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UndeddJester

UndeddJester

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UndeddJester
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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871006#Comment_3871006

    I would definitely be down for this version as well, since it'd give more usefulness to blind interactions that aren't the literal effect or the stun, as you say.

    I'd still personally like to see it not be a "you can't be flashlight saved no matter what" perk, but I can understand the position that it's too situational to lose that.

    Ultimately, I think the thing we can agree on is that Lightborn both being a hard counter to flashlight saves and preventing interesting off-meta picks like Champion of Light from working/preventing "blind the killer" archive challenges from being doable is too much and addressing that part would at least be an improvement for everyone.

    Indeed. Also realised Hex: Two Can play and Residual Manifest also affect this perk.

    Hex: Two Can Play actually not terrible? Say it ain't so :D

    Also it's funny, cause then Residual Manifest counters the aura read from Lightborn… :D
    Actual Value!!!!! 🤣🤣🤣

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870969#Comment_3870969

    As I said, Rift Pass, Skins, DLCs are paid for. They can calculate all costs and put it into the price of these. No need to take personal data. And we do not even know, if they make money with the data. I saw so many organizations taking personal data and not doing anything with it. Or worse, give it for free to third parties like facebook, google etc..

    Did you know it's actually illegal to take data you don't need? It's against the data protection act to collect unnecessary data, if you can't explain why you hold particular data, you can be fined for it.

    You are also legally responsible for the security of that data, large fines if you fail to secure that data. You can only share data for relevant business purposes and with the permission of the user the data is from.

    You as a customer are also legally entitled to request exactly what data a company holds on you, and why, and ask for your data to be deleted at any time completely. No exceptions.

    So everything you've described is illegal, there are ways around it with obviously terms and conditions and what not, and there is an issue with companies trying to hide nasty clauses in terms and conditions agreements as a means of avoiding such legality; Disney being a prime example. However all the concerns you have raised are concerns that unless you have evidence to the contrary, you shouldn't buy into the idea its inherently corrupt and illegal to collect data.

    BHVR want to collect your data to market to you, to use your data for informing it's marketting decisions to offer services and goods you may be interested in purchasing. If you don't want that, that is fine, you can opt out, but there are no reasons to have illusions or misunderstandings regarding what BHVR are doing with that data, it is pretty clear what they want it for, and the decisions ultimately is your to make.

  • @jesterkind

    I also hate the fact it's a hard counter… hard counters tend to be kinda lame as a game design… but even though that does irk me, the reality is it's just not strong enough to warrant losing it's stun protection. The fact survivors still have pallets to stun and save with gives them tools to fight killers for saves, so Lightborn remains very situational and not a good perk.

    However I do like part of your suggestion as a buff to Lightborn… Buff Lightborn to have more perk interactions! (and help survivors with blind challenges)

    Lightborn

    Unlike other beasts of The Fog, you have adapted to light.

    • Grants immunity from the Blindness Effect from Flashlights, Firecrackers, Flash Grenades, and Blast Mine.
    • The Auras of Survivors who blind you by any means are revealed to you for 6/8/10 seconds.

    "These monsters... they adapt! They emerge with strange new abilities." — Vigo, Vigo's Journal

    The wording is careful here to say the "Blindness Effect" not "blind". You still have Flashlights and other light sources "blind" the killer, grant the score events and the beam animations as normal… but as you suggest make the killer immune to the actual "Blindness Effect", which includes being stunned while carrying a survivor. Also note that this DOES NOT stop the stun from Blast Mine, as that is a separate stun from Blast Mine not linked to the Blind Effect.

    This would mean a survivor blinding the killer gives them the aura read, and allows the killer to act like they are blinded and continue to get value from the perk. It'd only be when an actual save occurs that the jig is up… which would be a nice bait a switch to make Lightborn actually a semi-decent perk…

    This would also synergise with Shadowborn, which gives a cool potential build idea, and allows Killers to actually fight bully squads.

    This would also alleviate a lot of the annoyance for Survivors on challenges, and the cool interaction is Champion of Light, where instead of the perk being hard countered to do literally nothing, you can still be slowed by Champion of Light, but you don't have the blindness effect. This I think would make Lightborn actually healthy and not COMPLETELY infallible instead of the dumb hard counter it is.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870951#Comment_3870951

    We paid for the game, we are paying for DLCs, we are paying for skins, we are paying for the rift pass. This is not a free game. We are already paying.

    It's also a live service game, so unless you want to pay a subscription, the post still stands 😉

  • @Chiky said:

    I hate that they force you to participate in the personal data sharing if you want the iri shards, as if subscribing to the newsletter wasnt enough...

    Simple rule of life, nothing is free.

    Simple rule of the Internet, if you aren't paying for the product, you are the product.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870942#Comment_3870942

    FPS and fighting games have managed to have (relatively) accurate hitboxes for years now. It's absolutely possible.

    You're missing my point... you'd have to completely redesign how m1 melee attacks work...

    Every single m1 attack gets slightly further away with this change, even if you make the hitboxes match the model perfectly, the point remains, you have to swing at a survivors butt for the best chance to land hits.

  • @OnryosTapeRentals said:

    For some reason they refuse to fix this, despite the fact it's one of the most complained about things since Huntress was added and it should be an easy fix. Either:

    • Make survivor hitboxes align better with the survivors (particularly while injured and running). The pill-shaped hitbox is really unintuitive and doesn't match the survivor's animations properly.

    OR

    • Make Huntress's hatchet hitboxes a little smaller. I don't think they need to be exactly hatchet-shaped. But something a little closer to the size of the hatchet would be more appropriate than the beach balls they are currently…

    Heck, maybe even just do both.

    Not quite as easy in practise as it is on paper, see above. 😅

    Having a hitbox you have maintain its orientation is not so simple, because you have do multiple calculations to rotate something. You to move it the middle of the world, rotate it, then move it back. Obviously we do this all the time for animations but hitboxes are often made very rudimentary to simplify calculations and collisions as much as possible.

    Generally speaking, the vertical capsule for survivors is good enough and actually better for DBDs loop gameplay. It makes it so that swinging at a survivors head is better than swinging at their butt. Imagine your m1 melee attack is a block that comes out the killer... (its probably a ball on your killers hand that they drag sideways, but I don't know if that's how it works, so let's treat it as a block... the idea remains the same). As I throw my attack, what is closer to me? With a vertical capsule, it's the top of the capsule directly on your eye line as you swing that's closer... with a slanted capsule it's perpendicular to the slant...

    sketch-1736852481182.png

    As such we would all have to aim down just to fix this issue for Huntress... and as I say checking this collision is more performance intensive as you have to maintain an orientation for the capsule and move it with the survivors movement, rather than a simple and less error prone "survivor on this coordinate, so hitbox is here" logic.

    It's the same for the hatchet, there is a need to maintain the orientation of the hatchet when calculating hitboxes in a revised version, rather than a simple "hatchet on this coordinate, hitbox is here".

    Now to be fair, to my knowledge, Huntress is not a performance issue killer, I'd imagine Nemesis is the killer I would cite to say a killer that has performance issues, and has an orientation assigned for his hitboxes with multiple hitboxes (I believe his is 5 long sausages) that would mimic how the hatchet could spawn. If Nemesis can perform at an fine frame rate, a revised Huntress hatchet can too.

    The easiest approach I would imagine would be have 4 spheres in a diamond formation centered on the hatchet in the orientation where Huntelress releases the hatchet, and simply track the 4 of them for hits instead of the 1 sphere currently. Since the hatvhet never has to cjange direction, this should be fine. That would at least slim down the hatchet to hopefully reduce the fake hit issues.... though you may get instances where a hatchet can squeeze partially through a gap before a trailing hitbox hits a wall, allowing hits that would otherwise be blocked... but that would be rare and require very specific maps/scenarios to replicate, and it some ways, would still make sense the hatchet can partially squeeze through.

    However the survivor hitbox is probably more trouble that it's worth to try and fix.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870846#Comment_3870846

    Yes but the hatchet itself is still beach ball sized in hitbox. Of course most of this could be alleviated by just reducing the hatchet hitbox size by about a third and adding actual hitboxes to the survivors while making the pill the actual environmental collision box that has nothing to do with taking damage unless its something like traps.

    I think the issue there is adjusted the survivor hitboxes doesn't just affect Huntress, it effects every killer in the game.

    The survivor hitbox is a vertical cylinder where it is because it makes calculation really simple and all melee hits consistent, and it makes survivor transition between walk and run animations feel correct and natural without causing the animation to sudddnly shunt the hitbox forward. After all if the hitbox matched the running survivor animation, the hitbox would be on a slant leaning away from the killer, and you would have to get ever so slightly closer on all melee hits for them to land.

    This would mean to reduce the distance you would want to aim down and swing at the survivors feet, which is just silly... You also get this issue that you have to keep rotating the hitboxes in line with where the survivor turns... which as well as just being a lot more computationally expensive compared to juat tracking a vertical capsule, imagine how screwy it would be for spin techs and elevations.

    Now the hatchets being as wide as they are is just computationally simple, you simply have a sphere hitbox you can easily do a calculation based on a single point, 1 simple vector calculation. It's a quick way of not having to deal with the rotation of the hatchet hitbox, and also not having to use a bounded square, which will obviously have extra reach it shouldn't have (imagine you're observing the hatchet spinning from the side, now draw a square around it, you'll have extra zones in the corners beyond the reach of the hatchet you shouldn't have).

    Ideally you'd probably be best to have 2 smaller spheres spinning around the axes centre of rotation, and use those for collision alculations, or if you don't wanna handle the rotation, have 4 smaller spheres make up your hatchet... but you can easily see how much more collision calculation you're adding into the system compared to 1 single unmoving sphere.

    So I think all of this is a case of BHVR quite sensibly enacting the age old principle of "keep it simple stupid".

  • @Brokenbones said:

    They destroyed distortion as a means of countering the killers who make aura reading really oppressive, mainly nurse but there's one or two others who fit into this category as well

    I think they went too far, personally but same time most of the cast can't always capitalise on aura perks and some outright need the info. In terms of trade off, it's not too bad. I just wish aura reading had more counters so Nurse with aura perks had some actual counterplay but that's just Nurse in general I suppose.

    Not that I disagree, but Nurse being only tempered by a particular perk, that not everyone will run, so you end up with the problem she smokes everyone not running Distortion and you lose anyway... is not a good reason to keep Distortion the way it was.

    I haven't found many people who disagree that Nurse should be blinded while charging blinks and blinking, since once you have the muscle memory an aura is basically a guaranteed hit on Nurse. Being blinded would ensure she still has to play her unique mind games... which would he the healthiest state overall instead of basically making Distortion mandatory against her, while simultaneously making all other killers have no reason to run an aura perks due since Distortion renders it useless anyway (hello gen regression meta).

  • Distortion was forver on my self ban list, for creating bad habits and also creating as many problems as it solved.

    I like the fact now I can use Distortion to decipher killer Aura Reading perks and add-ons, without simultaneously throwing a middle finger at my death hook teammates unless I do a literal mating dance under the killers nose.

    I also like the fact it's value is similar for both SoloQ and SWF, where you need to take chase to reap the benefits, aligning the perks value to similar conditions for both.

    Perk is still perfectly good, but people are still trying to boycott it cause it isn't the unga bunga brain dead perk it was before. Players who want to play more stealthily can use it as a perfectly good perk to assist in that goal... if they'd stop protesting it's rightful nerf and refusing to use it... but you know... horse to water and all that.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869731#Comment_3869731

    Really they just need to punish HOLDING the tape for long periods of time. There is no downside to holding it. I think something like, she needs 7 stacks of condemned to kill right? But we don't want to punish picking up a tape and running to a tv to put it in or being chased. So make it work like deep wounds.

    If the survivor is running with the tape, nothing bad happens, but if they don't run, they gain 1 stack every 15 seconds. That way survivors can still grab a tape, hold it, and do half a gen before they get into the danger territory, but they can't just grab a tape and hold it forever. But if the killer is chasing someone with a tape, or the survivor is running to a TV, then they aren't punished for being chased by the killer, or for trying to do the tape.

    That's actually a pretty cool/interesting idea... 😅

    I like that idea a lot… are you suggesting this instead of the global condemn or in addendum to global condemn? Cause this sounds like it might be a little oppressive with global condemn, sort of a damned if you do, damned if you don't kinda deal...

    But would be nice with OG Sadako I feel in conjunction with the TV timer switch around changes and the condemn lock in changes.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870598#Comment_3870598

    Bruh, I recently tried Bird Mommy on gamepad and I honestly immediately got huge respect to all console players, because it's borderline unplayable for me. Survivors are even easier on gamepad, but killers… I probably would never play killers, if I were console player.
    So yeah, now I understand better the way you are thinking.

    Hehehe yeah killer can be rough... I like Artist, shes fun to play. You can usually make up aim on controller by using the left analogue stick to strafe into shots. You can't flick like PC players can, but you can make most things work with practise... even killers like Oni and Billy you can near miss and a lot of times still get a hit.

    I genuinely believe one of the hardest killers to play against decent survivors is Legion actually... because the one thing you are truly vulnerable to on controller is spin techs... now you can usually handle it if you suspect a spin tech, by just stopping in place and let them turn back into you... this fine most of the time... but on Legion your Feral Frenzy doesn't reach as far as you think... so most of the time if you're trying to chain, by the time you catch up to survivors, you don't have much time left... so you have to swing... and if you get spun teched... you lost your chain, lost the survivor you injured and now have to chase this full HP survivor as a literal got nothing for anti look m1 killer...

    You can take perks or add-ons to help you on mist killers... but on Legion youre always missing SOMETHING really badly... You've basically got to m2 hit and drop immediately from power 80% of the time and hope there is no pallet nearby 😭😭😭😭

    On a side note, I'm changing my suggestion to 70% for the acceleration upper bound. When I graphed it out I get this with 70%:

    20250113_165402.jpg

    Where's 80% looked like this:

    20250113_170340.jpg

    Apologies for phone screenshots... I cba to e-mail these to myself xD

    Important detail is although the distance covered is smaller the acceleration time is similar with 70%, so he'll reach his speed in comparable time to his old version

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870510#Comment_3870510

    It was really interesting to read!
    But as I said many times, imo he was perfect at 8.4.0, there is no need to reinvent the wheel and tweak number for another year or so. Maybe if they gonna give him mobility, map pressure, 4.6, build-in slowdown or info, then yeah, we can discuss making S&D weaker. But currently chase is the only thing he has, so it MUST be strong enough AT LEAST to warrant him being 4,4.

    Well, I will admit... that balancewise, I can't really argue with 8.4.0.

    The only reason I prefer to go halfway, was the slightly slower speed does make him easier to control on console, and does also make using his scamper during slice and dice easier and also viable... making it an actual tangible part of his kit you kight use... rather than what used to happen in 8.4.0 and below, where no one ever scampered and instead went for flicks at tiles instead because flicks was always better...

    However, that is more a personal preference for me being unable to turn fast on console and wanting morr scampers, rather than it actually being a problem... so yes 8.4.0 would be fine as well I believe 😅

  • I think Hens was on the money, I think Chucky needs his initial S+D acceleration buffed and his cooldown reduced, then I think he's fine.

    https://deadbydaylight.wiki.gg/wiki/Movement_Speeds/The_Good_Guy

    The longer duration but slower speed of his S+D combines together to make his acceleration feel quite bad. He goes from 3.652m/s speed when hes charging S&D to his max speed over the duration, but the acceleration occurs st the points of the duration at 25% to 100% over this time.

    On his previous version this was 3.652m/s to 10m/s over a 1.2s (or 0.3 - 1.2). This gives an acceleration of 7.083m/s².

    His new version goes from 3.652m/s to 8m/s over 1.8s (or 0.45 - 1.8). This gives an acceleration of 3.221m/s².

    You can see, not only is your top speed slower, you start accelerating later and the rate your speed builds is also halfed as well, which all combines together to make him feel very sluggish.

    The point of the nerf was to give more chance for counter play by not having him race around tiles as fast, for the benefit of extra distance. So we can't buff that too much... so I would gambit the following changes:

    • Change acceleration action times to 20% - 80% (0.36s - 1.44s). This gives an acceleration of 4.026m/s².
    • EDIT: change upper bound to 70%. (0.36s - 1.26s). This gives an acceleration of 4.831m/s². See graphs below.
    • Reduce his cooldown back to 12s.

    This allows him to reach his top speed sooner, still a nerf to his guaranteed hit flicks and survivors get their window to reach safety, but he gets to use them more often, and he has more control.

    When combined with the 8.4.0 buff of scamper from 1.3s to 1s, I think Chucky doesn't feel quite so encumbered and the extra control makes his scamper actually feature in his kit.

    Holding W against him (which people do a lot cause he is 4.4) no longer works cause his distance on S&D is quite insane... and his cooldown isn't so punishing where he's spending so much time walking.

    There will probably be additonal tweaks to the numbers needed, but I think this would be a good start.

  • @BroRespectTheBoop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870146#Comment_3870146

    So many options? Killers have 36 perks (not including Killer powers, addons and Killer Instinct) that allow you to find survivors by kicking gens, hooking survivors, breaking walls/pallets, breaking totems, opening lockers, finding survivors healing, and for survivors simply doing their objective.. not to mention countless other reasons. Meanwhile survivors have 1 completely gutted perk to block them and another that requires you to find a totem and stay within a 24 meter radius of it.

    Survivor Aura Blocking Perks
    Distortion - Whenever the Killer attempts to read your Aura, consumes -1 Token, Blocks your Aura from being read & Suppresses the creation of your Scratch Marks. For every 15 seconds spent in a Chase, Distortion recharges +1 Token, up to a maximum of 2 Tokens.

    Boon: Shadowstep - Aura's & Scratch Marks are hidden from killer while within 24 meters of totem.


    Killer Aura Reading & Screaming Perks
    A Nurses Calling - Aura reading for healing
    Alien Instinct - Basically BBQ but it reveals the furthest injured person on hook
    Awakened Awareness - Aura reading when carrying a survivor
    Barbecue & Chilli - Aura reading when hooking a survivor
    Bitter Murmer - Aura reading simply for Survivors doing their only objective (finishing a gen)
    Blood Warden - Aura reading for survivors standing in an exit gate
    Darkness Revealed - Aura reading on all survivors near a locker after opening a locker
    Deathbound - Survivor healing another survivor for a full health state screams and reveals location
    Deerstalker - Aura reading for people slugged
    Discordance - Aura reading when 2 or more survivors are working on a gen.
    Dragon's Grip - Kick a gen, first survivor to interact with it will scream and gets exposed for 60 seconds
    Eruption - Kick a gen, regress it by 10%, down a survivor and anyone working on that gen screams & reveals their aura
    Friends 'til the End - Aura reading on obsession every time you hook a non obsession
    Friends 'til the End - When you hook the obsession, causes random non obsession to scream and reveal location
    Gearhead - Injure a survivor, get aura reading on any survivor that hits a "good" skill check while repairing
    Grim Embrace - Hook 4 people., block all gens for 40 seconds and get aura reading on Obsession
    Hex: Face the Darkness - Injure a survivor, all Survivors to scream every 25 seconds, aura revealed for 2 seconds each time for leaving terror radius.
    Hex: Retribution - Aura reading of all survivors if cleansed.
    Hex: Undying - Aura reading anytime a survivor goes near a dull totem
    Human Green - Aura reading any time a survivor goes near a chest.
    I'm All Ears - Aura reading any time a survivor uses a rush vault
    Infectious Fright - Survivor screams if within terror radius when downing another survivor
    Iron Maiden - Survivors exiting a locker scream and reveal location for 4 seconds + 30 seconds exposed.
    Lethal Pursuer - Reveals all survivors for 9 seconds at the start of a trial, increases all other aura reading perks by +2 seconds
    Lightborn - Aura reading on survivors attempting to blind.
    Make Your Choice - Causes the unhooking survivor to scream and reveal location +60 seconds exposed
    Nemesis - Aura reading on new obsession any time the obsession switches.
    Nowhere To Hide - Aura reading around you any time you kick a generator
    Predator - Aura reading for losing a chase.
    Scourged Hook: Floods of Rage - Aura reading on all survivors anytime a survivor is unhooked from a scourged hook
    Scourge Hook: Hangman's Trick - Aura reading on all survivors near scourged hooks while carrying a survivor
    Shattered Hope - Aura reading on all survivors within boon totem range when destroying the totem
    Territorial Imperative - Aura reading on all survivors entering the basement
    THWACK! - Break a wall or pallet, cause all survivors nearby to scream and reveal location.
    Ultimate Weapon -Open a locker, all survivors nearby scream and are revealed to you.
    Weave Attunement - Aura reading on any survivor within 8 meters of a dropped item
    Zanshin Tactics - Aura reading on a survivor that drops a pallet

    You forgot to list:

    • Off The Record
    • Sole Survivor
    • Lockers

    If you're listing scream perks it is also worth mentioning: -

    • Calm Spirit
    • Hardened
    • Lockers

    It would also be fair to list the perks that reveal the killer's aura: -

    • Alert
    • Babysitter
    • Buckle Up
    • Dark Sense
    • Eyes of Belmont
    • Fogwise
    • Hardened
    • Inner Focus
    • Kindred
    • Objective of Obsession
    • Poised
    • Scene Partner
    • Still Sight
    • Strength In Shadows
    • Troubleshooter
    • Wicked
    • Blood Amber + Keys
  • @PetTheDoggo said:

     I don't know if I'm just not good against this killer

    You can't expect to be good, when you play like 1 in 1000 games against this killer, unless you go play Twins yourself, then you can copy things survivors did, when you lost a game.

    This advice works for any killer, if you want to learn how to play against a specific killer, just learn to play as them. I struggled a lot against Blight in past, so I just went to learn him and I really enjoy playing against him now, because I know his limitations.

    The game I last played had 1 gen done a 4 hooks, which seems a bit unbalanced.

    Doesn't really mean anything, can be done with with most killers. Especially with killers, who most survivors simply don't understand.

    What to do against Twins:

    • if you are far enough from Charlotte, just hide in locker
    • when Victor is on you, don't even try to crush him unless different survivor gets to chase
    • when Victor is behind you, try to find some small object like tree/barrel to hide behind
    • always try to heal, you don't want to have multiple survivors injured against Twins (they will snowball with slugging)
    • Idle Victor is not going to detect you, if you crouch and go to crush him
    • WGLF is an amazing perk, which can destroy Twins

    Oh, crouching up to Victor doesn't reveal you via Killer Instinct?

    Awesome… Today I learned. Cheers man :D

  • @exDbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870150#Comment_3870150

    nothing is well balanced in this game. I feel like the whole game needs a rework in my opinion. I mean survivors are going to stop playing soon and queues are already so horrible at the current state of DBD. Looking at steam charts more and more people are quitting DBD. I don’t want to see DBD die, but at the end of the day when you are catering to one side instead of the other it’s bound to happen

    Actually I have been finding that bloodpoint rewards have been consistently between 0-50% most days, and it flip flops between killer and survivor often throughout the day... to the point that where I was no longer seeing 100-150%% rewards, it made me think the bloodpoint reward system was broken...

    This is most notable on weekends where the whole day was a 150% survivor bonus in the past... and weekday evenings were 150% killer… now both are constantly at low levels...

    This suggests to me the game is about as balanced as its ever been. As killer, there is no obvious "take this perk to win", if its any perk right now I probably see Grim Embrace the most, but even that isn't stupidly common. I don't see purecaura builds often except for Huntress, and tbh I think it's quite awesome that killers now take some slowdown, some chase, and some aura perks, rather than just hard spamming gen slowdown. Build variety for both sides is probably at the best I've ever seen since I started playing.

    I agree with jesterkind, Distortion is still a great perk. People who used it before and have boycotted it are just salty they can't slow play the game to oblivion and crouch/creep behind a rock all game while the rest of their team dies and still get away with it.

    They have thus written the perk off and refuse to use it, but it's still a great anti-aura perk, just by virtue of it telling you what aura perks are in play, and personally I like the fact I can take it for that purpose without regularly having the issue of a fast killer like Blight always racing off the opposite direction of me when I'm on 0 hook stages and everyone else is on 1 or 2 unless I literally do a jig in his face.

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436611/is-this-build-toxic

    Am I bad person for having fun and trying something silly?

    No. And I'd wager that killers probably didn't DC because you were causing chaos and distracting them, but because they were probably performing poorly overall. Did the matches in which the killers DC'd have few hook stages with multiple gens done, or long chases?

    Survivors were doing well aye, had some good chases, the Vecna and Pinhead both got messed up by pallet/flashlight saves. Even did well myself surprisingly... I dunno what it was, but I was dialed in yesterday, making really good reads and very few input mistakes.

    I wonder if because the teams were playing well, and there's me being a goof, Killers kept thinking they were against some sweaty troll SWF or something.

    EDIT: FFS... I just had a game with a Blight DCing as well… its like my teammates loop well, and admittedly I instant broke his Hex: Ruin... but it's almost like my silly little build just pushes people over the edge when things aren't going well… 🙄

    I've played thousands of games and probably had maybe 30 DCs or AFKs from killers overall... yet I've had more DCs in my last 8 games than I usually get in month... what the heck is going on? XD

    It keeps screwing me over cause I only get like 1-3 sabos a game 😭

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436611/is-this-build-toxic

    The only toxicity present is the lead poisoning you will be receiving from touching too many nasty hooks.

    Oh…. I get it. You want to poison your blood to poison the Killer and Entity… Okay this is meta. 😂

    https://us.v-cdn.net/6030815/uploads/37ZN4SFABFMC/img-9061.gif

    Begin Operation Poisoned Chalice 😁

  • @Phantom_ said:

    I don't understand your perks and the no item choice. Why are you making it way more difficult than it needs to be?

    You're doing a sabo-challenge without a sabo-toolbox, which has an add-on that silences your sabotages to the killer. You could bring Built to Last to replenish your toolbox and Saboteur as a perk; a last resort to get it done. The other 2 perk-slots can be used for something else that helps you or your teammates (like Resi, Prove, Leader and so on).

    I've seen plenty of people run around the map right off spawn and sabbotage as many hooks as they can, just to get it over with, without disrupting the game for themselves or others. I think your build and perks can be as toxic as you make them be. They don't have to be.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869870#Comment_3869870

    Those are just perks and aren't "toxic". Simply using perks or items or add-ons doesn't make one toxic. If you're getting flashbanged, head-oned or blast mined more than once then that's a skill issue.

    Oh I didn't run around Sabotaging hooks back to back aimlessly, cause that would be a throw, that's why I didn't take a toolbox because you could just run hook to hook. 😅

    The idea here was to trigger notifications on route to things, and in between actions. I'd still be moving to and doing gens nomally, going for unhooks and saves, etc, but be source of constant confusion for the killer. It doesn't work if you spam, just every now and again trigger a noise notification makes it less obvious which perks/notifications you can trust. I averaged about 2 noise notifications every 60s or so. 😅

    I play usually without meta perks, mostly cause I believe it makes you reliant upon them. If you can regularly survive off the base survivor mechnics to a reasonable degree, then you can always turn things up a gear if you need to... if you're always running at max kilter and then hit a wall, there's nowhere to go from here 😅

    So for me this isn't far removed from playing the game how I do normally 😅

  • @OnryosTapeRentals said:

    The problem I have with this perk can be summed up with one word: Nurse.

    This.

    Nowhere to Hide is a strong aura perk, but it is dependent on taking the time to kick the generator, which gives the survivor time to make distance/make it to a tile. It's only an issue for Nurse since it gives her basically a free hit no matter what the survivor does.

    Distortion and OTR also counters this perk, and Distortion is still a very good anti-aura perk if you can get over it's soft boycott due to being rightly nerfed.

  • @Jack_Krauser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869811#Comment_3869811

    Yeah, I don't think you actually did any of that so he's actually correct.

    Shrug guess it's up to you how much faith you put in my word. I had DCs against Pig, Vecna, Legion, the AFK was Pinhead and the 4E was Trapper.

    Not claiming my build solely was the reason, didn't get any ridiculously strong killers, my teammates played well as well, and I did get maps like Ormond and Ironworks. I only took a screenshot of the Pig DC cause I was lamenting annoying a Pig with my fellow Pig main friends, but I can't prove the others.

    1945a4abac282-screenshotUrl.jpg

    Regardless doesn't really matter to the thread does it?

    The point was, this build was a build I made for a lark, and I kept making killers DC... so I asked, is it really that toxic?

  • @BuffDH said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869790#Comment_3869790

    Cool story bro he could've hacked the forums and changed it.

    Ahahahahahaha, you are quite a good troll... I took you seriously for a brief time... that's on me.

    Well done 🤣🤣🤣🤣🤣

  • @BuffDH said:

    So you're dedicating an entire build just to sabotage the game for the survivors?

    Glad you're not on my team.

    I mean, out of 5 games I got 3 rage DCs, 1 AFK and a 4 man escape... so effectively 5 4Es... sooooooo... is it sabotaging the game really?

    Don't know you, so can't assume... but starting to get an impression why you popped off about "unfun" killers earlier... might be related to you yourself don't play for fun... maybe?

  • @BuffDH said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869783#Comment_3869783

    You're not an IT specialist so don't type or make any false statements. You'll look foolish when you do and nobody will take you seriously.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869780#Comment_3869780

    Is this an interrogation or something? I don't have to answer your questions, wannabe cop/detective.

    Just wanna point out dude... the video is embedded, which means its properly supported by the forums via an appropriate official plugin, in this case, youtube... you can play it without leaving the website at all...

    Also would like to mention fun is subjective. I actually found playing vs. Sadako 3.0 quite fun myself, since I know how condemn works and use proper counterplay... but most survivors don't and get run over.

    With good survivors Sadako is quite toothless, but that is somewhat tempered by the fact a lot of survivors suck, so usually the challenge is maintained. When I go up against a Sadako that really knows what they're doing and they hit me with a God Bloody Fingernails read or a perfect demanifest mind game, I often get legit hyped out of respect for the play.

  • Sounds like Scourge Hook: Gift of Pain would be a winner with this… wouldn't encourage healing, but it'd mean you have blood in spades xD

    I know I would hate it as survivor xD

    Edit: Deathbound is also nasty on Oni.

  • Nerfed? She's a noob stomper, but so are all macro killers... she's struggling quite a bit, and doesn't need nerfing more.

    A lot of people want the original version of sadako, but I'm less inclined to believe that will ever happen after the Freddy rework (and I like the Freddy rework, but still).

    I also rather like a number of aspects of modern Sadako (however there are still issues)... So sticking with modern Sadako, I still maintain her 3.0 version should: -

    • Give 0.5 stacks globally for survivors within range of a powered TV when Sadako teleports.
    • Give 0.5-0.75 additional stacks for survivors within range of the TV Sadako teleports to.
    • Picking up a tape passively builds condemn at a rate of 1 stack every ~45 seconds or so.
    • Half the condemn on different elevations to address the issues on Midwich and the Game.
    • Proper add-on pass...

    This would make mindlessly spamming TP about half as effective, and not really worth the shut off of TVs. It rewards Sadako for making good reads and using her TPs optimally. It also means that at higher levels, shutting down her TVs immediately to deny her TPs comes with a condemn penalty that Sadako can capitalise on if the survivors ignore it too long, especially with the lock in mechanic, giving her an actual functional slowdown.

  • There is an argument that at some point if you have 0 hooks, you should almost be looking for the killer and waving your butt at them, because you should be looking to take chase to alleviate the pressure on your teammates...

    As a killer who tends to try and spread hooks and often gives hatch, if I've taken 6 hook stages and you're STILL hiding on 0 hook stages, I'll be making a point of ensuring you die if it's in my power to do so.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869149#Comment_3869149

    It's actually not.

    It's to force the average player to stay and suicide. It's not harsh enough to punish chronic leavers but it's negatively impacting normal players.

    This system would also allow Killers to DC, which is nice since they have no concede option.

    There would probwbly be a lot of DC's for the first month, then it would calm down. Novelty factor, since 99% of players probably don't remember the days before the penalty

    Why on earth should the killer ever DC? Cause they're losing? No killer worth their salt should ever consider DCing, cause 1 bad survivor mistake can flip a game around.

    I look down on Survivors who quit as well, but at least Survivors do have the argument that the game can be completely lost out of no fault of their own, and there are some really obnoxious strategies killers can employ... but encourage killers to DC? Hell no... a Killer DC is always inexcusable and any killer who DCs should hang their head in shame.

    There is no shame in defeat.

    There is shame in giving up.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869313#Comment_3869313

    maybe they should just give you the buff for 90 seconds without having to finish full performance. like 3 seconds.

    Isn't completing the performance kinda the point though? Otherwise why even have a performance? Everyone would just animation cancel 😅

    Might be nice if the performance time (and track) scaled with roll... you obviously still want the 3% bonus, because you ideally want to combine this with toolboxes to get hooge value from your rapid skillchecks, but at least if you got a bad roll, you don't have to wait 15s... maybe 9s and 12s or something.

    Alternatively, might be nice if the cooldown was reduced if you cancelled due to a bad roll. Even 30s reduction would be nice.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869064#Comment_3869064

    Yeah, it all makes sense, so there's really nothing that can be done to change the asym nature of the game.  There have been countless other discussions about this "epidemic," and I agree with the idea that Survivors should be more incentivized to stick it out even when the match is hopeless.  They should be rewarded more for participation rather than just escaping.

    I'd be 100% on board for "stuck it out" bonuses. Especially if tunneled...

    Would also be nice to see the props system start resulting in monthly rewards, with categories for:

    • Not giving up
    • Fun to play against
    • Played well
    • Friendly/Entertaining

    If tunneled player keeps trying and doesn't just roll over/give up, survivors and killers can give a player props so even if they don't make it out alive, they get a nice bonus at end of season. If a survivor runs a killer for 3 gens the killer can give props for played well, while the survivor can give props for Not Giving Up.

    You get the idea... if you gave notifications whenever anyone gives you props, it's a natural incentive to play more engaging playstyles.

  • The 15s does feel a little excruciating sometimes... 12 might be nice...

    Also while we're at it, would be nice if a couple of lute variations were a thing... the same track every time is a little monotonous after a while, whereas if it was a random 1 of 3, that would be fun...

    If you get the one you like, might inspire more players yo finish the <10 rolls 😅

  • @WolfgangGarou said:

    Doesn't sound bad. Especially when you consider that KO is only a thing because you want to take some of the pressure off the Gen Rush by having the Survivor search a little longer for the team member, which doesn't work if you put them on the hooks. There are too many perks that make this impossible or too many counterplay options to buy time.

    But if the perk allows you to turn the whole thing into a hook and gives you a decent counter option against e.g. DS, Flipflopp, etc., so that the Survivor's team members have to become active themselves, you are not forced to let him slug to get the desired effect of gaining time to chase the others.

    Hey... I had resigned myself to thinking this was gonna be a lost and condemned to the depths of the forums post... Appreciate you taking the time you read and comment upon it 😅

    That was the goal, reduce the full power of this perk, but instead of just nuking it, redefine it into a perk that instead combats aggressive survivor play, especially on killers that lack immediate chase potency.

    A potential killer to watch would of course be Spirit... maybe Wraith, but other than that, I don't forsee anything busted.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869021#Comment_3869021

    Okay, let me rephrase then: Most Survivor errors are way more impactful than you might think, whether it's a misplay in the first chase resulting in a quick down, simply refusing to heal after unhook (possibly for Resilience value or whatever), or something much worse like a 3-gen.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869021#Comment_3869021

    Literally people tell you their issue with current state of the game, a lot of people say same thing - that matches are often unwinnable and killer main on forum says that "no they aren't".

    I don't care and your comment won't change my mind, I have almost 2k hours playing dbd mostly as surv so I know if matches are unwinnable or not. You can write whatever you want but you won't change my mind, thx.

    I think you're both correct, but I believe this is an inherent problem of a Asym game, that I cant really see a way for it not to exist. It is a team of survivors vs a killer, and let's REALLY think about that for a second...

    In any team game, you are by definition dependent upon your teammates; that's what makes it a team game. If you are on the worse team, then you should lose, and this is very common (in fact its the status quo) for every team game in existence... the team.that plays the worst, tends to lose...

    Now you can have individual players who may be better or worse, but generally speaking the team with the best teamwork should win... so lets explore some team games...

    A game like Counter Strike is high on individual skill, where a single great player can clutch rounds for their team and beat 5 players single handed... this means that it's possible, and not even uncommon to see 5 players who have good teamwork lose many rounds to a team with 4 poor players and 1 amazing player... however for the most part strong teamwork can and should keep up.

    A game like Team Fortress 2 on the other hand, while still having a lot of individual skill, ultimately it's greater teamwork that wins most of the time. You might be a truly unbelievable Soldier, and a decent Pyro/Scout shutting you down and protecting their Medics and Snipers still have a good shot of beating you.

    So what point am I making? Well in an asym like DBD, we aren't pitting teamwork vs. teamwork, we are pitting teamwork vs. a single player. That means the "teamwork" of the killer is always perfect, whereas as a survivor your ability to win is dependent upon the skill of your team. If you as a survivor are not very dependent on your teammates, it means that you are appropriately powerful to take the killer on 1vs1.

    Since this game is 4vs1, then this must lead to a scenario where Survivors are overpowered, because if every survivor can effectively 1vs1 the killer consistently and not be in a hopeless game because 1 survivor threw the game hard, the killer is outnumbered and should most of the time lose... as such the balance has to be skewed so that the killer is stronger in the 1vs1, and by proxy it therefore must, by design, be extremely punishing for survivors if they make a mistake.

    This isn't an example of favouritism towards killers, this is an inherent quality of an asym... Ultimately Survivors are pitting their ability to work as a team vs. the killers ability to catch them individually quickly and put survivors in difficult to coordinate positions... I don't really see a way you can make it so that survivors aren't dependent on each other, and aren't punished very hard for mistakes, without making it so that the game is heavily survivor sided.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868894#Comment_3868894

    No, because if that's true, your issue is with the institution of looping, instead of the people who use it because they want to win. That's the same logic survivor mains use to decry tunneling. They don't hate the game state for forcing killers to go like that, but instead say, "You killers are scummy for tunneling, even though you have to!" I'm not upset with looping. It can be skillful. But I hate wasting an arbitrary amount of time at loops where the survivor's movements/decisions as well as mine are predetermined and not in my favor at all, which btw happens with or without Windows. So for you to get so mad about a perk which some argue is "a waste of a perk slot!" is a little ridiculous.

    I guarantee you, countless survivors run Windows and it actually is a waste of a perk, because they equipped it after hearing it was a "top 10 survivor perk!", but they can't loop to save their lives. I just can't visualize what y'all are thinking, that a survivor who has no clue what they're doing all of a sudden takes full advantage of all their resources because they equipped a perk. That's the same logic they use to justify keeping killers weak, "Because if we give a buff/qol change to Ghost Face or Pinhead, their kill rate at bottom and mid MMR would skyrocket!" Except it wouldn't. Because the killer isn't playing optimally with their tools at that level just like the survivors aren't, just like when a scrub puts on Windows. I should know, because I auto-include Windows, and screw up easy chases all the time.

    I understand what you're saying, and agree WoO isnt strong, the perk isn't problem for most killers... and as I say, I've kinda come round to the side that WoO is actually a good thing, because it ensures weak survivors can actually stay alive to some degree and you as killer are always having to catch someone who can reach a tile, rather than catching someone just cause they got caught in deadzone...

    But having that viewpoint doesnt mean that I don't understand the annoyance of this perk for the weaker chase killers who rely on mind games. My personal gripe with it is actually from the survivor side... because I like to create different builds with as many different perks as poasible in DBD, and WoO is permanently on my ban list, cause it causes bad habits and using it prevents you growing past the perk.

    Though its popular to decry it, MMR does actually work most of the time (at least if you're low to mid, which is where I think I am), and if you follow the bloodpoint bonus. With individual killer MMR, the survivors you'll face on Blight will be higher MMR than the ones you'll face on Pig after youve played both a while, and yet Pig has a higher killrate in the stats. This is where the issue is... Pig doesn't tend to appear in high level matches because there comes a point where survivors can just handle you... your mind games don't work and your power lacks the potency to force a hit.

    If you faced Blight level players as Pig... it's very hard to compete because your ambush needs survivors to stay at the loop and play the tile to do anything. Survivors are usually skilled enough that even without WoO, can and will instead throw pallet and run away... because this is effective against Pig. They have the skills and knowledge to know where they're going and what the spawns are, and don't give a chance to use your power. This is just what it means to play Pig, you go in knowing that a bad map against good survivors will likely ruin your day.

    As these kinds of killers, a survivor just running pallet to pallet prevents using your powers and wastes so much of your time with little you can do to stop it. You don't get to mind game, cause they never stay on the tile, they hold W away. The thing is WoO allows low MMR players to do exactly the same, so if you're playing a killer that isn't a high tier, the problems those lower tier killers face against high tier survivors become a reality in low tier games as well…

    As I say, that's not necessarily a bad thing... it ensures that when you're playing that killer can see what the upper bound of your killer is, and then affords you the ability to try and create builds and strategies to shore up this weakness as much as you can. If you ever do make it to a higher player game as a weak killer, you're gonna need to have an answer to this playstyle, cause its gonna happen without WoO... so even if it does suck and encourage bad survivor habits, it is better for WoO to stay as is...

    However it serves the discussion to understand the argument and frustration on WoO, and to claim there is no issue with it at all is false. It's the same issue as Lightborn. It's not good, and is laughable at high MMR that this perk is a problem, but like WoO it's just kinda lame that it's in the game.

  • @danielmaster87 said:

    So in theory, I can put on Windows and just loop really well, even though I don't know how? No, of course not. It's information. How does that correlate to survivors having an unfair advantage? Because I don't see it. This just feels like when survivors say killers seeing aura is OP, full stop.

    @SharonPancakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868859#Comment_3868859

    All he's saying is if survivors can find a window/pallet I can't get a 4k as much as I like.

    Come on now, be fair, you both know exactly why WoO is disliked, it amplifies the problems of strong survivor maps for low to medium levels of play by facilitating a very uninteractive and boring style of play.

    In a map with a large number of pallets, such as the Game or Hawkins, when you're playing a killer without a directly strong chase/cut off power, a WoO Survivor can take you on a long chase with just throw pallet and hold W to next pallet. It is brain dead, skillless, and yet annoyingly effective... there is a reason high level survivors rarely see lower tier killers, it's because they lack the power to efficiently answer survivors who know checkspots and all pallet/window spawns.

    Now is it beatable? Yes of course, as I say, it's a boot camp for killers. However you do have to have good macro knowledge and know to drop chase into strong areas quickly, and/or have decently strong perks, and/or start playing quite mean and sweaty to claw back the early deficit this style of play can put you under. That's pretty much everyone's annoyance with WoO, an absolute scrub with literally no actual looping skill whatsoever can run pallet to pallet and burn loads of your time in the most uninteractive way possible. Yes if you have good slowdown perks to recoup that time, now you're laughing because all those resources are burnt, but if you don't, it's such a kick in the teeth.

    At high level with strong killers that can out manoeuvre and cut off survivors, it's a none factor, but at low level, it's a nuisance... in fact I half suspect it's a contributor to why a number of maps have had half their pallet spawns ripped out.

  • Yas! New TR and chase music pl0x!

    And new hands please!

    And a model/animations cleanup in general...

    And her RBT in character select back...

    Thnx!

  • That's the appeal. Brain off, low effort. Not everyone wants to test themselves and improve themselves. Some people just want to play, which is fair enough.

    After arguing enough times over it, I now consider it a plus side for killers... it ensures your average survivor is at least halfway competent, which means you also have to be halfway competent to keep up with it.

    Embrace WoO, while it rots the brain of the survivor, it helps develop the skills of killers.

    If you ever feel mean, take Hex: Third Seal and Genetic Limits... it's amazing how many players crumble when they don't have WoO and post hit boost into Lithe to save them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868785#Comment_3868785

    ok if real problem is exposed around hooks, what if the add-on had a drawback that survivors that unhook within 24 meters of the clown are granted endurance for 15 seconds?

    i'd take that drawback as fair trade off towards direct hits being exposed hits with no bottle count penalty.

    Well, at least that would have the benefit that if he misses the interrupt and hits after the fact he doesn't get the down, so there is a risk associated with it, and the chance to juke, then trade, which may be enough.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868773#Comment_3868773

    literally only good usage of this add-on is to throw yellow bottles at hooks with thick cork stopper.

    pinky finger needs to be reverted back to no drawback.

    I swear man, nothing but respect, but sometimes I swear you want all the most annoying and tilting strategies for survivors to be viable in this game... 😅

  • That's an interesting idea… I rather like it.

    What is kinda neat is the reason Pinky Finger Clown was a problem was because he could camp hooks with his 3 bottles and just direct hit with the bottle to interrupt the unhook attempt and then just go down and hook without even a trade... even if he missed it, it still worked out well for him, cause his follow up could direct hit the trade survivor while they are stood still and down them, and the survivor off hook was also caught too in the slow, so he could usually wait out BT and still got 2 for 1 most of the time.

    Antidote Tonic however doesn't flare immediately, so doing this is a lot harder to time, and interrupting a trade completely with a direct hit I dont think is possble due to the time for Antidote to flare... There is also the mind game a survivor can bait the Antidote and use it to run away instead if he pre-throws it. If the Clown pre throws it and does get the exposed then downs the the trading survivor, Clown can't realistically catch the survivor off hook easily, because they are immune to Afterpiece while under the Antidote effect...

    I kinda like this idea a lot the more I think about it... maybe there is something sneaky I havent thought of, but it looks solid as a suggestion on face value. 🤔🤔🤔

  • I like the idea of some basic tutorials for chase.

    At the very least a time trial where you start off injured and have to survive 1 on 1 vs. a bit for 20 seconds, 40 seconds and then 60 seconds.

    20 seconds would be all that is required to pass the tutorial, but you have the other 2 there for additional rewards.that players can practise.

    Extra points of you get to pick your killer bot.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868590#Comment_3868590

    People have been asking for a personal stats page in game for years now. It's been asked in Q&As and BHVR has tried using the excuse that players that have been playing for years would be upset that they'd start at 0 with new players when implemented because they don't save the stats - every time the old players have said we don't care that we'd have same start date.

    I'd be fine if they just added it to a section on our BHVR account if not directly in game. That'd drive engagement to their site instead of an external one that players go to now to upload their data manually. The newsletter is just too unreliable to use for something like this that alot of players have been asking for for years - and it being so unreliable isn't great for BHVR to use it for marketing either.

    Fair point, also dont mind me, I play Devil's Advocate a lot 😅

    That makes sense, I think that'd be a solid suggestion/improvement. 🤔

  • @Aven_Fallen said:

    Why is it not possible to display this ingame? This would be somewhat interesting and yet it will not reach a bunch of people because for some people Newsletters dont reach them.

    @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868567#Comment_3868567

    This. Something like the stats should definitely be available in game or be available on players BHVR accounts, not in a newsletter that is unreliable. It's annoying how many times I am getting the newsletter just fine, even check when an announcement like this comes out, but then it randomly stops and I miss one with some sort of reward. Then it's an annoying back and forth with support trying to get what I missed - most just want to quickly close out support ticket without actually helping, you need to luck out to get someone that will actually help resolve an issue. I get they want to get people to use the newsletter but it's so unreliable and their support team is pretty miserable to deal with.

    Suppose there is an question of scope and of course UI implementation time vs. player engagement. If you give stats in player profile, what stats do you provide? How deep and thorough do you go? How many players actually care? Is there any actual value/incentive to implement such a feature?

    Lets be realistic, much as we wouldn't want to admit it, there is actual value to distributing these things via a newsletter, since the newsletter drives player engagement and makes the newsletter something that can advertise products and contact players for marketing purposes (since we give permissions for that when signing up to the newsletter... we are the product).

    What is the actual incentive to provide these stats in game? Would be nice? Nice doesn't fund the development time/investment unfortunately... and though it sucks to admit, that IS the name of game once all is said and done.

  • @lvcian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868237#Comment_3868237

    her bugs still nerf the nurse (doesn’t really bother me cuz I’ll still 4k) but I have motion sickness and it’s bad..

    I still think Nurse should be:

    • Reworked to have her no longer look down during fatigue and instead turn the screen monochrome (like Dredge) and have survivors disappear (like Spirit) while she realigns to our world.
    • Have blindness during charging blinks and while blinking.
    • Reset her tokens to 0 on stuns, since she mostly ignore pallets anyway, if you hit one you should be rewarded, and DS/saves in general should work vs. her.

    Would make her more accessible, and also ensure Nurse's exceptional anti loop is tempered by always having to play around Nurse mind games.

    Then of course fix all these bugs, and I think Nurse is pretty much golden.

  • Intriguing... my own stats? Sounds awesome...

    Though given how much I screw about with silly builds, I'm not sure if I truly wanna know xD

  • As others have said, his issue to my mind isn't haven't enough stalk anymore, unless the survivors have literally been picking their noses, the game is long over before you run out of stalk.

    If he has any issue, it's that he is ultimately still a very basic m1 killer, which means he'll never be strong without being made ridiculous (which is basically what his Tombstone's do). His vault and lunge are slightly better, but that's it… he has no other anti-loop to speak of.

    That said, his power is simple and has high perk synergy. Things like Coup, vault speed/block builds, PWYF, Spirit Fury/Brutal Strength, M&A or various undetectable perks, Surge, all work well on him, more so than other m1 killers… The difficulty is a lot of changes one would propose to make him good at high level, would make him absurdly overtuned at low level…. which is a problem of a lot of killers. The difference of high level and low level killers is the skill their power requires to land hits, and without appropriate skill expression built into the design of the power, there is only so far you can push a killers ability if you want to allow any counterplay at all.

  • I'm not going to dismiss how you feel; I understand that after a rough game, emotions can run high, you can't always be in the best frame of mind… but this is a problem that COULD be fixed by forcing survivors to leave somehow, but it is actually better for you to learn to handle this frustration yourself in your own mind… it will make you happier playing the game and in life overall.

    One of the best tips for your mental game is when anyone is trying to antagonise/upset you "never let them see you sweat". When it comes to teabagging and obnoxious behaviour, ignore it, ignore it completely and don't give any visible hint you even noticed it. Do not let them get under your skin, or at the very least, don't let them know they got under your skin.

    If someone won't leave, you don't care, don't react or slow down at all to them teabagging and just go up and hit them. The sooner you hit them, the sooner they have to stop teabagging and leave, they can't keep taunting you if you slap them out of gate. For yourself look at it as free bloodpoints if they run out (that starts a chase, and gives you bloodpoints), and if you hit them, that is even more bloodpoints.

    A lot of people look at that as "giving them what they want", but if you stop and watch them teabag you are giving them actually what they want, which is you to acknowledge the fact they beat you. If you run straight up and hit them without even pausing to see their teabag, you haven't acknowledged bugger all, you're still swinging right to the closing moment of the game, and that lack of a reaction is far more annoying to a teabagger/gate camper.

    Don't even read/say anything in end game chat. Don't react to a teabagger at all. Say GG to anyone who genuinely offers it, and completely ignore said teabagger.

    This mentality breeds confidence in yourself, because when you know you won't allow people to get under your skin, they have literally no power over you.

  • @Alicia_Tried6041 said:

    Ignoring all killer mains commenting because they want nothing more than to keep the unfair advantage killers have compared to survivors. BHVR it's time you start giving survivors buffs as well.

    Trying to give genuine advice is apparently being killer main because it isn't what you want to hear...

    OK, I think I've been pretty fair and reasonable up to this point, but if you're just gonna be rude, disrespectful and close minded then I'll just tell you the facts.

    • No one else struggles with using this perk.
    • It's easy to use, one of the best in game, even on console.
    • Since you can't use SB effectively, your refusal to learn makes you bad at the game.
    • You'll always stay bad at the game, because you prefer to whine on the forums rather than entertain the notion that maybe you have something to learn, and don't have perfect skills and knowledge.

    Drop Sprint Burst for it's no thought required cousin Lithe; seems much more your speed.

  • I agree Knockout is unhealthy, its not even good, its just obnoxious...

    However I have to ask... you're mad at Legion? Legion... whenever I play against Legion, I often feel sorry for them. Every interaction with them is "OK... what are you gonna do now?".

    Literally unless you're in some insanely killer sided map with nothing but pure dead zones like Haddonfield, Legion literally doesn’t have anything to close out a chase other than bloodlust... if it weren't for things like NOED and BFF, he'd be entirely toothless

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