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jmwjmw27

jmwjmw27

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  • @NotAnotherDoctor said:

    Why is Xbox the only system that didn't get the new achievement for finding the easter egg on yamoka estate?

    As an achievement hunter who has 100 percent in dbd I gotta say, I absolutely loved it today when my achievement hunting friends on crossplay all got together and got their achievement and I got left out because for whatever reason bhvr has decided Xbox can get shafted

    And furthermore, why do playstation and steam have anon mode but Xbox don't?

    Microsoft regulations prevent BHVR from implementing Anon mode on Xbox.

    It was actually done already when it was first introduced, but BHVR was told to roll it back. No idea why, maybe you are required to be able to access other XBox player profiles for socials or something?

    I would assume similar regulations regarding adding achievements prevented it from being added on Xbox in time with other platforms.

  • As Shroompy mentioned, the doctor hallucinations were removed for accessibility reasons, now you just have the static but not the doctor face.

    Spirit's post phase "blink in" animation should still be in the game, if it isn't it is a bug with this patch.

    Same with Naughty Bear's smile, if removed it is also a bug.

  • I'm not sure why this thread got revived but SM is still just as boring to play against. And this is because her kit is fundamentally unfun.

    1 - she is an area control/zoning killer. Sorry, most agree this is the least fun type of killer to play against. At a loop, she places a drone, you shift W to the next one, if you stay you are getting injured and slowed for free. Like knight but less effective.

    2 - random haste. Skull merchant is constantly getting haste effects from random drone tags, addons, etc. It is very difficult to track her speed internally, so the best play is to treat her like she has bloodlust and predrop pallets. Boring to play and to play against. If you try and loop thinking she is 115%, you will inevitably get hit because of random haste out of your control.

    3 - drone disabling. There is still almost zero reason to ever disable drones. They do not stay disabled long, and she can pick them up instantly and just replace them. Disabling a drone for someone else mid-chase is not fast enough to have viable counterplay to the zoning playstyle like Knight (where you can take aggro from the guard while Knight is chasing a teammate).

    4 - drone stacking. You can stack tons of drones in an area and there is basically no reason to ever go there. Disabling them is futile, see 3, and you can spam them in places like basement stairs (see another commenter) or in the middle of the map to force survivors to basically take a free hit if they want to access half of the map in chase. She has so many and can replace them so fast that she can make any area one that you go in and you die.

    5 - drone beam swap. In case you thought there was any counterplay to placing a drone in a tile mid chase, she can just swap the beams while chasing you to remove all counterplay. You can't skillfully loop in the same direction to avoid them, you can't time crouches or stop moving, nothing. You're getting triple scanned or leaving.

    Overall the playstyle against SM is very boring. In chase, you shift+W to a place without drones, where she either chases as a normal M1 killer or places a drone and you have to shift+W again. There is little to no reason to interact with drones, doing anything other than predrop is unreliable, and because she can remove and replace drones so fast she can constantly be undetectable which means on indoor maps you hold checkspots until someone is in chase and you have a good idea of where she is.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704498#Comment_3704498

    It was definitely in the shrine because I did not buy demogorgon

    If you are still missing surge and play on steam, send me a message with your steam name (or reply here) and I'll gift you the stranger things DLC so you can get it again. Sorry this happened to you.

  • The billy could have picked up the first person they downed after downing the person recording the video. So yeah they were slugging for the win at 5 gens, which is a thing you can do. It's excessively sweaty, and imo kind of trashy in pubs when the game just started, but you can play the game however you want. I personally think it should be fixed but devs seem to think otherwise.

    As for the video itself yeah there were a lot of mistakes from the survivor team. I think one thing that wasn't really mentioned is Ada got unfairly destroyed by default console bindings by the look of things, otherwise she could have finished that heal after dropping the pallet instead of slowvaulting it.

    As a message to OP, I would stray away from fun builds and focus on meaner ones if you want this to happen less often. Playing around flashlights will cause this to happen to you, other niche builds just mean you have less perks and resources to deal with the best and least fun killer strategies (slugging, camping, tunneling). It is unlikely that things will change anytime soon so in the meantime put on a toolbox and bring strong perks so that killers that do these things aren't as likely to win. If you're solo queue, this advice also relies on your teammates being competent and doing similar. This is the sad reality of the current state of dead by daylight.

  • Champion of Light has a 60 second cooldown. It can only be applied by a survivor once every 60 seconds. Shadowborn has no cooldown and can proc as many times as necessary.

    Sure, Champion of Light has a stronger slowdown, but it doesn't last as long as the speedboost does, so it's not that bad, and shadowborn applies on every blind. It still serves as a decent counter (lightborn is better though) and provides good value unless each survivor has the perk and only blinds you once every 60 seconds.

    Yeah it sucks as a perk but I don't think every killer perk HAS to be better than the respective survivor perks. Killers already have a perk that is better than champion of light in every way which is Lightborn, I think it is fine that killers have one that isn't as good of a counter but has other niches.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411240/will-bhvr-ever-fix-the-locker-abuse

    I fully agree with you. Anyone saying "Skill Issue" or complaining that you brought this up are likely little entitled survivor main wanting to abuse mechanics in the game that shouldn't be a thing..

    Not sure when behaviour will actually fix some of the mechanics that are abused in the game on both survivor and killer side but they really need to start doing that instead of changing stuff that doesn't need to be changed

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701985#Comment_3701985

    No not boring but fair. So many mechanics survivors can abuse such as this, crouch to just invalidate a hit and so on. this has nothing to do with making the game boring it has everything to do with the fact that this anti flashlight at lockers was introduced then instantly rendered pointless abusing the fact you could slow exit a locker for a grab. Any grab at a locker be it going in, coming out or whilst inside should be immune to flashlights.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702230#Comment_3702230

    You say this is a clear skill issue but in the moment of someone jumping in a locker instinct is to open that locker not lunge at the locker. How much skill is it if you are basically gambling on if the survivor will slow vault out or stay in. If the chase has gotten to the point where survivor can't do anything else then killer has basically done his job of getting his down but is denied because survivors abuse a mechanic in the game.

    There is no gamble. You walk up to the locker and mash the spacebar. If the survivor fast or slow vaults out, you quickly look in another direction, start an attack, and look back at a survivor, and they go down without being grabbed. If the survivor doesn't leave, you get the grab which is blind immune (except for flashbangs). You can still move or prepare an attack while mashing spacebar so there is nothing preventing you from doing this and getting the down without a locker interrupt every time.

    Also, flashlight saving from interrupts (totem, gen, locker, etc) is intended game mechanics and not abuse.

  • @OmegaXII said:

    I was saving shards for either Singularity, Dredge or Skullmerchant, but these perks are really nice..

    I have 7k shards now.. should I buy both of them, or still go for 9k for new Killer?

    I would recommend saving the shards as you get more bang for your buck buying a killer/survivor (getting both the character and the 3 teachable perks). But if you do not ever plan on buying these chapters, it might be better to get Lethal/Surge from the shrine now, since they will go away and might not be back for a while. Unlicensed characters will probably never go away.

  • There is none. If you are not enjoying a game, or do not find it fun to play against sweaty tactics from the killer, there is zero reason for you to stay in a match when you can attempt and let go on hook then go next. There are disincentives, like "think of the teammates" and "you're giving the killer what they want", but ultimately it is YOUR free time playing this game and you choose how to use it.

    That said, regarding the camping and tunneling debate. A lot of clueless people in here thinking an incentive (reward) to not tunnel and camp will make things better. This has been tried and didn't work (see: gen kick meta where killers still tunneled, tunneling with reworked Pain Res and Grim Embrace), and will not work.

    Let's keep it simple: hard camping/tunneling with good game sense is the fastest and easiest way to win games, and it will ALWAYS be used so long as it is effective and easy. Even if you provide an incentive/buff better than tunneling/camping to not do these things, which would break the balance of the game, killers would still tunnel and camp as long as it is easy. So in order to stop camping and tunneling, you would need an incentive that is both more effective and easier as a strategy. At that point, killer would be so easy to play, that survivors would never win. So in order for anything to change, a punishment or disincentive to tunnel and camp needs to be implemented.

    After that, buffs can and probably should happen since without tunneling and camping a lot of games become much harder to win. But anyone who seriously thinks the solution starts with an incentive is kidding themselves.

  • +1, doesn't have to be a nerf necessarily, but a rework is needed. Original pain is incredibly unhealthy for the game as is and makes it really easy to make safe unhooks impossible, bringing back an almost instant down after unhook regardless of any perks which is something that was patched out with basekit BT for a reason.

  • @CaulDrohn said:

    Instead of insulting op for their apparent "lack of skill", we could actually talk about what they were saying! Imagine that!!

    Because they got a point here: If the devs wanted to remove locker saves, why did they leave this in? You would expect grabbing someone out of a locker and grabbing while entering / exiting a locker is essentially the same.

    But it isn't, one has blindness protection, the other hasn't. It's perfectly valid to asks about that. No reason to trash talk op for it.

    There is a very clear difference between the two that makes one an abuse with no counterplay and the other a trivial trick you can easily avoid: vulnerability.

    A survivor hiding in a locker never has to leave. You can sit in front of a pair of lockers for an hour until the server closes and survivors die, but aside from that, there was no counterplay to two survivors sitting in lockers next to each other before this. Survivors cannot be hurt in any way inside a locker if they are not already mending, so you HAD to pull them out and get blinded, or leave them be. You can try to play around the locker with certain killer powers but it was otherwise uncounterable.

    In contrast, if you think that vaulting out of a locker, slowly or quickly, is uncounterable then it is genuinely a skill issue and such a dissonance from reality that it is not worth talking about. When a survivor is entering/exiting a locker they can be grabbed, but you don't HAVE to start this interaction. It is not very difficult to lunge and hit them instead. You do not even have to back up, you can simply 180 and start a lunge/shortswing while not facing the survivor so you're not grabbing them, then turn back toward the survivor and they go down. Since this counterplay is in place and the survivors cannot force you to grab them in a way that can be flashlight saved, there is no problem here. This is common knowledge.

  • Yeah stacking slowdowns does probably need a nerf. I think the combos of (Corrupt or DMS)/Pain Res/Pop/Grim are very overtuned against your average lobby. No idea what they'd do to fix though.

  • @Mr_K said:

    How does the killer and survivors join the same lobby? An exteral tool? 🤔

    Back in the old p2p days, players would change their region to South Africa to easily find eachother. But with dedicated servers...

    Forcing yourself to a certain server region by using a hosts file, turning off crossplay and queueing at similar times. Very easy to match with people depending on the time of day and platform.

  • This is not an issue. If you farm with people who want to farm and don't force people who don't want to, there is no issue. Unfair for people who have to unlock everything on a slow scale? Fix the grind, the issue isn't farmers. Selling accounts? There are already tons of cheats that give you 1000 of every offering and addon and unlock all characters at p100, you can cheat in bloodpoints and character levels, none of this matters.

  • Sure, as long as it does not apply if that survivor who has DS is on the ground. Otherwise you will get slugged off hook then they down someone else and go right back to you. Will be especially bad against killers who chew through healthstates and you are hooked somewhere bad like against Huntress or Bubba…

  • Basekit BT needs to not trigger endurance. That is a buff that fixes hit off hook tunnel killing DH and OTR and also helps BT. In return for killers that will worry about bodyblocking, remove collision during that time as well.

  • There's no need to remove the "autopilot" WOO provides. Most loops are playable with most killers and there are less and less safe pallets save for maps like Gideon. Map reworks would fix the issue you have while also making the game more balanced without having to nerf a beginner perk.

  • Great idea. I will run Bond so I don't make misplays not knowing where my teammates are, Kindred so I know who is going for the hook save, Windows so I know what pallets my teammates have used, Reassurance so my teammates don't get camped, Kinship so I don't get camped, Decisive so I don't get tunneled, and Unbreakable so I don't get slugged. Except I can't run all of those at once.

    Aura perks help solo queue and fix some of the problems but then you are missing out on something else that is crucial by bringing multiple aura perks instead.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686602#Comment_3686602

    The OG skill check youre referring to was only shown in the spotlight trailer, it was never that big on live

    Yes I know but that is what the person was referring to by "OG skillcheck"

  • The OG skillcheck was about half the circle, like a big autodidact skill check. To be honest, I agree, the skillcheck only serves the purpose of screwing over newer players being tunneled and making it bigger still lets people "save" it by not even attempting the skillcheck if they want to so there's no need for it to be so punishing.


    As for OP's question yes it is bad at average and below average levels. The 60 second timer is somewhat restrictive at levels where gen efficiency isn't maximized and the time it buys against killers with mobility is laughable when your teammates aren't slamming gens with max efficiency. It is only good at high levels where the 3 second stun and 7 seconds of running into a comp corner will buy your team a little more time against a nurse or blight. In conclusion it fails at being a tunneling deterrent at every level except the very highest, where tunneling is required anyway, so it doesn't have much if any impact. The times where killers would actively avoid tunneling because it was the better play was when DS was at its best. I think endgame and conspicuous nerfs were good too.

  • Unknown is way better than D tier. He has the best teleport power in the game aside from Hag (and Nurse I guess) that you can camp with, shut down loops with, etc that outclasses nearly every other teleport in the game and you can act incredibly quickly after teleporting. Removing the clones is almost required if you want to do gens or loop in an area, which also makes him much stronger against solo queue where survivors don't necessarily know where you've been and where your illusions are.

    The UVX can only be removed by proximity with the killer which allows you to apply pressure on survivors while tunneling (during unhook, catching multiple survivors) that is not easy to undo. Not to mention you can be wallbanged by UVX and you're guaranteed another shot before the survivor can cleanse it, PLUS the UVX shot can easily be cancelled for zoning since the slowdown doesn't apply immediately.

    He's hard to use but easily better than average which puts him above more than half the cast.

  • The changes Pain Res needs:

    • Better hook spawns / scourge placements
    • Deactivation on a survivor's death (if this is too much, at least deactivate if one survivor dies and no others have any hook stages)
    • Doesn't force survivors to scream and get off the gen to stop the lame pain res / grim / DMS combos
  • @DbdEnjoyer304 said:

    So since you won a game because of a good clone, it should be nerfed? Nay

    There is a reason killers have powers restricted around the hook to prevent camping like this. Unknown's power should be similarly restricted. If you think it is good that I should be able to win a game by proxy camping with a clone close by to a hook then I would love to see how often you play survivor.

  • And yes I'm aware they can be dispelled but it was impossible for the survivors to unhook without sending two people as I held a chokepoint on the map and after the first hit teleported to the stairs to beat them to basement. Doesn't feel fair.

  • @H2H said:

    For all the folks saying “just run Lightborn,” I do pretty regularly, and lots of survivors get really mad in endgame chat about it. Lots of insults about being a coward or being afraid and “just look a wall” even though, as noted above, that doesn’t always work.

    Which way is it? Run Lightborn or don’t?

    Have you ever considered that these two groups of people are not the same?

    People that tell you to run lightborn are giving you advice to help counteract your personal issues with being blinded, so you can have more fun. They are telling you what to do with your fun in mind. Conversely, people who think lightborn is boring and uninteractive are telling you what to do with their fun in mind. Not the same group nor the same scenario.

  • None of your points are related to flashlight saves (flashbang, SWF, BGP) except complaining about the timing. If you allow a survivor to fully blind you before you can finish the pickup animation with a flashlight, that's more often than not an awareness issue on your end. Only killers at lower MMR were ever really negatively affected by this change - good players only need it rarely as a replacement for losing the flashlight click to adjust for bad timing.

  • I've only gone AFK once as killer, when a Kate started flying around. No point in playing that one out - we all know how it will end.

  • Mm, probably would not happen.

    Lack of popularity aside, the reason that game stood out as a horror game, at least to me, was the pretty polished and creative AI for the girl that would chase you down. I'm not sure that gameplay can be translated well to DBD. As a character I don't think the girl would stand out that well when we already have characters like Legion (female members) and Spirit with schoolgirl costumes. Plus, it would be hard to give her a unique power.

  • Survivor perk:

    When in chase for 60/50/40 consecutive seconds, this perk activates. While active, your aura is revealed to all teammates, and the killer's aura is revealed to all teammates for 2 seconds once every 7 seconds. This perk deactivates when not in chase for 10 seconds.

    The intent behind this perk is to run it to encourage your teammates to be productive in chase, as well as provide information about where the chase is to solo queue teammates (for better positioning, bodyblocks, rotations, etc). The aura reading on the killer is limited to prevent it being used in tandem with SWF to negate all mindgames.

    Killer perk:

    Scourge hook perk. When a survivor is unhooked from a scourge hook, the furthest survivor from that hook has their aura revealed for 8/9/10 seconds, and this perk reveals itself to that survivor. If that survivor enters the dying state within the next 30/40/50 seconds, all uncompleted generators explode and lose 10% progress (10 charges, not 10% of current progress).

    The intent behind this perk is to give killers a "mini-objective" that does not align with tunneling/camping. Because the target survivor is the one furthest from the unhook, this encourages killers to chase away from the hook and not return to it, and allows survivors creative counterplay by positioning themselves before an unhook happens. Sort of a "challenging the opponent" and betting on a relatively quick down, being rewarded with regression if you succeed. The aura reveal portion of this perk can be countered, so I suppose you could replace it with killer instinct, but so far that has not been seen outside of killer powers/add-ons.

  • It probably will, seeing how high of a usage rate it has, though I hold out hope that the developers understand that nothing about this perk needs changing. Windows serves two main purposes right now:

    1 - Allowing solo players to know what resources their teammates have used/breakable walls killer has kicked

    2 - Allowing lesser experienced players to know where resources are


    1 is not a problem and is actually good as a step to allow solo players to get closer to SWF level in more balanced ways. And all taking windows away will do at the lower level is raise the kill rates unnecessarily. For 2, the only map where knowing where pallets are means noobs can play them perfectly is The Game (because they're mostly god pallets you can predrop and play with your brain off), on every other map there is 1 or 2 god pallets at most and nearly every other pallet can be played around and bloodlusted, with average/below average survivors usually performing poorly at unsafe pallets. The predrop issue on The Game isn't an issue with WOO either, it's an issue with the map.

  • I prestiged Ace to p100, worst mistake of my life. Any P100 survivor will tell you this: If you join a lobby with a P100 (even just one, problem gets exponentially worse with other high prestige players), you will get many killers dodging, which not only means it will take longer for you to actually play the game, but because of how horrendous the matchmaking system is with backfill, it will likely result in a killer mismatch that is either way too good for your lobby, or (more often) way too bad. This creates skewed matches that aren't really fun for either side and are always just a stomp. In addition to that, you will also see "special treatment" from some killers that notice your prestige, and will commonly choose to never chase you, or rarely focus exclusively on you. It is very rare to get normal actually fun games while playing a P100.


    I have never seen a single good counterargument for why we shouldn't be hiding survivor prestige from the killer in the pregame lobby. Please just do it already BHVR...

  • Best way to learn a killer is to play public matches with them and not care about losses. If you can't do that, learning the basics against bots is an option. If you don't want to play against bots because they are bad, you can find someone to do Billy 1v1s with in a custom game.

  • It could be. I'd like it to at least provide 1% gen repair speed bonus if it does get nerfed because the yellow bar is satisfying.

  • In my opinion you should only be healing against legion in four scenarios:

    1) You have teammates on comms or with amazing gamesense, so the legion will never be able to chain frenzy due to bodyblocks

    2) He has Thanataphobia and everyone is injured

    3) You need to rescue a hooked/slugged survivor and it's not safe to do so injured(especially in endgame)

    4) You have the opportunity to do so extremely quickly (fast medkit on teammate, we'll make it, autodidact)

    Maybe against a legion with stealth on an indoor map I'd consider healing but I haven't played against that to know how it feels.

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/L7JTN32FW1Y9/screenshot-2024-01-26-23-30-29-new.png

    Yes, it's solo queue. We're at 5, soon to be 6 stages with 4 gens remaining against a Nemesis, a killer who needs 3 hits to down with his power. I've been chased twice, but not downed. I've also done the only gen between 4 players.

    Where is my agency as a player in all of this? What am I supposed to do? Do I just lose the second I queue up? What is the selling point here gameplay-wise? There is no "escape enough and you escape these lobbies". When players have my experience level, we generally have 2+ escape. But I generally don't get matched with players near my experience level. I wouldn't be posting this if this game was irregular. I've put 4500+ hours and easily hundreds of dollars into this game while trying to be good at it, and these are my lobbies. Surely one can understand why that would be very frustrating for a player.

    I'm not asking for free escapes. I'm asking for the game to respect the time I put into it. I don't think that's an unfair ask.

    Edit:

    https://us.v-cdn.net/6030815/uploads/0985SRI2BSZA/screenshot-2024-01-27-00-24-35.png

    And lest someone accuse me of being a whiny survivor main, I present my most recent killer game from tonight. At this point, I need proof that matchmaking is even turned on, because I straight up don't believe it.

    An overly critical person can argue you should have gotten one of the three available hook rescues to take advantage of Deliverance and We'll Make It and take aggression from the killer. But as anyone that actually plays solo queue knows, it is impossible to get a killer to spend time on you unless you physically throw yourself in their way, and if you do that with teammates as bad as I'm assuming yours were, you are losing the game anyway.


    Your only agency is getting hatch or gate if the others die, or looping him as long as possible in a slugging/EGC situation after hatch shut. Hope you enjoyed the match! The matchmaking system is so speed-focused that you will still get these teammates even at the highest MMR.

  • Another good discussion killed by the feedback section. RIP.

    I agree with this, it is very difficult to know how much haste SM has and when she has it. I don't think we should expect survivors to constantly monitor all three teammate portraits in chase to calculate how much speed she has (factoring in speed from drones you trigger is reasonable). Your eye glow idea is good.

  • If the nurse makes predictions so mindgames are possible, sure, on occasion. Safe blink playstyle is viable with no counterplay other than abusing blink deadzones and shift W and it is very common (and boring) to see. And the times you basically do 50/50s behind a wall and hope the nurse messes up are not nearly fun or engaging enough to make up for the fact that she ignores every other game mechanic there is

  • If Aural Projection was a real perk I would be running it every game in solo queue

  • Nothing.

    This game is lost already either because Zarina was unable to stall the Blight for long enough, your team was not gen efficient enough, or both.

    If you are solo queue there is only so much you can do, take 2 hits you will just get slugged. Slam gens Zarina dies even faster. Do amazing in chases Blight just leaves.

  • @ays12151 said:

    I'm so tired of broken perks, items & offerings from Survivor side...

    First match today and what?

    Eyrie Of Crows Offering, Buckle Up & For The People, 4 Adrenalines, Toolboxes not even BNP & more...

    Surprisingly it happens many times. Eyrie Of Crows is hugely unbalanced. These Survivors I versed weren't even decent at the game. They just knew how to abuse these things.

    I did a little Test. I brought my friends and we played with map offerings, strong items and Buckle Up / FTP combo. We did play 10 games. All games we won without any problems. We are not even very good at the game. Killers couldn't reach 4/5 Hooks Stages. I really don't get it. I usually don't make posts like this, but it started to be very annoying... I just needed to write this in here... What are you thoughts?

    This is not a survivor exclusive issue. Whoever brings the broken BS items/add-ons/offerings/perks will have a lot of power in public games, does not matter what role they are playing.

  • Yes eventually, whenever I come back to DBD.

    Aside from playing with friends I am mostly burnt out and only play to do the next level of tome challenges and achievements. So I am sure I will buy him eventually to get his adept and prestige him to 3.

    Champion of Light seems fun to mess around with but his other two perks are sad.

  • @FrenchBagels said:

    Illumination and Deadline are both ridiculously weak and redundant. It’s like another Technician/Visionary situation with Illumination. Stop designing DLC perks for new players in mind when you could be reworking general perks, like Premonition. Deadline would be good on niche builds if it wasn’t for the decision to add Doctor skillchecks.

    Why did the PTB have Alan in it if we’re not gonna make changes for the better with him? Was Alan just there to get the sprinkles jar while everyone else got ice cream? Why did Sadako get glass flavored ice cream and Alan just watched? WHO INVITED ALAN TO THE COLD STONE CREAMERY IF ALL HE’S GETTING IS A “GOTTA HAVE IT” SIZED ICE CREAM CONE FILLED WITH SPRINKLES?

    Cold stone creamery is the GOAT

    I agree Wake's perks aside from Champion of Light need buffing

  • insane add-on that no one complains about simply because no one runs it

    basically the only good thing about keys aside from budget bond and hatch

  • @MikaelaWantsYourBoon said:

    We know this perk is on the road map, so it will be changed. We don't know what BHVR is planning but how you would change it?

    Me personally;

    I'd do it work for both hook states and make it 5 seconds again. This would reduce tunnelling for sure because right now DS is joke level perk for killers.

    DS now disables the killer's power for ~15 seconds upon successful usage, skill check made larger/easier for newer players.

    Now DS is better against higher tier killers, not that much better against lower tiers, and prevents killer power from basically ignoring it.


    I'd rather we get some form of basekit or freely available anti-tunnel but if all we get is a DS buff I guess I can't complain

  • YMMV but I've found that if you want to introduce a friend to the game in customs you need 5 otherwise the games just aren't that interesting and then the fun only comes from messing around in the voice call.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634135#Comment_3634135

    The "solution" is rather simple: Make the system only work during the last gen (maybe reduce the regression events to like 6 to compensate).

    If the mechanic is only in effect during the last generator, it directly addresses the issue without making lots of perks, many of them not even being made to guard/regress gens, less desirable and not affecting perk builds too much. Killers that try to guard a 3-gen from the beginning (the problem we're trying to tackle) can no longer really do it since Survivors can simply do the other gens without pressure. It still removes a bit of depth from the Survivor's gameplay but making it active only during the last gen would at least leave Killer perk diversity less limiting. The Killers that end up in a 3-gen situation despite their intentions will at least have a fighting chance even if all 4 Survivors are still alive (which is not uncommon if no tunnelling was done and Survivors were on gens) since they will have a full set of "regression event" and Survivors will likely be in worst shape if the Killer chased the whole trial instead of staying around the same area which means that purposeful 3-genners will be more punished.

    The idea itself has potential, it just can't be active the whole trial. Survivors and Killers need to keep as many viable perks as possible (which is why most perk changes in PTB were great except for STBFL which was a complete missed opportunity and counter-productive change that I hope will get reworked another way) to keep the game interesting and discovering fun combos.

    That could also work. I see issues with some nasty 4-gens that spawn on certain maps but you can argue that that's a map flaw that should be addressed.

  • @BubMickey07 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403306/can-you-hide-your-name-mid-match

    Hiding your name doesn't even really hide your name, I Hid my name cause I didn't like it but went to check a streamers.. well stream and it showed my name so maybe I'm dumb but it only hides it from YOUR screen.

    The one that changes your name to "you" is client-side and doesn't hide your name from others, maybe you activated that? Anonymous mode doesn't show anything different on your end but everyone else will see you as "Claudette Morel 09" or something like that based on your character instead of your real name.

    The former is meant to hide your name/others names in case you want to record your gameplay but not give away your account name but I can see why "hide name" is confusing.

  • the matchmaking gap is not based on hours but MMR, and the window is very big and gets bigger over time because it was designed to prioritize speed over quality. This in addition to a much larger window when trying to replace someone who's dodged a lobby means you (as killer, solo survivor, or SWF) can get placed in lobbies that seem way too easy or hard and can easily have thousands of hour gaps between players.

  • @RFSa09 said:

    i really don´t know, STBFL is another one, saying Save the best is somehow faster than saying ´´Estabeefoole´´ (or something like that)

    save the best and "stabiffle" are actually the same amount of syllables so they'd take the same amount of time to say

    I personally now call it "stabiffle" when playing on voice chat with others so it's not confused for "save" as in "go get the hook save", since that has actually happened before and that mistake cost us the game lmao

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