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WhoSoup

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  • Played this map on the PTB for a bunch, played around a dozen games today. Nothing seems to have changed from PTB so the critique is mostly the same: Map is way, way, way too big and the rectangle shape makes the size even worse. Exit gates are impossible to contest. Chases never go to main unless you have a teleporting killer because there's nothing there at all. Games revolve entirely around the middle area.


    Not a great map layout. The main building is really fun to play but there's no reason to ever go there.

  • @Erasox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672498#Comment_3672498

    The funny thing for me is the spectator view showing how laggy the server is. on client you dont see this hiccups like on the spectator view.

    That's unfortunately a result of my recording. I ran DBD twice on the same computer and the spectator client was the background process, so the recording had occasional stutters for it.

  • The main building is such a pain, especially when one of the god windows spawn where it's impossible for many killers to do anything at all if they don't run bamboozle. On top of the windows, there are also really safe pallets. I don't remember a single game where I enjoyed playing the main building. I think without such a strong main building the map would be fine.


    Please do something about the hills though. You can't immediately tell which side you can go up and even after months of them existing, I still get tricked by it.

  • I kinda like temple. It's a neat map with a good size. The biggest complaint is the size of the underground area as well as the lack of hooks down there. There's only one and that's in the back, so sometimes there are unhookable spots down there.


    The Red Forest realm has really awful hills though where it's not immediately apparent which side you can go up. Please change that.

  • Terrible map that really, really needs a graphical overhaul. Despite being one of the tiniest maps in the game, it's extremely hard to navigate because there are no good landmarks you can see from the distance and a lot of rooms look identical (like the four L rooms around library). The map is also stacked with resources, particularly windows, that make chases for m1 killers very cumbersome.

    Lery's is also very RNG dependent with some rooms having doors only spawn sometimes. Sometimes you lose a chase just because you go into a room that doesn't have an exit where you expect it to be. The map is also atrocious for many killer powers (Singularity, Huntress, etc).

    The only reason that this map is killer sided is because the same also applies to survivors.


    The operating room is also SO DAMN LOUD. PLEASE lower the volume of that monstrosity.


    Keep the Lery's cow though!

  • @WhoSoup said:

    I just found out that Pinhead's camera is WORKING COMPLETELY FINE when you spectate a pinhead playing. There are no crazy dolly zooms and multiple FOV transitions for the spectator, it just works as it's supposed to. It's only broken for the player.

    Here's an example video:

    Watch "saddest video ever" on Streamable.


    On the left is Pinhead's POV with the broken chain FOV, on the right is the spectator POV which looks completely normal

  • This is just a general bug with the location indicator of the gateway. It's not accurate and trails behind significantly. The gateway will always at the location that your camera looks at, not where the indicator is. Example:


    Watch "chain lag" on Streamable.


    This bug has been in the game since Pinhead was released. Nurse has the exact same bug with the Plaid Flannel addon.

  • I just found out that Pinhead's camera is WORKING COMPLETELY FINE when you spectate a pinhead playing. There are no crazy dolly zooms and multiple FOV transitions for the spectator, it just works as it's supposed to. It's only broken for the player.

  • Usually has a really strong gen spread for survivors unless you get a lucky rng 3gen. Tons of strong fillers connecting strong tiles. Main building is usually very annoying to play with a mandatory breakable wall and strong filler loops next to it. Typically very boring gameplay (like most autohaven maps). Not really sure what the best way to fix this map would be, I just know that it's not fun to play.

  • Never liked this map personally. Main is too RNG when you have one kinda weak variant and one really strong variant with a mandatory breakable wall. Even on the weak variant, running around main just takes so much time. The area around shack is also extremely strong with strong maze tiles connected to strong fillers and a potentially really strong bus. Overall the map is just really, really safe for survivors who can connect all the resources.

  • Awful map. Has the same problems as Suffo1 where the shape of it is just extremely unpleasant to play. A hard 3 gen (or 4 or 5 gen) on one of the sides and five million maze tiles in the middle to make sure there's no reason for the killer to ever bother crossing to the other side. It's also the longest map in the entire game. I hate playing on this map, both as killer and survivor.

  • Interesting map. This is like "what if rotten fields wasn't awful?". Balance seems to revolve mostly around RNG in terms of gen distribution and tiles. I've played games that favored both sides hard. Don't really have any complaints about this map other than that Autohaven overall is extremely ugly. Nothing interesting to look at, very flat color scheme.

  • Map is too big and open and the main building is way too strong. Even if you break the mandatory breakable wall in main, any survivor can easily hold W to make multiple loops around it if you're not playing a killer that can deal with it. It has one extremely strong pallet inside main that can't be mindgamed by tall killers, and a possible god pallet on the outside. Killers can easily lose the game just chasing around the stupid building. The map has a lot of very strong fillers connecting strong maze tiles. The openness is good for some ranged killers but bad for anyone else.

  • Awful main building. The catwalks and upstairs areas are just so obnoxious to play and waste so much time. I don't know why the map is flat but then has a three story tall catwalk for some unknown reason that has the potential to spawn two totem spots.

  • Of all the MacMillan variants, this is the only one I can't actually tell apart ingame. They're just way too similar, I don't know why a variant exists for this one.


    The map is way, way too big for dbd. Pretty sure it's the biggest map in the game. The main building is extremely unpleasant to play because it has the chance of spawning an infinite window in addition to one god pallet and one very strong pallet. The giant tree is just pointless.

  • Storehouse1: Hate this map. Really obnoxious map layout for killers. It's big and you can't ever patrol the pockets without losing the game. Main building isn't fun to play and has a mandatory breakable wall. The visual of the map (and MacMillan in general) is extremely boring.


    Storehouse2: Much better than the original and games on this are more interesting because you do things other than just play around the main building. Still not really a good map because the main building is the same.

  • Suffo1 is the hallmark of bad map design. The map encourages killers to commit to a hard 3 gen because it's really long and the middle area is exceptionally strong. There's basically no point to ever commit to chasing anyone in the middle area that, for some reason, consists of an estimated two million maze tiles. The main building is unreasonable strong with multiple god pallets and, if lucky, a god window.

    This map is also heavily affected by RNG. Sometimes an entire section of the map will be a deadzone, sometimes it has several god fillers.

    I don't like anything about this map.


    Suffo2 is a huge improvement. The gen spread is a lot nicer, the shape is a lot nicer, and I usually enjoy the games I play on this. My only issue is the weird adjacent double maze tile, which seems out of place in an otherwise good map.


    MacMillan overall is such an ugly an uninteresting realm, though. It would benefit from a visual overhaul.

  • I hate this map (ct1) with a passion. Comp Tower is such an RNG dependent map that can sometimes be incredibly strong, sometimes incredibly weak. Getting a 3/4 gen by main makes the entire gameplay a complete snoozefest. I've seen window into window into pallet into god filler into another jungle gym. For strong RNGs, this map is one of the peak "i'll just 3gen because it's not worth going anywhere on this map" maps.

    The main building is not fun to play when it has the god window into two god pallets and another long wall pallet into jungle gym.


    CT2 is better because it breaks up the infinite-chain around the map a little but it still has the problem where rng sometimes puts 4+ gens into a tight area on one side of the map. I think the Coal Tower maps have the potential of being way too strong for how small it is.

  • @FunkyMonk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666930#Comment_3666930

    Oh, Xeno and Sadako don't have tv in one main of one map? Shall I tell you about all the places that spawn no lockers for Dredge?

    (Seriously though, good mention for the map discussion, just highlights how neglected Dredge is in this regard)

    Yes, please do, that's what the thread is for.

  • Awful map. It's massive and there's corn everywhere. It has a lot of really strong connected tiles that survivors can run between for an eternity. Shack and basement are guaranteed in the same spot with little safety nearby, making extremely boring basement gameplay one of the best strategies for killer on this map.


    DBD graphic settings don't really work well with having so much corn as a balance mechanic.

  • Kinda meh map. Way too RNG dependent for balance. Sometimes you can get a really nasty 3gen in main + behind main, sometimes you don't. The map isn't fun to play, it's just entirely forgettable. There's almost nothing about it that makes it interesting. If it was removed from the game, I'm sure nobody would even notice or complain.

  • Horrible map composition. The buildings are insanely strong but the entire middle of the map is a deadzone. The two story buildings with the two windows on one side are busted if survivors decide to run them the right away. M1 killers cannot do anything at all. Main building is a chore to play.

    Meanwhile the road is just wide open and survivors can't cross the map safely. Killers like huntress and trickster can proxy camp someone hooked in the street from a distance and make any rescue impossible.

    Haddonfield also has one of the worst RNGs of all maps. Sometimes you get two yellow houses, sometimes you get a double two-story house next to each other. The hooks are painful to reach and if one of the key hooks is destroyed, an entire quarter of the maps can be impossible to hook in. There are no lockers anywhere in the middle.

    I'm excited for the April-June update on Haddonfield.

  • I like this map usually. Good size, usually a fairly good gen distribution, not too many pallets. If you got rid of the main building variation that has the god window downstairs, I think this map would be one of the best in the game.

  • Horrible, horrible, horrible main building. It's right in the center and features everything bad about game dbd map design: weird collision on the ramps, several god pallets, and doors that HAVE to be broken. On top of having one of the strongest main buildings in the entire game, the map is also enormous. Xeno and Sadako also don't have a TV in main, for some reason it's outside of main building and completely useless.


    This map looks and feels like it was made for a DBD from 5 years ago and is completely out of date.

  • I don't know why there are five variations of this map. Non variation specific commentary:

    Main building is stupid to run. It just wastes so much time, is extremely safe while the pallets are up, and opening the breakable walls only makes it worse. There are 3-4 hooks immediately surrounding the building but no hook in basement. If someone goes down in basement, you typically have to break one of the doors (bad) to hook them. If the basement is in building, it's also one of the strongest basements in the game. It only has two entries which are very close, so it's one of the easiest basements to camp. Getting hooked in school basement is a near guaranteed death sentence for at least one person if the killer decides to use it.


    House of pain is way too strong and it would be really strong even if it didn't have a god pallet downstairs. There's no reason for this building to be so strong when badham already has so many other strong buildings and safe loops.


    I kinda like playing the two-story house but you pretty much have to break both walls to make it possible to play the windows. There is a lot of room for mindgames and once the pallet upstairs is gone and the doors are open it's not very safe anymore.


    The hedges............ why are they so damn long? I have seen hedges that were unbroken for like 32m and it's just absurd. A survivor can be less than a meter away from you on the other side but it still takes 30 seconds just to catch up and you can't even get bloodlust. The hedges are a mistake and should never be able to be that long.


    The maps usually have way too many completely safe filler loops in addition to having so many strong buildings. I have seen some disgusting chains. I think the car loops are fine, the ambulance loops are strong but okay, but the big tree loops are way too strong for badham.


    Now for the variations:

    Badham 4 and 5 are just awful for killers. There are guaranteed three gens in completely safe buildings (main, house of pain, two story house) that are located in the corners of the map. It's impossible for a killer to patrol these gens and defend them, and even worse when there's another gen in shack. These two variations should just be deleted.


    Badham 1 and 2 are still strong for survivors but not as bad as 4 and 5. The play area of 1 still has all of the strong buildings but they're fairly close together so there's not as many filler loops between them. In 2 there's at least a chance for good rng and you can create a deadzone on one side.


    Badham 3 is actually okay and my favorite badham, mostly because of the large filler area behind main. There's typically a gen setup around main and back of main that you can manage to play reasonably.


    Overall, if every variation of badham other than 3 was deleted, I'd be happy.

  • One of the worst designed maps DBD has. Gen and tile spawns are wildly inconsistent and the main building is awful to play.

    In like 90% of games, only a single gen will spawn in main and all six other gens spawn in the rectangle that excludes main. Typically survivors just beeline straight for the main building because chasing anyone in there is a really bad idea. The main building also interacts extremely poorly with certain killer powers like pinhead's chains, which often spawn on the wrong level.

    The pier is annoying and it's extremely hard to figure out which random layout it has just from looking at it. Pog logs can spawn next to shack but it's really inconsistent. The elevation is terrible for many killer powers like nemesis and artist.

    This map also has one of the absolute worst main generator killer prop spawn I have ever seen:

    20230831223217_1.jpg

    This is supposed to be the subway exit for the main building generator.................. just absolutely atrocious.

    I don't know if I ever enjoyed playing a game on grim pantry.

  • Pretty unfun map to play, mainly due to RNG. Sometimes the entire middle area is empty, sometimes there are multiple filler loops. Sometimes you get a poglog next to shack. Gen distribution is mostly okay. Killer prop logic is absolutely not okay. There are some extremely awful spawns for plague fountains, jigsaw boxes, the hatch, etc. The elevation on this map is also extremely not on okay on killers like artist and nemesis.

    I don't mind the main building that much, it's pretty safe until the pallets are gone. The small boat has some bad collision, particularly when survivors are working on a gen, it blocks the path of anyone trying to pass.


    Overall, this map is in desperate need of an overhaul to modernize it and make it smaller

  • I hate this map. It's massive and the color scheme makes scratchmarks hard to see. The map is just full of awful loops, including main building. Typically when playing this map, you already know exactly where a survivor is going to run five minute in advances but there's nothing you can do about it. The snowcat with the god pallet which just eats and extraordinary amount of time. The main balcony with the god loop. The broken window drop with the god pallet in main. The god window that drops down to the bar window. You can't mindgame any of them, they're just obnoxious and every survivor knows about them by now. If that wasn't enough, there's also shack, maze tiles, and a lot of really strong filler loops.


    This is one of the maps that survivors send me to a LOT.

  • The map feels very poorly structured. The middle area is basically a deadzone (especially for lockers) with one or two gens, then there's a 3 gen either in the family house or a 3 gen near shack. The map is rectangular and fairly long, so chasing someone across the map is usually losing move because it just takes so much time to get back to the other side. It's usually awful to play as killer for this reason.


    I'd like to see the game area changed so that it plays more around the middle instead of either main or shack side, and so that stealth killers aren't just screwed by the completely visible game field

  • Don't really like the map layout. It just heavily lends itself to 3genning and just playing one side. Both sides have some insanely strong possible tiles (like a jungle gym next to shack), which further incentivizes just creating a deadzone and sticking to it. Map also has extremely poor locker placements.

  • @angel13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662165#Comment_3662165

    https://www.youtube.com/watch?v=TPhrXwhRfaA

    this was the most recent. if you count from when the audio cues happen for the lament to take place its at :44 seconds and starts the chain hunt at :55....... so anywhere between 10 to 11 seconds to start and it respawns.

    https://www.youtube.com/watch?v=cNQZID8wNeU

    i accidently put the second one to private but should work now. put it in again just in case

    you will notice i see the final survivor at :47 seconds and at 1 minute still no chains

    The second video is still private


  • @angel13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661415#Comment_3661415

    so it is supposed to completely reset the timer? then not start immediately? then i generally dont see it start until it is about to respawn to be picked up again which it is promptly picked up making the power useless. i mean the second video even shows the chain hunt being broken so honestly it just seems like it is either broken or they dont care to change things because people cant adapt to playing against pinhead since half is power is held hostage and a skilled player makes the possessed chain hard to get a hit so ultimately he becomes an M1 killer

    when you pick up the box (either yourself or by downing a survivor), everyone screams and on the ui the chain hunt timer disappears (dark blue). after about 5 seconds, there is a loud audio cue, the box respawns, and chain hunt starts and the ui shows the full light blue chain hunt around every survivor. if it is bugged, then it starts the timer from 0 again, which also happens after the loud audio cue. your video cuts off before the audio cue so we can't see if it works or is broken


    the second video is private and i can't see it at all

  • @angel13 said:

    https://www.youtube.com/watch?v=rnZvCBk51aY

    this is a recent recording from the lights out event that shows that the timer is counting before the chain hunt auto starts but when the lament is picked up by me it resets the timer causes the scream but does not start a chain hunt itself. i do have another video i can post showcasing this if need be

    When you pick up the box, chain hunt doesn't start immediately. They scream and then after 5-ish seconds, chain hunt starts. Your video cuts off before that

  • @ctrlaltdefeat36 said:

    Myself and about a dozen gamer friends in my network are quitting Dead By Daylight after the slew of awful changes made by BHVR to the game.

    The last change to The Blight's Adrenaline Vial was the nail in the coffin for me.

    I can see that BHVR has it all wrong when it comes to their approach to the game and why hoards of people are now leaving the community and finding other things to do with their downtime.

    Let me give you some context before I go into more detail on why I will no longer spend any time in the DBD community.

    This provides not just a gamer's perspective but also one of an entrepreneur.

    I would say I fall outside of the typical DBD demographic. I work as a CEO to my own business with an 8-person team -- a digital marketing agency based in the UK. Subsequently, the free time I have is limited. Yet I still chose to spend much of this free time playing Dead By Daylight.

    Why?

    Because the game was so much fun. Pure and simple. A unique concept that has been fine-tuned over many years with interesting killers, survivors, cool perks, and exclusive licenses.

    But if you go through this post you'll learn how BHVR has completely messed up the formula for this game, largely through their obsession with "balance" changes. But more importantly, their ethos behind the changes they make in the first place.

    I'm a console player and have been since I first got a Playstation 1 over 20 years ago before moving to Xbox when the 360 came out. I've been playing Dead By Daylight on and off for a few years but started playing it more seriously in the last 9/10 months. In the last 6 months, I've had so much fun playing as the Blight, learning his power, and improving my skills.

    The Blight is such a rewarding killer, with a super high skill ceiling, incredible design. And just a terrifying prospect with his crazy rush power.

    Most importantly, he is fun as hell. Particularly once you get good at him (like anything).

    Over the last months, I have watched as BHVR has butchered various killers and perks all in the name of "balance".

    Let's start with the Blight.

    Everyone knows he's one of the strongest killers in the game. And people (survivor mains) will never stop moaning about how he is too powerful. Let's be honest, survivors don't want to go up against strong killers with a high skill ceiling. Because it feels unfair when you go up against someone that's just that -- highly skilled.

    Does that make the killer unbalanced or unfair? Of course not.

    I also play FiFa and I'm in Division 1. I use Barcelona, not one of the strongest teams by a long shot. I play some of the best players in the world and I often go 30 online matches without losing a single game. Does it feel unfair to my opponents? Yes of course it does. Many of them think I'm cheating -- or they convince themselves that the game is "scripted" and I won because "the game allowed me".

    if you play Fifa all day long and you get your ass kicked by someone who doesn't your brain is going to rationalize some type of excuse.

    Why do I win? Because I learned the playstyle and techniques that beat 99% of people through YouTube. I love learning and improving in all aspects and take this into my gaming too.

    Am I going to wake up one day to a different Fifa because the devs didn't like my playstyle or because I'm winning too much?

    Never.

    But this is exactly what the developers for Dead by Daylight do time and time again.

    They look at the numbers and fail to take into account the full context of the data before they make a decision. They also contradict the entire ethos of the game through many of the changes they make.

    What do I mean by that?

    If you ask the team behind DBD -- it is a game that's supposed to revolve around fun. It's geared more for casual gamers than for hardcore professionals.

    This is the reason they have done next to nothing for competitive play.

    This is the reason why DBD has no stats.

    This is the reason why various QOL changes have been implemented to stop undesirable playstyles like camping (which is totally fair).

    But the obsession with changes to killers, add-ons, and perks makes it a game no longer worth the time investment.

    Let's focus on BHVR's seemingly unending fetish with balance for a minute. Most real imbalances come from two main places:

    1. BHVR overpower perks for new killers or survivors to get you to buy them before they nerf them 6-12 months later.
    2. A genuine oversight from the developers on how a perk or power would play out in the game.

    The idea of balance itself comes from a desire to even out the playstyles in the game. They want to see a more or less even usage of perks, killers, add-ons...etc.

    But this will never happen because it goes against the law of nature itself.

    Ever heard of the Pareto Principle?

    It is the observation that most things in life are not distributed evenly. It can mean all of the following things:

    • 20% of the input creates 80% of the result
    • 20% of the workers produce 80% of the result
    • 20% of the customers create 80% of the revenue
    • 20% of the bugs cause 80% of the crashes
    • 20% of the features cause 80% of the usage
    • And on and on…

    If we apply this in a gaming context, specifically relating to DBD:

    80% of players will use 20% of perks in the game. There will always be meta perks.

    80% of killers will use the same 20% of the add-ons available.

    BHVR is constantly fighting against nature with an obsession to balance things out. Anytime something is meta, it finds itself on the radar for a nerf at some point down the line.

    This is an unhealthy cycle that disrupts gameplay, pisses people off and ultimately drives people en masse away from the game.

    Now let's look at some more specifics relating to recent updates from BHVR. Let's take 7.5.0 and 7.5.1 as an example.

    People moaned for a very long time about Blight's add-ons and the Blight in general. If survivors had their way, he'd be 0.9ms with 1 rush and a 60-second cooldown.

    But the points around his add-ons were valid.

    Some of them were problematic.

    Alchemist Ring, Blight tag, Compound 33.

    We must remember that these are purple and iridescent add-ons. These should be powerful.

    When you have powerful killers paired with powerful add-ons it's always going to cause a stir. But as long as add-ons aren't problematic, they should not be changed.

    I don't take issue with making changes for problematic add-ons.

    What I do have an issue with is poor reworks that render them useless. Then to take things further and nerf the only add-on that was worth running for a killer (Adrenaline Vial).

    Alchemist Ring (after) -- Rushes are 20% longer than standard.

    Compound 33 -- Rushes capped at 2. Rushes are 33% longer and have 33% improved turn rate.

    Blight tag -- Unlimited rushes but a 20-second cooldown if your rush chain ends, you hit a pallet or you hit someone.

    These new add-ons are so unoriginal and don't reflect the strength of the colours they represent. 2 out of 3 are focused on rush length. For a Blight, rush length is pretty much useless when using bump logic to catch a survivor. He always has great mobility to traverse the map with his basekit. This does nothing to add to his power in a meaningful way. Not to mention the 7.5.1 change for Compound 33 which has now rendered the add-on completely useless. 2 rushes is worse than basekit and nobody will use this.

    And who needs infinite rushes? You want to hit a survivor, not travel from New York to California in a crazed fit of rage.

    The problem in this case is bad add-on design. It's a lazy rework to one of the most fun killers in the game.

    Then we have Adrenaline Vial -- an add-on that has gone through more changes than Joan Rivers face. Before 7.5.1 we had the following:

    • Reduces the Recharge time per Power Token by -1 second.
    • Increases the number of available Power Tokens by +2.
    • Increases your Movement speed during a Rush by +10 %.
    • Increases your maximum Look angle during a Rush by +50 °.
    • Reduces your Turn rate during a Rush by -0.5 °/s.

    Then it changed to this:

    • Increases the number of available Power Tokens by +2.
    • Increases your Movement speed during a Rush by +5 %.
    • Increases your maximum Look angle during a Rush by +20 °.

    And now in 7.5.1 BHVR had re-added the downside of -55% turn rate without the recharge time bonus.

    In 7.5.0 this add-on was perfect. The Blight felt incredible with his 20-degree look angle increase along with the other benefits of the add-on.

    At the sametime, this add-on doesn't make any sense.

    BHVR, instead of creating an add-on that does everything and giving it a huge downside, split up the benefits.

    Remove the turnrate reduction and keep the look angle and speed. You can forgo the additional power tokens. Or split up the effects. I'd love an add-on that just gives look angle increase of 20 degrees. That could replace one of the many worthless browns. Or one that increases power tokens by 2 and decreases the recharge rate (idea for a green).

    Instead, we now have 1 add-on that's worth running in the game and the downside only widens the gap between console and PC players.

    If we're talking about balance, look angle and turn rate make the biggest difference to console players. Since we struggle to change direction in the same way a PC player can due to DPI sensitivity. Many console players run both turn rate add-ons to compensate for this.

    Considering your approach to balance, I'm pretty shocked this hasn't been factored into your rework.

    It's one thing reworking problematic add-ons and doing it well so there's actually benefits to running them. What we have here is not a rework. It's an utter demolition of any form of useful add-ons for this killer.

    And this approach to reworks and game balance is why myself and many others have decided to move away from the game for good.

    That's good. More people who don't like playing the game should stop playing.

  • 20240209113755_1.jpg

    Here's a screenshot. Custom game, Torn Blueprint offering to see basement hooks at spawn. This happens both the times I loaded into it

  • Didn't they fix Carburettor Tuning Guide in 7.1.0?

  • Depends. Archives, dailies, or really cute survivors.

  • I've been playing online video games for many, many years and the DBD community is exactly the same as any other large gaming community.

  • I've played a bunch of games with the new system now and one thing I would to see better done is the audio feedback warning. When using perks like surge or painres, it's normal to hear the warning sound but it's not immediately obvious how many stacks they're at. The sound from the fourth kick to the eighth kick is the same. It would be nice to be able to tell the difference just by the audio alone of how close a generator is to being blocked.

  • This can occur anywhere out in the open and depends on the map. Example:

    Watch "trap float 01" on Streamable.


    Making floating traps appear is very consistent if you place them right about here by a pallet:

    20240201113748_1.jpg

    This also happens if you place a trap on a slugged survivor. The trap will float above them in the air.

  • Using perks to counterpick what the opposing side brings is a core principle of how the game works. Mindbreaker counters fogwise. Botany knowledge counters mangled. Calm spirit counters ultimate weapon (and doctor). Iron will counters stridor. There are a ton of examples of this.


    Flashlights are not an essential part of gameplay, it's an optional item that may give you an advantage in some games. A killer having lightborn doesn't stop you from doing anything that's essential. If a killer brings lightborn because there are too many flashlights in the lobby, that's a mistake made by the survivors. DBD is an asymmetrical game and that asymmetry includes the information you have going into the game.

  • @Caiman said:

    My understanding is that they must be holding a flashlight for Champion of Light to activate. Flashbangs and firecrackers will work but the survivor must be holding a flashlight, even if you're blinding them with something else. Were you and your friend holding flashlights?

    This also doesn't work. The blind has to come from a flashlight itself, as stated in the patch notes: https://forums.bhvr.com/dead-by-daylight/kb/articles/430-7-5-0-alan-wake

    • The Champion of Light Perk no longer applies the Hindered Status Effect to the Killer when blinded by something other than a Flashlight.


  • Update: Trapper can also place traps underneath some objects to make them practically invisible


    ApplicationFrameHost_WbH7KFWme9.jpg ApplicationFrameHost_Mye0vpzCMh.png ApplicationFrameHost_p2w8zIeI1I.jpg


  • Some more evidence:


    Sometimes they go under the ground

    20240201111837_1.jpg


    20240201112019_1.jpg


    Sometimes they float:

    20240201112001_1.jpg


    Watch "trap float 01" on Streamable.


  • I also have this and never bought it.

  • Make it so you can refresh a disabled biopod by just shooting at it instead of having to shoot it to remove it then shoot again to place another one.

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