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  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778549#Comment_3778549

    Survivors aren’t a team, they’re four players with the same goal (escape). No player is responsible for another player’s performance and survivors aren’t treated as a team by the devs exactly for this reason. People bring different objectives to the trials. There’s already a lot of toxicity in the matches so forcing survivors to actually rely on each other to complete trials would make things much worse. The tagline for this game has always been some variant of ‘survive together or alone.’

    The rest of your comment is nonsensical. It seems you have some kind of weird anti-survivor axe to grind.

    And that's why you have Z E R O rights to complain about soloq, because you and players like you are the biggest soloq problem. Survivors ARE team and if you have so many comments and still don't understand it, that says a lot.
    Survivors are a single organism consisting of 4 organs, each of which must do as much as possible to achieve a result. There is no same goal for every single player, there is only one common goal for all. How do you expect to win, if you are the only one who trying? Exactly, there is no way, because there is no such thing as "my escape" or "his/her escape", every member do his best and buy time and maximize chance to escape to team.
    And it's really funny you considering hatch or gates after hatch as a "goal", because it's shame to count it as a win. Killer obviously already won the match and if he really wanted to 4k, other teammate would have been slugged and you most likely won't even reach that point. That's why I will be proud of myself, if I give to killer great chase and 3 survivors will escape because of me, even If I won't, and seems like you will be proud yourself if you will equip Left Behind and Distortion, hide whole game and take this pity hatch as it something you hard worked for and deserved.
    And yeah, if there is no real argument, just say it, there is no need to attribute "anti-survivor" to me.

  • Huntress stronger than Artist, Singu, Wesker, Chucky, Twins, Oni, Xeno, Plague (?) is where I lost interest to it.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778503#Comment_3778503

    You seem to be overlooking the spawning of two gates within eyeline of one another. Hatch isn’t technically the measure by which survivors are meant to escape; the gates are. If they spawn within equal distance of a central point that the killer can stand at and see, that’s a problem. Hatch has nothing to do with this scenario. At all.

    That's a problem because of what? If your team did all gens, there is no chance for killer to control all gates even if they are close to each other. If that's "a problem", because you feel like you alone deserve to escape after you obviously lost a match and second chance to escape wasn't lucky to you, and game SHOULD give you another opportunity to show "Watch me leave killer" performance, then there is no problem except your absurdly funny point of view on the game and hypocrisy.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778420#Comment_3778420

    There should always be an equal chance for both sides to win. Wanting the game to be fair is not some outlandish want.

    Yeah, there was whole match for you. Then you had chance of pity "win" aka hatch, but you lost it too. And here you are, asking for game give you third almost guaranteed chance to escape and talking about fairness lmfao

  • Game should give me a third and guaranteed chance to escape after me lost match and hatch!!!1!! Or better just spawn me at the exit gates from the start of the match!!! And deliver me pizza, I order you!!!!

  • Every, for different reasons.

  • I still hate to press extra button just to choose who I want to play with, survivors or killers. But if all univocal feedback about menu was ignored, I have no doubt this will be as well.
    Designer's role in society is to make people's lives more pleasant, simpler, to make the things we use intuitive and comfortable. BHVR seems like are hiring anti-designers. Every new UI become more complex, unplesant, less inuitive and comfortable.

  • NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
    I WANT MY NORMAL QUEUE TIME ON KILLERS HOLYYYYYYYYYYYY
    Another week one survivors again…

  • @Peanits said:

    This is a great question, and the answer to it is a little long and comes in a couple parts.

    The first is that releasing an update on all platforms requires us to send the update out for certification on each platform. This would add a pretty substantial delay before we can get it into your hands for testing, which in turn reduces the window of time we have to make changes until the update is properly released (any follow up update would also need to go through the certification process). Releasing a PTB in a separate branch on Steam does not have this requirement, so we can put the latest and most polished build out for testing very easily.

    Releasing it as a beta separate from the main game also provides more safety and flexibility to try out bolder changes. If something doesn't pan out on the PTB, it's no big deal; we can tone it down or revert it before the update is released. In the meantime, you can switch back to live servers once you're done testing and it no longer affects you. Meanwhile if something is pushed directly to the main game and turns out to be way too powerful, it could take a week or more before we're able to release another patch to fix it. You'd have no choice but to go against it until then.

    To be very clear, updates are not ready to be released by the time the PTB rolls around. The last few weeks are a very important time for fine tuning, polish, and bug fixes. This means the PTB build will often contain bugs that are planned to be fixed before the update releases. We wouldn't not feel comfortable releasing the update at the time of the PTB on all platforms with some of those issues present. Having it on a separate test build allows us to start collecting feedback and prepare things for the release despite a few extra bugs being present.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776504#Comment_3776504

    I can safely say that it's not for hype. It's far more exciting to have everyone experience it at the same time rather than splitting up people's first experiences between a PTB and live release. PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776576#Comment_3776576

    This is true, though PTBs at first were a little different than they are now. It was not standard for new Chapters to have a PTB before they released, this only became a recurring thing with the Curtain Call Chapter on the second anniversary.

    Releasing it as a beta separate from the main game also provides more safety and flexibility to try out bolder changes

    It's obvious not for try out bolder changes. Every killer since Knight was underpowered on PTB and was buffed. The only one really bold ptb was last Twins, but I don't know how they made it to ptb in this state to begin with. Hard to believe no one on a team didn't understand that it was ridiculous, not just bold.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776175#Comment_3776175

    I think dracula is only matched with freddy, however at least dracula isn't the worst killer in the game…

    which is unfair because freddy is getting reworked soon!

    Watch them nerf Nemesis Licker Tongue, which will be just ok addon, because one guy said it will be used by a lot, and ignore Dracula's addons for the next 2 years.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776167#Comment_3776167

    he can honestly fight with pyramid head but he probably still wins via pyramid head just having that bad of addons lol.

    PH has duration, range addons, Sloppy addon, even duration of KI is way more useful on PH. So in the shadow of this buddy PH looks like he has insane addons roaster.

  • His addons overall are super bad and missing understanding of killer design. I have no doubt anyone who designed it didn't play/test this killer at all.
    +40% to duration of KI? As green addon, really?
    Breaking pallet instantly recharge teleport? TELEPORT? You should never use teleports in chase.
    Plenty of useless addons on teleport and 0 good addons on actually chase powers: Wolf and Hellfire.
    Like first match I played I already thought: "oh I wish there were some addons on wolf similiar to Wesker's ones", "It could be cool if this range addon didn't have this downside".
    Addons design always has been weakest BHVR point, ~35% of all current killers addon are useless / almost useless / or even harmful to run.

  • This is probably my favorite post now. I haven't laughed so well in a very long time.

    At this point, just play some gen/skill checks simulator, or just single games on easy mode, if you enjoy being untouchable and win no matter what.

  • @ReverseVelocity said:

    Hopefully it'll just be something like "Survivors can see the auras of nearby dropped items".

    This is thing I and most people I talked with completely agree on. Sometimes I can't find where someone's item and it will be really helpful. More than this will just kill another killer's perk.

  • This is the most "tweaks for little Timmy" roadmap ever.
    Watch them remove slugging from Twins and give them something like +0,2m/s to Victor's basekit.
    Nerf of perfectly balanced Billy, because poor average survivors can't drop pallets :(
    No one liked Finished Mori, literally whole forum hated it, but who cares, let's waste another months of works on update no one asked and put it in live regardless of feedback.
    SM will become less annoying D tier killer, but hey, we will see 5th rework in 2 years!
    Probably will make Leverage 45 seconds and watch how absolutely nothing changed about it, because perk which you need to earn by hard work and which start doing something noticeable when you already almost won a match, definately needs a timer on it.
    Watch them make Distortion doesn't charge in chase and leave this perk in same spot, where perk grants you with more stealth for stealthing and reward wrong things.
    Weave will see UW treatment, where we kill another killer's perk and then we will nerf Pain Res again, because it's still most obvious choice across all these 100+ amazing killer perks.
    Plague and Cenobite are pub stompers because you need some coordination against them and it definately isn't buff for them.
    Yes, little Timmy, we will nerf anything you want, just buy this Feng new outfit.

  • @Peanits said:

    You're not crazy! This update comes in two parts.

    The changes you noticed in 8.1.0 are more of a technical implementation which make scratch marks look better and prevent them from stretching when they appear on certain objects. It also added the ability for us to adjust their brightness behind the scenes so they appear equally visible on each map regardless of lighting conditions.

    In 8.2.0, we have gone through each map and adjusted their brightness appropriately. This is more noticeable in bright areas or places like the red floor of the theatre in Greenville Square where scratch marks previously didn't stand out very well. We waited for this to be implemented to show them off because it's likely where you'll notice the biggest improvement.

    Thanks for this change, even if not so many people talked about it. I don't know why, but recently scratch marks are horrible. They disappear mid running, stop near edges and stairs and very inconsistent overall right now.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422636/why-hiding-prestige-in-lobby-is-terrible-desicion

    a p100 does not necessarily have more skill than a p3 - I have plenty of high prestiges, does my skill change if I play a new character who's P3? No it doesn't.

    Tunnelling out players and dodging lobbies purely because they have a high prestige character isn't something we wish to see happen - hence why hiding prestige was such a highly requested feature because players have become tired of not being able to play their favourite character who they've dedicated a lot of bloodpoints to.

    Our Development team does not "pick sides" - they look at the game overall and see what areas need improvement.

    And why don't make it as option? I want to show my prestige in lobby, so why I can't? Just make it option in settings.

  • Obviously awful change, leave a way bigger room for mistakes for survivors. Especially on comp scene, I don't even know what they will do with these 20 sec in a matches, where literally every second can decide outcome of the match. Probably survivors will play itemless or even more perks will be banned, while public matches will have 4 Resi/4 Adren / 4 Toolboxes still without any problem, lol.

  • image.png

    This definately is NOT what Doctor needed. Another update to character without any real value.

  • @UndeddJester said:

    Regarding all of these killers, it depends what you want to achieve.

    Even though I myself am a Pig main, the problem with all of these killers is their mechnical skill is quite low... which means the upper bound of their potential is also quite low. The majority of skill for these killers is expressed by the ability to read survivor behvaiour, mind game successfully, and understanding/exploiting the limits of your power... however the actual execution required in each case is not that difficult.

    Compare this to all the top killers, who have significant mechanics requiring precision and aim to reach their potential, and is the main factor that pushes those killers into the top tiers.

    • Nurse blinks
    • Hillbilly dashes/flicks
    • Blight rushes/flicks
    • Wesker dashes/techs
    • Huntress hatchets
    • Pyramid Head PotD flicks
    • Oni flicks

    You get the idea, all of these killers have a lot of precision requirements in their kits to reach their max potential.

    So if you buff these killers sufficiently to match their A-tier counterparts, their relatively low skill floor and low skill ceiling means they become kinda brain dead OP to use... I suppose the question is, is it OK for lower skill requirement killers to be limited in how far up the tier list they can reach?

    A lot of players are casual players and struggle mightily with these killers, and I would argue the buffs you would need to push simpler killers to the top of the pile would likely remove very large portions of their counter play, and does more harm to the game than good...

    https://forums.bhvr.com/dead-by-daylight/discussion/422134/game-balance-skill-conundrum-mind-games-vs-mechanics

    Holy… all these letters just to say that it will hurt the game if low tier killer won't suck, because they don't deserve it due to not too big complexity.
    At some degree I agree with you, it's nice to have killers like Blight, Singularity and Billy, because strength of these characters is directly correlated with the player's experience and time spent on them. Amazing killers to show skill expression, but who said every killer should be insanely difficult to master just to have right to be good?

    We have Nurse, where you need to spend day to begin destroy most people in public, we have Spirit, where you need good headphones to be at 80% good at the killer. We have Chucky, which probably most easy killer to play in A tier and one of the easist killer to play in the game. Somewhere near is Xeno. We have not mechanically complex Plague pretty high in tier list. And you know, they somehow exist with all these killer you mentioned. Thanks Entity we don't ask here constantly "buf if they deserve…"

    You know, I can say your words in other way and I think we will agree here: all killers have their own ceiling in strength due to their designs, where they can still be fair, takes at least some skill, interesting to play as and against. If we brake this ceiling, then we obviously brake something in this pattern. But buffs I suggested don't brake it and I believe but these killers in B tier at best anyway.

    Doctor doesn't have very high skill ceiling, but he also doesn't have low skill floor. Hag imo is very hard killer to play in current dbd. But as always, my lovely point here: "casual" survivors can struggle against these killers, if we will buff them. Casual killers don't exist, if anything, and if they exist at the end, they should from very begging to play super mechanically hard killers, ask them to spend 500-1000+ hours to begin achieve something. And god forbid they want to play something easy, they only allowed to play C or D tier killers forever, because killers need to get better on hard killers to deserve win, while survivors will stop low tier killers from buffs only by existing, we definately won't ask them to get better to not struggle against low tier killers. Holy f, when we will stop with this biggest hypocrisy in community?

  • @Devil_hit11 said:

    they did help in making killer less reliant but they didn't solve issue to why those killer are weak.

    → The real problem with Doctor is that his Madness passive is garbage.

    → You get no detection from it. 1 second illusion base-kit is very bad

    → Skill-checks in madness are too easy

    → Doctor lacks any catch-up towards health-states/healing. Maybe they should make it that you get no sprint burst if your in tier 3 madness. I am not sure how you go about fixing poor lethality killers.

    ————

    Pig Her dash went from garbage to only useful with add-on's.

    her stealth went from garbage to only useful with add-on.

    John Medical file needs to be base-kit.

    Workshop Grease needs to be base-kit.

    Her traps used to mori consistently before with pre-nerfed ultimate weapon. Perhaps revert ultimate weapon would improve pig's ability to mori survivors.

    ——Hag nothing changed. They made her range and setting speed add-on base-kit making less add-on reliant but her issue is that her power is not good enough to be 4.4 m/s. She needs to be 4.6 m/s. It is not versatile enough power to be lower than that. Buffed but did not fix issue.

    I am not sure how you go about fixing poor lethality killers.

    Good start is to read my post, where I suggested how to fix Doctor's poor lethality.

    her stealth went from garbage to only useful with add-on.

    I mean, Combat Straps is nice to have, but I started to use her stealth more often and it's way better than before. Still can see buffs, but I don't feel like I need to bring addon for this.

    Perhaps revert ultimate weapon would improve pig's ability to mori survivors.

    I think many players mistakenly think that "second way to kill with your power" should be consistent, when it's obviously shouldn't. Pig's and Onryo's powers designed that way, that they force survivor to do something to remove danger to be killed and only actually kill if survivor continue to ignore it. So there is nothing to improve, even if I agree it's a fun way to kill survivors. And super unfun for survivors, if it become somehow consistent.

  • @HolyDarky said:

    Doctor: I don't trust any stats from the Doctor because in asia many players use him as an afk bot to farm Shards which always results in lower killrate. However, I agree that he still does not feel good to play. You have to shock, and shock, and shock, and shock until you get the hit. It feels so boring and draining on both sides because it is more a question of time. There is also the problem that what you see on your screen and what happen on the survivor screen is not completly the same. Year, Doctor should get these buffs (or something similar) to feel smoother and better to play. Yes, his Addons could become more intersting and unique. Doctor has the problem that his Madness is extremly strong against new and average players but rather okayish/weak against the experience players and everyone beyond that (they can hit Madness skillchecks, they don't get tricked by fake TR or Red Stain ect.).

    Pig: I feel like her Dash Attacke should break dropped Pallets because her Power is not the strongest and other killers like Blight or Demogorgon can destroy Pallets with their power, so why not Pig too, especially when her power isn't the strongest antiloop or zooning tool in the game. However, I agree with your suggestion: The basekit buffs made Pig much more smoother to play but they only help on middle/small loops. On rather bigger loops or when the survivor tries to leave the loop, you need these Addons to have a better chance to get the hit. Leaving the loop feels so boring and it would be much better when has the right power to force a 50/50 on both sides, which is much more interesting. In general, I like the idea of the developers to buff her chase and antiloop power while making her RBT more of a slowdown instead of a kill option but Pig still needs some buffs in her chase power.

    Her Addons could also get some tweaks: Rusty Attachments and Utility Blades are rather useless Addon because they are basically Sloppy on wish. They should get a rework. Could be okay when one Addon applies both Mangeled and Haemorrhage for 90sec when she hits a survivor with her Dash or when she puts a RBT on a survivor but the other one should get a rework. The downside of Jigsaw's Annotated Plan could also be removed. Interlocking Razor is such a useless Addons. Slow-Release Toxin sounds good in theory but is awful in praxis because a survivor with a RBT is useless and you don't want to chase an already useless survivor. Would be cool if she had an Addon that would give her Untedectable for a few seconds after she stops crouching or that reduces her TR by 8 meters for each survivor with a RBT - don't have to be exacly that, that's just some random thoughts.

    Hag: Making her a 4.6 killer won't solve the problem. The reason why she is the least played killer in the game is because she is not like any other killer: You have to use her power in the right direction: Shut down an area that you want to defend (Generators or a Hook and then you have to chase the survivors deeper into your trap network to down them there). Not many players like this - they want chases and action. Many players play her like this and lose their matches and won't touch her ever again. Hag is completly different and every experience you have from other killers, won't help you that much when you learn Hag. Making Hag a 4.6 Killer would result in that players would still dislike her playstyle and play her like trapper: Strong loop → place a trap so the survivor has to leave the loop → chase them to another loop → repeat → hit → repeat. This will still be a rather boring interaction which means Hag will still be the least played killer. There is also the issue that Hag is rather weak once you have this one survivor that harass your traps because it is so easy to spin Hag's Traps and to make her completly useless (It is still easy to spin her traps and avoid a hit when she teleports. She needs both decreasing range Addons to get the hit when a survivor spins her traps but at this point your traps are useless in a different way). If a survivor team is missing this survivor, she is strong but if you win the match it is often a they lost the game and not I won the game (If you know what I mean). Wiping her traps had the result that now rather weaker players (the ones who cannot spin her traps) can disarm her traps, but this takes a while. In my opinion, Hag should get a bigger lunge Attack when she teleports to a trap so it is no longer possible to spin her traps and survivors are forced to wipe her traps, which slows the match down - still very boring but at least Hag has now a power. Yes, you can make her a 4.6 Killer instead so she can chase this one survivor that knows how to disarm the traps but this will still be very boring - let's be honest, a survivor who knows how to spin Hag's trap and how to harass her will be good at looping. But she still needs other buffs and QoL to make her stronger. However, I think even with the right buffs, players will still refuse to play her because her playstyle is very special. Maybe she needs a hole rework. Idk In my opinion Hag is a very special case but also a very interesting one because she is so unique in her playstyle.

    Love your big and interesting responses as always! I honestly doubt that stat from NL includes many matches like these, me myself saw afk bot 3 years ago last time. Doctor always had pretty low kill rate. Madness is also part they can play with, I think it's a big field for ideas. I don't think it's weak or strong, I just think it does its pretty meh job.

    Well, break pallets with dash is interesting idea, but it won't work anyway, and I don't think it should be in base. Firstly, this will work only in loops, where Pig can use dash, so it barely useful, until dash will buffed. Secondly, I think it will remove 50/50 from these loops, where Pig can dash and it's my favourite interaction with her. I'm not against it as addon, but I don't see it as her buff. I personally think if they will add 5% to dash and tweak her addons (I agree with your points about her addons), she will be in a perfect spot. Yes, still is not A tier, but I don't think it's possible to make her A tier without being too oppressive on low level.

    To all of you, guys: Yeah, like I said, I don't think any buffs will make Hag viable in current game, only slightly less outdated. And since we 99,9% won't see her rework any time soon, probably not even in 2025, 4,6m/s is just band-aid to her. It's not even Trapper level, where you need half of his addons basekit just to be somehow viable killer, Hag won't help this. Her design doesn't fit in current game anymore. Sure, she can be fine against clueless soloq players, but let's be honest, it's not measure.

    @Rickprado said:

    Many Hag mains did videos and discussions on how to fix Hag. I think making her 4.6 will solve a lot of her problems, as she could at least chase as a m1 killer.

    Another issue with Hag is the "S Tech" - you can turn your camera around, run backwards and trigger the trapper, running away in the moment the mud clone appears.

    Maybe with a little bit more tweaks she can be in a great spot.

    @foodie said:

    as an ex-hag main (havent played this game since hag's "buff", i was summoned after hearing that the 2v8 mode excludes hag despite her being one of the first killers 🙄), she needs to be either fully removed from the game or completely reworked. new killers get multiple powers, meanwhile hag only has lousy traps that can easily be avoided, destroyed and countered, everything about her is either meh or wah. After the flashlight nerf to hag, and yes it is a nerf imo, the last "buff" was really just to pull over a wool over the player's eyes, nothing has changed

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769710#Comment_3769710

    I've had it where both of the killers play specifically to slug all 8 Survivors until they bleed out.

    It's definitely possible, especially with the better killers. Nurse + Billy, Nurse + Huntress, Billy + Huntress are all probably capable if you have two good killers in a premade. You're not pulling that off with a Trapper and a Wraith, though.

    Yeah, I have no doubt that it's possible with so many completely new player in this mode and seems like no MMR at all, but I don't think it's possible against players with at least some experience (not even good at the game). 8 people on giant map, it will work only if survivors completely ignore picking up teammates and give to killers auras after completing gen, then maybe.
    I think k3ijus comment also says a lot, because I can't thing about a single game in 2v8 on killers, where I can slug and not throw match even against really bad survivors. I saw really good teams escape with 3-4 hooks on team with gens done in 4-5 minutes several matches in a row. So even if "problem" of slugging in this mode exist, it's only because of new players are lost.

  • @Langweilig said:

    I personally like doctors addons. He got the coolest ones in the whole game (I wish we would have more addons like that). It would be a shame if they remove the different illusion types from his addons. I would want them to make his illusions move by imitating what you do (like mirage from apex legends). This means you move forward/turn around/make any animation the illusion does the same.

    Pig got still nerfed. The coolest part about her are her traps and since she lost the auras, she became a lot more boring. For pig I have multiple things I want:

    • Box auras back
    • Traps timer reduced by 10-15s (without nerfing the addon)
    • Huntress lullaby works for boxes or they make the skill check addons a lot better
    • Faster crouch speed (without nerfing the addon)
    • Smaller terror radius(like she once had: 24m) to make stealth better
    • Better addons
    • Faster charge of the ambush basekit (without nerfing the addon)
    • (Bringing back how the box search used to work, where every survivor had a physical key, but to prevent afk-killing by making that there are five boxes and that the fourth guarantees it)

    Hag is very strong. I just don‘t like playing her. I don‘t want her to be 4,6m/s. A buff I can think of would be to bring back light burn.

    I don't think they will ever make timer smaller, since they wanted to make it bigger on PTB. I'm sure they want to make RBP less as kill tool and more like not oppressive slowdown tool and remove any strategies that make it harder. I agree, but instead they should make her second power stronger.
    Hag is very strong, yeah, sadly not in the game called Dead By Daylight, where she is just punching bag against semi-good survivors, since her power somehow works only on survivors mistakes.

  • I see slugging in 2v8 only on forum. I always have some streams on background and I still didn't see a single massive slugging fest. Same with my games. Only when 3 survivors left and some killers decide to slug to find another survivors. Not even sure if it's possible to slug 8 people, not even talk about maps size and amount of resources.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769652#Comment_3769652

    The amount of time it saves without running around is nigh nonexistent, and the running around is actually detrimental to the team, there is no special complex "understanding" in simple game like this

    if you are considering teammates being clueless or useless there is no such things as "strong class" because everything is just meaningless

    The amount of time it saves without running around is nigh nonexistent

    Yeah, sure, of course, I will say it next time someone will spawn behind my back / in 10 meters in cage, or some teammate will run into my gen injured, or I will run to next gen and meet someone healing, what happens like at least 5 times every match. Or someone will save me out of cage and heal me faster because of my class. Sure, n o n e x i s t e n t. Considered to play this mode before have some opinion on it?

  • @Fuzzycube said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769410#Comment_3769410

    Not crying about it, just an observation about how survivors seem to be playing in the matches I was in.

    Yeah, it's classic soloq problem. People either too unexperienced or just hate to use brain. This is why 70% of absolutely winnable matches become impossible to win in soloq, because of these people. Some tome challenges are counterproductive, but how challenge which ask you to do basic thing you already do many times during the match is such? Where is BHVR's fault here?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769215#Comment_3769215

    I mean, escapists can help people not get injured, rescue much faster, and ultimately save a lot more time even without your own survival aspect, same goes for guides, scout still relies on awareness of your teammates though

    Strongest power in this game mode is the capability to stop others from injuring/downing, aura reading, speed boost, faster gen speed all does that, healing on the other hands have no such things

    If you actually care about teams, you should play other classes, number is too small and map is too big to make the class viable

    map is too big to make the class viable

    Literally all you needed to say. If you think this class should constantly run across the map and only heal each other, then don't blame class in your own bad game understanding.

    escapist save a lot more time

    This is my favourite, because 80% of time people use like this: wait for killer will start breathing in their faces and then start running. And then eat hatchet, Nurse's blink or Billy/Wraith catch them up in 5 seconds. And ONLY in cases where only one killer hunts you, because against two killers this class literally, and I mean LITERALLY, pointless.
    Guide is only useful in terms of saving time if we assume that survivors group up on gens (already less effective tactic, but let's ignore it) and constantly hit great skill checks. Should I continue here? With 50% of people here barely understanding on what button they should do gens? And I can agree that in swf of full experienced people this class can be best, but in real matches, where at least half of team is not your buddys… nah, probably worst.
    Scout's the only way to win time is giving wallhack on killer to teammates in chase, and he should be off gen, so I won't even start elaborate on this absolutely L take.
    While Medic is guaranteed value no matter what. Yeah, definately worst class, of course. No surprises at all why most people have this opinion.

  • What is this crying about "Free 4 survivors from a cage" on forum? I did this challenge in first game simply by doing gens and free survivors who spawned in cage near me. If someone do nothing but run across whole map to save someone to get challenge, it's not "BHVR incentives players to play in a counterproductive way", it's player clearly to chose throw the game. At worst case scenario you will do this challenge in two matches simply by playing a usual way. There are a lot of counterproductive challenges in tomes and this one definately is not one of them.

  • Honestly, I enjoy 2v8 version of "hooking" by a lot.
    On one hand: no camping, no tunneling, no back-to-hooking, no teammates' suicide on first stage.
    On other hand: no pallet/flashlight safes, no boring ~10-15 sec hooking action, no crybabies killing themselves on first hook.
    I think this cage mechanic way more healthier and more fun for both sides, but it can't go in usual DBD, because it removes many thing for both sides and will make game more dull. (But if you ask me, I will take it)

  • @Coffeecrashing said:

    I’m saying that if only 5 killers are allowed to be in 2v8, then BHVR should be picking 5 "move around the map" killers, so that both killers can have interactive experiences with each other.

    Yes, I'm saying Trapper shouldn't have been one of the 5 killers in 2v8. I don't care if he was one of the original killers, because "camp an area" killers don't belong in 2v8. For reals, Doctor should have been in 2v8 instead of Trapper, so that we could have 5 killers that could be easily adapted to this mode.

    At this point I agree with you. But Trapper also don't belong in 1v4, so it's more killer problem. I wish they rework him somehow with preservation of his nature. Killer in current game can't afford to waste several minutes just to pick up his power, than spread it across the map, than just watch it denied by pressing m1 and you need to redo it all over again.

  • People who claim it is weakest class are simply run to yellow slaves and unable to see any value in game other than their own comfort. Literally same people who claim that CoH is bad, because they can't heal themselves. Medic is easily strongest role because of how much time it saves and I always pick it. And I really hope it won't have any significantly buffs, maybe only buff 35%>50%. More than this will be heavily unbalanced, resets already are instant, when you have at least 3 medic in your team.

  • Trapper does the only thing to be viable in this mode?
    I tried to be chase Trapper in this mode, because 150% after placing trap is cool, but guess what? There is ultra safe pallet in front super safe near super safe pallet near good pallet. So it's still pointless.
    I tried to be usual Trapper, place smart unexpected traps with chases in between. But guess what? With constant wallhack on killers they all instantly disarmed, it takes too much time, because Trapper isn't killer for current game, even more not for this mode, and need to waste literally half of the match to collect and place his power, which constantly cancelled. Even if I had not bad games with this playstyle, all of them were against very bad survivors.
    So yeah, see nothing wrong with Trappers trying to be at least slightly playable in this mode.

  • I completely agree. Huntress buffs are most overreacting thing in community for last years and it still surprises me. This killer is most loopable out of all 4,4 killers even after buffs (Trickster is weaker, but looping him is not easier, I think) and at best low A tier in hands of god tier player. My own and and NL escape rate against Huntress is one of the highest across all killers. But community continue to act like we buffed Nurse and I honestly feel nothing but deep cringe reading all these "Huntress didn't need buffs", because she definately needed. Same as Shiny Pin basekit still needed. And I'm glad you are talking about it, even when community went crazy about her buffs for some reason.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766887#Comment_3766887

    make surprised face about killers run only gen slowdown

    Then nerfed those too...

    Yeah, I wonder why. STBFL nerfed (1 of 2 good perk for m1 killers), the only good anti-healing perk nerfed, Hexes are casino and they still refuse to do something with them, aura perks are not allowed by survivor's rulebook and completely denied by endless distortion. Killers waste two perk slots on gimmicky combo with easiest counterplay? Let's cry a river until killers will go back to our lovely four gen slowdown.

    So, talking about gen slowdown. Have no idea why killers chose it.

  • I don't think original UW was THAT unbalanced perk, but slightly too strong on already strong killers.
    Saddest thing UW nerfed into absolutely nothing. There were so many good and healthy suggestions, but BHVR once again chose to kill another perk and make surprised face about killers run only gen slowdown.

  • It works this way since release, but I think it shouldn't. If I use Plot Twist, why should I lose my Unbreakable?

  • Lmao, 200% healing speed and recovery on 40m radius with full invisibility for 10 seconds action. Let me guess, your next suggestion will be buff to toolboxes, bring back old DH and make survivors 4.2m/s?

  • I think Blight in perfect spot right now (let's forget some overnerfed addons and speed addons reliance against good survivors). Huge no to your suggestion.
    Billy can be slightly too strong ONLY in hands of player who mastered him to god tier level and I'm completely okay with it, because all pubs Billy I played against more than manageable and bearable. 40m TR is only change I agree with, but not sure if I want it knowing how annoying Wesker on small maps with his constant TR.
    Nurse is the only killer I think needs changes, and your suggestion is not bad, unlike Blight and Billy changes. But I believe, Nurse can see rework only after SWF nerf, so probably never. Also most Nurses in pubs are extremely fun to go against, because they are rarely any good, and your suggestion doesn't make her easier to pick up, probably even harder. And no way even best player will make her S tier with this change, she is probably low A, judging fluently, I think. But anyway, it could be not bad rework on a paper.
    Overall: no, thank you.

  • @Reinami said:

    Some killers make virtually no noise at all when they are moving around, such as skull merchant, or Pyramid head or wesker, leatherface (he has chainsaw but is quiet lol). They are extremely quiet, making undetectable quite good on them.

    But would it really be so overpowered if:

    • Trapper
    • Demogorgon
    • Dredge (Part of his power is to be undetectable but he is one of the loudest killers in the game)
    • Knight
    • Nemesis
    • Oni (when not in power, in power it makes sense)
    • Singularity

    If these killers weren't so loud?

    Then you have stealth killers like wraith, and ghost face who snarl and have the "wooshing" sound effect when they are nearby, negating their power.

    I agree, sometimes I want to build up some stealth perks and then think like "What's the point? Everyone will hear my steps from 20 meters".
    But on the other hand The Knight who doesn't sound like a big pot with spoons, Singularity which doesn't sound like big cool robot or Nemi who is big foot boy without sounds will be pretty strange for me.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763886#Comment_3763886

    I doubt it just from my own experience of it not effecting my own games much at all. I do think they would have to modify it if the actually wanted to implement it as a real mechanic though. Like it can only work after one survivor dies and have the mechanic deactivate after 3 gens get done the point would be disincentivize scenarios where someone dies at 4-5 gens with 4k points. It would also help the problem soloQ is having with people giving up, they probably still lose those games but at least they'd have a chance.

    I adore how in one post you are talking about "skill" and in the next suggest to remove skill from survivors at all, literally put win into hands of every semi-good survivor when loosing.

    It will delete best and most interesting matches I still play for – close one. Go suggest on CS forum auto plant bomb, when team is losing with the same confidence and come back here with this short story, lol.

  • would it be crazy

    No, it will be just dead of the game, nothing too crazy.

  • @Skillfulstone said:

    While the theory that it's a sneaky way to test how a "catch-up" and "anti-tunnel" mechanic would go for the playerbase is…interesting (also how it could work as an incentive to not give up early since a few early hooks aren't guaranteeing a 4k). I highly doubt it is intentional.

    If such a mechanic was ever introduced, the community would just burn the forums down.

    I will just drop the game, lol, not even theoretically gonna defend my point here, it's guaranteed dead for the game. Imagine have 9 hooks, 3 survivors alive and 2 gens left and guaranteed deserved win turns into guaranteed undeserved lose/draw. No challenge at all for survivors as well, almost like old hatch, where one survivor dead = insta win.

  • Yeah, we know that Dredge needs buffs, you're not first who noticed this.

  • @Scooter08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763758#Comment_3763758

    BUT
    If I buy Pig, do I immediately get lv3 Make Your Choice for herself to use?

    So like, I could use Make Your Choice on Pig as soon as I buy her but not on anyone else until I prestige Pig?

    You can use her perks immediately, but they will be at lvl1. You can level them up in bloodweb to lvl3.
    But to use them on different killers you need to prestige her, yes.

  • I can't agree on "more locker for Dredge is not way to go". On some maps he literally has no power and there no doubt should be some work on locker placement on every map. Dredge is most map dependent killer and something should be done with it.
    But I love your first idea. To be fair, same as Trapper, Dredge needs literally half of his addons basekit just to be ~B tier killer.
    So for me locker placement and basekit numbers improvements is a good way to begin with. I still wish to see this killer as my one of the most playable characters, but in current state he can compete only against pretty bad soloq team, especially after anti-3 gen.

  • @Scooter08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763741#Comment_3763741

    So, does that mean I get all of Xeno's level 3 perks for themself immediately after unlocking them and need to prestige them to unlock the perks for all other killers?

    Look, it's easy. You need to own Killer to get access to his perk. Let's say you want to use Make Your Choice on other killers:
    1. Buy Pig
    2. Level her up to 1st prestige and all her perks will be available to other killers in bloodweb, but only at level/tier 1. You can level these perks on every killer to level/tier 3.
    3. Or you can level up Pig to P3 to have all her perks Tier 3 on every killer. (Same as P2 and Tier 2).

  • @Peanits said:

    Thank you for all the feedback! We have been going through everything as a team and coming up with a plan to address some of these concerns in upcoming patches.

    And what about menu feedback that you passed to the team? Half of the year passed and nothing changed.

    @Peanits said:

    Hey folks. To shed some light on this (no pun intended), we needed to make this change to support the new modifiers feature and the first modifier, Lights Out. Modifiers are optional and run in addition to the regular mode rather than changing normal matches, so they need their own buttons to queue up as a Killer or Survivor. There sadly would not have been enough room on the main menu to squeeze two more buttons in, so this was a necessary change to support the feature.

    That said, we have noted the feedback about requiring additional steps before you can play and will pass it on to the team.

  • I don't know if it's intendant, but it works this way for long time.

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