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  • @BlueHorkew said:

    I know the ptb is for testing and are not final builds. But is really bad look the amount of bad ptbs with game breaking changes that the community finds out in less than an hour.

    How does this stuff keep happening?

    So you're asking why are Public Test Builds so buggy when they come out? You pretty much answered your own question. They release PTBs so that the community can find tons of bugs/glitches/crashes that they (the devs) didn't find.

  • @Smoe said:

    Only if it's Myers only who can hear it when it plays, otherwise it'll just be a nerf to him.

    Good idea… Let's just get it back in the game in any form. I wish a dev could shine some light on why it was removed to begin with… Even if only the Killer can hear it, I feel it deserves to come back.

  • @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694125#Comment_3694125

    Yea i get that but after playing this ptb they just need to scrap it and try again they broke everything vaults flashlights DH DS mori animations player models theres sno much im not even naming right now.

    There is no avoiding that regardless of how much time they take. They'll fix it. Be patient.

  • This is big if so. I knew it'd start to happen eventually. After the devs mentioned UE5 awhile back and the possible slow transition therein, I've been eagerly awaiting the change. Hopefully this is but a taste of what is to come in terms of visuals and especially optimization.

  • @Smoe said:

    About ######### time.

    My sentiments exactly. And no it won't stop me from dodging Skull Merchant. I loath that Killer.

  • @Mandy said:

    If a Gen is blocked it cannot be progressed or regressed - so yes, this is not a bug but by design of the perk.

    Lmao... How embarrassing it must be to have to break that news to us.. This perk along with this chapter is garbage..

  • Well when the maps were darker for one. They could've updated the visuals without making the maps so damn bright. Haddonfield is the only map that actually looks scary with the new graphics, but it's still too bright.

  • @Chewy102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673982#Comment_3673982

    If Killers get to see who or how many are in a SWF. Then Survivors should be able to know who the Killer is in lobby as well.

    Good luck being able to play the game though with Killer dodging SFW stacks and Survivors dodging unliked Killers.

    Tbh, if you go by certain cosmetics/character names/all 4 people being ready with flashlights/every survivor having the exact same character and cosmetic, there are so many things that are a dead SWF group giveaway. It really isn't too hard to dodge obvious SWFs. I do it all the time and I will continue to do it until we can't..lmao. If BHVR was smart, they'd make it to where Survivors appear in the Killer lobby with default outfits, no prestige, no items in hand just to keep it secret but alas they haven't.


    The way it is currently. Killer has most of the power in the pre lobby of the game, whereas SWFs have the most power in the actual game. Pretty funny when you think about it. So remember Killer players...if you look at the group of Survivors standing by the campfire and you have a gut feeling that their a SWF, just bail. Leave until you see a bunch of amateurs standing there. Whatever works. xD

  • @The_Krapper said:

    You've absolutely destroyed solo q with this update, it was playable before but now half these "geniuses" think it's smart to sit in the basement half the trial to activate a perk....the fact you would allow that perk to go through just shows what your intentions are with the game in general

    The main problem is them showing your aura to your teammates. This perk didn't need to show anything. Just let the one person go down and do what they want without having the whole team know so people without a mind of their own (most solo Q Survivors) don't come down and waste even more time sitting there.

  • MMR isn't goofy. It just doesn't work..

  • @scachich said:

    Sometimes i get stomped, bm'd, etc or i just feel really bad, and honestly the other side making fun of me and constalty harassing me doesnt help me at all, this game has brought MY WORST SIDE, im simply not myself when i play this game, and i dont really enjoy playing any other game really, so switching games is not an option, i need a way to quickly cool down and not be overwhelmed by anger and frustation.

    Most of this anger and frustation turns out into disconnecting, i've been penalized up to 7 days, which dont get me wrong, was okay for me and was all my fault, i just waited there 7 DAYS without playing anything else, the dc penalty is okay, however it doesnt discourage people who are angry from doing it...i just keep doing it everyday, because im so angry and frustated i need to vent in some way or another.

    I wish there was a way for people like me, who get frustated and angry VERY easily to properly vent and keep playing without, well you know, disconnecting in such rage.

    one option i though about was some sort of time-out, where you can, after some time decide if you want to keep playing, or leave, if you're a killer, you grant the survivors a a pip and max bloodpoints so they dont complain that you left , also progress toward challenges would be saved, meanwhile as survivor you could give your team a compesation advantage, of everyone agrees to end the game, bloodpoints and pips.

    my whole point is that I NEED some method to stop disconnecting in the heat of my rage, or another way to vent without having to wait an eternity, i cant just go afk because i will eventually go back and see the other side harassing, making fun of and even insulting me, there must be a better way than just letting the other side farm bloodpoints from you, while you sit there waiting like 10 more minutes, it just TAKES TOO LONG!

    this was basically a little rant, please take it with a grain of salt.

    You could always just uninstall the game and never look back. Everyone I used to play with did that over a year ago mostly due to boredom but also other things as well.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671452#Comment_3671452

    Even though we feel opposite about NOED and I dislike it, I would actually like the idea of it being a basekit mechanic. This seems contradictory of me, but it’s actually because then we’d basically never see NOED actually come into play as now totems would be a mandatory secondary objective which would actually be good for the game.

    Bingo! Tons of Survivors would still ignore them though. They'd rather complain and have the devs change it for them instead of saying their ABC's..xD

  • @Chocolate_Cosmos said:

    He is walking minigun in his main event and its so fun to eat health states really fast!

    https://us.v-cdn.net/6030815/uploads/SXHGBDEZ5EIF/image.png

    Completely unappealing to me personally. Most of the people I had playing the game with me quit around when we got Blight then Twins....and then.. Trickster.. Seeing all of that with him at the end made none of them ever want to come back as the Killers are what pull most people in regardless of which side they play.

    It was pretty much a domino effect that year. Blight came out and was meh until they changed him up a bit, Twins released and still to this day are a buggy nightmare, and then all I heard about Trickster was "Is this a joke? This doesn't even look like a Killer.." And thus there went my friends. Away from the game. Never to return to the shallow end of the pool.

  • @sinkra said:

    I don't think it's good that this addon rewards a killer for playing bad with free kills at the end. Even when I'm playing killer myself. I just faced a good team that should have been a 0k for them, but thanks to this perk I was able to turn it into a 3k. It just doesn't seem right.

    You'll be glad I'm not in charge then. I'd make NOED a basic mechanic of the game. Do totems. Easy.

  • I still say this map is the most visually appealing map in the entire game. It really does look like its from the Halloween movie. I hope to see more maps look like this one in the future. As for balance, well....just remove more of the windows from the houses and it'd be a bit easier for Killer. Most Killers suffer terribly on this map due to all the vaults and house loops that Survivors can abuse..

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668038#Comment_3668038

    While i'm not generally onboard with day/night versions of maps, it's the option that i would be mostly fine with should it happen.

    I just hope they don't bring back the god awful yellow filter should we ever get a night time variant again, it was my biggest gripe with the old Coldwind maps, the same way the old filters for MacMillan and Autohaven was my biggest gripes with those maps, i still wish they would tone down the green on current Autohaven.

    I gotta say, I agree with you on the color filters over maps. Looking at older pics of MacM Estate shows a stark contrast to what we have now. It looked way too blue. Almost cartoon-like. THAT'S WHAT THAT IS.... My buddy swore I was crazy. There is a definite green tint to the Autohaven map.. Yea why TF don't they get rid of that...? xD It really drags down the visuals of the map..


    However, I will say that I was pretty upset when the Gideon Meat Plant got visually updated... The lights in the bathroom in the trailer were extremely blue which looked more faithful to the movie, but what we got just looks...meh.. :/ Probably some graphical thing that this almost 10 year old game engine/code couldn't handle well enough..

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668031#Comment_3668031

    Well i did, i hated it back then and i hate it now, i was extremely happy when they removed it, the same way i'm happy they removed the blue tint from MacMillan.

    Not only does DBD have Leatherface in the game but Hillbilly is an obvious inspiration from TCM, therefore it makes perfect sense to have it be daytime just like in the movie which most of it's memorable scenes takes place during daytime.

    Yea I'll give you that, but I still hope we get day/night versions of every map in the future. I doubt we will, but I'll keep the faith.

  • Survivor sided. Give us Robert Englund Freddy. Not sure who that is we have in the game currently that is named "freddy", but it doesn't look like him to me..

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668012#Comment_3668012

    Good for you, and everyone i know don't want night time coldwind back, i myself refuse to go back to looking at some ugly slapped on piss filter because people are too blinded by nostalgia to let go of it.

    Your suggestion on different times of day or a day/night cycle is (just like every single take on balance and how you think dbd should be that i've seen you make on the forum) something i completely disagree with.

    Dead by Daylight is more than a saying rather than a literal meaning, the same way that dead by dawn or dead meat are nothing more than sayings rather than literal meanings.

    I never even played the game when it was a thing jsyk and have no nostalgia for it whatsoever. I've only seen videos and I have to say it clearly looks better. Not only that but if they went with that first and then changed it, tells me that their first idea was the better one anyway. If I wanted to play TCM.....I'd go play TCM.. And yes I understand the name doesn't need to be in the game play itself. That's why it's a suggestion.

  • Pinhead, Chucky, Michael Myers, Ghostface, Leatherface all in the same game.


    Now if they could just get Freddy, Jason, and Candyman we can stop worrying about the bigger licensed content extending the lifespan of this game and let it die at a much quicker pace than before.

  • This was the scariest farm map at night.. Now with the sun shining, all it does is make the game seem like some sort of tag simulator, especially from an audience perspective. There is nothing scary about this map during the day. Why even? I once had someone ask me what I was playing while on this map, and I told them its a scary thriller game that you try to escape a killer that is after you. I'm assuming they were confused as I told them this with the look on their face seeing a very bright sun shining in the background completely throwing off any feelings of unease or suspense.


    They said it doesn't look very scary to them and I couldn't contest their point. It didn't help that the Killer was the Trickster........ Whew...scary..

  • @Smoe said:

    Keep Coldwind a daytime map as it looks way better now with it's TCM vibe compared to before.

    I completely disagree. Me and everyone I play with want the night version back. They should either implement different variations of the map so that you can play it during the day and night or as I've brought up for a long time, make it to where every single map in the game starts at night time and as more and more Generators get done the sun will rise. Hence bringing the actual meaning of "Dead by Daylight" into the game play itself.

  • I'm not sure who came up with the idea of the farm maps needing to be during the day, but it really takes away from the immersion and was a bad call. What was wrong with the map being during the night time? Change it back.

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665585#Comment_3665585

    I could think of two things to make it better to start off with that would be fairly reasonable changes. Have the zombies grab you instead of slapping and be pulled into the arrow minigame. You fail, they munch on you and take a health state along with infecting. They're slow so it won't be the worst thing in the world. Nemesis, he personally should have a rush ability with a leap to get in front of them. Imagine someone's running to an exit gate and you leap to get inbetween the door and them. That would be sick.

    I like the zombies latching onto Survivors idea. It's funny how many avenues they could take to add some type of flare to this Killer specifically. Hopefully Nemesis gets some type of rework in the future. I think Freddy needs it more, but you know, whatever..

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665652#Comment_3665652

    I know for a fact they don't have the time nor the money to be doing that with how many of their other games keep floppin

    You got me there..

  • @Man_of_triangles said:

    Funneling the player into zombies is more of an RE2 remake Tyrant thing, Nemesis barely interacts with them and is usually not on screen if standard enemies are on screen. A proper adaptation of Nemesis would have him as a fast melee bruiser, like Oni without the instadown, who occasionally gets to break out the big guns (literal guns), not a guy who slaps you with a tentacle from across a pallet or cooperates with zombies.

    My guess is that they figured this was the only RE chapter they were getting (Chris and Claire wouldn't have been legendaries otherwise, they would have saved them for Project W) and they decided they wanted zombies in their sole RE chapter.

    Let us interact with the zombies as the Killer besides just hitting them. Make it to where we can put the parasite on the zombies heads to make them more lethal for awhile or something. He does that in RE3 remake if I'm not mistaken.

  • Okay? Do it again.. Tbh they won't have a choice a few years from now. This game already looks super dated compared to stuff coming out now.

  • Solo is terrible as usual and SWF is way too easy much of the time.

  • They could've done it but apparently they had nobody in the studio raise their hand to bring up this very obvious idea. This character that has guns damn near every minute he is onscreen needs to be transferred over with the guns included. You don't make a successful adaptation of such a character WITHOUT including one of its most prolific signatures.. It still boggles my mind that they didn't include it in the mori..

  • Completely agree. Nemesis feels absolutely nothing like he should. There is 0 reason they shouldn't have given him his flamethrower. Just give Survivors a 'pat out the fire' animation similar to the Artist's crows.. He feels so lame without a weapon... If I was Capcom, I would've forced them to include it or at least have him whip out a rocket launcher for his mori, but they didn't even do that right..


    No flamethrower..

    No rocket launcher..

    No tentacle through the head mori..

    No auto immune to pallet stuns during specific part of his power..

    No Survivors turning into zombies once they die..

    AND STILL NO ZOMBIES THAT ACTUALLY FREAKING DO SOMETHING...


    This chapter was a huge fail for them in my books.. It isn't surprising honestly. It may be coincidental, but the more a chapter has riding on it, the easier it is for them to screw it up big time, and they def did during one of DBDs most important chapters to date. That was our biggest influx of players ever, especially on steam. Not only did it fall flat for DBD fans, but Resident Evil fans as well unfortunately.

  • I appreciate all the in-depth responses and outlooks on the matter. Btw, my greatest interest would be DBD fixing its spaghetti code. If that is all we end up getting, I'll be more than happy with that. I hate seeing so called 'bugs' supposedly get fixed, but then just get reintroduced over and over as the game gets new content.. The graphics are just for immersion, I get that part.

  • @Foodnt said:

    he can see where you are after he uses his power . kinda strong in my opinion in this mode

    I mean Killers being able to see where the Generators are in LO mode is the bigger problem. Why they didn't think that through, I have no clue.

  • @dwight444 said:

    would be nice for killer to not see hooks either which I assume is not the case since I see them walking directly to them

    seems fair since we, survivors, see nothing

    Not only that but the Killers still see where the Gens are too... It really feels like a Killer based mode. Playing Survivor feels WAY harder more unfair if you can believe that. I really don't think Killers need to see where the Gens are... It's not like they are hard to find.

  • @[Deleted User] said:

    Say what? I thought they were removing it. They didn't?

    No. It's in full effect for whatever reason.. Pretty genius eh? xD

  • Hell naw.. Looks whack.

  • @VolantConch1719 said:

    I'm bad with intros, so this is all you're getting.

    Killers are broken into three different height categories that determine the way they see the game: Tall, Average, and Short. In general, I think we all know what these mean, right? Well, today I am here with irrefutable evidence that everything you thought you knew about Killer heights has been a lie (or at least something interesting I’ve not seen a single person EVER bring up).

    This whole journey started with me trying to put to rest the idea of Knight and Artist having an “Average” height despite clearly being taller. I initially measured all of the Killers' view over one of the RPD turbine things (where the helicopter crashed) on the PTB with Chucky (yeah I know, I wanted to make this post a while ago, it was actually his 3rd-person camera that inspired this), but I noticed a few… weird measurements that led me to the Live Build (with Chucky’s POV being taken during the Alan Wake PTB).

    After spending some time trying to figure out something I could consistently access and somewhat accurately measure, I was led to Shelter Woods with one of the Skull Merchant’s dummies. Specifically:

    https://us.v-cdn.net/6030815/uploads/MPC123VGVWR8/image.png

    Due to the humanoid body of this dummy, figuring out the heights was pretty logical. All I needed to do was get up to the dummy’s face and see where the camera aligned. To make sure there was minimal vertical camera movement, I disconnected my mouse, made sure my trackpad was off before loading into the match, and relied solely on my left and right arrow keys to turn. Following this experiment, I created five height categories for the Killer POVs, which are as follows:

    Giant: These Killers towered over the dummy, with nearly a quarter of the screen still being empty space. And yes, this type of POV did exist, and no, it’s not the Killers you’re expecting.

    Tall: These Killers were slightly above eye level with the dummy, with a little bit of empty space seen above it.

    Average: These Killers were at eye level, with the dummy’s head being cut off at the top of the screen.

    Short: These Killers were at the dummy’s shoulders, with the head being cut off at the nose.

    Tiny: These Killers (well, Killer) barely saw the bottom of the dummy’s jaw.

    Below are the screenshots of each of these heights and the Killers they are attached to (I know, probably not the best quality, I’m literally screenshotting a collection of screenshots from a Google Document since I can’t paste the image normally).

    https://us.v-cdn.net/6030815/uploads/I9XNSD3V4CTM/image.png

    https://us.v-cdn.net/6030815/uploads/NL4KAECHRS9L/image.png

    Now, I’m sure you probably noticed the glaring omission that is EVERY KILLER FROM TWINS ONWARD!!! And yes, I’m just as shocked at this turn of events, because while Ghost Face and Blight apparently being Giant was certainly a surprise (and one I had to double check myself on, for what it’s worth, Ghost Face’s Crouch camera is in the dummy’s crotch), the ultimate takeaway I had from this was almost all of these Killers having a higher, more zoomed out POV than the Tall Killers. Here is a lovely side-by-side of Twins and Trapper, two “Tall” Killers, and Ghost Face’s “Average” vs Artist’s “Average”.

    https://us.v-cdn.net/6030815/uploads/WOR55M94AP83/image.png

    As we can clearly see from this, the Killers from Twins onward have a completely different POV to those that came before. As such, I need to redefine the height definitions. For these Killers, I am redefining “Tall” to mean towering even above the old “Giant” category, “Average”  to be a little bit below this, “Short” to be slightly above where “Tall” used to be, and “Tiny” to be slightly taller than Hag’s camera. These are incredibly iffy definitions, but it's either that or something stupid like "Colossal", "Gigantic", "Taller than tall", and "Not quite Tiny".

    https://us.v-cdn.net/6030815/uploads/XTIX6YWLPEVB/image.png

    https://us.v-cdn.net/6030815/uploads/6UGQVW6Q8STW/image.png

    Based on these results, the ultimate conclusion I came to was… I needed more evidence (which is why this took forever, alongside some pretty bad social anxiety). Perhaps there was some weird fluke with Ghost Face & Blight and that dummy that led them to be so much taller. After all, their powers are both collision heavy. Perhaps the newer Killers have some sort of weird collision detection on this dummy specifically (that didn’t exist until Skull Merchant, but I digress). When playing these Killers, they don’t FEEL like they tower over everything… well, except for Knight and Artist. Despite my conclusion actually AGREEING with Knight’s “Average” classification, he always felt like a ”Tall” Killer, and I now have evidence that Artist, who feels the same, is in the same boat. I couldn’t tell if it was maybe a perspective thing, since they both tower over the other “Average” Killers, so maybe some weird placebo effect threw them in that category while it doesn’t with Wesker or Trickster.

    So I proceeded to do absolutely nothing with this information. I wanted to use a Survivor as a measuring stick, but my friends were generally busy, and good luck getting a random to figure out what you're trying to do. And bots just run to the ends of the universe the second they see you. So I held this information to myself… until now.

    A fun little thing happened recently. The Alan Wake PTB (yes, I know... this was supposed to be made during that week). With that came the POV slider, and a new determination to set things right. Since I couldn’t really get anyone to be a living measuring stick for me, I had to think of something that would be consistent across ALL maps. And then, I figured it out. LOCKERS!!!

    Since I wanted to see if the FOV was fixed between updates to begin with anyway, I went back to Shelter Woods and said hello to the dummy at max FOV (which is actually where I got Chucky’s picture. The FOV slider has no effect on his 3rd-person camera). Below are the results of this, with each 2x2 square being the Killers in selection order (barring Knight, who is killswitched, and Chucky, who we already saw, I also decided against Crawler Xeno because I was on a time crunch to get the locker screenshot).

    https://us.v-cdn.net/6030815/uploads/VJI57XCEQBSC/image.png

    https://us.v-cdn.net/6030815/uploads/4QF0XXLNNI0Q/image.png

    As one can infer, my previous results were not a fluke. The cameras were, in fact, very different for all Killers beyond Blight. One of my friends theorized that there was an update within the dev engine around Twins’ development, leading to the cameras being adjusted, but that’s all it is. A theory. This meant that, at least this dummy, had a weird relationship with these Killers. But lockers are consistent across all maps. Even though I used

    https://us.v-cdn.net/6030815/uploads/YAZ1CT2GCLV2/image.png

    the results SHOULD be consistent across all maps, since lockers are one of a few constants, alongside gens and pallets, both of which would be awkward to measure against. I’m not going to show ALL of the pictures, since I think I’ve made my point (and also because I chose the absolute WORST locker to snapshot due to the obscene darkness, so I had to brighten the images by 75%), but the evidence speaks for itself, using the little window slits as a measurement.

    https://us.v-cdn.net/6030815/uploads/1A9SY7X0AT0N/image.png

    Now, what does any of this mean? The short answer is nothing. Obviously, no one else has really noticed this, or I feel I would have seen SOMEONE talk about it. As such, the strange perspective obviously doesn’t have a big effect on gameplay (or some sort of placebo effect takes place where we don’t notice it because we’re playing an “Average” Killer and don’t notice Ghost Face being taller than Trapper or Wesker being zoomed out compared to Legion).

    But the fact remains that the heights, as stated in-game, are WRONG for quite a few Killers. Hillbilly, Hag, Doctor, Freddy, Pig, Spirit, Legion, Ghost Face, Blight, Twins, Cenobite, Artist, and Sadako all have improperly matching heights (at least based on MY classifications, most of them still kind of fit their stated heights, I was just being pedantic). And then we have the issue of perspective. Again, this whole thing started because I was CONVINCED the Knight and Artist were wrong because they are VISIBLY taller than any of the other “Average” Killers and felt as such.

    But before I repeat myself more than I already have, I DO have a solution. One that will NEVER happen because it would probably require recoding the game from the ground up, as well as all sorts of balance and gameplay issues. But it would be to reset all of the cameras.

    I would split cameras into five perspectives: Giant (where Nemesis, Artist, and Dredge currently stand), Tall, Average, Short (where Sadako and Crawling Xeno stand), and Tiny (any Killer who needs a 3rd-person camera). And there's no need to frantically pull out the measurement tools again, since I’ve already done this by measuring how tall each Killer is in the lobby (a very rough estimate, but it’s the best I can work with on my own).

    Giant: Plague, Nemesis, Dredge (During the Alan Wake PTB, these three actually had the lobby zoom out to accommodate them).

    Tall: Trapper, Wraith, Hillbilly, Nurse (due to her floating, she’s actually at roughly eye level with Hillbilly, and if he’s tall, so is she), Myers, Doctor, Huntress, Bubba, Clown, Demogorgon, Oni, Deathslinger, Pyramid Head (despite being technically taller than Nemesis, his “eye-level” would be somewhere lower on the pyramid, and besides, the PTB lobby camera didn’t zoom out), Twins, Pinhead, Artist, Knight (while he’s killswitched and I couldn’t measure him, he’s almost taller than Trapper)

    Average: Freddy, Spirit, Legion, Ghost Face, Blight (due to his hunched posture, he’s at roughly eye level with Legion and Ghost Face), Trickster, Wesker, Skull Merchant, Singularity, Xenomorph (despite being fairly large, its “eyes” are fairly low and it’s hunched over, and yes, I measured the normal Xeno and not the Queen I used in the screenshots)

    Short: Hag, Pig, Sadako

    Tiny: Chucky

    In the end, I thought these were just some interesting details that really don’t mean much for most people. It obviously has minimal effect on gameplay and I’m only making a fuss about it because I really dislike inconsistency. So I’ll leave this with one more fun little fact (since I'm equally bad with conclusions as I am with introductions).

    Hillbilly’s camera is incredibly wonky. I get that his animation has him limping around, but does this REALLY need to be replicated in his POV? And in trying to get a screenshot for the locker, I ended up bouncing off it like I was Blight for some reason. No other Killer had that issue, just Billy.

    Good read. If you hate inconsistency, DBD is not the game for you... xD The way they make this game couldn't be further from consistent. It's as if a different person wrote each line of code. I don't think I've ever played a game that was this popular with as many bugs/issues/inconsistencies as DBD has at any given point. At this stage its beyond laughable.

  • @th3syst3m said:

    I know you have the information, please share it.

    Survivors actually "win" with all 4 going solo?!

  • If there are 9 people exploiting something and only 10 people play DBD, of course the 9 won't get punished. That'd be 90% of this games players gone over night.. xD

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632428#Comment_3632428

    Actually, you’re wrong. It’s up in the air on who would win in the dream world, but in the real world, she has the advantage. Freddy becomes mortal and can only disguise himself in his un-burned form. He can be killed and sent to hell, granted he can come back if there is enough fear and hatred that will allow him to come back.

    Heck, she doesn’t even have to kill him. Just send him into another dimension that she can create to specifically imprison him.

    Best part is we'll never have an official answer so you can say I'm wrong all you want, but speculation isn't fact. I love Sadako but if they actually fought, I think many people seem to overestimate her chances honestly. Keep dreaming though.

  • Try everything..lol. Watch the movies and see for yourself. Freddy can heal and everything IRL as well and in the dream world its an outright stomp. Trust me if she had a chance I'd give it to her, but she doesn't so I'm not going to pretend she does for someone else's sake. Like I said. She isn't even in the top 10.

  • I've known all of this. She still isn't up to snuff when it comes to what Freddy can do. And Freddy would whimper before Pinhead and Pyramid Head so... Sadako just isn't as strong as some of her fans believe her to be.

  • Freddy is on a whole other level. Sadako was defeated by the Grudge in the Vs movie.. Jason would even beat TF out of Sadako. I get that you like the character, but let's be honest with ourselves. She can't kill what can't be killed. I mean if she was eternal and wanted to spend the rest of her eternity as their punching bag then so be it. She isn't all that you are making her up to be.

  • @HerInfernalMajesty said:

    On a scale of 1-10 how much of a priority is a Freddy re-work to you?

    Not a huge priority for me and apparently not for BHVR either. It's the remake Freddy ater all, so I really don't care. This current iteration of the DBD Freddy is just as popular as the Nightmare on Elm Street remake that most people hated. If the DBD devs were trying to bring that iconic bad taste in your mouth straight from the remake film, I'd say they nailed it honestly. That movie sucked ass and the DBD version of Freddy, yep you guessed it, has ALWAYS sucked ass.... xD

  • @Huge_Bush said:

    Sadako as my bodyguard.

    Carlos for my party friend.

    Sadako, barring game mechanics, is probably the most powerful and can go toe to toe with the entity.

    Carlos is the hunkiest survivor. So easy on the eyes. Mmmmmmm.

    Not to sully your answer, but Sadako isn't even in the top 10 most powerful Killers in DBD...xD


    Pinhead, Pyramid Head, and even Freddy Krueger would look at her and laugh honestly...

  • Well now that we have a 3rd person Killer in Chucky. I'm going to reach for the stars and say Puppet Master! :D


    It could be like a 3-4 in 1 Killer. Swap between the different Puppets throughout the match with each of them having a different minor ability!


    Puppet Master.jpg


  • @tjt85 said:

    I'm actually kind of surprised by how negatively the solution has been received by some in the community. Seems like a pretty reasonable and even way to deal with excessively long 3 gen games.

    Like honestly, if you've performed eight (EIGHT!) regression events on each generator in a trial and you still haven't secured enough hooks to get at least a kill or two, that match probably wasn't going to go your way anyway. And let's not forget that end game perks are still a thing. The trial has to end sometime.

    Killers get 5% regression per kick but will need to be a bit more careful about when they use their gen kick perks and Survivors won't be able to casually tap any regressing gens they come across in chase or on their way to do an unhook. Seems like a fair trade to me.

    And if there are any issues to address, then they'll be picked up in the PTB.

    Way too many drama queens play this game unfortunately..

  • Why are people being drama queens about this specific change? If you're kicking the same generator more than 8 times and the Survivors are not forcing you to move away from that 1 gen, that would mean nobody on either team is playing correctly to begin with...

  • @Moz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598364#Comment_3598364

    Blights addons could get toned down, I have no qualms about that. Really good nurses are hard to come by, and that still seems to be the case. I think she can be left alone at this point. I will give them credit on Chucky though, although I don't think he's going to last long in his current state. I swore this game off forever but after watching people playing him I had to try him for myself. He actually feels great. Most of the other killers feel so clunky by comparison. I presume we will get a couple month's of enjoyment of Chucky until they decide to nerf him into obscurity.

    Here comes that "toned down" Blight tomorrow. :D

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