jiogo1
jiogo1
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- jiogo1
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The act of "tunneling" is also a form of strategy for killers; if the killer needs to eliminate a survivor as quickly as possible because they are one or two generators away from being depleted, they need to put pressure on the survivors to turn the tide in their favor.
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None of the ones you mentioned have the ability to instantly take down with an M1 with anti tunnel feature
Nor can killers like Kaneki, Oni, or Deathslinger ignore the anti-tunnel.
To me, your post is just another survivor whine. Are you expecting Behavior to give weapons to survivors and killers to build generators? Just bring an anti-tunnel build and problem solved...
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@MechWarrior3 said:
According to last years Question&Answer he was supposed to be reworked this year.
let's pray
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@vol4r said:
I just believe they should focus more on bugs. Act faster.
Houndmaster is still veeeeery bad because of the bugs.
The event offerings… yeah, we are buying a lot of those and never use them - that's sad.
I think every event offering should be for everyone, we should never have personal event offerings. Make them worth using bhvr!
That was another event that I only used survivior pudding, escape cake and anniversary cakes.
It is time of celebration! Let us have a little more.
The big problem with "new features" is that old bugs accumulate over the years.
The twins, Houndmaster, are still extremely buggy... and the Behavior team doesn't care at all about fixing them.
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@I_Cant_Loop said:
Boon: Reverse Ruin. While the boon totem is active, all generators without survivors actively repairing them automatically progress at 1% per second
😉
1% seems a bit broken for a 32m boon, which no one will notice, 0.5% more 'fair'
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/455154/patch-9-2-0-will-destroy-the-balance
One detail: the 90 seconds is only the first time; the next time it drops to 32 seconds, which will put an end to killers like Sadako and Pig.
When you want to be outraged but didn't read up or come up with your own ideas, so you just remix other people's arguments but accidentally jumble them up.
Sadako and Pig were mentioned in the kill-pre-6-hooks issue, not the slug issue.
many sadakos and pigs use the slug as a way to put pressure on those in power...
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The overall performance of the trapper should improve considerably with these adjustments as well.
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For those who are in doubt, the trapper would still have a total of 10 traps on the map, there was no nerf in this suggestion.
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10-Loadouts by Category:
In the loadout menu, allow the player to give a specific name to the loadout.
11- "Mixed" Cosmetic Preview:
In the store, allow players to select and preview different cosmetic set pieces (head, torso, legs) together before purchasing, to see how the combination would look.
12-Shop/Rift Access During the Lobby:
While waiting for the match to start, players can browse the shop, the Rift, or the lore files. This would make waiting times, especially for Survivors, much more productive and less tedious. -
9- Post-Game "Play Again" Button:
After a match ends, instead of returning to the main menu, have a button that allows your group (or you, if solo) to directly queue for the next match. This would greatly speed up the process of playing multiple matches in a row.
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8- Universal Offerings (Killer and Survivor)
What's the point of having a birthday cake offering on one character but wanting to play another?
Easy and simple to implement
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7-Proposed Improvement: Reporting System with Feedback
While the reporting system has improved, it's FAR from "decent."
Here are some suggestions to make it more useful and facilitate our war against hackers and toxic players.
How it would work:
Intuitive Interface: Report menu with clear categories (toxicity, hacks, griefing) and the option to attach clips or descriptions.Automatic Prioritization: Algorithm classifies reports by severity and frequency, using game logs for validation.
Replay Integration: Attach replay excerpts or screenshots (if available) for evidence.
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@Zuiphrode said:
Why reduce the total number of traps?
the total is the same…
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971765#Comment_3971765
traps not being randomly more visible because of the map is the fix to most issues caused by random maps.
your suggestion isnt.
Making a change to the traps that leaves them the same color as the terrain already solves this problem.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971765#Comment_3971765
traps not being randomly more visible because of the map is the fix to most issues caused by random maps.
your suggestion isnt.
Why not make a brown addon that leaves the traps the same color as the terrain where the trap was placed then? Or put this in the base kit
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@TimberGoingDown said:
Lol. The one realistic thing about this "buff," and I use the term loosely, is that you give him half of an addon as basekit, then make the addon worthless to run on top of it, while making the total value of basekit + addon to be WORSE than what it is before the so-called "buff."
All so you don't make it "overpowered."
Bro. It's freaking Trapper. You don't need to give him half a dozen compensation nerfs. You could HALVE his trap setting speed, and he still would be C tier. Ffs.
If we're talking about buffs, we could set the preparation speed to 2s and remove the brown gloves. The other addon that gives 50% readiness speed could just be nerfed to 20%, and that's it.
We have a trapper going from 2.5s to readiness to 2.0s without addons.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971579#Comment_3971579
Not the biggest fan of iri stone nerf. Plus trap recall could be thematic. His addons already have descriptions of iri stone being entity infused to automatically open after a time. Like how does Wraith being invisible fit his theme or lore? The bell ringing part makes sense but cloak comes out of nowhere. See where I'm getting at?
Of course, even because the hag takes her traps from cabinets, right? (Oh wait, start with all of them already)....
It's one of the worst suggestions I've ever seen. It's a trap killer who needs to pick up his traps to use them, not the need to remove this interaction, and I doubt the behavior would remove it.
Buffing your base kit is much easier and more logical the way the behavior works...
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Wow, is it bad to upgrade from F to C tier?
Buff is a buff.
If you're going to make it even a little stronger, you could leave the gloves at 10 or 15%, about half their current value.
Besides, you didn't even suggest new addons that could replace the ones I incorporated into the base kit.
@TimberGoingDown said:
Lol. The one realistic thing about this "buff," and I use the term loosely, is that you give him half of an addon as basekit, then make the addon worthless to run on top of it, while making the total value of basekit + addon to be WORSE than what it is before the so-called "buff."
All so you don't make it "overpowered."
Bro. It's freaking Trapper. You don't need to give him half a dozen compensation nerfs. You could HALVE his trap setting speed, and he still would be C tier. Ffs.
Besides, what's the need to leave good addons when the base kit is being improved? Behaviour always does that, friend, I followed the same logic
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@SpringMyTrap said:
Disregard all that and just make traps invisible unless survivor is within ~2 meter range of them.
This doesn't fix his biggest problem, which is map dependence. Trappers starting with more traps and being able to carry more at the beginning already improves their viability at the beginning of the match.
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@Brimp said:
I wouldn't even rework trapper at this point. I would add a unique ability to him though. Trap Recall.
You can recall any trap on the map to put it back in your inventory at a cooldown of 30-40 seconds.
I get BHVR is not the biggest fan of trap style killers anymore but it's at least something that wont break the killer by allowing him to setup in 20 seconds and doesn't make traps in opposite side of the map with no objectives dead.It's a skill with no connection to his lore, plus the buffs I mentioned would improve his gameplay by 1000%.
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Blue Addon '' Fixation Tools '' would have to be reduced by 50% preparation speed to something between 25 and 20% as well.
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Instead of bringing back the 1 frame 180 degrees that could only be done by experienced players, they increased his turn limit from 90 to 180 degrees, and made the killer unplayable, any touch you give the killer turns EVERYTHING.
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I have a similar problem, but I assure you that it is not caused by reshade, because I have already uninstalled and removed reshade, goverlay and reinstalled the game from scratch, it seems to be an EAC incompatibility due to some change in 8.7.1
Anyway, on my profile I posted this linux crash bug in detail.
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''30 second cooldown''
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I also certify that I tried the following solutions and they DID NOT work:
I tried using Proton Experimental or Proton-GE or some other version (10/9/8), the problem persists.
Verify the integrity of the game files. (I did this but it didn't work)
I disabled overlays (MangoHud, Steam Overlay).
I updated the graphics drivers.
I also reinstalled the game.
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Analyzing the log backtrace I noticed that:
The c0000005 error in Dead by Daylight after the patch suggests a memory access violation, probably caused by:
Incompatibility between the patch and the current version of Proton. (I rule it out because the game worked on 8.7.0)
Problems with Easy Anti-Cheat. (possible if they made some change to the way EAC works in 8.7.1)
-(Although the log mentions my use of goverlay/mangohud, I certify that I disabled both for retesting and the problem remained, so it was not caused by them.
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This is not a bug, Kaneki's power works similarly to Wesker's...
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919630#Comment_3919630
have you tried to enter the command -dx 11 in the launch parameters? they say it helps if you have problems with dx12
yes I tried, I didn't see any noticeable difference
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@Falcao said:
You ask optimization, and some want 4k textures so that the game takes up 150+ gigabytes on the ssd. You ask for simpler textures, and some want to bring back fog and grass. If I were the dev, I would be confused
The issue is not reducing the game's graphics, but rather reducing things that don't need to be ''beautiful'', there are maps that are more optimized than others, it's not just about size.
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@Neaxolotl said:
We can easily say optimize this optimize that, but at this point I don't even understand the exact problems
The thing is that the game was made in Unreal 4 and simply adapted to 5, that's why it has micro sturrerings where it shouldn't have.
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DeadByDaylight.log
providing my game log
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problem was in ptb, and still occurs in the official update 7.5.0