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  • @Ohyakno said:

    Your sample size is one game. How do you feel comfortable drawing any conclusions from that?

    Because I have played more than one game in the last month, which was the reason I haven't played in two weeks.

  • This is still bugged on the 9.0.0 PTB: https://youtu.be/ZY9IuMKt8pM

    DeadByDaylight.log
  • There's a lot of confusion from other people regarding the new mori conditions. It says the second survivor has to be "healthy, injured, or dying" for the finisher mori to activate. Some people are interpreting that as the killer can mori a healthy survivor. I assume it's just awkward phrasing and of course they have to be downed to be mori-able. Can you please clarify?

  • When you remove the ability to attempt to unhook, does that mean survivors will no longer be able to raise their arms on first hook stage? In solo queue, it was nice to try and attempt to communicate with teammates that the killer is nearby camping by waving your arms and such. It'd be a shame to see that aspect of it gone as well.

  • The bug might be nemesis related. Played against two other killers (unknown, pphead) with franklins (one weave, one without) and it worked fine there.

  • Will we still be able to see the haste and hinder percentages on the UI in the upcoming patch?

  • Very sad to see haste/hinder stacking stay. I was very much looking forward to this.

  • @ThatRyanB said:

    In addition to the conversation going on in this thread (which we're closely following - thanks for being so in-depth with your thoughts!), I wanted to pose two other questions:

    1. What do you feel is the most complex-to-understand aspect of this Killer's gameplay flow here?

    2. What would YOU name the Drone Buddy? 👀

    2.

    Companion Cranium

    Skully

    Drone Buddy

    Whirlygig

    Also it'd be funny if you named either the global detection or downing someone with the drone buddy "hostile takeover" as a lore reference of her taking over companies

  • I feel like this iteration is the easiest yet, at least judging by my own games

  • I've been tracking all my survivor 2v8 games and so far, it's been extremely survivor sided in my experience.

    Total games played: 22

    Games escaped: 19 (86.4%)

    Team escape rate: 71.6%

    Bot escape rate: 57.6%

    Maybe it's just a regional thing, I'm playing in central europe.

  • @Goblin_BHVR said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871056#Comment_3871056

    When queue times in any event get particularly long, we have the ability now to add a bot to the lobby to help ease those queue times

    This is one of the worst decisions BHVR has ever made. Nobody wants to play with a bot on their team.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/432377/normalize-toolboxes

    are you really saying that toolboxes need buff after Tru3talent released a video where swf with boxes made 5 generators in less than 3 minutes

    I'm not sure what you're talking about. Did you reply to the wrong post?

  • @Coordi said:

    Logs and match times would be appreciated for investigation! Thank you!

    DeadByDaylight.log

    game lasted around 10 minutes on haddonfield, they only did one gen

  • I came here to post about exactly this. Hellfire needs a significantly better audio cue, right now I can't hear one if it even exists. It makes playing against the killer very miserable.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780257#Comment_3780257

    Unfortunately, nothing that you listed is considered to be reportable so no action could be taken in this instance.

    I think BHVR should reconsider their stance on this being a punishable offense. We shouldn't have to play games with people like that.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766764#Comment_3766764

    I don’t have a concept for it.

    And guess what, I don’t have to have one to say that some mechanic would be healthy to address the issue currently in-game.

    I am pretty sure the devs could come up with a mechanic that would be better than the current way and other than the bug.

    But i also agree that you and other will find something to complain about. Good thing is, it’s not about just pleasing you personally.

    As for the trigger - nowhere in the op is it stated that this should be the one and only trigger.

    Well said. I don't really know why so many people are arguing over specifics in this thread.

  • @sluc16 said:

    Aura reading perks should have stopped a long time ago.

    On both sides (specially killer side), there are just waaay too many aura reading options, not too mention some add-ons also provide it.

    basically there are perks for anything that can provide aura reading.

    hooking or unhooking, kicking gens, survs vaulting, survs breaking totems, healing, simply being injured, carrying survivors, completing gens, opening lockers, being the obsession, getting a good skill check, just starting the match, breaking pallets or walls, going to basement.

    The amount of aura reading options is just too much, I don´t thing is healthy for the game, and it should have stayed the way it was a long time ago.

    I full agree with this. Aura reading should be rare for how extremely powerful it is.

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765769#Comment_3765769

    The current bug isn't working; it is simply reducing the number of Killers playing. It has nothing to do with Tunneling and is already being manipulated by SWF to ensure a 3E, and incidentally being triggered by Solo (also aware of how it works) to leave right away to give the remaining Survivors an edge. More to the point, have you considered that Behavior doesn't agree with your notions? You say you trust them to figure out a good way to do it, but you are aware (I assume) that the game has been around eight years now, and for eight years we have had to listen to people making the same complaints? Perhaps BHVR is smart enough to know what is a real problem and what is just complaining about nothing?

    I'm just posting my feedback in the feedback forum, I don't really care about arguing with you over this.

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421358/id-like-to-see-a-feature-similar-to-the-gen-bug-as-anti-tunnel-mechanic

    For this to actually work it would have to be limited to ACTUAL Tunneling, i.e. it would ONLY kick in if one person is killed before anyone else is hooked. That is the actual definition of Tunneling. One person is chased and hooked over and over again without going after anyone else. Is that what you are supporting? If "this" takes places an extra Generator pops when one is done? :)

    Or are you actually advocating the current bug which has nothing to do with Tunneling, and everything to do with someone dying and leaving the Lobby takes place?

    Nah, I just want BHVR to implement a system that works in the same spirit as the current bug does. I trust BHVR is smart enough to figure out a good way to do it.

  • @adsads123123123123 said:

    You're having more fun because the bug is broken and giving you free wins and escapes not because it's preventing tunnelling.

    It's not supposed to prevent tunneling. It's supposed to punish tunneling.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421358/id-like-to-see-a-feature-similar-to-the-gen-bug-as-anti-tunnel-mechanic

    and do killers get a come back system too? if the gens get way to fast and chases take way to long some survs just hang themselfs?

    No, this would be a survivor buff. If you buff killers to compensate it becomes a meaningless change

  • As far as I know, the toolbox speed addons ONLY increase your charges per second, that's what "repair speed" is. The base repair speed is 1 c/s. Commodius adds 50% repair speed for 1.5 c/s, socket swivel adds 30% repair speed for 1.8 c/s. "Depletion rate" is the same thing as "repair speed".

  • Add Wesker to the list of killers that is fundamentally broken on this map:

    https://x.com/beerey8/status/1799842579619656091

  • @VomitMommy said:

    I have tested Skully and Hag on second end of portal and survivors didn't trigger it unless they immediately moved.

    So maybe just look around after you enter the portal (or always crouch) when playing against those killers.

    I don't think Trapper can put trap in a way survivor will always steps into it.

    Why Pinhead?

    Didn't you forget Nurse? I would guess she is going to be very annoying on that map, but didn't test it yet.

    Nope, I mentioned nurse but haven't played her myself or played against her. Pinhead's gateway placement uses the same mechanics as nurse blink, and his box spawn locations only appear to be topside.

  • Some more thoughts:

    The exit gate placement seems to be static and is extremely unfavorable for survivors. Escapes when hatch is closed seems to be basically impossible.

    Pinhead's box seems to only spawn topside and ignores the rules for distance to pinhead that exists in other maps. I loaded into a map where I was about 16m away from the box, in line of sight. I tried this in a custom with chatterer's tooth and ONLY got topside spawns in about 20 boxes.

  • yeah this bug has been in the game since the addon existed. the marker it places lags noticeably behind the actual position you teleport to

  • The fix appears to have made it into 8.0.0.

  • The multiple FOV transition bug appears to have been fixed on the PTB, though the original camera transition bug remains.

  • Personally, I'm very disappointed to see anything to do with Wizards of the Coast.

  • Just checked and it's still broken in the 7.7.1 bugfix

  • Managed to reproduce this in a custom. No basement, door open. Video includes the tile ids if it helps

    https://youtu.be/rNgsCq5myRY
  • Watch "unk projectile" on Streamable.

    Had another very odd projectile. It visually bounced somewhere different to where it exploded.

  • I like playing Skully because she's chill to play and I can play her on all maps. Survivors send me to the eyrie for the fifth time in one day? Meh. Gideon three times in a row? Thank you. Garden of Joy? You can shut down main building with two drones. Dead hard? Don't care. Sprint burst? I'm faster.

    She's not a fancy killer with cool clips for my epic youtube montage, she's a killer that just works well and is deadly.

  • There's a good reason that bad survivors used to send killers to this map constantly. The main building is extremely strong and annoying to play. It's practically impossible to defend main gen and it has the potential for an infinite loop, as well as an extremely strong dining room window->pallet loop. On top of one of the worst main buildings in the game, the rest of the map is extremely strong. Shack side is just shack chained into strong fillers chained into strong maze tiles, chained into car park.

    When I play this, it's usually just try to clear either shack side or main side and then hard commit to that area because there are far too many resources for survivors to get rid of all of them. It's a really unpleasant to play map that just forces you to play unfun strategies to overcome the strengths. There's also an extremely powerful hook in main building with only a single way to get up (main stairs) that is ridiculously easy to camp.

    For some reason there also aren't any lockers in the middle of the map. At all.

    Honestly, I wouldn't complain if someone just randomly shuffled the entire map a few times because I feel almost anything else is better.

  • From a gameplay perspective, this map is decided entirely by RNG. Sometimes it's incredibly killer favored, sometimes it's incredibly survivor favored. It's weird how sometimes you'll have really strong buildings with a strong pallet or god window, and sometimes it's an empty stable. I never know what I'm going to get when I load into this map. Generally, most of the buildings are fun to play. Don't really have any complaints, other than RNG being so inconsistent.


    From an aesthetics point of view, this map is awful. Too red. There are structures with burns that look exactly like scratchmarks, which is extremely annoying. Stuff like that shouldn't be part of map design.

  • I hate this map, especially the debris field. It's way, way too safe for survivors who can chain several maze tiles together and then have some ridiculous pallets and windows in the debris field. I've seen double windows, double pallets, and all kinds of other nightmares. On top of that, most of the debris has awful collision where you frequently get stuck and killer powers don't work as expected. As an m1 killer, this area is just a horrific nightmare.

    Main building is terrible and has the small-midwich syndrome of having straight corridors with no real choice, but also really big at the same time so you just have to run after a survivor for a very long time. The dining table is also a very annoying loop.

    Shack is just... bad. There's one extremely unsafe pallet and a nightmare of a backside that doesn't seem to serve a real purpose.

    The map is also way too big for how extremely safe it is. Gens are spread really far apart unless you get a lucky main 3gen, so it's way easier to just tunnel someone out than to play a really difficult macro game on most killers.


    Awful, awful, awful map.

  • I really like this map. It's very small and very easy to navigate, since main building is always visible. Provides plenty of cover for stealth but there aren't a lot of places to really go and be sneaky, so it's a nice balance.


    The main building is really fun to play, probably my favorite main building in the game. There are plenty of opportunities for mindgames and creative pathing, as well as outplaying survivors with your power (especially at the big drop). My only complaint is that the scratchmarks can be hard to see but other than that, it's my favorite map in the game.

  • Horrible map. Has exceptionally safe loops that can't be mindgamed, strong maze tiles, and an incredibly strong main building. The layout of the main building is awful because it's one of those places where you can see a survivor, they're not far away, but actually walking to them would take you 15 seconds and catching up to them takes even longer. It's one of two maps where you can have long chases around main building without ever entering chase.


    There's a reason this map is one of the ones that bad players who need a really strong advantage will send you to all the time. It needs more than just a layout change.

  • Awful map. Extremely hard to navigate with not a lot of great landmarks. Some of the rooms are identifiable but some rooms you just have no idea where you are in relation to the rest of the map (like the classrooms). The entire map is just an ugly brown, one of the ugliest maps in the game. I like the environmental clues that other maps like lery's or toba have to easily finding gens but for some reason, this map is lacking them.

    Gameplay on this map is extremely tedious because it's just holding W to the next room/pallet. This one of two maps where you can have "chases" with survivors that last for a full minute without even entering chase because they're just so far away at the end of a hallway.

    This map also has extremely awful killer prop placements for killers like xeno and sadako. Subway exits can be 3m next to a gen but IN A COMPLETELY DIFFERENT ROOM, making it completely useless.

  • One of the biggest snooze maps in the game. There's practically no interactivity in gameplay or chases, just one long loop that survivors are forced to run. The outside path with the gen, the welcome desk loop, the two stairs in main, the helicopter pad loop, toilet loop, etc. Once a survivor runs down one of the known paths, there is no deviation and you're just holding W. The generator spawns don't vary too much and there is virtually no randomization on the map, so every game plays out the same.

    Never like seeing this map, it's so boring.

    Plus points: RCPS is extremely easy to navigate. I am never, ever lost. That is extremely nice for an indoor map.

  • West Wing is way more interactive than East Wing but it has worse gameplay. There are a lot more pallets and resources than on East Wing and survivors actually get to choose places to run to instead of just being stuck in one long, bendy hallway. The biggest problem with west wing is there aren't enough places to go between the floors, there are only two stairs that lead up, one in the back, and the short corridor by the library. A killer can camp by the library and have complete information of anyone entering west wing from east and proxy camp people hooked there.

    The map is extremely easy to navigate, which is a plus.


    By the way, is there a reason the women's shower has two washing machines, a scale, and drugs in it but the men's shower doesn't?


    image.png image.png


  • @sizzlingmario4 said:

    I suppose it's nice for newer players. However if they're going to add these to every map then it should be on every window with no exceptions and be a 100% consistent feature. For example, they added them to Midwich in this update but only some vaults have it and not all of them. The vault on the second floor above one of the staircases, as well as the vaults inside of the classrooms, are missing the yellow cloth, while all the other vaults do have it.

    20240312233917_1.jpg

    I agree, look at Ormond main. One window has it, the other one doesn't.

  • @[Deleted User] said:

    When did this happen? I had no idea.

    With yesterday's patch!

  • This is one of my 3 most hated maps in the game. Chasing survivors through dead dawg main is the least interactive experience you can have in dead by daylight. Every survivor knows the loop by heart, it's practically impossible to mind game, and it just wastes an extraordinary amount of time with no counterplay. There are two mandatory breakable walls in main that just shouldn't exist. Survivors can just see through the shack walls making mindgames impossible. The only reason this map is killer sided is because the gen spawns are really bad.

    The entire map practically plays itself. Every game on dead dawg feels like it's exactly the same. It desperately needs much much much much much more variation.

    The one thing I like about DDS is that the shack has a breakable wall. I wish more shacks had that.

  • This map is extremely lopsided. Super killer sided for some killers, practically impossible for others. The map has far too many extremely safe pallets where no counterplay is possible for m1 killers. The gameplay is extremely stale because survivors just run from pallet to pallet and there are over 20 of them. This map is also awful to navigate because there are no clear landmarks and it's not immediately apparent where the stairs are when you're on the bottom floor or which direction you're facing.

    That said, gideon has surprisingly good collision on the loops. Playing killers like nemesis or xeno is really fun because everything that looks like you can hit over, you actually can.

  • This is, without a doubt, the worst map I have ever seen or played on. I started playing after ST left the first time but in all the old videos I've seen of it, it looked very stupid and I didn't know why people remembered it fondly. Then it came back and it did turn out to be very stupid. Everything in this map is designed to cause as much frustration as possible. Narrow hallways, no line of sight, incredibly inconsistent collision, all the rooms look the same with no real landmarks, an inexplicable upstairs area that only exists to waste time, broken killer prop and chest spawns, and more.

    The portal room is stupid with a stupid window that has the potential to be abused, a hook spawn that can be bodyblocked by the killer to make rescues literally impossible, and a gen that takes the killer a really long time just to walk to and waste so much time.

    The upstairs area is obnoxious because there's no real gameplay up there you just hold W through to waste the killer's time. Defending the upstairs gen is practically impossible.

    Why does the tube that you can drop into even exist? M1 killers can't hit survivors who are in there, they have to walk all the way around the catwalk and drop down into to be able to do anything, it's completely obnoxious and serves no purpose.

    Despite being one of the tiniest maps in the game, navigating it is extremely painful because the rooms all look very similar and for some reason have random doors. There's one of the big long rooms that sometimes just doesn't spawn a door on the other side AT ALL so you go in and you're just trapped and have to back out again because even though the survivor is less than 5m away from you, actually walking to them is impossible.

    The gameplay is really stupid. You just drop/predrop pallets and run to the next pallet. Killers are forced to break some of the better ones and can bloodlust the others but 90% of gameplay is just "drop pallet, hold w".

    I hate this map with a passion. It's awful. I don't know anyone who likes playing on it, survivor or killer. I wish it never came back.

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