Avatar

THE_Crazy_Hyena

THE_Crazy_Hyena

About

Username
THE_Crazy_Hyena
Joined
Visits
2,268
Last Active

Comments

  • Good luck on Myers.
    I am still chugging along, with Myers at P30, and Mikaela at P39.
    I got Sable to P100 when Springtrap came out, and a few months later, I got Feng to P100 as well, so those are my two P100's currently.
    Leveling two characters at the same time is double the work, but that is fine :)

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038385#Comment_4038385

    I'll point to a comment Mandy posted this morning as I feel she perfectly encapsulates this. I get your frustration and want you to know that we are looking at the moderation escalation process.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038388#Comment_4038388

    Speaking to the disabling of pictures at certain times, this is one of the cases where we're limited in what we can do based on our Hosting service. BUT! That doesn't mean the feedback hasn't been heard. This is something we'll keep in mind, should there be alternative solutions!

    There definitely needs to be more active mods, especially during the weekends, and the odd hours, where people from other regions may be available.

  • Considering how they made the ST perks general when that license got taken out a few years back, and earlier this year with Pinhead gone, so there is a high probability that they will do the same for Michael and Laurie.

    And no, I don't see it changing anything drastically.

  • I had to pinch my arm to confirm that I was not stuck in a bad dream.
    WHAT?!
    They are taking out the savior chapter of DBD?

  • thankfully that gif is not real, but this gore posting has gone out of hand.
    We really need more moderators

  • This sounds more like a nerf to me. The aura read is what makes the perk worthwhile to run.
    The screaming is meme-worthy at best.

  • @Anniehere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038060#Comment_4038060

    How are you feeling?
    Even recalling a small part of it made my stomach turn. I hope you're doing okay after seeing that.

    I caught the previous ones that were posted around the time the 9.2.0 PTB got revealed, and this one was fairly "mild" in comparison. But yes, these kinds of posts are clearly made by twisted individuals.
    Needless to say, I flagged all of those posts.

    And yes, they are pretty stomach-churning to look at. Glad I scrolled past it fast, but I still had to stare down that image when I flagged the post. Image previews needs to be turned off when flagging posts.

  • Is this the fluffy thread now? 😌

    20250520_041003.jpg

    Guess I'll contribute with this majestic little "roar" (read: yawn) 😅

  • @[Deleted User] said:

    pain res + dms pain res + dms pain res + dms pain res + dms res + dms pain res + dms nowhere to hide pain res + dms pain res + dms

    Balanced 😁

    I'm also tired of seeing Pain Res + DMS or Deadlock all the time
    Pop + Nowhere is fair game if you ask me, but those remote triggering ones are so annoying to deal with constantly.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037782#Comment_4037782

    I'm not so sure I agree, actually. I think in the current state of the game, the thing holding the weaker five-ish killers back really is just that they're weak, not that there's something really harshly punishing about the state of the game as a whole.

    If you were to hypothetically make tunnelling impossible (I have a post up about making survivors immune to gaining hook states if they're tunnelled, as an example for how), all you'd really need to do is buff the handful of killers that genuinely struggle, then balance the game as normal.

    I have said something similar myself, where if you were to eliminate tunneling/excessive slugging/camping etc. from the game completely, it would be much easier to balance the killers who really struggle. Think Trapper, GhostFace, Pig etc.

    Also, incentivize gen-patrolling more. A killer who can apply good pressure on gens is much more likely to win the match.
    The most common misplay I see from killers in my games are that they often over-commit to one person, who tends to bring the killer far away from the gens that are being worked on, therefore giving the other survivors a free pass to do the gens.
    Inversely, I have also seen killers who lack commitment, who also lose the games as a result of that.
    Like, if you as a survivor can run the killer for at least two gens worth of progress in your first chase, then you have laid some good groundwork for your team's success.

  • @PriestessPoppy said:

    Just to add, this is the 6th time they said they fixed DeathSlinger but is untrue once again

    He should have been completely killswitched, at least until they could properly fix his ADS bug from the survivor's perspective. Sometimes it is impossible to tell whether or not he is aiming at you, and all you see is him walking towards you with the gun lowered, but then he shoots at you from the hip.

  • Either is good. Kindred provides great value, and pair that up with Open Handed for long-range wallhacks on the killer. Easy to see if they are proxying or not.

    Bond when you are chase, makes it easier to avoid gens where teammates are.

  • @Anniehere said:

    I just realized something while switching between female and male survivors.
    The female running animation keeps tricking my brain. The animation gives the impression of good speed, but the pace feels so tight that it doesn't match the 4.0 m/s in my head, as if they're not actually covering distance. With male survivors, the animation feels more reactive and good to control in chase. Does this make sense?
    I think I found the thing that’s been bothering me for so long. Does it happen to you too?

    You're not alone in this assumption. I feel that female survivors have a much stiffer way of moving, especially when injured.
    However, I guess that is a trade-off worth taking for taking up less screen space.

  • @Ghost77 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037327#Comment_4037327

    I don't know, they're making changes to many maps that nobody asked for, and the new loops are really bad.

    It might also only be affecting custom games for all I know. Will have to test this more extensively.

    Update: Can confirm that the pallets spawn correctly in normal matches, as was the case with both Midwich and Hawkins

    20251212090437_1.jpg
  • @Ghost77 said:

    I played a custom game on Midwich Primary and Hawkins Lab. It's true they removed a lot of pallets and left a lot of dead zones on the map. I hope it's a mistake and that they don't keep weakening maps that were already on the killer's side.

    Pretty sure that is a bug. I played both after the 9.3.2 update hit live servers, and had normal pallet spawns on both of those maps.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037149#Comment_4037149

    I hate this new jungle gym. The window is so bad and the killer hits you most times no matter what you do.

    I've hated it too, ever since they implemented it. It's just bad

  • Currently sitting at 98k iri shards. Been trying to save up for 6 figures.
    No idea what I'm going to spend them on, I just like seeing the big numbers. Maybe that is why I always keep my BP at around the cap as well.

  • @Abbzy said:

    And? Compare it to billy who is harder to evade if he can aum and has his power all game, mayers has to spend time to get evil incarnate mode and all he gets is just slaughtering strike that gives him charged dash/lunge that is little faster than normal lunge attack and he can oneshot survivors with it and break pallets (plus mori survivors that are dead on hook).
    You as survivor get warned by sound cue when his stalk reaches 50% global warning, when he is charging slaughtering strike there is maybe sound cue but his knife is in unique animation and it shines for uknown reason, he slows down a lot so looping can be used to doge him its like pig dash but it oneshots and its just stronger nothing more.

    If you would want to make it more of stalking multiple survivors thing than you would need to buff the strike as compansation and I dobt think thats good thing to do, currently mayers is solid killer who isnt dependent on just one addon and he can be looped like any other normal killer, he lacks mobility and has now better synergy withchase perks but still this will weaken his gen deffence due to his none existant mobility. Old version was weaker and had to go through one more tier plus he had more powerfull addons and some carried him so high (tombstone which deleted any survivor he came into contact).

    You know he can circumvent the slowdown by only charging the bare minimum to get the insta-down, right?
    Just get up to the back of the survivor you are chasing, and instantly down them without having to risk missing the charge.

    And speaking of the Slaughtering Strike, it got buffed a little too far for PC players, to the point where you are almost always guaranteed a down, unless you loop around an extremely tight round/square loop.
    Myers is my main killer, so I guess I have formed some opinions on him.

  • @Clinton said:

    The biggest problem I have with it is survivors seem to refuse to do gens and mess around with killers with snowballs and snowmen.

    Well, it is supposed to be a fun mode that should not be taken like a comp match.
    Besides, the community task specified to throw snowballs at eachother.

    On another note, it is so fun when you get the entire lobby with you on the shenanigans, and you end up as 5 snowmen running around in the end

    20251210191219_1.jpg

    Also, side-note:
    If you exit through the gate as a snowman, you will be sliding along in this pose:

    20251210191301_1.jpg
  • @Tenac said:

    I know these pop up every now and then but I love hearing about people relationship with the game. So lets have some fun.

    1. Top 3 killers: Dracula, Hag, Dredge
    2. Top 3 survivors: Dwight, Ash, Nic Cage (i don't have the latter two but maybe someday)
    3. Favorite perk: Spies from the shadows
    4. Fav map: The ruins
    5. Least favorite map: The school and springwood
    6. Fav mori: Hag, its just so brutal
    7. Licensed chapter you want to see: Any universal monster
    8. OG chapter you want to see: Werewolf, Scarecrow, Host for the entity
    9. Killer you don't like: Maybe springtrap simply for commoness
    10. Fav event: Bone chill has been super fun. Having a snowball fight the middle of being hunted is so silly (and yes as killer I will join in on the fun).
    1. Top 3 killers: Myers, Wesker, Wraith
    2. Top 3 survivors: Sable, Feng, Mikaela
    3. Favorite perk: Scene Partner
    4. Favorite map: RPD East Wing
    5. Least favorite map: Azarov's Resting Place (due to the layout).
    6. Favorite Mori: Ghostface
    7. Wishlist Licensed Chapter: Either Dino Crisis (Capcom) or Cold Prey
    8. Wishlist Original Chapter: A character based on Norwegian folklore. - There are so many creepy ones.
    9. Least favorite killer: Toss-up between Legion and Trickster for obvious reasons.
    10. Favorite event: Chaos Shuffle. Random perks are always fun, but the formula needs to take add-ons and items into account.
  • @UndeddJester said:

    I have a medical condition where I am forced to cease and desist all hostile action towards a Survivor if they poke my nose.

    Is quite debilitating sometimes...

    Always boop the snoot.
    Resist….. the….. uuuuurge…

    👉️🐽 boop

  • So, I promised to post my take on the updates yesterday, but I got sidetracked a lot.
    Anyways, this is my takeaway after some testing has been done.
    Note: Using Ghoul for traversal speed, and a normal height perspective.

    Ormond Lake Mine:

    20251209181632_1.jpg

    This map has seen relatively minor changes when it comes to loops, but the ones that has been changed, like the tunnel loop near shack has been lengthened, which is a good thing, as this loop was quite horrendous before 9.3.2

    20251209181812_1.jpg

    I have also noticed a better chance of double-pallet fillers spawning in the front of main again, instead of the fenced off tiles with a single pallet.

    Overall, I think this map is closer to the state it was in before the first pallet density update.

    Mt. Ormond Resort

    20251209181938_1.jpg

    Overall, much better filler types, where trees spawn next to the rocks, slightly lengthening these fillers.
    The spacing could be better, as there are quite big gaps in between fillers, especially in the front/back areas of the lodge.

    Yamaoka Estate

    Sanctum of Wrath

    20251209182947_1.jpg

    Better fillers overall, since the rocks now spawn an additional tree to lengthen the side of the loop a little.
    Spacing between pallets seems a little erratic still, where some areas can be quite dense, like the one example above.

    20251209183052_1.jpg

    Meanwhile, other areas are more lacking when it comes to resources.

    Family Residence

    20251209183243_1.jpg

    Better spacing between tiles, for sure, and the fillers are decently good now.

    20251209183308_1.jpg

    I liked this one in particular, where a large tree is used to make up the longer side of the filler.
    Pretty nice potential to use for mind games, with that huge LoS blocker.
    Overall, Family Residence is in a MUCH better state now.

    Greenville Square

    20251209183836_1.jpg

    There are still a ton of double-pallet fillers on this map. But the spacing is fine, and it feels more like how it used to be before the density update.

    20251209183757_1.jpg

    The picnic table filler seems to have gotten a longer rock formation behind it, and definitely feels better to play now.

    20251209183950_1.jpg

    This area, on the side of main where the parking lot is located has a lot of untapped potential, and I am curious to why it hasn't been utilized better.

    Backwater Swamp

    20251209184555_1.jpg

    The edge-fillers has gotten significantly stronger, with the addition of rocks next to the trees.

    20251209184642_1.jpg

    The "lonely pallet" on Grim Pantry finally got accompanied by a tree.

    20251209184737_1.jpg

    The docks are a lot better, and safer to loop now, where you are no longer guaranteed to get hit if you vault one of the windows. This applies to both dock variants.

    20251209185102_1.jpg

    The middle part of "The Pale Rose" seems a little inconsistent in terms of fillers, where you can have back to back spawns of two strong loops chained together into a tree filler or the docks.

    Overall, the Swamp needs a bit more work, and should definitely have reduced RNG when it comes to tile generation.

    Red Forest

    Temple of Purgation

    20251209185900_1.jpg

    An interesting wall setup next to one of the corners of the temple.

    20251209185918_1.jpg

    Tree fillers has a bit more "meat" to them now, in the form of smaller bushes. A most welcome change from the naked trees in the 9.3.0 iteration.

    20251209190001_1.jpg

    The longer filler "walls" are back.

    Overall it seems a lot better than it did in 9.3.0, where every filler was god awful on this map.

    Mother's Dwelling is also a bit better. I noticed one long-log that spawned when I loaded up that map. Other than that, the tiles seemed fine, and very well spaced.

    Crotus Prenn - Disturbed Ward.

    20251209191158_1.jpg

    This looks a lot better than the previous iteration, where the walls was too short.
    You can still mindgame just fine here, it is just a little harder, and more a true 50/50 again.

    20251209191214_1.jpg

    Overall, spacing between tiles seems fine and it is perfectly serviceable for survivors. With the main building being significantly reduced in strength, I think this map has become one of the better balanced ones in the game right now.

    I did not test Father Campbell's Chapel, but I take it that it is quite similar in terms of fillers.

    Autohaven Wreckers

    Note: I only tested on Wrecker's Yard, since most of the fillers apply to every map variant.

    20251209191725_1.jpg

    The tree fillers are back. Those rocks felt a little naked without them.

    20251209191745_1.jpg

    Edge-fillers seems a little weak, but I guess they are serviceable enough in order to buy enough time to get to other tiles in a pinch.

    20251209191808_1.jpg

    These tire-fillers are a little too short still, and could very well use an extra pile of tires on the left hand side.

    20251209191941_1.jpg

    These straight long-walled loops are finally back again.
    Also, poor Sable!

    MacMillan Estate

    Tested on the Coal Tower map, since most fillers apply to all variants.

    20251209192341_1.jpg

    Trees have been re-added to the rock loops, making them slightly safer to mindgame on.
    The spacing between loops is pretty decent.

    20251209192403_1.jpg

    The middle loop is back to normal again, with a long and a short side.

    20251209192418_1.jpg

    Decent spacing between pallet fillers and window tiles

    20251209192446_1.jpg

    The classic MacMillan filler is back again.

    20251209192510_1.jpg

    Some tile generation is still a bit erratic, and can spawn long chains of loops.

    Overall, it feels closer to the pre-density version.

    Final thoughts:

    Overall, this hotfix update made the fillers more healthy, and closer to 50/50's, but then again, the RNG generation of tiles is still pretty erratic, especially on some maps, where it can generate deadzones in some areas, and long loop chains in other areas.
    It would be much better to remove the procedural tile generation altogether, and have a static setup of tiles. However, more variants of the same maps could be added to at least have some randomness present.
    This way, you can craft maps that are well thought out, and much more balanced for both sides to play on.

  • Gonna hop on and do some testing, to see how things are now.
    Expect some screenshots, and a more detailed breakdown later.

  • @HenryDarko88 said:

    Dead by Daylight has changed so much just from the 4 years I have played alone. I feel like the game has lost its horror identity, where it's nothing more than just another multiplayer game filled with goofy cosmetics and trolling. And not that I have a problem with that, I just think there should be a game mode where the game is stripped completely to its core. Maybe it's not as scary anymore for someone like me because I played it so much, and I know better. But just imagine Dead by Daylight in its rawest form, becoming more than just competitive gameplay; it's an experience.

    Survival Mode: No perks (both sides), no add-ons, no crazy items (just somthing basic like a medkit), pallets and windows can still be used, and just a rework on some maps or even new ones where you feel like you are playing Outlast or Silent Hill. Also, I think it should only have M1 killers and/or original DBD characters.

    What are your thoughts about this?

    We had a rotating game mode like this called Lights Out.
    No perks, add-ons etc. And everything was pitch black outside of a 16 meter radius.
    There was no HUD even, so you went in completely in the dark.

  • @cestoda5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036445#Comment_4036445

    So going to a certain map is abuse now? Well Ive had enough of the forums of another week I see.

    Just quoting the facts to why they got nerfed.

  • @Leon_van_Straken said:

    Map offerings where handled weirdly.

    There were many ways to change them.

    1. Using them to ban a map
    2. Creating two kinds of each map one Survivor favored and one Killer favored (Eyrie and Sand map)
    3. Increasing the chance for indoor or outdoor maps.
    4. Combine some maps like use this offering to get on one of following maps X.Y.or Z.

    But we got this change to stop abusing map offerings.

    Which btw didn´t do much against its abuse by SwF because they are still able to throw 4 times the same map and got an 80% chance to get the desired map.

    And to be fair the system was rigged from the start because it was possible that 4 Survivors use a strong survivor map against 1 Killer which used a strong killer map. So the odds were 4to1.

    Maps does not stack anymore, so SWF cannot abuse them.
    However, you can still pick 4 different offerings to boost your chances closer to a 1/4 chance of getting to a desired realm.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036352#Comment_4036352

    Oh, believe me, the Survivor issues have been "fixed." They're no longer as overpowered as they once were. (Assuming they ever were…)

    Correct. It seems that many nowadays don't seem to remember infinites, old balanced landing, instablinds, insta heals, pallet vacuum, old dead hard, exhaustion recovery while sprinting, RPD third floor, and so much more.
    Also, not mentioning how much slower killer actions were in the past, even back when most killers were M1's, and the only fast ones were Billy and Nurse.

  • At face value, the map changes was made to address survivor squads sending killers to very unfavorable maps. But the map offering changes could have been done differently.
    Like compacting the map offerings into two offerings, where one had a 50% chance to send you to an outdoor map, and the other had a 50% chance to send you to an indoor map.

  • I don't downvote things often, but this one deserves it.
    Openly admitting to going out of your way to make the gameplay miserable for everyone else is not a good outlook.
    There is no point in denying it or argue against it either.

  • Before the pallet update, I found Ormond Lake Mine to be one of the best balanced maps in the game.
    I wish BHVR would revert it back to the original state.

  • I'd say reworking them into something similar to a Void Crystal would ultimately be a better idea, but I like the suggestions.

  • I notice this a lot when I play a stealthy killer like Myers, I tend to get bright outdoor maps a lot.
    But if I try my hand at other killers, I often get sent to indoor maps.

  • I have not gotten any emails yet.

  • Personally, this is how I usually play, unless something extraordinary takes place, or when our friend group decide to be silly.

    Survivor:

    • No flashlight (unless I find one in a trial against a Nemesis)
    • No Head-On
    • Always trying to help teammates, and being efficient.
    • If someone is tunneled, I use Shoulder the Burden to buy them some extra time.
    • Blast Mine is fair play.
    • Always being as silly as I can, whenever applicable. I love joking around if the killer is being friendly.

    Killer:

    • Always challenging myself to go for the 12 hooks, unless the survivor team I am versing is being overly annoying, then all bets are off.
    • If you head-on me, I will absolutely mori you in the end.
    • No slugging for the 4K. I like giving others a fair chance to get the hatch. Doesn't mean that I will not search for it though.
  • @[Deleted User] said:

    There are some things I'd change about them, but I don't really find Ghoul to be that obnoxious at this point. Are they a bit too easy relative to their power level? Sure. And they probably don't need a deep wound on an auto-aim power.

    There's potential for skilled play on Ghoul. The issue is that you never really have to use it if you don't want to. It's equally viable to slap on Dissolution and the Bamboozle add on and hold W at the survivors after the bite. That's more of a problem with Dissolution than Ghoul though.

    D&B combo is incredibly unfair to go against in all honesty. Regardless of killer, really, since it takes away like 90% of the survivor counterplay

  • To be fair, as a Myers main myself, I like his new kit.
    But there are a few aspects around it that is not particularly great to go up against. That being Slaughtering Strike, and how easy it is to land, especiaclly when you play on PC. It is definitely a very strong ability that is hard to play against, if you don't have a very tight loop to use against him.

  • @Terror_Misu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034645#Comment_4034645

    Ya know, I found this to be pretty wholesome. Do you do customs often, by chance? :)

    We do customs as well, if or whenever we have enough people playing to do so
    It's all in good fun

  • @valentina_x said:

    Hi i just joined so idk how this really works but i'm 28f looking for chill people to play with not too serieus i got 400 hours so i'm still learning 🫠

    We're a group who are often times playing, and if you are comfortable using Discord, feel free to join us in some shenanigans.
    We play both sides, and don't judge.

    Region also does not matter, since we are fairly international

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034597#Comment_4034597

    I never said anything about the number of pallets in either of my posts? The quality still feels okay. Sure, there's a couple noticeably bad offenders like Swamp and Crotus, but again across most it still feels okay and manageable on both sides, even Yamaoka. Guarantee with a few tweaks (which they have an announcement for already planned) it'll be smooth as butter and all these complaints will magically disappear in time for ST2 release.

    It was more an answer to your answer, quoting the numbers.
    I would say revert the changes altogether, back to 9.0.0 standards, and only change the maps that really needed changes.
    Those being the following:

    • Haddonfield - Keep the 9.2.0 version
    • Rancid Abattoir - Similar to Haddonfield
    • Rotten Fields - Like the previous two.
    • Borgo - Keep the current versions.
    • Mother's Dwelling - Keep the current pallet density and loop structures, but randomize the windows in main building.
    • Temple of Purgation - Keep the 9.2.0 version
    • Disturbed Ward - Revert back to the original state, but remove two pallet spawns in main (main used to have 4 god pallets), and shift them outside in the deadzone that used to spawn near the garden.
    • Father Campbell's Chapel - Block off one of the window spawns in main, if it happens to create an infinite loop. Other than that, this map is decent.
    • Shelter Woods - Keep the 9.2.0 version
    • Other MacMillans - Revert back to 9.0.0 versions.
    • Autohaven - Revert back to 9.0.0 versions, but add one filler next to the main building on Blood Lodge, and near the bus loop on main-side Azarov's Resting Place.
    • Ormond - Revert back to 9.2.0 version, with some minor consistency changes, to ensure adequate pallet spread.
    • Greenville Square - Revert back to 9.0.0 version.
    • Family Residence - Need a full revamp, and tweaked tile spawn logic, to make the middle part of the map better, and much more consistent, as it is currently pure RNG hell
  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034483#Comment_4034483

    I agree. I don't think it's as bad as people are saying. Yea, there are a few egregious ones that have been documented and will be fixed soon i'm sure, but overall i'd say the changes put them in a pretty good spot.

    The number of pallets is not the problem. Its how bad the loops has become. The sides of the loops are too short to be meaningful, and god awful to play as survivor now.
    Just look at the underside of the dock on the swamp maps, and do a before/after comparison. It is absolutely a death sentence for survivors to try and loop there now, since no windows or pallets are remotely safe anymore.
    The only decent loops that are left are the ones near the shack, and the shack itself. That gives you a total of 3-4 decent pallets, and 12-13 unsafe and bad ones. The swamp maps never had any true god-pallets either, and were rather limited with window vaults. Right now, those maps are almost as bad to play as pre-density Haddonfield, Borgo and Rancid Abattoir.

    And yes, Family Residence is also just as bad as the swamp. It is so RNG dependant to get a seed that actually spawns pallets in the middle between the house and the shack side.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034583#Comment_4034583

    After being camped into second for two matches in one night a few days ago I can confirm it's still easy.

    And yeah. I agree. The disappoint of constant walkbacks is the issue. It's more crushing than just doing nothing.

    This in particular:
    And yeah. I agree. The disappoint of constant walkbacks is the issue. It's more crushing than just doing nothing.

    It makes it so that every new idea that gets tested on the PTB would feel like a hollow promise, that would never come to live. Or at least that is how I would feel about it, because the last two PTB's has not yielded anything that would actually fix the problems on either side.

  • Yeah, why being so stingy with the iri shards?
    Pretty much every prior year, we've had at least 3k shards, and some levels worth of Pass XP.
    This year's roadmap only has 1k shards and mostly BP. No pass XP either

  • @saym said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034072#Comment_4034072

    I can’t provide an actual source for it, because it’s sarcasm directed at people who only play one side yet still post selfish opinions.


    According to data released by the developers, the average survivor escape rate in the Asia region is 6–7% higher than the global average. Honestly, that’s abnormal.

    A well-known streamer looked into this using a VPN, and it seems the reason is that survivors in the Asia region are extremely focused on winning — they rush gens and they don’t “go next.”

    So if you’re playing on EU or NA servers and claiming that the survivor side is disadvantaged, the first thing you should do is stop waiting around for pointless flashlight-save attempts or going next, and actually focus on winning and improving your skills.

    You can give your opinions to the killer side after that.

    Well, in the Asia region, the killer players are playing in a much more gentleman like fashion, where they don't tunnel, camp or slug. That is probably why the average escape rates are closer to 50%, as compared to the rest of the world, where tunneling, slugging and camping is much more widespread.
    They also play in a fashion that is more similar to comp play, minus the restriction on perks, and as I mentioned, the "gentleman's agreement" on the killer side.

  • @Pulsar said:

    Didn't really find either to be particularly problematic, tbh.

    Maybe a .0001% player could get insane value from them, but for the other 99.999%, they were fine.

    Syringes were good counters to perks like Leverage and Gift of Pain, which has seen a massive uptick in usage after the changes to syringes and styptics.

  • I have just one rule as killer. Flashlights are fair play, but if you run Head-On, don't be sad or mad if I mori you. That perk is not fun to go against.

    Also, you won't see me run a flashlight on survivor, unless I am there to meme with a silly build to boot.
    Heck, I don't even run Exhaustion/Finesse and those kinds of perks, because I know how annoying it is to face.
    The only perk I run to slow the killer down is Blast Mine, but that is a rather harmless perk in the grand scheme of things. I just laugh it off if I get hit by one when playing killer.

    Though I have seen people tilt off the face of the planet from getting hit by a single blast mine.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033930#Comment_4033930

    Ohh. I don't mind butt-slapping teammates, but idk about the Killer. Some of them are just too mean…

    So far, the easiest killer to tame has been Blight. Seems like they like joking around from time to time :)

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034027#Comment_4034027

    I don't think anything effecting gen speed has been buffed this year. I don't think we have even gotten a new gen perk unless you count one-two-three-four which gives skill checks more often.

    Correct. We have not gotten any gen-related perks on either side for a while.
    The last perk that directly affected repairs was Bardic Inspiration. Toolboxes are still the same though, and there are builds you can run to get massive value out of them, much more than slapping a Brand New Part on a gen.

    One-Two-Three-Four is more a generalist perk, that affects all skillcheck interactions. Repairing, healing, pig boxes etc, but it won't grant any speedup to progression, aside from hitting greats.

    And no, there has not been any direct buffs to repair related perks or items, for a long time.

  • @TheTom20 said:

    I see killers try but only really works if people don't do gens an the person being tunnelled is terrible or messed up hard. .

    It is very map-dependant too.

  • @AVoiceOfReason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033893#Comment_4033893

    The radius is 20 meters, not 16. Are people able to face camp from 20 meters away now lmao?

    It was tested at 20 meters on the PTB for this patch, but it got heavily criticized for being "unfair" on indoor maps.
    Thus it got reverted back to 16 meters, but with the other changes added, aside from the range.

1 … 5 6 7 8 9 … 30