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jmwjmw27

jmwjmw27

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  • Are the scratchmarks in this screenshot actually a problem though? A better screenshot would give a better idea of what's going wrong here.

    I haven't played recently so maybe it is bad and should be fixed for players that are bad at tracking on killer. But in this scenario it only takes a little bit of gamesense to realize that he only has one place he could be going.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603000#Comment_3603000

    It relevant because its another reason thrown out why killers dodge. You can change cosmetics? You can change survivors too but why should you? Play who you want wearing what you want.

    Killers that dodge survivors will dodge for any made up reason. Hide prestige and they will use somethings else. We had a years where rank was hidden and many survivors were still complaining about lobby dodging.

    They're not equivalent. Yes, people can find any reason to dodge. But there is no actual gameplay reason that you would be forced to play a certain cosmetic. Ergo, you can complain about killers dodging skins, but you can always wear a different one, no harm done. If you have legacy Dwight skin and get dodged, just change the skin and it won't happen. But there are archives and challenges that REQUIRE you to play a specific character, and there is no way around that. So if you happen to have a character at P100, there is no way to get around the fact that you will be waiting in lobby for 20 minutes while killers dodge you.

    And just because killers will use something for lobby dodging, doesn't mean nothing should be done. Like the example I just gave you, if prestige is hidden, there is now no element that survivors are forced to have that will lead to dodges. In fact, you can get rid of lobby dodging altogether by completely hiding the opponent and just showing the tally marks and puffs of black smoke for each "survivor", then there is nothing to dodge off of at all.

  • @bloodyknife said:

    Trapper, Myers, Clown, Freddy, Wraith, Pig and Legion.

    I'll try to be very generous with these changes, since the goal is to turn them into high tiers not balance them. But not go too crazy and turn everyone into nurse.

    Trapper: all traps spawn somewhat near generators, like alien/sadako's power. You could even predefine good trap spots for loop tiles. But with enough range that they are not predictable. The traps also start armed. Now trapper doesn't have to travel as far to pick up his power and starts with it already active (some amount of slowdown+lethality at the start). I don't think this on its own would make him high tier though, so you'd probably have to do something else to give him a bit of mobility. I suggest a 10% haste buff for 10 seconds when a survivor gets caught in a trap, so you can make it over there in time, and increase the time it takes for survivors to rescue others from traps.

    Myers: 110% at tier 1 with 75% lunge instead of the pathetic lunge he has now. Stalking now works if you can see even one pixel of the survivor's model instead of a set percentage of it. Survivors no longer run out of stalk, and stalk drop-off over distance mechanic is reduced significantly. Basekit brutal strength+fire up for tier 3 as well as 5% haste for 5 seconds on reaching a higher tier. Additionally, myers has tombstone mori basekit on survivors who have already been hooked twice (why not). Now he doesn't start as slow, is very lethal, and can properly punish teams if even one person messes up.

    Clown: Basekit bottles up to 8. Decrease base reload speed and increase movement speed while reloading. Direct hits with bottles apply an additional 5% slow to survivors. Invigoration lasts 2 seconds longer and gets 2.5% bonus movespeed. Now Clown has a somewhat reliable traversal and slightly better chase than before.

    Freddy: Survivors get closer to falling asleep every time Freddy hits a different survivor with his melee weapon. Same for hooking a survivor. The "golden" 30 seconds from the clocks now instantly disappear if Freddy hits you once. Increase clock usage time for waking up significantly. Adrenaline no longer wakes sleeping survivors. When all survivors are asleep, Freddy has no cooldown on his teleport. For each asleep survivor, Freddy gets +1 dream snare and snares slow for 1% more. Dream pallets now spawn over time naturally with a spawnrate based on how many survivors are asleep.

    Wraith: Wraith is more of a low tier than a mid tier, but here's what I would do. Increase post-uncloak movespeed and lunge bonus. Wraith can pick up downed survivors and hook them while cloaked. The range to hear wraith's breathing and his fully-uncloaked whoosh are reduced. Bonus stun time from stunning cloaked wraith removed. Now his chase is better, he can play pallets with pallet control and he's somewhat stealthier.

    Pig: Increase crouched movement speed to 95% (from 3.6m/s to 3.8m/s). Ambush dash duration increase to 3 seconds and charge time decrease to 0.5 seconds, decrease time to place head trap from 3.3 to 1 second. Increase jigsaw boxes on the map to 7, survivors now must do 5 boxes exactly, but trap timer is increased by 1 minute. Doing generator repairs with a bear trap on your head will activate it. Now the Pig's ambush in chase is actually a threat and she can utilize it if given pallet control (like Midwich, but now works on most maps). Additionally, having to search 5 boxes per trap means Pig gets a lot of base slowdown per trap which is insane.

    Legion: lethal hit at 4th slash instead of 5th, +10 second base duration for feral frenzy, and killer instinct revealed while using power, no hit required. That's it. Legion now has the best tracking in the game and enough duration to constantly hit 4 chains, requiring survivors to bodyblock (giving little distance in a lethal chase) or waste a pallet. FF is now lethal enough that survivors have to play around it, and a big map won't stop Legion from punishing a mistake.

  • @CompleatBeet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605617#Comment_3605617

    Hot take but I actually think Spirit is fine after the directional audio nerf, I play her quite a bit and it's actually pretty difficult to predict Survivor movement now that they know exactly where you are. Her add ons are still a bit problematic I guess, MDR and Cherry Blossom mainly, but I honestly think she's fine.

    I agree with you spirit add-ons are the problem. When her audio became directional (and after they fixed the bug with her audio) the only problem I have with her is that her best add-ons (even yellow cap) are just way too good imo

  • I don't think there's any killer in this game that I wouldn't tweak at least a little bit. Maybe Chucky since I have not really played much since he released so I don't have authority to speak about him.

    As for the ones you have in fine tier:

    • Huntress: replace iri head with an actually fun effect and do something about ranged camping and huntress is in a good spot.
    • Bubba: make some small part of his speed/duration basekit and nerf add-ons. He is way too reliant on them.
    • Spirit: nerf the speed add-ons (yes even MDR again) and fix the bug where duration gives recovery. Cherry blossom also should have been nuked from orbit already.
    • Demogorgon: something about setting portals needs to be improved, you just don't have a lot of time to place them in sweatier games. Maybe increase placement speed?
    • Oni: 180 flick needs to be removed from the game and his best add-ons (topknot, cane) should get nerfed slightly.
    • Deathslinger: shoot&hold technique to outwait basekit BT before unhooked survivor can even move should be removed. His undetectable iri add-on needs a much longer duration or a rework because it is useless.
    • Dredge: Slightly faster (4.5? idk) locked-locker breakout time then nerf haddie's calendar slightly. Field recorder add-on should not grant nightfall at trial start, and nightfall blindness range should be slightly reduced because it is a noob stomper ability.
    • Wesker: make infection less useful for tunneling. Don't know how, probably spraying a teammate should not reveal any killer instinct, or less infection off hook?
  • @Xyvielia said:

    Would be convenient if there was an option to gift any amount of Auric Cells to another player from ones own account…

    That it isn’t yet a feature in DBD is unfortunate.

    Would be cool but probably never happen due to potential of creating a "market" for cheaper auric cells off of hacked steam accounts

  • Either is fine.

    I personally dislike facing option select / free zoning type powers. Maybe this is a hot take. When killers like pyramid head or demogorgon just hold M2 near any window and force a lose/lose option select (wait for animation, if you see it, use power, if not cancel into M1), that is not fun because there is no outplay potential or mindgame. It's why deathslinger got his scope time increased so much. Same complaint with skull merchant and knight are the worst examples. Place power down at loop, you are forced to leave or take free damage, repeat process until you reach edge of the map and can't make anything. There is no skill expression or mindgames involved, it feels even worse than facing a tournament nurse.


    I don't have any issue with anti-loop that can be mindgamed/dodged at one tile like dredge or pinhead and I'm fine with chase powers that don't force brainless option select. Someone mentioned blight/billy/oni and I think one of the reasons those killers are seen as so fun is because not only do they not do what I've complained about above, but they also transform some areas/obstacles that are useless against normal M1 killers into spots that you can use as potential counterplay.

  • Fogwise and Hyperfocus are too reliant on the RNG of skillchecks to be considered overpowered imo. Even when you get a lot of skillchecks I don't think fogwise is too strong, hyperfocus is only strong if you get a lot of skillchecks (either naturally with good RNG, or with a toolbox to increase odds). That combined with the fact that you have an 8% chance to fail a skillcheck that's impossible to avoid whenever you get off of a gen (ignoring the cooldown period the game gives you when you first start up a gen) is why I think skillchecks should be changed to be less RNG.

  • Not a fan personally because of the RNG aspect.

    I know RNG is fun but the little burst of speed you get does not feel worth it at all when you can also get exposed or randomly scream. Even if it wasn't an exhaustion perk I wouldn't find a spot for it in my builds.

    But I understand its place as a meme perk so I don't think it needs much changes, a buff wouldn't hurt.

    Edit: I also think the injured requirement that Steakdabait mentioned makes it a lot harder to use a lot and makes it feel worse to me.

  • Distortion is fine. Sacrificing a perk slot to deny aura reading that itself can be countered isn't really an issue. Rat gamers are a separate problem that won't be solved by nerfing distortion - the only change that would make is being able to see them at the start if you run LP. After that, they will just hide in a locker.

    There are many, many things that counter or hinder it, including but not limited to:

    • Stealth - no TR = no tokens. Good luck getting tokens against sadako, wraith, etc... Even killers like SM and freddy have powers that provide undetectable/hide TR that will make token regen slower. And killers with smaller TR like Huntress that only use ranged attacks will not be giving you stacks outside of chase often. Not to mention stealth perks/add-ons, like scratched mirror, if you could regen stacks against that maybe distortion would be a problem but you can't.
    • Aura spam - spamming aura perks depletes stacks fast, but if you want them to never have any stacks, just run a spammable aura add-on, most killers (doc, clown, chucky, blight, wraith, oni, etc) have one that can be activated many times in quick succession.
    • Other methods of detection - screaming perks (Infectious, Ultimate Weapon) completely bypass aura. And UW is one of the strongest perks in the game right now on high mobility killers when paired with DMS. You also have killer instinct for tracking, as well as other basekit killer powers for tracking (doc illusions, alien footsteps, nemesis zombies, crow swarms, etc)


    In terms of "rat gameplay", all aura reading can be countered by going in a locker anyways except for Lethal Pursuer, which I already mentioned. Distortion doesn't really encourage it, rats want to stay in lockers anyway as they counter aura AND screaming. If you nerf distortion it doesn't do anything to discourage or punish a rat playstyle with the exception being using LP, and that only works if there's ONE rat and you manage to find and chase them at the beginning.

  • More of a player issue than a distortion one. I am also not a fan of left behind/sole survivor with key and hiding in locker until you're the last one. If you nerf distortion these players will still play selfishly, they'll just find another perk to use and hide in lockers more.

  • What if there are multiple Yuis in my match, do I have to let them all escape, or is one good enough

  • Pretty sure it's a meme description and there's no visibility change on your character, other than the fact you're holding a slightly flashier medkit

  • I have seen a full 4-man SWF at competitive level (as far as I know, with hours/team affiliation on profile) exactly once since I started playing in 2019. Balancing around that level would be a disservice to the other 99.9% of players.

    Most SWF players themselves are not that much better/worse in skill than 4 random solos in my killer experience, the difference is communication and also they are less likely to give up and abandon their teammates.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604049#Comment_3604049

    Trapper could hold that 3-gen too. Heard of basement trapper? Same concept.

    Trapper against 4 survivors with gen perks is not holding that. Survivors would split the two furthest gens, play safe and run main/shack every time, you cannot commit or ensure your traps there are not disarmed. There are no choke points/entrances to this 3 gen that Trapper can trap like he could with basement.

  • I would be more inclined to consider nerfs to stealth perks after UW gets its nerf and something happens to hard tunneling. In the meantime, stealth is the most effective counter to tunneling and needs to stay. Once these changes happen, stealth will probably fall out of the meta anyways, and it would be a shame to remove more player agency and force everyone to play the same way.

    Additionally, your complaints about Iron Will and Lightweight seem less about the perks and stealth and more about shift W gameplay, which is a separate issue.

  • @jmwjmw27 said:

    This is very much not fair lmao

    I'm pretty sure anyone could hold this with half the killer cast without perks, and the rest of them with perks as long as survivors don't have gen perks/toolboxes

    and the only ones who will be failing to hold this with gen perks are trapper tier btw. Potential Energy is not stopping this artist or a nurse

  • This is very much not fair lmao

    I'm pretty sure anyone could hold this with half the killer cast without perks, and the rest of them with perks as long as survivors don't have gen perks/toolboxes

  • @JamnJelly said:

    I'm gonna preface this with the fact I've been gone for about a year, and I'm a killer main.

    Recently in my matches (I was console, trying pc out now) survivors either DC really quick or just go afk a lot now. I just started on pc about two days ago, played 6 matches so far so I don't have much if anything. I'm playing GF and I haven't done much on the bloodweb. Build was just Thrilling Tremors, and Sloppy Butcher. Are Survivors quitting a lot more than used to or am I missing something?

    In the past year I think there's been a slight uptick yeah. It wasn't exactly rare before, but myself and a lot of solo queue survivor streamers are seeing the same (If memory serves, it got bad 6 months ago? rough estimate). I think in general there are just quite a bit of players who have the mindset of giving up instantly if things aren't going how they'd like. I also see it on killer in insane situations like first down at 2 gens left, AFK/spamming noise notifications at start of game, etc, but less often than when I play survivor

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603297#Comment_3603297

    Then by that definition cj techs are also bugs. It is intended for vaulted pallets to be unbreakable, however its not intended to be used to force a pickup over a break for a save. It is intended for blights LOS to affect his collision, but unintended to be able to look down and slide.

    not really. Although they certainly didn't design pallet interactions with that in mind there's nothing in the code happening that is contrary to design or wrong. It is intended that when you are standing at a pallet and there is a survivor underneath you, the game will prioritize the pallet prompt if it can. It is also intended that you will lose this prompt if the survivor vaults the pallet before you begin the breaking action. And it is also intended (although very stupid, same on controller when so many buttons are free) that these actions are both mapped to the same keybind, and AFAIK can't be changed.

    Survivors blocking the killer from interacting with an object by interacting with it themselves is intended, even if the result of getting a save (locker, pallet) was not intended, it is not a side effect of bugs in the code but players using a mechanic in a clever way (tech)

    @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603297#Comment_3603297

    That is not entirely true. A mechanic of sliding via blight’s camera angle was entirely intended.

    the unintended part is the hug tech

  • My prediction is multiple, and trapper will appear somewhere for sure

    who else they include depends on the narrative and setting of the game

  • @caligraph said:

    Can we stop calling hug tech a bug? Its as much a bug as a cj tech. They arent mistakes in the code or weird side effects of completely unrelated code. They are clever uses of existing game mechanics and the way their programmed. A cj tech just uses the fact that you cant break a pallet while its being vaulted to force a pickup. A hug tech just uses the fact that blights collision is programmed off LOS as well to slide off objects. I'd say hug tech is far more intended than cj techs are, considering they at least knowingly programmed for blight to have some slide.

    side note: they just removed drop tech, unfair techs do get removed.

    Hug tech was literally acknowledged by the developers to be a bug

    it is a side effect of the way the developers programmed blight that was not intended and produces results opposite to what is expected, it is by definition a bug

  • I'd be very surprised if they made her 115% base. She's the staple "110% movement speed, ranged ability" killer and that would remove her identity completely. I'm guessing add-on tweaks and maybe something to nerf her ability to camp hooks.

  • Escape menu and also on loading, like it is on mobile. You can put it in the lobby too, even if some people were going to dodge, they are the same people that would kill themselves on hook when the slightest thing goes wrong, so that's not that big of a deal to me.


    I also think that a survivor's anti-camp progress bar should show on the HUD

  • Preventing matchmaking with too high of ping (500+? Something that prevents outrageous games without hurting people located far away from nearby servers) might work. I would recommend against VPN blocking solutions as they're not all-encompassing and there are ways to force the game to put you on other servers without using any VPN type of service.

  • Hopefully soon.

    @Mr_K said:

    Next you want to hide cosmetics.

    How is this relevant? You can switch the cosmetic on a character at any time. If I have a daily/archive to escape with Ace Visconti, who I have at P100, I can't do that without playing him, which means I'm going to have 20 minute lobby times as killers constantly dodge and killers will DC on loading if I last second switch. Survivor inventories are also different, and some people might not have all perks on other characters. This feels like you're just trying to strawman into an us vs them.

  • This isn't a bad change but I think this makes it too much like a much better version of Thwack.

    I would rather it only activate in your terror radius the moment you open a locker rather than follow your TR, then go on cooldown right after.

    The issues I have with the perk in its current state that I think need nerfing are

    1) Using it to hard tunnel survivors (somewhat addressed with your change)

    2) Using it to force-block all gens with Dead Man's Switch (way too strong on small maps / high mobility killers)

  • 1) Skull merchant. She's not as bad after the rework but the chases are boring because all she has are the drones, so she places them at a loop and you either leave or she toggles the beams until you get lock-on, injured, and slowed. Unlike some other anti-loop killers (Dredge, Artist, Knight) you can't even help others mid-chase by taking a risk to disable/take their power, trying to hack a drone at most loops takes too long and she can place it back very quickly.

    2) Hag. Part of it is her power but most of it is because every time I've faced a hag they play the same, get one hook then place a million traps nearby and proxy camp. Bonus points if it's in basement.

    3) Knight. Same reason as Skull Merchant mostly, the power usage for anti-loop does not make for fun gameplay. Knight places guard, you leave or basically award them a free healthstate. If you don't hold W to a loop and try to play it you're just misplaying and he gets a guaranteed injury. Any loops on the edges of the map or in areas where there's nothing to chain to are out of play, because going there means he just holds you there until he can place a guard. I think Knight is not as bad as SM though because you can actually play around his power by taking the guard's attention for your teammates, and if he isn't right on top of you in a deadzone when his guard spots you then it's not necessarily a free hit but requires careful play and maneuvering that can be fun.

  • Absolutely nurse

    In 50 hours just load into maps with bots and practice blinks, ignoring the bots. It is doable to learn muscle memory for blinks in 50 hours as well as blinking stuff on most maps. The only interaction you need with the bots is to learn how their bodies can "block" blinks.

    If you are allowed to use a map offering for the streak, your odds also go up significantly


    any mindgame a survivor can do is countered by doing safe blinks even if it takes a while. Sweat like your life depends on it and even with 50 hours you'll beat every single lobby that isn't 4 well-coordinated (whether solo or SWF) above average survivors who have many, many times more hours than you.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601949#Comment_3601949

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601956#Comment_3601956

    Here's an example in a game i JUST played.

    So i intentionally was playing nice. Trying to go for chases and go for multiple hooks on everyone. I hook a guy near a gen at like 80%, there were 3 gens left for them to do. I leave the hook, start chasing someone else. The guy gets unhooked right. So i turn to look over, and he IMMEDIATELY hops on that gen at 80%. Meaning i now KNOW he doesn't have OTR, he doesn't have DS, he doesn't have BT, he has nothing. He is still injured, and he isn't healing.

    In this situation, i chose not to go for him, because i was intentionally playing nice. I ended up still getting a win that game anyway, and that isn't what is important. The point i'm making is. If i had gone after that guy, and punished him for his mistake there. I would have been called out, called a "tunneler trash killer" etc. So my point is. Why is it ok for survivors to do what the guy did, but the killer punishing that guy is suddenly some kind of grand injustice? I'm merely pointing out the double standard here and wondering why most people aren't seeing it.

    Who cares what he would call you, him hopping on a gen in your face makes it not tunneling. Hence the conspicuous action and his potential OTR/DS being gone.


    This game is asymmetrical, survivors "tunneling" generators is not the same as the killer tunneling someone out. As a survivor, when a killer is hard tunneling, you will get no meaningful killer interaction in that game unless you want to throw the game and take 500 hits (which still won't result in fun interaction, you will just get slugged on the ground, no chase) or you are lucky enough to find a spot where you can stand and take one hit. The killer will never chase you, never commit to you until that guy is dead, so your game is now just holding M1 on generator. It puts you in a scenario where there's no interaction or fun for you and you can only do gens. And as the tunneled survivor it's not always fun taking chases when they're right off hook or in deadzones where you have little to work with.


    Contrast this with killer, when survivors "tunnel generators" aka focus on their objective. Keep in mind we're not talking about the game balance here, like with tunneling, the same arguments apply for why it is hated/boring even if the killer has 0 chance of winning anyway. When survivors focus on generators over everything else, they are not denying you as a killer interaction with them, unless they are literally holding M1 on a gen and never getting off even if you come to kill them. You can still chase anyone you want, use your power however you want, etc. The ball is completely in your court. You want to get your daily/archive/challenge? Go ahead, some might be hard, but no one can stop you from traveling to any location on the map, or initiating chase with any survivor. You want to have fun chases? Go for it. Survivors "tunneling" generators only speeds the game up and forces you to use your time wisely.


    You can make an argument that it is unfun for you as a killer to lose in a fast game, but that is a balance conversation. If generators took 10 minutes to complete, would you gripe about survivors "tunneling" generators? No, because it changes nothing. It does not limit your interaction with the opponent nor force you into any one playstyle. Meanwhile, what if survivors had 10 hook states? Tunneling would still be just as boring as ever, you would not be getting chased, you will get no interaction, you get forced into either doing gens all game or running from the killer all game. That is the fundamental difference between the two because this is an asymmetrical game.

  • @please_explain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602118#Comment_3602118

    What about the Cj tech and pallet vacuum why are those not fixed? Oni is a bad killer overall if you can't flick with him cuz nobody is stupid enough to run in a straight line vs a Oni in his power.

    I wouldn't really consider the CJ tech an "exploit", it's the same as the locker tech, it is an intended feature of the game that you can't interact with something (window, pallet, etc) that someone else is interacting with, exception being using Any Means Necessary to stop killer from interacting with pallet (which was a bug you could do against legion, and was fixed)


    Pallet vacuum is also an intended feature of the game, the hitbox for dropping pallets isn't even that big anymore and it is countered by swinging into them, depending on ping if they go for a vacuum stun it's a free hit. Pallet vacuum used to be exploitable way back in old DBD but it has long been patched.


    Also Oni is still a very good killer even without abusing exploit to go over 90 degree flicks, but that's not even relevant to the discussion at hand; the person you're replying to gave you a counterexample of a bug tech on killer that has gone unpatched for years.

  • @D3spair said:

    https://us.v-cdn.net/6030815/uploads/R2KXZ8LFAJB3/image.png

    Image for the usual gang I'm coming up against. It basically 2020 Meta again of Dead Hard, Unbreakable and Decisive Strike.

    I've been playing since 2018. Can we not go full circle on the Meta please?

    (Also Buff Batteries included please, Why can Survivors have Hope on Endgame while Killers can't have Batteries 5% haste? Just don't make it stack to NOED.)

    Maybe instead devs should look at why these perks are being run.

    DS/Unbreakable combo with Dead Hard and OTR off hook is the best anti-tunnel combo in the game right now (for yourself, in SWF you have the FTP buckle up of course). I don't think these perks need a nerf in their current state.

    Tunneling is the most prominent and powerful strategy, so you will see everyone bringing the perks to counter it. If some change were made to make tunneling less prominent, I guarantee you you'd see less of stuff like this.

  • Nope, gens are not too fast. The issue is that most of the cast does not have any outplay potential to end chases quick enough once survivors reach above average level and don't make noob mistakes.


    As nurse, blight, spirit, survivors have some tools to lengthen chase, but ultimately mindgames and your skill as well as who makes a mistake determines chase time.

    As other killers, it is a "mistake" to try and chase someone in certain parts of some maps.


    That is what needs fixing, not gens, but people aren't ready to hear that.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600067#Comment_3600067

    Thats not the point i was making. The point was play boring means you will most likely get boring in return. Just a shame playing boring is effective in this game.

    The issue is there's no option that some players don't complain about as "boring".

    Drop the pallet early - predrop, boring

    Wait for the stun - camping pallet, boring (despite providing a mindgame over the stun/drop and opportunity for hit vs predrop, gets less distance as well)

    Barely make it to pallet while being chased, drop - still considered predrop, boring (very weird take to me, but I see commonly)

    Greed pallet - boring looping simulator, survivor abusing chaining structures, etc etc

    Leave pallet for another loop/pallet - boring shift W


    Trying to play in a way to make your opponent happy is a fruitless endeavor and it is a shame that we should have to expect some of our opponents to try and grief (intentionally make things unfun for opponent just to be toxic) just because they have a perceived slight against how we are playing

  • decent perk, not meta or anything

    seeing most progressed generator location is very nice, that's mainly what I'd use it for in soloQ when running it. The aura effect is good but not useful as often as you would think. I usually only use it to get a bit extra distance when I need to predrop a pallet and there are walls obstructing LOS. Alert is better if you have good gamesense or are on comms.

  • "Hey siri, set a timer for 20 seconds"

    ... picks up survivor.


    Basekit BT alone is 10 seconds, you most of the time should not be going down in 20 seconds, so it becomes worthless

    and even if for some reason (strong killer, deadzone, whatever) you die before then, they will just wait it out

  • people would just task manager their game, unless that has changed I believe there is no penalty for that.

    I was playing killer and saw someone whos profile said "mori = task manager" so I brought a shroud of separation and sure enough that game never started...

  • Agreed. Had a game once where a killer slugged me on the ground and bled me out, so I alt tabbed and did something else, few minutes later check back and he'd picked me up right before I bled out and was waiting right next to a hook for me to start wiggling just to waste as much of my time as possible. At that point give survivors a "bleed self out" or just end the game

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599116#Comment_3599116

    Blight’s flicks past 90 degrees is not “lag” or “exploit”. If you don’t know how a killer’s mechanics work, don’t say false things like that. Educate yourself or ask questions.

    It seems you are misunderstanding something, so let me make this clear.

    I have 3600 hours in the game and main blight, I am well aware that you can combine the turn rate from your rush and then swing and turn to effectively go past 90 degrees. However, that is not a single flick like the question was asking, that is a double flick. I was referring to exploits that bypass the turnrate that is coded into the game for the attack swing and rush phases, which should have been obvious to you when I mentioned lag if you know anything about the lag flick.


    It's best not to call comments misinformation if you're not exactly sure what they're talking about.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599173#Comment_3599173

    I've tried it on max sensitivity, and similar things on most killers. The camera simply cannot be turned fast enough to try and line such actions up, becomes more of a guess. The dead zones in the sticks add something like a third to a half of a second delay for all actions attempted. Kinda like fighting against no momentum, kinda sluggish.

    And that's without taking console game performance and frames into consideration.

    I don't know about console performance but I can do it with an xbox controller (on PC, don't own a console)

    if you have deadzones just push the stick earlier, if you're holding the stick in one direction with max sensitivity you'll curve all the way

    frames might make it impossible for you but that's an optimization thing

  • I'm no statistics major so I'm not sure if nightlight meets criteria to be considered accurate but I personally never make judgments off of it because it's a collection of user-submitted screenshots (which I think will naturally trend toward more experienced PC players in english-speaking regions). The site's data is just grabbed from people who sign up with an account and submit images of their post-game screen. No hate to the people who want to use Nightlight as a basis to form an opinion, just that I'll reserve judgment until whenever BHVR gives us the next set of kill rate statistics, if they ever do.

  • @jmwjmw27 said:

    There are hard-coded turning limits on certain killer powers, so I would assume so, yes.

    The only kinds of flicks that aren't intentional would be lag/exploit flicks like that blight flick to go more than 90 degrees as well as the oni high DPI 180 flick that is probably an exploit but not confirmed by devs iirc.

    To expand on this, if you've ever played Hillbilly, you'd notice they actually give his turn rate a buff for the first bit of your chainsaw sprint before heavily capping it, you can curve 90 degrees easily even with low DPI

  • There are hard-coded turning limits on certain killer powers, so I would assume so, yes.

    The only kinds of flicks that aren't intentional would be lag/exploit flicks like that blight flick to go more than 90 degrees as well as the oni high DPI 180 flick that is probably an exploit but not confirmed by devs iirc.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598281#Comment_3598281

    The survivor nerfs were tiny and also came coupled with huge basekit buffs, but ok.

    Survivors are overall much weaker than they were at launch or at almost any time in the past.

    Let's compare survivor-related changes from 2019 (when I started playing, which is probably back far enough for you) to now:

    Survivors:

    + Basekit 10s of endurance and 5% haste off unhook

    + 0.4 second "grace period" to early flashlight saves

    - basekit medkit self-heal efficiency and speed reduced

    - medkit syringe now has a delayed activation and heals one health state, not two

    - styptic agent changed from an instant 1 health state to 5 seconds of endurance

    - flashlight saves from lockers impossible now due to basekit killer blindness immunity when finding hiding survivor

    - basekit generator repair time 80s->90s

    - brand new part 25% progress -> 10% progress (you can argue this is not as bad because the progress can't regress)

    - cannot sabotage trapper traps

    - cannot "99" hooks to sabotage them instantly

    - base medkit charges nerfed as well as base increases self-heal speed, plus charge add-ons nerfed

    - hatch cannot spawn when more than one survivor remains, and requires an animation to open with key

    - many maps have received reworks making them less survivor-sided

    - repair speed debuff for multiple survivors on a generator increased

    - duration of speed boost on hit reduced

    - introduction of endgame collapse


    What "huge basekit buffs" to survivor other than 10 seconds of endurance and the flashlight save change are we talking about again?

    Keep in mind that on average killers also got plenty of basekit buffs from then until now, killers such as Doctor, Legion, Trapper, Clown, Wraith, Pig, Ghostface, etc have been buffed both with add-ons and their powers.

    Plus: all killers got a basekit faster attack cooldown, basekit faster t2 and t3 bloodlust, basekit faster pallet/gen/wall kick.

    I think it's pretty ridiculous to look at this game's history and conclude "DBD devs coddle survivor mains and never nerf them"

  • @NueLotusTV said:

    UNPOPULAR OPINION.

    This game has been killer sided for years with serious toxicity from survivors in return. But every match is a ######### tunneler or sand bagging survivors who know how to play and intentionally screw with other survivors and BHVR does nothing about it.

    It took them 7 years to deal with campers/face campers and it only works for the first hook. The killers have perks that can litterally end game you after your first hook especially if you're solo queue and see you at the start of the match.

    Survivors items have been nerfed to hell and you can't even heal twice with a medkit. 1/2 of a gen with the best tool box, brand new part is practically useless.

    People who aren't toxic to killers unless they're toxic to them get sand bagged by other survivors and sand bagging survivors don't get punished.

    There are problems, major problems on both sides. All perks that highlight survivors and let's ######### wallhack need removed. All killer exposing perks need removed because no one on a map should be able to see each other through walls at all. If you ain't got the skill to find a survivor without seeing where they are through walls and at the start of the match, you're trash.

    Same goes for survivors. If you need to see the killer through walls you're dog water. If you act toxic to nice killers you are an ass.

    If you tunnel you're trash. Takes no skill. Hands down. You aren't amazingly skilled If you 360, 180, start bagging or blinding killers at the gate, you're just being a dick and honestly if a survivor stays inside the gate without moving for 20 seconds you should be killed. If you wanna wait for another survivor do it outside the gate.

    No this game isn't killer or survivor sided. It's troll sided. Hands down.

    I wouldn't say the game has been killer sided for years, unless you're talking about nurse. Since release a majority of the changes have been making survivor basekit and perks weaker, killer basekit and perks stronger, and maps more balanced in favor of killers.

    There are exceptions but I feel like the general trend, if you were to plot this game on a timeline, would trend toward "less survivor sided" as the years pass.

    I started playing in 2019 so I can't speak for the years before that with personal experience, but survivor was still very strong compared to killers that weren't nurse.

    But I agree with your conclusion, the game is sided toward whoever plays sweatier and pulls all the stops to get an advantage, regardless of how the gameplay feels for the opponent.

  • Streetwise is niche and is only good for infinite flashlight (outclassed by BTL and unnecessary in games that don't go 40 minutes), sweaty double heal medkit builds, and genrush builds. I guess you can also run it with aura reading key but I never noticed a difference. I wish it felt like you were actually buffing your teammates like leader and vigil do.

    Overwhelming presence is terrible and the only time I've used it is for Doctor's adept and the anti-heal distressing build with new coulrophobia. I don't know what can be done with it to not make it stupid with Wesker+distressing on a small map though.

  • I'll let them get it.

    I've never had someone do a white glyph in front of me, if it's blue I won't just let them escape for free but if they're the last one they can have hatch/door.

    As survivor can't recall a killer taking a glyph while chasing me, only after hooking me or hearing them above/below me on maps like the game.

  • As nice as it would be to be completely immune to any kind of tunneling I don't think this idea really fits well in DBD.

    If it were to come to a PTB I'd suggest the duration decreases down to 20 or 30 seconds, during which the survivor is completely invisible and can't perform any actions at all. This way it's used as a time to get away and hide, and you can't use it to follow the killer for a save or anything like that.

    Instead of something like this, removing collision while a survivor has basekit endurance (and potentially other anti-tunnel like OTR) would help both the tunneled survivor from being bodyblocked by the killer and the killer from being blocked by a survivor that just got unhooked.

  • I don't think there's much you can do at pallets other than slugging, but you can employ the same strategy you'd use to chase off a flashlight user in the open and even with background player the survivor can't get a flashlight/flashbang save.

    Basically, bait the pickup then chase them away, then go back (while watching them) and pick up facing the opposite direction. Unless they get close enough to where you can hit them for free or get a hit after a few seconds of running at them, they won't have enough time even with the perk to flashbang or flashlight save.

    This only works if you know where they are and there's only one of them though. The extra distance from the 200% means they can hide from really far away so it can be hard to find them sometimes.

    Picking up instantly, using walls (against flashlights), and utilizing your killer power where possible (doc, pyramid head, wesker, etc) can help, but against multiple background player users I think you're better off slugging

  • FTP is still okay in a SWF - I use it frequently when playing with friends who have much less hours and get tunneled often. Trying to use it on someone who doesn't know you have it though can be infuriating when they don't hold still. This perk is one of many that would be better if BHVR let you see your teammate's perks either in the lobby or during the loading screen.

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