THE_Crazy_Hyena
THE_Crazy_Hyena
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014529#Comment_4014529
How many matches do you think occurred on the PTB in that time frame?
It's not a stretch to say that they had thousands of matches worth of data in that time frame if even a very small portion (ie 1% - 5%) of the Steam player base played any number of games on the PTB.
More data often yields better results.
So testing with a larger audience, and with a wide range of skill is preferable. Remember that most people who do test PTB changes often have thousands of hours of playtime in the game. -
I feel like slugging for the 4K got MUCH more prevalent when the base-kit Cypress Mori got introduced.
Before that, it was much more common for killers to just put the 3rd survivor on the hook, and then having a race against the last survivor to find the hatch. -
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014198#Comment_4014198
This made me smile after an awful day at work 😄
Thank you 😊
Anytime, a little humor always goes a long way.
It is those little things in life, you know. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014321#Comment_4014321
Elusive is the only one that needs some more changes, stuff that isn't simple number tweaks, so I'll start there.
Give it the Incapacitated effect as a placeholder. This prevents Item usage.
Remove auto-aim. Seriously, you shouldn't have auto-aim in the first place, but it shouldn't gravitate towards a Survivor who is intangible.
Hook Obscurement:
Keep the hook states counter, update the HUD immediately on unhook, but keep everything else. The HUD should always be accurate, and reward keeping an eye on things, but we don't need a dinner bell to sound and let people know to come back to hook.
Unique Hook Bonus:
20% Total Progress
15% Haste until a chase starts, keep the breaking pallet or damage state restrictions as well.
No changes to the info.
For the "too good for this treatment crowd":
20% Current Progress.
No Haste, No Info.
Seriously, they do not need much help.
Tunneling Penalties:
Survivor dies before the 5th hook; Survivors get a 30% Repair Speed Bonus.
If you do decide to tunnel someone out, gens become uninteractable until the Survivors need to complete one gen. Hefty punishment but not completely taking away hope from either side.
Slugging:
Get rid of Crawl and Recover, revert the speed changes. That's it. I would NOT have put this all in the same PTB.
This is actually a fair and balanced approach. Thumbs up from me.
5 hooks as the limit, since that can also help reducing staggered tunneling (alternating between two select survivors) -
@solidgamer44 said:
idk i've started to believe there's an bias by the development team against survivors there's many examples like fog vials, but also how tenacity and OTR were nerfed even with no anti tunneling or slug changes but they didn't nerf the killer perks that also would have been affected by those changes but they did that to survivors lol.
many such cases, they're piling up now actually.
I have also noticed a trend with content creators on Youtube for instance often release more killer-biased content instead of survivor-biased content. And with those kinds of loud prominent voices, it is easy to get drowned out as someone who is advocating for good survivor changes.
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@greenlight96 said:
I will use the new killer as an example. Before the nerf i like how fluid the killer's game play was. Was she way too strong and need nerfs? Yes. 100%. My issue is the way that she was nerfed, was making her feel so clunky and frustrating to play AS. She is still strong but the fun factor and the nice feeling in the fluidity of the gameplay is gone. I wish that nerfs did not involve just making the killer feel like ass to play as. Because I feel like this happens with every killer that gets nerfed. There should be a way to nerf her without taking away the fun factor.
There should be a way to nerf her without taking away the fun factor.
Like removing the free HugTech™ she has around loops. Make her dash harder to get free hits with.
Give her a cooldown on dashing while changing forms, so that she can't immediately dash attack mid-transformation.
Give her spit projectile a much longer cooldown, so that it gets less spammable.
Nerf Chicken Head to apply the infection gradually, instead of starting fully infected.
Reduce the FOV in third-person mode.
And change the mushrooms to have an instant effect or a significantly reduced time to cleanse the infection instead, to give her more meaningful counterplay.Then she could have a few of the nerfs reverted, such as the vault recovery time.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014117#Comment_4014117
No, it's not a problem because killers don't care.
This is true for me. I couldn't care less about bully squads and I dont know who really does. Honestly, I wish I'd land one, but MMR doesn't seem to feed them to me anymore. I can't remember the last time I saw one. Bully squads are a noob problem.
But tunneling, I do care about. I see it every time I play survivor. It's more common, effects players throughout MMR levels, and is harder to deal with.
I don't care much for bully squads either, and they are not common to see.
Every so often I might run into the odd team of flashlights + head ons, but they are really easy to play around.
And like you said, tunneling is a huge pain-point, especially among survivors. I don't tunnel when I play killer, and I honestly have no intention to do so either, because I know how terrible I feel as a survivor on the receiving end.And lastly, tunneling is absolutely zero fun.
Zero fun often leads to DC's
DC's leads to eventual penalties
Penalties ultimately leads to people quitting.
Solution = Make tunneling less effective, and in turn, less prevalent. -
@[Deleted User] said:
thank you for sharing it here on the official forum ❤️
you can always count on the Count to update us 😉
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014110#Comment_4014110
Because we’ve had multiple people on these forums, admitting to frequently ragequitting, or admitting they have a friend that frequently ragequits.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014108#Comment_4014108
Making a thread doesn’t work, because it will get derailed by people telling us the problems aren’t real.
And we’re even being told in this thread that ragequitting isn’t a real problem. And if people create threads to complain about ragequitters, they get derailed too.Notice the theme here? Anything survivors do is “not a problem”
Anything survivors do is “not a problem”
For the most part, survivors are pretty much cornered these days, and the only thing they can do is gens. Anything else isn't a problem for the killer side, because that would actually be more beneficial to the killer than it is for the survivors. A survivor not on a gen is not helping their team, unless they can save the poor sod that is being tunneled by the killer.
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@UnluckyMan said:
Can't take this tier list seriously when seeing blood lodge most surviwor sided map in the game as "almost balanced for both sides". If you don't believe me go check it out. Also it's not only blood lodge that makes me not take this tier list seriously.
Since when did Blood Lodge become the most survivor sided map?
Before the change it was like, one chase and all the pallets were gone.Also, current Blood Lodge isn't anything like pre-2.0 Blood Lodge, which was known as "Pallet Town"
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014005#Comment_4014005
EU as well. I literally haven't seen a Krasue in 3 days now. 2 days ago i played almost 8 hours straight and didnt see one. Only time i've seen one is when i played her myself.
All i see is nurse, hillbilly, Wesker, some clowns and blights.
I do see Wesker every so often, and I think I saw my first billy in like 500 games yesterday. Nurse I rarely see.
Clown has become a rare sight after the nerfs, and Blight is maybe seen once in 20 games or so for me.
However, I often run into Huntresses, Wraiths, Ghouls and of course Krasue. -
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014007#Comment_4014007
People still run map offerings? 😵
I see that sometimes when I play killer. People bring Ormond or MacMillan offerings
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Am I wrong for absolutely loving to play Myers?
Especially with scratched mirror 😇 as it is one of the funniest things you can do -
@Hannacia said:
I haven't seen a single Krasue since the last nerf. Can we please let the poor woman be?
I played her few matches and the nerfs are noticable. She's still strong, but not counterable. Her terror radius though…that annoys me.
Not sure which server you are playing on, but I have run into several on the EU server, who spam-spits and runs bamboozle + dissolution, just to be uncounterable in head form.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013950#Comment_4013950
Why am I quoted here? Who are you talking to? I'm totally indifferent to this idea of yours, though it would also punish people who have internet issues or DC for reason that don't involve "rage".
I want to know if your insider knowledge on why people quit is based on anything other than vibes. If your soloq, you shouldn't have much communication with your teammates, especially if they leave the match early.
I, on the other hand, am not soloqing, so I can tell you that 95% of the times my partymates DC intentionally it's because of tunneling.
Exactly. Tunneling is the main cause for DC.
Sure, some people do DC if they are found first, but maybe they have played a lot of games beforehand where they have been tunneled out, and they don't want more repeats of that.And yes, I too will DC because of tunneling if it goes too far, especially against krasues who are dead set on tunneling, who also runs bamboozle and dissolution, or Oni. I can't stand the way people play Oni these days.
It isn't fun. That is core issue, and why people just want to go next faster.I have also seen a lot of killers DC as well, so this is not a survivor-exclusive problem.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013682#Comment_4013682
If someone ragequits regularly, that means Go Next isn't being harsh enough. People that ragequit regularly, really need to have harsher punishments. They are the #1 problem with solo q.
You are missing the point here. People don't ragequit or DC regularly without a reason.
The point is that excessive tunneling being the problem, which is almost happening every single match.I have a friend who never DC's but today I am pretty sure he was close to considering it, because of excessive tunneling.
How much more abuse do we survivor players need to endure before we get proper anti-tunnel, and discouragement for the killers to practice that kind of "strategy"? -
@Starlesque said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013822#Comment_4013822
Personally, the issue isn’t the Rift being “too long,” but that the grind favors daily logins, making it harder for players who can’t play every day. A better approach might be a slightly shorter Rift with higher-quality content or keeping four months but providing alternative ways to earn rewards, making it fair for both casual and frequent players.
Like the increases to milestone challenges for half the rewards. That was an unnecessary change.
I'd much rather have shorter rifts with less grinding, instead of long ones with crazy requirements. cough cough .. 2750 hooks .. cough cough -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013543#Comment_4013543
Then that needs to be nerfed to, so other items feel more useful. Maybe the self-healing speed can be nerfed.
But whatever it is, the problem are the medkits and tookboxes. Because buffing fog vials won't change the fact that the maps and keys are also underused because they aren't considered as useful as a medkit.
Enough with the survivor item nerfs already.
Remember when BNP's used to instantly pop a gen?
Also, self-healing got trashed in the 6.7.2 update. It's only recently where it has become semi-decent again, when Botany got buffed -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013353#Comment_4013353
I have experienced this after the bloodmoon event where was the blood gens and blood pumps (which spawned on hook spawn places some people claimed), after that event I have seen so many hooks turned more to the side even some especialy on rpd which were almost along with the wall and you coudnt hook there.
I have noticed that too on certain indoor maps, where some hooks that used to be at a 45-degree angle, now is turned parallel to the wall, making it really hard to hook survivors on them.
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@SoGo said:
They should:
- Increase his Stalk range.
- Increase the Tier 3 duration.
- Increase the Strike maximum range.
- Remove some of the many warning sounds, and merge some together.
And that is just the minimum.
Keep the stalking sound, but remove the global warning that his T3 is ready.
I like jumpscaring people with the stalk sound -
@tes said:
I really can't agree with many positions here. Like Dead Sand with shack in middle and zero main is actually pretty killer sided map, because always spawn the most ridiculous 3-4 gen you could ever see.
Coal Tower on Macmillan still pretty balanced despite pallet density update, because of the size of the maps. And there is literally the only one Macmillan map they considered to nerf some god fillers.
Forgotten Ruins will be killer sided only in one case - if killer would camp someone in main. If on the start killer lose 3 gen on surface/basement and survivors know how to abuse portals this map isn’t giving killer any favors at all. Especially after pallet density update.
RPD is definitely not slightly survivor sided… Maybe East one, but West is one of the most broken maps ever. Despite 2 gen in main, yes.
Balance of maps like Lery, Midwich and Hawkins really depends on what kind of killer you are playing.
That's all IMO of course, I’m not trying to push my opinion as anonymously true. But half of the maps in the state we got it now can’t be defined one sidely survivor/killer sided. Because RGN, including gen positions and what kind of killer gonna matter a lot for pushing map to specific side favor.The pallet density update just wasn't healthy decision, except for Borgo and Haddonfield. Many maps, at least for me, just a definition of randomness. There is no consistency now, except indoor maps and some Saloon
I mentioned the 3-gen on Dead Sands in my more detailed breakdown of every map.
It is definitely killer sided by design, but the reason I said it was almost balanced, is because it only needs a few small tweaks to become more balanced. Like the removal of the unsafe tile near the 3-gen in the top part, and better gen-spread would go a long way in making it an actual balanced map.
Also, I didn't want to make too many different categories in the image 😅And yes, the pallet density update definitely affected the maps negatively.
Here was my ranking before the 9.2.0 update, as a comparison: -
@Royval said:
Shelter woods and Hawkins are very survivor sided. You can’t even use 70% of the killer roster powers on Hawkins. Toba also should be survivor sided can’t use majority of the killer roster powers.
I do beg to differ a bit there. I have had many more bad survivor games on Shelter Woods than good ones in all honesty.
Hawkins is problematic, let's just leave it at that, but I still find it more killer-sided, thanks to the plethora of 3-gen spawns.
Toba is fairly balanced nowadays, at least compared to the release version of it -
It definitely felt like a step back compared to previous rifts.
Not giving too many incentives to get the premium pass, I'm afraid -
@Nazzzak said:
I just play when I feel like it. That works for me. The quests are good as well as it gives me something to focus on when I do feel like playing. Otherwise I'll hop on Phasmophobia, or i put on the Switch for some relaxing Mario or Zelda. Don't wrap too much of your time up in the game. I find I enjoy it more when I'm not playing constantly.
Phasmo is fun. Really wish I had more people who played it
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@cogsturning said:
If you have a team mindset then find a team. I made a lot of my friends by adding people who were like me, wiling to die for strangers.
Exactly. And this is one reason why we often play together
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012448#Comment_4012448
I may enjoy efficiency and competitiveness, but the issue for me that from DBD it’s caused from something artificial, rather than actual play. Like perks, abilities, etc. Thats why I started to main a killer which is more likely will miss from the start and I have to practice. Thats why I’m still playing solo Q as survivor.
I hardly can tell this is competitiveness, to be honest. When I had period of playing COD (even mobile tho) and some other shooters I was actually more competitive. Like… much more. I don’t use clock call outs, S tier killers, and use full meta on survivors only because I lost any hope for random teammates most of the time. Sometimes I’m playing in streamer’s sfw with no voice and can allow there something more fun, like full altruism or stealthy builds
Effectiveness and high competitiveness can be fun. But not in DBD really, because it feels so soulless. Maybe it’s the lack of micro gameplay and technical limitations. You can’t do too much in this game in this terms until don’t start to play some ladder or trying to master high skill ceiling killer.
Just as an example recently - started first two games, and game was too easy, people gave up. Third game - two DCes, I let two people do gens and went AFK, felt too bad for them. Next game - something better, but got trash talk in EGC because few times returned to the hook and did first kill on 6th hook and not on 8th (and of course this team had full meta package and people with zero stages was prerunning to shack, while their teammates I “tunneled” did a whole package of primitive mistakes I couldn’t ignore.) As soon as I’m chill on killer - people ready to aggressively BM. I artificially handicapped myself playing one damn whisperer but do some aggressive hardtunnel - trashtalk. I got some trashtalk just for running some builds in games where I didn’t tunnel at all even. It’s impossible to satisfy some people, so I really don’t get this message of understanding opponents, when I barely was respected from such people myself. People who respected me… they maybe played “unfair”, but they never was mad at me if somehow outcome went wrong for them.
Nothing better for survivor gameplay as well. I’m trying my best - my teammate doing some primitive mistakes, we lose. I don’t treat game that seriously - get trashtalk. People really forgot what actual competitiveness and toxicity means in this game, terms became simply too obscure. Maybe I’m wrong here, who knows.
Trust me, I too run into the trash-talking squads when I play killer. It sucks, but I usually just brush it off as a compliment, saying that I did better than them.
Oh and the add-ons, I totally get it. It is kinda silly that some killers are essentially able to bring 6 perks. Can you imagine the outcry if that was the case for survivor add-ons.I don’t use clock call outs, S tier killers, and use full meta on survivors only because I lost any hope for random teammates most of the time. Sometimes I’m playing in streamer’s sfw with no voice and can allow there something more fun, like full altruism or stealthy builds.
Me neither. Me and my squad often mess around with the killer, bringing the instrument perks and such. It's a lot of fun getting their reaction when we line up and start playing the song. This is usually the case whenever we play as a full 4-man SWF.
I usually don't play any true S-tier killers, or if I do, I don't play like an absolute sweat. I always spread hooks around. Trying to get the people who hasn't been hooked yet, before I go for the second round -
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012420#Comment_4012420
Is it really related to my desire play the game more competitively? I mean… I have also pretty casual friends and even myself can try some meme build time to time. And I’m not expecting to win when play like this, but it just… doesn't feel I really allowed to do it anymore
Playing in a too competitive way is a definite cause for burnout.
Take that from myself, who used to play a lot of Counter-Strike and League of Legends. It was simply rage-inducing and never fun. You were just there, as another pawn on a chessboard, where the match was pre-determined in the matchmaking lobby.No chill = No fun - That was my takeaway from being overly competitive, back when I actively played those games.
If you take things too seriously, it is very hard having fun with it. And that also applies to DBD.
But in DBD it is also important to consider your opponent as well. Maybe they are not playing all too serious, and just want some fun shenanigans.The MMR system, and SBMM as a whole is also to blame here, where you hit a treshold, and will only be matched against the most competitive people, who has zero chill, where it feels like you are playing against robots, who are programmed for maximum efficiency.
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@MarbleThrone said:
https://us.v-cdn.net/6030815/uploads/0YK0IPTT183Q/20251007174537-1.jpg
That was not a requirement of 70 million before the update, or am I tripping?
It was 5 million originally.
It must be bugged, since the progression counter hasn't gone up one bit either - it's still stuck at 5 mill. -
@Choaron said:
There are anti-tunnel and anti-slug measures already. Those are called DS, OTR, Unbreakable etc.
These so-called measures are like putting a band aid on a broken bone.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011999#Comment_4011999
True- it's not foolproof, but it's a good rule of thumb to start from.
Lethal really is a fantastic perk for these reasons, haha.
Lethal really is a fantastic perk
Not to mention, pretty over-used too 🙃
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011729#Comment_4011729
The endurance nerf happened because survivors were weaponizing the perk. That’s the official statement, regardless of your constant insistence that the perk can’t be weaponized.
You keep mentioning "survivors weaponizing x-perk" all the time, but how many survivors are actually intentionally throwing themselves in front of the killer anyways?
And it is not like there are any problems in just hitting them to pop their endurance anyways. -
@jesterkind said:
If I might give a bit of advice, it sounds more like you're struggling with starting and maintaining pressure rather than generator speeds being a problem.
To start, doing a full patrol around the generator spread at the start of the game is a massive waste of time. Survivors broadly spawn on the opposite side of the map to you- going straight towards where you estimate they spawned is a considerably better use of your time because you can get someone in chase much quicker, which means someone on hook much quicker, which means someone peeling off their gen to save while you chase someone else…
If you own the perk Lethal Pursuer it's incredible for helping you set up early game pressure, I use it all the time myself.Patrolling generators in general can be a bit of a trap. There's no denying that sometimes you'll need to do it in order to find someone, but it's important to remember that your objective is survivors and any time you can just go straight to a survivor to chase them, you're playing leagues better than walking between generators with nobody on them.
Information perks in general are indispensable here, they let you skip a lot of the downtime of trying to find people manually.Generally, the most important thing to remember overall is that gens fly if survivors are left uninterrupted to do them. Your job is to be that interruption, by directly chasing them or by creating circumstances they're forced to react to like someone on the hook.
Downs and hooks slow down gens, and time spent not being in a chase or doing something else productive is just free generator time for survivors.I need to add that sometimes the survivors will spawn on the same side of the map as you, but in the opposite corner
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Very disappointed in the cosmetics from the current Rift as well. Most of which looks half-baked, as compared to the quality of past rifts.
Really not worth it, if you ask me. -
If what Mandy said in another thread is true, then yes.
Yikes! -
@Fizzgig said:
When will switch get the new update so we can have crossplay again? Im aware they are pushing it into the 2nd patch/update just not sure if there is an exact date? I am unable to play with my friend and bf (they are pc) and they are new i was trying to teach them to play! Also SO tired of these switch only lobbies cause they troll. Side note what would the compensation be? Someone said rift tiers but im fully done with it...soooooo please say its something else xbox players got a bunch of blood points for having theirs down!
Well, if according to the schedule, we should get the Bugfix 9.2.2 patch on Tuesday, October 7.
Switch would get this patch around one week later, so on Tuesday, October 14 at the latest. -
@CatManThree said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010581#Comment_4010581
From what I have seen people have been saying this is due to a bug.
Nevermind it being a bug. It was a welcome break from all the noisy backgrounds lately.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010333#Comment_4010333
if there are no viable counters to these tactics, how do you explain other people escaping? I currently have 61% escape rate this month so far… last night i had an escape streak of 13 before i lost 2 then i won like another 4.
i dont use any anti tunnel perks, no anti slug, no anti camp perks, im soloq survivor and an average one at that, im by no means an amazing super looper or anything like that. How is it that i can escape over half my matches if there is no counter play to these unbeatable tactics? not only am i escaping but im having fun too.
https://us.v-cdn.net/6030815/uploads/2FK2KXA2AVAP/screenshot-2025-10-03-232908.png
https://us.v-cdn.net/6030815/uploads/OCFRGDYHZFD0/screenshot-2025-10-04-002517.png
"Why do I have to continue a match where I am having absolutely no fun just to avoid being penalized?" when the match itself already feels like a penalty.
To answer this question, people should ask themselves "why am i playing a game i simply dont enjoy?" As killer i might not enjoy being looped, it can be boring and tedious but i dont say survivors are toxic for going in a circle instead of from 1 end of the map to another. And i dont put the blame of this boring optimal strat at the feet of the survivors, thats part of the game and if i didnt like it that much i would not play the game anymore.
Try getting that kind of escape rate without the meta perks 😉
This is the build I run on Sable, but I also share it with other survivors too.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010447#Comment_4010447
The typical US experience:
https://us.v-cdn.net/6030815/uploads/BD1E1IO4E6UZ/199928d57ee67-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/TA3A9XLJ4PSU/1994627e64172-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/E72UG1P08HVC/1993b32c2b981-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/I3K7V462PXOI/1994aa9973f53-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/LGXLBATZAD51/1994a1921ac58-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/DBSTW99YJ8LZ/1998303a41872-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/N65KMKF7AAVW/19973971e7c74-screenshoturl.jpg
Taming a Krasue. Our greatest achievement
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@cogsturning is 100% right here.
Krasue is very unhealthy in her current form, and way too easy to abuse. Now where do I even begin with her?- She has a very spammable ranged attack - While yes, it does not directly do any damage, it is not punishing to miss at all.
- She can instantly use M1 right after using M2. Zero cooldown on the follow-up basic attack.
- She can attack mid-transformation to her head form - very abusable free hits.
- Infection does not reset on hook, so she can tunnel people off of the hook, with ease.
- Mushrooms are few and far between, so survivors cannot reliably cleanse the infection
- Mushrooms take 30! seconds to cleanse one stage of Leeched, and does get interrupted by a single interaction that applies Leeched.
- Headlong Flight has too many charges, making it always available to use.
- Head form still has HugTech™ built in, making it very hard to play against on loops
- Head form has a very spammable dash attack. Not punishing if you whiff it.
These are the most unhealthy parts about her entire kit.
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@tes said:
As soon as I was about to achieve above 50% escape rate I can have really sweaty matches against killer. But I’m not really sure is it related to MMR, or I just started to play past midnight on London servers. Just a feel that the most comp survivor and killers are living close to EU region. Even Asian ones are more chill (maybe because actual comps from there playing other assym game)
Hoping from one country to another gave me really diverse experience of what players can be. The only region I didn’t tried yet is Canada, USA and New Zealand.
Just a feel that the most comp survivor and killers are living close to EU region.
You are 100% correct. I have noticed significantly more sweat in the EU region. That goes for both killer and survivor.
The US servers are typically more chill in comparison -
@ShanoaLegendaryPlz said:
My xenos mmr skyrocketted when i started playing him and it got to a point where i started getting the harder teams every time, where i really had to sweat to catch people, if at all. And after a few losses ill get a streak of survivors who last seconds rather than minutes who also never use the turrets together which would be uncounterable for me, and all the hard teams use that tactic. So im at this point where i have a 50% chance that im against people who arent able to play against xeno at all, and the other 50% is people who play against xeno so well i can barely do anything lol.
I noticed the same trend with Wesker, where I mostly got matched against full comp tryhard teams, with full meta builds one day, and the next day, I was back at facing baby survivors. There is like nothing in between those two extremes.
Also, when playing Myers yesterday, I played a few matches normally, and got okayish survivors, but then I switched to Scratched Mirror, and got put into a game with 4 players who just installed the game, like their first match.
I mean, I have 1600 hours in the game according to Steam. I should not be put against people who has less than one hour of playtime.Also a reason why the game should not base MMR solely from kills or killrates.
Since I often play nice with the survivors after subjecting them to Scratched Mirror, I tend to let them go a lot, but I still go for my 8 hooks, having decent chases and everything.As survivor, I have not noticed a difference in killer difficulty, despite my high escape rate on survivor, sitting at a pretty unbelievable 58% on average over the past 30 days (65% on Sable).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010248#Comment_4010248
I know your position, already had t his discussion with you multiple times.
Thus then nurse is fine and so is blight and probably ghoul (i don't know if they have officially released stats around ghoul) because in the hands of average skill players they perform averagely.
Not entirely true.
While yes, Nurse and Blight are on the harder side to fully learn and master, they really don't take that long to be sufficiently good at either. The Ghouls are just ridiculosuly easy to learn for how strong they really are.Besides, there are ways to make them less powerful, like applying Blindness to Nurse when she charges a blink, or hitting Blight with a full reset to his charges whenever he breaks a pallet with his power, a similar limitation to how Ghoul functions in fact.
Ghoul only needs a slightly longer movespeed penalty when canceling power to be in a more healthy state, as they catch up way too fast after canceling. I know this because I often play Ghoul.
But at least all these killers has counterplay elements.Now, I have not mentioned the elephant in the room, which is the Krasue, but that is what truly overpowered without real counterplay looks like.
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@Dradgeiee said:
hey it’s been over 2 days what’s going on can we get some communication please
@Mandy gave you the answer.
Switch players would need to wait until Patch 9.2.2 - and approximately one week after it gets released onto the other platforms.
Not sure why this is, but it is very inconvenient for those who are affected. -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010387#Comment_4010387
Ragequitting is breaking the rules, so people that like to frequently ragequit are rule-breaking people. It's unsportsmanlike conduct, and it's not acceptable.
You know people might ragequit, or DC when they are feeling targetted too. Like if you are having a bad day, and ending up getting tunneled non stop.
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Using Greenville as an example here.
Taking the jungle-gym near shack as an example. This can now spawn as a T+L wall, with zero pallets close by. This used to be a guaranteed pallet gym before the update.
One of the weird double-pallet tiles that spawns a single (and very unsafe) pallet as well as a locker.
Hey, a normal double-pallet tile, that belongs on this map.
This is a tile that really doesn't belong here. The pseudo-God rock from MacMillan.
Another one of these weird unsafe wall spawns. This used to be a guaranteed pallet gym, on the opposite side of the map from shack.
Not from Greenville, but this weird tile can also spawn there. (the other survivors are my friends, including @For_The_People )
I genuinely hate this tile, both as killer and survivor. -
@Sava18 said:
As a former killer main I find it baffling that bhvr has more and more moved to a less safe higher pallet density mindset. I don't want to be playing trash fillers all the time as either side. LT's, Long walls and short walls are all great. But they keep adding in at best weird non filler tiles that are just out right weaker and m1 killer outplayable guaranteed along with a bunch of pallets so weak it's not even a 50/50 at best anymore.
Of course something like old cold wind fillers that might as well have been god pallets was too strong, but they are pulling away from the middle ground and going weaker. Unknowns release map is a prime example.
Unknowns release map is a prime example.
Exactly what I mentioned in my comment. Greenville Square got absolutely obliterated in this update.
Going from a fairly balanced map to play on, with some decent jungle gym tiles and some double fillers, to now spawning the weirdest tiles and way too many double pallets.
Survivor loops got weaker, and M1 killers also got weaker, thanks to the higher pallet density. -
I feel like there were too many issues related to tiles themselves.
No one asked for changes to jungle gyms, like that weird one with a god-awful window and pretty much no long(er) walls left.
Some of the maps were balanced to begin with, like the Greenville Square, Freddy Fazbear's Pizza and Ormond Lake Mine. They had enough pallet density.
Now, Haddonfield and Coldwind were the outliers that needed more pallets and less deadzones, while the rest of the maps had maybe one or two problem spots that needed to be ironed out.The swamp maps are horrible as killer now, and Macmillan has too much pallets right now.
Red Forest is okay, but the nerfing of main buildings has not been a good thing.
Might have to do a bit more playtesting of the maps, but I plan on making a new tier-list of map balance (and maybe tile types) as the current situation is.Badham, well it is still Badham.
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@I_Cant_Loop said:
I always go for great skills checks, and occasionally I miss due to being a little rusty if I haven’t played in a few days. Server lag gets me a lot too.
This ^
I too try for greats most of the time. Though I have noticed a lot of variation in the timing. Sometimes it's like instantly when the button press is registered, and other times it lags a bit behind.
Inconsistent at best, and it is not affected by server lag for me. -
Pyramid Head's PTB theme was goated.
And it fits perfectly with the rest of the layers. -
You can equip Calm Spirit to disable the screaming if you want.
Or just hit the pause menu whenever you are about to get hooked, to muffle the sound a bit










