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brewingtea

brewingtea

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  • I guarantee the lack of chat is due to Microsoft policies. No dev is going to intentionally create extra work for themselves by removing a feature for no reason. Plenty of other PvP games have the same "no chat on console" as DBD. It's not BHVR.

  • Also, i am not really fan of the way the basekit bbq works, not only is it unreliable but it kinda seems built to mislead killers. I'd rather it just not exist so we can keep bbq the perk as is. Or just add basekit bbq without the hook conditions.

    Well, if you're thinking, "I need to hook Jake next." but the game shows you all 4 auras, you have to figure out which one he is. If the game ONLY shows you Jake, it's easier.

    I don't think regular BBQ (as you suggested) would be OP, but I think there's room for discussion.

    Also, Pain Res vs. Pop would be fine, IMO

  • Now in case A, these people call the game killer sided. In case B, these people call the game survivor sided.

    In case B, you can just play a stronger killer.

    In case A, I can't just conjure up teammates out of thin air to play in my SWF. My friends hate this game, and it is hard to argue with the points they make.

    In case C (where they play both sides)(aka the one that matters) they say the game is killer-sided. If you need proof, just look at the killer queue times. If you'd rather wait 10-20x as long to avoid survivor, you're telling us which one you think is miserable.

    I want people to put their queue times where their mouth is

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999799#Comment_3999799

    There's actually not a "balance team" it's not a role in game design, the developers who work on Live design are game designers, and have been with us for many years.

    I do not envy your job.

  • @TheTom20 said:

    Today when i played survivor i had multiple people doing nothing hiding etc
    switch to killer and had teams every game in a row with gens being slammed at lightning speed multiple flashlight saves pallet saves tons of body blocks were was all that in my survivor matches lol.

    Yes, it basically takes a fully coordinated SWF to defeat any killer where A) the player isn't completely braindead, and B) the killer isn't F-tier like SM.

    Because the game is killer-sided right now, but they're supposedly working on it, lol

  • If Discord can get it for free, it should be basekit, if anything.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456631/solo-q-survivor

    how long is a hook state? The reason i ask is because people seem to complain about being slugged as it stops them from doing anything, cant play the match. How is this any different to being hooked? You still cant do anything and play the match.

    You can camp a slug all you want. If someone tries to pick them up, they get no unhook protections like BT, so you can down them again instantly AND go for the other person. Also, a pickup can be interrupted, unlike an unhook.

    Also, people don't "Recover" like they should, so picking them up could take FOREVER, unlike an unhook. (They were going to remove that and make auto-recovery a thing, but killers complained that they need a way for survivors to literally throw or else they can't win as much.)

    Even if the downed survivor is recovering, you can't pick them up until that meter is full. You have to sit there and hold M1, making you vulnerable that whole time. If they were hooked instead, you would have them back in the game immediately.

    As a solo queue player, I have to run Kindred so I can see when it's safe to unhook, but that doesn't work against slugging. There are a ton of perks activated by hooking, and while few of them are indefensibly "fair" as "Kindred on solo queue", it's still a way for killer to disable all hook perks in the game with basically no downside. Killer can just choose not to bring Pain Resonance et al so there's no "risk" for the reward they're getting. You even said the timers are comparable, so there's certainly no downside there.

    But if I'm wrong, and they're totes the same, then why was that recent proposal so punishing again?

  • i hope to god its not a change because it would further incentivise hiding for hatch

    What?? Why would I, as a survivor, care if the killer is going for an Adept??????

    Survivors assume the killer is going for a 4K anyway. Apart from jumping in a locker to avoid a Tombstone piece or something, it's not like survivors' gameplay is going to change. They'll still generally try not to get killed, I imagine.

    Hiding for hatch is lame, but it's something survivors already do. (And I agree with the anti-hiding stuff they added recently.) A survivor could make it more obnoxious by hiding sooner (before the game is a lost cause) but knowing the killer is going for an Adept isn't going to make someone MORE likely to do that.

    Even if we ignore all of that, and assume survivors will 100% hide more when someone is going for an Adept (that they somehow know about)… wouldn't giving the Adept to the killer DESPITE THAT kinda make the extra hiding pointless? Even if a survivor is trying to sabotage a killer's achievement, you think it would give them less incentive to do so by ENSURING THAT THEIR MALICIOUS ACTIONS ARE REWARDED?????

  • That reminds me, you know who we haven't listened to in awhile? Killers

    What buffs can we get you?

  • I had the same issue in 2v8 when a Wesker dashed into me at the exact moment I stepped into a trap. Same result.

  • BHVR: We need to reduce the number of ways that killers can win, for balancing purposes. So you can no longer do X.

    Killers: But now I can't win if I do X!

    BHVR: OH ***** sorry sorry sorry, you're right, let me put that back.

    If you think the proposed changes were bad, that's fine. But it's hilarious that the whiners got their way with the dumbest possible argument…

  • Yes, it's possible to make a bad patch. Brilliant observation.

  • People here are defending Nurse's current power level, and you're telling me that when they release the next anti-slug/tunnel iteration, these people AREN'T going to just cry until they get their way again? Sure

  • If I were in charge, I would eliminate the filter entirely and just auto-ban on obvious slurs. You can't police every single variation, so if someone wants to get cute, you're never going to catch them without a moderator looking at a manual report and a transcript (the system for which should already be in place).

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000130#Comment_4000130

    Nah. It doesn’t mean killers should always 4K — it means killers should have a real shot at a 4K vs ANY lobby. Hitting Ready isn’t an auto-lose against spezific lobbys. The outcome comes down to map/RNG, spawns, perk synergy, tiny (very little) misplays on both sides, and a couple won/lost 50/50 tiles. Even vs stacked top teams, killer should be able to win — without turning it into an auto-win for survivors the moment they make not huge missplays.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000125#Comment_4000125

    And? I

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000137#Comment_4000137

    know that. Cool, but does that 60% include DCs, hook suicides, meme games/throwing, over-agg saves that feed the killer, or SWFs that refuse a death and overcommit? If that stuff isn’t filtered, the number is noisy.Is it split solo vs SWF, and then by MMR? (A lot of SWFs aren’t great, and many have 1–2 weaker players.) Without that segmentation it’s just an average that can hide where a role lacks—or has too much—agency.Even if BHVR aims for 60/40, the aggregate doesn’t prove fairness. SoloQ can prop the rate up while coordinated SWFs are nearly unpunishable. Depending on how DCs / “let’s have fun with this killer” games / suicides / inefficiency are counted, the headline stat tells you more about player behavior than role balance.Balance is about capability, not a single outcome metric: can a well-played killer actually threaten a 4K vs any comp without praying for throw-tier mistakes, and can solid survivors convert smart macro into escapes? Publish segmented stats (MMR brackets, SWF vs solo, map, region, time of day, killer pickrate) and design to those—not one glossy number.Otherwise all this shows is that many survivor groups are sloppy, inefficient, too aggro or too passive—and sure, that inflates kills. But what about groups that play clean and efficient for the win? At that point the game swings survivor-favored, and your killrates won’t reveal it—they’ll just average it away.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000137#Comment_4000137

    true..

    and.. the downvote ratio every time someone says anything even slightly pro-killer is wild.

    but.

    https://us.v-cdn.net/6030815/uploads/SX8AR1DVRTZT/r4545.jpg

    .. its so funny. xD

    https://us.v-cdn.net/6030815/uploads/XNAW8GHHAHCD/43444.jpg

    "[Survivors] can easily win by rushing gens"

    EASILY

    It got downvoted because it's a ludicrous statement.

  • I don't feel any different, from a survivor standpoint. I still bring a medkit each match, since A) it's the most useful item, B) second-place isn't even CLOSE, and C) I have literally thousands of them.

    As killer, I never ran FD anyway, so while I agree that it got nerfed into unusability, it hasn't affected my particular game.

    Maps should just have infinite charges. Even the most casual SWF is going to call out gen locations, and there's no limit on how many times THEY can do it, so…

    Keys revealing teammates should also be infinite. Again, SWFs can just say, "Where are you?" and get that info (and way more!) for free, so…

    Blood Amber shouldn't be infinite, but it should be buffed. You already have to sacrifice multiple charges on the key AND reveal yourself to the killer in exchange for the info, so it should work on stealth killers. After all, if a SWF sees GF, they're going to call it out, so why not give that info to solo queue, if that player wants to give up so much for it?

    You should still have to stop and "Channel" the key, so it's not broken in chase, but you should be able to use that to see teammates as often as you want.

    Flashlights are useless in solo queue, and fog vials are useless period.

  • @SoGo said:

    I have no idea why there are downvotes on this lol.

    Her Search is so clunky it hurts, it never snaps to gens if you want it to and it does when you want to aim in front of you.

    Snug either refuses to vault or vaults for no reason.

    He pulls people towards pallets, or at least I swear he does because it happens SO MUCH.

    And the random teleporting and getting stuck on stuff? Don't even remind me of that.

    There are downvotes because survivors are still stinging from THEIR buffs being yanked away. Everyone says, "Don't worry! They'll tweak it and the next iteration will be better!" but then you have this OP that's asking for buffs, so it seems unlikely that they wouldn't just kill the next iteration with their outcry, too.

    Fool me once and all

  • Nurse - more

    Blight - MORE

    Kaneki isn't too bad, but if they could MOOOOOOOOOOOOOOOOOOOOOOOOOOORE

    Just make everything stronger, there's obviously no bar any more.

  • I hope all the killers are able to come to a consensus and let the devs and the rest of the player base know what they've deemed is fair. I'm on tenterhooks in anticipation! (pun intended)

  • I don't want anyone else to quit. My concern is that, yeah, too many people ARE quitting. Have you seen the queue times? I'd be worried if MY livelihood was tied to it in any way.

    I haven't played since I unlocked the last of the 2v8 stuff, and I probably won't again until at least the next chapter, if not the Halloween event… IF the rewards are decent…

    I'm certainly not going to play the regular mode as survivor (without some big incentives) for quite awhile to come.

  • Ummm… uhh. PASS!

  • This sounds like the sort of reasonable person who DEFINITELY won't complain when they release the next attempt at "Anti Slug" and get it canceled again. Because their opinions are so balanced.

  • You're getting downvoted because even words on a screen are "too punishing" for killer.

  • @Alice_pbg said:

    Or do you think like me that tunneling is so omnipresent because Killers knew that Anti Tunnel Perks are rarely played.

    killers assume that ds and everything else is always in play unless they can confirm it's not.

    so… I don't think that's the issue.

    tunneling is "everywhere" because killers feel like they have to tunnel at some point. game goes too fast, too few hooks and gens are almost done… so one survivor just gotta go.

    game goes too fast, too few hooks and gens are almost done… so one survivor just gotta go

    "Killers wouldn't tunnel if they had nothing but easy matches where they could just win without tunneling." Got it

    If they made a mistake and were losing because of something THEY did wrong, I'm sure they would say, "This one's my fault. I won't tunnel here to artificially boost my MMR and cover up for my lack of skill." That totally never happens.

    It's weird, when you let killers unilaterally decide when it's "OK" to tunnel, their answer (always) turns out to be a lot less nuanced in practice than the "It's a legit strategy" crowd is comfortable admitting.

  • Gotta bring DS or OTR to counter tunneling
    Gotta bring Kindred to counter camping
    Gotta bring Unbreakable to counter slugging
    Gotta bring Distortion to avoid NTH
    Gotta bring Deja Vu because solo queue can't call out gen locations
    Gotta bring WOO because solo queue can't call out pallet usage

    I could go on, but we only have 4 perk slots, ya know?

  • I would much rather have some kind of minimum (such as 70s) than a blanket increase in gen time.

  • But you're ruining the game for the bot!

    No, but seriously, you're not wrong.

  • @dbd900bach said:

    Even if the 3k was made as valuable and rewarding as the 4k, people would still go for the 4k. Plus, a survivor having the ability to sacrifice themselves still only works in this specific scenario. It doesn't account for every other scenario, especially the more malicious instances of slugging for the sake of slugging, and not strategy. These sort of ideas would certainly help, but they aren't universally helpful.

    Another issue is the idea that a problem could be solved by just using the right perks. Anti-tunnel and anti-slugging perks have the detriment of being useless if a killer does not tunnel or slug, plus you have to have access to them to begin with. Not everyone has every dlc, every character leveled up or gets lucky with the shrine. Its a bandaid fix that isn't fair to ask of every person to use. The devs have been releasing perks to solve major issues for a long time instead of actually addressing the issue itself.

    The last point I wanted to make was that a survivor shouldn't be slugged for more than 90 seconds. There isn't any plausible situation where its even justified to keep someone slugged for an extended period of time. If someone actually gets up after 90 seconds, its because the killer made a choice. Even if the whole team is trying to bully you and "abuse" the system, thats still time where gens aren't being done or are being done at a much slower pace.

    Even if the 3k was made as valuable and rewarding as the 4k, people would still go for the 4k.

    Well, the point isn't to eliminate 4Ks. It's just to eliminate the whole YOU MUST GET 4K FOR MAXIMUM POINTS thing. It's less stressful, which should equate to less stress for survivors.

    I agree there are still tons of problems they need to address, but I think this is a good idea, too.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999768#Comment_3999768

    They know this. People around here are just intentionally misconstruing the situation to play into a victim narrative.

    The developers were very clear that the systems will be returning after being tweaked. People are intentionally ignoring that because it doesn't fit their agenda. And it's painfully obvious because no one will comment on it further than issuing downvotes to anyone who points it out.

    People are intentionally ignoring that because it doesn't fit their agenda.

    Some people are AWARE that there is koolaid there. They're just choosing not to drink it as much as some.

    but, no, the next attempt won't receive ANY pushback from killers, i'm sure it'll be all sunshine and rainbows, sure, they won't just cry and get their way a SECOND time, no, i've never heard the expression "fool me once" why do you ask?

  • I can't wait until they implement "Play while you wait" for regular mode. It will devolve into killers only playing survivor so they can (eventually) play killer, so they'll all just "Go next" as quickly as possible to get to what they REALLY want, and the game will just be an ouroboros of killers trying to find a legit game…

    If you thought it took a long time NOW

  • For Killer: I wouldn't mind allowing "Forfeiture" for any reason at all, at any point after (let's just say) 90 seconds into the match.

    You can't just say, "Oops, you win!" as soon as the match starts, but after some token amount of time, you should be able to Abandon whenever you want. It's not like you're "ruining the game for your teammates" or anything.

    Survivors are trickier, but I like your suggestions.

  • BHVR has said that they won't buff Trapper

    Trapper is the solo queue of the Killer world.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456257/why-developers-listen-to-bullies-to-balance-whole-game

    But all those things you listed at the start were problems. Problems that were not fair and not fun for the opposite faction.

    Sure, but you can see why the OP thought that "not fun for one side" wasn't a concern of BHVR's like… AT ALL. AT ALL

    Should it be that way? Of course not, but you can see why someone would think "One side is miserable!" does not factor into their design decisions, right?

    Like, that's not confusing to you, right?

  • @Alice_pbg said:

    kinda weird to look at someone going "I realize I made a mistake and decided to think about it more." and calling it pathetic.

    It wouldn't be pathetic except 1000 killers whispered it into their ear earlier, and they're just parroting it back. It's not like they're self-aware or contrite in any way. Bowing to a vocal minority isn't "keeping it real"

  • Sure, any other buffs you want? I hear the getting is good

  • I had a Myers teleport to us Survivors and kill us all immediately.

    If you can't look at the results (4K) and the match time (< 60s) and determine who cheated without any additional info, then… just… wow

    Still not the worst match I've had this week, though…

  • However since they canceled them it’s been all over social media that the community saved DBD by complaining. 

    Yeah, it's super embarrassing. A lot of people with no foresight are happy.

  • If it was 80/20 it would be even, since it's an asym game.

    The fact that we're treating 50% killers (over twice what it should be!) as if that was "balanced" just proves that killers are over-represented in the feedback.

    I guess BHVR balances the game by Electoral College, lol

  • I would attack my verbiage, too, if I couldn't think of anything I had said wrong.

    edit: What difference does it make? They clearly don't care that survivors are bailing in droves. I wish they WOULD tune out the whiners, but since they're apparently listening to them, I might as well whine…

  • @ForumPikmin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997124#Comment_3997124

    Sounds like you don't play solo survivor matches where the killer is competent

    As killer, if you think (after waiting an ungodly amount of time in the queue) that the skill of the survivors that you face, and your performance against them, is in ANY WAY related to your MMR or skill level… then you don't understand how several things work.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998132#Comment_3998132

    You are not dedicating three perks to it. Ghost Notes reduces your exhaustion duration, and sprint burst is already a really good perk. So you are dedicating 1 perk to having extremely powerful stealth. Also, where did I ever say stealth shouldnt exist?

    …when you provided an example of "stealth" and said it was OP without providing a good reason. That's what a complaint is. That's what that word means.

    Hang on, let me see if I can find it… Ah! Here we are:

    @VibranToucan said:

    Lightweight + Ghostnotes is a really strong and annoying combo. I recorded footage as killer and scratch marks last less than 3 seconds with his combo. So unless the killer is a few meters behind you, you might as well not have any scratchmarks at all.

    Using this combo is especially strong on indoor maps. Drop a pallet, run around a corner while the killer breaks it and the killer will have no idea where you went. Scratch Marks is an incredibly important part of following Survivors both in and outside of chase.

    This is by far the best stealth combo in the game and unless the killer runs a lot of aura reading you will escape a lot of chases with this. This should be nerfed.

    And before anyone says "Skill Issue"

    1. Do new killer players deserve to play against Survivors with virtually no Scratch Marks?
    2. Even really good people lose Survivors to stuff like that. I know for a fact LilithOmen has lost Survivors just using Lightweight before. Survivors will factually leave your LOS sometimes, and then Scratch Marks (and blood if they are injured) are the only realiable way to track them.
  • @BbQz said:

    Best strategy why change? You honestly should be happy. How silly would it be to load up a competitive game and your doing your best to win, only to find out the other side was handicapping its self by playing nice so you could run around and play.

    I do that for my daughter when we play since she's a child I would be pretty disrespected to find out people I compete with doing that to me.

    Enjoy the queue times.

  • Killer mains weren't outraged because one of the values was off by just 2.

    When they try again, they'll be outraged again, and they'll get their way again. The exact values do not matter.

  • @Alice_pbg said:

    you don't destroy one side so the other has more fun.

    I'm sure you would not be happy if the update was reversed in the killers favor.

    they will look into it to make it better. that is what they needed to do

    you don't destroy one side so the other has more fun.

    But that's what they did. That's why no one wants to play Survivor and why the queue times are broken. That's what they should be trying to fix.

    I'm not saying they did it intentionally, but they are GOING to have to take away from killers to balance the game. If you don't like that, then we know where you stand on balance

  • Because overreacting to the SLIGHTEST inconvenience is where killers put the bar this week.

    Or is it only ok when THEY do it? My b

  • Maybe they could have included even a SINGLE WEEKEND in the test before coming to a conclusion?

    They listened to people who A) have time to play DBD on a random Tuesday/Wednesday, and B) have time to write 20-page manifestos about it (instead of having, like, a job).

    Listening to those people scream instead of giving the changes a fair chance isn't going to change next time, regardless of what the numbers turn out to be.

  • I backed out to the top level and looked at the posts. Here's a Dracula main (with one of the highest kill rates in the game) asking for BUFFS. ON TOP OF WHAT'S ALREADY COMING TO LIVE

    They're not asking for a 70-80% average, THEY WANT MORE!

    @Bleakbtw said:

    Hello everyone! My name is Bleak and I am a P100 Dracula main that has been playing Dracula constantly since he came out especially with the PTB as well. I have tested Dracula over his release and updates and have found tons of things with him when it even comes to numbers, bugs, and what not. I have tons of thoughts to go over and I want to let everyone know this is going to be long so please buckle in and I really REALLY hope this gets looked at because some of these changes cannot go live. I am not going to cover the other changes but just the Dracula changes as in my opinion this is my biggest concern rather than the other changes that came with the update.

    THE DARK LORD CHANGES

    VAMPIRE FORM:

    • Reduced the cooldown of Hellfire to 9.5 sec (was 10)

    I'm gonna be honest when I heard "slightly" reduce Hellfire cooldown I was fully expecting 9 seconds. I think having Hellfire at such a long cooldown will incentivize people to stay in Wolf Form since its the easier form and will allow people to get other benefits rather than just walk someone down and wait for their power recovery to come back. If you're worried about the "Hellfire spam" type builds. I promise it will be okay because they're devoting an entire add-on slot to be able to use those add-ons in the first place. It will be perfectly fine if you kept it at 8-9 seconds for the cooldown. I feel like everyone would be perfectly okay with that but 9.5 seconds on top of circlet getting nerfed is genuinely not even a change to the cooldown what so ever.

    • Increased the number of Hellfire pillars to 8 (was 7)

    This was a change myself and other Dracula players have been asking for a while now and I am glad it was on the Devs radar to be looked at. On certain maps Hellfire can feel weird to use the way certain maps are designed which will result in the player to be using Wolf form the majority of the game.

    • Reduced Hellfire charge movement speed to 3.68m/s (was 3.8m/s)

    This is something I am not very welcome with. As I explained in my last point Hellfire suffers on certain maps (indoor ones for example) I will use Hawkins and Lery's for example. Hellfire can be easy to hold W on in certain situations and being able to zigzag through rooms and close distance away from Dracula more easily will result into people just dropping Hellfire entirely unless they are going to force a window. Holding Hellfire is already slower than the survivor and this just hurts Dracula more. I will say this though, If this is to remedy the "zoning" playstyle I don't think this is the way to go about it. You can't really change a killer from zoning a good killer in general is going to get you in an area they want you to be in and a very smart survivor is going to be able to prevent that as well. Pyramid Head can zone as well and he moves at 4.4 m/s, Huntress can, etc. It's just the way the power is designed, if that's the main reason the movement speed is getting nerfed I 100% disagree and this should get reverted it just makes hellfire feel more bad to use.

    • Increased movement speed recovery time after activating Hellfire to 2.35 sec (was 2.25 sec)

    This honestly didn't feel impactful from playing the PTB all day so I am okay with this IF it does find its way passing through into the live servers but I will say a change like this if it was more impactful could make a Dracula more worried to use Hellfire and would rather just go for a force vault playstyle or m2 faking playstyle but since the number is so minimal it still feels the same!

    VAMPIRE FORM CONTINUED:

    My biggest take about Hellfire and Vampire Form in general is Hellfire should NOT be getting nerfed whatsoever. Hellfire already felt clunky to use in certain situations and respectfully this is going to make it feel even worse to use. If Hellfire received just buffs THAT alone would incentivize people to want to stay in Vampire Form a little bit longer and try more fun playstyles with Hellfire rather than what is is right now. Please keep in mind Dracula has been bugged for a very long time and one of his bugs is his Hellfire is delayed/desynced so doing nerfs like this while not addressing his current bugs honestly hurts and that alone makes it feel even more awful to use. I love to stay in Vampire Form and use Hellfire and go for elevation hits as that's my favorite thing to do with him so being slower and have Hellfire feel more clunky is going to make me want to stay in Wolf Form more frequently. A change you could potentially try out and I mean "test" first rather than just sneak it in an update is a charge time buff. You could try this in a PTB and then if people agree or like it then you could release it to live or just scrap it entirely if people don't like it Dracula players included. Hellfire can be easy to Hold W from so doing this could remedy that as well. When I say buff to charge time something very minimal like 0.8s rather than like 0.75 or something. TDLR: Please keep the buffs for Hellfire to incentivize using Hellfire more and revert the nerfs as they are not necessary and make him feel VERY clunky.

    WOLF FORM:

    • Increased Pounce Charge Attack charge time to 0.9s (was 0.85s)

    As I have said before I played every iteration of Dracula so I was there when pounce got cancelled after 1 pounce, I was there when pounce was 1 second, etc. so I am personally okay with this! I personally thought we wanted to keep it in line with Victor's charge time with his pounce but I am also glad we didn't put it back at 1 sec and did something in between so thank you!

    • Increased Scent Orb spawn time to 6 seconds. (was 5 seconds).

    This I am okay with I played when Scent orb was at 6 seconds and I was fine with it. I was honestly surprised it got buffed from 6 seconds to 5 seconds awhile ago so seeing it go back to 6 seconds won't change much about that so I am very welcome to this Scent orb change BUT. I do not think we should nerf force of echo in return for this. The reason why force of echo was so good is because scent orbs were 5 seconds, I think having at 6 seconds with current force of echo would not a problem if someone wants to have that trade off in that add-on so I believe we should not touch at add-on at all.

    WOLF FORM CONTINUED:

    i am personally fine with these Wolf Form changes but upon playing Wolf Form in this update there is something off about Wolf Form but it feels VERY clunky its like anytime I am using wolf pounce its like I am getting pulled on something I can't tell whether its his charge time, pounce speed, or the open attack phase but something feels off when it comes to Wolf Form right now and I hope it gets addressed when he comes to live. I'm not sure if maybe adding input buffering to Dracula's abilities maybe can help with that? Normally you're able to start charging but there seems to be a little delay, even worse if you're walking from left to right and start charging. I am not sure if this is intentional or not or if its just a PTB server thing but it makes him feel weird to play.

    BAT FORM:

    • Increased Bat Form flying movement friction to reduce sliding motion to 2.2 (was 1.6).

    Genuinely this has to be the BEST thing to come about Dracula's update. I love how Bat form feels and not getting suck in-between doors and walls genuinely feels so good to be in form. Even when it comes to mindgaming survivors at windows and winning 50/50s not sliding off the window or even at walls feels so so good. Thank you for taking a look at this because this was a complaint many Dracula players had.

    THE DARK LORD'S ADD-ON CHANGES (PLEASE READ):

    Before I even get into the Add-Ons I just want to say I am GENUINELY confused on why the add-ons are getting changed this much. I won't lie I expected Lapis, Force and other add-ons to get changed but when I saw almost all of his add-ons get changed I was BAFFLED. Respectfully Dracula isn't a add-on dependent killer but it does makes him more versatile and lets him change his playstyle if you go for a "Hellfire Spam", "Wolf Pounce Spam", "Bat Mobility" type builds. His Add-ons allow him to tap into each of his forms and be unique with them or even blend them in together and be fun with them but this misses the margin completely.

    COMMON ADD-ONS:

    • Ruby Circlet (NERF) - Reduced Cooldown from 10% to 5% (resulting in 9.025 cooldown from 9 seconds)

    If this is to tone it down so it be more in line about 9 seconds how it is in current version of the game that's okay this change doesn't bother me entirely too much BUT I also feel like its not insanely impactful to nerf as well.

    • Clocktower Gear (NERF) - Reduces the Cooldown of Shapeshift by 5% was 10%

    This is also another unwarranted change I am confused about. This add-on didn't feel impactful to change massively like this as well. I would understand if shapeshift was 3 seconds base kit or 2.5 still but shapeshift isn't at an insane number for this add-on to get nerfed either.

    • Traveler's Hat (NERF) - Increases Shapeshift speed by 5% (was 10%)

    This is the one that hurt me the most I'm not gonna lie (if not medusa). I love Traveler's hat as it allows you to go for fun shapeshifting plays and use your mist you get while shapeshifting to your advantage and play around that to trick the survivors. If not shapeshifting out then going for a Hellfire play or Wolf Pounce is what makes this add-on FEEL GOOD it's not insanely oppressive for it to be nerfed and it fits the category of being a COMMON add-on. Changing Traveler's hat will let everyone leave it alone in the mist and no one will potentially use it again.

    COMMON ADD-ONS CONTINUED:

    His common add-ons basically allow him to be more versatile with his shapeshift abilities which is why I find them SO unique compared to his other add-ons and I won't lie they are my MOST used add-ons I use on Dracula. I love shapeshift so this being an indirect side nerf to shapeshift and a little nerf to Hellfire when Hellfire already felt a bit clunky is what hurts me a bit about this.

    UNCOMMON ADD-ONS:

    • Moonstone Necklace (BUFF) - Reduces the size of the Terror Radius in Vampire and Wolf Forms by 8 Meters ( was 4 Meters )

    This I am okay with honestly I was wondering if this add-on would get changed to 6 meters eventually but 8 meters I was concerned about with monitor. BUT since Monitor is getting changed I am welcome to this add-on being 8 meters. Basically it would be 25% of 24M rather than 32-8(moonstone) then -8 from monitor. If I am looking at this correctly it would still be 32-8(moonstone) resulting in 24 then its 25% of 24M resulting in a 18M Terror Radius while in Wolf Form and Vampire Form. Honestly this is a buff overall because currently if you're doing this with Monitor and Moonstone Necklace in current live version of the game it can only go to 20M so I am welcome with this change. IF monitor does get reverted though I would hope this add-on goes to 6M.

    • Blood-Filled Goblet (BUFF) - Increases duration of Scent Orbs by 60% ( was 50% )

    This add-on getting buffed is okay but I personally felt like it was okay with how it was right now. This is a hot take but I personally don't think I like this. The thing about scent orbs and their counterplay is that their die out time is a counterplay against Dracula and how and when survivors drop scent orbs and a direct buff to this while also having Cerberus talon as an addon is that Dracula will have even more information on the survivors and since they last longer Cerberus talon will be putting even much more work especially on maps like Midwich which is REALLY good for Dracula. (I'm not saying nerf Cerberus talon it's just the combo with Cerberus talon and Goblet is just really good and provides so much information)

    • White Wolf Medallion - Increases Killer Instinct duration by 1 second while in Wolf Form after Survivors complete rushed actions (was 0.8 seconds)

    I'm going to be so honest I have no idea how this add-on is even still an add-on. I'm not gonna even describe this as a buff because this add-on is not even an add-on. This is objectively without even debate his worst add-on. This add-on provides no value to you because 1 you know where the survivor is at and 2 the numbers are so minimal. I feel like if you wanted to do something and you wanted to have this as an option you can either make this addon base kit OR you can just scrap it entirely and fully rework it. I promise you and I hope someone is listening when i say this, this add-on is completely terrible and you can almost NEVER get value out of this add-on and i really hope a dev is reading this so this add-on can receive a rework or change. PLEASE.

    RARE ADD-ONS:

    • Killer Doll - Increases Cooldown reduction of Pounce Attacks from Scent Orbs by 30% (was 50%)

    I know this add-on was going to get changed the moment it made its way through his PTB. Personally I did feel like 50% was a crazy but I also feel like 30% is also a bit minimal. I would honestly go with 40% as its a good even and doesn't make it insanely oppressive and you can get your power back at a decent time while also having the passive power cooldown come into effect as well.

    • Force Of Echo - Increases the spawn rate of Scent Orbs by 10% (was 17%)

    This is another one I figured would get toned down eventually after it got reworked but personally the only reason I saw force of echo get realistically changed was due to the fact scent orbs were at 5 seconds. I honestly don't think this add-on needs to be changed and if so make it minimal like 15% I really feel like 10% will make it feel overshadowed. Keep in mind Wolf Form cannot gain bloodlust so using the scent orbs to catch up especially on maps that are rough can really help him out so cutting his other form of catching up to the survivor can be kind of tricky if not balanced correctly. (wolf form will be fine its just this change confused me a bit)

    VERY RARE ADD-ONS:

    • Medusa's Hair - Survivors within 8 meters (was 12 meters) of your teleport destination suffer from an 8% hindered status effect for 2 seconds (was 3 seconds)

    THIS CANNOT GO LIVE. This add-on seriously needs to be reworked at this point and I know a good idea for that I have been pitching for quite a while and that is "Any survivor within 12 meters of your teleport destination scream and reveal their location for 3 seconds" This will fit into the aspect of "Medusa" because before her victims turn into stone they are seen to be screaming you can check any of her statues for references too. If you do decide this effect is too strong, you can put it on a cooldown like many other add-ons in the game. Nurse has some where it goes on cooldown for example. But if this add-on does not get changed from PTB to LIVE it will be dead. I understand why it originally got nerfed from 15% to 8% and from 5 sec to 3 sec but 2 seconds you genuinely cannot do anything with that. The whole point of current Medusa is the fact they don't gain as much distance when you're shapeshifting out of Bat Form after teleporting and due to it being 3 seconds its about roughly when you recover from shapeshift. If it stays at 2 seconds this addon especially wont get value since they can recover much more easily. I am also unsure why we are nerfing the range as well I feel like it is perfectly okay at 12 meters and doesn't deserve a range nerf on it you could of use the range to teleport to window from afar and if a survivor isn't paying attention to the audio cues and the visual cues of the teleport orb then its honestly a misplay on their part so the range should not be nerfed.

    • Lapis Lazuli - After teleporting to a window it is blocked for 8 seconds.

    This add-on is by far his best addon don't get me wrong and it 10000000% deserves a nerf because 15 seconds (basically giving bamboozle to a whole killer add-on) is absurd don't get me wrong but I kind of feel like 8 seconds for a purple add-on can be outplayed a bit. I would suggest maybe 10 seconds? Compared to other add-ons like Vecna's window block for 45 seconds. Kaneki's window block for 10 seconds. I really feel like this doesn't warrant for 8 seconds and I feel like 10 seconds would be much more reasonable because you also have to take into account you're teleporting TO the window (losing some distance in some situations) while also having to deal with shapeshifting out of the form. I would understand it if the add-on was a RARE add-on but its a purple add-on.

    ULTRA RARE ADD-ONS:

    • Ring Of Vlad - Hellfire pillar reduction downside removed (was reduced by 1 pillar)

    This is okay, but I'm also very concerned about this. The reason why this add-on is not good is because it doesn't teach players HOW to use hellfire. It's kind of like Hellfire on training wheels and if someone gets too attached to it they won't properly learn Hellfire while on top of no longer having the penalty and also having an extra pillar base kit.

    OVERALL THOUGHTS:

    Some of these changes cannot go through. Nerfing his common addons (brown addons) and other add-ons along side nerfing hellfire when they already weren't even oppressive to begin with will leave those to be overshadowed by Wolf Form still and it will leave Dracula to be a very one sided killer. My biggest hopes is for at least the Hellfire movement speed to get reverted because it feels really bad to use Hellfire. Keep in mind these changes feel worse in paper because Dracula has been BUGGED for a very very long time and it has been addressed multiple times even to the point where there is comments from the actual Dead By Daylight account that there was "Dracula fixes being investigated" but instead in return its unnecessary changes to his Hellfire, Add-Ons and much more. I am just genuinely confused about this overall. I understand there were some balance takes for certain add-ons like lapis, doll, etc. but some of the other ones I am baffled by and I really really hope in the future there is dev notes next to changes that explain the thought process on why the changes were made. For example: "We're bringing Ruby Circlet to 5% to compensate for the Hellfire cooldown reduction it received." That type of communication alone will be enough for people to understand where these changes are coming from rather than just be like "Why are we doing this??". I hope you understand my takes, Dracula is very special to me whether it comes to the killer, the franchise, etc. I have been here since his very first PTB and literally rushed him to get to P100 when he came out because I love this character so much so seeing these unnecessary changes happen strikes a bit of a nerve to me. Thank you for reading all of this if you did get this far and I will be checking back everyday to see updates on everything! I really wanted to wait a whole day of the PTB and test everything rather than just make a post immediately after the PTB went live so that's why it took a bit for this post!

    Thanks for reading,

    Bleak :D 🦇

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998335#Comment_3998335

    Please show us a single killer player who has ever seriously demanded a 70-80% kill rate as the average.

    Do you still not understand that some killers will always have an above-average kill rate? You keep quoting 70 and 80% kill rates like it’s “normal”. The average is 60%. Remember the bell curve?

    https://us.v-cdn.net/6030815/uploads/WHROW2KBQCUQ/image.png

    See the part way to the right? This is where the 70-80% kill rates are. A vast majority of the killer population is not there. Half of the killer players are below the 60% average.

    I don’t expect this will ever change your opinion, so I’m glad that people who actually understand this are the ones making balance decisions.

    Please show us a single killer player who has ever seriously demanded a 70-80% kill rate as the average.

    Every killer that does a 1000 4K win streak.

    Or every killer that loses with Trapper and says, "I'm going to play Nurse as revenge!" News flash: They're not doing so because her kill rate is LOW.

    That's the problem. Y'all claim those are "outliers" while saving them in your pocket for when YOU need them. The nice smooth bell curve only works if the pick rates are the same. If you can just DECIDE when you "deserve" a 4K (as opposed to letting skill and circumstance dictate that, like in a normal game) then you are "seriously demanding a 70-80% kill rate". Maybe not as an "average" but certainly not in a "random, bell curve" way AT ALL.

  • Yeah, why do you think queue times are so bad? Survivors figured this out 6 months ago.

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