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  • @Slaughterhouse3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185565#Comment_3185565

    As someone who enjoys doctor, I think skillcheck builds are his strongest! I dont see a problem with that because it is part of his power. Believe it or not though? I dont use that perk much shockingly lol it is good on him.

    I don’t struggle with skill check builds on anyone, Doctor included. The only time I start to struggle a bit is if there’s 5 stacks of Huntress’ Lullaby with the backwards displaced skill check, but I never let it get that far because I always cleanse the totem. It’s really just Merciless Storm I think is a bit much on him and maybe needs a tweak to not be affected by madness.

  • @Katzengott said:

    It's more like a QTE for me, lol. And even when you fail, it works only 1 time per gen.

    Just wait the 20 secs. (see it as a time penalty as you FAILED) and finish the gen.

    Oh totally, but DBD is a game where seconds matter. You may think the 20 seconds is nothing, but if you fail the QTE at all 7 gens, the killer just got 140 seconds of free gen blocking during that match. That’s not insignificant at all.

    Now hear me out, I don’t think Merciless Storm is busted or anything. I just think it disproportionately benefits Doctor and only Doctor compared to any other killer. I was just curious to hear how people felt about it on just Doctor specifically. I think it’s way too hard to hit backwards, displaced Merciless Storm skill checks, but maybe you have no problem with it, I just wanna hear what you think about it!

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185549#Comment_3185549

    BHVR has a way of either making perks extremely broken or useless when they change them. However, I doubt we will see a change to this perk for many years to come.

    If a developer did happen to read this, I would suggest they make it so the skill checks are a little smaller, but can't be affected by any other factors. Basically no matter what they are static, that the regression takes place no matter what, and the gen block be a little longer.

    I’m inclined to agree with you. Their recent Thanatophobia change doesn’t inspire much confidence, for example. I think the size of the skill check currently is probably fine, but making it static is definitely needed. And I think there should definitely be a way bigger punishment for failing/leaving. 20% regression and blocking for 30 seconds if you leave or fail. Something like that could definitely be a huge buff, considering it’s only once per gen. It could stand to be really strong.

  • @Biscuits said:

    The perk is kind of useless without doctor skill checks or unnerving presence. I feel like if they adjusted it to not have synergy with those two situations it would go un-used. The fact that it only activates on each gen one time makes the perk not that good.

    Yeah I agree but at the same time, if it just ends up being super undoable with just Doctor, then I’d say it’s better off giving a rework to the perk or some buffs, while making the Merciless Storm checks not affected by madness. I would definitely say a tweak and a buff would be best for the perk.

  • @SpaghettiVase said:

    if you really can't deal with merciless storm, let go of the gen instead for 0 regression. It still blocks the gen but it doesn't explode.

    I guess that’s that’s what I’ll have to do, I failed all 5 Merciless Storm minigames in that match and not for a lack of trying, I can hit overcharge/oppression skill checks pretty consistently, and madness usually doesn’t mess with me TOO much, but Merciless Storm WITH the madness is ridiculous lol. It just feels bad giving the killer potentially ~100 seconds of free gen blockage over the match.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174968#Comment_3174968

    Maybe, but it still feels weird nerfing a perk that mostly ranks D-F tier for nearly the entire roster on account of 1-2 killers benefitting from it on very specific maps.

    I don't think it's a very big deal. I think some people might be overreacting a tad bit about the strength of the perk. Honestly, they need to do more about the size of Wesker's Terror Radius rather than touch the perks. I mean, that's the whole problem anyways. It seems people are only complaining about it on him

  • @StibbityStabbity said:

    How would you nerf it without outright killing it? MAYBE a rework, but nerfing an already mostly bad perk just sounds silly.

    I think nerfing the speed of the skill checks from 50% to 25% or 35% might be alright. Currently, it's a tad too much for new survivors or ones that are bad with skill checks. I think there are enough methods of healing in general to avoid nerfing the perk into the ground.

  • It's hard to abuse a perk that does almost nothing every time you run it. It's been my feel good perk alongside Spine Chill back when I started the game a few years ago, but besides that giga buff they gave it (and then took away), it never did much. Still doesn't.

  • I don't really like the character, so I wouldn't buy it. I also think there are some characters who could use the music more, but I wouldn't be offended if they gave him custom music.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173654#Comment_3173654

    These are all reasons in favour of blocking gens at the start of the match.

    Each one you've said "use the time at the start of the match" ...

    Those are not reasons for blocking gens. Leaving the gens as is gives players options and allows them to create strategies, or just risk it all and go all in on gens. One thing the devs don’t want to do is remove player agency. If a survivor wants to jump on a gen the instant they load in, that’s within their right to do so. Is it risky? Possibly, but it should be their choice.

    When I say “use the time at the start of a match”, I’m not saying “you need to spend the first 30+ seconds scoping out the map, so hey, let’s block gens for that time”. These are quick, on the fly decisions. You take 5-10 seconds, do a quick check, look at the loop next to you, check out the window spawns, then settle in and work on a gen. Maybe everyone spawns together, you immediately spread out, take note of your surroundings and immediately jump on a gen. Every second someone isn’t on a generator means the killer is gaining pressure and momentum. Gens should NOT be blocked. Let the killer run Corrupt Intervention if they want to slow the early game down.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172415#Comment_3172415

    It's not a good strategy because the imstant objective progress is more beneficial.

    Without that as an option you no longer have the conflict and get the best of both worlds, the ability to choose your generator AND the ability to start the objective instantly (the moment it becomes available).

    This is like saying killers could choose to not camp and tunnel but they don't, therefore forcing killers to not camp and tunnel is a killer nerf. Make the healthy option more profitable.

    I don't agree at all. Good survivors typically won't just jump on the first gen they see. If a survivor spawns next to a generator, they need to take into account 3 things:

    1. What are my surroundings?
    2. How safe is this generator to repair?
    3. Should I be repairing this generator now?

    Mindlessly repairing gens at the start of the match can often lead to a triple gen setup for a killer, which may end up costing survivors the match right from the very start. What you SHOULD do as a survivor is:

    1. Determine whether or not the gen you spawn next to is in not in a place that is easily defendable. Often this will be a main building. Some are so strong you may want to avoid doing the gen in the main building and save it for late game because the killer still has a reason to be there, and you'll have access to a strong loop. Conversely, if you are in a corner of the map where there are no pallets, you may choose to work on that gen to get it out of the way (if you know the killer is occupied). This isn't without risk, because you are prone to being cornered if the killer comes after you.
    2. Use the time you have in the beginning of a match in to look at how structures and objects spawn. If you immediately work on a gen you spawn next to, you may not notice the pig box on the other side of a structure or a Hex totem in a nearby loop. This can lead to survivors being caught off guard. Walking to a nearby structure might reveal the killer's identity, other gen/totem spawns or even other survivors.
    3. Use the time you have in early game to familiarize yourself with the area to form an escape strategy should the killer come for you. Maybe there is a TL wall behind you that chains into a long wall jungle gym, then into a junk tile into killer shack. You don't know your map setups unless you look before it's too late. If you know what to expect when you run in any given direction, you're more likely to stay alive.

    Instant progress is worthless when you have no strategy in mind.

  • @Toaster427 said:

    Figured it was just in my head and I was getting frustrated with the game while playing solo queue. It was just match after match of just awful gameplay, tunneling/camping killers.

    I actually felt really really optimistic about playing and I was actually excited to play the new RPD and against the new killer.

    1st match - range nurse with star struck/BBQ and a midwitch offering. dead before any gens even got done.

    2nd match - blight, was looking promising, after 2 gens pop he facecamps the rest of the match, gets a 3k for doing nothing.

    3rd match - another nurse with the same addons, same outcome, except this one just bled us out on the floor.

    4th match - plague with thano, was the best match of the night, she killed me in the EGC but she played fair so I can't complain.

    5th match - ghostface on the game, figured this shouldn't be too bad. camps every single hook, hooks teammate 3 times in a row then hooks me 3 times in a row.

    6th match - plague on Haddonfield, exact same strat as ghostface, tunnels the feng for all 3 hooks right at 5 gens, completely ignores the team trying to bodyblock and save her, just chases her down and kills her. after she focused on me and tunnels me for all 3 hooks.

    7th match - another nurse, same outcome

    I didn't even see the new killer...

    I'm gonna go play something else. hopefully BHVR meets the "kill rate target" sometime soon cause I can't even remember what the exit gates look like....I guess they can't "do any knee jerk changes", guess it takes a lot of research to before you can determine the game is completely jacked... I guess the hundreds of thousands of posts claiming solo queue isn't enough, they need hard evidence guys!

    I’m in your boat. I stopped playing after the devs released the patch notes for the whole meta overhaul because I only play solo survivor and it was a huge nerf for me in a meta I was already struggling in. I needed a break because the game had just been increasingly frustrating for me.

    I came back in for the Wesker patch and I’ve played about 100 matches since Tuesday, a large majority against Wesker unfortunately. I want to say at least half of my matches were against very campy/tunneling killers. I don’t mind those matches too much from time to time, but it just feels excessive. Normally when I feel frustrated with the camping, I just slap on DS, but they nerfed it to uselessness. Off the Record sounded good on paper, but I find killers just smack me as I’m coming off the hook and the perk is gone. I WOULD try the new Reassurance perk, but I’m not spending money on a game I’m not enjoying. I don’t like that the new bandaid solution to camping killers is behind a paywall, but even if I did have it, it doesn’t help me when I’m the one being camped on hook. I tried running Camaraderie to remedy that problem, but whenever I ran it, no one triggered it while I’m on hook. Overall, I’m escaping a lot less, getting camped and tunneled a lot more, and my favorite perks (Spine Chill, Blast Mine and Boil Over) got nerfed to a point where it feels bad running them. It’s a worse experience for me, 100%.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171261#Comment_3171261

    Friendly reminder that League has 161 characters to play and is balanced around competitive where draft 10-bans are a thing.

    If people don't want to face a part of the game, they should not queue up in the first place. Subjective opinions do not determine balance. What some find fun, others will find unfun, and vice-versa. Furthermore, there is no objective way to make something "more fun" because the standard itself is inherently subjective and differs from person to person. Changing something purely off certain portions of the playerbase finding something unfun is a middle finger to the other portion that finds it fun. Which is why it is not good game design to do so.

    Is it fun for supports in Overwatch who are at risk of Tracer killing them in a single clip in around a second before zooming out? Probably not. But counterpicks and counterstrategies both exist. For instance, anti-flank picks, or having tanks cover for the supports. So should it be changed just because of the people that find it unfun? No, and similarly, if Tracer was overpowered, it should not be immune to changes just because it is fun for a group.

    SWF does not mean good. SWF means they can communicate information to each other. Whether they can play well enough in the first place is not dependent on SWF. 4 good solo players will outdo a 4-man mediocre SWF on voice comms.

    Subjective opinions DO determine balance. BHVR especially does this. When people complain about something in the game, even when said aspect isn't broken or unbalanced, they make changes, and they do affect balance. That's what many of their quality of life changes are for.

    Franklin's Demise used to consume items in patch 4.1, and people complained about it a lot because their items were basically gone forever. Now the item just empties. Does that affect balance? Yes, in a small way. If someone is running Built to Last, they get their item back and can refill it, when previously, the item would have disappeared forever. Does Franklin's do as good a job as it did previously? Yes. Functionally, it works the exact same way. Franklin's never has been nor will be a strong perk, but complaints about interactions in the game between perks and addons and many other things have been changed based on people's opinions. That happens when you make a game for other people. You have to be flexible. You have to make concessions.

    Gating people from the game just because they don't enjoy 1 killer out of almost 30 in the game is super exclusionary and is such a negative way to look at the situation. "Changing something purely off certain portions of the playerbase finding something unfun" is exactly what this suggestion solves. You don't have to make changes to any aspect of the game. If a small group of people hate Nurse, they don't have to face her because they can choose to avoid her. But if everyone starts avoiding Nurse en masse, you know either Nurse is too strong, unfun or just generally needs changes. No one likes hearing things may need changing, but that's how video games are now. BHVR wants to make the game accessible for everyone: veterans, new players and returning players alike. These kinds of changes help to bring the game to a place where everyone can enjoy playing the game, not just people like you who believe you should just suck it up and play the game how it is.

  • @SuzuKR said:

    Punishing people for playing a specific killer makes zero sense. There’s a variety of reasons they might be playing that killer. Maybe it’s for a Daily. Maybe it’s for a Tome challenge. Maybe it’s for Adept/killer-specific challenge. Maybe it’s cause they want to play that specific character in general. So on and so forth.

    This is like advocating for letting killers opt to avoid SWF, which itself also boils down to just people playing with friends. Neither makes sense. If you don’t like facing a part of the game, that’s fine, but you need to either get over it or not queue up.

    How is the killer being punished if I ban Nurse from my matches? That Nurse would simply be put in a lobby that doesn't have Nurse banned. And if Nurse is being banned so often that the player can't find a match (which would probably be unlikely), that speaks to poor game design, no? It means no one wants to play against Nurse because they find her unbalanced, unfun, boring, etc. and the devs would be able to look at that information and make changes based on that.

    On another note: killers have and will complain about SWF's in their matches, the devs have seen it, and according to them, it's on their list of priorities.

    Avoiding SWF and avoiding a specific killer is not the same. Killers dislike SWF's because they're too strong and break the balance of the game, not because of their playstyles, perks, or items, because survivors are skins of each other, nothing makes them wholly unique. They have no special abilities or qualities that make them tangibly different from solo survivors. Beyond more information, which both the community and BHVR have said need to be leveled between SWF and solo queue, survivors are all the same.

    Killers have their own unique attributes and playstyles, add-ons and powers, many of which certain people don't find engaging or fun to play against. Killers like Trapper and Hag whose powers facilitate camping for example, may be boring to survivors. Maybe Nurse is unpopular among survivors because she breaks the rules of the game. At the end of the day, survivors collectively get to ban 4 out of the 29 existing killers. Not even 15% of all killers.

    Banning certain characters isn't new to video games. Games like League of Legends lets you ban characters in ranked. In League, it's definitely a strategic choice, but strategic banning doesn't work in DBD. If for example, you're playing in a SWF at high MMR, most of your matches will be against the "top tier" killers of the game, Nurse, Blight, ect. If the SWF bans their top 4 killers, they end up with such long queue times, they may be unable to find matches at all. The strategy completely backfires. There is no real downside to allowing survivors to choose to avoid a certain killer when there is so much variety in killer options, beyond making your own queue times slightly longer.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/344860/we-need-an-option-to-choose-1-killer-to-avoid-in-your-lobbies

    I think a simpler idea would be to just reduce your chances to go against a specific killer if you have gone against them quite a few times in whatever span of time. (They would have to exempt brand new chapter killers from this though or queuing would be an absolute nightmare on launch weeks).

    This would be a good idea too. I considered it, but I would still say it might not work against newly released killers since the amount of people using that killer would be so high, you'd still be going against them.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169917#Comment_3169917

    Unlike most people I'm not afraid of words and I love a well thought out reply - especially when it has paragraphs /gasp.

    People play Nurse and Blight because those killers put you in control of the chase. Once upon a time there were 3 killers.

    Trapper got picked because:

    1) he could shut down the Killer Shack when it had 2windows.

    2) If you put a trap in a "lane" on an old Autohaven Wreckers tile you could not avoid the trap because it had "suck in". In other words the trap completely blocked a lane. That was powerful in the old times but is no longer the case.

    3) You could put traps at people's feet that took about 8 seconds to disarm. It was not possible to rescue them without disarming the trap unless another survivor was in the process of disarming it for you.

    Wraith got picked because

    1) NOED lasted forever and was not a totem

    2) It was easiest to find people with him (stealth used to be a thing - go look at shelter woods in 2016)

    Billy got picked because :

    1) he had instant downs the whole game

    2) once upon a time he could flick his saw at the end of a sprint to make an attack at angles beyond 90°.

    3) There were no indoor maps. Imagine a time when you could zoom from any one generator to any other generator with almost nothing to really keep you from getting there via saw sprint. It was common for me to have saw srpints that gave 2000 points. It goes without saying that the saw once had no overheat. *Quick aside* : while we are here the old Billy angle saw flick was total BS that needed to go. Every other nerf against Billy was not necessary.

    Trapper had a lot of map control but didn't put you in control of the chase because you were depending on traps that could be broken with sabotage or a toolbox (be aware that Sabotage was once one of the main meta perks because it broke hooks forever). Wraith was great at finding people but had no real control in a chase. Billy had control in chases because he moved so dang fast.

    I’ll admit I’m not super well versed in the olden days of DBD. I’ve seen gameplay and read things about the older builds of the game, but I was never able to experience it myself, unfortunately.

    In a game with only 3 killers like olden DBD was, the suggestions I’m making would be really bad. Your suggestion of balance would definitely be the only solution besides adding new killers that also put you in control of chases. As you add more and more competent killers, naturally the variety between killer choices would increase and you would ideally see a healthy amount of players choosing all of the characters.

    There are a whole lot of factors for killer choice, whether it’s how strong they are, their ease of use, how easy they are to obtain (free, paid dlc, buyable with iri shards) etc. As you balance killers and bring them to more similar levels of strength, these factors get narrowed down even further, you get down to: How fun is the killer to play? How easy are they to unlock? How cool do they look / how cool are their cosmetic options / are they a fan of a specific killer because it’s a character from their favorite movie/game/etc?

    When the killers are balanced to a point where people play certain characters based on cosmetic preference and or how fun a character is, you’re going to naturally have people gravitating towards the most popular IP’s or original characters in the game with the greatest cosmetic variety, particularly with licensed killers and or killers that are free from the start of the game, and that’s where I think we’ll still have issues with people bunching up playing the same characters and eventually seeing people having to go against the same killers over and over again.

    When you look at a killer like Freddy, he’s from a popular IP, but is (according to a lot of people) weak, paid DLC, and has no cosmetic variety, so many people choose to pass over him. People who play Freddy are most likely variety killers, people who enjoy Nightmare on Elm Street, or people who just enjoy Freddy without caring too much about his other qualities.

    But when you look at a character like Nurse, she is free, has many cosmetics, and she is a top tier killer. This makes her a very easy and popular choice. Her advantages are availability, strength and variety in appearance.

    Whether this is all good or bad or if it even matters is subjective, of course, but I do think we should have a bit of input in deciding how our matches are formed, based on the fact that people will always gravitate towards a specific group of killers, regardless of the state of balance in the game. Perhaps there’s another way to address the problem and incentivize killer variety in matches, but I figured I’d try to come up with a solution rather than doing nothing and keeping my concerns to myself.

  • That’s not a super helpful response. This is the feedback section, yknow? Where people make suggestions. If you don’t like what I’m suggesting, a helpful dialogue to get your point across does wonders for me.

    So the way I’m seeing it is playing killer doesn’t help me find more variety in my survivor matches. That’s sort of like the “be the change you wish to see in the world” kind of approach. Survivor mains aren’t going “This is the 7th match of Blight I’ve had in a row, let me switch to killer and play Huntress so the other survivors can go against someone who isn’t Blight.” they’re going to keep playing survivor and pray for a different killer to face or just stop entirely.

    With an option to avoid a specific killer, you eliminate this problem entirely. Yes queue times get longer, but when you opt into something like that, it’s with the expectation that you’re going to have to wait a little longer to find a match. With 29 killers in the game, finding one of the 25 others shouldn’t be a problem.

  • @DBDVulture said:

    Instead of making an avoid killer button - what the game needs is to make all the killers roughly balanced. Instead of having S, A, B,C,D tiers the devs should aim to make all Killers A or B ranks.

    I wholeheartedly agree, balance is key. I don’t think it would solve the issue of going against the same killers over and over, however. I think get where you’re coming from, or maybe where you’re going with this - that is to say if all the killers are balanced, then there’s less incentive to exclusively play Nurse or Blight or whatever the strongest killer is, and that would create more variety among killer players. But consider, for example, Wesker ends up being the most popular killer (because who doesn’t love Resident Evil), even if Wesker is balanced, many people would complain about going against such a large amount of Weskers every play session. There’s also bound to be a portion of the player base that doesn’t enjoy Wesker’s gameplay and would rather face off against the rest of the cast in the game. Giving players the slightest bit of control over what would otherwise be RNG could be the difference between having a thrilling and fun match, or loading into a match, seeing a first aid chest and yeeting out of the game.

    It’s not always that people want to avoid a killer because they’re unbalanced or too strong, yknow? I find that people complain the most about Legion. Lots of people don’t like Legion because you spend 40% of your match mending deep wound. He’s not a particularly strong killer by any means, nor does he necessarily need any major balance changes to make him stronger, but people just find his hit and run style of gameplay boring and tedious. Maybe it’s not a problem for some, but it’s definitely an issue for a lot of others. I don’t mind Legion personally, but if you hate him that badly, I believe you should have an in-game solution to avoid that specific killer without A. Disconnecting B. Letting go on hook or C. Just accepting you’re going to have an unfun match based on RNG, because at the end of the day, everyone is going to have their own preferences and balance changes may not always result in the most fun matches.

    Sorry for the super long response. May your eyes and brain find rest after reading this.

  • Honestly, I’d love to see a base kit change to the game where no more than 2 of the same item can be brought into a match. No more 4 toolboxes, no more 4 medkits, 4 flashlights, etc. if there are 2 people already running medkits, bring pharmacy. Already 2 flashlights? Bring Haddie’s perk.

  • @Albert_Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169754#Comment_3169754

    Are serious? You really can't find the answer for yourself?

    The answer is "not in your lobby, unlucky".

  • @GoshJosh said:

    They’ll never do that. It would punish killer players just for trying to play the game, and let four survivors block up to four unique killers of their choosing. Increased queue times for everyone. Not happening.

    And survivors aren't punished for being forced against the same 3 killers every match with no way to change it? There are supposed to be over 25 killers in DBD, yet in over 50 matches, where are they?

  • @Khar said:

    This your first time playing after a new chapter?

    No, it's my last time playing the game lol. I'm tired of every match being Nurse, and then every time a new chapter comes out, it's nothing but x killer.

  • I don't see why Joyce wouldn't be an option, it'd be nice to see her alongside Jim Hopper, I never really cared for Eddie or Robin tbh

  • Wait till you see new Self Care speeds when the killer has Sloppy Butcher.

  • The prestige rework was already confirmed not to be cosmetics/charms, so while I would like to see some sort of reward for people who had to suffer through the grind, we're not getting any cosmetics.

  • Whenever I get deep wounded, the screen gets so dark so quickly that I can't see anything on my screen anymore, and it feels really unfair. I really wish they changed the vfx.

  • Video Horror Society is in closed beta right now and it only has original characters/content, unlike DBD which has a mix of licensed and original. I'm very much looking forward to the release because I think it has a lot of promise as a horror assym game.

  • I only have two problems with Blight. The hug tech and a few addons (namely the alchemist ring, compound 33, and blighted crow + rat). The hug tech is getting removed, so if they reworked those addons, I'd have no complaints.

  • @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977121#Comment_2977121

    If you think HALF of spirit's addons make her too powerful you're tripping. She's mid tier and it makes no sense for her to be put with ranged killer's movement speed when Blight is in the game.

    If you think Spirit is mid-tier, you're the one tripping dude.

  • Half of her add ons are issues. Recharge and movement speed add-ons make her too powerful, but BHVR would never actually consider removing them, therefore, she should not have her movement speed increased.

  • Most of my matches end up with me dying on first hook, getting teammates who either go down in 4 seconds or getting teammates who refuse to be useful during the match. Playing solo queue is almost as frustrating as playing killer, so I don't even bother. I got back on to the VHS beta, so I'm ditching DBD until either killer or solo queue is made less frustrating to play.

  • I don't agree at all. Imagine her speed with 4.6 m/s AND Mother Daughter ring. That's ridiculous. Being able to chase normally WHILE having a power that makes you invisible and obscenely fast? She's still one of the strongest killers in the game. She doesn't need any buffs.

  • @Marcosis said:

    I been having trouble with the trivia all the codes I received have been invalid. I have tried everything to the dashes upper case letters though it sends the code lower case can anyone help?

    BHVR already made a statement a couple days ago saying they were working on a fix

  • @xBlitzAce1989x said:

    No Mither paired together with Soul Guard are two really great perks paired together. I mentioned this in another topic, but those two work really well on a certain map... (no, not the RPD.)

    The challenge requires you to ONLY run No Mither. You cannot equip any other perks for the challenge. It's No Mither and 3 empty perk slots.

  • @bm33 said:

    Mandy has already said it isn't cosmetic/charm.

    I think it's going to be the way you "show off" your prestige on the character. Like if you didn't prestige you have the current way we see our prestige - the circle with number - but if you did prestige that character it will look like the iri 1 grade with the number you've prestiged before change. It's something that you get to show off that you prestiged early without being cosmetic/charm. I also wouldn't be surprised if there was some BP/Shard reward too.

    Can you please link the comment where she says it's not going to be a charm? I didn't see that anywhere

  • @Kira4Evr said:

    Ghost Face: Hooked and Downed survivors lose the ability to reveal him.

    Deathslinger: Reduce his Terror Radius to 24 meters, and remove the sensitivity decrease.

    Onryo: Fully Condemned survivors will suffer from the Exposed Status Effect.

    Nurse: Give ger 9 Blinks :)

    I disagree with all of this except for the Sadako buff

  • When I see a swf in my lobby, I play to force altruism. 9 times out of 10, they won't wanna leave their friends to die. What I fear as a killer is 4 good solo survivors.

  • I'll still play Wraith once in a while, I don't find him that bad. In the hands of a good killer, he can shine regardless.

  • @DEMONANCE said:

    there's nothing cool about this killer, she's flat out boring. even when she has a survivor on her shoulder it seems super weird to see them floating in the air like that you'd think it's a bug or a missing animation but nah that's actually intended. why lol

    Survivors float on her shoulder to be lore accurate. Sadako never physically touches her victims in the books or movies, so they wanted to keep that in the game as well. It’s very important to her character.

  • I really dislike Haddie, she looks....ugly. Like, "I think old Quentin looks better than Haddie" kind of ugly. I won't touch her once I get her adept achievement. The Dredge however, I like his design and his power seems pretty fun. I don't know about maining him,, but I'll certainly play him a good amount.

  • This game is meant for adults, we should be able to say what we want within reason. Racial slurs and sexist, toxic words should be censored, not names and gameplay mechanics and whatnot. The filter is absolutely ridiculous.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965528#Comment_2965528

    Again, giving Nurse the ability to see all the survivors she normally loses sight of because of 15 degrees is a significant change. I don't know why you're so anxious to write it off. There's a reason they do not add an FOV slider. There are several killers with mechanics that benefit from it at disproportional rates compared to the rest of the roster - end of story.

    If several killers “disproportionately benefit” from a certain perk, that’s a problem with the killer’s design, not the perk itself. Nurse has been needing changes for a long time now. So do other problematic killers. An FOV slider isn’t going to suddenly make them impossible to face any more than they already would’ve been. I don’t know why you’re so afraid of change in a game that sorely needs it.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965035#Comment_2965035

    The Shadowborn FOV is the difference between Nurse seeing or not seeing a survivor when she fatigues. People don't use it because eventually you'd just move on to meta perks anyway, and then you're readjusting to the FOV. Nitpick about the word it is a significant benefit and even more so if it was a config setting.

    Still not that big a deal. It’s not aura reading, it’s not gen regression, it’s not giving any considerable form of lethality. And The Nurse can turn during her fatigue anyways, the extra FOV isn’t doing her much favors in that specific scenario. Shadowborn is -and will continue to be - a terrible perk that is not worth running. Making an FOV slider will most definitely give a SLIGHT advantage to a killer, but it’s not at all game breaking, nor is it a big enough issue to ignore all the people asking for the FOV change.

  • A lot of these challenges are really unfair towards solo queue survivors. They should really make them more accommodating so you don’t feel like you have to throw matches to get them done. Especially with challenges like “finish repairing 4 generators with the perk dark sense in one match”. Like, really?

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964960#Comment_2964960

    Huge impacts on target acquisition killers like huntress, nurse, and Deathslinger.

    It’s not huge. A huge impact is running a perk like Hex: Ruin or Corrupt Intervention. Anyone running Shadowborn for the FOV is either so confident in their ability to win that they forego game winning perks for a perk that literally just serves to make the game feel a little better for people, OR they can’t play the game without a larger FOV because it throws them off. It’s really not that big a deal. I’ve never used Shadowborn before and I personally think the FOV is fine, but if so many people are saying it’s a problem, BHVR should at least TRY to accommodate.

  • They could literally just give us the option of sliding the 15 degrees Shadowborn gives you and simply rework Shadowborn and Monitor to have a different effects. It wouldn't be that impactful to gameplay.

  • Why would a difference in platform make a player dodge a lobby? DBD is just as buggy for me on PC as it is on my Xbox. You can be just as skilled on console as you are on PC. There's no reason to leave when you see console players other than just being arrogant and or entitled.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963330#Comment_2963330

    pretty sure in the same message they said it wasnt a charm either.

    They didn't, they just said it wouldn't be a cosmetic

  • They already confirmed it won’t be a cosmetic, so I’m hoping for shards. If it’s a charm, I’m 100% quitting the game.

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