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dangersmymidd1ename

dangersmymidd1ename

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  • @PixelIndieDev said:

    I would like to suggest splitting the FPS limit into a FPS limit for the main menu and one for in-game.

    With the current main menu background, my gpu works almost twice as hard as it does in-game. This causes my pc noise to be loud in the main menu and then quiet in-game.

    High frame rates are not needed while in menus.
    Giving the option to limit the fps in the main menu would:
    - Reduce gpu power consumption usage (could be nice for laptop users)
    - It can also reduce the gpu temps while in the queue (also makes the gpu fan quieter, due to the lower temp)

    Maybe it helps to bring up the Tomes while in the queue?

  • @hizzle said:

    Lately 2v8 has not been fun. Each game it’s 2 killers vs 1 survivor. Why is this a thing? There’s no way to get out of that situation because your downed so quick. Is even fun for anyone anymore?

    Only fun for the killers but they risk losing gens quickly.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116378#Comment_4116378

    But why are you forcing players to play 2v8 survivor (there are two survivor quests that can only be done in 2v8) if you acknowledge the issue with queue times? Forcing at least 10 2v8 matches (in the end it is much more) makes the normal qtime worse.

    Those quests are optional, you can get the quest completion rewards playing only killer. There are also killer exclusive ones so it should balance out.

  • @Rogue11 said:

    Haven't the personal stats been broken in the way they count abandons as escapes/kills since they were introduced?

    No it's just a visual bug when you view the match history, the icon shows Escaped but when you click on the player, it does not say "Escaped" if they abandoned. The actual stats are correct.

  • @CrossTheSholf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116450#Comment_4116450

    There are multiple noob stomper killers in the game. I don't see how judgement is any worse than the others. Especially since you can just use eyes to dodge her giant lazor beams

    You can say this all you want but the reality is that Judgment was a mistake to bring to the game, has very little counterplay, is boring to go against and has already been buffed to the point that even a Ghoul player looks like a brain surgeon using their power.

  • @Elan said:

    she’s gambling simulator like Henry. While her power design “has potential” to hit everything no matter what this is something that requires both sides to do a guess that results in a hit. Even best Henry player still relies on people running into his vine attacks. Sniping Judgment is only good against lower mmr even with aura perks. In high mmr there shouldn’t be high winrate on her unless survivors make insane mistakes such as double heals, doubling gens, ignoring aura perks, not paying attention to beam.

    Unfortunately only a tiny percentage of players are in high MMR and the rest have to suffer. Is that healthy for the game?

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116246#Comment_4116246

    I'd like to see this "universally agreed upon" statistic that auto didact is a "horrific" perk. As for the other perks. STB saves your team immense pressure but not allowing the killer a kill earlier than expected. I think you're also think you're misunderstanding Resurgence, Resurgence heals YOU off hook for 70% of your healing progress for free. You did literally nothing and you saved 3/4 of healing time.

    How is saying I don't run exhaustion an insane take? I simply like to play in a way to get the killer to chase me and not incentivize them to go back and tunnel like how a lot of survivors don't seem to understand that level of macro decision making. And people can last very long in chase without exhaustion. May I direct you to MrTatorHead who ran survivor without perks for multiple years and still has on average longer chases than a lot of other survivors because of his immense game sense which the average survivor lacks. As for playing a mid-tier killer against a swf…. Yeah, play clown with no perk restrictions see where that gets you. Comp is naturally a joke but it does prove one thing and that's the game is survivor sided at its core but people rarely ever make full use of it. It just feels like intellectual dishonesty to say "Uhhh 80% of the killer roster will ######### on you in chase if they are good at the killer and you don't have an exhaustion."



    Also plot twist only working with ds/deli lol. It's literally just a full solo heal for 2 hook stages because for some reason it needs to refresh after being unhooked.

    You clearly have not tried Autodidact. You're lucky if you get to 5 tokens by the end of a match. It might be different at the moment due to the increased skill checks bug. But it shows that there will soon be nothing left to be nerfed if you have to use Autodidact as an argument how "OP" survivors are.

  • @Elan said:

    Judgment didn’t need this buff but its fine. She’s community killer and “divine being” so she should be stronger than every other killer without being hated as a community killer. The issue isn’t that she’s too strong but that other killers are too weak. Survivors are still bit overturned but at least we have killer that is no joke and must be played well against. Exactly what survivors should be.

    Judgment is a joke.

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116121#Comment_4116121

    Already answered to this not making up any data lol the data is there and I repeated them.

    For unofficial data tracker accuse can I ask where is the official data tracker?

    No conclusions can be drawn from NightLIght, due to the way the data is collected, and it can be edited at will by the submitter. It is based on image recognition and due to the way abandoned survivors show on the match scoreboard, they show as escapes and are counted as such by NightLight.

    Official data is published by BHVR via their various channels, some posted by regional accounts. This is the only official data, and even with that the public can't draw too many conclusions from it.

  • @DNet89 said:

    So 2v8 went from 20 chests to 27 but Regular 1v4 is still 3 chests default.

    BHVR I think it's time to make at least 5 chests spawn by default every trial maybe even 10.

    Where did you get this information?

  • After using the Invoking Salt in a few matches, I think it is a nice addition, the bonus is reasonable and it does create a little "moment" with the other players in what is normally a crazy match where you are running past each other mostly. And it's good that someone can join halfway and still get the benefit.

    To improve for next time, I would reduce the time to place the circle as this seems weirdly long. And speed up the kneeling animations, at least the standing up one, to make a quicker getaway when a killer is approaching.

    It was fun to loop a couple of killers around some objects an extra couple of times with the haste! It offsets some of the extra haste killers get from the various classes.

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115645#Comment_4115645

    I agree that not every survivor wants to run it but wouldn't you agree that guessing if a pallet is there is bad for your team. I mean going down it 5 seconds because your teammate throws all pallets. At least you'll know where a window is to last a little longer.

    I want to use my game sense and map knowledge to find my way around as a survivor. It's fine to have the option if you want/need it, but if it is basekit then there is no incentive for anyone to learn where things are and how to path properly.

  • I have not experienced any lagging or frame drop issues until patch 10.1.2 - some 2v8 killer games were noticeably laggy with frame drops.

    Also since the Denuvo trial, CPU usage is consistently about 15-20% higher than normal. My computer almost can't handle it.

  • It's a fun addition, people want to try it out. But of course it is time consuming and you are sitting ducks while you do it. I wonder if "Invocation Grab" is a score event?

    Once again it does lend itself to being more effectively used by SWF…

  • @The_Bark_Lord said:

    Often I find myself interested in unique skins (such as the xenomorphs Queen & King skins) However without knowing how the skin looks in actual gameplay myself, I find myself much less interested in purchasing them.

    It would help convince me to purchase more skins if we could test out any skin in a private lobby against bots, or a sandbox of sorts, to get a sense for how it looks and feels to actually play with.

    A good compromise is trying out the cosmetics on the PTB. There were a couple I wanted to get, but decided against them after playing with them in the PTB.

    They do have the ability for free character trials so maybe that will also transfer into cosmetics?

  • This Rift was slightly shorter than normal I think, like ~75 days. If they see that fewer people than usual have completed the pass, I am sure they will add a boost or something towards the end. The "Jump Start" quests do help at the start to get a few of the items quicker.

    I just reached level 100 but it would have been much earlier normally, I stopped playing because of the Judgment.

  • @SpyUA said:

    The reason why it got shortened to 10 seconds because it was abused, 15 seconds was way to safe and survivor were body blocking all the time and then they complain about tunneling when they are the ones to body block the unhooker and even with 10 seconds it's always possible to get to a material with endurance and haste so that's enough imo (not for basement but it's supposed to be the unsafe place for survivors and it's still possible to get the booked survivor out and it's possible to avoid the basement).

    Is this the official reason? I thought it was because killers were annoyed they couldn't tunnel off hook in the end game.

    The vast majority of players use the protections to get away. Even with 15s, you still needed an extra teammate to tank a hit in the end game.

    I would still rather have 15s haste and Endurance than the Elusive. I have noticed the difference quite a bit, with 15s seemed like killers would decide against going after me, and now it's more like they know it's worth it again.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115961#Comment_4115961

    Because they see any buff to this killer or maybe all killers a bad thing. They don't understand the buff and just complain about it as its categorized as a buff.

    It's because the devs spent a whole year or more developing this power, to require skill to get rewarded. Instead of the max 0.3s you were rewarded with for becoming Zealous, now you get it completely for free, and the Zealous now is more than twice the duration at 0.8s. In addition it has been decoupled from the amount of time you are holding the power (less skill needed). Plus the killer instinct buffs. All in the space of a few weeks, among many other significant changes, not taking any formal feedback from the whole playerbase into account.

    When the killer players themselves (finally) realise the killer is OP that says enough.

  • It's nice to see innovation with items, this has a unique model and VFX/SFX, and the benefit is interesting albeit challenging to get done in 2v8.

    I really hope we can look forward to more new items in 1v4!

  • Judgment was already miserable to play against, this further buff just means even more people will stop playing the game because they have to go against this garbage.

  • @HyperMatschbirne said:

    Why was the feature removed to give hooked Survivors Heresy with Divine Light from Judgment?

    I can still puke on hooked Survivors with Plaque to give them Sickness. So why tf is this still in the game seems a little odd, Plaque's Sickness is much more annoying then Heresy.

    So either remove this Ability from Plaque or give it back to Judgment where it belongs.

    Am i the only one on this?

    Edit: Sickness can also get applied to Gens, Pallets, Exit Gates etc. AND Survivors can spread it across the whole team

    It was not a feature it was a bug. Similar to Vecna 2.0 you can't gain the tokens when they place the power under the hook (with someone on it).

  • @ReviveMeMaybe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115568#Comment_4115568

    That’s rough to hear. I might stick to 2v8 for now, but feeling like I have to leave the regular mode just to avoid one killer is pretty much the problem I was describing. I want to enjoy normal solo queue again, not wait for Judgment matches to become less common.

    Same, it will take a while for them to have any reliable data because of all the changes they did at the same time - MMR, off hook protections, new killer. And now a competing game and 3 weeks of 2v8.

    The killer is just out of place in DbD and puts me off playing.

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115493#Comment_4115493

    I disagree, Windows of Oppotunity is the second most used perk in the game, just behind Lithe. Being able to see pallets and windows can be a settings like how you can change aura colors.

    Not every survivor wants to run it. That's why its pick rate is not 100%.

  • @ReviveMeMaybe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115317#Comment_4115317

    Thanks, I appreciate you understanding where I'm coming from. I probably will take a break and see what happens after the next patch. I just think players feeling like they need to stop playing until the hype dies down is part of the problem. I hope BHVR takes a serious look at how she affects casual solo queue instead of only waiting for people to play her less.

    Unfortunately they just buffed the Judgment again. However they are not in 2v8 yet so enjoy that for now.

  • @T1MEXII said:

    Windows of Opportunity is one of the most used dead by daylight perks. The perk is definitely strong and very useful but it would also help solo queue. Of course if this ever became a thing then killer would also need a base-kit perk.

    My suggestion for a base-kit killer perk to help killer would be Corrupt Intervention. Instead of being nearest to killer though, it would block the three closest to survivors. So it would acts as a information perk too. This time though it will only last for 60 seconds and when a survivor is put into the dying state then it is removed.

    Windows is not a perk that every survivor wants to run. Just like not every killer wants to run aura perks.

    Also the benefit of Corrupt Intervention is much stronger than an information perk.

  • @KinnaSmash said:

    In-game it is not clear whether a kick action is needed on killer perks that proc on gen damage or whether they can proc on other perks (such as Oppression able to proc off of Pain Res).

    For instance, currently Nowhere to Hide reads as such: "Whenever you damage a Generator, for 5s, you see the Auras of Survivors within 18m of it."

    A preferred change would be to make it closer to how the wiki words it: "Performing the Damage Generator action on a Generator triggers Nowhere to Hide: The Auras of all Survivors within 24 metres of your location are revealed to you for 3/4/5 seconds."

    This is true of all killer perks of this type like Machine Learning and Pop Goes the Weasel.

    They simplified the language in-game to make it easier to understand. Any "damage a generator" is when you kick it manually. All other perks that influence generators remotely are worded as "explodes".

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114869#Comment_4114869

    Going up a tiny slope shouldn't be considered counterplay, unfortunately Pyramid Heads counterplay (like many other killers such as Slinger, Artists, Dredge.) Is quite literally just holding W and/or dodging.

    Also not that it not going up slopes would create some really annoying bugs on the killer, such as him being borderline unplayable on Lerys since his power would weirdly get absorbed by some walls. (To my knowledge since this change it has been fixed)

    It's even in the Gameplay Showcase stating that the power does not go uphill.

  • @ReviveMeMaybe said:

    Why I am posting

    I am an average player, not a top-level one. I have played Dead by Daylight on and off for several years, mostly in solo queue and sometimes with friends. Right now, I do not enjoy facing The Judgment, and the matchup is making me less willing to queue.

    I work a full day, usually get home around 6 or 7 p.m., shower, and play for two or three hours before bed. I am still improving at chase. I play to unwind, not to treat every match like a tournament or min-max every decision.

    My friends have started playing less since The Judgment's release too. They say their choices seem to have too little effect on the outcome. That is our experience, not a population statistic, but DBD should care when ordinary players decide that queueing is not worth their evening.

    During a recent six-game stretch, I faced The Judgment multiple times, including twice in a row. In the second consecutive match, I disconnected on my second hook state because I felt unable to participate in or affect the match. I had never disconnected from a DBD match before, even when frustrated. This was the first time. That was my decision, it affected my teammates, and I am not proud of it. I mention it because I stopped queueing afterward. It is not proof of balance; it is the exact disengagement signal I think Behaviour should examine.

    I am not asking to win every match. A loss can still be fun when I can see what I should have done differently. I am asking for learnable counterplay with room for an average player to make a mistake. At my level, it has often felt as though even a Judgment player who is still learning can control the match unless I get unusually strong random teammates. That feeling is not match data, but it is why I am no longer having fun.

    I have bought many DLCs, Auric Cells, and occasional Rift passes because DBD has remained a game I return to. Those purchases do not buy me wins; they show that I have been an engaged casual customer. If this becomes the direction of the game, I will not keep spending on it as I have before.

    What I checked before posting

    I did some research before writing this because I wanted to make sure I was not simply angry after two rough matches. I found a detailed post from someone who likes The Judgment but still raised concerns about repeated generator pressure, the missing pickup and carry window before Exile, Shrine patrols, hook-related tools, and aura information. Other players reported liberation returns very close to the killer, a rough solo-queue experience on Midwich, and repeated Judgment matches making them want to stop playing. These are individual reports, not proof of prevalence.

    I also read the pushback. Some players said the beam becomes manageable with prediction and attention, that the MMR reset may be distorting early matches, and that people need time to learn. I agree that balance should not be decided from release-week frustration alone. I am not arguing that experienced players cannot counter The Judgment. I am saying that several players independently reported parts of the same agency and enjoyment problem, which deserves examination rather than automatic dismissal as a skill issue.

    Why the base kit feels excessive to me

    A survivor must notice the cue, decide whether the beam is converging on them, leave an interaction in time, and reposition. Outside Zealous, the cast is committed. During Zealous, The Judgment can steer it for up to 0.6 seconds after release. That is learnable counterplay. My concern is the repeated attention burden across four strangers who are also repairing, healing, rescuing, and navigating the map.

    A fully lethal Divine Light can pass through obstacles, slowing as it does, and one hit removes a health state and applies Heresy. If that survivor is later downed while still Heretic, The Judgment can Exile them on the spot, giving a hook state, or killing them at two prior hook states, without a pickup or carry. This removes the usual window for body blocks, pallet saves, flashlight saves, and sabotage saves. Exile also does not trigger hook-related perks.

    While Heretic, a survivor receives special repair skill checks: a Good result loses generator progress, while a Great result avoids the penalty. The survivor can Repent at a Shrine, after which Heresy depletes over time. Exile grants 60 seconds of Zealous, with a larger beam, a shorter cooldown, and post-cast steering. This is all base kit, before perks or add-ons. It is not automatic, because the killer must land the beam and later down the survivor before they remove Heresy, but the successful sequence gives a lot of value.

    A free teammate must travel to one of two active Shrines and Pray, often leaving another task. One Prayer can liberate everyone currently Exiled, and Exiled Souls can extend the default Haste, Endurance, and Elusive protections. Those safeguards matter, but solo queue does not assign responsibility. Four strangers must decide who Repents, who stays on objectives, and who goes to a Shrine. In some of my matches, people appeared to abandon the team rescue and play only for their own escape. I cannot know their intent, but that is how it felt from my side. Inside Exile, hits from Seeds of Punishment also remove three seconds from the sacrifice timer.

    The range adds another burden. On compact or predictable layouts, especially with location information, a practiced Judgment can send Divine Light toward likely repair positions. The survivor may have to release the generator even when the shot misses. Blind casts are inconsistent and cost the killer time; my concern is repeated interruption and divided attention, not guaranteed cross-map hits. I have not found a comfortable range: at distance the beam can interrupt objectives, while in chase it can still threaten through a tile.

    Compact and multi-level maps such as Midwich have felt worst to me because generator, chase, and Shrine routes are compressed. Several players have also reported liberation placing them very near, or even on top of, the killer. I want Behaviour to examine map and spawn data, not assume every map or return works the same way.

    Why "just dodge" does not answer the whole issue

    "Just dodge" describes the immediate counterplay, and attentive survivors can avoid many shots. My concern is cumulative. Four strangers must repeat that response while deciding who Repents, who remains on an objective, and who answers a Shrine. One beam can begin an injury, Heresy, later down, immediate hook state, and Zealous chain. When Heresy is not removed and the Shrine response is delayed, ordinary solo-queue mistakes can snowball very quickly.

    Players like me who have played on and off, instead of drilling movement for thousands of hours, are still building that timing. A high skill ceiling can reward veterans without making less experienced players feel useless while learning. Telling those players to get good or leave does not solve a player-experience problem.

    What Behaviour's public data says

    Behaviour does not publish a current percentage of players it defines as casual or new, so I will not invent one. Its official figures still give context:

    • In March 2026, Behaviour said its 1,800+ "High MMR" cohort was approximately 18% of the player base when the numbers were pulled. That does not make the other 82% casual or inexperienced; it only shows that this defined High-MMR group was a minority in that snapshot.

    • Behaviour reported welcoming more than six million new players during 2025, while DBD averages more than one million players per day across platforms. That does not give us a retention rate, but it makes the experience of incoming players important.

    Behaviour has also said MMR exists for matchmaking rather than as a goal, that "fun is the number 1 factor," and that improving the new-player experience had become a big focus for the coming year. None of this proves The Judgment is overpowered. It supports the case that top-end play should not be the only experience considered.

    What I am asking for

    Please preserve The Judgment's identity while testing meaningful base-kit reductions. Possible levers include a lower maximum range or stronger slowdown through obstacles, a greater cost or cooldown for repeated long-range casts, less generator loss from a Good Heresy skill check, less Zealous duration or reward, and more recovery room around Exile. I am not attached to exact numbers, but I do think the base kit needs a real reduction rather than a cosmetic adjustment.

    Please make liberation spawn selection and the existing post-release protections more reliable against immediate re-engagement, give solo queue clearer rescue information, and review which hook and unhook perks should recognize an Exile hook state.

    Please evaluate more than one overall kill rate. Compare solo queue with coordinated groups, newer and returning players with veterans, and compact maps with larger ones. Beam distance, generator interruptions, post-Exile survival, Shrine response time, disconnects, early give-ups, and whether players queue again afterward would show whether the current skill floor is healthy.

    I am not claiming every shot is unavoidable or that early anecdotes prove The Judgment is overpowered. I am saying the current experience is making an average, long-time casual player and my friends play less. That is the issue I want Behaviour to examine.

    Sources

    The forum links are examples of reported experiences and disagreement, not proof of how common they are.

    Official mechanics:
    https://forums.bhvr.com/dead-by-daylight/kb/articles/556-10-1-0-chorus-of-sin
    Look under Divine Light, Zealous, Exile, and Heresy.

    Current Zealous steering:
    https://forums.bhvr.com/dead-by-daylight/kb/articles/557-10-1-1-bugfix-patch
    Look for the change from 0.3 to 0.6 seconds.

    Detailed live-release feedback:
    https://forums.bhvr.com/dead-by-daylight/discussion/471570/my-thoughts-on-the-judgement-after-the-first-day-of-live-release
    Look for "2. 3 gen defending" and concerns 3 through 6.

    Reported Exile return positions:
    https://forums.bhvr.com/dead-by-daylight/discussion/471623/judgement-feedback-suggestion-spawn-logic-from-exile
    Read the opening post and the replies from AGM and Elan.

    One solo-queue Midwich account:
    https://forums.bhvr.com/dead-by-daylight/discussion/471619/soloq-experience
    Look for "Midwich is just too small map."

    Repeated-match fatigue and opposing views:
    https://forums.bhvr.com/dead-by-daylight/discussion/471566/negative-feedback-the-judgment
    Look for "played literally 15 rounds today" and the early replies about dodging and MMR.

    High-MMR snapshot:
    https://forums.bhvr.com/dead-by-daylight/kb/articles/540-stats-first-look-at-stats-in-2026
    See the first paragraph.

    Behaviour on fun and new players:
    https://forums.bhvr.com/dead-by-daylight/kb/articles/515-reddit-ama-july-23-2025
    Search "fun is the number 1 factor" and "new player experience has become a big focus."

    New-player and daily-player figures:
    https://www.newswire.ca/news-releases/dead-by-daylight-celebrates-ten-years-of-terror-832239428.html
    Search "six million new players" and "million players every day."

    Your contribution is appreciated but please write it yourself instead of AI.

  • I think the Pyramid Head "fix" will be reverted, because it is a known counterplay and limitation that has existed since the killer was released. Unfortunately it seems like the left hand doesn't know what the right hand is doing at BHVR these days.

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114814#Comment_4114814

    I won't get mad when getting sniped by huntress, I will say they are dope. But getting sniped by judgement is frustrating as hell because you can avoid getting sniped by huntress even when they are reading your aura by standing behind a wall. But judgement just snipe you when they are reading aura from insanely long distance and super fast wall penetrable multi level beam. Again when coming to tiles you can loop huntress treating as normal ranged killer but judgement you have to hope it doesn't hit you through the wall because there's nothing you can do to reliably dodge the beam, even if it is hard for killer to control, survivor have no RELIABLE way dodging it because its speed and location originated.

    I have respect for Huntress players that have to use actual skill to time, use and aim their power, together with managing reloads and keeping up chase. They earned the down whereas Judgment is 100% cheese. But there are plenty of players who don't care that they used a brainless OP killer to get the win.

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114862#Comment_4114862

    I will tell you the specific aura perks that are unfair and makes your "reset in corner" thing nonsense. celestial witness + nemesis + lethal combo easily have too much info every less than 30s. You reset in corner they read your aura for 10s suddenly and you have no where to go before they zone you because you said yourself you are in a corner. And this perk set is not rare, 95% my matches against judgement they have these three with another random aura perk mostly gearhead and with 100% aura add-on. They only need to get 1 down then the snowball is crazy. Exile with instant aura reading of all three and buffed power, then the aura reading won't stop and the pressure is high as hell when 2-3 injured because surv only know when nemesis activated, they don't know when celestial witness and the other aura perk activated. unless you have a stopwatch and you count every exact 30 seconds when playing the game. I will agree with your beam is hard to use thing, but this is a skill issue and people will eventually get better with the beam. I don't think hard to use = not broken

    There is no point arguing about aura perks, the problem is the killer power which should be changed not to injure when there is no LoS to the survivor. Until a major change like this, the killer will just continue be a snoozefest for survivors and make killer players feel like they have "skill" when pressing one button while aiming at an aura.

  • @DelusionalHubris said:

    My answer isn't in the poll, but The Ghost Face. His reveal mechanic with his Night Shroud power is super inconsistent. I often find myself having staring contests with this Killer to try and reveal him only to get exposed and die anyway…

    The reveal mechanic has been tweaked a lot to make it more difficult.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114399#Comment_4114399

    What about anything I described requires high skill? It's hear the noise get off the gen and don't work on gens injured that's not high skill just patience and playing safe.

    You wanna throw a tantrum about a killer then when told your told the counterplay that's fairly simple to do you just throw your hands up and say it's impossible when it's very obviously not. This is why people don't take the complaints seriously because there's no desire to learn only to complain.

    OK.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114158#Comment_4114158

    The weird thing is beating Judgement isn't even hard, I think I've lost to maybe one since she came out. Hear the beam get off the gen for a moment if you get hit take the moment to heal and then try again, if she chases you congrats you won cuz most don't know how to hit people in loops yet, I truly have no clue how people can struggle with that.

    You clearly represent the 0.1% of the player base that is just cracked at the game. Normal players with average skill just aren't made for this, and don't enjoy it either. Then the same average players but on the killer side can just take the never ending easy wins.

    But the damage is already done I think, there is no going back for DbD now.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114133#Comment_4114133

    You understand everyone on that specific leaderboard is playing Judgment so I'm only being compared to other people playing Judgment right?

    Even worse!

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114124#Comment_4114124

    Other way around at higher mmr, I'm #1 in Judgment adepts and #17 in Divine Light hits.

    Yes, keep downplaying this overpowered killer so you can stay up there on the leaderboard.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114109#Comment_4114109

    This is a gross oversimplification of Judgement. If you wanna get hits up close you need to chase a survivor while charging the power and lining it up with where you think the survivor is going to be. That's worrying about your position their position and the beams position. This idea that you just fire the beam without thinking is pure fantasy.

    Just because you try some skillful shots doesn't mean that 99% of Judgment players do the same. There is no skill needed to stand in the middle of the map and press a button to shoot at an aura of a generator or a survivor. That's the problem.

  • @random1543 said:

    https://us.v-cdn.net/6030815/uploads/2UJNZC56SPNF/image.png

    Its tedious to get rid of this red bubble on the store unless you go into every character to look at every new cosmetic, wants me to click through most of characters.

    I would suggest removing the bubble from store button or let us click the bubble to remove it

    They added it. There is a button on the Store page at the bottom to mark them all "read".

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114037#Comment_4114037

    You mean when they nerfed clowns base hinder, hinder linger, flask of bleach, ether 15% and cigar box at the cost of making yellows slightly stronger and a 0.5 second faster reload? He's still a side grade compared to before when they tried to gut pinks. And even then, he's still at best mid B tier in the current state of the game.

    All I know is that they buffed him and he was not suffering badly from Vigil. However I agree that Vigil shouldn't counter those base killer powers - it sounds like that would have been too complicated so they just basically removed Vigil from the game. It's a shame but given the way things are going there is not much hope for an improved survivor experience outside the more casual events.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114007#Comment_4114007

    I would like to hear this reasoning on how clown was "omega buffed" compared to his state before.

    When they buffed the add-ons, decreased reload time and increased speed while reloading, they became super speed clown.

  • @Kedasa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113902#Comment_4113902

    I am pretty sure its been just a few weeks, since i did it the last time against knight. The only thing that matters is the distance to the guard. if the guard is to close, then hes going through the pallet, but with enough distance i never experienced a guard not changing its direction

    Yeah it was a few patches ago when it was removed, and now added back.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113801#Comment_4113801

    Saying there's no defense against aura reading is a joke when shadowstep and distortion exists otherwise what aura are you worried about?

    Nurses? Don't heal in their TR.

    Gearhead? Only useful for sniping so just be aware and dodge the beam.

    Celestial Witness/Nemesis? Get near her and the aura read won't even trigger.

    Darkness Revealed? So many maps have bad locker spawns this won't even trigger most of the time.

    Like yes you'll get snipes occasionally but to actually go down you have to 1. Work on a gen while injured 2. Somehow make the choice to STILL not pay attention to your surroundings after getting sniped once. If that happens you deserve to get downed at that point.

    On the other hand there is only 1 perk on the survivor side that will stop the killer from seeing the generators, which they can keep hitting repeatedly.

  • The Vigil nerf just makes gameplay even more predictable and brainless from the killer side. No longer is there a chance that a survivor has recovered from an Exposed or broken effect that catches you off guard or gives them a slight edge. Now survivors have to wait a full 90 seconds every time they get hit with Sloppy Butcher, already one of the most used and effective perks in the game (even more slugging potential now). A little benefit from a nearby teammate or vice versa is no longer.

    And let's be honest, Clown was not suffering because of Vigil, they omega buffed him and never looked back.

  • @CodeInThePit said:

    I haven't been able to launch the game at all since the update; I just keep getting the same

    https://us.v-cdn.net/6030815/uploads/TIQTPX3FG0B3/toll-ey.png

    https://us.v-cdn.net/6030815/uploads/KP5D55T5NP90/toll-man.png

    error messages no matter what I try... I could cry.

    I think you need to uninstall and then reinstall the game.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113815#Comment_4113815

    In my perspective, as someone who plays the Knight and plays survivor, before the current nerf Knight was in a better spot than he was in recent times: his power was mostly used for macro pressure, with guards being a real threat if the Knight played right. Now Knight went back to not being good at micro - because he can't pincer attack effectively - as not being good at macro, because guards are, again, far too exploitable.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113864#Comment_4113864

    But it is far too favorable for survivor, specially if we consider pallet density. You can drop a filler pallet in the corner of the map, go in the opposite direction and the guard will never catch you. Knight already has so many in-built counters like the banner, the "bait" in windows and pallets, the 3x depletion rate etc etc. He didn't need another one. I was playing the Knight after the FIX - as they worded - and he was much more solid if played correctly; guards didn't meant free hits, just more pressure.

    Its ironically that he has more counters than most of the high tier killers or killers with bigger killrates than his. At this point turning the Knight into another dash or ranged killer in a future rework wouldn't surprise me.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113860#Comment_4113860

    This would be true if we had infinite time in a match. Current DBD is more and more focused on time and resource efficiency. Getting a hit or a down is much more valuable than getting a pallet, specially if its a filler pallet. Also, you probably will break the pre dropped pallets mid-chase, since you probably shouldn't go out of your to break pallets instead of patrolling gens/chasing survivors → So, no time earned, really.

    Considering how many pallets exists in some maps and how fast the gens can go if you don't down survivors, i would say that against good survivors you probably would unless they do something very silly or even stupid. Before you get a good amount of "deadzones" the gens will be done and there won't be much left to do.

    The pallet drop counterplay already existed before, they removed it a few months ago and have now added it back.

    The Knight is one of the most hated killers so anything to make it more than hold W away from a screaming AI is a plus.

  • @LeFennecFox said:

    If they make it so that the furthest shrines are activated, and the
    survivor rescued spawns outside the Terror Radius, it would go a long
    way to improve gameplay against the Judgment.

    There is already anti camp for the shrine, but map design leads to some situations where they spawn like deep in corners of suffo pit. You have to cross normandy beach to reach them and the killer is able to control a 3 gen without even being close enough. It seems to be about 12m or so and the statue gives an audio indication you're close then it starts adding statues by distance every few seconds.

    Giving too much safety for shrine rescues just heavily punishes you for exiling. I would rather them look at adjusting the anti camp range/strength + spawning them too close than give people the ability to unhook 3 survivors across the map in a quick interaction. In my testing even if you're chasing another surv near one for 2 seconds it will instantly start spamming new locations it's very aggressive in a way too small radius.

    I've only ever seen it happen once that an extra shrine appeared. The main problem is where the survivor is deposited in relation to the killer, I think. That and that Nurse's Calling will reveal them immediately when being healed. Maybe rescuing individually but far away would be a reasonable compromise.

  • Sometimes it seems to take too long for the lobby to fill from the start, and so people might back out because they think it might be bugged.

    I mentioned it in other posts but players in Russia can have connection issues, which on their end shows as an error, but it appears to the rest of the lobby as though they backed out at 0 seconds left.

    Of course there is some lobby shopping on occasions, and if those who leave are not backfilled then it leads to other players leaving to restart their matchmaking.

    At most I have waited maybe an extra minute and a half for the game to start.

  • I'd say about 30% of my games the past weekend were against the Judgment. 100% were miserable. Actually 95% because one player was practicing and interacted with the survivors.

  • This counterplay already existed, then they removed it recently and now have put it back.

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