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TicTac

TicTac

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TicTac
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  • Maybe windows of oppurtunity if you have trouble finding pallets. Or you want to know which pallet isnt wasted already.

  • Its toxic for a long time now but some people are especially toxic bc of the event. Dont ask me why.

    Borrowed time gives the unhooked survivor the Endurance effect. Its a teachable from Bill Overbeck.

    Wraith (invisible dude) got buffed. He is now decent.

    DBD has now many problems with lags etc. Its not well optimized and for me its unplayable since two weeks ago (RE-chapter).

  • Only prestige if you dont know what you should do with your bloodpoints.

  • @Mandy said:

    https://account.bhvr.com/ - there's an FAQ on this page, this should give you the answers you seek

    Thank you.

  • Sometimes. It can be fun but it depends which loops you have. Some maps you cant do anything to dodge the knives on most loops. Then you just run to shack everytime and the trickster can do nothing.

  • Why do you want a nerf when you think it would be stupid?

  • The ruin/undying meta was with old undying. Survivor needed to cleanse all totems if they didnt found undying. With this you didnt need to protect your totems bc most of the time it took so much time. Every killer could use it.

    Current undying/ruin is still strong but now you have a problem if you cant protect your totems and they are out in the open.

  • Two modes would be better, but i dont know how this would affect matchmaking time.

    Balancing around two modes would be too much work, but they could add special rules to ranked.

  • Two modes would be better, but i dont know how this would affect matchmaking time.

    Balancing around two modes would be too much work, but they could add special rules to ranked.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314107#Comment_2314107

    You’d have to change what constitutes as starting a chase (I.E being close to lunging distance causes a chase to occur). It’s just a simple example I thought would be neat to try to get conversation going

    Yh i just wanted to point out this problem. I dont think they can solve this problem. They changed mending bc of that.

    I personally think map design is the problem.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/261413/what-change-would-you-make-to-game-design-to-combat-holding-w

    The game used to be more about looping but people said they didn't like to play against it so they changed the maps a bunch and made more killers with powers that shut down loops. If we made changes to bring looping back, we would just go back to hearing about how much people don't like the looping meta and would have threads asking how to solve that again.

    To be fair looping in the beginning of dead by daylight was waiting until the survivor makes a mistake.

    Looping should be interactive and some maps dont work that way. If i know i can run two laps around a house in haddonfield until the killer catches me or i run to a pallet, drop it, killer breaks it, i run to another pallet, its boring. In general chases where i know what will happen in the next 30 seconds shouldnt happen. It should be constantly outplaying each other.

  • Killer would moonwalk or other tricks to not start a chase. Only 113% movement could be problematic on some loops, but i dont know.

  • In my experience good solo survivor stomp killer. But maybe the killer player was just bad. With the current matchmaking i cant say for sure.

  • If you play with the current matchmaking the chance is high that you play 1vs3vs1 as survivor. There are many survivors out there who are advanced masters in killing their team.

  • I think most people dont complain about survivor doing it, they complain about the game design.

  • The funny thing is that if you wouldnt have done 3 gens the hatch wouldnt have spawned and the other survivor couldnt camp it.

    What brings me to another problem with hatch. If you do gens and the hatch spawns and bc of that the killer knows the location, you never get the hatch. So bad survivor who do no gens, have a better chance for a hatch escape bc the killer cant know the location.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310562#Comment_2310562

    But that doesn't address why some survivors do it in the first place.

    It'll help some of the older killers, but also super charges killers that were already strong in chases.

    Which killer are the problem for you? The loops would need obviously a los-blocker otherwise deathslinger or trickster would get free hits and there are more killers with strong chase powers, but which one would be busted with this change? Maybe Pyramid?

  • Imo its kinda simple, but a lot of work to implement. A good nerf to holding w are smaller maps. Plus less safe pallets the killer needs to break to get a hit, but more pallets in general. Places like in haddonfield where you can hold w around a house should be changed, too.

    With this changes survivor can only hold w long enough if they outplay the killer. A good killer can push survivor to the edges of the map and dont give them room. Survivor need to play the loop instead of predropping bc most loops should get weaker if the pallet is down and the safe loops where this isnt the case are a rare ressource which you cant waste easily.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308303#Comment_2308303

    "a quick nerf to keys like they did with moris"

    it took them 3 YEARS to up the hook requirement number by 1.

    i know it was an extremely simple (and IMO boring & over the top) nerf, but it was most certainly not a quick one.

    with other words, if the key update features any, even just slight, changes on the base item and its mechanics, i dont expect it within this decade.

    With quick i meant quick to implement.

  • Let his gas destroy pallets. But seriously i dont think there is no way to make him S-tier without makkng him broken.

    Clown needs more time. There are some ways to achieve that but they could create new problems. Map traversal, gas lets regress gens etc.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308593#Comment_2308593

    It's so dumb.

    There are a ton of really easy and good changes but BHVR hates simple solutions and overcomplicate stuff.

    I hate how incredibly slow they are with changes

    Yh they wait for years and then they use the simple fix anyway. Like they did with iridescent head or moris.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308303#Comment_2308303

    What would that quick nerf be then? Moris were a simple number change, keys aren't that simple.

    1. One key lets only one person escape.

    2. Hatch spawns only after 5 gens or 1 survivor left.

  • @VikingWilson said:

    What sort of tomfoolery is this?! Here's the first change to keys......

    Isnt it a great experience seeing a survivor teabagging at the hatch? Its so much fun the devs just needed to nerf franklins bc there was a slight chance you could counter that.


    I know it was bc of the vaccine, but

    1. There were other ways to solve that

    2. You could easily make a quick nerf to keys like you did with moris

  • Im thinking about taking a long break. Maybe until they introduce crossprogression and i can switch from ps4 to pc or if they solve the problems. (I doubt it)

    Right now im feeling like a second class player. I need to wait two weeks to play the new chapter without gamebreaking bugs and the sad thing is that i expect the same for the next chapter, its atleast more likely then not.

    I spend 2500 hours in DBD but i quit games with similar hours and never looked back. I dont care about the money i spent in games but i never spend more than 100€ in a game anyway. And all my friends dont want to play dbd bc of the grind and other problems. So the only thing i stayed for was the fun.

  • Did you never get hit?

  • When you are really close and lunge, you hit the survivor at the end of his dead hard.

    There is only one problem with that. Sometimes the game thinks you hit them and ends the lunge early, but bc of the dead hard its no hit.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293020#Comment_2293020

    Ok I believe u totally made that ex boyfriend up cause u wouldn't honor an ex boyfriend and also I see u bring moris which is fine ig but do you really consistently 4k???

    The thing you need to understand is that when you have 2000 hours (like many forum members do) average rank 1 survivor feel like rank 20. So its easy for us to get a 4k most of the time. Survivor is still the stronger role but from my view point a average red rank plays like a baby survivor and needs to learn a lot.

    You almost never meet a team which is even close to oracle. So if you struggle at red rank you need to learn more.

    Strength of teams varies with region, time, platform and crossplay on/off. For example you will get good teams if you play without crossplay on pc.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288759#Comment_2288759

    Its more just something I've noticed over the past few weeks, and figured I'd make a post about it, I'm not sure where else to put it?

    Its just everyone says it is since weeks similar to me. But suddenly today i see 3 threads about it. Funny coincidence.

  • Its like that for weeks for me. Why are they only now atleast 3 threads? Did i work yesterday for you?

  • I marked this site as favorite bc of that. Its better like that anyway. I know that one google search wastes a lot of energy and so going directly to the site is better for the environment, i guess.

  • With 6 hooks someone needs to be dead. You dont need to hard tunnel survivor most of the time, but you should prioritize survivor with hooks.

  • This perk against this killer sounds really strong. I never encountered it, so im not sure. First time can be tricky, but if you know its there, stalling for 30 seconds could be possible, when you run away. Isnt every exposed perk strong on killer who can hit you without much counterplay?

    But i think the real problem is the difference between Nurse/spirit and other killer.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286839#Comment_2286839

    https://www.youtube.com/watch?v=AIEwWQo6YOs&t=313s

    There you go. Audio is a bit low on the game plus mic. I didn't realize it while I was recording. Following videos won't ever be this low again. It's what happens when I mess with OBS XD

    Thanks for the video.

    It was helpful seeing you deal with pallets and your strategy.

    Is there a reason why you hit through the unsafe pallet at 5:30 instead of forcing the drop first like you did with other pallets? Its faster but you risk the stun.

    Are unsafe pallets the only loops where you use your lunge? Is there any trick for standard tiles on other maps like car loops? For jungle gym and shack you use bamboozle, right?

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284404#Comment_2284404

    I've been teaching my dude but I'm more of a surprise and hit kind of Wraith that never gives you a chance to relax. Bamboozle for windows and such, STBFL to gain stacks so they get less and less distance and if someone blocks me, they get punished for it at later stacks, BBQ (Or for competitive DBD, Whispers) to find someone quickly after a hook so I can see if they're on a gen or not, and Pop Goes The Weasel due to his speed. I use the windstorm add-ons and faster decloak add-ons so I can catch them sooner, block them if need be or get ahead of them quickly if they try to escape and finally, I see where they are and I try to position myself at a favorable position, usually at the tip of what they were doing and start uncloaking. They have 2 seconds to choose left or right before my speed boost hits them. What he was doing was just letting them have free pallet throws. You can't do that as Wraith against a competitive team.

    (Edit: I can do a video of how I play Wraith at Rank 1 if you want. I'm starting to think that I play differently than most Wraith players XD)

    A video would really be great. Its easier to learn for me that way.

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285636#Comment_2285636

    The aura reading on BBQC is why players use it. If it were as big a piece of useless dung as WGLF, it wouldn't be used by anyone. Anyone saying it is useless is flat out lying. I use it all the time and it is ######### awesome.

    You don't get to say what I compare. I do. What matters to me is that the BP perk survivors have sucks, while the killer side is excellent.

    Finally, just because you can earn more blood on killer, doesn't justify the perk making an even bigger gain. If anything, that is an argument in my favor!

    That people use BBQ for the effect is just your opinion. I dont use it on slow killer bc i dont need a lot of Bp anymore. It could be just my preference but many streamer dont use BBQ when they sweat and you dont see BBQ in tournaments. So maybe be a bit more open for other opinions and dont call everyone who disagrees with you a liar.

    And we dont have a discussion. You are arguing whether BBQ or WGLF is stronger and thats not the point of my thread.

    At last the problem of wglf is not the effect (its a great anti-slugging perk), its that stacks are a lot harder to gain then BBQ without throwing the game.

    And before you call me a liar, create your own thread about BBQ and WGLF and get the opinion of the community. Thats more valid then both our opinions together.

  • No they should just fix the game. I dont need any currency.

  • If you see a survivor with killer instinct, but you know you cant reach him, cancel your power. When you then reach the survivor, you can use your power again.

  • @BingBongMan said:

    Press E for free distance (AKA dead hard) would like a word with you.

    Imo its a problem with map design and not with the perk. If there wouldnt be 20 safe pallets to reach, pressing e wouldnt be that strong.

    Most good player think that sprintboost is stronger anyway.

  • @kisfenkin said:

    You obviously don't know what OP stands for. It means Over Powered, meaning having more power than it should, or more power than the opposite side's comparative perk or capabilities.

    In the case of BBQC, comparing it to WGLF is the only option. It is OP, because it gives an enormous advantage alongside also giving the bp buff. The one side has much more advantage, more power, than the other side. It is clearly Over Powered. Especially since killers earn more blood than survivors already, just to promote people playing killer.

    That being said I want WGLF to be buffed more than I want a nerf to BBQC. In addition to that an entire revamp to the way we spend blood to reduce the grind 99%.

    Im not sure whether you are trolling. I think almost everyone in this forum knows what op means.

    BBQ may be an overpowered bloodpoint gatherer, but there is no competition for gaining bloodpoints in the game. Having more perks, addons etc can be a competitive advantage, but nothing is stopping you to earn your survivor bloodwebs with killer games.

    You dont need to bring a BP-perk every game, so you need to compare BBQ with all perks. I would even argue that you can only compare killer perks with each other bc killer perks (4 slots) need to be stronger than survivor perks (16 slots) by design.

    And the aura reading of bp isnt even that useful on most killer. I switched it out for thrilling after i earned enough bloodpoints.

  • I prefer dead hard, but think sprintboost is stronger. If you want to be chased and waste a lot of time dead hard is better. With sprintboost the killer will more likely switch targets, so he could find the weak link in solo que. But if you play in a good team or you are good at managing the exhaustion (sprintboost on command), sprintboost is better.

  • I dont think so. You probably need to spend more time playing to get better. Playing killer can help you to get better as survivor.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285188#Comment_2285188

    Which would be a direct nerf to solo-preying perks and tactics. That being said, there is no possible way to buff solo's against indefinite aura removal.

    A system to mark totems would make Third seal weaker. I dont think knockout is strong but smaller maps would counter it. For example knockout on Dead Dawg Saloon is weak. Tinkerer would be weaker if you could show your teammates that the gen is close to completion.

    The devs introduce perks for things like that and that means they will probably never change the gap between swf and solo. Just switch all meta perks for info perks and you get a fraction of the swf information, i guess. But theres no point to nerf killer to solo level bc of that.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285177#Comment_2285177

    Because in about half the games they’re dead slots that waste time? Pop corrupt is equally meta on most killers so it’s kinda a 50/50 whether they’ll even be useful.

    That’s why hunch is the best imo since it at least gives gen info too

    I think detectives hunch is the best, too. But if its an insane combo i dont understand why its not even worth wasting one perk slot to counter it. I use decisive maybe every tenth game and still run it.

  • @MadLordJack said:

    There's plenty of unfair perks that deserve a nerf, mostly second chance perks or solo-preying perks. Other perks need buffed, yes, but free second chances are ######### stupid, as are perks that disproportionately affect solo survivors such as Tinkerer, Knockout and Third Seal. Also, just ######### NOED, that perk's effect is weaker than its "counter" and completely unearned.

    But with this argument many killer are problematic, too. Stealth killer for example are for solos a lot stronger. Nerfing something bc of solo makes no sense. They should solve the problem (buffing solos) instead of lessen the effect of this problem.

  • @Northener1907 said:

    Dead Hard is insanly op.

    Only bc maps are op. When i can reach a safe pallet with dead hard its a big difference to only reaching a weak pallet.

  • @Phasmamain said:

    No perk on it’s own is OP but certain combos can definitely be insane. A great example is Ruin undying and tinkerer

    Its oppressing. But you can destroy the totems and tinkerer without regression is torture for the killer. He knows he will lose, but cant do anything against it.

    But totem destroyer perks will never be meta for some reason.

  • @VonCrow said:

    I think prove thyself is the only one that is kinda overpowered.

    Dead Hard is....yeah so good, but the problem for me is how this perk changed chases. I feel like survivors would have a hard time trying to escape a chase without DH now...they have like a bad habit.

    I think the problem with dead hard is that there are so many safe pallets you can reach with it. The survivor drops the pallet and can relax. If the pallets would be weaker dead hard wouldnt extend chases that easily.

  • @Mooks said:

    generally I would agree that the current meta perks aren’t OP. But some could use some adjustments still..

    I think exhaustion on its own could do with another downside other than no exhaustion perks usable. They are just extending chases without any risk, something like louder breathing or minimal running speed reduction, both make sense for exhaustion and would help to not just unconditionally extend chases. It would also give addons/perks that cause exhaustion some use against survs that are not running exhaustion perks.

    killer aura readings like BBQ or Lethal Pursuer could use some adjustment regarding the specific killers mobility. just as an example look at Blight against Trickster.. High mobility killers already have the upper hand, it kinda feels unfair that the aura reading time is the same for both as one can’t really do much with the information where for the other one it’s a free hit..

    Also give BT some downside for the user. It’s a strong perk against camping and almost necessary but it also promotes farming your mates and making unnecessary risky saves.

    other than that, just continue buffing weaker perks and try out more especially on PTB. lucky break is a good example, they tried something new and on PTB pretty OP, adjusted it for live a little bit too much but now found a good balance and brought a viable perk (IMO)

    Im fine with everybody running one exhaustion perk. I would like map changes more to shorten chases. But louder breathing could work.

    The aura reading over long distances or even notifications like discordance will always be better on movement killer. So i would prefer a map size reduction for big maps to even the playing field.

    My biggest problem with BT is the bodyblocking. The survivor affected with BT should lose collision imo.

  • Its not even the strongest blight build. Tinkerer gets a lot weaker when both totems are destroyed. Blight is one of the killer with the best value from BBQ, but Corrupt would be stronger honestly. Tinkerer gives you already enough information. The problem with corrupt is that your totem will be found more likely.

    So if you are lucky and ruin stays, its really oppressive and will win you the game. But there will be matches were ruin is just gone.

    And imo its the right way to use a build which gives you a chance against good teams. Its not toxic if weaker teams gets destroyed with it, the matchmakikg isnt your fault.

  • @LylakLavender said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284348#Comment_2284348

    I understand that. I am not saying making it easy but with killers having a perk that can counter wiggle anyways it's basically pointless unless you are doing SWF right or am I wrong.

    Most of the time it doesnt matter. But some killer will try to hook you in a good position for them if you dont wiggle. Basement, a hook in their 3gen, a hook in a deadzone, etc. With wiggling you force them to take a near hook.

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