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angrychuck

angrychuck

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angrychuck
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  • @Colt45m said:

    Don't get me wrong I think this is a nice idea to get more variety of colors for scratch marks. The thing is if this update is scrapped again and new scratch mark colors go through I think its going to make it easier for killers to tunnel. Lets say you know a meg has blue scratch marks well just look for the blue and tunnel out the meg.

    Did you even look at how the feature functioned?

  • My first proper main would be wraith, the stealth was just really nice. I kind of just hopped between things until Wesker's release and it was love at first sight. I love Wesker and play him all the time.

  • This actually sounds fun.

  • @Madmillennial said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020059#Comment_4020059

    Why? Because I can. I have beefed up my system and thought it odd I can't physically go higher than this despite my capabilities to do so. Was wondering if others have tweeked settings and saw this.

    I guess it's just a personal preference of mine to always have it capped so that you're consistently hitting a nice point instead of pinballing around the 200's. With dbd though my system is kinda crap and so I'm normally sitting around 60 fps, so I don't really have a clue if there is a hard cap at 120 fps. If you're still looking for a solution ik that you used to be able to change the fps cap through the config files, don't know if that's still a thing though because I haven't done it in forever.

  • I think it's a major oversight that abandoning when you're literally on deaths door doesn't count as a death. Very silly behavior from behavior.

  • @juciy8717 said:

    The ghost face base kit

    You have 10% haste when in night shroud. To make you more sneaky

    decrease night shroud cooldown to 15 seconds (was 17) This should have been the cooldown when he got his buffs

    When survivors are hooked or if their downed they can't expose you. I think it makes no sense because a survivor shouldn't be able to get you out your power when their downed or hooked

    The ghost face add-ons

    Drop-Leg knife sheath: You gain 5% speed boost for 10 seconds when you marked a survivor (was 10% haste for 5 seconds) Sense you have 10% haste when in stealth so it makes sense why

    The good guy base kit

    Increase Hide-Ho cooldown to 15 seconds (was 12) People were complaining about the cooldown being to short

    Increase movement speed when in Hide-Ho mode to 4.6 m/s (was 4.4 when in Hide-Ho mode) you still are 4.4 m/s at base. To give chucky better map pressure

    Increase slice and dice movement speed to 9.5 m/s (was 8 m/s) sense some chucky mains were mad about his speed being Nerfed I think this is the best speed just 5% slower

    Scamper speed 1.6 seconds but your automatic scamper is still 1 second. I think keeping the dash scamper kept at 1 second is fine, and your sprinting at the vault, manual scamper your walking to the vault it just makes sense

    Pallet scamper can be done without the need of a slice and dice attack but you automatically exit Hide-Ho mode when manually scampering under a pallet. The problem with manual pallet scamper was that he could scamper back and fourth and that could slice and dice after words

    Window scamper can be done without the of a slice and dice attack but when you manually scamper leave a footprint at the window you last vaulted. So it easier to track him in loops

    The good guy add-ons

    Hard Hat: Same effect, Increases your manual scamper speed to 1.8 but you don't exit Hide-Ho mode. It make sense

    Iridescent amulet: Increase Hide-Ho duration to 80% (was 50%)

    you can see the aura of gens with progress. For better map pressure

    Mirror shards: Same effect, when a survivor steps over your footfalls they scream and their exhausted for 20 seconds. Just a better version of plastic bag

    Pile of nails: Increase undetectable to 6 seconds (was 3)

    removes your laugh effect when manually exiting Hide-Ho mode. To be more stealthy and this was his worst add-on

    Plastic bag: When hitting a survivor with a slice and dice attack they are exhausted for 15 seconds. Counters exhausted perks

    Automatic screwdriver: When hitting a survivor with a slice and dice attack your Hide-Ho cooldown reduces by 7%. Power drill just worse

    Electric carving knife: Your slice and dice is increased by 15% after scampering (slice and dice wise) To go for more of the longer scamper hits

    Power Drill: When slice and dicing into a window or pallet and hit a survivor your Hide-Ho cooldown reduces by 10% and automatic scamper aped is reduces by 25%. I think this would make the add-on more skill exspresive

    Thank for 2025 of dbd and thank you for giving me your opinions

    I like the idea of haste on ghostie but if they added it in any form it should be the 10% while unseen, but even that it would be strong at high walls. I think they should just give him basekit drop leg sheath.

  • I'm pretty sure that's more unbalanced than "great"

  • @Sam_Samson said:

    I was trying to run a haste build on Springtrap where I would get free grabs. One of the perks I was running was dissolution to ensure if someone vaulted a pallet I would get the grab. However, in my matches I was noticing that dissolution was not working when I survivor had an axe in their back. I first assumed it was the fact that I was undetectable, as the perk only works with a TR. So the next game I ran Bonnies Guitar String, and it was still happening.

    So I went into a custom with a friend to test it and my suspicions were confirmed. Below are two clips, the first shows me hitting her with an M1 and the pallet breaks; the second shows me hitting her with the axe and the pallet does not break.

    https://youtu.be/f_Ebn2Rwk94

    Finally the screenshot below is from her perspective after I hit her with the axe. On my screen is says the perk activates, but not on the survivors.

    BHVR I just found a fun build with Springtrap pls fix this asap.

    https://youtu.be/-TEa_YpjbFQ

    https://us.v-cdn.net/6030815/uploads/MFYXF28C0RM4/img-2314.jpg

    Not a bug. Springtrap's axe gives oblivious as you can see in the last image, and oblivious counteracts perks or add-ons that rely on terror radius. As dissolution requires the survivor being in the terror radius the oblivious effect means they are not in the terror radius and are therefore not affected.

  • @[Deleted User] said:

    I know that many people consider it a bad idea, but I have this opinion for months now:

    Behaviour, please let people get rid of items through a selling option, maybe for like 50% of the BP originally spent and stop this OCD triggering clutter inventories.

    I have every character at least on P3, but some will certainly never be played ever again (because I just don't like the design or whatever), so their inventory and their event items are basically lost forever. We have like 90 characters now overall and many people maybe play…not even half of those?

    This is great until you realize that there are people with hundreds of thousands of add-ons that they'll never use, this will then give an impossibly large amount of bloodpoints and also then reduce variety of add-ons used as why not run meta when you can sell the rest and get more meta add-ons.

  • @Unequalmitten86 said:

    I stopped playing a lot but today I have had three Myers’ with absolutely no terror radius and silent until after they hit you. None went into third stage. So three games all completely silent and you can barely see them with the fog.
    then I played a few others same thing, different killers and it is almost as if they staked a no terror radius build and the hound master is just incredibly broken.

    If by houndmaster being broken you mean she's plagued with bugs that hinder her gameplay then yes.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021489#Comment_4021489

    I feel like it's more the survivors instantly mending thinking the killer left and then they come back and give them more chain hits, rather than Legion being broken. He's still a relatively weak killer in the mode, it's simply just survivors playing poorly. It needs to be more apparent where the Legion is in 2v8, if people are just going to mend right away thinking they're safe. Maybe that comes down to lack of MMR in the mode to prioritize queue times, but that was the only frustration I've ever had vsing that killer in 2v8, people giving free chain hits

    This is a survivor issue in 1v4 but in 2v8 a legion can injure half the team and then a blight or nurse cleans them up. Legion himself is weak but that's because in this mode he functions as more of a support.

  • I do the same despite knowing that it probably hinders my movement.

  • The only current way for you to tell if he's in insta-down currently would be from the position of his hand then.

  • @CotJocky said:

    They reduced the "Hook 20 survivors on esoteric hooks" to "4".

    Now Part 4 wants us to "Hook 40 survivors on esoteric hooks".

    Is BHVR going to reduce this to "8"?

    40 is a lot of just hanging out in the void and trying to farm to make that happen.

    Esoteric hooks are just any hook in the Halloween queue.

  • If someone says windows is problematic, you just shouldn't believe that they know how to play the game well at all.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021287#Comment_4021287

    Yeah, what about it? God of War or something?

    BHVR isn't Epic. They make a lot of money, I'm sure. But they aren't sitting on Fortnite levels of money in order to pay Sony. I am absolutely sure that Epic had to float so much money in front of Sony that someone would get fired if they turned it down.

    I understand that BHVR isn't in the position to get them in the game but to say that xbox is the reason just simply isn't true. Realistically I do see potential in us seeing playstation things outside of just playstation, especially with xbox being more open with it's own IP currently.

  • @Sigmoskiy322 said:

    I bought chucky today and he's so boring to play so im curious if i can refund auric cells and spent them on something else

    Sales are final if you bought him through the in game store, if you just bought auric cells you may be able to refund them but I'm not to sure on platform policies.

  • @MochiGomé said:

    Hello, and thank you for your continued work on Dead by Daylight.As someone who has been playing for eight years, I’d like to share something I’ve noticed recently.

    In the current environment, new players often get matched with experienced ones, which makes it very difficult to compete when they don’t have enough perks unlocked.As a result, I believe the main reason many players uninstall isn’t killer camping or tunneling, but the unfair start caused by a lack of perks.

    For example, even if a strong perk like Off the Record exists, new players can’t use it properly without first unlocking Jane Romero and leveling her to Tier 3.It’s hard to expect many new players to endure that long.

    Even experienced players who try to coach beginners struggle to teach effectively if the new players don’t have access to proper builds.

    So, I’d like to suggest this:Give new players full access to all perks for their first 100 hours of play.

    This “trial period of full perk access” would help beginners learn builds faster, understand game balance, and enjoy both sides more fairly.It would also motivate them to keep playing for the long term.

    With such a mature and loyal player base, I believe creating an environment where new players can feel welcome and supported will be very meaningful for the future of Dead by Daylight.Thank you for considering this feedback.

    I think they just to do the character trials far more often than they currently do. Also off the record is a Zarina perk, not a Jane one.

  • @vol4r said:

    Are we getting blood feast today? What do you guys think?

    It's been a long time since we had one.

    What I would kill for just a small bit more bloodpoints.

  • @Pulsar said:

    Sony won't let any of their OC's on Xbox.

    Have you heard of fortnite

  • @Vampwire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021256#Comment_4021256

    I forgot to mention the centipede, but yes that too. I was thinking of haise as well, but the whole point of dbd kaneki is that he's in a feral state. I haven't gotten as far as seeing haise go insane but also its really not that serious and most characters in this game have skins that dont fit their character in lore.

    Haise does go a lil bonkers early on when they're hunting torso but yeah, the skins I don't think really need a rational explanation in most cases, only the legendary skins would.

  • @Vampwire said:

    I've been watching the show, and I think a few other ghouls could be some neat legendaries. Rize and Kaneki make the most sense, and I'm unsure whether bhvr intends on going through the trouble of making the other kagune's work. But I think Touka could work since she basically flies a bunch. She's also really cool and morally grey, doesn't have an issue killing humans for the most part. Maybe the one eyed owl as well? But that'd be an actual challenge. Considering he's so different. I'd just like more Tokyo Ghoul representation in the game aside from 2 characters (on the killer side).

    As an avid tokyo ghoul enjoyer, I don't think many other ghouls could work due to how the power does function, I think maybe Narshiro or Kurona could work as they have the same kagune but they aren't exactly iconic enough to warrant a legendary. Honestly, I just really want a Haise skin for kaneki or one with his centipede kakuja.

  • @Colt45m said:

    I have to say I really love the job done on this killer. Lol The voice actor sounds so similar to re5 you can barely tell the difference. I especially love when he finds a survivor in a locker and says: "There's no point in hiding."

    Same here, I honestly think Wesker is one of the most well done characters in this entire game, both balance wise and just in general.

  • When I see teabagging survivors I'm just glad that I don't have some sort of weird god complex like them.

  • I really don't think this system would work simply because you've already used add-ons and offerings that you would've gained from those bloodpoints, meaning that these bloodpoints would be coming from nowhere. This would lead to the ability to level up a character a bunch, play with the strong add-ons, and then refund those bloodpoints when you run out of add-ons. This leads to the potential of having infinite add-ons.

  • @Macc said:

    Ever since you did tunnel the killers just camp. Can we try and do something about this maybe before it kills the game more than it already is? We at least have perks to stop tunnel but the camp is real.

    What are you on about? The tunnelling changes from the last ptb never made it to live. Tunnelling still exists and is currently flourishing.

  • @Rudjohns said:

    You lose your item if:

    -you DC
    -you are not holding your item upon death or escaping
    -you consume your medkit with a syringe or styptic

    Not sure if "abandon" also loses the item

    To confirm abandon does to my memory also lose the items.

  • @Linkdouken said:

    I ask because I'm pretty sure I just had a subtle Springtrap cheater. I decided to test Plot Twist in the void (in a really unobvious spot) and he came straight to me. Same again outside of the void - Plot Twist nowhere near anything but nobody got hooked. No Deerstalker (besides doesn't work that way now) the rest of his perks were basic stuff like Fire Up and Brutal

    I mean the killer knows you're in the void and since it's small it's not hard to hear grunts of pain.

  • This and splinters both need to come back.

  • @Madmillennial said:

    I see my game is capped at 120fps. Is this the max dbd goes? Or am I just doing something wrong?

    Thx.

    Why do you want the game to be more than 120 frames? This game doesn't really need it. Anyways it does seem that it's just capped and idk why.

  • @Orthane said:

    Pretty much everyone agreed this was all she had going for her atm. The buffs she's getting are simply not enough to makeup for nerfing the Undectable duration by 25%. She's currently the only F tier killer, there's no excuse for doing this stupid buff nerf thing when she just needs buffs. Just revert all the changes from her gutting and remove the Hinder effect entirely. That's ALL YOU HAVE TO DO PLEASE. As someone who has played her since she released, her rework was actually a huge success, people just hated her because of her reputation, not her gameplay, people didn't even give her a chance. The Hinder effect was the only problematic thing in her kit.

    The only reason they nerfed the undetectable is so you can't spam drones for infinite undetectable.

  • My condolences that you have to deal with dbd for the switch.

  • I still miss the pallet that used to spawn on forgotten ruins with no wall or anything, just a pallet.

  • This is the second "Discussion Closed" I've seen. What is going on????

  • @[Deleted User] said:

    Solo queue cannot fully utilize the power of this perk, but even by itself it's already overpowered. When you pair with other perks and a swf, it should be killswitched tbh. With soul guard you basically become a tank. The killer is snowballing and things are going south? Pair with plot twist (optional) and down yourself on a pallet (optional), now you are forcing the killer in a lose lose situation LOL! Bring a friend with WGLF and now both of you are invincible. It pretty much breaks the rules of the game. It's getting to the point where the simple existence of this perk forces the killer to pick up the slug in order to avoid the risk of the survivor picking themselves up in a few seconds, unhooking, bodyblocking, just completely eliminating any snowball the killer had. I think there's actually no other perk in the game that gives this much value except blood warden with 1 minute left on the EGC. But that perk is very obvious and extremely easy to counter.

    Anyways this is likely another P2W scenario by BHVR similar to mettle of man at release. Don't know if it's intentional or not, but when can we expect a nerf for this blatantly P2W perk? I am happy they put it out in the shrine at least, so that everyone can abuse this nonsense.

    I think conviction just needs a number change to like 40% progress or something just because currently it can be triggered when not even attempting slugging. If it is intended to counter slugging they should change it so that's what it's used for because whilst that's currently it's main use it can still be used aggressively.

  • Bait used to be believable.

  • Thank God this is finally fixed.

  • I like the genuine effort put into this concept, unlike some people who like to just say his rework should be a glock.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014739#Comment_4014739

    not really only for PC because i heard they are adding keyboard and mouse support for consoles

    They will be but we obviously don't have any date for that

  • I have played this game far too long to have just 1 main and tend to spice things up by playing just a bit of everything.

    My first main was Wesker, because of the funny voicelines, cocky personality, banger chase music, and just generally fun gameplay. Dbd was also the first thing that introduced me to him and now he's one of my favourite characters in all of fictional media.

    My second main would have to be springtrap just because I've been obsessed with fnaf for far too long to not main the hell out of this guy.

    Kaneki, yes I know he is annoying but I love him. I think that his power is fun to play with but I more so play him because of my love for the source materiel (not so much the anime).

    My only survivor main is Nicolas Cage and I one day hope to get him to P100, but currently I'm only a quarter of the way.

  • Looks like somebody redeemed it but didn't even leave a comment, upsetting.

  • @littlehoot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014796#Comment_4014796

    I dunno what game you've been playing, but survivors can't recover and move at the same time. That was one of those anti-slugging changes that the devs basically threw in a dumpster when people complained about the PTB. They can't even do that with tenacity now, because it got nerfed also.

    I haven't played survivor in a bit, I did think that this changed had been pushed through but after checking the patch notes it hasn't. Still tenacity would have an effect as you would assume that the "anti-camp" function wouldn't rely on the recover function.

  • @Xray said:

    The planks of wood are taking over.

    Dang plankers!

  • @EverythingFun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014796#Comment_4014796

    Thanks for the feedback. I had a similar concern when typing this, but ultimately think a slugged survivor is likely too slow to intentionally follow the killer.

    They could always run tenacity which might make this worse.

  • I honestly don't know why we haven't gotten that as an accessibility option, especially when it's effectively the standard for games like these to have them now. Even Rainbow Six Siege has an option to change flashbang effects to dark instead of bright white.

  • Sable been getting it too good lately, we need to give more love to the neglected characters like Garbiel and Taurie.

  • @EverythingFun said:

    I'm aware that when the devs did their Dying State changes, there was outrage. So I'll try to avoid repeating their mistakes, and try making all new ones.

    Protections: I'd offer the Unhook Protections and the Anti-Camp features to Survivors in the Dying State. I figured if we treated the Dying State in a similar fashion as Hooking, it could be a genuine risk vs reward scenario. The dying state takes longer to kill and lacks hook states, allowing for surivivors to take more time in their rescue. Meanwhile it nearly takes half the time to Die on Hook than it does to die in the dying state. You'll be guaranteed a kill within hooking someone 3 times, but at the risk of flashlight saves and hook sabotage.

    Anti-Camp Pause: To protect Killer players from being in a loose-loose scenario, the Dying State's Anti-Camp meter that I mentioned earlier will pause if another survivor is nearby. I know first hand how hard some survivors will try to save their friends, and so leaving Killer's with a method of counter play is a necessity that cannot be avoided. It is likely that the radius detecting survivors for Anti-Camp puase will need to be larger than the radius detecting killers for Anti-Camp, to make up for perks like background player.

    Adjust Killer powers: Adjust killer powers to recognize the dying state and recovery from the Dying state the same way that they recognize the hooked and unhooked states. For example when playing against the Krasue, you loose the Leeched when hooked. With these adjustments however, you would loose Leeched when in the Dying state as well.

    Adjust recovery speed: Increasing the recovery speed while in the dying state could make it so that you'll be capable of being saved much sooner.

    Adjust dying speed: May be considered counterproductive to my risk vs reward claims earlier. The most common complaint of slugging that I hear is that it is very boring, so speeding it up may ease some of that bordom. If combined with the adjusted recovery speed, you could have a dying state that is fast-paced and more interesting. If the dying speed is increased, than I can see the Anti-Camp becoming another necessity. Even a shorter timer should remain longer than the Hook timer, to remain a genuine choice between slugging and hooking.

    My hope for these changes is to acknowledge slugging as a necessary part of the game, while trying to make it not any more rewarding than hooking. This is coming from someone who does not slug all too often, so there is likely something I missed. The most common complaint I hear is that slugging is too boring, and I think treating it to the same standards that we treat something like hooks would make it much better. Hopefully someone more experienced in slugging/getting slugged has a better alternative than I.

    I know this complaint will sound silly but couldn't the anti-camp feature that you propose technically be abused since a survivor can now recover and move? If the killer left the slug theoretically the slug could just try and follow the killer so that they could pick themselves up.

  • @Elan said:

    Tbh, they should've scrap antitunnel and antislug but leave the hook incentive. Best values would be:

    If you hook unique hook (not the survivor hooked as last), you get:

    → Global 50 % regression to all generators (50 %→0 %, 75 %→25 % etc.)

    → Global aura reading for 8s on all alive survivors

    → 25 % haste for 15s

    → 5 % decreased basic attack cooldown for remainder of the trial, up to 60 %

    I'm sorry but in what world is 50% global regression a good idea? If pain res is just 20% and is powerful how is this going to be balanced at all???

  • Idk that I would remember them. The only real times I've remembered people is when they've got a really funny name. But if I did see that they'd got better I'd probably compliment them.

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