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Trollinmon

Trollinmon

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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451619#Comment_3451619

    The system currently affects proxy camping though. They announced the mechanic goes out to 16 meters, which isn’t face camping at all.

    What if it takes 60 seconds of the killer standing at 16m for the survivor to be able to unhook themselves? What if the system takes a few seconds for it to kick on? They can make it so proxy camping is unaffected by the mechanic and players looking to sit right next to hook the entire time are punished. It being up to 16m doesn't really mean anything without the full numbers for the mechanic.

  • No it won't. They said they don't want this system to affect proxy camping. All this change should be doing is punishing killers that face camp when they get a hook and the grab game early in a hook state.

    https://deadbydaylight.com/news/anniversary-gameplay-updates/

  • Haddonfield. Map is basically just hold w and then afk at a god window.

  • Man I love og Freddy. Remember with his old kit he was the killer I loved to play when it was nearing rank reset since his kit was fairly weak for the time but was such a fun and unique experience .

    Looking over this it seems fairly good. Incap when falling asleep would fix the issue of the survivor waking up as they are falling asleep. Base reduction to going to the dream world would reduce the feeling of needing to go double block like back in the day. Think if you throw on bam+sloppy this kit would be able to do well in current dbd. Would love to see this version of Freddy come back.

  • bout ######### time😃

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448026#Comment_3448026

    • e spent in a Trial (capped at 10 minutes):
      • 1 XP per second
    • Emblem Qualities:
      • 18 XP per Iridescent Emblem
      • 12 XP per Gold Emblem
      • 6 XP per Silver Emblem

    and 300xp bonus on your first game of the day.

    Now, I'm not quite smart enough to do proper math on this, but even with a 100% bonus this far less consistent than a bloodrush and you'd need to play a ton of games to get shards regardless and even with a bonus you're not going to farm enough to buy anything particularly worthwhile unless DBD is the only thing you do for the entire day. Shards also just aren't as useful as bp is, you'd basically be playing for a small rebate on a currency with less value than Auric Cells and less utility than BP. Buying a killer is 9k shards and unless you're sitting on about 7 or 8k right now I don't see the point.

    Well it's a grind reduction for 7 days. You might not be able to buy anything right away but you are working towards stuff. I think it is 4250 xp required per lvl to get 300 shards. That would be 7 games per level if you got 600 per game. A character cost 9k shards so you divide that by the 300 and it takes 30 levels to get 1 character. Times that by 7 for the amount of games per level and it is 210 games for 1 character. So if we do a clean 200 then this would go down to 100 with the double xp.

    The time where this starts to lean much more in favor of the bp is when you remove the extra bp bonuses. It's the diminishing returns that really hit the bp hard while xp doesn't have any. The cosmetic changes they did also made it to where there is a large shard sink in the game, so you always want shards since they have a high value.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447971#Comment_3447971

    That is 10k times X number of games per day across an entire week potentially. While 2x xp can give you iri shards it isn't at a much faster rate and it isn't an increase to the number of shards given at base. So unless you're playing 80+ games a day you aren't really going to get enough shards to buy anything substantial. If you're looking to get shards only to turn around and use them in the Shrine of Secrets then you're absolutely better off having a bloodrush because it is far more efficient cost wise to farm bloodpoints and run through webs. Considering we can hold up to 2mil+log in bonuses+free rift+plus tomes+rituals.

    There is so little value to player xp compared to a solid 7 day bloodrush.

    If you are farming BP you would be running cake+ incentive which makes the BP bonus only 16% more. XP is valuable and it's 100% more vs 16%. IDK seems like a no-brainer.

  • Hard to see how adding a ranked mode does anything. The problem I see with adding a good MM system and putting in a ranked mode is that no one will play the ranked playlist. We saw Dowsey hit a 2 hour q when they did the first test MM test and I would expect to see that same problem occur if they did a ranked mode.

    Back when MM was 1900 the common complaint was that it was only Nurse and Blight at the soft cap. I don't see how top players would want to play in that playlist. And if top players don't play in it then what is the reason for mid players to if them getting better results in having to go into the quick play queue.

    The only thing that I think helps this problem is if we just get a "for fun" mode. No BP or anything like that and it is just there to mess around. I doubt we will ever see strict MM in DBD.

  • It would've been way better if they just removed skill checks refilling the toolbox and just made the chest give a commodious toolbox. Would let player pair it with Pharmacy and give a reason to actually do chests.

  • Go inner healing. Can also run a fat toolbox and pair it with Built to last for the giga value.

  • I'd rather they just make FOV perks and have the perks just give a flat non stacking FOV with different values while also having a minor power(something like monitor and abuse). Think making survivors disappear on my screen even though I can see that area would be a bad idea. Might end up just causing more problems then it solves.

  • Make the perks have a point system to make the tiers actually matter and for there to be real reasons to run weaker perks( what VHS had).

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441750#Comment_3441750

    You are so right about deliverance! My build rn is SB, OTR, Reassurance, and deliverance. I basically just cant be tunneled bc I just unhook myself and run away with SB, and even if they catch up I get OTR. That combo is very powerful separately while off hook while being insane together, making for whats basically adrenaline off hook. THAT YOU GET TO TRIGGER.

    Deliverance is so crazy, but for some reason survs like using boil over more 🤔

    Yea I'm running basically the same thing and it is crazy how much value you can get from the build. If you get chased with Deli up you can use it when the killer is leaving and you put them in such a odd position. If they tunnel you then they have zero pressure on gens but if they don't then they wasted all that time for nothing. It's such a large tempo shift for a perk that doesn't require anything insane to get.

  • Underrated: Deliverance

    The perk is kinda crazy how strong it is and I rarely see survivors use it. The only thing keeping this perk in check is the fact you can't get it every game. Every proc is very impactful and it doesn't seem that rare to get the perk to activate. I've gotten players out of basement by trading and then using Deli to get myself out, which is super strong. Killers hook and leave and you can unhook yourself which basically removes the tempo they just gained, and pairs insanely well with OTR.

    Overrated: Prove Thyself

    If you double a gen at 50% this perk barely does anything. If you don't hit the breakpoints the value of the perk is meh(just finishing a gen the killer is about to stop you from doing). Multiple players running this perk makes it have terrible value since the situations you want to co-op gens is low and the perk doesn't stack. I've seen killers act like this perk is the boogieman and 4 survivors running the perk are really sweaty.

  • People complaining is a very good thing. Dev teams would rather heavy complaining than none at all. If players are complaining then that means they care enough about the game to complain about aspects they don't like. If players keep making the same complaint then maybe there's something wrong.

    You can even look at some of the emotionally charged complaints and can gather things from that. If someone is blowing off steam because something frustrates them that much then that's something worth noting. It shows the Devs that there are certain areas of the game that are evoking such a strong reaction, and I doubt they want their game to be doing that.

  • It's pretty clear they just don't care. They could literally improve the current state by making Monitor and Abuse a static 8 and they can't even bother with that. Unacceptable the way they deal with killer problems.

  • They don't seem to have an issue with camping though. All the changes over the years with camping have been to solve edge cases with camping.


    Allowing survivors to save on the sides of the hook to deal with face camping.

    Making survivors have I-frames when being unhooked so they don't go down during the animation.

    Giving base kit BT so survivor can't go down as soon as their feet hit the ground.

    Allowing survivors to unhook themselves if the killer face camps without survivors nearby.


    Seems they are perfectly fine with camping being in the game and it's more of things they find have little to zero counterplay that they change. The reason we have a wiggle system even in the game is so killers can't take every down to the basement.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434061#Comment_3434061

    I think @1ettuce gave you all the rebuttle you need, honestly.

    But personally, if you are camping at the 10-16m range, you are effectively face camping. That said, we don't really need to be a semantic samuel about this, because the issue isn't a matter of semantics. The issue is "how many meters away from hook do we want to discourage the killer from camping?" It appears the developers settled on 16m, and I would agree with them. A killer who is standing within 16m and watching the hook is not being very engaging--they are facilitating a behavior that should be discouraged for the health of the game.

    If you're going to complain about "he said-she said," then you're not looking at the real issue.

    I wouldn't be surprised if they did 16m so soloq players know the killer is near hook. Bet money that this system is to deal with face camping and give soloq survivors the info they need to deal with camping in general. There should be a bar in the HUD that will fill showing the killer is somewhat near and then the survivors can kobe off hook if the killer stays very close otherwise it does nothing.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434005#Comment_3434005

    You can’t force them to try but you can ban those that don’t. AFKing is very obvious with a video report.

    Ok so then they adapt and the problem still exist. If you start to punish players for afking then they will do a different thing. It is a losing battle that is only won by fixing the core problem. You don't solve this issue unless you find what is causing it. It would be more of a placebo change of yea we're doing something but yet the issue is still there and you didn't fix anything.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433833#Comment_3433833

    Nope this sentiment is widely held by the this community almost singularly.

    Lets just say that players under 50 hours can be excluded from the system I'm about to explain

    1. Self unhooking gets removed besides deli
    2. Players that don't preform conspicuous actions or even X amount of points start racking up a background penalty, Excluding when they are in chase. Lets just go with points because that's likely more consistent and can't be worked around really.
    3. After enough of this penalty starts to add up, you get a warning and if this behavior is continued then you will receive a suspension.
    4. After one players is dead the system deactivates for all remaining players.

    Consistent afking for either side gets removed from the game. Playing for hatch/gates the entire game would cease to exist. The notion that players will stop acting this way even if the games fundamental problems are fixed is just wrong, it may decrease a bit but it will still happen.

    What I just came up with may not be the best way, but a similar thing should be implemented into the game no matter what. I have never been apart of a community so convinced that players should be able to stop playing whenever they want, all the time and with no penalty.

    You can still bypass the system by doing totems or afk and alt tab on a gen. If there is a will there is a way. This problem has only been a thing in the history of this game with things like release Spirit or Omega Blink Nurse. The thing is you can't force players to try. If a survivor doesn't want to play that game then the team will lose since it is a 3v1. It will always be a 3v1 and you can't change that outside of radical changes like punishing players that don't do gens.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433976#Comment_3433976

    Banning repeat AFKers solves the issue. They can’t play anymore.

    So how do you ban players that go to gens and then alt tab while their character works on the gen? Even if you can solve that you can't force players to try which means you still lose. You can't win a 3v1 and you can't force players to try. Unless you are talking about banning players that don't do gens? Which I'm all for. Lets ban the players that grief games by not doing the games only objective.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432440#Comment_3432440

    Abattoir isn't a fair map - It's close due to its size but it has some RNG that swings it to favor survivors.

    Wreckers yard is the only fair map in DBD right now.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432532#Comment_3432532

    It's the symptom of a very big problem. Remember that 6.1 change that was supposed to make people want to play killer? I suspect the problem is worse now that Gen Regression got deleted.

    Before 6.1 it was a regular thing to have about 100 survivor for every killer in Queue. We know this because people were pinging data from the DBD servers. It was common for there to be ~4500 survivors with 45 killers.

    For almost the entire 6 year history of this game it has been an "unfun" experience to play killer. There have been "exception" times when you play the very best killers. People will say things like : well what about 2016? Billy was as broken as Blight is now when he could flick his chainsaw sprint and change the direction of the saw attack mid sprint (that is what people mean when they say flick - this "tech" was part of the original game). That was also a time when he had the "instant saw" addons.

    The real question is : what happens if they nerf Nurse and Blight to the point that even those two killers cannot contest top end SWF groups?

    Yea I would agree with that. There are some maps that can be fair but RNG makes them unfair. Wreckers really is the only one that fair and doesn't have issues with RNG.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433952#Comment_3433952

    So you won’t have a problem if they remove hook suicide right? If you don’t think you will be punished for breaking rules, there’s no problem.

    It doesn't solve the problem. I want the game to be fixed not shift problems around. Removing the hook thing just moves it elsewhere. They do not actively punish for AFK. And at the end of the day you can't force a player to try. You can't solve the game being a 3v1 by punishment. You need to make the players actually want to play that game.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433915#Comment_3433915

    I do understand partly why people outright give up against SM just because it's literally impossible to win against a proper 3-genning one, and it's one of the only times I don't hold it again people.

    Most DCs though are because someone went down in chase too quickly for their liking or because the killer is winning. There's no excuse for DCing or suiciding because of that, it's childish and petty.

    I mean that's fair. IDK something does need to be done but I think punishing players right now isn't the direction to go when the game isn't fun. I've experienced this back on Spirit release. Devs took their sweet time doing any balance for Spirit and survivors ended up just gg go next anytime there was a Spirit. The situation we are in has been very rare for this game and any time something like this has popped up it was because there was a serious problem in the game.

  • @LeFreezy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433890#Comment_3433890

    "The game is in the bad state"

    Then why bother playing?

    That being said, I've seen ppl killing themselves once they knew who they were playing against or they played bad and got downed. You can't justify this shіt.

    Well I think if TCM is a good game dbd might lose half the player base. I think ppl are playing this game because there isn't anything else currently. I think the last year couple years have been the worst state this game ever been in, and I've been playing since July 1st 2016.

    It depends on why ppl gg go next. Are ppl looking to go next when they see a SM? Players might go down fast and go next out of just being frustrated by how bad the game is overall. Can't really blame ppl wanting to go next vs certain killers.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433856#Comment_3433856

    There's no way to completely fix a player that just wants to ruin things for everyone else, true. Almost no video game with any amount of player agency has managed that because you just can't. You can however make it more punishing and more annoying to do those things to deter some of those people from doing it.

    No, it won't 100% solve the issue but it will reduce the problem which is all BHVR can do. Revamping the report system would be another way to help reduce repeated offenders.

    Sure, but it feels like you are putting the cart Infront of the horse. It could even be on of those things where you are just adding gas to the fire. If the game is in a bad state that this is such a problem I think you are just making it even worse. Feel like it would be a good idea to look at doing this if they can fix the core issues first and then look at punishments after to reduce it even further.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433835#Comment_3433835

    Even with a magically-perfect matchmaking system that always brought 5 players of identical skill level into a perfectly-balanced map and even took into account the power of perks, items and addons, people would STILL throw their toys out of the pram and give up when things aren't going their way.

    This is why we need these punishments for people who ruin every else's game.

    Sure there might be some times ppl would do it but it wouldn't be a prominent issue. Like you removing being able to kobe and those players now afk. You punish afking and those players now sandbag. You don't fix the problem.

  • Making it so you can't kobe still doesn't fix the problem. You can't make players play a game they don't want to play. If they remove being able to kobe then ppl will just afk. They need to fix the reasons players are wanting to go next.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432903#Comment_3432903

    The thing that makes the windows annoying for me is that the single window with the long pathway is used by Survivors to loop around it until it's blocked off, if you try and go the other way around to cut Survivors off then they'll just have gone the opposite way and be long gone by the time you get around.

    The 2 other windows are frustrating because Survivors can literally just go to another loop since other tiles and loops close enough to the main building for the Survivors to connect them with one another, not to mention that the window where you can't fast vault it from the inside can be connected with the window next to it so that they can both be connected with one another, even with the breakable door broken down, if Survivors have enough distance from you, they can still do all of this.

    Are you taking the window on the long loop or are you going through the doorway? Because you should be taking the window if they are trying to loop that tile since the doorway is out of the way. I've literally never seen survivors entity block that window by looping it without massive distance already being had. The only way you can see survivors doing that is if you are going around the window instead of taking it.

    I see survivor use the windows to get to another loop but never see them connect loops with the windows really. Like the corner window is more like Iron works of misery window where you just buy time getting somewhere else and the side window is meh since you really can't do much with it. Sometimes I'll see survivor get a single loop on the side window but it really seems like a non issue.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432876#Comment_3432876

    Yeah no i heavily disagree, the main building is a problem because of the amount of windows it has.

    Even with a breakable wall, having 3 windows open like that is still just too much imo.

    If they were to close off at least one of them, then i'd be more fine with it.

    It has 3 windows but you can't really chain or loop them. I don't see how the amount of the windows really matter if you can't do the 2 main things that would make them a serious issue. The long window is mostly worthless outside of buying some time going to the other side of the map unless you have massive distance on the killer to loop it. The windows with the breakable walls are fine unless you get the window chaining into a long wall jungle gym window. What makes them a problem for you?

  • @Smoe said:

    I absolutely despise Rancid, the main building is just awful to play on.

    So them taking a look at it is only a good thing imo.

    The main building isn't even a problem on that map. The issue that comes from the map comes from cow tree being near another tile that causes chaining. The problems on that map are the window placement and cow tree next to other tiles, not main building.

    For main you break the wall and there isn't any real issue. You go face first into the only pallet on the main and the windows are fine. Rancid main hasn't been a serious problem ever since they removed the god window like 3-4 years ago.

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431706#Comment_3431706

    Abattoir is one of the fairest maps in the game. It is at the end of the priority list of maps in need of rework. Also, nothing ensures that Cowshed won't become even more survivor-sided just like with what happened with Gas Heaven and Mother Dwelling recently...

    Abattoir is one of the fairest maps in the game.

    Honestly think that is why they are changing Rancid. Since it's not a miserable map to play on they need to change it. It would make sense with the changes they've been making to maps for the last few years.

    Midwich-miserable

    RPD-miserable

    GoP-super miserable

    Borgo- super miserable

    Gas- was super miserable but now just miserable

    Blood lodge- miserable since corner pallets create large dead zones

    Haddonfield-miserable

    Mother's-miserable

    Temple-miserable

    Rancid is a map that needs attention since it isn't a miserable experience for either side, and that's clearly not ok.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431876#Comment_3431876

    I'm not an expert but I'm most definitely certain the art team works on what the map looks like, while other people work on its layout, tiles and overall balance. In any case, don't you feel like you're jumping the gun a bit already complaining about a map which isn't even available in a PTB yet ?

    They've announced lots of healthy changes for the game and good QoL changes. Of course I can't (nor want to) do anything about you feeling underwhelmed by the stream, but if you think it's bad bc of baseless assumptions floating around the forum right now (new map being bad, future map reworks or perk reworks being bad or X sided, new killer being bad...) then you're literally spoiling your own fun by being disappointed about things you or others made up.

    Of course I'm also worried about future maps balance and other future content, but there's no point stressing over or debating and complaining about content that isn't available in the game nor in public testing, or is quite literally still a work in progress. We virtually don't know anything about the balance of anything announced, so we might as well pretend it'll be absolutely perfect and enjoy it while we can ;).

    It's me throwing shade at the ppl working on the maps by saying their quality is so bad that the art team is the ones doing their jobs.

    I'm not jumping the gun when every map since year 4 has been straight trash. Why would one ever give them the benefit of the doubt if they only release trash and the new map looks to be the same?

    Setting a realistic expectation is a rational thing one can do. They are straight up adding a new map that will be trash to play on and then waste resources on a map that isn't an issue. Which then continues the problem of them fixing one map and adding more terrible ones. Fracture gets better while new map will be terrible and Rancid most likely will be worse to play on. They literally did a rework to Eyrie and then added more pallets to the map to make it miserable to play on after release. They've done nothing but fail and doesn't seem like that it will change. There is simply no light at the end of the tunnel to grasp on to.

  • Honestly been here for every anniversary and this has been the worst one for me. Last time I felt this way was when McCote told killers to play a different game if they weren't happy with the game state. New map looks like it will be another one balanced by the art team and they shown they are clueless on the issues with maps by touching rancid over the many other the problematic maps.

  • Being able to queue up and not want to dc right away with how trash these maps are.

  • I'd say hook grabs are fine if they fix the problem that occurs when a killer camps vs soloq players.

    The counterplay for killers trying to go for the grab is sending 2 survivor to the hook and have one body block for the one saving. The problem is with soloq the team doesn't even know if the killer is camping nor has the aura reading to send 2 players for the save. If they made it so survivors got kindred but replaced the killers aura reading with an icon in the HUD then that would fix the issue that hooks grabs have in soloq.

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429225#Comment_3429225

    I'm sorry dude I explained the why and how already in my last post. Here is what I see UB has not changed, BT still needs ran since base kit is too weak, DS is dead, DH is dead. So how ironic tunneling has got out of control since these nerfs/changes. Honestly if you like to tunnel that's fine just say that but bringing up some old build not even in the game anymore seems odd. OTR is not that great honestly. If you get hit off hook it does nothing for starters. If you don't get hit off hook it's gone before your next killer interaction most of the time. Unless your assuming most survivors don't touch a gen and follow you to try to use it offensively and in that instance you win anyhow.

    People who would use any of what I said offensively are not on gens....I'll take body blocks over the gen/kill rush we have now any day.

    I bring up a old build since that's what would be meta with that change to DS, and having a longer than 15 min queue time is something any player should want to avoid.

    OTR is objectively better at dealing with hard-tunneling compared to old DS. You can evade the killer with IW, and since it works on both hooks the value is higher. The only times it is weaker vs old DS is the passive threat for players not running it or a killer removing a survivor that is on death hook. DS is better as a single proc and OTR is better with both.

    I mentioned SB with OTR since getting hit off hook with OTR isn't an issue if you are using SB. The only thing the killer can do is let the survivor farm you off hook and they can then body block while you speed off with the speed boost+IW. It would also make more sense to fix the restriction that OTR has rather than making survivors unable to be removed from the game and be able to abuse anti-tunnel perks as an offensive tool.

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429118#Comment_3429118

    That can be done now and it's not helping. 2 seconds longer stun with an additional 5 second stun is the only difference. Unbreakable can only help them once so the second DS you are free to slug with no consequence. These strats (all of them mentioned) need nerfed somehow for game health. I find it hard to believe any veterans of DBD are finding this current state fun or reasonable.

    The survivor Meta where the queue times were 15 minutes had DH, DS, BT, UB. That change would mean you get a 80 second BT with IW with a massive DS buff at the cost of DH being much weaker. There is a very big difference in DS being a one time proc at 3s vs 2 at 5s. That change would bring the old survivor meta back with it basically being buffed compared to before.

    And what more does tunneling need nerfed if you are already running OTR+SB? If the devs want tunneling to be a thing in this game then I don't see how this tactic is in a bad spot if you are running that combo. The only thing I can see by not having DS a threat is that players that refuse to run anti-tunnel get tunneled a lot more.

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375679/what-your-expectations-for-new-year-of-dbd

    Tunneling - I would start by buffing DS to 5 second stun along with working on both unhooks. Killers need to fear this perk and make them hesitant to tunnel so quickly. This perk should not work in endgame still. I would also find a balanced way to promote hooking different survivors like a minor slowdown or GE basekit.

    Camping - This one is much harder but I would increase hook timers to start. The goal is to weaken these strats. A step farther would be to disable killer powers within 8 meters of hook. I know this can be abused but I believe I have a way to fix that. The killer must leave the radius (Mine example of 8 meters) and be in chase with another survivor to re-activate their power. Meaning if they leave hook and run into another survivor and said survivor leads them back within the 8 meters their power works.

    Slugging - I personally have no issue with slugging. I would just like a way to opt out if killer refuses to pickup or team won't/can't so pretty much no 4 min bleed out.

    Gen progression - Needs removed or heavily reduced. All gen progression boost along with BnP's. Their would be no need for them if the above changes take place.

    Maps - There are a few to many that tilt to much in favor of one side. This needs fixed and has needed fixed for quite some time. New maps like Borgo and GoJ need to be looked at months ago or just plain deleted.

    Matchmaking - I don't know how to fix it but it is a major issue right now.

    if I think of more I will add. Thank you for asking @MikaelaWantsYourBoon .

    Tunneling - I would start by buffing DS to 5 second stun along with working on both unhooks.

    What's stopping survivors from running DS+OTR and using the perks offensively? Can do DS+OTR with UB. Body block and force the killer to tunnel you and if they slug then you UB.

  • @DrKetchup said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426945#Comment_3426945

    This is a good point you've brought up, I've got a bit confused as in-game description shows Duration+Recharge on Yellow, yet the Brown one shows only Duration. This list is only a suggestion, they could make the Yellow 15% or alternatively lower the Brown to 5%.

    Yea that text isn't suppose to be in the game. I tested the duration and it is still 15 seconds, so seems like someone forgot to remove the text when they were testing the 20% reduction for duration. The solution for duration is to make it stay at the 1:3 ratio. So for yellow duration it should be 6s of power and 18s to fully recover.

  • Don't get what you are looking to do with the duration. You put the yellow duration down to 10% and have recharge with it also going down. If it simply is going from 20->10% then it is the same as the brown duration. If you are putting 10% recharge with it then it stays the same ratio of 1:2.5 that current yellow duration is. Which then makes zero sense why you would run purple duration which is also a 1:2.5 ratio but also makes you 10% slower.

    10% recharge-15/1.1=13.6 So 13.6 seconds to fully recover from your power 1:2.72 ratio

    10% duration and 10% recharge-13.6/5.5=2.47 1:2.47 ratio

    20% duration is 15/6=2.5 1:2.5 ratio


    Base movement speed seems busted. Don't see why players wouldn't run that with charge speed or ms and play tiles as a m1 killer and then use the speed to stop the survivor from getting to the next tile. Also, the reason they make 110% killers is to force them to use their power at loops for hits. Removing this on Spirit doesn't really make sense.

  • @Cyn0_0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426543#Comment_3426543

    I am playing on a switch (😢) good sir. I dont think I have that option 😅

    So I would call your ISP when you are seeing the red packet loss icon a lot during your playtime. Tell them you are having packet loss and ask them to ping your modem. If your ISP says they don't see anything then your modem and line should be fine. If that is the case it might be your ethernet cable or wifi connection that could be the issue.

  • You can download winmtr and ping google to see if there is packets being dropped and what node the packet loss is happening.

  • The biggest issue currently has been the biggest issue since day one of this game launching- the maps. Sadly this problem will never truly be fixed since it's been 7 years and they still don't care about how maps flow, chain, dead zones, or god windows.

  • I'd rather old Haddon if they removed house of pain. The new map is barely better compared to the old one imo. Went from a terrible designed map to a terrible designed map. But hey at least it looks good. That is the only thing that really matters in a PVP game I guess.

  • Gameplay- none

    aesthetics- mostly all

  • @Hawk81584 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418152#Comment_3418152

    so an extra 15 seconds in a match with the perks youve described is supposed to make it all better? if a killer wants you, those perks mean absolutely nothing. in particular otr, one hit and you dont even get the full timer.

    If a killer proxy camps and lets the survivor farm me off hook then sure they can make the combo weaker. However, if the survivors have any clue on how to play the game then they will body block when they realize the killer wants to hard tunnel me out, and since my perks result in the killer not trying for the grab/injure they are now able to take 2 hits.

    I find it interesting how people complain about tunneling and I'm over here wanting the killer to tunnel into my OTR because it results in more survivors escaping.

  • @Hex_Ignored said:

    The problem is that tunneling isn't just the easiest way to win, it's also the most effective, which is such bad game design in my opinion.

    In other games, the best way to win is usually the harder one. It rewards players for investing time and effort into learning game mechanics and using them effectively. The easier way is usually less effective, as anyone can do it with minimal effort. This encourages players to improve if they want better results.

    Dbd doesn't do that. You can invest a lot of time and effort into learning the ins and outs of your favorite killer's power and use that to overpower the survivor team, but why would you do that when you can achieve the same or better results simply through tunneling? It's easy, anyone can do it, it's almost never punished and gets results.

    The problem is players don't want to use anti-tunnel perks to counter tunneling. Do you think tunneling into OTR is really the best way to win? I don't see tunneling being an issue when I run sprint burst and off the record and it certainly isn't the easiest and most effective strat when running that combo.

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