every time I see it. Of course, a challenge needs to be something that is on even ground with the rest of the Killers. I don't mind having to play one or two games more to achieve a daily but if every other Killer is capable to manage their challenge within one game then there is no way why Nemesis should be treated differently.

  • More often than not, I see players far away from my league and this shines in their decision-making during the game which makes me honestly quite frustrated at times. I am not here to rub my own belly, just saying, when you get matched with or against someone who does not know how to play the game and is still learning, and you have well over 2000 hours under your belt, there is a good reason to be disappointed in the matchmaking.

  • it's pretty much already answered here many times but yeah, it's the objective-directed element in BBQ. Easy to stack compared to the other.

  • These are the type of reasons why this game will never see the day of joining E-sports. Nor do I wish it to, but in a weird way, some decisions of BHVR indicate that's what they are secretly trying to build.

  • Of course, Killers move faster than survivors. They have to be able to catch survivors after all. You do not put a turtle against a rabbit and expect the turtle to catch the rabbit. Neither would you put two equally fast rabbits to play tag because the chase would remain mostly still.

  • Whenever a new killer is released, it's funny how there are always two sides, those who see the Killer as trash, and those who see great potential in it. Unless the Killer is a God capable to destroy all survivors on day one when released in all ranks, there must be something wrong with him. You do not even give yourself a chance to learn him properly. Just like League of Legend Champions, you can't expect to know how to play a Killer right away. Survivors know how to play as survivors so no wonder they are going to kick your **** while you are still learning how to play the new KIller.

    Nemesis is not trash I think, you just need to learn the way of the tentacle till you understand why it is so good despite having to hit survivors 3 times instead of 2. There are no other Killers capable to injure or down through pallets and windows except for Huntress and her power is fairly easy to dodge in these situations and she might even be out of axes at times. Nemesis can quickly punish survivors for bad moves and make loops unsafe unlike any other killer in the game. It is weird people don't see this but write him off as a bad Killer simply because they can't comprehend why they have to hit survivors 3 times.

    Also, you do not HAVE TO hit anyone with a tentacle. Simply use it in a situation where you know the survivor would escape anyway and get some value out of it for the next time, then go chase someone else. That's pretty much how all Killers work on a fundamental level unless it is a 1 hit down survivor like Leatherface or Hillbilly.

  • I would not call it "free" but it is better than taking a punch to the face and getting injured :)

  • Having played him since the first day for many hours now, I can confidently say that this KIller is anything but trash. He is a zoner capable to slash through pallet loops in places where survivors least expect the tentacle to reach. He can also heavily punish window leaps, always getting something out of chase whether it is mutation level, infection, or injure/down state. All this and I have not even got to mention the zombies yet. They are free information for the Killer to locate survivors through their aura reading. They bother survivors when they try to repair generators, and they also force them to waste pallets around generator areas if they wish to finish fixing the generator. All this happens outside your watchful eyes but stuff is happening to your favor nonetheless.

    Here are few tips to improve your game when playing Nemesis:

    Use M1 whenever possible and only use tentacle when pallet drop or window leap, or in other words, when it is a sure hit. Don't try to farm the Mutation meter or force it in situations where it is not needed. The mutation level 3 is nice but nothing you need to concern yourself with in order to secure victory. Simply allow it to be a boost to your power that comes naturally sooner or later.

    Also, do not farm the zombies either unless they happen to be blocking your way. They work as spotters to alert you of survivor's presence when their animation changes to chase animation and you see their auras from afar. This is so powerful information for the Killer that this alone has won me many matches. I don't think many are taking full advantage of the zombies but simply rid them as something that never manages to catch anyone. However, let it be noted that I have seen them very useful on multiple occasions where they have blocked the survivor's path to loop efficiently or surprised them near a corner and downed them right then and there, securing me an unexpected free down.

  • Funny. I play both sides and see no significant difference in strength from either. As a Killer, I get 4 kills almost every time because I know how to play the Killer and understand how to loop windows and pallets. As a survivor, I can hold on my own in a chase well enough to buy my team precious time to do objectives but in no situation against any killer do I feel superior (except Trickster because he is super weak right now and needs a serious buff).

    The way you speak sounds like you are pretty new to this game and do not understand the basics of it and simply feel powerless when facing skilled survivors, because let's face it, Dead by Daylight's matchmaking puts you against red rank players even when you might be just a beginner.

  • @CakeDuty said:

    Can they please do like with Jonathan and fix their faces. They look amazing in the trailer, but they look like a bad porn movie in game, like ######### did they do to Claire to make her look older than the three others combined.

    Claire is clearly not herself when compared to the Resident Evil 2 remake. If Capcom saw this, they would be horrified :D

  • @Onykron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272751#Comment_2272751

    You are right but this one looks straight out of a bad porn version.

    This is too accurate, I am dying from laughter xD

  • BHVR strives towards a competitive game structure because the game has gained a very strong and ever-growing audience and they want that sweet eSports money and attention.

  • I want balanced matchmaking, one in which I don't get paired with or against players whose rank/skill is way off from mine. I am rank 1 in all seasons both with survivor and Killer and I often get matched against beginners who get destroyed. You can imagine how boring the game can be for me at times when this happens. I don't want it to be normalized.

  • @JFF said:

    2v8 would be awesome, if you get tired of normal game mode you would just jump into chaotic match with 2 killers and 8 survivors.

    Yeah, I think that would be the most realistic from BHVR to pull off without having to dedicate too much time and resources to make it happen. Plus it would actually be a pretty interesting change from the normal mode. OMG, imagine if the two Killers would chase one survivor at the same time instead of going their own way, there would be zero chance of looping pallets and windows. Or how about protecting the basement.... Omg, I think we have created a monster Q_Q

  • Spirit is a unique Killer unlike any other, however, her playstyle is quite boring, to be honest. Neither she nor the survivor can clearly see what is happening when she shifts into the phantom form so there is no advantage for either side. The only information the spirit relies on this form is the blood marks on the ground and grunts of pain which may not even be present depending on the Survivor's perks and their strategy to approach Spirit in the phantom phase. Spirit is given an ability to make herself invisible for a chase and survivors are given the opportunity to mind game her during this phase. I see nothing wrong with this. Though I do believe minor tweaks about how often she can do it could be in order.

  • @PureDoctorMain said:

    This is almost my exact sentiments for all these killers. The only one I don't share is the huntress one mine is " Alright time to run th- and I'm down" My friend also does this.

    My Huntress experience as a survivor has forever been that every Huntress player tends to down one survivor and spend the rest of the entire match simply camping the hook ^^

  • There are two Killers in the game that need an absolute rework: HillBilly and Nurse. Absolutely no one plays these two other than mega tryhard no life masters or absolute beginners who are just about to find out they should not play these Killers.

    • Urban Evasion: For the name and for being a fast croucher.
  • @IWasLeft2Die said:

    It would be nice if they made the on sale slims in one location rather than having to either remember which ones they said or go through everyone

    Yeah, I would also appreciate the possibility to browse the items on sale from one location like in any online store or what they do on Xbox, Playstation, and Nintendo Switch. Just put all the golden week sale items in one location for us to see them rather than having to browse through all the characters trying to remember what was said to be on sale :)

  • @Seraphor said:

    ^ this.

    Pressing them faster doesn't give you any more progression.

    About 2 presses per second is all you need.

    I am not pressing them too fast nor too slow. I have tried everything. Been playing the game for many years and I still find it hard to find the perfect rhythm to press them to achieve smooth progression...

  • @JasonIsADove said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124464#Comment_2124464

    -It only detects totems (so it no longer detects Trapper's, Hag's or Freddy's traps)

    -A token is gained for each totem cleansed (regardless of who cleanses it).

    ---Each token decreases the detection cone by 5 degrees.

    wow, that sounds like a horrible change. Each time the perk gains tokens it just becomes harder and harder to spot more totems because the radius is not consistent and the totem may be further and further away from you from what you are used to.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124446#Comment_2124446

    Who said I'm triggered....? I just thought this was a joke of a thread. That would make small game rediculously broken. And at that point it would be meta. And the devs should just remove totems out of the game at that point

    Well, the way you express yourself sure did come out as someone who was pulling his hair out just for reading someone suggesting something, that's all.

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