dangersmymidd1ename
dangersmymidd1ename
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@FoxGhoul said:
Now that dissolution is getting gutted can we take a look at krasue and kaneki, can we do something to help krasue with vaults while she is in her power and can we let kaneki body block the pallet after he vaults like every other special vaulting killer? Quite frankly there is no reason that kaneki shouldn't be able to body block the pallet after vaulting, survivors shouldn't be able to revault for free with zero counterplay from the killer. And before you all start down voting and saying "well it needs counterplay from survivors" it does but so does the killer. As it stands vaulting as kaneki is pointless because they can just revault and there is nothing you can do about it and you are essentially punishing for even doing it.
The revault was tuned to be more difficult, and let's be honest Ghoul is not really struggling to get a hit.
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@ForTheEntity said:
I don't mind this nerf to StB, however it needs a secondary effect that becomes active for other StB users once someone uses it.
Maybe give it +10% vault speed since that's been handed out like candy. /sarc
Nobody asked for the vault speed, just like no killer ever lost a match because of the game breaking ability to see windows and pallets.
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@CrossTheSholf said:
The Anti Tunnel "solutions" fundamentally broke the game. They had so many issues with determining "what is tunneling" that killers would get punished just for playing the game
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118183#Comment_4118183
Again, what defines tunneling.
Personally when I refer to tunnelling it's when the same person is targeted from the start of the match, regardless of the match progress and the presence of other survivors nearby. The killer makes no effort to find or go after any other survivor, ignores the unhooker and repeats until that first survivor is removed from the match.
A good solution would be to always give the first hooked survivor basekit DS and Unbreakable - for example 45 seconds of Unbreakable and 60 seconds DS. This way slugging the survivor is not effective either. Once all killers know this is in play, they will have no choice but to find another survivor. Only having this apply to the first hooked survivor helps ensure they had a reasonable chance to participate in the game. A one-time Floods of Rage effect for other survivors outside a certain range could also be added to help the killer get things rolling.
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@Elan said:
I mentioned many times…
Give survivor who is unhooked:
→ 10 % haste, elusive and invulnerability for 30s (meaning they can't be attacked, infected and can't bodyblock) this would solve two tapping by Bubba off hook or killers who can keep you close untill protection runs out, such as deathslinger, clown…
→ Deactivate it instantly when being fully healed, healing yourself, doing any cons. actions and fully in the endgame.
Give killer who performs fresh hook:
→ 5-15 % extra damage when manualy damaging gen (Nurse 5 %, Nemesis 10 %, Pig 15 %)
→ stackable 25 % extra BP per each first hook on survivors (old BBQ)
→ Reveal on every survivor with same or lower amount of hookstages (similiar to Judgments add on)
→ 5-15 % haste depending on mobility (5 % to killers with high mobility such as Jason, Hillbilly, Ghoul or Clown, Krasue, Onryo, Dredge, Freddy…), (10 % for killers with small or low mobility such as Wesker, Houndmaster…) and 15 % to killers with no mobility such as Pig, Ghost Face, Trapper…)
Boom! Both sides would be satisfied.
The only way to reduce tunnelling is to punish it so heavily that the killer would be throwing the game if they do tunnel.
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@Boons123 said:
- Shattered Hope (Rework)
- Whenever you snuff a Boon Totem, it is destroyed.
- Whenever a Totem is blessed, cleansed or destroyed: (NEW)Dull Totems are blocked for 16/18/20s. (NEW)Hex Totems are blocked for 16/18/20s. (NEW)You see the Auras of Boon Totems for 16/18/20s. (NEW)
I fully understand the developers' desire to make it usable and of real benefit rather than relying entirely on survivors bringing boon perks.
But this "You see the Auras of Boon Totems for 16/18/20s" I am completely against this.
Perk design is supposed to be a counter to Boon totems, not to kill and slaughter it completely! The killer already hears the sound of the Boon totem thunder when the survivor completes the totem blessing, and since its sound is loud, why is the Boon totem aura revealed to the killer?! The Boon totem usage rate is low, so why make it even lower??
The fact that the killer does not know where the Boon totem is located is what allows the survivors to take advantage of the Boon totem, because the survivors have absolutely no way to defend the Boon totem against the killer.
While the killers get 2 perks that block totems by the entity and in addition to this perk, the survivors get nothing.
The fact that the killer sniff (not destroyed) the boon totem means that the survivor has to waste another 14 seconds to bless totem again.The killers should find the Boon totem by themselves, not have their hands held and be told exactly where the Boon totem is. At least let the survivor benefit from the Boon totem for a while, not lose it in the first ten seconds, given that there are only 5 totems on the map and not all of them are in good locations.
Remove the Boon totem aura reveal to the killer completely! LET MY Boon totems breathe!
I don't care if this perk is not used a lot or the opposite, this perk is not a counter against boon totems but rather a tool to kill and slaughter boon perks completely, and that unhealthy.
Agreed, aura reveal of Boons is too much. They can already find it quite easily if they try, and part of the fun of blessing one is choosing the right location in the hopes the killer doesn't notice too quickly.
- Shattered Hope (Rework)
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@Boons123 said:
I must first be within the killer terror radius, and I must be close to the killer within 24 meters, and I must stay for 15 seconds in order to gain one token, and the killer must not chase me.
Just for 4% extra progress that easy to miss? And if you miss, you lose 4% extra progress.
This seems too risky for a small benefit. You can just go and repair the generator and make more progress than any token you could ever get from Stake out.Survivor must be close to the killer within 24 meters, makes it very limited (but not in two floor maps).
Not only that, but if you try to combine it with Hyperfocus or Bardic, that 4% is 2%. (Which has already been the case since Diminishing Returns)
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This was all possible previously - Pharmacy was the only one of the chest perks that had the disadvantage of no rummage. If I bring a key, shiny coin, streetwise, plunderer's, ace in the hole and appraisal there are going to be plenty of items. But I've just spent a whole gen's worth of progress doing it. That's why a whole SWF of coins and keys doesn't happen.
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@colossusqw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118051#Comment_4118051
Bruh? I've introduced new people to this game this year and they've literally never used WoO. I still remember my first few hundred hours and yeah I lost a lot on killer and surv, that's just how it goes. Anybody claiming you can't pick up the game without WoO is self reporting hard.
It was a response to someone who said that current players don't care about new players. Not Windows specifically.
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@NordSahne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117475#Comment_4117475
Exactly, I am pretty sure that is why we had the distortion nerf, because people complained about people hiding and killers going after others, SP is extremely unhealthy because of this, the devs explained it, but people just want to complain apparently, we never gonna get massive perk changes if people complain about useless perks getting buffed and unhealthy ones getting nerfed/reworked
The way I use Self Preservation is to benefit the team as well as myself. Usually I am the only person running the perk when I do - and at least I know for sure I have not been spotted with an aura perk when someone is hooked, allowing me to stealth for the unhook or do some other support action. The killer might also have to use their brain a bit with something like Friends Til The End or -shock horror- be denied their perk value for once.
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@IamFran said:
Let's be honest. Nobody of you care about new players, you're just angry because a perk which let you play in autopilot mode has been nerfed. The pick rate of WoO was very high, it was picked by a lot of people (newbies and veteras), and it had the potential of becoming a bad looper into a decent looper. Now you must learn the tiles and explore the map a bit. When the perk was buffed in the past I refused to use it because I knew it wouldn't let me improve as a looper and would be nerfed eventally (in fact the nerf came too late imo).
No, we do care about new players. I would like to introduce a number of friends to the game but now survivor has been gutted into rinse-and-repeat death simulator how can I persuade them that the game is "sometimes" good, 1 out of 10 matches?
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117966#Comment_4117966
I believe the change in wording to Surrender definitely indicates that this is losing a match overall.That immediately though makes raises another issue: if we can have a definitive wording in this case, why can't we always have definitive wording?
If surrendering is definitively losing, then what is abandoning? What's the point in telling us what something is considered without telling us what it means?
It looks like they just reworded it. You had "DC" which was called "Abandon" in game. But then you had the "Free Abandon" which was also called "Abandon". Now the "Free Abandon" is called "Surrender" which it was already called in the code (on the stats site).
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@Rick1998 said:
literally tough . Such an oversight to rework stakeout then buff this is not happebing to work at all times and make greats 30% bigger. So this is just a better hyperfocus stakeout combo now . On oc the great on this is not happening are free and gens can be cut in half.
No, there is a reason nobody used This Is Not Happening - not because you had to be injured, but that 30% larger only makes a very small difference. The standard size of the Great Skill check area is 3% of the circle. This Is Not Happening makes it 4% of the circle, just a few extra pixels. Nothing like current Stake Out.
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@Patchouli_Knowledge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117720#Comment_4117720
I didn't say the mechanic was changed. But something that hasn't changed doesn't mean it can't have problems, especially if newer perks exposed the problem more freqently. I was merely giving a suggestion based on my experience for it to improve.
But if you weren't aware of the conditions to begin with how can you say that there is a problem?
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117710#Comment_4117710
Yeah the recent tone in these notes keeps blaming survivors for killer actions and it's really gross. They're treating them like poor little reactive bots who can't control their actions.
I always run aura on killer but even I think it needs counters for those who want to bring them, and SP didn't effect my preferred killer perks anyway. God forbid any viable stealth exists and killers don't have constant info.
Justification for buffing Knock Out by 400%: Because "Survivors refuse to loop around a pallet"
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@Patchouli_Knowledge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117713#Comment_4117713
I don't know the current value. If it is indeed 8 seconds, then either it is not enough or there is a bug in how it's calculated. I'm still having these bogus escapes triggered far too often, even if I'm not actively shift-teching around tiles and just looping normally.
https://deadbydaylight.wiki.gg/wiki/Chase#Ending_a_Chase
The chase mechanic and conditions have not changed for many years.
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It's hilarious that Do No Harm and Knock Out were given as "previews" of the changes. Do No Harm - you get some more skill checks. Knock Out - 400% buff AFTER Vigil was removed.
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@Patchouli_Knowledge said:
This has always been a problem in my opinion and with the new Premonition in PTB (and recently Cross-Examination) I'm seeing more and more unintended interactions that trigger effects not intended by design.
For example, when a killer mind game by doubling back around a wall, or even just breaking line of sight for slightly more than a few seconds at a maze tile or a tall loop (which happens all the time naturally), the game will often register the chase as having ended and re-entered again, causing the new effect of Premonition (aura reading on killer) or Cross-Examination's elusive to trigger. These scenarios should not be the intended effect of the designs.
Another example on the killer's perk's side, Play with Your Food can be stacked too easily without actually breaking chase at all (meaning the killer is in fact still chasing the same survivor, but since the chase mechanic currently is too easy to abuse, it's too easy to force a chase to end and restart by certain techniques, both on the killer and survivor's side).
The solution I propose: Add a longer grace period after the chase condition is not met for the game to actually register an escape, like 5~10 more seconds for a chase event to linger before it ends. This will prevent these unintended interactions with perks, prevent abuses and free up design space, while reserving a chase end event for when a chase has genuinely ended and the killer has left.It's already 8 seconds if you lose Line of Sight.
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Self Preservation was a breath of fresh air and at least helped with the never ending aura perks used these days.
The "dev note" reads like a typical excuse from lazy killer mains - "I had to go back to the hook because of <insert perk name here>"
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@cogsturning said:
The Self-Preservation nerf notes read like this:
https://us.v-cdn.net/6030815/uploads/J8JWUYS7B91I/screenshot-20260915-121447.jpg
This logic is nonsensical. If the issue is killer perks, SP counter one whole aura perk, BBQ, which can and is also countered by lockers. It partially counters Friends and Alien Instinct, but not fully. With this nerf, it will still do those exact same things. A killer that's clinging that hard to aura will still go back to the hook.
If the issue is that they get into chase with someone who has no scratch marks, that person still has 15s to prerun and hide when they hear the terror radius. So nothing changes about the initial effect. Also, I'm not sure why the devs care if the killer goes back to the hook, since anti-tunnel is something they keep rejecting and nerfing.
What SP does allow for in 30s is for the user to safely get across the map for an unhook, and with the added Elusive on unhook, returning to the hook if the unhooker has SP is now countered, as there will be no scratch marks at all. So this reasoning is either completely untrue and is just to hide that they're caving to complaints, or it's not thought out at all. This perk has the opportunity to be more tactical than ever with the recent basekit changes and instead it's getting nerfed into near uselessness, really good solely for personal ratting and not for macro.
And if this goes through, it will make two for two of Yun-Jins reworked perks getting the hammer treatment. What was even the point of reworking them?
Meanwhile they extended the aura duration on a number of killer perks so that they don't even need Lethal anymore.
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Stake Out is like a free Overcharge for the killer when you start repairing, if you have gained a token without realising. 14% generator regression and an explosion. Stake Out is now exactly the opposite of what it did before.
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Machine Learning is now basically guaranteed for the whole match. Counterplay for survivors is removed as well.
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Nerfing windows is the most ridiculous thing I have heard in a while, and that's including the Judgment just being buffed.
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@Elan said:
Such a huge nerf to windows of opportunity (only windows visible) and shoulder the burden gives me hope that devs understand how powerhouse survivors become. Gladly they are reducing oppressivnes and give killers more room to achieve their victory.
Windows is such an oppressive perk.
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@sleepyghostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117147#Comment_4117147
Pain res again??? 4 is already so few instances and you gotta time it right to get value from it. Thats insane.
Don't worry it was a sarcastic post.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117138#Comment_4117138
Oh my sweet summer child… Do you really think that? Survivor Meta Perks will get a bunch of Nerfs with some bones thrown at them. Similar to nerfing SB, Vigil and Deli while buffing Adrenaline a bit (which you might not even activate).
WoO will also be nerfed by only showing Windows while Five Moves ahead will be nerfed by only showing Pallets. So if you want the old effect you have to dedicate half your Perk Build for that. And both Perks are completely fine.
But I guess since we are nerfing the most popular Survivor Perk (WoO), we will also nerf the most popular Killer Perk… right? right?? /s
Yes Pain Res will only work on the first 2 survivors now. And Lightborn does blind you now but only in 1 eye.
It might be a translation error but looks like Decisive Strike has been renamed again to Indecisive Nudge - the killer will be immune to the stun 60% of the time.
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I have another one: Teammates continuing to cleanse a Dull Totem at the start of the match, even when gesturing like mad for them to stop - and I have Inner Strength or a boon equipped.
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@zonkednb said:
Having the pallet drop animation start on my screen, only to get knocked out of it because apparently the killer had already stepped through, even though they clearly hadn't. Not even talking ping hits here.
Gotten to a point now where I feel like I shouldn't even bother trying to vacuum for a stun.
Yeah there are some issues with pallets the last few months, so many times I am mashing the button and the pallet just does not drop.
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@Thirteen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116932#Comment_4116932
5 percent haste is not something trivial, you especially feel the sting if you are a 4.4/M1 killer.
However, I think they are fine, if anything, not even that good due to having to find them + spend precious seconds that could have been used to pop a gen.
Gimmicky, but not OP.
It's not too bad in 2v8 because almost all the killer classes provide haste at some point, on top of the buffed "innate skills".
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117115#Comment_4117115
Same. I dont really mind Shoulder the Burden, since I dont go against the Survivors who would make the Perk a problem (and neither do the majority of Killer players).
But I am really not a fan of Perks deactivating because someone else did something. Especially since this hurts SoloQ the most, since you dont know other peoples Perks before the game. And especially in SoloQ StB was already way weaker, since you could neither control that you are the person doing the Unhook nor control what the unhooked person is doing.
Meanwhile highly coordinated 4 man SWFs (the rare breed where StB is actually a problem) will still get huge value out of the Perk.
Same I have only been shouldered a handful of times in thousands of solo queue matches, so it is not an issue in "normal" MMR.
A problem might be that in solo queue you might be with a duo or trio who use the perk for their party and not a random player who might need it more.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117101#Comment_4117101
Honestly very concerned about Knock Out, on normal killers it might be fine, but on a killer like Wesker, Legion, Ghoul or to a lesser extent Lich that can vault pallets or lift them up it might be a little too strong in that the killer doesn't have to take the intended distance around the pallet.
We're going to be doing the "pooped your pants" walk a lot more 😅
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117108#Comment_4117108
It also says that it only activates one per trial across all survivors. So instead of once per survivor it's once per all survivors. Not sure if the translation is correct
Yeah but that is reasonable I think. Glad they worked out a way to allow that interaction.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117105#Comment_4117105
From what I read the new shoulder gives you a broken status for 120 seconds and it injures you if you're healthy
Yeah Broken has more downsides than Exposed too. But once per match seems totally reasonable, in normal MMR you hardly ever see more than 1 Shoulder.
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The changes sound like they were made before Vigil was nerfed. Now they negatively impact all players significantly more.
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Wow, I actually made a joke today that Resi will be the next perk that will be complained about now Vigil is dead…. and I was being sarcastic.
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Midwich is also challenging for survivors because of the missing pallets mentioned above, some survivors have trouble finding the generators, and totem spawns are also very tricky. The narrow halls are also good for projectile killers.
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@Wiccamanplays said:
It's really fun when you wait half an hour in the queue for Killer in 2v8 only for your duo to be AFK the entire time and ruin the trial. I'd take a bot Killer over that. Can the devs implement a feature that can remove a Killer after a certain amount of time of doing nothing? I mean this mode has already worn out its welcome massively but if we're going to have it every five minutes anyway some more QoL changes like this are necessary.
They do get a ban afterwards, but yeah it sucks.
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@Your_Dad_Playing_DbD said:
The biggest reason that this happens is that BHVR doesn’t take this kind of harassment seriously. People say stuff like that because they know they won’t get banned for it. I’ve reported many people for similar hateful stuff and most of my reports never get responses.
They do ban for this. Keep reporting as it's just not acceptable.
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@Libervita said:
Thoughts on the new update increasing the frequency of QTEs
Repairing generators should naturally involve more QTEs.
Healing should also trigger more QTEs.
I support updates that increase QTEs like this;
it can also boost the usage rate of certain skills.But you can't just do it without saying anything.
Making stealthy changes isn't right.
Also, the frequency of QTEs is inconsistent.
It would be better if at least one appeared for every 10% to 20% of progress made.
Previously, there was a chance that none would appear at all, which isn't fun.
It's a bug that's why it was not announced.
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Teammates who fast vault a window at the start of the match.
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@cogsturning said:
I like the idea of being able to place an Invocation where you want. I like that it has no Broken. I think these things should be considered for 1v4 to make these not the worst perks in the game. I also like the visual more.
But in 2v8, I hate them. Probably half my survivor loses can be attributed to these stupid things, with some people doing them repeatedly during the match. It's gotten to where if I find them I dump them in a bush so they can't be seen.
Good idea. Of course the quest didn't help but because it's a new thing people want to try it, even when there are only 1-2 gens left. Quite annoying.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116823#Comment_4116823
Well I did get two of them in one match just earlier today and another survivor found third one. I also played solo.
Yes the max I have seen is 3, but all 27 chests are definitely not opened in a match, so maybe there are 4 or 5 in reality. They need to reduce the placing time as it seems a bit artificial.
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Hopefully the graphical update won't take away some of the personality of the survivors. You could already see this on Claudette, where her teeth no longer show slightly in her resting face model.
DbD doesn't need to look lifelike, but graphic fidelity does appeal to new players. I am looking forward to the weather system the most.
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@Elan said:
Elusive mostly does nothing that is true. But you can pair it with other perks such as bite the bullet or extrasensory perception to make tunneling killers coming for you driven insane.
Unlikely.
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The difference is that now the killer player has to RP more and hold back from just taking an easy win. Newer Myers players are used to the pub stomp dash slop so they just used Scratched Mirror as a way to cheese.
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I would be wearing the animal onesies every game haha.
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Here is the link to the bug report: https://app.betahub.io/projects/pr-5642738318/issues/7023
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116502#Comment_4116502
It can be fun for survivors if they just loop well (I have looped 2 killers before for like 20 seconds which should be a chase against 1 killer so that was quite fun).
It can be, for a few seconds. But since the killers get extra buffs and aura on each others' targets, it is over very quickly. I just think "yeah ok" and carry on to the next game.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116128#Comment_4116128
Ok, you are a pure survivor main and what?, like you are always complaining about killers...
Survivors have 16 perks in total and there's probably going to be only 1 or 2 hook related perks and others are meta perks as well which are not hook related, that's at least 8 perks being active.
Killer meta perks are slowdown and most of them require hooks so the killer that bypasses hook perks has no specifically meta slowdown perks like pop goes the weasel or pain res or turn back the clock.
I wont fall for your ragebait
I should honestly just stop falling for your ragebait.
You like the killer and the power - fine. But when someone says how garbage it is to vs the killer, the answer is not to say "pay attention", "it's easy". Because even if it was easy, it is still highly lacking in interactivity, counterplay and enjoyment on the survivor side. What makes it worse is that it requires very little skill from the killer if they want to cheese everything. You might not do that, but the majority have no qualms about it.
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@Luc1f3rpark3r said:
Every time I play against a Springtrap I find it nye on impossible to loop him due to the fact his model doesn’t face you when he throws the axe at you. And I know there haven’t been any fixes for it… is it a bug or am I just insane?
It has been reported on BetaHub but aside from the video on the bug report I haven't seen it myself in-game. I thought it was ping related but maybe not?