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The_Daydreamer

The_Daydreamer

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The_Daydreamer
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  • I am having the same issue. Here are clips where you can clearly see the bug happening.

    Locker Notification:

    https://youtu.be/Skx4K_QS1_0

    Failed Skill Check Notification:

    https://youtu.be/_PlmnGzxQuM


  • A Update towards the bug: The Pathing around Pallets is actually worse than I thought. This Clip on Midwich showcases that the AI does not know what to do when two Pallets are blocking the way towards the Survivor.

    https://www.youtube.com/watch?v=9CN8ObEwsPs


  • @DEMONANCE said:

    knights guards are a buggy mess at the moment and really need a new look on how their pathing should be.

    i agree with your points i love this guy and really wish to see him less addon dependent and less screwed over by buggy Ai.

    tho i feel knight will be very low on the priority list for bhvr since they announced plans for changing freddy, billy, myers, twins.

    but even if it was just number changes and bug fixes I'd be very thankful.

    Thank you so much for your input! I kinda know that Knight will have have a very low priority but it doesn't mean he will not receive changes! Lets hope for the best. ♥

  • @Ashen_One_Chris said:

    All in all, very good changes.

    I recently have been dabbling a bit in Knight gameplay, and there are indeed some clunky parts in his design.

    Things in particular to comment on:

    1) Map of the Realm basekit is indeed practically a necessity, since without it a running Survivor can outrun the detection zone of a Guard dropped even directly on them.

    A pretty accurate video description of the issue, courtesy of Maledictator: https://www.youtube.com/watch?v=ObEDkaDFVQo

    Therefore, either Map needs to be basekit, or the deployment speed of the tracking zone needs to be increased.

    2) The Guards' path priority indeed needs to be updated to follow the minimum path to the survivor in pallet situations. Be it through pallets even (I'd rather keep that and choose which pallet to play or break).

    3) If any upgrades to his base Power are to be considered, I'd like the ability to cancel a Guard Hunt if it has elapsed at least 50% - 75% of its duration.

    Mandatory to have the Hunt last a bit before it can be cancelled of course, so that the Power isn't able to be recalled at will and constantly harass an area (on top of gen kicking) with little time investment.

    Thank you so much for your input! I am glad that you like these suggestions. I've added your third idea in the post since I think that it's a really good point. I also thank you for your video that showcases why it's a necessity. 💜

  • @huxenjoyer92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569069#Comment_3569069

    I agree with this Jailer change to his basekit regarding generators. One thing I'd change for that is if you use the Jailer to damage a generator, the Entity blocker doesn't get applied, but if a Survivor is detected in that range, the Blocker applies. Onto the speed buff, we already have Lightweight Greaves; seems like a redundancy for using the addon as it where and we're already giving the Jailer so much more utility. I'm not into the 5% speed for the Hunt...that seems like an Assassin idea. But Assassin already does enough damage on his own.

    Worth a thought!

    I've updated the post with The Jailer blocking Generators. Let me know if I should change some more things!

  • @huxenjoyer92 said:

    I love all of these addon changes and the Guardia Compagnia changes you've suggested! I'm unsure about Broken Hilt...maybe make it 40 seconds to balance out some of the changes. I do not necessarily agree with total range nerf to his power. Survivors can cover 32m very quickly while in use of your power. Right now his ability to "hide" his orb at loops by using the extra 22m after the first 10m is crucial to getting Guards on survivors.

    One thing I wish they did was increase the Guard run speeds on Carnifex and Jailer to 103% instead of 102.5%. This can kind of make up for uses of Exhaustion perks like Sprint Burst and Lithe (even if they are direct counterplay to this power, like the Standard).

    Jailer is desperately in need of a rework, in my opinion. All he does is act like a mediocre Carnifex with a longer detection range and faster patrol speed. Make him more punishing...I say whenever he detects a survivor, that survivor gets Entity blockers for the duration of the Hunt. Just do something interesting with the Jailer. The Carnifex gets instabreak speeds and longest Hunt duration, Assassin gets to move at 4.4m/s and inflicts Deep Wound. Jailer does nothing.

    Good idea on the Pillaged Mead addon, making Knight more chase-oriented (you can also use this creatively to prevent survivors from nearly completinggens with the Assassin and Jailer so you can catch up to them and chase away ).

    Thank you so much for your input! I've updated the Addon Broken Hilt to 40 Seconds instead of 60 Seconds. I also updated some descriptions to insure no confusion and the Idea of increasing the Movement speed of The Carnifex and The Jailer.

    Now, you and @HolyDarky said that The Jailer does not feel on the same level like the other two. Before I add something new I want to discuss with you what you imagine The Jailer should add.

    One Idea you had was so the Survivor get's blocked by the Entity (I imagine it like Windows blocking, right?). Something I could imagine would be that when a Survivor gets cought by The Jailer in a 12 Meter Radius of a Generator, The Jailer will block the Generator for the Duration of the Chase and 3 Seconds afterwards.

    If we take a look what The Jailer did in his lore: Alejandro Santiago apprenticed with the Guardia Compagnia’s Armourer. So another Idea here would be to buff the Knight for using The Jailer. Maybe The Jailer increases The Knights Movement Speed by 5% for the duration of the Hunt. Please let me know what you guys think about this!

  • Haddonfield is my guilty pleasure map. It's so pretty and I like the idea of being in a town or village and getting chased by a killer like a horror movie. I also enjoy Midwich for his layout!

  • @HolyDarky said:

    I'm not a Knightmain but I like to play him, because he has a cool design and power. The Add-Ons Map Of The Realm and Call to Arm need to be basekit, because these Add-Ons make the Knight much smoother to play. He also needs an Add-On rework because many of his Add-Ons are either useless or bad. Your suggestions are overall pretty good and show why these Add-Ons are either useless or just bad! I really hope the devs will finally give Knight this tweak/rework as so many players suggest this since his release. Yes, the path finding of the Guards is terrible and they should hunt smarter as it is sometimes ridiculous. I also hate it that survivors don't get punished for running a bad path - the Guards will follow the same bad path, which is pathetic.

    Overall, you have great suggestion and I really hope the developers will give the Knight some love!

    Two things I have:

    • Make the powerhitbox smaller. It is sometimes really annyoing when you can't use your power and you're moving around to find a spot just to break a pallet with your guard. This happens often in Buildings and Indoormap, especially Larries. This feels so clunky, annyoing, and stupid.
    • Jailer should get a buff. Yes, he is good at finding survivors, but he does not Hunt long enough to either get a hit or to keep the survivor bussy. It also hurt so much to place him.

    thank you so much for interacting with my suggestion! I am glad that you enjoy my Ideas. Please consider giving my Thread a Vote Up. 💜

    I agree with your take on The Jailer but on the other Hand his strength is to patrole and protect a object. Buffing him would make him stronger than the other Guards and less unique too.

  • @D0NN1ED4RK0 said:

    Awhile back I remember seeing a rework idea for the boon where it works like the perk “vigil”

    U mean like it decreases the duration of status effects?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568363#Comment_3568363

    A 4.4 m/s killer is only 20 cm/s slower... So for map traversal to be even one second slower to reach a specific point in the map it takes 22 seconds... which is a distance of around 90m ... You can walk across the entire map, basically every map and you are only one second slower to go there than a 115% killer... So if you consider 1 second more to interrupt a generator "much longer" than sure, otherwise no... So that argument doesn't count dude.

    I do consider that to be reason enough. And at the end of the day we are talking about a "Sloppy Butcher" Addon which is not too strong imo.

  • @Caiman said:

    These are solid ideas, nothing strikes me as egregiously unbalanced. I especially like the proposal of guards cutting off a chase to break a pallet the chased survivor drops, because it allows Knight to be an effective anti-pallet Killer while giving survivors more counterplay to his power aside from holding W or looping around to grab the Standard. I would really like to see that implemented.

    Thank you so much for interacting with this post, it means a lot to me! I hope this post will make a difference for us Knight Players. 💜

  • @Jandrews012 said:

    The Knight is a really cool looking killer and I want to keep playing him, but constantly losing because I want to use my power is awful. The guards should not be gliding or floating very slowly to the survivors locations - especially when the are literally in front of the guard. They decide to glide while survivors easily make distance that the assassin cannot even close.

    It gets really annoying when the guards are slow at their job but also when they stop their job for no reason. They should not de-summon because someone goes into the unhooking action? Punish the survivor that is being chased?! It is constantly disappointing.

    Coming from someone who plays the Knight a lot; I disagree with this. Survivors need time to get distance before they get sandwiched by two killers.

    In the matter of winning matches, I recommend learning the strenghts of each guard: Use Carnifex to instantly destroy pallets and down a survivor, Use Assassin to sandwich Survivors faster or to punish unhooks, Use Jailer for Gen Pressure and Detection. Drawing longer paths will reward your guards with faster chases by the way.

    Hunt Start-up duration: 2.5 seconds. This time is progressively reduced if the Patrol Path exceeds a length of 10 metres and ranges from a reduction of -10 % to a maximum of -25 % if the length reaches 32 metres.

    And they despawn if the survivor unhooks to prevent heavy camping, which is fine in my opinion.

  • @LatexT said:

    I've been a Caleb main for more than 3 years now, and as much as I appreciate BHVR's attempts at touching his addons up, most of them are terrible. This is why I took the liberty of redesigning them to at least give them all good and purposeful effects, following the latest killers' design of having different effects instead of making the same value higher with each rarity. I'd be glad to take criticism, feedback and opinions. If these were taken into consideration for a future dev-made pass, that would be a dream come true.

    https://us.v-cdn.net/6030815/uploads/VTZVQ3U1MYT2/2023-10-22-16-49-10-caleb-addons-docx-word.png

    I hope this doesn't go unnoticed, thank you.

    Only Change I would make is to the Honey Locust Thorn Addon: Make it so it applied Mangled and Haemorrhage since you are a 110% Killer, that need more slowdowns in these matters. You interrupting Survivors takes much longer than the typical 115% Killer.

    Big Fan of your ideas!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566350#Comment_3566350

    her anti-loop has same weaknesses as clown. when you have no claw trap, you want to chain loops together to delay lock-on and prologue chase as much as possible. when you do have a claw trap, you want to go safe pallet/god pallets and pre-drop them. camp the long side of the pallet and use check-spots to slide as killer swings. isolated loops are not worth going for and will result in you acquiring a claw trap. when HUD shows that nobody is in chase, avoid working on generators as her stealth is a lot better than previously so opening hits can happen more easily. resume working on generators when someone enters the chase. crouch/stand still to avoid being detected by drones. never take any lock-on stacks outside of a chase. it makes chase harder for your teammates.

    overall, she is little bit of clown, little bit of wraith/gf and little bit of hag with wiping of traps/disabling drones. she is not 5 gen chase killer that you can bully but it is not like she gives no counter-play options to extend chase provide the map is not heavily killer sided.

    Thank you for your feedback. I didnt know she only gets the haste effect with claw traps. I thought she gets it with people being in her huge drone radius. My only complaint right now is how more and more maps get paletts reduced and it's basically a gg against her then. But I think I got a better understanding to play against her.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566094#Comment_3566094

    they further empower her anti-loop if you have claw trap on. the default is decent enough to play almost every dropped pallet so I would not consider it neccassary but the add-on are not useless or bad. they empowered specific niche.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566163#Comment_3566163

    lots of reasons. the first reason is that many pallet that are dropped are typically in survivor favor. with drone haste and hindered, they give opportunity for skull merchant to win at dropped pallets. a dropped pallet for skull merchant does not necessary involve killer kicking the pallet. many of killer are often forced to break pallets. the haste in particular is amazing counter to MFT. her new found undetectable allows her to get opening hits with her drones. this undetectable was previously not very good as it only last 2 seconds beyond hiding red light for mindgames but now you can use her stealth to get opening hits. lastly, she have situational tracking if survivor misplay vs drones.

    lots of these positives she had her previous iteration with geo readout and strobes add-on so I am not sure why people only played her 3 gen character. sure, she was strong at 3 gens like any trapping control killer but she was always capable in chase with add-on's. I think people over-prioritized 3 gen with her without considering other more fun play-style options.

    Thank you for your answer! I really respect that. Can you tell me where you see her weakness and what counterplay survivors have to do?

  • @HamsterEnjoyer said:

    So, if anyone at all remembers me its probably from my rigorous defence of all things Skull Merchant and my 'I told you so' about her rework. While my original statement ended up being true, the devs have done some tweaks on her from PTB -> live release and I decided to bite my tongue as some of the changes seemed to big for me to really accurately account for most possibilities with esp with the lack of variables. So I've been on a DBD binge and exclusively playing Skull Merchant every single killer game I play and after extensively playing her re-reworked state, my conclusion is...not bad. Theres still some issues Id like addressed sooner rather than later but overall they have aided in a lot of the initial issues I had with the previous iteration of her PTB state.

    Now, if you're reading this I'm sure you'd rather hear the negatives first so I'll knock those out of the way.

    1. Too many mid or bad addons - enough said, I'll cover the add ons later
    2. Stealth drone can sometimes hurt you in chase - I have poor vision just normally and sometimes its very hard to see which direction the stealth drone is spinning and it sort of looks like a ball of blurry lights, maybe add a beam that only skull merchant can see so she can better plan and predict it while also making stealth drones deadlier in chase?
    3. Punish Free Drone Disable - I mean I dont know who thought this up but its probably my biggest gripe with her atm survivors can endlessly just disable drones with no punishment at all. I don't know what the punishment should be, maybe like they can be scanned on the radar for 10 seconds after or maybe they just get slowed down for 10 seconds that way doing them right in her face isn't a smart idea? Just something to make it so a good team can curbstomp her by just having one person run around making me an M1 killer in late game.
    4. Sensitivity to her drone selection - When pulling up the radar to reverse a drones blade rotation, I feel its extremely sensitive and often times I find myself accidentally reversing another blades rotation or sometimes accidentally recalling a different drone. Maybe make it so the arrow will slightly prioritize the drone thats closer to you so that way its not as frustrating and sensitive to deal with esp since we use the feature in chase a lot more now and with the two extra drones taking up screen space it can be a challenge sometimes to really lock on which drone you're trying to mess with.
    5. Huge speedboost from claw trap - Yeah I don't get why they get THIS huge of a speed boost because at that point whats so different as if I hit them myself? They just gain a bunch of distance and move to the next tile but thanks to this speed increase it doesn't really hinder them in any way this is a huge problem esp early-mid game where a web might not be set up enough to punish an injured claw trapped survivor. Which brings me to my next point
    6. Injured survivors with clawtraps suffer very little - So basically unless a survivor is transitioning tiles, they don't really suffer from the clawtrap being on them and even then some maps have pallets so close it doesn't affect much.
    7. Restricted playstyle - One thing I LOVED about old Skull Merchant is that she had so many ways you could play her. Sure they might not have been the most effective but they were there but now she just feels stuck in chase merchant mode. I would've loved for the rework to focus on expanding on the other ways to play her and make her more effective outside of gen defense, while also bringing down her gen defense instead of shoving her down the chase only path.

    Now, I'll only mention the highs and lows of her add-ons to keep this brief:

    Highs

    • Ultrasonic Speaker - Decreases Survivors' scan line immunity duration by 25% (This add ons very fun to use and play around with! Definitely has helped me in chase a bit from what I can tell esp with the ability to switch rotation so props!)
    • Prototype Rotor - Increases drones' rotation speed by 10% (Also pretty fun and makes drones just that much more lethal overall nice addon)
    • Low Power Mode - Decreases Eye In The Sky's cooldown by 25% (Just nice to have QOL wise and makes her feel a little bit smoother to play, but imo wouldn't hurt buffing it)

    Phew now the lows...

    Lows

    • Vital Targeting Predecessor - Increases strength of hindered on claw trapped survivor by 3% (Everything about this add on irks me, the fact its supposed to be like a weird counter to made for this, the fact that the value is so low for effort and effect, I could really go on. Why not bump it up to 5% or better yet, make it so anytime any survivor is hit with lock on they get 5% hindered for like 3 seconds make it like old randomized strobes so it makes her drones more lethal overall
    • Adaptive Lighting - Increases duration of undetectable by 25% (Okay first why not just say increases undetectable by 1.6 seconds? Also please just make the add on 2-2.5 seconds it isn't that strong of an effect either way and it has a cool down so she can't even spam it just please make this add on worth the slot its taking up...)
    • Powdered Glass - Hitting a claw trapped survivor inflicts mangled and hemorrage (Really? Just make it inflict mangled and hemorrage when a survivor gets a claw trap why would I take up an add on slot on a worse version of sloppy butcher?)
    • Loose Screw - Survivors get exhausted for 6 seconds when receiving a claw trap (This is by far the most niche situational add on she has. Why not make it so everytime a survivor is scanned with a drone they receive 3 seconds of exhaustion? its really small changes like this that would make these add ons so much better.)

    Overall with all the cons I have with this rework, I enjoy it and Im glad they took it in the right direction after the PTB and brought back some skill element to her. Hopefully they release a tweak wave in the next patch to address some of these issues but overall she's in a decent albeit still slightly weak place but shes at least in a playable state.

    I know I am most likely not the target here, but I sincerely want to know why you main or play Skull Merchant. I've played as and against her and I completely dislike everything about her.

    When I play her I feel so dirty, since there's lowkey no skill involved imo. Your drone gives you a strong Haste Effect + Undetectable, while slowing Survivors with the Hindered Status Effect. With all these effects you get easily a free hit and if not, don't worry your drone can damage survivors too. Sure they don't scan you if you don't move, but that's not possible in a chase. Deactivating drones does basically nothing: You can't hack them in a chase and she can instantly recall then replace one. I see so many survivors dc'ing against her and I honestly can't blame her.

    Now this is not meant as a whole rant about why I dislike her, more to see what you have to say about her. Why is she fun? What weakness do you see and what strengths? Because right now I think she is overtuned af.

  • @HolyDarky said:

    Same here: I restarted my game twice in a row and still don't get neither my eventpoints nor my void-charme - I should have 8 points as I also unlocked all of the tome-cosmetics and -charmes.

    https://us.v-cdn.net/6030815/uploads/MAMZEC1YZHQ8/bug-c3-9f.png

    Why is the order now different? Your screenshot says Knights Head 21, the others say 6. @Mandy is it bugged too?

  • @BarnesFlam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562349#Comment_3562349

    How having horror cosmetics only on Halloween for a horror-themed game justifiable? This is ridiculous, there is no defending it.

    Because it's an event. It's the same like having christmas themed outfits only available in december. It's a pretty basic concept that we face day by day.

  • To be fair I don't really get the FOMO Issue if it comes to cosmetics. Like we are talking about dressing a character which does not give you any benefit. And like why would someone be mad just because they couldn't get a cosmetic in a game ? Like either buy it and support the devs or don't buy it and set a standard for yourself - which is totally fine.

    And having Halloween Cosmetics only on Halloween in Sale is nothing crazy and nothing new. The only problem issue I see is that they argued on twitter that they don't want to create something for P100 Players as a reward because of FOMO.

  • @Raptorrotas said:

    The problem is that basekit is lacking and many addons just suck compared to the stat-boosters ( see nurse with mostly meme addons and her charge/range addons). But most survivors just mean "nerf the good addons without compensation".

    @Ssajbambusa said:

    Do you really complain about stacking very mediocre addons... instead of Alchemist Ring for example?

    I am sorry man, but I just can't treat this seriously.

    It's like saying that survivors should not be able to put double battery on flashlight or double charge addons on medkits/toolboxes, because they are lasting too long...

    Like... sure, we could do this... but why? Old Tinkerer is gone, there is no such thing as instasaw Billy or rapid fire Huntress anymore... I don't see the point!

    Did you guys even read the thread? Like I said, there is a reason why killer feel forced to always pick the same addons. My point was, that we need to rework addons and buff the basekit of the killers. Since f.e. Blight Mains may feel forced to always feel double speed addons, so they can compete with survivors. That's why we need to buff is rush speed but reduce the impact of addons. Buff the yellow addon, delete the green one and make it to something that can help the killer. I just think, that putting the same type of addon was always a bad design in dbd since it makes it clear that the basekit is lacking.

    My point was not to "Omg this killer is so OP Nerf!!!" - my point was to buff the basekit and make the addons more enjoyable for both sides.

  • He's really unfun to face. You're getting chased by two killers all the time with the only play being holding W. We really didn't needed another W-Killer tbh.

  • From what I can see right now, is that most people agree that it need changes.

    I feel like a fair change would be, so Eruption does not use the Incapacitated status effect instead it just blocks the generator for 20-25 seconds. This way it stays effective against SWF but does not feel unfair for solo q.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113739#Comment_3113739

    My point is that missing out on team play and tactical fun and instead sitting in complete silence while you repair gens is not really anyone's fault but your own. Joking around with friends during the slow parts of DbD is more fun than staring at the repair meter go up by yourself.

    There so much more to the survivor side of the game than getting chased. Saying you're not having fun with the game when you're not doing the thing that you only spend 1% of the match doing, well, it probably means you don't really enjoy the game in the first place. It's an unfortunate truth of the game being 4v1. The killer can only chase one survivor at a time, so you have to wait your turn and help your team in another way.

    I understand what you're saying and it is not wrong in itself but you are just ignoring the problem. It's like someone is saying that clown is not strong and you are coming around the corner with "it is your fault for playing clown. Just play Nurse."

    But your part with "Saying you're not having fun with the game when you're not doing the thing that you only spend 1% of the match doing, well, it probably means you don't really enjoy the game in the first place." doesn't really makes sense to me. Generators are of course a core feature of the game - but not the only one. And I don't think many people enjoy holding M1 for over 10 minutes based of the votes up I got of my thread. At the end I guess you disagree with me here which is fine. But it doesn't bring the conversation any further.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113721#Comment_3113721

    Discord is free, my good sir. If you play a team game by yourself, don't be surprised at the results.

    I don't know what your point is but solo q exist for a reason. And the problem is not the result of the match, even tho I am aware of the fact, that many here are not able to understand that.

    Good for you that you enjoy most of your matches. Really, it is great. But that does not reflect everyones experience on this forum. And your experience does not invalidate my matches or feelings on this topic.

  • @BenOfMilam said:

    In my opinion, there's two fun parts of survivor. Getting chased, and tactical play.

    Tactically going down for a teammate on death hook so the killer can either take a free hook on someone that has not been hooked, or continuing to chase someone that is now very far away. You can even go as far as taking tactical deaths so it's very easy for your teammates to open the exit gates.

    Altering the gen spread by picking which gens to do first, so the gens become more and more difficult to defend as the game goes on.

    Bringing info perks so you can always make the best decisions possible.

    Making good callouts so your team is well informed on the killer's position and what perks or add-ons they are using (and what strategies to use against them), and which gens are getting done.

    Knowing who needs to go for unhook, who needs to pick up slug, ect. Making it your job to be your team's radio operator is an absolute blast. There's more to do in this game than just hold M1 on gens and stun Wraith with ten different pallets.

    I agree that tactical play are fun aswell. That's why I said "Interactions with the Killer" which does not declude what you've said. Now tell, what am I suppose to "call out" for my team. Didn't know we had voice chat for solo Q. All that information talk is not really interacting with anything. i am aware of those things but it doesn't change what I've said. But I am appreciating your input.

    @MaxIsBased said:

    It's funny when i see someone say that their experience is extremely bad while in the game when mine is the exact opposite for 99% of the games as survivor or killer.

    Glad for you I guess?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113655#Comment_3113655

    I mean, if you really feel that way then pvp games in general probably aren't for you, since one person's fun generally prevents the other side's to at least some degree.

    I have to disagree, thank you.

  • @Ryuhi said:

    Considering how many actual accessibility issues the game has (while being purposely ignored,) probably not the best word choice.

    In terms of what I was trying to say, it was a well thought and fitting choice. But I can see what you mean, I apologize if it made you or someone else uncomfortable.

  • @EternalSinOfCain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113432#Comment_3113432

    Except it's not really putting words in your mouth. You complain about Gen Slow Down Perks, when you have speed up perks. You want to be chased all match, but have the power to stand up to the Killer and lead him on a Wild Goose Chase. How is that not humiliating for the Killer? That's what the Killer is supposed to be the King of, The Chase.

    Also, if you want to be chased all game. What's stopping you? Go find the Killer while the others bang out gens, and wiggle your butt in his/her face and have them chase you. You can still do that just fine. Is it "not fun" to be chased because you're going to go down too fast and die? Is being chased all the time only "fun" when you can still win as a result? You only have to do the gens if you want to win, but if you don't care and just want to have fun being chased, then go for it. No one is stopping you. Are you lamenting the fact you have to help at all on the gens?

    Do the gens and get out. That's the point of Survivor in DBD, that's why it's called SURVIVOR, not RUNNER. It's not interpretation, it's what you want. If you want to be chased by something trying to kill you, but get away, then there are a plethora of other Horror games to pick from.

    As a side note about your last second little "jab" about Killers tunneling : Why would you complain about being tunneled? Is that what you want? To be chased? Is this another case of "I want to be chased, but only if it's highly advantageous to me, and I win because of it." scenario?

    Except you are putting words in my mouth but I guess that's normal for most people on the internet. You can interpret as much as you want, the truth looks different. If you don't agree with my subjective opinion thats fine. But if you have to put people words in their mouth just to feel better, then man, thats on you.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113458#Comment_3113458

    Please go back and read it again, i said 2 minutes 30 as well lol :)

    And considering it takes 1 minute 30 to completely repair a gen, using 2 perk slots to regress it in 2 whole minutes and 30 seconds is insanely bad.

    Not to mention they are painfully bad on their own.

    No matter how you look at it this is just weak and worse its countered by tapping it instantly. You can even do it during chase. Is this the fearsome slow down meta lol.

    You're right, I didn't misread your comment - I apologize for that. That was my bad.

    But I am still standing behind my comment - the meta has not changed in itself. It just made solo q much worse and keeps forcing survivors to commit to generators. It is, at least not for me, not fun. Doing gens for over 10 minutes or long is just not fun. And if you keep tapping the gen, then it will regress more if he keeps kicking it. U can make fun of it, but the truth looks different if you are not a super swf tournament group.

  • @HugTheHag said:

    I mean, players are allowed to find the game less fun without it meaning they used to bully the killer.

    I personally think it's less fun because as much as I used to keep an eye out for totems and chests, now spending any amount of time you're not chased not on gens is pretty lethal for the team, as virtually no one in my mmr knows how to loop.

    Low mmr got pretty unbalanced. That survivors there don't find the game as fun doesn't mean they were bully squads.

    Yeah I can pretty much relate to that. I used to play Bond, Open Handed, Kindred and Better Together, but lately I really feel forced to play as efficient as possible. Only do gens, no totems, no healing only gens. Not fun build, only anti tunnel perks with prove thyself. It is really stressful right now.

  • The video shows that your numbers are wrong. the combo needs about 2:30 minutes to completely regress a 99.99% generator. Now imagine that against solo q. I know it is a common trend to just spit some numbers but no.

  • @Dead_Harder said:

    I mean it takes 2 minutes 30 seconds to fully regress a gen with CoB its not so bad.

    Sorry i lied thats with CoB and Overcharge and can be cancelled with a quick tap.

    CoB needs 4 minutes 45 seconds

    And overcharge is 3 minutes 3 seconds.

    Pop is meh.

    PR is probably the best one and its only 13 seconds + the killer doesnt get notified where you are so you can just keep working on it.

    Lets not pretend like killer slowdowns didnt get gutted. Please.

    yeah no. https://www.youtube.com/watch?v=BGtF_5jH8ww

  • @EternalSinOfCain said:

    https://forum.deadbydaylight.com/en/discussion/339164/how-fun-is-not-really-accessible-as-survivor-most-of-the-time

    Well that's for one simple reason. You, like many other Survivors, only find "fun" as winning *and* humiliating the Killer in the process. It's not enough to win by doing the gens and getting a pip, or even escaping. You have to dominate the Killer in every aspect, or it's "not fun." Wining the Gen Game, Escaping, and humiliating Killers in chases. You want it all.

    To combat Gen Slow down perks Survivors could bring Speed Up perks. Prove Thyself, (only need 2 with this by the way), and Resilience. Healing Speed Up perks to waste less time healing (We'll Make It, Autodidact, Botany Knowledge, ect.) Plus, you have Too Boxes and Med Kits.

    Not saying you're toxic, though many Survivors are, but if utter domination in everything is the only thing you find "fun", then that's a mind set problem. You don't get to dominate every aspect of the game. Chases are supposed to be what Killer's dominate at. Doing Gens are what Survivors are supposed to dominate by being efficient. Escaping and dying is the struggle between the two. Take away the Killers ability to dominate the chase, then they just loose.

    That's what has driven my bonkers with Dead By Daylight over the past 5 years. It's not about "winning or loosing" for Survivors, it's about dominating the Killer and humiliating them at everything.

    I know that putting people words in their mouth they have never used, is a normal thing in this community, but no. I find fun in interacting with killers - not in winning and humiliating killer or the player behind it. These are things that you are interpreting.

    It is just that holding M1 for 10 minutes is just boring. And I am forced to it since u have to commit otherwise CoB + Overcharge is gonna destroy that gen. And the meta has not changed anything in terms of killers using only anti-gen perks.

  • Right now the Group who has to wait the most gets the Bonus BP. Which can make sense btw.

    But as I understood it, the system should increase the group that has to little player. For example killer, so people play more killer so that survivors don't have too wait that much, but they kinda fcked up.

  • @Tatt3dWon said:

    I'm a survivor main tunneling is one of the best things that can be done to a survivor. Instead of being scared your whole gaming experience and just going down in chase in 5 seconds you should get in as many chases as possible to learn from your mistakes and to get better at looping. You don't have to end up being the ultimate looper ,but getting tunneled puts you in a position where you either go down right away and learn from your mistakes or you waste enough of the killers time for your friends to get more gens done. if more people would embrace the tunnel and get better at looping tunneling would have much less of an effect and the killers would do it less. Tunneling ultimately puts a killer at a huge disadvantage if you loop him for even lets say 25 seconds after the unhook as long as team mates are doing gens. Even if you don't get more gens done its still a great learning experience since you don't have time to heal and its basically time to literally run for your life as you are 1 hit away and on the verge of 3rd hook or getting put on second. I really don't see why people complain about it there's not much to do in this game except for do gens or loop and your going to have to learn to do both efficiently if you want to become a better player.

    "I am a survivor main" yeah good for you I guess. At the end, tunneling is a smart thing to do at a certain point if you really want to win the match. But it is not fun, nor is healthy for the game or good for your own trial.

    I just had a match against a Pinhead who chased me whole game and instead of owning up to his mistakes, he decided to slug me. He was just standing on my body. He even brought a mori and the strongest addons + good perks.

    At the end you will never make people happy in DbD.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054619#Comment_3054619

    Nerfing his busted Add-ons would be fine, but I don't think his base kit needs any adjustments.

    Would be fine to me at the end. Just nerf his addons because double speed addons makes the trial into a solo game if you dont have DH I swear.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054626#Comment_3054626

    You still can't vault or go for the pallet while deathslinger is aiming right there. And he loses less distance doing so. His zoning game is much stronger and since it doesn't require actually needing to make shots it doesn't really require much skill.

    Quickscoping required actual skill and the chain break existed as a mechanic to give survivors an ability to deny the down. Which is also broken, because deathslinger can just walk backwards denying survivors the ability to engage in that counterplay.

    Basically the deathslinger nerfs were garbage. They nerfed things that took skill, made the unskilled things that people complained about better and because you barely see deathslingers anymore because he feels bad to play as no one complains about it.

    At the end of the day quickscoping was never the core issue. It gave Deathslinger players something fun and skillful to play around.

    Like I already explained, I have to disagree even tho I respect your opinion. At the end his Quickscope received a valid nerf whether you like it or not.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054617#Comment_3054617

    And nothing has been done about Deathslinger being able to fake his power as it's just as strong if not stronger than it was before due to the movement speed buff.

    He can't really quickscope that anymore so you actually have time to react. It is much more manageable for survivors.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053808#Comment_3053808

    Blight should not be nerfed he is hardest killer on the game and requires lot of skill. Nurse needs rework and changed more like oni to be m1 killer at start with 115% movement speed and earn her power.

    He needs a nerf and many people know and agree with it. He is hard to master indeed but not the hardest killer. Besides his addons are busted af. Just his speed addons are unfun and unfair to go against. His Addons 100% needs to get nerfed and he needs to lose one stack of his power. Guess then he may be fine and still playable for Blight mains.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054480#Comment_3054480

    Deathslinger has the entire chain break mechanic to act as counterplay to being hit. Quickscoping was never an issue.

    IT was an issue - that's why it got nerfed like that. And for the same reason like Pyramid Heads Cooldown got nerfed. Faking your ability like that takes 0 skill, counters way too many things + their is no room for reacting to Deathslinger scope. And the Chainbreak mechanic does not counter Quickscoping btw.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053876#Comment_3053876

    He really didn't need nerfs. His stuggles have always been the 4v1 considering how long he has to spend reloading mid chase, between missed shots, and after getting his down. All of this takes time.

    I agree with @TheDarkTyrant, so many killers are clunky and simply feel bad to use. Have you tried using base kit Pigs power in chase? Why on earth are the numbers as punishing and clunky as they are now? 1.3 seconds to crouch and uncrouch, 0.75 seconds to charge up a dash, on top of 4 seconds fadeout AFTER the 1.3 seconds to crouch before your terror radius is gone.

    Same with Freddy, you have to charge up your snare, then release it, and it hardly does anything. And why can't survivors start in the dream? Or make the addon that prevents releasing yourself with a failed skillcheck basekit?

    Or like mentioned Slinger, 0.4 seconds ADS? Why? If the issue was spamming aim and release without losing distance, just make the ADS 0.2 and his MS while aiming 70%, down from 80% right now. That way every time you aim in and release, you lose a lot of distance as you're slowed while aiming and releasing the ADS. Also revert the Terror Radius to 24 and add a lullaby.

    I could go on and on, but in short, most of the killers on the bottom of the roster aren't even that bad in theory or in concept, they're just held back by super terrible numbers. Boggles the mind why they can't just change the numbers in one patch and test if it improves killer variety.

    While I agree with your main point here, Deathslinger needed the aim nerf. To constantly spam your aim was just unfun and bad game design. U can still zone people with your aiming and it is still pretty possible to hit people with your chain. Just his Terror Radius nerf was 100% undeserved. The only thing he needs, is a little cooldown and reload buff. Just some small tweaks.

    But you are right: Tweaking some numbers on killers like Deathslinger, Pig, Trapper, Trickster etc. could make them much more enjoyable. Freddy imo needs a rework. As a Pre Freddy Main, I do miss my old Freddy :( The Dreamworld feels so pointless to me + his addons are a bad joke. Give him some love man.

    I do see some Twins btw. And Twins are pretty strong, but they do need a QOL change like u said.

  • @FrostyEyesSusie said:

    Before patch: UB/DH/DS/BT

    After patch: UB/DH/OTR/Prove Thyself

    As a survivor main, all this patch did was make me have an extra endurance state, a stronger DS and faster gen speed than before, while removing Ruin, DMS+Pain Resonance combo for the game.

    It is not Killer nor Survivor Sided. Both got their up and downs. All killer got a buff (even killers like Blight and Nurse), generators are gonna take longer, DS nerf, DH nerf - U won't get DH for distance which made DH so strong, Endurance meta is a joke since u can just take STBFL and if they try to bodyblock you, then they are not doings gens lol, Iron Will got a huge nerf, PGTW got a huge nerf, ruin nerf, etc.

    Like u guys can't make this ######### up. Don't act like only one side received nerfs.

  • @Mandy said:

    Legacy cosmetics were given out at a time where the bloodwebs were massive, where you didn't make so many points per match, where there were no 100% BP offerings or Events etc. So it was a lot harder to reach Prestige during that time, especially as the game had only been out a few months.

    Legacy cosmetics will not be returning.

    Which is a shame in the context of how buggy DbD was at the time. So buggy that people lost their safe files multiple times and never received their Legacy back.

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/333497/solo-q-is-just-unbearable

    I would assume somebody who claims to have 6000 hours, claims to have played since day 1, claims to always be rank 1 high mmr....would find a few people for a swf if solo is that bad. You know after all these years.

    Hard to take this thread seriously.

    The issue is not to find people for SWF - besides that your statement is really funny, if I compare it to all the threads about how SWF is unbalanced etc.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050511#Comment_3050511

    False, the pallet breaking, gen kicking, and weapon swiping buffs do not buff Nurse, so no, the devs have displayed that they can buff killers in several ways without buffing nurse.

    You forgot the reduced sprint from getting injured which buffs nurse tremendously.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051952#Comment_3051952

    I'd be ok with nerfing range and making her blinks attacks not instadown.

    For shack specifically, I like to break LOS around a corner for 2 or 3 steps and then sidestep away from shack. It looks like a hard W commit from her perspective but she's wrong if she prediction blinks it or corner blinks it. It's almost like you're drawing the letter Z with your survivor if that makes sense. If she corner blinks, her follow up is a bit tougher because she has to account for open space all around you as opposed to a shack wall blocking you in one direction. So even if she sees you and goes to follow up, you can juke left or right, double back on her second blink, or fake it and keep making distance.

    Thank you for your input. I'm gonna use that information in the upcoming trials!

  • @[Deleted User] said:

    Another Nurse thread. I'll bite....

    In nearly every one of these threads, Nurse players reply and explain what works against them. And the collective response for whatever reason is typically "No" or they're straight up ignored.

    Yes, it takes a long time to master Nurse. The same can be said of playing survivor against Nurse. It takes a long time to become good at running a Nurse. If you don't try, or you keep trying the same things that didn't work against the last 50 Nurses you played, you are probably not doing something correctly.

    I can't remember the last Nurse I faced that I couldn't run for at least a minute if I had two health states to work with. I've run into one genuinely good one with around 7k hours in the last few months, but every other one was pretty average. What gets teams killed are the one or two survivors who can't stay up for 20 seconds. But that's no different than any other killer in solo queue if we're being honest.

    Survivors typically fall into two categories when they struggle against Nurse: A- they're not running early enough, they're being way too greedy on gens, or they're just wildly out of position when a chase starts. B- they have one very basic move they try, and they're out of ideas after that.

    It's usually a combination of A and B. Survivors are throwing if a Nurse consistently gets within 15 meters of a gen and sees a survivor working on it throughout the game. There's zero upside in giving her chases for an extra 5% on a gen that isn't about to pop. All the time spent making her find you and catch up to you is time other survivors have on gens. Her biggest weakness is stealth and survivors are super aggro against her for absolutely no reason.

    When it comes to the actual chase, I would almost guarantee 99% of people who say LOS doesn't work aren't breaking LOS like they think they are. Players often account for her first blink and not her follow up. You have to break LOS again on the assumption that she gets LOS after the first blink. Simply doubling back at the corner will never, ever work against an experienced Nurse. Stop doing that. It's terrible advice and I don't understand why people keep saying to do it. Go around the corner and look for a secondary LOS break. It doesn't matter where it is. You're not running the tile, so you don't need to hug it. It's just there to block LOS. Use the Z walls at the edge of the map. Use trees. Use something, and remember that sudden left and right movement royally messes with her 2nd blink accuracy.

    That is very interesting. Personally I simply think a attack nerf would be enough. Change her attacks to special attacks and change her add-ons.

    Besides that I would like to know something: If I break LOS at the Killer shack, she teleports right behind me - what should I do? Run towards and get hit? Double back and get hit? Like in most senarios and based on what map you get - you can't do much. Especially at how busted Range Addons are on her.

    I just know that a good nurse will destroy you. The only thing that can potentially safe u is DH. :x

  • @DemonDaddy said:

    I find solo to be balanced just fine. All the tools needed to do well are already there. Complaints about teammates or coordination is not a balancing issue but a sbmm one. If you are really better than your teammates; then out living them is frequent and always get a free chance to escape.

    Solo Q is not fine balanced - it is fine balanced if it provides enough information to everyone like if someone is healing, doing gens or cleansing a totem etc.

    Besides that - It is not about escaping, just about how annoying it can get if your mates are worse than bots sometimes. To constantly make up for other mistakes is either fun not fair. And I did not say that balancing itself is here the issue btw. Don't know why you word it like that, but yeah sbmm is the main issue.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051913#Comment_3051913

    Shhhh. Don’t say that. You’ll get your head bitten off for daring to say Soloq isn’t always that bad.

    mostly is not always :D I do have good and fun mates but that is sadly quite rare.

  • @Danielgdp3 said:

    I can't speak for everyone but i mean just because someone has 1000+ hours doesn't mean they are going to be 100% efficient every match, and personally i think solo q is fun just cause it adds to the randomness of the game which keeps it entertaining.

    I still wish they let you see loadouts in the loading screen though that way you could kind of prepare and know what kind of player they will be.

    I mean it is not about being 100% efficient, more about not being useless for your team. Solo Q is imo usually more fun than SWF but not if I have mates that basically could've been replaced with bots :<

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