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jajay119

jajay119

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jajay119
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  • @Iron_Cutlass said:

    I hope this doesnt come off the wrong way, but since you do have your Twitch in your name, I decided it would at least be a good idea to watch your most recent VOD.

    • First Match: Legion - 2K (Tie) - 15 minute match - claims the opposing side is cheating because they did Gallows Generator too fast, but you never really defended the Generator since you were distracted on defending another Generator.
    • Second Match: Ghostface - 0K (Lose) - 17 minute match - claims the Ada is cheating because you failed to count out BT... I literally dont know what to tell you other than pay attention to their movement spend since Haste can indicate when the BT ends.
    • Third Match: Nemesis - 3K (Win) - 14 minute match - claims the Rebecca is cheating because they got hatch when you couldnt see them, but they had Sprint Burst so they could have left the area when you were checking lockers at Shack.
    • Fourth Match: Nemesis - 0K (Lose) - 6 minute match - claims the opposing side is cheating because they did a Generator near a zombie (ignoring the fact that Nemesis's zombie AI is horrible), and also because they did another Generator (which was nowhere near a zombie but you claimed that it was)
    • Fifth Match: Survivor so we are ignoring for the time being since the focus of this is on Killer.
    • Sixth Match: Survivor so we are ignoring for the time being since the focus of this is on Killer.
    • Seventh Match: Deathslinger - 3K (Win) - 19 minute match - complains about Rebecca getting the hatch saying that Survivors need a nerf?
    • Eight Match: Sadako - 4K (Win) - 20 minute match - makes a lot of mistakes and wins but constantly complains that it is the Vittorio's fault, BMs them on hook and talks ---- about them for a majority of the match.
    • This means of all the matches played in your last VOD: You Won 3 | You Lost 2 | You Tied 1

    Simply put. Why am I even posting all of this to begin with? You are a TTV, you have the options to sit here and look back the VODs you post, and instead of complaining on the forums despite winning most of your matches or accusing people of cheating and reporting them for literally no reason, you can look back at the VODs and learn and grow as a player.

    I use to be in the same mindset that everything else is the problem a year ago, but Ive come to learn that it was me that was causing me to lose half the time; it takes steps to leave that mindset of "everyone or everything else is the problem". Everyone makes mistakes man, just try to learn from them. <3

    Excellent post.

  • Eyrie is so void of palates and vaults, has absolutely no layout variation and has such a good open view I'm really surprised to see it as a bad killer map.

  • I have two issues with Eruption:

    Firstly, it's unpredictable. You cannot tell when it's going to come into play well enough to try and counter it. Pain resonance can at least be countered to a reasonable extend if you pay attention. But coupled with my next point it's not enjoyable to go against.

    Secondly, the incapacitated effect. No perk should ever stop you doing anything other than running round/unhooking - especially with the broad spectrum of killers who are able to teleport round the map in some way now. I find eruption is run mainly by Nurses, Weskers, Onryo and Blight's who can get form one side of the map to another very quickly. The combination of the above two elements becomes too oppressive at times and one of them needs retuning. I think removing the incapacitated effect would be easier than coming up with a counter for the unpredictability - which is probably the perks true benefit.

    Also, Eruption is at it's most problematic when combined with slowdown perks; which it often is and means killers can be granted up to about 350% regression on the gens and therefore they have a massive effect on the gens by the time you can interact with then again and/or get back to them.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301592#Comment_3301592

    Unfortunately there is not a light mode, we do not have that functionality to switch between modes like that I'm afraid.

    I will have a check in with what we can do re the discussion information showing up and see if I can limit it, even if it's just limited on mobile.

    It's not a massive issue, but thank you for taking the time to confirm and looking into the discussion information.

  • It's annoying sure, but it's is in no way shape or form something you will ever be banned for.

    BHVR have stated many times survivors can choose to play selfishly or altruistically. They continue to allow the feature in the game for survivors to use.

    They could change it so in the second stage your teammates have a finite 'x' seconds to get you off the hook before being sacrificed, removing the struggle phase entirely. I don't really understand the point in the struggle phase as it provides no real challenge - but they haven't and won't. It also has it's uses in the endgame when you want to suicide so your team mate (who has probably been slugged and left down by this point can try and get the hatch - altruism).


    Their position on it is clear.

  • I think some people just take the game far too seriously, if you remember you're supposed to have fun... it becomes more fun.

    There is the odd match where killers seem extra sweaty and my team mates make really poor decisions but I'd say 95% of the time I enjoy playing the game.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301582#Comment_3301582

    You never see nurse? Huh. Wish I could say the same.

    Her, Huntress, Wesker and Blight make up the vast majority of my games at present. Occasionally the odd Nemesis, Myers, Bubba or Slinger.

    Barely ever see Artist, Hag or Cenobite.

    Do see a weird amount of Clown at present.

    No, hardly ever. From recent experience, I would say my most commonly experienced killers (in no real order - just memory) are: Wesker, Huntress, Nemesis, Blight and Knight at the moment. I'm seeing a few more Tricksters and Plagues too but loads of other killers just never seem to come into my rotation.

  • Same for me. As the poll grows it turns black to show engagement but the choice to have white on white wasn't a great idea.

  • I'm not really a fan of every thread giving a preview of the first few lines of the first posts, hashtag etc - this isn't really useful information and just makes the page really cluttered, particularly on mobile where one or two threads can now take up your entire screen. I think being able to just see the titles is better and more streamlined to find the discussions you want.

    Also, is there a light mode? I really struggle to read light words on a dark background. I know the old forum was like this, but whilst things are changing I was wondering if this was something that could be included.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301506#Comment_3301506

    Plenty of people play as her, and the stats provided exclude DC games.

    I never see her. I've played against her about two or three times in as many months. I seem to get endless streams of Huntresses and Weskers

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301497#Comment_3301497

    I'm personally not but in you matches are the killers getting value out of them often?

    I think they are because it seems to be Hexes like Plaything, Huntress Lullabye, Blood Favour and Pentimento which pop up randomly mid match and NOED appearing in the endgame - therefore people are busy doing gens/being chased and have less time to look for hexes by that point. Its's less of your Ruins which are more readily noticeable earlier in the game - When Ruin was heavily used my first action in most matches was to tap a gen to see if activated, if it did I went to find the bones. But with the above ones killers are getting more play out of them.


    I wouldn't be against some sort of timed hex protection though - even if it were an offering.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293736#Comment_3293736

    Nurse has the lowest gross kill rate in the game.

    Why do you think that is, if lower MMR Nurse is brokenly OP? She just needs a top down rework.

    DS - no argument here. I go out of my way not to tunnel, so it really doesn't bother me. Just disable it in endgame, which can feel very unfair when it turns a bad loss into a complete blowout 4o.

    DH - is fine. Actually still very strong at higher MMRs.

    Hardly anyone plays as her because they get bored of everyone DCing as soon as they realise it's her?

  • Honestly, the amount of matches I play where there is one boon up for the entire match and the killer still gets 8 hooks and multiple kills is pretty sizeable. I doubt it will be nerfed any more than it has been, nor do I think it should be.

    The only change I would make at this point is that only one Hex of each type should be allowed at any one time. This would mean for part of the match some survivors could have a wasted perk slot, but that's the risk you take bringing it. I've actively showed the killer where Boons were before now because there were three of them up at the same time covering pretty much two thirds of the map and I felt it was unfair and unbalanced for the killer (Who was playing very fairly too).

    I think having CoH actually makes survivors a bit more complacent and easier to track because you can guarantee they'll immediately race back to where the totem is to heal, often more than one of them too in order to get the boost to team healing and I see a lot of survivors go down this way. Killers have adapted now and I see a lot of them leave boons up despite knowing they're there and I suspect it's to do the above.

  • @AmpersandUnderscore said:

    Toolboxes and medkits (and their add-ons) shouldn't have ludicrous speed bonuses. It should be, at most, about 8-10% speed increase, but with significantly more charges. I like the 'lock in' gen progress idea, which would be a better use for BNP than the current design.

    Hard disagree with hexes though. You're basically giving infinite undying base kit with no other changes (actually, pretty sure undying used to work like this and was changed for good reason). Having to break devour hope 5 times, for one perk slot, would be beyond broken. Unless you're saying that hexes also only apply to a 24m radius of the hex totem, and are no longer map wide. Then... maybe slightly better, but hexes become even more useless.

    If I were to do anything with hexes, it would be that booning over a hex only disables the hex until the boon is snuffed, but the hex can't be moved. That at least gives some counter play where survivors can choose to boon over a hex if the totem is in a good spot, but if it gets snuffed, the hex comes back. Breaking that totem gets rid of the hex permanently, but they lose it as a potential boon spot. There's some decision making there and counter play that doesn't exist right now. You just boon over it every time for a few extra seconds spent.

    I can't even think of a good use of green keys to rework them, at least not that keeps in the spirit of how the other keys work. Literally a worthless item.

    The idea of map offerings taking you to a specific realm is fine, imo, but their overuse is a problem. You could make it so that any time a map offering is successful, a random player on the team that didn't use that offering gets a sacrificial ward at the end of the trial. So if a survivor's offering is successful, the killer gets a sac ward so their next match is randomized instead. If the killer offering is picked, a random survivor gets one at the end. At most, only one ward can be given out per game, and it isn't given out at all if survivors and the killer both choose the same realm.

    Your point about Undying is quite valid, I didn't think of that. Perhaps they could make it so Hexes have a period of protection then i.e. not able to cleanse for 1/2 minutes at the beginning of each match. I'm just conscious I see a lot of killers who don't feel they get benefit from bringing hexes any more.

    To be fair, I still see plenty of hex use when I'm in match as a survivor, so perhaps it's not that big of a deal.

  • Imo Bubba ruined Billy.

    Why play Billy who can overheat and lose power of the one hit down when you can play Bubba who has a one hit down swing that lasts bloody forever, can hit multiple survivors if you're lucky and has next to no cooldown?

    The only reason I feel anyone would play Billy now is because they like him and want to have fun - Billy's always seem to be down for a good time. I enjoy going against Billy.

  • They're still very common in the matches I play, so I'd say yes.

  • It's not so much a bad thing to say people need to improve, but within reason. There are areas of the game which can only be improved by change to how the game works.

    Other changes are very dependent on luck. E.g I've been trying to get better at looping in recent weeks and I have got a bit better - but it's very dependent on which killer is there and what perks they have. Some killers are great at guessing what you'll do to mind game them and countering it, some killers bring perks that make looping harder than it already is given the killer is naturally faster anyway and gets faster the more they chase with blood lust. Other than that, what is there to actually be able to get better at?

    You cannot get better at countering tunneling unless your team is heavily dedicated - again that depends on your team and even then that isn't always successful. You can't get better at countering camping because if a killer wants to camp they will. You can go off and do gens, but that depends on your hooked team mate not suiciding and giving you the time to do it. It's also not a viable counter to camping because the natural successful solution is to save your teammate. Ignoring them and letting 'x' amount of them die so 2 or 1 of you can escape doesn't feel rewarding. Similarly, you can't get better at doing gens because it's so straight forward and if a killer brings 350+ regression it's a nightmare.

    My other gripe this attitude is it mainly seems to come from one side more than the other.

  • Ironically, not heard of it. But I will die on the hill that Slippery Meat is the worst/most useless perk in the game.

  • I think they could look into adapting the meta every now and then - but full on reworks are unviable.

    Imo, the Survivor meta is pretty balanced and not OP at the moment. I'm not seeing anywhere as much use of Dead Hard, Prove Thyself etc these days. Also much less use of CoH and way more use of Self Care despite the massive nerf ironically.

    I think the Killer meta could use a tweak tbh. There is a lot of use of Lethal Pursuer now. BBQ and Corrupt are as overused as they ever were - I'm not really bothered about those though as I feel the combining of gen locking/regression perks is more of an issue at the moment. Especially with the increase in killers who can teleport round the map/move round the map quickly enough to ensure three gens and therefore an endless game.

    Tbh, I think the problem with Killers is the lack of variety in interesting perks. They need to really pull their finger out in the future to think outside the box to make that more fun in the future I think.

  • I feel if they're going to go down this route, all solo needs is:

    Busy - no specific info as to whether busy is repairing, saboing, blessing, cleansing, searching chests or rescuing is necessary. The only thing you need to know is if they're doing something.

    Idle - this would be if someone is just walking round and not engaging in anything.

    In chase - self explanatory.

    If someone is hooked, another is 'busy' and a third is 'in chase' but the fourth is 'idle' it would obviously be person 4 who should go for the save.

    That said, there are often the players who will leave a gen on the other side of the map where they person has been downed before they've even been picked up to go for the rescue... so how much status icons would be useful is really hard to say. The idle person could be on the other side of the map searching for a Hex whilst the person who is 'busy' seemingly doing something useful could be closest to the hook.

    I know a lot of people are against it, but I personally would prefer a HEAVILY modified version of Kindred as basekit. I think knowledge of proximity is the best knowledge out there. Being able to see who is closest to the hook within 'x' radius would be the most useful way of helping solo-q I feel. I would reduce the base kit to the radius the killer is shown within when the base perk is active - but for survivors. This way, the killer isn't revealed you can see who, if anyone, is close enough to the hook to be trying to rescue and not all survivors are revealed, thus keeping Kindred a viable perk if you want more info.

    Edit: Also don't know who thought putting white bars over white text was a good idea but I could barely read the options.

  • I do like a good bit of satire.

  • Personally I'd prefer the incapacitating element to be removed all together. It's an absurd premise.

  • @NerfDHalready said:

    https://us.v-cdn.net/6030815/uploads/JQHA0AJ6Q7K4/image.png

    they occur on multiple maps, did they only fix asylum or am i missing something?

    Just fixed for killers? Nice. Thanks BHVR.


    They're getting worse too. There was an entire bloody hedge sticking out the shack on garden of joy yesterday.

  • It's been in place too long to be knee jerk.


    The opinions are too consistent both between players and across occurrences of people raising issues with it to be knee jerk.


    Oh and yes, yes it does.

  • @RavenBirb said:

    One killer perk that blends into builds and all the survivors cry while they hold like 8 different strong perks in their back pocket. There's nothing overpowered about Eruption, it even has a cooldown, get better.

    Killers cried enough about Dead Hard carrying survivors. Now it's our turn.

  • I'd disagree that the perk is borderline oppressive - it's outright oppressive.

    When it's stacked with perks that give 400% regression combined, it becomes borderline impossible to get anything done. By the time the gens have unblocked, you've gone off and unhooked someone, healed or done a chase etc they can be down to almost nothing from 99% in tens of seconds. If this were an odd one off then fine but the fact it can happen multiple times in a match is just far too much. Its a bit of a perfect storm.

  • @Murgleïs said:

    The only counter to the healing meta is tunneling. Just go for that injured survivor, it’s not worth trying to injure everyone when they can heal so fast.

    That's not tunnelling.

  • Just to point out, CoH is pretty standard for at least one survivor on every match now and the killer success rate is 60+ percent.

  • @hex_uwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281565#Comment_3281565

    "It has the exact same counterplay as Eruption, AND it has no regression. You go do a different gen while yours is blocked, you work on it again when it's unblocked." Just curious, how is 'go do a different gen' the 'exact' counterplay to Eruption?

    Especially when the whole issue with Eruption is that you CANNOT do another gen.


    The problem people have with Eruption is that it is uncounterable and too oppressive. If it blocked any gens being actively worked on with regression for x amount of time then fine - but let people go and work on others. Or if they went to keep the incapacitated effect then it needs to be fairer to counter.

  • I hope they plan to change the colour pallate of the map in the fix. It's atrocious at the moment.

  • @AcelynnBen said:

    they should rename it to the garden of pain, because as beautiful as it is, its the worst map by far

    Eh, I think BHVR have to be credited for constantly outdoing themselves with poor maps because the new one is absolutely atrocious.

  • We don't do that here sir.

  • Random and off topic, but the title of this thread sounds like when they make a random TV spin off series from a horror movie series, like Freddy's Nightmares.

  • @brokedownpalace said:

    Sounds like a basement buff to me.

    They've also removed the see through sections of the wall at the bottom of the stairs. Insidious camping basement bubbas will be in heaven

  • The annoying thing is, survivors seem way more prone to getting stuck on random crap in the environment anyway at the moment. So to add stuff in specifically is just filthy.

  • So he went AFK for 30 mins and when he came back they'd only then chosen to open the doors? I dunno, Steve. Sounds fake to me..

  • This isn't really akin to Eruption. The issue with Eruption is that stops survivors doing core things. There is nothing that stops killers in the same way.

    Having multiple boons in a match is a massive inconvenience... but it's only like killers running a combo of slowdown perks that grand 400% regression, exposed status effects, block gens, expose location and induce great only skill checks. I'd happily reduce the amount of boon type per match to one only, if we are going to get rid of regression stacking too.

  • Having even less variety of maps for the game to ignore and just put me on macmillan or breakers yard realms endlessly? No thanks.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263350#Comment_3263350

    The problem is this perk is uncounterable for soloQ, you cant just decide not to repair because you cant have a random teammate tell you when he is going to fall. And the effect of 25sec incapacitated is too strong for being uncounterable.

    It is as simple as that

    Exactly. It's literally about an unfair amount if negative impact for the lack if information available.

    Scourge hooks have a similar outcome... but if you're paying attention you can at least avoid being revealed.


    Eruption is unpredictable, and more impactful which is way more unbalanced.

  • I saw Ruin 5 times yesterday.

  • @WesCravenFan said:

    The very things people whine about Eruption for is exactly what it is meant to do.

    You can say the same thing about original Dead Hard. Didn't stop it being unfit in enough killers eyes for BHVR to change it.

  • Midwich in general is a terrible map. Too many 'hold w' areas with not enough mind game potential which should make it a good map for killers. But then hooks are hard to get to. I do think it needs a slight redesign.

  • I had a Wesker yesterday who was screwing around with the other three survivors in the basement- hooking and unhooking. I did two gens. He slugged all three of them, sacrificed two of them and then surprise surprise came after me.


    Now I completely get the slugging, the other survivors were clearly griefing at worst... but I was trying to play the game. If that were me as a killer I'd have let the fourth go. I don't get the point of lazy 4ks.

  • I wouldn't say he is OP, but I do think he needs to not have collision when cloaked. The amount of Wraits that body block you as you try to move past them then get a hit in is annoying. Especially if the likes of starstruck or Noed is active too.

  • Map offerings should be retooled so if you bring one its to guarantee you WONT go there. Perhaps then I'd have reason to buy swamp, macmillam and ,breakers yard offerings on the bloodweb.

  • I don't think it's a maze and the gen locations are always really predictable. Especially now there are two of them in the main hall which are within sight of each other.

  • The whole point of Adrenaline is to get the Late game heal that can make or break the escape from a match if used well. I think changing it wouldn't be the right thing.


    Quick and quiet is also fine the way it is. Having to press an activate button as well as timing a vault would get too much.


    Ironically , if I would change anything it would be sprint burst to be activatable at will by a button press, but with a longer cool down to compensate.

  • @JohnnyB87 said:

    Literally play about 75% hackers when going against PC players. And it's obvious as hell too. Sent Behaviour several dozen videos of the obvious hacks and still nothing gets done. It's pathetic how gaming companies favor PC players who use cheats, especially streamers, and yet do nothing to punish them when it's obvious as hell they're cheating. PC gaming is a joke, takes no skill, and should be non crossplay on every game to get rid of the loser cheats.

    You can switch off cross play can't you?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249538#Comment_3249538

    My point is that the exit gates spawning in a way that make it easier for the killer to watch is not exactly a sign that the map is killer sided. Because if the game doesn't end in that 1 survivor left situation, then the exit gate largely spawns don't matter.

    I'm not trying to imply that the gate position makes a map killer sided....but it definitely does make certain maps where their spawn locations seems much less random consistently (Haddonfield and the Game are most guilty of this but The Game is so large it doesn't matter) more oppressive for sole survivors and the vast majority of matches I play always seen to boil down to that scenario. Ultimately its not a big deal. Its one or two maps really.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249538#Comment_3249538

    I mean, yeah, but if you're the last survivor because everyone else is dead and the hatch is closed, your shot at escaping is and should be a Hail Mary.

    It's a long shot, sure as it should be... but it doesn't need to be made any more oppressive as having a clear line of sight. Last time I was on haddonfield the hatch spawned in the road and the Doctor I was against literally just stood on it and kept turning round to see each door. There was literally no way I was getting out and I had a key which I'd found in the basement too.


    I obviously don't blame the killer for doing this, if you can why not? But u just think it could do with a bit if a tweak on the other end to give a bit more of a change. Against the likes of Wesker and Blight it's just a non starter.

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