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TerraEsram

TerraEsram

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TerraEsram
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  • @ZamasuManzon said:

    Prices for Steam went 50% up because of the scumbags using VPN to buy Auric in countries were the local currency is bad.
    If I knew this was going to happen I would've bought the biggest Auric pack in advance.

    Will the price go up again because of Cross Progression?

    NOTE: It's awesome we PC players have to "suffer" on account how greedy console companies are.

    But we have the Steam sales

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762197#Comment_3762197

    It's times like that that playing killer, I just go "Great... I'm gonna get accused of tunneling now..."

    Don't worry, when it happen, we are saying nothing, he don't have the right to complain (he laught generally)

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762091#Comment_3762091

    I'll never understand people running at the killer, instadown or not. In rare cases, hook trading is a decent move, but whole squads rushing in like lemmings is just suicide, and they have to know it.

    Same goes for flashlight squads all "hiding" around a downed survivor, waiting for the pickup. Had a team like this yesterday. 2 injured flashlight survivors waiting for me to pick up, moaning and grunting around me. Am I supposed to not down them? Did they think I would just let it happen?

    People are weird.

    When I play survivor, I play with some friend, and there's a new in the band…
    He keep running at the killer, everytime, and for no reason, like, I loop the killer and suddently, he appear from a corner, running in the opposite way than us and got hit

    Or, we unhook him, and we say to him to follow us but no, he run near the killer after panicking "why the killer is after him"

    It become a joke when he is here, but… Sometimes, is just… I don't know how to call that except he just want to die for no reason, not even for heroïc reason

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762008#Comment_3762008

    Did play Hux and will say this it's a good change since one having the game indicate yeah you can hit them with a biopod is good that way it removes the head scratching. Only problem I still have with him is the detection of which Biopod you want to go to. If you have two in a line the game gets a little finicky with it and can screw you over by sending you to the furthest one. It's not necessary bad but if your in chase you kinda want it to work perfectly.

    The problem of "wich [Finsert thing] to go" is not inherent of Hux, it's a global problem

    Got a lot of problem when Playing with Freddy or the Dredge, the two have the similar problem than the biopod of Hux

  • @PreorderBonus said:

    Gens get completed randomly, exit gates turning on even with 3 gens still remaining, gens get completed yet their sound are the same as one with progress instead, and so on.

    Killer is almost unplayable as it’s impossible to tell if it’s a hacker or a bug. Scratch marks continue to be bugged for months now.

    I would say I'm disappointed, but I'm genuinely surprised. I didn’t think it was possible to break the game this much. This has never happened before.

    Funny because, the last tome got also some big bug, but it was the freeze, buggy, lagging server where a lot of people cannot play or doing anything

    Here, you can do some thing… But your game are more short than before

  • @Chocolate_Cosmos said:

    If you would look at these changes from viewpoint of Survivors: Great, he is weaker, less oppresive in chase and cant drop guards quick in chase on you and he cant effectively chase you much with them anyway together. Great update guys!

    From the player playing the Knight: "I dont want to play with you anymore." Picks different killer

    I got the scene on toy story two where andy drop woody

    That's the same from people who played Knight, they drop the Knight in the trashbin like "I don't want to play with you anymore" since they have Hux in the other hand

  • @ThanksForDaily said:

    Seriously it's not even a joke, the maps are just deadzones with terrible tile generation. Extremely killer sided maps.

    They need to get looked at.

    I don't get the same map as you

    There's a lot of pallet, without distance from another, and all safe loop around the shack and the tractor

  • That's a point I don't understand, but we gonna give our impression about that when they add the mod for testing purpose

    On normal game, you have to do 5 gen because you are 5 player in game

    But here, for 10 player you have to do 8 gen by 13? It seems not normal

  • @TheArbiter said:

    Am I understanding correctly that in 2v8 Billy got nerfed and Nurse got buffed?

    Pretty normal, Nurse is very weak, since Billy is so powerfull! A nurse against four survivor without add-on and perk? She is not viable without some buff! duh!

  • @Leachy_Jr said:

    After using a guard theres a 15s ish cooldown before you can use another one? I though he was supposed to be like vecna with individual cooldowns for each guard? Not shared amongst all 3 of them????

    Please tell me this is a bug, this is such a huge nerf to his viability and how fun he is.

    EDIT: For clarity, if you send out a guard to hunt, and they hit the survivor/outrun it/get banner etc anything to make them return, you cannot send out ANY other guard for the next 15s. This used to be 3s before the update.

    He GOT a massive nerf

    Yeah, the chase system when you make a long path it's pretty cool, with some tweak about the number from each gard (quicker, break sometime with less times, …)

    But:

    -Breaking a generator with a guard is always 5% (before the killer get all a buff to 5%, knight was the only one with his guard who make that, after that, it left intouched)

    -When a guard chase someone near you, it take five second for the survivor for getting free at full cooldown

    -The bug who give the killer the possibility to cancel the guard when invocating another one got ditched (when a lot of people where asking to left that in game)

    -You are forced to make a 10 meters path for invocating a guard, so no more short path for pushing the survivor from the loop and wasting no time

    -And now, we got a super long cooldown before invocating any guard, who, I find, more long than before

    The Knight, got a more punishing nerf than anything else, Hux got him, a good buff, so it's pretty cool for him, and the dev seems to listen more about the feedback for Hux, but seems to ignore everyone who get an opinion of Knight

  • I think
    That's linked to the new mod who come, the 2V8

    I got a rough match for survivor, and when I wanted to let one got the hatch, the hatch close immediatly after she jump in, like as the 2V8 where you got two hatch and one close after one survivor jump in

    So, MAYBE, there's some … conflict

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760780#Comment_3760780

    yeah, an issue that soloq doesn't really get perks. Is Window of opportunity "really" a perk? Is bond "really" a perk? In any case, killer needs to be balanced around 4 man strong SWF.

    So, if you don't play as a SWF, or you are not strong enough like them, you just gonna loose? Why this game have to be balance with only the stronger one?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760780#Comment_3760780

    Doesn't matter when good soloQ can perform just fine anyway

    It doesn't change the problem, a soloQ have only four perk, not all the perk team, and since this game change for a 1v1v1v1v1 …

  • @TheArbiter said:

    Gonna be real awkward if both killer and survivor run to the basement at the same time

    Bubba gonna not be happy to see too much people on the basement

  • @Devil_hit11 said:

    Survivors get 16 perks a game. Killer get 4 perks a game. In practice, the killer perk need to be like 1.5x-2x the strength of survivor. 90% of the perks do not come close.

    The ######### is that? It's not because there four survivor with each 4 perk that there's 16 perks for everyone, since a lot of them are only for the survivor himself or the other

    You forgot a lot that SOLOQ is a thing, and there are more common than super strong SFW

  • @FinestFantasyVI said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760750#Comment_3760750

    Agreed, quality of life, but wont change bad behaviour. I had a Trapper slug me, even tho he hook was right there.

    And the saddest part
    Behavior are not against that and defend them, so, the slugg fest can beggin

  • @ProffessorTV said:

    As the title states, why?
    New killers such as the Unknown and Chucky are really powerful and perks such as weave attunement are so powerful that it makes the game not fun. Many of the newer killers can either teleport, attack survivors from ranges, or vault pallets and windows. The newer killers turn anything that the survivors can use to escape or outsmart the killer are either nullified, nerfed, or used against them. Why?

    Unknow? Powerfull perk? Did I miss something?

  • That's a survivor, no?

  • @Chocolate_Cosmos said:

    Enjoy fellow Knight mains before he is gone into "Let me stale the game and spam assasin 24/7 from distance" while being basic M1 Killer in chase.

    But hey I am happy Survivors won't have to deal with him anymore, win at least for someone I quess.

    They don't listen the feedback
    The depletation when you chase someone with a gard, or the minimal range for invocating a gard is just ######### stupid…

  • @Yatol said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760153#Comment_3760153

    there's definitely enough space on maps for 4 survivors to spawn in, without being right next to a gen especially when Treatment Theatre is the smallest map in the game.

    bringing up the map reworks is a moot point because we don't even know in what state the game will be by then (assuming they go trough with it).

    Not really, even treatment, the advantage of this map is the indoor aspect, who give the sensation of being away from everything, maybe on corner, but even with that, it means that survivor gonna pop all four in the same place

    And about the rework map, I know it's a moot point, but look at the new reworked map, all of them are smaller than before, eerie was the first one, borgo not, that's true, but look about Lampkin lane

  • @balancedelepahant said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760141#Comment_3760141

    Irrelevant. Survivors, especially SWF with voice, will know the killer before one of them reaches the basement. Why would anyone anyway when they run for the gen first?

    They are not some demigod who can see everything, they know because they find him in a way or another, when you play soloQ, against Ghost, even if you run "for no reason" for the other, the surprise element are always active before the first down or HUD element

    If you give clue with hook or basement change, everyone with a little interest in the game gonna know who they are against and playing in the way to prevent the first down who are important for these killer

  • @Yatol said:

    Survivor spawns is the problem not gen time

    You know, there's no place where survivor can spawn where there's no gen
    You have seven gen on the map, with practically everytime, a distance between them, which means they occupy the entire map

    With this information, where do you want survivor spawning? Near the gate? You have a lot of time one gen near each door..

    And, for adding something, with the new "meta rework map" where Dev seems to make all the map smaller, at some point, you CAN'T have a survivor far away a gen on the beginning

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759990#Comment_3759990

    Im not saying or suggesting that they should have the same speed, but the gap between the fastest and the slowest killer are too big imo. As for Nurse, i think she needs a complete rework, not just a buff or nerf to her abilities, i want her to be a completley new killer.

    Sincerelly… I think that reworking Nurse is not a good thing… She is unique, and technically… "Balanced"
    She is very hard to master, but once you get her, she is a real monster, and like survivor, they need to be really good to compete agaisn't her

    The rework solution need to be adressed to some problematic killer (like chess merchant, who can always three gen without problem) or very weak killer (Freddy, Myers, Trapper,..)

    All the best killer are the one with very good mobility; Wesker, Blight, Nurse, Spirit, Old chucky, Billy
    and all the new killer are just like the old one, but better, why playing trapper when you can play skull or Hux? Why playing Legion when you can play Wesker? Why playing Nemesis when you can play Xenomorph? Or playing Hag when you can play the Unknow?

  • @Rooks_Castle said:

    For example;

    Dredge get a dark basement with chanting. Trapper has a bear trap workshop, hooks and masks. Xenomorph has hatched eggs and the queen. Pig has reverse traps, broken cages and tools everywhere. Blight with a alchemist lab. Etc.

    It can be cool, but it's the same reason why all the hook are not custom by killer (except Xeno)
    For some killer, who need some surprise element (ghost face, Myers, Wraith), people just need to go on basement (or seeing the hook) for knowing who they face

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760016#Comment_3760016

    Was good… but not enough… The same with Pig for example. She got nice buffs, but is it game changer? No.

    In the same time many perks receive huge nerfs and the buffs need to be much better to be fair

    Amanda… It's a special case, for the first time, she doesn't get only nerf change for no reason

    Yeah, she is good "decent" at chase, but she get also nerf (hiding the aura of the box)

    She is in the strange "room" with blight and nurse where, the two best killer, when they get a "nerf" change, it change nothing, and give them even new power as powerfull than before (nurse with seven blink or Blight with infinite rush)

    It's funny because, they nerf more harder some perk than other, and sometimes, for no ######### reason (pharmacy, spine chill (not the old one) calm spirit, awakened awarness, furtive chase, territorial,…)
    (For people wondering, before, pharmacie work when you are healty, not now, spine chill give a clue on the perk HUD and get active even with objet on the line of sight (so even if the killer see you with the bamboo on yamaoka, not anymore now) calm spirit, you opened a chest or cleanse a totem more slower, awakened show you the aura from people on a locker and get a 2+ seconde with lethal, not anymore, furtive chase make your terror radius less big after you hook your obsession, was good on some killer, and territorial only work on a perimeter from the basement)

    And some perk, like pop or prove, they just change the number but not too much
    I'm very curious to see the meeting with the dev where they decide wich perk they wanna change and for what reason

  • @PrivacyBroken said:

    Nerf toolboxes and surv gen perks.

    even without that, they can rush a gen you know
    They make a gen in less than 60 seconds, without these perk

  • @ays12151 said:

    The changes Cannibal received weren't enough too. Still he needs to play The Beast's Marks Add-On to compete against better players. Nothing changed. It's so stupid they are so careful with bad / weak Killers, but if they decide to touch min A tier Killer they gonna add game changing changes (Chucky, Blight)

    Twins in the PTB was a real monster, she was stupidly strong, and the buff Billy got make him way more powerfull than old Billy, they are not afraid, but sometimes, they don't know how to buff enough a killer

    And for bubba, the hitbox change was very good on him, you can't deny that

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/420126/you-heard-of-franklins-weave-vecna

    Seriously, this whole debate about a perk combo like this, is just ridiculous. A lot of Survivors get upset over every little thing. Anyway, they'll have to settle for POP Painress and co again..... this will never end and is rly annoying.

    And it's whole debate about every combo perk who get massive value, each times it's the same, killer or survivor

  • @Leachy_Jr said:

    Killers are getting a batch of changes and then no fine tuning are happening to them.

    Trickster, entirely dependant on 1 brown add on to be playable, on top of a plethera of QOL issues. Trickster mains do not like the state he is in.

    Onryo, add ons that were meant for the release version of her still unchanged, on top of a bunch of QOL issues.

    Twins, the 2 years for the rework were entirely reverted and remained as QOL changes. The issues the majority of the community has (buggy victor, add on dependancy, and hostage victor time) remain with no changes in sight.

    Now knight and singu. Singu will probably be fine, but knight is still massively dependant on map of the realm and Call to arms, so it looks like he's gonna be in that state forever.

    Why do these killers not get fine tuning when their glaring issues are presented? Especially trickster. He's arguable worse off than he was before.

    You forget Chucky (and technically, Amanda, but the last one was "good" with some bad stuff)

  • @danielmaster87 said:

    The truth is there's been many things done to remedy gen rush. Buffed gen perks, more gen perks, nerf Prove (very surprising), change BNP, 10+ seconds. But for every positive change in that regard, 3 more changes undid what was achieved. Nerfed killers, nerfed add-ons, nerfed gen perks, barely touched maps, buffed Deja Vu, more gen speed perks. Efficient gen teams still possess cheater-level gen speed because the killer can't physically do anything to stop them. There's no reason for survivors to be going down constantly or for gens to be regressed multiple times or take like 10 minutes. So excepting those matches, you see daily that the time to down, and time to kill, for killers is much too slow, which is sad because sometimes those downs are near enough instant.

    Honestly I would have enjoyed a fast-paced game in terms of survivors having quick heals, killers having the tools to down quick, and fair gen speed. But people didn't want the part where killers benefited, so here we are with none of those things. Now it's fast-paced in terms of the killer mathematically being at a disadvantage, as it's always been.

    One problem that still isn't being addressed, that relates directly, to this is anti-camp and anti-tunnel being used offensively against killers who aren't camping and tunneling, as well as against those who must camp and tunnel to win. Realistically, the killer hooking someone doesn't get them anything. Someone has to go for save or hook trade, the killer might get a meager use of thrice nerfed Pop... but at the cost of, what, 1-2 gens? And then rinse and repeat. How do you win that match? "But the killer can make 3-gens and pallet dead zones." If you have any amount of game awareness or teamwork, especially with the very popular perks Windows and Deja Vu, this does not happen.

    Anyway, it's only when the killer kills someone that the game is finally in their favor, because the survivor gen efficiency gets cut to half: 1 in chase, 1 on gen, 1 on hook. Still winnable with some willpower and skill. But the killer has the hardest time ever killing the 1st person, because he can't camp for the 1-hook or 2-hook (except for rare exceptions), he can't spread hooks around because he obviously doesn't have time, and he especially can't tunnel. Tunneling is asking to be hit by DS, which is a game losing play because you lose all your momentum with that stun. But multiple people can have it, and it doesn't deactivate when you hook someone else, so in a scenario where you have 1-2 people recently unhooked, you could get hit by DS and lose the whole game, even if you were set to win. So there's almost no difference between a killer tunneling and a killer not tunneling as long as DS is present. Great game design.

    Trigger warning

    ~

    People also like to cry about anti-loop killers, which I have to assume is because of a lack of skill. Because if you're arguing for fun, looping a killer with a reasonable chance of downing you is the most fun thing in the game. It's about wasting time for your team's sake, not outlasting the killer for 5 gens just because you're "skilled enough." Any system that allows a killer to be looped for 5 gens, and he's putting in tons of effort while the survivor's just going around pre-conceived loops, is bad design. Anti-loop killers somewhat circumvent this design and lead to quicker downs. Without that, the killer's playing a losing game by default. That's why nobody plays M1 killers, even the former S tier 🤣 Freddy, or even the killers who can instadown you like Myers, Oni, and Ghost Face. They, the weakest, even get tagged when they lose. So if I've got your message correctly, you don't want those killers to win, and you don't want anti-loop killers to win, so what's left? You're always asking the devs to think outside the box and create a new non-fast, non-stealth, non-setup non-anti-loop killer. Well, you're kind of limiting what they're allowed to create quite a bit, aren't you? And even if they are successful in creating an entirely uncharted new killer concept, like they brought him in from the 4th dimension or something, you'll still ask that he be pathetic and weak so you can beat him. The lack of compromise makes that painfully obvious.

    ~

    So the gen speed problem can be solved easier than you can imagine. But it's the will of the people that it doesn't come to fruition, because they want to have fun and win, but not at the cost of the killer being able to have fun and win too.

    And about killer who are pretty strong at anti loop, I never say that I don't want them, I play some of them, that's not even the point I was talking about, I'm talking about the gen problem

    If I want to play a game where I have to be the most effictive player, I'm gonna play some "front software" game or a MH with some friend

    And imagin, Dev make something to give the killer a clue of "who play soloQ" (easy win) or SWF (some of them gonna be easy, the other, sweaty match), nothing gonna stop the player to quit and trying to find another game

    And even, if the dev give some clue about the level of them (if, it was a SWF, giving some clue of the level, like number of win in a row this day and the day before, or the MMR), same thing, why bother playing against them?

  • @danielmaster87 said:

    The truth is there's been many things done to remedy gen rush. Buffed gen perks, more gen perks, nerf Prove (very surprising), change BNP, 10+ seconds. But for every positive change in that regard, 3 more changes undid what was achieved. Nerfed killers, nerfed add-ons, nerfed gen perks, barely touched maps, buffed Deja Vu, more gen speed perks. Efficient gen teams still possess cheater-level gen speed because the killer can't physically do anything to stop them. There's no reason for survivors to be going down constantly or for gens to be regressed multiple times or take like 10 minutes. So excepting those matches, you see daily that the time to down, and time to kill, for killers is much too slow, which is sad because sometimes those downs are near enough instant.

    Honestly I would have enjoyed a fast-paced game in terms of survivors having quick heals, killers having the tools to down quick, and fair gen speed. But people didn't want the part where killers benefited, so here we are with none of those things. Now it's fast-paced in terms of the killer mathematically being at a disadvantage, as it's always been.

    One problem that still isn't being addressed, that relates directly, to this is anti-camp and anti-tunnel being used offensively against killers who aren't camping and tunneling, as well as against those who must camp and tunnel to win. Realistically, the killer hooking someone doesn't get them anything. Someone has to go for save or hook trade, the killer might get a meager use of thrice nerfed Pop... but at the cost of, what, 1-2 gens? And then rinse and repeat. How do you win that match? "But the killer can make 3-gens and pallet dead zones." If you have any amount of game awareness or teamwork, especially with the very popular perks Windows and Deja Vu, this does not happen.

    Anyway, it's only when the killer kills someone that the game is finally in their favor, because the survivor gen efficiency gets cut to half: 1 in chase, 1 on gen, 1 on hook. Still winnable with some willpower and skill. But the killer has the hardest time ever killing the 1st person, because he can't camp for the 1-hook or 2-hook (except for rare exceptions), he can't spread hooks around because he obviously doesn't have time, and he especially can't tunnel. Tunneling is asking to be hit by DS, which is a game losing play because you lose all your momentum with that stun. But multiple people can have it, and it doesn't deactivate when you hook someone else, so in a scenario where you have 1-2 people recently unhooked, you could get hit by DS and lose the whole game, even if you were set to win. So there's almost no difference between a killer tunneling and a killer not tunneling as long as DS is present. Great game design.

    Trigger warning

    ~

    People also like to cry about anti-loop killers, which I have to assume is because of a lack of skill. Because if you're arguing for fun, looping a killer with a reasonable chance of downing you is the most fun thing in the game. It's about wasting time for your team's sake, not outlasting the killer for 5 gens just because you're "skilled enough." Any system that allows a killer to be looped for 5 gens, and he's putting in tons of effort while the survivor's just going around pre-conceived loops, is bad design. Anti-loop killers somewhat circumvent this design and lead to quicker downs. Without that, the killer's playing a losing game by default. That's why nobody plays M1 killers, even the former S tier 🤣 Freddy, or even the killers who can instadown you like Myers, Oni, and Ghost Face. They, the weakest, even get tagged when they lose. So if I've got your message correctly, you don't want those killers to win, and you don't want anti-loop killers to win, so what's left? You're always asking the devs to think outside the box and create a new non-fast, non-stealth, non-setup non-anti-loop killer. Well, you're kind of limiting what they're allowed to create quite a bit, aren't you? And even if they are successful in creating an entirely uncharted new killer concept, like they brought him in from the 4th dimension or something, you'll still ask that he be pathetic and weak so you can beat him. The lack of compromise makes that painfully obvious.

    ~

    So the gen speed problem can be solved easier than you can imagine. But it's the will of the people that it doesn't come to fruition, because they want to have fun and win, but not at the cost of the killer being able to have fun and win too.

    Calm down buddy, I never ask for a "killer", just, nerfing all the other survivor (the 60-75%) who don't play like a madman or who doesn't cheat, it's not the solution neither

    These people, who gen rush, just stick on the gen like a fly, they don't care if you are just near them, the moment you chase someone, or hit someone, they got on the gen immediatly, so, except if you tunnel someone immediatly, or just, slug everyone on these case, you gonna have a rough match

    And, the problem I see about what you say is, Survivor need to have always rough match in the simple supposition that they gonna gen rush, but the killer need to be always in the strong side
    Why bothering playing survivor in this case? Everyone want to win, nobody want to play a game where they know if they don't play like a sweaty gamer comp, they gonna loose, and, in this game, you got a little community who love comp, and the other, who just want to be chill, Killer and Survivor
    If, At this moment, I begin to always play for tunneling someone out, just for an easy game, even if it was not necessary, why bother? That's not a game anymore, it just some sandbag where I can be a ######### bully for four people who are just there to have a good times, and don't want to gen rush or whatever ?

    When I play this game for the first time, everything was more more slower, survivor playing with themself, just weaving at them, or playing around a fire, do a totem, opening a chest, goofing around
    Now, with everything in this game… If a survivor, don't go on a gen on the first second of the game, they lose , even with the best looper on the game, they gonna lose, even the killer, don't have time to explore the map, they need to find a survivor asap on the beginning… And if they want a easy win, they just have to stop one player to play the game immediatly, and they have the power to do this

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759766#Comment_3759766

    What category do you think they fit into? Killers that need more or less time to traverse the map?

    The … logic behind the speed from killer is pretty strange
    Before, it was "Ranged killer are the slowest (4.4) and the other are "normal" (4.6) but now, trikster is a 4.6, Hag and Spîrit a 4.4, Blight a 4.6 since Nurse is 3.8

    En even if I'm not against everyone got the same speed, I don't wanna have a Nurse who run at 4.6

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759847#Comment_3759847

    We heard nothing but complaining for months that a 3% movement speed increase completely breaks the game.

    So no, 120% would not be a good idea.

    In the aniversary event, it was pretty funny the speed boost
    But yeah, if all the killer (except Nurse) get 120% speed "basekit" (Like Hag with the croks)
    I think we gonna see a lot of neeeew problem on this game

  • Hag is pretty versatile, she can have so many different type of power with these add-on, teleportation on command, teleporting if a trap is actif or without notification for survivor (one of my favorite), she can block some path,…

  • @[Deleted User] said:

    TLDR.

    I think the issue is killer speeds. If killer movement speed were more normalized, it would be easier to fix and balance gen speeds. Slow-moving killers waste a lot of time traveling from A to B and chasing survivors, unlike fast-moving killers. Because of this, slow-moving killers need longer gen times to compensate for all the wasted time. While, it can be hard for survivors to fix gens in time when they play against a fast-moving killer.

    And what about the killer who can teleport? Like the Unknow, Dredge, Haag? Or killer with great rush? Like Blight, Wesker, Nurse, …

  • @BurnedTerrormisu said:

    The new steam beta recording software in the steam luncher works really well.

    You can review the match even after you closed dbd and it makes super easy to clip the whole match or only certain parts without the need of an editing software.

    But like Nazzzak said, BHVR is currently really slow with working on reports. My guess is that there are a lot of cheaters recently.

    I'm using the function of NVidea that I discover accidently (when a game ask me to use alt and z at the same time)
    I'm gonna take a look about what you said, it can less tricky to use

    But that's not really part of the problem

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759352#Comment_3759352

    I seem to remember them saying a match replay system cannot realistically be added to the game. It would have had to been included back in 2016 it's too late now.

    Maybe in a potential DBD2?

    They just kinda copy paste all the code from UE4 to UE5 (Dunno if you remember all the bug we get at the launch of the new engine)

    I think it's always possible, but much harder, and probably they need to upgrade the server client

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759342#Comment_3759342

    What I'm really wondering is what are our Switch cousins supposed to do? Their ability to record their trials was removed years ago for game performance reasons.

    That's why they need to adress something on this , and that's not new, lot of people complain about the report system

    I don't know if they are no interest to adress something in this or not, but behavior need to know tha, a lot of people gonna not be upset if they take times before releasing new character for this game IF they work on some problem on the game, the report system or some nasty bug or even, the hacker problem

    And I'm kinda afraid when I see that, now, we have three new roster who come on this game on three month, we got vecna last month, now it's Lara and next month, another cast

  • @JPLongstreet said:

    To be fair, whether they're using Anonymous Mode or not doesn't matter for reporting. Once the trail is tagged in the reporting they can identify players even if they're using that mode.

    Yeah, tagged at the end of the trial, it's true, but not when you try to create a ticket for the report, because the bot ask for the name from who you make one

  • @AggressiveFTW said:

    Satan? 😨

    Litterally, it take less times to use old weaving spider than create a ticket for reporting someone

    You have to go on parameters, assistance, client service, submit a request, and after that, responding a bot about whats your problem, and don't forget your cloud ID, or you have to retry everything

    @Laluzi said:

    The report system in this game is really, really bad. I have never seen a game require the player to be running third party programs in order to be able to record the evidence necessary to report someone, nor require them to go somewhere outside of the game to do it. As it is, the in-game report button is more placebo than function.

    Even that, "Ok" just problematic for people who play on console where it is … More complicated, really more complicated
    But, asking us to download the evidence on youtube because the video are bigger than 50 mo (It's like what? One minute of gameplay? ) and you need to remember the name from who make something against the TOS, and if he is in anonyme mode, eh… Bad luck

  • @JoeyfromLegion said:

    2k, 3k or 4k? 20000 bloodpoints? Anything other than Entity Displeased/Hungers? 8 hooks, 12 hooks? When do you tell yourself "Yes, I won this match."?

    9 or more hook, don't care if it was at the end game or at five gen, it's just some "chrono"

  • @Massquwatt said:

    Weave attunement is actually kind of hilarious if you're running OoO. You can just drop your item next to a generator to have 100% aura reading on the killer while getting the 6% action bonus or drop it at a jungle gym so there's no mindgaming between you or the killer. It turns into a personal radar system.

    The thing is, it's actually the only good way to counter weave (and not losing time going to a corner where they are nothing, no loop, no gen, or nothing who can be against survivor)

    But again, survivor need a perk for countering tunneling, need one perk for countering some strong perk, countering slugging, countering proxy camping, countering old three genning

    And here we go again, some stale meta where every survivor run the same exact build

  • @Kjøttkaker said:

    Do you have hope in seeing Solo Q ever getting improvements? I feel like I have lost all hope in any meaningful changes in regards to making SoloQ better. In my opinion, I don't think it can get improved because it all comes down to the player. I really don't know what Behaviour can do about this. Isn't this entirely out of their hands?

    Pretty hard to buff soloQ survivor without buffing the best swf in this game
    Maybe, some "quick" response like "I'm gonna unhook" or "let me heal you" that the other survivor can see
    and a button for diying when left on the ground for one or two minute

  • I don't want to break something but… Survivor in this mod CANNOT take all the perk, it gonna be some "class" survivor with some perk

  • @Oh_deer said:

    it's not fun to play against. the only real counterplay against it is to not bring items. dropping your items in the corner is not counterplay but in many cases it's literally all you can do to try and limit its strength. it's also paired with franklins which survivors hate playing against. according to nightlite statistics it's the perk with the highest kill rate in the game right now. it's overpowered. when i want to just annoy survivors i play as skull merchant with weave attunement. in fact, i'd argue that weave attunement is the skull merchant of perks. many survivors just give up the moment they realize you're using weave attunement, same thing with skull merchant.

    I want to add, Weave + Francklin is also a huge SoloQ stomper
    When you are in com, you can communicate, even with less experienced survivor, to get your item on a corner, and call a day, but solo, when the other lost they item, they practically never get them back and getting to a corner, some map have a strange shape where the corner is far far away or get a lot of information for the killer anyway (like, the game or the new one with Unknow)

    And you add some strange bug where the killer can get the aura area even without any item dropped or some chest giving them this kind of info… I can really understand the problem of this perk, people tend to forget but, the aura reading is also a very good kind of perk for pressure and making gen progression less effective

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755067#Comment_3755067

    Force drop addon is not that common and you are still wasting addon slot just to use a perk

    It's pretty good against those who don't know anything or don't care (pro tip: literally everything is pretty good against those people), it literally is an waste of perk slot for those who know what they are doing

    Perhaps you don't know the fact countering it is easiest of all perks, I guess

    I know how to "counter" weave, but it's not as easy you say

    An area of 24 meters where your aura is revealed to the killer without cooldown, it's insanely huge
    Add this than with this perk, you got two bug, first one, some chest and some first item who get drop let the area of the perk permanent (so even if the survivor take back his item, the effect is always there) and, strangely enough, the aura of the item dropped by franklin are not showed to the survivor

    So, even if you get some map like the game or whatever, a ground without grass or ######### like the swamp, you can alway find easily the item, but otherwise, no

    And it's just blatant lying from you to say that "this perk is bad" you know how it is powerfull to always getting an big area where you can always see the aura, a zone where survivor cannot hide, where in some map, it's practically 1/4 of the map itself, and where you can see on different floor the aura

    Knowing where you can find instantly a survivor, is one of the best regression perk, because you are always chasing, always making pressure, and if you got (not really) lucky, you can mindgame pretty easily the survivor who CANNOT mindgame you, because is aura is always seen by the killer

    Playing with wallhack on all the game, it's all it is

  • @Neaxolotl said:

    I don't even understand why a trash perk with easiest counter has to be nerfed tbh, and it doesn't even work without franklin's

    But oh well, since this perk is so bad no one would even care if it gets nerfed

    You are so biaised… It work with franklin and work with every add-on who force the item drop… Or, you never try it, or you know the effect but you don't want your toy beeing touched

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754649#Comment_3754649

    i know the event was killer sided, but not even being able to power struggle myself with a crappy party pallet sure burst my bubble

    It was less than the first one, but yeah, the remote hooking was pretty quick

  • @Brutha said:

    If you don't know on reddit it was confirmed that Freddy has a update planned and there would also be more info on it soon.

    What do you hope this update changes?

    Personally I just hope it's another rework but at this point I'd take anything.

    https://us.v-cdn.net/6030815/uploads/V1T69BLLLFA1/pbkfez-d-200x200.jpg

    Old freddy, but he can hit survivor when they are awake, can create false pallet or false "wall" and get a better ######### teleport, and not only linked to the gen

  • @Nazzzak said:

    I took it as positive news. They aren't happy with her, which was great to hear. Her not getting reworked again for awhile isn't surprising - they've already put alot of time and resources into her previous reworks.

    Plus, since freedy is on the chart for a "rework" or a change, tehy take more times for other killer who really need (some) buff than waisting time on Skull

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