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Tekno_Badger

Tekno_Badger

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  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464605#Comment_2464605

    If Killers are using the training wheels in red ranks, then Survivors are on an autopilot.

    @ThanksForDaily Both of you are biased if you think this isn't the case on both sides. What else are you going to run when half your matches are against campers or sweat squads? Most of the perks in this game are garbage, so really, what else should you run?

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464555#Comment_2464555

    where have you seen the current kill rates for blight + spirit?

    They're made up lol. Blight is one of the hardest to play in the game

  • People find it boring, but the issue is that the meta is so constricted, on both sides. What are you gonna run, Distressing, No One Left Behind? The best fix for this is to just fix all the weak perks so we actually see the meta disrupted a bit.

    Besides that, Ruin is fine, Undying is definitely fine, and Tinkerer is fine. Two can be cleansed, all can be countered by spreading out on gens, which is the most efficient way to do them anyway. It's not like they reward being bad either, you have to apply pressure to the team to make use of them. Nerfing any of them would make them too weak. The meta needs to be disrupted, not torn down.

    The true issue is a lack of alternatives to run and a bad ranking system that forces sweaty players onto people still just learning

  • @RenRen said:

    I feel like most of the reworks have been disappointing. I understand that the realm beyond is mostly for visual not gameplay but still. It feels kinda like all the maps are the same sometimes.

    They took some of most busted maps in Disturbed Ward and Cowshed and just did nothing to change that. Extremely disappointing.

  • We already have a buttload of maps, and plenty still need to be balanced. Pushing more new content is the issue, not the solution

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463954#Comment_2463954

    I don't want it gone, but it is kinda problematic, always been.

    And honestly I prefer if irri addons change the way to play the killer but that is just something personal.

    Why I find it problematic is because of the combination between silent bell and all seeing and the playstyle that people do these days which from what I've seen is a hit and run + super lunge spam, no mindgames or trying to outplay.

    Only that if people didn't combine it with all seeing I would be 100% ok with it.

    That is Wraith's best playstyle though. Give him a reason to chase and he would. Too many loops are too strong for him and too many survivors just hold w anyway. The movement speed is not the true issue, and there's still far unhealthier killers. Also, the mega-lunge is easily countered at the majority of Pallets. We can't call for killers to be nerfed when we haven't had nearly enough time to learn counterplay. Trickster is obviously just boring and flawed to play against, but Wraith just takes some adjustment imi, maybe some small tweaks at most.

  • There'd be absolutely no reason for him to be invisible then, he'd just be Ghost Face without an insta-down. Wraith is perfectly fine as he is. Maybe buff his cgase and reduce his cloaked movement a bit, but if you can't loop a Wraith then your issue is not with Wraith.

  • BHVR thinks drastically varied and unbalanced RNG is "fun" though

  • We're Gonna Live Forever, Unbreakable, and Soul Guard are already anti-slug perks. This is just unfairly strong and literally rewards you for getting downed

  • That would be absolutely brutal to play with as killer when you're strategically forced to camp or proxy, and the competitive scene would be destroyed. Or, it'd be too small a range to matter.

    If the killer's ability to camp or tunnel gets nerfed, survivors would need to be nerfed as well. You could make Camaraderie or something similar base-kit maybe, but then you'd likely have to slow down gens. I don't think there's any good solution to this issue right now, and you CAN still counter camping, and especially tunneling. Yeah if it's a Bubba 1 survivor has to die for 3 to escape, but keep doing that and eventually Bubba will get sick of losing and actually try.

    Another issue would be that killers would have no way to punish toxic gameplay. Survivor goes out of their way to make your game miserable, you can't do much about it, and they'd know it. Yes, I'm sure people are going to say "well just win" but winning every game is just unrealistic, and frankly, if you don't want to get facecamped in that scenario, stop antagonizing the killer.

    As for the ones that just get salty and camp when they're outplayed, again, keep 3 outing them and they'll get tired of it. It sucks, but what else can be done that doesn't affect game balance?

  • Hardcore mode would be better with no perks, considering some killers have absolutely awful perks.

    As for me, I just want the damn game balanced. Half the perks and killers in this game are so far away from the good ones, and the maps vary from game-breakingly survivor-sided to killer-sided and boring to just annoying for everyone

  • They could fix their servers or their code so they aren't so horribly desynced and the code isn't so buggy and hard to run? They absolutely can do more lol, this is just the easy "fix"

  • BHVR just flipped it to the killer side with a copout excuse that the survivor dropped it first on the server. Doesn't change the fact that the desync is destroying the fun for killers or our ability to get hits near Pallets. Just like many things, BHVR doesn't care that much when it only affects 1 player in a match instead of 4. No wonder survivors' queue times are bad

  • @Mercês said:

     hear the weapon smack them, see blood splatter off them and hear them scream in pain

    They need to add sound validation along with the hit validation and only when hit validation happens. I think they'll add it soon.

    I don't think it's any less dissatisfying to see your weapon go through a survivor, and it only hides the problem. Of course, that's often what BHVR does

  • @DoomedMind Maybe. I'll think of an alternate effect but there's still stronger chase perks out there. This is more of a beginner perk than anything, and it still takes 10s per Tier. Perhaps 25% would be more balanced. Bloodlust can still be countered if you can loop well enough to force them to break a Pallet or Wall, and even just looping for as long as you can if they refuse to leave you often pays off.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464309#Comment_2464309

    You addressed me. So I explained exactly what my posts were stating.

    Uh no, no I didn't. I quoted the OP

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464325#Comment_2464325

    Because everyone freaking knows that the map is small AF. It's not a lie. If it is smaller, it's structured in a way that makes it feel a LOT smaller.

    No other map can I run gen to gen that fast. No other map can I see where every other gen is on that level.

    You're literally arguing against the code of the game itself, and once again, you can go gen to gen because there's nothing obstructing your view. Stop. You're genuinely trying to argue right now that the code this ganes runs on is lying. It's sad

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464315#Comment_2464315

    The reason Obsidian Goblet has what it has is because of the fact Pyramid Head needs a way to get in close while being undetected. He has a very loud and noticeable dragging sound during his animation, so to compensate, he should have a PotD range that makes sure Survivors can just barely hear him coming until he unleashes it.

    The Seal of Metatron add-on, however, doesn't have too much to make it powerful. It grants Pyramid Head aura-reading capabilities when Survivors are on top of his trails and are tormented while someone is caged. Yes, it also removes the ability for Tormented Survivors to get rid of their own Torment by uncaging, but that's just to make the add-on actually work as intended. If you want to dodge the whole aura-reading part, do what you always do and go around the trails.

    Also, I avoided trying to give any of his add-ons the Exposed Status Effect solely because it just doesn't fit him.

    Also, also, tremendously increasing or reducing means that it's changed by a gigantic margin.

    https://forum.deadbydaylight.com/en/discussion/comment/2464317#Comment_2464317

    Let's put it like this; if you use Punishment of the Damned with Scarlet Egg + Burning Man Painting near areas that have two walls close to each other, then you can effectively cut off Survivors from going to a specific area since they want to avoid Torment. This also rewards Pyramid Head with good shots by tormenting Survivors on hit with PotD.

    Rust-Colored Egg would be very strong, but I will add on that the effect doesn't stack and only resets. So again, you're rewarded for making good plays and good shots. This would actually be perfect paired with Scarlet Egg.

    Nah, removing the ability for Survivors to see the auras of cages is huge; it guarantees the progression will go down and puts other Survivors out of position just so you can capitalize on that. Plus, if you finally notice someone going for the cage, you go for them, too.

    The exact reduction is by 0.75 seconds on Crimson Ceremony Book. And during this, I will add on that the attack will count as a "Special Attack" and not a "Basic Attack", since otherwise it would be a little too powerful since it would just combo into basically anything that procs by Basic Attack. It would be powerful, yes, but considering it's a Very Rare add-on and the fact that the tech was actually kind of fun, I think it should be given this.

    https://forum.deadbydaylight.com/en/discussion/comment/2464273#Comment_2464273

    Which version? The over-the-top one or the one in the OP? The one in the OP doesn't seem all too bad.

    Range add-ons are already his most powerful so like I said, depends on the exact number. Tremendously means absolutely nothing. Even then, the Undetectable effect could be used for pretty much half the trial, and there's nothing even close to that level in the game. Combining the 2 is unrealistic.

    The 2 main Metatron effects appart are Purple add-ons, together they're too strong. It's a strong Aura reading effect for chases on the killer with an attack that goes through walls, AND a slightly lesser BBQ.

    Scarlet Egg isn't incredibly useful, because you shouldn't ever use the ranged attack to block people given the 2.25s cooldown, and the Tormented effect would be redundant considering the first effect would already put them in a trail if they're hit. I like the 2nd effect but the 1st just needs to be changed.

    Rust-Coloured Egg would be fine, I imagine the exact numbers might be tweaked.

    Again, Lost Memories Book is incredibly unhealthy and just encourages boring and skill-less gameplay.

    0.75s for Crimson Ceremony Book would be absolutely overpowered. I don't think his cooldown was that short even before the nerf, and again, they got rid of it for a reason

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464358#Comment_2464358

    Well, the idea is, every few seconds for escape attempts is a few more seconds for the trapper to get to the trap before an escape.

    Weak and not very scary at low levels but scary at higher levels because each attempt takes longer to perform.

    I get the idea, but RNG add-ons would be more consistent. These would really only have use alongside those ones unless they're OP. Still, it's better than most of the add-ons BHVR makes

  • Honestly the reduced escape odds add-ons would still be better. I'm really not sure what to do with these, but I love the QoL change. Perhaps more Status Effect traps? There's only so many add-ons to be made for bear traps lol

  • It's not OP but it's a pretty good perk. It's a We'll Make It that's already applied. I agree it could go to 60%, I wouldn't mind that. Probably not the most pressing issue in DbD tho

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463695#Comment_2463695

    Alright, I see how it is, you don't wish to be convinced otherwise. Again, the wiki did check the sizes of the reworked maps, hence why they caught the Badham map and the Azarov one changing, something that was not mentioned in any official patch notes or whatever.

    At this point, you'd prefer to live in an alternate reality and I don't have the patience to change that. Have fun in your fantasy world, but don't expect others to agree with you on your alternate reality. You've had several people point out why and how you are wrong and you've dismissed every single one because MUH FEELINGS!.

    Hilarious right? It's amazing how far into a lie some people will go. Literally arguing against the game's code itself now. No ######### you can see the gens, it's incredibly sparse between main and the edges. That doesn't say anything about size. That they refuse to admit they're wrong is pathetic honestly

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463555#Comment_2463555

    It's not an opinion. It's the smallest next to Grave of Glenvale. It just is. It's not something you can argue. The size of it is the proof.

    YoU cAnT aRgUe It. What a strong and unbeatable point. Unless...just maybe...I CAN. It takes 30s to find the map sizes, which are updated and you can find what patch they were last updated at. But yeah you go ahead

  • @KweenPlease said:

    . . . ? Ormond is the smallest map next to Glenvale?

    No, not it is not, and it's not even close. It's 9900m2 and I've already found 5 below 9000m2 in the last minute.

  • It only triggers again if it drops back below 70% at some point. Also, that is part of what makes it strong. You can't monitor gens if it only works 5x a match, it'd be useless

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464043#Comment_2464043

    Well, regarding the other add-ons in general, I have ideas for purple ones, too:

    Scarlet Egg

    • After using Punishment of the Damned, Rites of Judgement trails will appear where it was last used.
    • Survivors hit by Punishment of the Damned will also be Tormented.

    Rust-Colored Egg

    • Survivors affected by Rites of Judgement will suffer from the Oblivious Status Effect for 30 seconds.
    • Survivors hit by Punishment of the Damned while Tormented will suffer from the same Status Effect for 90 seconds.

    Lost Memories Book

    • When a Survivor is sent to a Cage of Atonement, the Aura of the Caged Survivor cannot be seen by other Survivors for 30 seconds.
    • During this time, the Aura of the Caged Survivor is visible to you.

    Crimson Ceremony Book

    • Considerably reduces the window of time The Executioner cannot attack after cancelling Rites of Judgement.
    • Survivors hit by a Basic Attack directly after The Executioner cancels Rites of Judgement will be afflicted with the Hemorrhage and Mangled Status Effects for 60 seconds.

    If you're curious about the last one; the last one reduces the window of time that Pyramid Head cannot act after releasing M2 from 1 second to 0.25 seconds, and performing a Basic Attack within a 3 second window of cancelling Rites of Judgement will count it as a "Special Attack", thus causing these status effects.

    It's basically giving Pyramid Head his old tech back in add-on form, and then some.

    Scarlet Egg doesn't seem very strong and doesn't make a lot of practical sense.

    Rust-Coloured Egg would be pretty strong

    Lost Memories Book would be pretty bad, and encourages camping.

    Crimson Ceremony Book, depending on what the exact number is, could be problematic. 0.3s is probably plenty. They got rid of it for a reason. Perhaps just change this one The effects should also be applied till healed.

  • @Vulgun said:

    Lie seriously, it's probably better if he just ended up having the following:

    Obsidian Goblet

    • Tremendously increases the range of Punishment of the Damned.
    • Tremendously increases the duration at which you can perform Rites of Judgement.
    • Whenever The Executioner performs Rites of Judgement, he gains the Undetectable Status Effect for as long as he holds the Power.
    • After releasing Rites of Judgement, the effect goes on cooldown for 15 seconds.

    Iridescent Seal of Metatron

    • Whenever a Survivor steps on a Rites of Judgement trail, their Aura will be revealed to The Executioner for as long as they stand on top of it, and an additional 3 seconds after leaving it.
      • This effect is increased when running Killer Instinct duration add-ons.
    • Survivors afflicted with Torment will have their Auras revealed to The Executioner for 6 seconds whenever another Survivor is sent to a Cage of Atonement.
    • Whenever a Tormented Survivor rescues someone from the Cage of Atonement, only the rescued Survivor will have the ailment removed.

    These would at least be something to give Pyramid Head. He's already a strong Killer as it is, but his add-ons are some of the weakest ones in the game, even compared to his contemporaries like Oni, Spirit, Blight and Nurse, who all have fairly decent add-ons and Ultra Rares.

    These new add-ons for him would just actually give people a reason to start using his add-ons, even if they have to be Ultra Rares. These add-ons would also pair up perfectly with many, many of his other add-ons and would allow him to make some very interesting and wonderful builds not seen before with his current Ultra Rare add-ons.

    This could be fun and would impose a new strategy upon Survivors and Pyramid Head alike that people might like. A challenge during chase as Survivor, and a way to really kick things up a notch for the Killer.

    Would appreciate knowing what Tremendously is. BHVR just throws those words on, I've seen Slightly used for 50% lol.

    Also, Goblet would be great but I don't think those effects need to go together tbh. Seal is the same thing. Those effects are too strong together, but alone they're not Ultra Rares. Here's what I did:

    • Change Obsidian Goblet to make the Executioner become Undetectable for 20s after using Final Judgement or sending a survivor to a Cage of Atonement.
    • Change Iridescent Seal of Metatron to inflict the Exposed Status Effect for 60s on any survivor who rescues a survivor from a Cage of Atonement. Make the rescuer scream and reveal their Aura for 5s.

    Bonus, here's the rest of his add-ons:

    • Change Scarlet Egg to both reveal survivors' Auras and highlight them with Killer Instinct while they walk or run through his trails and for 4s after.
    • Change Rust-Coloured Egg to reveal all survivors’ Auras for 5s after sending a survivor to a Cage of Atonement or using Final Judgement.
    • Buff Lost Memories Book to 60s and add Blindness too.
    • Change Punishment range add-ons to 0.75, 1.5, and 2.25m respectively. This reduces the need to run two of these add-ons together.
    • Change Crimson Ceremony Book to increase Punishment range by 3m.
  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464128#Comment_2464128

    Can you form your arguments in a different manner rather than numbering them because if I have to address every point in this manner posts are just going to get longer and longer.

    If the traps don't function in this manner, then they must have reverted it, because the last change I witnessed to Trapper was an increasing value to traps in order to reduce first-attempt escapes without entirely diminishing its chance.

    I also watch Otzdarva, and that alone doesn't mean you know everything there is to know about Trapper. Hell, I'm still learning things about Trapper, and I love Otzdarva. But it doesn't take a genius to know what Trapper needs. The problem is when we have all these suggestions that give him useless 'buffs' that don't do anything. For example, what does starting traps on totems do to change his gameplay to something more reasonable? It doesn't. It just shifts this to a bandaid fix, because it doesn't benefit the Trapper unless he's running an All-Hex build, and even then, Trapper isn't the best with those kinds of builds.

    My criticism here, is that the OP is trying to 'modernize' Trapper but most suggestions are usually involving giving him a bag addon by default or doing something like this, where its pretty pointless. My pointing out that the weakness of this 'buff' is pointing out the flaw in this suggestion. It does nothing for Trapper, his gameplay will still remain the same, and remain outdated. A bag addon would give him some nice buffs, yes, but its not that which makes him outdated, its his power in general.

    Okay, let me stop this here. You're criticizing the OP but you quoted me, not them. And the 16% was implemented a long time ago

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464162#Comment_2464162

    They want the game to be enjoyable for as many people as possible. That's where their profits come from

    They want it to bring in new players. Veteran players want the ######### killers and perks reworked, maps balanced, etc. so they can play the things they've purchased, but there's no profit in that. There's not enough profit in anything except new content at this point. Also, they haven't fixed console yet and won't even acknowledge it anymore even after Otz put out a petition. They don't give a ######### about people who won't turn them a profit as much as new players

  • 1. The idea that someone cannot understand a wide variety of opinions or at least acknowledge them is short-sighted. Besides that, at least we PLAY the game. And the veterans of this game tend to know a whole lot more about its gameplay than any of the devs. Also, the data isn't paying them, we are.

    2. QA tests the game, which is very very different than playing. And let's not act like QA means jack ######### to BHVR when most of the perks go unused, many killers are far weaker than the best ones, map balance varies wildly as does the RNG, and most of all, every chapter is rushed out unfinished, buggy, and unbalanced. Lately we've had chapters break hit servers (twice), and the entirety of current-gen consoles.

    3. Trickster is a horror on console, and he's not at all fun to play against. Their data cant and never will tell them that he needs map pressure instead of more chase power, nor that players hate how oppressive and boring he is to go against in chase at times. The community could've, and did.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464157#Comment_2464157

    Designed to be, not is. I'm sure the developers want the game to be fair and for everyone to have an equal chance of "winning"

    The devs only care about their ideas, not the community's and certainly not about the veteran players much at all. We're not where the profits come from

  • @Pulsar said:

    Recently, it's been getting more and more difficult to enjoy this game and to look over the glaring issues. The Console port of DBD has shown that the game is extremely poorly optimized, and performance will continue to get worse unless BHVR addresses the issues now.

    I fear that soon, the game will become unplayable for us on current-gen Consoles. Resident Evil broke the game for a month, and it still hasn't fully recovered. What this shows is that the issue is built into the game itself, and will likely continue to worsen if it is not resolved. Likewise, we are seeing the return of bugs long thought patched, which makes me suspect that the entire code is starting to crumble under the weight of the game. I hope BHVR takes the time to do this correctly and fixes their game. If they do not, I fear we will soon lose the ability to play it at all.

    Here are some videos demonstrating my points, please note that these were all taken PRIOR to the RE patch in June of 2021. These issues have been plaguing Console players since the game was ported in 2017. I doubt there will ever be an official confirmation from BHVR, but it is important that we do not let these issues go silently. The only thing we can do is continue to talk and spread awareness about them.

    https://www.youtube.com/watch?v=Nl7zIxwMUn0&ab_channel=PulsarGaming360

    https://www.youtube.com/watch?v=k7p_8C649Rs&ab_channel=PulsarGaming360

    https://www.youtube.com/watch?v=PSa8yNir8wU&ab_channel=PulsarGaming360

    https://www.youtube.com/watch?v=jlwQc0rdiM0&ab_channel=PulsarGaming360

    https://www.youtube.com/watch?v=7tQaee-Od90&ab_channel=PulsarGaming360

    August Edit: Well, we are nearing 100 pages. Congrats everyone. We still haven't gotten an answer from BHVR about what happened to Optimization, but we have inspired others to start to question it. I've furthered clarified the purpose of the thread and adjusted some of the language used in this opening statement to better reflect that.

    Thank you.

    The simple answer is: BHVR doesn't give a #########, we're a dying breed and not important to their profits. And unfortunately, it's not just console. QoL just goes down with every chapter, this game isn't nearly as fun as it used to be.

    Their code is also hot trash, and they won't take the time to fix it instead of pumping out unfinished content

  • @Sluzzy said:

    This is a general discussion about how these perks are too strong.

    The killer meta is overpowered and is a substitute for skill.

    Can't stop the gens? Use Ruin.

    Prevent the objective? Use POP.

    Need more help stopping gens? Use Undying.

    Need even more help stopping gens and help finding survivors before they can finish the hard to finish objective? Use Tinkerer.

    Need more very easy to obtain bloodpoints for OP addons and auras to find survivors and stop the objective? Use BBQ.

    NOED instantly causes the need to do 10 objectives. Devour Hope does exactly that as well.

    Meanwhile, the killer objective cannot be changed or delayed.

    Way too strong and is very unfair. These need to be nerfed.

    It promotes unfun and unhealthy gameplay. It is causing genrush teams to be the only way to have a chance to win. With it being impossible to hide from so many aura and tracking perks, and killers having less and less counterplay, sitting on generators with no interaction with killer is the only way to win.

    Until these are nerfed, if the killer wins with these perks you can't brag or feel good in the endgame. You didn't win. The perks won.

    You do realize this goes both ways right, and most killer characters even with these perks get obliterated by a strong sweat squad

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451202#Comment_2451202

    Sure, it may have become easier but killer right now is not easy.

    Jason in friday 13th the game is easy, because he is designed to be overpowered.

    Killers in dbd are designed to be balanced and it makes them not easy.

    You lost me at anything in DBD being balanced. I'm sure in the devs mind it is, but there's so much I could say.

    Billy was fine, got nerfed into oblivion. Freddy was boring and annoying, got made weaker so nobody plays him, still boring though. Spirit too easy, now miraculously there's a footstep bug. Half the killers in the game get destroyed by a good SWF, especially on one of the several extremely survivor-sided maps. Nurse and Spirit destroy solo queuers. Just the start...

    But yeah, killer isn't fun to play because the QoL for this game and especially for killers has gone down more and more with the last few chapters

  • So, first off, the players are the ones playing this, so it should absolutely be tailored to them, and if you don't agree with that, don't get into game development. It's a product, it needs to sell, and they aren't the buyers. We are. Besides that...

    Since this is the only game of its kind, it's not hard for the devs to keep a playerbase. So, they just keep pumping out stuff for us to buy instead of creating a high-quality game, and do just enough "fixes" to keep us playing

    You'll learn eventually that the devs think they know best despite a lot of the community having far far more experience than them and many of us having a better pulse on what people want. They don't really care to balance anything unless it endangers their profits or they just happen to feel like it, and even those "fixes" are lazy and only aimed at pleasing a higher amount than they screw over.

    1. Take the recent pallet validation fix. Survivors are fine now, but killers get hit rejected pretty frequently now regardless of their ping. Still, only 1 player getting screwed instead of 4.

    2. Take Freddy. Survivors hated him, so the devs made him this boring and uninspired killer that nobody wants to play anymore. Bonus, they might move onto a paid killer. They tried to do the same with Twins as well, but they're strong enough you can live with the clunkiness.

    3. Maps are ridiculously varied and there are so many insanely busted maps, but they don't put the effort into balancing them unless it bothers a huge portion. Typically it doesn't, since many are survivor sided and that pleases 4/5 players in a match.

    4. Current-gen consoles are still busted but I guess BHVR doesn't care now that the next-gens are out.

    5. Look at how bad the game gets with every chapter. They're rushed, unfinished, and yet the devs have no intentions of slowing down to ensure quality. I wonder why?

    6. The biggest one...Over half the perks and perhaps even the killers in the game are useless compared to the best ones. Not hard to tell that they don't care much about their current content

    Although, who knows. Maybe I'm wrong, and the devs are just amazingly ignorant as to what the community wants or what a good fix is for all players. Maybe they DONT care what the players want. This is just my 2 cents. They don't have to care much until they have actual competition.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464119#Comment_2464119

    All I can say is that when I am on killer, the "server" has only given me the hit twice resulting in a trade that should technicalky be impossible now as if they got the stun, they got the stun. As a survivor, I literally always get priority.

    So weird that my role tends to have more to do with whether the server decides I dropped it first or not. So strange, especially, given I am trash at survivor and competent at killer. Such a coincidence that so many people are experiencing the same stuff and the rebuttal is, "yes, but survivors used to have it worse."

    Exactly. I don't give a damn what they say about the code or the fix, nothing is "fixed," it's just been dumped onto killers. Whatever they did, whether they're telling the truth or not, it didn't work.

  • I like this, but I think you could take it a step further.

    BEAST OF PREY

    Bloodlust progresses 33% faster and your Red Stain is removed for the duration of the Trial. You become Undetectable while in Bloodlust. You are also granted 30/40/50% bonus Bloodpoints for actions in the Hunter category.

  • @ARTRA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463446#Comment_2463446

    Agree 100%

    Over all the trap color on different maps. Now you can use an addon to make trap darker and go to a snow, white floor building so that addon is hurting you because now trap is more visible xD

    And the dead hard one, i always hated that, surv DH on a trap, free scape because you cant walk over your traps.

    I would like that the die addon give the trap the color/texture of the ground or make it a little transparent as lazy fix.

    Glad you agree, I spend a lot of time figuring out reworks lol. Even got a massive Doc here if you care to look (commenting allowed) : https://docs.google.com/document/d/1nUxBRomb77siSwDWkoD6fDjIbfiWKOU6uKLjS58MV34/edit?usp=drivesdk

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463446#Comment_2463446

    Trap RNG already functions like this now. The first escape is less than 5% and it increases with each attempt.

    And its been like this for a while so I'm surprised you don't know.

    Its like the people suggesting buffs for Trapper don't play him. He really isn't that strong and even if Trapper has a Hex Build most of his traps would be dedicated toward Totems. Which means he's an M1 killer with no power because all his traps are on totems.

    And if survivors can't outmanuver an M1 killer then idk what to tell you. The problem is you.

    1. For someone so arrogant about their opinion, it's funny that you're telling me I'm wrong when I have it from the devs and the code itself that I'm right. Every attempt had a 1/6 chance of escape, and the 6th is guaranteed. 1/6 is 16.67%, and it's a flat rate, not an increasing one, and definitely not 5%.

    2. As someone who extensively watches Otzdarva, one of the most popular Trapper mains, plays Trapper, understands Trapper, and has a friend who mains him, plays pubs, and plays comp, I daresay I'm qualified to give a rework.

    3. I have no idea how to even follow your train of thought for your Totem bit, because it doesn't track with what I or the OP said, but here goes...Spawning traps on Totems isn't the end of the world, but I still don't think it's a great idea. It takes no skill and gives some of the best Totem defenss in the game. Also, if you are ACTIVELY using all your traps for Totems, you are playing Trapper horribly, horribly wrong.

    4. Yet another part I cannot keep up with at all...Never once did I say he's strong. He's one of the weakest killers in the game if not the weakest. He's not just an M1 killer though, all your traps should not be on Totems lol. I never said struggled to loop one either, so I'm not sure why you're throwing shade at me

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463557#Comment_2463557

    Sorry, do you work at BHVR? Because, again, we're both arguing from our own experiences and then expanding that to the truth without anything concrete- concrete in this context meaning "the actual code of the game"- to 100% confirm or deny either side.


    @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463557#Comment_2463557

    Here is a thread where one of the mods confirms the killer used to have hit priority at the pallet, but now it is based on what reaches the server first. This mod is actually a community manager that works for BHVR.

    https://forum.deadbydaylight.com/en/discussion/comment/2402824#Comment_2402824

    Y'know, fair enough, I still don't know how legit any of that is, but let's go with it. The issue still remains that now killers are the ones getting screwed and nothing actually got fixed

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463515#Comment_2463515

    What the #########? You were saying that Survivors complained when they saw that they have been hit. But this was never the case. When a Survivor sees that they got hit aka the weapon connected with their Body, nobody complained. Because it looked like a legit hit on their end.

    It was the case when the Killer swung nowhere near the Survivor where Survivors complained.

    You are a brick wall. Survivors whined when they got hit through pallets, which is what got this whole change implemented. But now you're telling me it doesn't matter now that killers have the exact same issue at Pallets. So, I'm asking, why does it matter what survivors see but not what killers see? The servers made it a hit for both cases

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463507#Comment_2463507

    The small delay of information on a validated hit would make it feel awful, even worse than it feels now when your hit gets validated by milliseconds without that instant feedback. The instant feedback on the hit ensures that in the majority of cases where your hit is validated and is true, you don't have to wait. It's only noticeable with people having spotty connection to the server they are matched to now which is why that guy is so irritable I would imagine. No more "free hits" with a level playing field in regards to connection.

    I have FibreOp internet and I get hot validated about 1/3 of the time at pallets. My ping is never above 100. It ain't bad internet, it's BHVR and their ######### code. They just pushed the issue off survivors and onto killers

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463509#Comment_2463509

    Actually, no. Determining if something hit or not was killer-sided, with the servers checking only the positioning and if it would be reasonably possible to get a hit. This is why there was such a large problem, and why having higher ping was such an advantage.

    This is still the case for regular hit validation, however not for pallet validation, which checks not only positioning but the time of the stun as well.

    Lol unless you work at BHVR, you're going purely off the vague descriptions they've given in the past. Do remind me how many times BHVR has gone back on their word or flip-flopped on something. Here are the facts:

    - Pre pallet-validation, survivors got hit through pallets

    - Now, killers get hit rejected at least 1/4 of the time at Pallets even when it hits on their end.

    This "fix" literally just flipped the issue onto killers. Nothing is fixed, it's just that only 1 player deals with it every game now instead of 4 (which, by the way, is how BHVR solves most things)

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463509#Comment_2463509

    Yeah, but this was the case? If I see the Hit connect as Survivor, I got hit. Nobody would have ever complained about a Hit where they saw that they got hit.

    Ah but according to you it doesn't matter what you saw. The servers deemed it a hit. Pick a side, your survivor bias is showing

  • @DelsKibara said:

    Honestly I would be fine with this if there was no false feedback.

    I'm fine with getting stunned at a pallet.

    But hitting, hearing it hit, seeing blood, hearing the survivor scream, and THEN see that I didn't down the survivor is genuinely annoying.

    I cannot see into the future or see what the server sees, I can only see what I see as a Killer. It genuinely just feels like it throws the problem onto the other side rather than actually fixing the issue.

    Back then Survivors saw the Killer get stunned and then get hit. Now the Killer saw a hit but gets stunned instead. It's a complete reversal of the situation. If it just shows that you get stunned as a killer and *that's it* I'd be fine with it. But nothing is more frustrating than seeing you get instant feedback only to be met with a double middle finger by the game.

    Well the problem there is they just take away the hit sound so they can try to hide the issue

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463489#Comment_2463489

    I think you dont understand the system.

    When it shows blood and stuff like that on your screen but the Survivor did not get hit, you did not get the hit. Completely irrelevant what you saw.

    So why even bother with "BUT I SAW IT ON MY SCREEN!!!111111", when you should know that it was not a Hit, because the Server decided like that?

    Once again, then why did it matter when the survivors saw themselves getting hit through pallets? The servers deemed it a hit

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463489#Comment_2463489

    Like I said before.

    All of this is doing is just throwing the problem onto the other side rather than actually fixing it.

    If they were to actually fix it, Survivors wouldn't feel cheated out of being hit, and Killers wouldn't feel cheated OUT of a hit. The fact it's still happening shows it's still a problem

    EXACTLY

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463463#Comment_2463463

    Yeah, but it did not hit, the Server rejected it. So it does not matter at all what you saw.

    Ah so why did it matter when survivors saw themselves getting hit through pallets? It hit on the killer's end according to the servers. Someone's starting to show bias

  • I don't even know how to reply to something like this. You wooshed so hard and you think I'm the dumb one. Yeah, whoops I just mindlessly swing at every pallet. Maybe, just maybe, I'm hearing the hit and seeing the hit on my screen, because just MAYBE, it hit on my end

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