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XtremeDBD

XtremeDBD

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XtremeDBD
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  • Then they shouldn't be playing the game. They know what to expect from dbd they have no right to make others miserable, if you're queuing for a match, you're expected to play it out. The alternative is they make ranked and casual gamemodes so people who actually take the game seriously can play and have fun freely

  • @jajay119 said:

    all delaying the inevitable is going to do is mean the one who wants to leave will be absolutely useless until they can get out. It’d make matches worse imo.

    Well theres nothing bhvr can do abt that, at least this way they waste more time trying to leave the game. The point being to show people that the team can actually make a comeback

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438118/prohibit-dcing-self-hook-attempts-until-5-minutes-into-a-match

    The surv who got their Deliverance two minutes into the match will be furious! 🤣

    Also, what do you mean by "main method of playing the game"?

    No, not delis. Only self unhook attempts, not garuntees. Solo queue is what majority of players play, rather than playing killer or swfing

  • Her release was already super misleading, she still looks like a fortnite henchman when they could've given her a default skin revamp. Everyone thought she was gonna be a cyborg, which sounds way cooler than what we got.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881205#Comment_3881205

    Not true

    Wait for her rework, lets see if the devs will ditch the drone concept and give her a new power that will be engaging for both sides

    They won't do that. Her whole lore revolves around the drones, they need to be visually a part of her power

  • @OnryosTapeRentals said:

    Well that's it. I was never a big fan of 2v8 to begin with but this is the straw that broke the camels back. Absolutely will not be playing this.

    Instead of trying to, you know, make the gamemode actually fun for both sides they've just went ahead and replaced 2/8 survivors with robots. It would be comical if it weren't so sad how much they've clearly given up on solo surivors.

    https://store.epicgames.com/fr/news/popular-2v8-mode-returns-to-dead-by-daylight-with-a-resident-evil-twist

    https://us.v-cdn.net/6030815/uploads/C5JDZ310WPZY/image.png

    The funny part is, you can't play the normal game either 😂 since everyone is gonna be hyping up 2v8 or not playing at all. Rather then giving duo killers and swfs a seperate queue, they added bots. W planning

  • @[Deleted User] said:

    How much of the go next epidemic involves Killers or Swf? Or is it just because of the poor state of solo...? Either way I'm not condoning this but I'm just curious 🤔

    Typically only swfs with less then 4 people will rarely go next, and killers almost never go next. Solo queue is like every other game someone on surv side will dc or ######### on hook cus they misplayed and think the game is lost

  • @KaTo1337 said:

    Hello friends, this… (you know whats coming next)

    How are we feel about my boy, Freddy, after 1 week expererience on both sides?

    For me, here is a conclusion:

    1. Killer-Perspective:

    • he is way more interactive than before. You always have stuff to do, placing Dream Pallets, fake a teleport, chase, hook, break things - just overall a far better experience
    • he is stronger than before for sure. While Dream Snares are weaker than before, but in another way very interesting and - once again - more interactive, the Dream Pallets work entirely different. I had 20 games a row where not a single survivor tried to stun me, because everyone was afraid about the Rupture. Dream Pallets are basically a M2-Hit-Ability now and together with Unicorn-Block a deadly combination.
    • His new visual to know from which direction of the generator we will ascend is absolute beautiful. You save a lot of time for your "Where am I-Game". You know what I mean.
    • His addons are beautiful. There is - in my opinion - not a single Addon completely useless (okay, Blue Dress for sure) or overpowered.

    2. Survivor-Perspective:

    • he feels oppressive if the Freddy I am facing knows what he is doing (kinda like Singularity). I like this challenge. If you know how to counter Freddy however, he is not as threathening as a Blight for example.
    • The permanent option to use Alarm Clocks is the best counter ever - you really should use them anytime when you fall asleep, because the new Dream World-Abilities are making Freddys Dream World really dangerous.
    • I think Freddy could (!) receive a slight nerf for the Dream Snare-Ability directly in front of a hit. Using a Snare - hit the survivor - Hindered-Effect is still active and with Rapid Brutality, Freddy is there in no time. For me, even as Freddy-Main, I would understand if the Hindered-Penalty would disappear after a hit.
    • His Snare-Game (like with Huntress-Hatchets) is really fun.

    Overall, I think - after a week of mostly playing AS Freddy - he has entered A-Tier for me. Beautiful!

    His pallets need to be reworked. I say they make it so for a limited time, you can make a pallet a dream pallet, with a window to rupture blood from it and injure Survivors. Token based, obviously fake pallets do absolutely nothing

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438083/why-was-houndmasters-chase-music-changed-again

    Wish somebody would actually play the latest killer so I could hear the chase music in the actual game and not on YT. Part of me wonders if they went with “Doomed Course” as the title because they had no confidence in the final product and wanted to temper expectations.

    Its really good, and now especially im so confused why no one is playing her. It could be because she has a massive skill ceiling, but her release had 0 hype im so suprised

  • @GentlemanFridge said:

    Same happened with GF’s theme. It went back and forth on a few versions, before it settled on the version he’s got now.

    I may be weird, but i actually prefer the 2nd version if the dishwasher music. The current ones good, but its not scary and no longer referencing the one scene from scream when this musiccan be heard for a few seconds

  • You have to be really bad if your giving a killer tier 3 bloodlust, because shift teching is easy and instantly losing chase immediately reduces bloodlust by one tier.

  • @Daniel_Silva04 said:

    Yes, even though she is the worst killer in the game currently, they will still disconnect. This just proves that the problem was never the killer, but the survivors who are spoiled.

    The problem is a lack of care to be informed. Casuals don't care ti waste their time if they remember their last negative experience with her. BHVR should put notifications or badges on certain characters when they recieve changes, and they should also encourage killer kits to be read by survivors

  • https://forums.bhvr.com/dead-by-daylight/discussion/312186/luck-offerings-rework

    Luck in general should just be removed. No one should have to rely on a random chance they escape the hook, or how fast they escape a trapper bear trap. Its so boring and unimaginative.

  • @Morboth said:

    Unpopular opinion here, but nothing is as despicably egregious as playing against a SWF. I have been going up against so many as of late, and it just kills the game. It should not be possible for people playing in a team to accrue points or complete challenges or anything else, for that matter, as it completely nulifies the idea of the game. The game is NOT thought to be played with friends (that's why there's no in-voice chat or anything). Behaviour should make solo queue mandatory for ranked matches; only custom matches should allow you to invite friends.

    Throw in an in game vc requirement and im down. Or better idea, just show more info on the HUD. Anti camp meters, gen regressions near teammates, show hemorrhage affecting a survivor's healing progress. So much creativity that can fix solo queue.

  • No. Freddy is still very much weak. Much better than before, but essentially a worse clown still.

  • I'd say just fix gaurd pathing ai and hes pr healthy. One excels at wasting time with a longish cooldown, one garuntees a hit most of the time but has a long cooldown, and one does actions for u quickly and from a distance with a short cooldown.

    Hes never been in a healthier state imo,

  • @Iron_Cutlass said:

    Im actually really, really tired of losing hooks because the game just decides to not play the audio of Flashbangs/Firecrackers being dropped, so I get instantly blinded while going to a hook or going around a corner with basically no counterplay whatsoever.

    And it's not even a case of "well, maybe I need to listen harder", it just outright doesnt make the dropping noise sometimes. It makes no sense.

    Worst part is that I bring it up to other people, and it feels like Im being gaslit because people are acting like it's normal and fine when it very clearly isnt. This has been an issue for months and months, and it has yet to be fixed.

    Like please. Im tired. :(

    Agreed

  • My recommendation for u is to post this in the recommended changes forums. I'm pretty sure its not a bug, its just poor design and lack of compensation for killer spawnables. This will gain traction if u really want it fixed. Though situational, its a very annoying feature and ur not alone.

  • Essentially 3 chests have to spawn each trial by default.

    A simple fix would be to remove extra chests from event offerings and refund chest spawning offerings if there is no saficient space for them to be present with killer objects on the map near gens.

    If its possible they can alter all tiles and loops to garuntee a chest at a specific part of a tile and garuntee a specific spot for a killer object in a tile, though it would take alot of work since theres a few hundred tiles.

    Simple fixes, but its up to bhvr to take action and actually be aware of this issue. Ps- that means upvote the comment : )

  • @TonTon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876216#Comment_3876216

    Rapid is not okay your trading 15% with infinite duration haste for 5% for 10 seconds with 3 seconds shaved off cause attack wipe animation it's absolutely not okay

    Wait, where is this "infinite duration 15% haste coming from?

  • @TonTon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876216#Comment_3876216

    Rapid is not okay your trading 15% with infinite duration haste for 5% for 10 seconds with 3 seconds shaved off cause attack wipe animation it's absolutely not okay

    Wdym? Rapid is balanced, it doesn't need to be touched. My unbound idea is also pr balanced, ur essentially forcing people to leave loops. Thats pretty fair on most maps with healthy rng.

    Edit: the only change that should be made to most activation perks like rapid brutality would just be to make it activate upon attack recovery. For barbecue make it active once the hook action is complete so u get full value.

  • @Dec4y said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878891#Comment_3878891

    Using the software designed to configure your device is not cheating.

    Mice could have buttons for all kinds of configurations, but due to factors like weight and simplicity, they typically don't. I’d also refer to monitors and TVs with their DDC/CI setting, which allows the PC to communicate directly with the display and change settings - should that also be considered cheating?

    The only thing mouse software does is write to the mouse’s internal memory to adjust certain settings that the mouse allows the software to modify. Once those settings are changed, you can even uninstall the software, and the mouse will retain the configured settings. The software itself is in no way actively controlling the device.

    The thing with monitors and tvs is that no one knows which ur using, but whatever you use is personal preference, your not creatingif you use either sonce anyonecan get either device. Dpi enhancing on the other hand is blatant and obvious in game, its not hard to tell who's got it and who doesn't. Also third party software is third party for a reason, its not the device's software, its an add on which for other uses is ok if you're just comfortable with high sensitivity. In games like dbd or fortnite, this is an obvious competitive advantage, especially when used to bypass features like Oni's 90⁰ rotation lock.

  • @Na1ts1rhc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878529#Comment_3878529

    You heard it here folks, utilizing the software for your mouse is cheating now.

    Icl thats always been considered cheating. Also im not suprised an oni main who probably abuses this is trying to defend the bug's erasure

  • @SAWII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877949#Comment_3877949

    lmao it’s not about pc players being “a little better”, they are literally able to perform actions that console/controller users cannot. And then comparing that to SWF, when anyone on any platform can SWF but MnK users can do stuff with Oni that is literally impossible on controller. What a take.

    Agreed, the comment was a little, odd and not relative tbh.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878000#Comment_3878000

    You heard it here folks, having a sensitive mouse is cheating now.

    Its only cheating with the use of third-party enhancers to surpass the cap. Maybe read next time

  • @Dec4y said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878000#Comment_3878000

    First and foremost, a mouse operates with DPI. Without a set DPI, you cannot use the device, which is also the native input device for PC - the first platform the game released on by the way.

    Second, what DPI is acceptable to you? If I recall correctly, my mouse came with a default DPI of 3200, so I had to lower it because it was too fast for me in DBD.

    As for the part about a 'specific device,' that must be a joke. By that logic, the same could be said about your monitor or TV regarding brightness settings. What would be an acceptable baseline for that? Would enhancing the brightness also be considered cheating then?

    Im pr sure mouse/track pad sensitivity has a cap. And i and many others have definitely seen that bypassed before.

    "Acceptable" dpi is whatever your pc's vanilla untouched specs have as their cap. Which on all pc's im pretty sure is the same, so everyone can move their cursor at a comfortable pace.

    A specific device is required to perform such exploits. Meaning not everyone can do it, meaning it's not fair for others. Sure you can buy a pc to gain a competitive advantage in a video game, but you run the risk of getting in trouble in accordance to some TOS or game rules.

    For the record, TV's & Monitors all possess (or should) be capable of the same lumen cap. Theres no disadvantage there, the size of the screen comes down to personal preference, AND its outside of BHVR's control. Therefore, not cheating

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876098#Comment_3876098

    And so we have to break the knees of all non-console players because PCs are a little better at playing Oni. But with exactly the same logic (at the same time swf gets many times more bonuses) we shouldn’t do anything with swf? This is hypocrisy, we either solve both problems or we don’t hypocrisy choose something one

    Its not "a little better" its a big advantage actually that neither platforms should be able to do. Swfs do have their issues which lots of balance changes seem obvious, but the devs don't care to make things fair. I agree both problems need to be resolved, no matter how rare Oni's are in game anyway. Also I'm no hypocrite, and i don't main survivor either

  • @Dec4y said:

    Looking up is just a placebo. I can do a perfect 180° with 2000 DPI and 0% in-game mouse sensitivity. 2000 DPI is also not a cheat. However, using scripts to amplify to reach an extremely high DPI, like 100,000, as with helicopter Blight, is, in my opinion, cheating. 2000 DPI, on the other hand, is a fairly standard setting nowadays.

    Additionally, it's much easier to flick at lower FPS. Back when I played on 60 FPS, I was able to get away with 800 DPI and a higher in-game sensitivity.

    In my opinion, BHVR should adjust the game so that console players can achieve 180° flicks with higher controller sensitivity. Otherwise, Oni feels borderline unplayable against skilled survivors.

    Dpi enhancing is in fact cheating. Its not a vanilla dbd setting and requires a specific device to perform.

  • @LeFennecFox said:

    This has nothing to do with looking up

    i think it wirks both ways. With a dpi enhancement (cheats) or the look up exploit

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437365/are-any-required-secondary-survivor-objective-and-or-killer-anti-tunnel-machanics-in-the-works

    You are so correct about making PTB's the event queue. Last night, I was thinking about how protective Scott Cawthon is of his IP and how BHVR could possibly convince him to run Springtrap through a PTB and show the new chapter in an unfinished state. FNAF coming to Dead by Daylight is the game's biggest chapter. I genuinely think there should NOT be a PTB for FNAF.

    I watched Scott Jund's video abt why ptb's should be retired and it actually makes alot of sense if BHVR has the resources to make new content instantly available upon live release for much faster testing and data collection. Maybe then broken/weak killers or bad perks wouldn't exist with so many more opinions

  • @FRISCOJAY_YT said:

    "DEAD BY DAYLIGHT MOBILE SQUADS TOURNAMENT EVENT!"
    (NO FEE TO PARTICIPATE = FREE!!)

    • WIN CASH PRIZES DURING THIS EVENT!
    • WINNERS ARE PAID IMMEDIATELY! - NO WAITING!

    TOURNAMENT DETAILS:

    Saturday, July 6th, 2024
    @6pm PST
    (The Starting Time may be changed and voted on by our Community)

    HOW THE EVENT WORKS:

    • Teams of 5 (4 Survivors + 1 Killer)
    • Teams can switch their Killer between Tournament Rounds, but may NOT change any Team Members once the Tournament's 1st Round Begins!
      • All Perks and All Add-ons are Allowed...this is a "NO HOLDS BARRED" Tournament!

    (I'm BORED of seeing all those DBD Tournaments with so MANY Restrictions! Here at Pro Esports Arena, we're going to let the Gamers have FUN!!)

    • To Participate in our Exciting Tournament, you MUST join our Discord Community server! You can click on this invite link to JOIN US NOW, so that you can Register!

    https://discord.com/invite/TrxTKZ2YRK

    (This Tournament may also be on Live Stream, with a Time Delay to prevent any cheating regarding "Stream Snipers", to keep this Event FAIR for everyone!)

    JOIN us NOW, and GOOD LUCK during our Exciting and Fun Tournament Event!

    https://us.v-cdn.net/6030815/uploads/AOTMYW2QTHTA/360-f-452145633-nyuydmdnhz44sjbrgw9bfrcpbbiuxtxp.jpg

    First off, mobile? Secondly, pro esports dbd tourney with no restrictions. This can't be, im dreaming

  • Seeing the killer should be gone, but the hooked survivor's anti camp meter should be visible to all so they at least know the killer is camping without revealing their exact location

  • I just want my bp build back. (Hex:Thrill, Distressing, Beast of prey, barbecue)

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876095#Comment_3876095

    I'll try to keep this brief since you are self-proclaimedly averse to reading, on a discussion forum no less.

    If Wacek doesn't walk into the pallet, the adam frees himself from the dog

    Fact: The dog holds survivors for 8 seconds. At the time Wacek arrived at the pallet, barely 2 seconds had passed since the dog pounced. Adam would have had to hold him for another 6. I invite you again to camp a pallet for prolonged periods against any killer and not get hit, let alone while there's a dog on you pulling you away from it.

    camps a few more seconds on the pallet to lose hinder

    Fact: Hindered lingers for 5 seconds. So now you want to camp a pallet for 11 total seconds.

    Abt her "overtuned kit" u do realize her holding the dog until the survivor drops a pallet is essentially just dracula's hellfire right? Its your fault for camping it and baiting their power, just run away 💀. No ones gonna react fast enough to redirect their dog and grab u

    I didn't know Hellfire curved around corners, pounced on nearby survivors at range and was able to be redirected mid-attack. Interesting fact!

    And I thought this camping pallet thing and stunning the dog is an insanely good tactic? Suddenly you should "just run away". Huh. Interestingly enough, whenever survivors in these scenarios "just ran away" (even after successfully stunning the dog or even Houndmaster), he still got the hit seconds later, even at completely safe tiles. Curious.

    the gamechanging bugs the killer has

    What are those? Genuinely curious, I have only played a handful or two of Houndmaster matches myself. But from watching others play her, like KnightLight or Wacek, I didn't really see "game-changing" bugs. Sure at odd times the dog pathing is weird, but there's no consistent bugs that I saw, certainly none that have enough impact to reliably change the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876106#Comment_3876106

    The adam played that tile so bad she probably didn't need the dog the second time

    Adam did not play the tile badly. He had two options: Try to make it around the safe side of the tile, or play the short side. Due to Hindered and the dog being back in 3 seconds, it turned out he could not make it around, but that was his only real shot of having a chance of surviving because playing the short side of this when the pallet is dropped is certain death even against a killer without an ability, let alone Houndmaster.

    Yeah, the point of the dog is you have to dodge it, once you dodge it you get big distance, this person did not dodge it, and after stunning the killer just stood around and did nothing instead of running away. Also she went the wrong way around that loop, you want to loop that one clockwise.

    The argument was about whether camping pallets to stun the dog is an "insanely good" tactic that constitutes reliable counterplay. These clips were meant to provide examples as to why I think that isn't quite true. Dodging the dog is a different matter. We could discuss how possible dodging the dog is in various instances, be it on tile play or in the open, and I could link countless situations even just from these few VODs from Wacek to showcase that "just dodge" is not quite that easy against a 40m/s (50 once pouncing) projectile that goes around corners and can be redirected, or whether you get big distance from this even if you do dodge (the redirect often forces you to dodge back into the Houndmaster). Or whether big distance is even all that impactful for that matter, when she has the dog back in seconds to Slipstream after the survivor and have him pounce on them from big distances, with a successful pounce guaranteeing a hit even from max. distance.

    One of those situations would by the way include this same Sable at the same tile with the pallet still dropped actually dodging the dog but still taking a hit. Wacek himself said she actually was good at "countering" Houndmaster, later when she came to his chat and asked for things she can do against Houndmaster also saying she basically did the correct things. And yet she still died at 4 gens, with her chases not lasting more than 20 seconds. Curious.

    I'm not saying the dog is undodgable, but it does not constitute reliable counterplay whatsoever either. Especially since it is often nigh-impossible to predict his pathing around corners and tiles, or impossible to react to quickly enough (at best you preemptively dodge in a random direction and hope he's not crossing your path or close enough to pounce regardless).

    I'm not sure what point you are trying to make with the proper rotation of that tile. After the pallet is dropped going clockwise opens you up to being mindgamed on the short wall of the pallet, instead you can just play the pallet on the long wall side. That she got caught by the dog trying to do so just shows that the ability makes even the safest of tiles (including shack) unsafe. And by the way, even if the pallet is not dropped, clockwise is not the "correct" way to run this tile against Houndmaster: the reason why the clockwise rotation is correct at a basic level is that it enables you to play for the window vault - against Houndmaster all you're doing if you try to play for the window is open yourself up to a more or less guaranteed dog pounce.

    Survivor stuns the dog and then just starts panic vaulting, of course they are going to get hit.

    Without having to stun the dog, she would not be in a position to even have to drop or vault that pallet. The point is that a reasonably safe pallet like this is not only instantly forced down here, but it creates a 50/50 since the Hindered would not have allowed Ada to make it around the backside of the tile (and going there would have opened her up to being mindgamed as well). She also did not panic vault, she demonstrated patience by not instantly vaulting and delaying the vault instead. Could she have played it better? I think so. But this simple, easy play by the killer instantly made this safe tile interaction rather difficult for her to navigate. That's the imbalance between ease of use vs. difficulty of versing I alluded to.

    And mind you, even if she had won the play on the pallet, Houndmaster would have just had her dog back a second later, with Ada still forced to play the tile, and I bet at latest then she would have taken a pretty much guaranteed hit. Which was my point to begin with: Yeah if you can put yourself into a position of stunning the dog you at least create an opening not to instantly take a hit, but it doesn't do too much because now you are Hindered, forced to play the tile, and she has the dog back in seconds to pounce on you on that tile, over the pallet if need be. The fact that Wacek usually gets the hit without even having to use the dog again in these scenarios only makes her even more ridiculous.

    The 4th one is just a bad pallet in general, any killer power that works similarly would have also landed a hit here, again, the first aspect of the power is dodging it, this person failed to dodge it.

    Apart from saying again that dodging the dog is far from easy and at times downright impossible (again, he's insanely fast, regularly hard to predict or unpredictable, goes around corners, you have to keep playing around the potential redirect, he pounces from a distance on survivors at range, automatically seeks and pounces on targets after vaults), I can only reiterate that dodging the dog was not the point being contested, it was precisely about instances where the survivor (deliberately or not) takes the dog and tries to use the pallet against it.

    And believe it or not, you can actually do something on rock fillers like this one (ridiculously enough, this is one of the "better" rock fillers on Yamaoka…). Yeah it's not really safe, but it isn't strictly unsafe either. The plays you make on it are associated with risk, but you can absolutely get decent time out of it and even successfully play for stuns and vaults. Only very few killers (most of them S-tier) would have been able to instantly play around this pallet from a distance and more or less guarantee the hit like she did.

    You have a very big misunderstanding of what safe pallet is, because that pallet is 100% mindgameable if it isn't dropped. But again, this survivor went the wrong way around. If anything here the reason it happened was because of her bug, she aimed one direction, making the survivor think the dog was going that way, but the dog got stuck because it was bugged landing her a hit. One of the rare cases where one of these bugs actually helped the killer.

    I'll gladly take you up on the challenge of measuring our game understanding. If you think this Coldwind haybale filler is unsafe and mindgamable, I'm sorry, you don't understand the first thing. You can see the killer over these haybales while the killer cannot see you. They are very safe if the pallet is not dropped. It becomes somewhat mindgamable when it is dropped, but even then is a pallet you would usually want to kick (if you don't have a chase ability to play around it) because trying to mindgame vaults on it can cost you a lot of time, especially since chase state can be broken on it due to not being visible to the killer, denying Bloodlust.

    Also, there was no bug here. If you stand in front of an object, the dog will path to one of its two sides and around the object depending on where you are looking. He flicks his view in the last moment to send the dog to the pallet side of the tile. He showcases and explains this (and another trick) just a brief time later in the same match.

    Whether the survivor "went the wrong way" is again highly debatable and there doesn't seem an objectively right answer to me. Had she not run to the pallet he could have sent the dog around the other side of the tile like he initially aimed for, and then gotten her at latest with a swift redirect, without her then even having the option to use the pallet. But regardless, the point here again is that she uses a pallet against the dog but still gets hit. The dog pulled her to Houndmaster's side by the way, so she could not drop the pallet from the other side. I guess she could have delayed the drop hoping to get back to the pallet again, but that opens up the risk of being pulled away even further, or Houndmaster hitting her from her side or then even having the time to go around the other.

    To note again, my point isn't that there isn't anything you can ever do, that you can't ever dodge, that using pallets cannot ever do anything for you, that everything is a guaranteed hit. That's not even true for Nurse. My point is she creates a lot of incredibly difficult interactions to navigate, often with little to no reliable or consistent counterplay, and she does so without having to exert much mental or mechanical effort herself. She isn't the deadliest killer in the game, but she is too deadly for how easy she is to play.

    I think she needs some fine-tuning and toning-down of some of her numbers, or alternatively mechanical changes that make her more difficult/less forgiving to play, such as a shorter redirect timing, movement speed reduction on using the dog, ways for survivors to free themselves earlier, getting rid of the automatic target seeking after vaults such that redirecting is more often necessary to get pounces after vaults, …

    I also hold that some aspects of her are blatantly problematic and something the devs simply did not consider, such as the situations the doubled vault speed creates, the gate blocking vs. reduced cooldown duration, the tactic of waiting for the survivor to free themselves and only then hit them such that the Hindered effect cuts their hit sprint distance in half, the ability to prevent survivors from being able to unhook for prolonged periods.

    But overall I don't think Houndmaster is an incredibly problematic killer and that addressing her holds huge urgency. BHVR will likely retune a couple of egregious things about her in the coming months but I don't expect they will actually tangibly nerf her or make her tangibly more difficult to play. I just don't like her current gameplay design that allows lesser players to punch way above their weight.

    Oh, and as a by the way: Anyone here please feel very free to do what I did and provide actual evidence and examples supporting your arguments. I would like to see clips of survivors successfully and consistently counterplaying Houndmaster with the methods described. Keep in mind that the Houndmaster walking into a pallet to let themselves get stunned when the survivor is being held by the dog is not counterplay, it's the Houndmaster player outplaying themselves.

    @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876194#Comment_3876194

    Again, im not reading all of that.

    My reply to you consists of 222 words. This reply of yours is 182 words. What gives?

    the survivor easily can just waut out the dig grab, WHICH does not pull u towards the killer when u resist, its just a slowing effect. So whipe u stay on the pallet completely in control, u wait for your slowness to go away or you stun the killer and begin to loop the filler

    I'm not sure what you are not understanding about me pointing out the fact that survivors cannot simply camp pallets until the killer swings and reactively stun them. Nobody has that reaction time, pallets take some time to apply the stun, the killer has the latency advantage, and they can also fake the swing to bait the pallet drop. Feel free to show me clips of someone consistently camping pallets for 6-11 seconds and getting successful reactive stuns on the killer. V1rtual is a competitive DbD player with good reaction times and a ping of 12-18ms, as low as it gets for 99.999% of the player population, and even he cannot consistently just camp pallets and react to a swing or not get baited.

    The dog does pull survivors in different and at times random directions, it can absolutely pull you out of the pallet or at least so far to one side that you can only drop it from that side anymore.

    When i said the power is essential dracula's hellfire, i was referring to how easy ut is to grab a survivor who drops a pallet while the killer holds chase command. That is essentially like half of anti loop powers, u pre drop, you get hit over. Either way its completely the survivor's fault.

    ? That is not what we were talking about. We were talking about camping pallets, taking the dog, and then stunning it. Because that's an insanely good counterplay tactic according to you. You then said "just run away", instead of camping the pallet, contradicting yourself.

    If you try to run away or loop the pallet, the dog can absolutely and easily get you. Part of the reason for that being that he as opposed to Hellfire can path around tiles and pounce from range, locking on targets automatically. And the whole redirection thing. Also Houndmaster doesn't lose movement speed when using her ability like Dracula does. But again, none of this is pertinent to the actual argument we were having.

    For the last time, pls, know ur facts and have the decency to at least try the killer or play against her enough to formulate excuses. And stop replying in massive walls of text that u should know well no one who cares abt actually playing the game is gonna read

    I have played as and against the killer. Watched some of the best and most experienced players do so. Hens, KnightLight and Xeno (some of the most experienced players period, the latter two also being two of the very best) are all of the opinion she's a notably strong killer, with Hens even saying she is "massively overtuned". I had the "decency" to go through multiple hours-long videos of actual Houndmaster gameplay to try and provide evidence and examples for my points. You can't even show me the decency of not getting offensive making me out to not have any experience or knowledge, apparently even taking your gripe with me to other threads where @Pulsar jumped in to defend me.

    I'll do whatever I want, and if I want to discuss this game at length or in detail on the discussion forums, I'll do so. The people that don't want to read or engage with my lengthy posts or discuss with me can feel free to refrain from doing so. I often point out that I know almost none of what it is I and the people I discuss with talk about will affect the devs' decisions. I just like talking about the game, and always have at least a vague hope that some of it reaches someone on the team and steers them into some direction somewhat. Which I know for a fact some of my discussions have in the past 7 years.

    You don't need to reaction stin, like i keep saying, that pallet isn't a 50/50

  • @Jock21 said:

    Walls of text of complaining when decent survivors can still easily dodge the dog most of the time unless they're stuck in animations lol.

    But yeah sure, go ahead and nerf her into her PTB state when everyone would still choose to play Nurse/Blight/Billy and probably some other killers over her against good survivor teams. Don't complain about killers' variety then tho.

    Mm hm. Its funny isn't it? 💀. According to Pulsar this guy is the most knowledgeable dbd player. What a joke

  • It doesn't matter, no one wants to read that. And its not trustworthy information

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876232#Comment_3876232

    dropping the pallet after she sends him out makes him just stand there, which counters her.

    Is that so? If so, it must be a really specific timing, since I've seen plenty of instances of survivors pulling pallets while the dog was already chasing after them, and him then vaulting it. I have seen instances of the dog just standing still at pallets, but I had assumed it was just due to reaching maximum chase path range (or that vaulting would exceed this range). Or maybe it's because the dog had already entered "pounce" mode and the pallet somehow interrupted the action, although that really would have to be very specific timing, susceptible to latency, and far from reliable.

    But even if there would be a consistent timing to do this, the first issue is the instant redirect which makes him vault and grab the survivor anyway, and the other is that you obviously cannot drop the pallet after the dog got sent out if she is standing right in front of the pallet.

    The dog's vault speed is a bit overtuned, sure. Making it 0.6 seconds would be fair.

    Remains to be seen in action. I think even the original 0.9s could be appropriate on the first chase path, and then 0.6s (or even less) on the redirect chase. Because I think what's really neat about these interactions would be that Houndmaster has to use the redirect much more often and proactively on pallet and window play, since she will have to either use it to pounce over the pallet quickly enough to instantly grab the survivor, or to get the pounce after the dog has vaulted less quickly and the survivor therefore managed to avoid the instant grab.

    Her cooldown is also very short, but keep in mind she has a bug/problem which doesn't start the cooldown even though Snug is behind her. So unless that gets fixed (which it should), the cooldown should stay as is. The Exit Gate situation is also tied to this, so I won't mention it further. Her ability to deny unhooks is there for sure. I won't argue with that.

    I've seen and experienced this bug, but it's very rare. Certainly too rare for the effectively instant recharge to be an adequate band-aid. I think the original 5-second cooldown was appropriate. Around 3 seconds already pass during hit cooldown, so this gives survivors 2 seconds of breathing room before the dog is after them again, comparable to a lot of other killers that either have longer recharge times or at least charge times that give survivors a few seconds before having to play around their ability again.

    But there could also be more intricate adjustments to the recharge. They could distinguish between successful pounces and misses, with misses having a shorter cooldown. Using redirect could incur longer cooldowns too, again differentiating between successful and missed redirects as well. A survivor freeing themselves (by pallet, teammate or struggling) could incur an increased cooldown as well.

    Snug's curving capabilities are pathetic to say the least, and the Redirect Window being 3-4 seconds does nothing as long as there is a solid bush between Snug and the survivor. The 8 second holding time is fair, imo. I mean, if you messed up and got caught, you should get punished + you are being held by a Cane Corso, not a Chihuahua. Her speed while on the Search Path is that much of a problem imo, as it was really bad on the PTB.

    I mean, he won't run circles around tiles, but his curving is far from pathetic if you consider that he moves at the same speed as hatchets/slinger shots, for which the idea of them curving around corners would be pretty insane. She also has a faster "wind-up" speed than Huntress. And the dog has a fairly large hitbox and pounce detection range that additionally help with getting grabs around tiles and corners. Plus the redirect means you can make use of his curving capabilities two times, so even if he only rounds half a tile in one go, you can go around the entire thing between the two attempts. And she herself being there still to threaten the survivor at full movement speed of course adds to the complication of these chase interactions at loops.

    I don't think the redirect window is necessarily too long mechanically speaking, but it just makes her much easier to play and harder to play around. If she only had, say, 1.5 seconds like Nurse does for her blink window, it would take more skill from the killer to quickly aim the redirection and would make it more transparent for survivors to play around, since they can relatively quickly be sure whether they have to still be afraid of the redirect or whether the window has passed. Or simply that they have more of a chance to dodge the redirect since the killer cannot watch and wait out their movement for as long.

    The 8-second hold is a guaranteed hit pretty much every time. Slinger is 4.4m/s, cannot curve or redirect his shot, and it has a much smaller hitbox and no "pounce" range. He also gets slowed down upon shooting and has to reload. And he does not have two points of possible attack that the survivor has to play around, he can only attack from the direction he's chasing in. And yet it happens frequently that successful shots do not result in a hit, as survivors break free. And Slinger is a good killer, usually regarded as sitting between B and A tier. (Granted, I personally do think he deserves buffs, such as being 4.6m/s, but a lot of people would disagree.) Houndmaster's dog grabs are much easier to get and you can get them in ways Slinger never could. And yet they will pretty much always result in a hit. You can literally grab someone over shack pallet and walk all the way around it to hit them. I have almost never seen a survivor break out from the dog manually if the killer actually wanted to hit them.

    The search path speed is perfectly adequate for map mobility, but you can use it in chase in ways that I find to be a bit silly. Simple solutions could be the increased basic hit cooldown if the hit happened while (or within 1 second) of having been Slipstreamed that I mentioned, or yet Slipstream speed being slowed down to 5m/s if a survivor is in chase state.

    I don't think you should be able to vault while getting bitten, it doesn't make a lot of sense.

    In what way does it not make sense? It would obviously free you of the dog, you wouldn't drag it across the vault with you, ha.

    It would still only rarely open up real counterplay, just like slow vaults while chained against Pinhead still regularly result in a hit. But it would be a little more one could do.

    Like I said, not all of these things need to be towned down or changed, and some such mechanical changes would or could be applied instead of toning down some of these aspects, I'm not suggesting they need to nerf her across the board and revert all the buffs that came after the PTB. I enjoy this killer's basic idea with the redirectable projectile and I want most of all killers to be what we consider A-tier. Just some tuning and targeted changes that make her more reasonable, not even primarily in terms of some of her overtuned mechanics or overall "strength", more so in terms of how challenging or demanding she is to play.

    Bro somehow made an even bigger wall of text then the last 💀. I feel like ur not getting the point

  • @SoGo said:

    Dark Arrogance and Fire Up absolutely need number buffs, with Brutal Strength also being on this list.

    Superior Anatomy is okay-ish, but could get small buffs, and Bamboozle is already great.

    Edit: Rapid Brutality and Unbound both also need buffs.

    Rapid brutality is ok, but unbound needs a rework.

    My idea is: you get a speed boost when looping around that window and the effect is permanent until you leave a certain radius around it. It would linger for a bit and then go on cooldown for awhile since it essentially stops structure loops a little

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876110#Comment_3876110

    This is the same old issue that made Chucky getting ridiculously nerfed.
    It's easy to cry for nerfs instead of learning the counterplay.

    BUT I have to say that this killer is indeed overbuffed in some stuff (probably to increase sales), specially the dog's vault.
    It's so ridiculous fast that the dog don't even have a vault animation anymore. It just teleports to the other side.

    Its another reason why i hate casual players, but the devs are gonna do what they think is best to keep as much people happy as possible. Even if it means making a character terrible for survivors enjoyment (majority of players preferred role)

  • @Dadeordye said:

    Gen Rushing is a braindead strategy that needs no skill to be pulled.
    This is also true to Tunneling/Camping. Both these design flaws walk hand to hand/one leads to the other.
    Both should be eliminated.

    Its exactly why so many people switch to competitive dbd. Competitive ruleset makers at least try to make an effort to make the game balanced.

    I always thought anti tunnel after unhooks should've been 10-15 seconds of invincibility and no collision, which would be lost after performing any action, similar to Vecna's special items.

    For anti gen rush, they need to revisit the gasoline harvest machanic or make bnp's a findable part in trials that are required to progress a gen past a certain point, while making the gens not fall under a certain total repair percentage permanently. It could at least make the game a little more scary since you would need to likely cross paths with the killer in your journey to find parts. Theres just so much imagination that Bhvr can put into this game to make it cooler and more fair on both sides

  • @Jtflorencio said:

    I really wanted a buff, the killer chase perks, most of them are useless or easy to counter

    Bamboozle- Increase Vaulting Speed ​​16/18/20%.
    Brutal Strength- Increase 20/25/30%
    Dark Arrogance- Pallet Stun (endure 20-%) + Increase Vaulting Speed ​​25/30/35%
    Fire Up- Increase 6/7/8% (start with 1 token) (48% total)
    Superior Anatomy- Increase Vaulting Speed ​​40/50/60% (10s cooldown)

    It would be a great option to stop seeing so many killers with 4 anti gen perks
    Chase perks are fun and healthy, it would also help to stop seeing so much camping

    https://us.v-cdn.net/6030815/uploads/OCLX1T6YD9SG/image.png

    I like these buffs. The change to superior anatomy sounds pr balanced, not allowing spammed speed vaults, but letting you get them back just fast enough to catch up to a survivor who vaulted first.

  • The tp through vaults thing is a bug, and its equally confusing for both sides. It happens when u drop a pallet the singular frame that it can't stun the dog, and them the game assumes the dogs already on the other side of the pallet

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876110#Comment_3876110

    This is the same old issue that made Chucky getting ridiculously nerfed.
    It's easy to cry for nerfs instead of learning the counterplay.

    BUT I have to say that this killer is indeed overbuffed in some stuff (probably to increase sales), specially the dog's vault.
    It's so ridiculous fast that the dog don't even have a vault animation anymore. It just teleports to the other side.

    EXACTLY. Thank you. There was never anything wrong with chucky, and now hes been gutted. He needs to be reverted to his initial live release state where u can scamper freely but his cooldowns and actions were a little longer. That was actually really fair and should've never been touched, he was released from the ptb with almost 0 changes for a reason, its cus he was perfect.

  • EXACTLY. Thank you. There was never anything wrong with chucky, and now hes been gutted. He needs to be reverted to his initial live release state where u can scamper freely but his cooldowns and actions were a little longer. That was actually really fair and should've never been touched, he was released from the ptb with almost 0 changes for a reason, its cus he was perfect.

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876095#Comment_3876095

    I'll try to keep this brief since you are self-proclaimedly averse to reading, on a discussion forum no less.

    If Wacek doesn't walk into the pallet, the adam frees himself from the dog

    Fact: The dog holds survivors for 8 seconds. At the time Wacek arrived at the pallet, barely 2 seconds had passed since the dog pounced. Adam would have had to hold him for another 6. I invite you again to camp a pallet for prolonged periods against any killer and not get hit, let alone while there's a dog on you pulling you away from it.

    camps a few more seconds on the pallet to lose hinder

    Fact: Hindered lingers for 5 seconds. So now you want to camp a pallet for 11 total seconds.

    Abt her "overtuned kit" u do realize her holding the dog until the survivor drops a pallet is essentially just dracula's hellfire right? Its your fault for camping it and baiting their power, just run away 💀. No ones gonna react fast enough to redirect their dog and grab u

    I didn't know Hellfire curved around corners, pounced on nearby survivors at range and was able to be redirected mid-attack. Interesting fact!

    And I thought this camping pallet thing and stunning the dog is an insanely good tactic? Suddenly you should "just run away". Huh. Interestingly enough, whenever survivors in these scenarios "just ran away" (even after successfully stunning the dog or even Houndmaster), he still got the hit seconds later, even at completely safe tiles. Curious.

    the gamechanging bugs the killer has

    What are those? Genuinely curious, I have only played a handful or two of Houndmaster matches myself. But from watching others play her, like KnightLight or Wacek, I didn't really see "game-changing" bugs. Sure at odd times the dog pathing is weird, but there's no consistent bugs that I saw, certainly none that have enough impact to reliably change the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876106#Comment_3876106

    The adam played that tile so bad she probably didn't need the dog the second time

    Adam did not play the tile badly. He had two options: Try to make it around the safe side of the tile, or play the short side. Due to Hindered and the dog being back in 3 seconds, it turned out he could not make it around, but that was his only real shot of having a chance of surviving because playing the short side of this when the pallet is dropped is certain death even against a killer without an ability, let alone Houndmaster.

    Yeah, the point of the dog is you have to dodge it, once you dodge it you get big distance, this person did not dodge it, and after stunning the killer just stood around and did nothing instead of running away. Also she went the wrong way around that loop, you want to loop that one clockwise.

    The argument was about whether camping pallets to stun the dog is an "insanely good" tactic that constitutes reliable counterplay. These clips were meant to provide examples as to why I think that isn't quite true. Dodging the dog is a different matter. We could discuss how possible dodging the dog is in various instances, be it on tile play or in the open, and I could link countless situations even just from these few VODs from Wacek to showcase that "just dodge" is not quite that easy against a 40m/s (50 once pouncing) projectile that goes around corners and can be redirected, or whether you get big distance from this even if you do dodge (the redirect often forces you to dodge back into the Houndmaster). Or whether big distance is even all that impactful for that matter, when she has the dog back in seconds to Slipstream after the survivor and have him pounce on them from big distances, with a successful pounce guaranteeing a hit even from max. distance.

    One of those situations would by the way include this same Sable at the same tile with the pallet still dropped actually dodging the dog but still taking a hit. Wacek himself said she actually was good at "countering" Houndmaster, later when she came to his chat and asked for things she can do against Houndmaster also saying she basically did the correct things. And yet she still died at 4 gens, with her chases not lasting more than 20 seconds. Curious.

    I'm not saying the dog is undodgable, but it does not constitute reliable counterplay whatsoever either. Especially since it is often nigh-impossible to predict his pathing around corners and tiles, or impossible to react to quickly enough (at best you preemptively dodge in a random direction and hope he's not crossing your path or close enough to pounce regardless).

    I'm not sure what point you are trying to make with the proper rotation of that tile. After the pallet is dropped going clockwise opens you up to being mindgamed on the short wall of the pallet, instead you can just play the pallet on the long wall side. That she got caught by the dog trying to do so just shows that the ability makes even the safest of tiles (including shack) unsafe. And by the way, even if the pallet is not dropped, clockwise is not the "correct" way to run this tile against Houndmaster: the reason why the clockwise rotation is correct at a basic level is that it enables you to play for the window vault - against Houndmaster all you're doing if you try to play for the window is open yourself up to a more or less guaranteed dog pounce.

    Survivor stuns the dog and then just starts panic vaulting, of course they are going to get hit.

    Without having to stun the dog, she would not be in a position to even have to drop or vault that pallet. The point is that a reasonably safe pallet like this is not only instantly forced down here, but it creates a 50/50 since the Hindered would not have allowed Ada to make it around the backside of the tile (and going there would have opened her up to being mindgamed as well). She also did not panic vault, she demonstrated patience by not instantly vaulting and delaying the vault instead. Could she have played it better? I think so. But this simple, easy play by the killer instantly made this safe tile interaction rather difficult for her to navigate. That's the imbalance between ease of use vs. difficulty of versing I alluded to.

    And mind you, even if she had won the play on the pallet, Houndmaster would have just had her dog back a second later, with Ada still forced to play the tile, and I bet at latest then she would have taken a pretty much guaranteed hit. Which was my point to begin with: Yeah if you can put yourself into a position of stunning the dog you at least create an opening not to instantly take a hit, but it doesn't do too much because now you are Hindered, forced to play the tile, and she has the dog back in seconds to pounce on you on that tile, over the pallet if need be. The fact that Wacek usually gets the hit without even having to use the dog again in these scenarios only makes her even more ridiculous.

    The 4th one is just a bad pallet in general, any killer power that works similarly would have also landed a hit here, again, the first aspect of the power is dodging it, this person failed to dodge it.

    Apart from saying again that dodging the dog is far from easy and at times downright impossible (again, he's insanely fast, regularly hard to predict or unpredictable, goes around corners, you have to keep playing around the potential redirect, he pounces from a distance on survivors at range, automatically seeks and pounces on targets after vaults), I can only reiterate that dodging the dog was not the point being contested, it was precisely about instances where the survivor (deliberately or not) takes the dog and tries to use the pallet against it.

    And believe it or not, you can actually do something on rock fillers like this one (ridiculously enough, this is one of the "better" rock fillers on Yamaoka…). Yeah it's not really safe, but it isn't strictly unsafe either. The plays you make on it are associated with risk, but you can absolutely get decent time out of it and even successfully play for stuns and vaults. Only very few killers (most of them S-tier) would have been able to instantly play around this pallet from a distance and more or less guarantee the hit like she did.

    You have a very big misunderstanding of what safe pallet is, because that pallet is 100% mindgameable if it isn't dropped. But again, this survivor went the wrong way around. If anything here the reason it happened was because of her bug, she aimed one direction, making the survivor think the dog was going that way, but the dog got stuck because it was bugged landing her a hit. One of the rare cases where one of these bugs actually helped the killer.

    I'll gladly take you up on the challenge of measuring our game understanding. If you think this Coldwind haybale filler is unsafe and mindgamable, I'm sorry, you don't understand the first thing. You can see the killer over these haybales while the killer cannot see you. They are very safe if the pallet is not dropped. It becomes somewhat mindgamable when it is dropped, but even then is a pallet you would usually want to kick (if you don't have a chase ability to play around it) because trying to mindgame vaults on it can cost you a lot of time, especially since chase state can be broken on it due to not being visible to the killer, denying Bloodlust.

    Also, there was no bug here. If you stand in front of an object, the dog will path to one of its two sides and around the object depending on where you are looking. He flicks his view in the last moment to send the dog to the pallet side of the tile. He showcases and explains this (and another trick) just a brief time later in the same match.

    Whether the survivor "went the wrong way" is again highly debatable and there doesn't seem an objectively right answer to me. Had she not run to the pallet he could have sent the dog around the other side of the tile like he initially aimed for, and then gotten her at latest with a swift redirect, without her then even having the option to use the pallet. But regardless, the point here again is that she uses a pallet against the dog but still gets hit. The dog pulled her to Houndmaster's side by the way, so she could not drop the pallet from the other side. I guess she could have delayed the drop hoping to get back to the pallet again, but that opens up the risk of being pulled away even further, or Houndmaster hitting her from her side or then even having the time to go around the other.

    To note again, my point isn't that there isn't anything you can ever do, that you can't ever dodge, that using pallets cannot ever do anything for you, that everything is a guaranteed hit. That's not even true for Nurse. My point is she creates a lot of incredibly difficult interactions to navigate, often with little to no reliable or consistent counterplay, and she does so without having to exert much mental or mechanical effort herself. She isn't the deadliest killer in the game, but she is too deadly for how easy she is to play.

    I think she needs some fine-tuning and toning-down of some of her numbers, or alternatively mechanical changes that make her more difficult/less forgiving to play, such as a shorter redirect timing, movement speed reduction on using the dog, ways for survivors to free themselves earlier, getting rid of the automatic target seeking after vaults such that redirecting is more often necessary to get pounces after vaults, …

    I also hold that some aspects of her are blatantly problematic and something the devs simply did not consider, such as the situations the doubled vault speed creates, the gate blocking vs. reduced cooldown duration, the tactic of waiting for the survivor to free themselves and only then hit them such that the Hindered effect cuts their hit sprint distance in half, the ability to prevent survivors from being able to unhook for prolonged periods.

    But overall I don't think Houndmaster is an incredibly problematic killer and that addressing her holds huge urgency. BHVR will likely retune a couple of egregious things about her in the coming months but I don't expect they will actually tangibly nerf her or make her tangibly more difficult to play. I just don't like her current gameplay design that allows lesser players to punch way above their weight.

    Oh, and as a by the way: Anyone here please feel very free to do what I did and provide actual evidence and examples supporting your arguments. I would like to see clips of survivors successfully and consistently counterplaying Houndmaster with the methods described. Keep in mind that the Houndmaster walking into a pallet to let themselves get stunned when the survivor is being held by the dog is not counterplay, it's the Houndmaster player outplaying themselves.

    Again, im not reading all of that. Again, since the pallet isn't a 50/50 when not dropped on edge map side, the survivor easily can just waut out the dig grab, WHICH does not pull u towards the killer when u resist, its just a slowing effect. So whipe u stay on the pallet completely in control, u wait for your slowness to go away or you stun the killer and begin to loop the filler

    When i said the power is essential dracula's hellfire, i was referring to how easy ut is to grab a survivor who drops a pallet while the killer holds chase command. That is essentially like half of anti loop powers, u pre drop, you get hit over. Either way its completely the survivor's fault.

    For the last time, pls, know ur facts and have the decency to at least try the killer or play against her enough to formulate excuses. And stop replying in massive walls of text that u should know well no one who cares abt actually playing the game is gonna read

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876128#Comment_3876128

    Zarr is probably #1 or #2 on the Forums in terms of actually understanding the game

    Well he somehow doesn't know how Houndmaster works so thats pr hard to believe

  • @TheGriffinDore said:

    The cap for console should just be unlocked, instead of making the killer less fun for PC players

    U mean less fun for console players?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876108#Comment_3876108

    @zarr is one of the only people who knows more about the game than I do.

    Saying they know nothing is a diabolical take.

    U two aren't very far in line no offense

  • @Jtflorencio said:

    Brutal Streght in 2025, It's not good anymore, it needs a buff

    I agree fully

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875955#Comment_3875955

    • The adam played that tile so bad she probably didn't need the dog the second time
    • Yeah, the point of the dog is you have to dodge it, once you dodge it you get big distance, this person did not dodge it, and after stunning the killer just stood around and did nothing instead of running away. Also she went the wrong way around that loop, you want to loop that one clockwise.
    • Survivor stuns the dog and then just starts panic vaulting, of course they are going to get hit.
    • The 4th one is just a bad pallet in general, any killer power that works similarly would have also landed a hit here, again, the first aspect of the power is dodging it, this person failed to dodge it.
    • You have a very big misunderstanding of what safe pallet is, because that pallet is 100% mindgameable if it isn't dropped. But again, this survivor went the wrong way around. If anything here the reason it happened was because of her bug, she aimed one direction, making the survivor think the dog was going that way, but the dog got stuck because it was bugged landing her a hit. One of the rare cases where one of these bugs actually helped the killer.

    Finally someone who gets it. All those survivors are terrible, the killers counterplay is clear, just read the fandom wiki an dknow her kit, its so easy

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