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  • @adam1233467 said:

    First, glad they got rid of the chess merchant

    I was playing a few games against her, and oh my GOD, I'm still wanna suicide against her, you can't do anything, she is just a bloodlust machine and you are guaranteed to be dead, unless she switch target or you are in a god pallet

    I'm not trying to get her nerfed but wanna hear your opinions what you guys think about her

    But honestly, it's impossible to get this killer fixed, she is 100% to be boring in any ways

    Personally, it seems to me that she is a bad killer in the pursuit in the sense that she literally has to hit you with quite visible drone beams 5 times (the survivor has a short-term invulnerability to repeated attacks when the beam hits him... well, at least that was the case in ptb. If so, then she definitely needs to hit you more than three times) so that you finally take damage and her ability becomes useful against you, and her haste only appears when there is a survivor on the map that can be tracked by radar (I only do this when at least 1 caught in a claw trap, this only appears if the survivor gets all 3 tokens ((well, maybe when the drone spotted the survivor, I didn't understand))


    She seems stupid to me....

    Just take a look at this: 


    1. The auras of drones turn yellow when they spot a survivor.


    2. She can't turn broken drones


    3. Drones are enough to take up a small space and easily replace them when they break down


    That is, she still has the opportunity to find out where the survivors are, she still holds the territory perfectly and the triangle tactics remain the most effective for her, the only difference is that now she will place drones not in triangles, but simply in places of increased activity in triangles. To be honest, I'm disappointed.

  • @SolidRazo said:

    Ive Seen the term gen rushing thrown around, mostly on Reddit and I personally think gen rushing is a myth and its just the survivors purely just being efficient and majority of the time as a killer you should expect 2 gens to get done at the start of the game but I do think when survivors are being efficient which only occurs against good players it is a tad bit unfair because they get it done very quickly while chasing and you simply just don’t have enough time as killer making the game stressful.

    So my proposed change is to simply increase how long it takes to do generators and to increase basekit regression

    Generators take 100 seconds to do instead of 90, and base kit killer regression is now 125% from 100%

    But in turn of buffing killers generator defenses and generators taking longer I would like to see more underused perks buffed on the survivor side like Flashbangs, Blood rush, and among others that can be used to try and combat the killer in chase.

    Just increase the regression of generators and make it dynamic-the more progress the generator failure has taken, the less regression and so on to the old values.

    You also need nerf toolboxes, especially a new detail, in exchange for this, you can revise the nerf of healing.

    Add a new chip on the likeness of someone else's turrets that will be in each match and force the survivors to use them-say, close the path to the generators, for example, you can make the entity more self-sufficient and give her the ability to block the generators if she thinks they are being repaired too quickly, thereby forcing them to look for something. In return, you can also take something from the killer during such a period, if necessary. And reduce the number of generators on the map + distance them from each other in order to completely eliminate the triangles, since they may no longer be needed as a game mechanic.

    I personally call genrush the moments when survivors repair 2 or more generators with a difference of a couple of seconds, which happens often in games on a good mmr, so for me this is not a myth-it's still an extremely fast transition of the game from the initial phase to the pre-final when the only chance for victory remains a triangle because there are 4 and if they will not make much mistakes /there are good constructions and pallets left on the maps, the killer has little chance of defeating them if it is not one of the strongest killers who can quickly finish the chase / have good mobility

  • @theresagameinmybug said:

    I’ve played this game for years. I didn’t start genuinely grinding until recently - I’m by no means a strong player, plenty of skills/strengths to build.

    But all I’ve learned is that this is impossible with dbd. I don’t have friends to play with and I’ve had little luck finding any, but I also like to play solo.

    Either way, this game clearly has insanely low capacity to ensure that solo players can have a positive experience or equal opportunity to succeed compared to SWF’s.

    tunnelling, camping, hex perks, strong abilities that alter match conditions…I am always let down by the fact that I can’t communicate with teammates and by the fact that fellow survivors don’t know how to play around those various challenges.

    Of course camping, tunnelling etc. can be worked against…but none of that matters if the other survivors stand around not knowing what to do, and none of us have enough opportunity to really improve - our games are consistently the same and so many players just don’t learn.

    Literally what is the point? Why continue to play hard in games when the clear issues never get addressed and the devs make zero effort towards making the game viable for solo players?

    this new anti camp attempt may slow the process down for killers, but will it change anything? How do I know other players will play around that any better?

    developers just see statistics that suit them and that's it. They took the improvement of the conditions for the new ones, but most of the mentions that were set up for this only made the situation worse...they are not looking for easy ways. To solve this problem, it would be enough to do a training that cannot be skipped. Train not before the match, during and after, every time he meets with one or another aspect of the game / the killer's abilities. The survivors should not go into the match against Freddy not knowing that they might wake up and not knowing all 3 ways to do it, and so you can say about the greater part of the killers. And then it would be possible to provoke the player to exclaim with a sign at the learning menu where you can talk about what he met in detail from the wiki.

    everything else without training is just a useless crutch that will not solve the problem at all

  • @Leandralan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557261#Comment_3557261

    That is, I shouldn't play solo as a survivor at all?

    I would like his ability to be adjusted because for a solo player, it’s a one-way corridor, or an enclosed room, it’s simply not possible to pass by him, when even against The Nurse and The Blight it’s possible.

    I hasten to please you. it's impossible against any killer. In addition, you can remember where these places are and not go to them

  • @Leandralan said:

    Will they do anything to the knight?

    Why should solo players have to endure this on closed maps? No teammates will come up and grab the bot or the flag to make it disappear. And the knight player just needs to stand on the passage and spawn the bot at the other end to kill him; You won’t be able to go further until the bot spawns, because on the same Gideon the passage on one of the 2 sides is closed.

    If the developers think it's fun to strangle yourself in this game, then play your own game.

    Well, there’s still nothing stopping you from running towards the guard when he noticed you (again, before he starts attacking, he needs to fly at a very low speed to the place where he noticed you) and continue running (the speed of all guards except one is slower or equal to the speed running survivor) you can also hide behind the wall. Even in this case, this killer can be easily beaten with shift+w, it may not be fun, but it is far from Op and often not even a 100% losing situation.

  • @pizzavessel15 said:

    I think the tail is potentially bugged. the hit feels delayed, and I noticed you can't really drag his tail side to side or up and down effectively now. his tail will literally go straight through the survivor. it also feels like at times the hitbox is still at the area where I first initiated the attack. since changes to his hitbox wasn't mentioned in recent patch notes I'm assuming its bugged

    On the 10th they will fix the tail. This is a real bug in which the tail deals damage only at the end of the animation of the blow.

  • @dgbug said:

    Please. She needs a buff.

    She needs a 40-meter radius of terror and this is not up for discussion!

  • @leviivel said:

    Chess merchant is dead, good. What people failed to realise is singularity can play chess just as well.

    the reason people used skull merchant to 3 gen is because it’s much easier than singularity. However, bring the correct build, place cams well, bring the right add-ons (for example the constant heartbeat one, that’s a pseudo oblivious) and you’ve got an absolute atrocious nightmare. EMP a pod? Just replace it in an instant. If you’re skilled enough, you can just place pods ontop of printers (giving you protection on them and simultaneously warning you if someone has one).

    Also doesn’t help Singularity is much better at chase (against an infected survivor) than SM, so Singularity can easily commit and go for hits and it’ll create a long drawn out healing simulator.

    playing like this isn’t easy, but if you’re gonna Freddy merchant, atleast look at Singularity a bit (don’t go overboard but check it out thank you).

    but then again, this takes “skill” (if you can call it that). And knowing if something takes “skill” it never gets touched for some reason (Nurse, Blight, Twins, just Blight in general how tf has he dodged nerfs this long).

    The main reason why sm played for the most part from the triangle is its disgusting m1 killer chase with a siutative opportunity to knock down the survivor with 1 hit, which worked no better than bottles of clown. Singularity, unlike sm, gives alternatives-if you learn to play for it, it will be an extremely strong killer in pursuit and this gameplay is much more fun...why play as a stuffy bastard if you can play as a persistent bastard? So I don't understand either.

    1) In order to remove the camera, he needs to approach it at a fairly close distance of 24 meters, which is quite small..if you think about it that way

    2) To find out that it is broken, and this can only be done by looking into it or seeing it visually. And emp still helps against him, he will have to teleport to you together, and at this time you can fix the generator and nothing will stop you because while you are not infected, you are considered safe, then there may also be a good start to the chase, which will also allow you to win more time

    3) Teleportation is quite long and gives an alert that she is sitting and a little time to run away from the killer when she has passed, which can also help start a not-so-bad chase and delay time for her comrades

    4) He can see that the survivor is repairing the generator only with the help of a biopod by logging into it, which means you can safely repair the generator while he is in the chase

    I think his triangles can certainly be terribly strong, but not the level of the problematic sm, at least it will be difficult for him to get information in the chase and at any moment he can be forced to go to you, and not teleport.

  • @CS1_6 said:

    Anti hook camping is delivered greatly by the developers. Soon 3 gen will be history too! Hope anti slugging and anti tunneling comes too in the future to make survivors have fun playing dbd again.🥳🥳🥳🥳

    And the killers will cease to make sense again...fine. Lord, I hope the nurse will remain a nurse until the end of time....

  • @TheTom20 said:

    poor ol deathslinger

    even the developers hate our cowboy ....

  • @saintjimmy456 said:

    Don't see him that much anymore. They got everybody to buy it and then made it less strong (as I said they would). Onto the next OP DLC killer, get your wallets ready.

    get ready for increase the number of xenomorphs after the release of ptb, because then the reason why they don't play it now (the bug with the tail hitbox) will be fixed.

  • @kin said:

    you can run, you can resist, but you will still face eternal darkness.

    The new killer: babyface

    a monster whose body is covered with blood-red bioliscent boils, as if from a deadly disease from which he somehow did not die. All that reminds of who he was once and who he could become is his face...which is a kind of cruel satire on the human principle mixed with an insect, in this case something resembling an ant. His right eye is red like blood with a white glowing pupil, and his left eye is blue that never belonged to him.

    Specifications

    Height:Tall

    Speed 4.6

    Terror Radius:32 meters

    Features:

    - Darkness is always chasing them.

    The map gets darker when there is this killer in the match (slightly darker than macmillan)

    -Feels smells

    The mechanics of smell:

    When a survivor runs, stands still for a long time, he begins to emit a smell.

    if the survivor begins to emit a smell, red contours appear on his models, which will become brighter with the increase in smell. This is seen by both the survivor and the killer (the killer will also play in the dark, which may cause him to have problems with navigation. The survivors will also have an item to help with this)

    Faint smell: Only red outlines (if you don't move or move around for more than 10 seconds(anti-stealth))

    Average smell:You start a red flying trail behind you (every time you start running). After the end of the run, the smell will be weak for 1 second, and then it will disappear

    Strong smell: If the killer is within 15 meters of you, the trail will lead him to you. It accumulates if you stay in one place for too long, move in the side or run for too long.(anti-stealth 2)

    The melody of his terror radius changes only from 16 meters, but the heartbeat is not touched in any way

    Power:the Evolution

    The survivors start the match with a lighter

    lighter

    a lighter is an item that does not occupy an item slot or a special item.

    to activate the lighter, the survivor will have to click on the m3 and click on the m3 again when he wants to remove it.

    When the lighter is active, the survivor walks at a normal speed, lighting his way 5 meters away from himself

    Press 1 or 2 on the keyboard to emit a light signal: if the person presses 1, he will close the lighter and open it 1 time, which will mean:come here. If on 2, the survivor will do the same thing, but twice and shining all the survivors that are nearby the selected selected object (assumes that the survivors will play almost in complete darkness. The objects can be generators, chests, constructions, other survivors, and so on)

    when the lighter is active, you cannot use other items, but you can start using them at the beginning of the animation of putting the lighter in your pocket.

    the fuel of the lighter is limited and will end after 1 minute of passive use (let's say 60 charges / second)

    The lighter can be refueled in special places, but only when it has no more than 15 charges. Auras of special places will be visible at this time.

    Ignited spends 10 charges on the action "burn"

    Click on the m2 being infected to launch the "burn" action

    During the "burn" action, a mini-game is launched where you have to move the cursor away from the fire, in case of failure, your character will scream in pain and slow down

    You don't slow down when you do this, but you can't interact with objects and move the camera

    The mini-game will become more difficult with the progress of infection (more on that later)

    From the boils on the killer's left hand, different types of insects can come out that have their own effects.

    Bloody centipedes:

    click m2 to launch a small flock of centipedes

    Centipedes can run both on the ground and on walls.

    If the killer stands on a flock of centipedes, his speed will increase.

    3.8 in the first second and 5.3m/s the rest of the time. The buff will persist until he gets off them, or the pack dies.

    In this state, a special attack is available to you:Jump in

    This is a long and fast lunge with an increased penalty for a miss (his hand will stick into the ground / wall and he will have to pull it out for a long time) and a greater recharge of the blow after a hit (he will scream)

    If they are on the walls, the centipedes will pick up the killer and carry him along a given trajectory.

    They can also jump on the survivor who is next to them, which will accelerate the infection

    Centipedes live for 10sec.

    If the centipedes stumble upon a healthy survivor, they will infect him, and if infected, they will accelerate the progress of the disease (up to a maximum of phase 2)

    Centipede recharge: 10sec (starts after the death of the previous batch)

    The second insect: Mosquitoes.

    click on the control to switch the centipedes to mosquitoes.

    click on m2 to release a small flock of mosquitoes.

    The flock consists of 8 individuals

    After 0.5 seconds, they will aim at the nearest survivor and start flying towards him at a speed of 4.8 m/s (they see the survivor through any overlooked texture and can find the way to the survivor)

    They will follow the survivor for 5 seconds

    Mosquitoes fly like standard self-guided projectiles in games...I do not know how to explain it

    Any hit increases the progress of infection (only up to the second phase)

    If 4 mosquitoes hit the survivor, he will receive damage.

    1 pack can only deal damage 1 time

    mosquito charging time: 15 seconds. Recharge begins after the death of the previous batch

    INFECTION

    -The first phase:

    Survivors are fined 100% for the speed of repair, treatment, sabotage, and opening of chests.(survivors can remove the infection at any time with a lighter, that's why it matters so much)

    The difficulty of the mini-game:normal (to complete the game, you need to hold the cursor in a safe area for 8 seconds)

    -The second phase:

    The survivor climbs over obstacles more slowly by 4% (the same reason with a discount on the fact that the survivors will have to look for a moment to remove the infection)

    all effects of the first phase are preserved

    Mini Game Features:

    The fire covers a larger part of the screen than in the first phase, you will have to keep the cursor out of the fire for a longer time (10sec)

    -The third phase:

    Enhance the effects of the first two phases.

    Mini-game features:

    In addition to fire, blood-red horsehair-like worms begin to interfere with you.

    Before they appear, they emit a ringing signal, and the area they hit will be highlighted in red.

    If they hit the cursor:the mini game will fail

    The game will be won after 12 seconds of holding the cursor in a safe place

    Fourth phase:

    DEATH

    You will die and a white monument made of your flesh will remain in your place, but do not be afraid the entity will not leave your soul in it.

    Full infection will take 3 minutes (without accelerating progress)

    -And God was born on that day, and he devoured the souls of his followers.

    New Survivor:Dwayne Hunter

    Survivor Features:

    Special subject:the gun

    A single-barreled shotgun that serves him well in hunting

    Only 5 bullets

    You have 1 bullet in the clip. Maximum of 1

    The preparation is long, which is why it will be quite problematic to use it in the chase

    The rest of the bullets are hidden on the map and are always in the same places

    The destructibility system from one of my posts is working

    Bullets have a strength of 7, which means they can penetrate materials such as wood or fabric, and so on, but they ricochet against materials whose strength is 9 (stone)

    if you hit the killer, he will see your aura for 4 seconds

    1 gun per match.

    Hunter's instinct.

    Click on some button (I'm too lazy to invent)To activate the hunter's instinct

    when it is active, you see the world a little gray, and all living things are highlighted to you as if you see their aura. 

    Your groans and footsteps are quieter than usual

    In the hunter's instinct, you see the tracks of other survivors, hear sounds better, see traces of blood better, and something opens up to you that others cannot see.

                    Bloody Locks 

    When you go to the hunter's instinkt, you see bloody locks (mugs with a star)

    If you interact with them, you will get a small permanent buff to the speed of treatment, unhooking, sabotage and all other actions aimed at helping allies

    power-ups for gun

    Camouflage Paint: Your aura is no longer revealed to the killer after you hit him.

    Happy family photo:You see the killer's aura when he picks up a survivor

    Crumpled newspaper: you prepare for the shot 2 seconds faster, but the stun after the hit is reduced to 2 seconds.

    One power-up per match. Power-ups will not be spent if you did not have a gun.

    To set the gain, click on the "features" icon

    if you liked what you read the lost traveler...I wouldn't mind hearing what you didn't like here

  • there was not enough imagination for addons and perks (:

  • @AhoyWolf said:

    EMPs are quite strong against the Singularity, I had this idea that would make them way more fun and flexible to use as a Survivor and way less annoying for the Singularity!

    EMPs

    EMPs now have 2 charges.

    When a Survivor has an EMP, they can press and hold the M2 button to aim it (similarly to a Flashlight), releasing the M2 button will simply stop the aiming. During the aim, the Survivor will be slowed down in a similar manner to a Flashlight, but slightly faster.

    During the aim, the Survivor can press the M1 button to shoot a projectile in a very slight arc (the arc would be indicated by a line coming out of the EMP while aiming, or it could be indicated by a projection of the landing point), successful and missed shots remove one charge, once out of charges the EMP gets destroyed.

    • If it collides with a Biopod, it disables it for the usual 45 seconds.
    • If it collides with a Slipstreamed Survivor, the Slipstream gets removed.
    • If it collides with the Singularity, he says a funny voiceline like "This wasn't necessary" or "Resistance is futile".

    Not sure how strong this is, so the printing time could be adjusted accordingly.

    The reason behind adding 2 charges is that Survivors won't be able to remove their own Slipstream by the EMP in this rework. This could however also be adjusted by removing one charge and making a special animation where the Survivor shoots themselves. 💀

    Singularity don't need buffs. He needs a nerf, or rather a rebalance with simplification for him. 

    You can't buff this killer without weakening those 2 geniuses who have known him almost to the state of OP.

  • @GensByDaylight said:

    I haven't seen anyone complain about new Pop, but I don't understand why.

    It instantly deletes 30% of the kicked generators current progress. This effect can realisticly happen up to 8 times in a game, and if the gen is over 40%, an instant 15% of the generator is deleted. Its like old Pain res but doesn't need a scourge hook and deals more damage if the generator has more progress. It feels like the strongest killer perk atm.

    I've had multiple killers who have gotten extra kills or massive slowdown just due to the ridoculous regression it applies, how is it balanced?

    This perk has a very strong effect, which seems to be more than balanced by its "pre-charging", it is activated only when the killer hangs survivors on a hook, which means that at best it will work once every 1 minute or so, due to the fact that he at least needs to find another survivor (which can take quite a lot time) and catch it, which can also take a lot of time, which gives us a rather longer window to fix the generators.

    In addition, one of the reasons for the broken pace of the game is the almost complete absence of sane regression in the killers (well, except for this perk and the resonance of pain, which is quite situational and works only 4 times per match) If the solos are able to loop the killer or they have a pretty good spawn on map, this perk will not bring them a lot of problems,again, because they will be able to consistently win themselves a good window for repairing generators. Beginners and players who absolutely do not know how to loop the killer, I do not consider it pure in principle, because it can be learned-the main thing is that the game gives you the opportunity to do it

    mhhh do you compare a perk that could turn off all the generators on the map in 1 second and potentially take all 4 players out of the game for 20 seconds? It's just a disgusting comparison.

  • Well, they made the borgo much worse, apparently (if the ones I take information from are right, then it is literally divided into 2 halves: 1 favors survivors, and the second favors murderers). I believe that the garden of happiness will only become more broken, completely broken, or extremely experimental. Looking at the new borgo, "nostromo", it seems to me that now they are experimenting with the balance of map, well, or just put textures anywhere

  • @caipt said:

    simple question. I know this post is gonna breed so much us vs them fights in the replies but please keep it to a minimum.

    for me I'd say its survivor sided atm mainly because of mft and ftp+buckle up, along with the general lack of regression making playing nice a lot less viable.

    On the side of an experienced nurse with 3 blinks with perks on auras (especially nowhere to hide) and a lethal pursuer, on midwich. More than one survivor can't beat this #########.

    And so yes, in the case of most killers, the scales greatly outweigh the survivors, but only those who repair at least a little know how to play. 

    The survivors and their main ones are so paradoxical that they are both the strongest side in the game and the weakest side. They have the resources to win (sometimes even too much), but no one wants / knows how to use them and no one besides the content creators teaches them (yes, in-game training sucks is a fact).

  • @oreoslurpee said:

    auto aim is REALLY annoying and it isn't needed at all in my gameplay, and if anything, it actually prevents me from getting hits sometimes. i want to disable it but i dont know how, is it possible?

    Yes, you can... perhaps.At least in the GameUserSettings.ini file (C:\Users \*your username/\AppData\Local\DeadByDaylight\Saved\Config\WindowsClient) there is an item called Aim Assist, you can disable aim assist by changing the value true to false, but this is not accurate.

    But if I'm not mistaken, the file path is different for egs, but I don't remember it, but I think you can easily find out

  • @VValtieL said:

    While waiting for the game to open, the trailer of the Alien chapter constantly appears at the end. Is there any way to remove or turn this off?

    Go to the folder where the game is installed and find the "movies" folder there. This folder contains all the video materials of the game, including game's splash, you can find it there and delete it. I hope this will help you, brother trickster :)

  • @Freddy96 said:

    https://us.v-cdn.net/6030815/uploads/4KT3FDLWE49J/image.png

    Was this survivor baiting or its bugged i didn't know

    He's about the fact that this perk also works for survivors who are sitting in the closet, which was recognized as a bug and fixed in the ptb

  • @Pavel_Ch said:

    Do they make this perk look like a static blast of the doctor so that it only works 1 time in range, or will it remain broken?

    Well, this perk can make 1 survivor scream only 1 time, if that's what you're talking about.

  • @Chaosrider said:

    So what buffs exactly did survivors get?

    On ptb, jumping into windows became the same as when updating with Nicolas Cage. Before that, they added a detailed hud, an anti-tunnel to the mechanic. In short, you will lie if you say that there are none at all.

  • @FreddyVoorhees said:

    DBD has been playing safe with development since release 7 years ago. The gameplay loop is still the same and changes have not been monumental but rather smaller and incremental (like totems , endgame collapse etc).

    So since I doubt that devs would dare risk it and add a major feature like a new game mode or something big, what would you wish that they add to the game without changing things too much ? What new feature could add more depth to dbd gameplay during the trial ? Maybe some random events that could give either side a chance and make both sides adapt to it ?

    Post your ideas below.

    more activities for survivors, say traps/make generators insufficient to open the gates and add something else, mandatory. More diverse and strong killers, too, could add depth, although it is almost impossible to do such in the current state of the game.

  • @Xernoton said:

    Question is in the title.

    Honestly, I see no reason why the killer shouldn't be allowed to see the hook stages. It wouldn't really make tunneling easier but it might help killers, who want to go for as many hooks as possible.

    I personally don't have a lot of trouble counting hook stages but I did experiment with it before and made a point out of not counting and the results were an average of 5.4 hooks for the first kill. This is what happens when I do not count hooks and simply go for whoever I can find / down quickly. Now, I don't know about you, but I'd rather play against a killer, who gets their first kill at 9 hooks than at 5.

    Now consider what a killer needs to do in order to tunnel as opposed to what they need to do in order to play as 'fair' as possible. Tunneling requires a killer to count to 3. Going for as many hooks as possible on the other hand requires them to count to 2 on 4 different survivors. So it's actually easier to tunnel. Is that really what we want?

    What do you think about it?

    In a compartment with an indication of which survivor you are running after, it would encourage "prioritization" (more precisely, it facilitated, and then not so much, but still)which many also consider a tunnel. I think because of this logic, they did not do it.

  • @TabS said:

    Slowly-but-surely it seems that the devs actually notice some major flavs/unfair "features" in this game.

    Firstly, they finally nerfed the Skull Merchant (which I'm glad they did) so she can no longer hold a 3gen for 50 minutes ruining 4 people's fun and making the match a miserable hell for them.

    Second, they'll add the seemingly good anti-camp mechanic. Although it needs some minor adjustments to make sure it really works (like they said that eg.: Bubba can't multi-hit the unhooked survivor thru endurance and just re-hook them) it's still an excellent start.

    With 3genning somewhat gone and soon face-camping will be made less effective as well there are 2 major problems left:

    ~Tunneling

    ~Slugging

    For tunneling I'm sure there are more experienced players who could say great suggestions to counter it therefore I'm not gonna discuss it soon. What I wanna talk about is slugging and 4k-slugging*

    *(When the killer already killed 2 survivors, downs the 3rd but instead of hooking them he goes to look for the last standing survivor, bleeding the third one out and keeping them hostage.)

    Some time ago there was a PTB (I didn't play it I just saw some streamers test it) that introduced a "basekit unbreakable effect" to the game (survivors didn't need other survivors to stand up from the dying state, they could do it on their own at all times). When I saw it I really-really liked it because this way slugging would be completely eliminated from the game.

    Just think about it: now I don't see a lot of players use Unbreakable* in their build so the killer can just down survivors and leave them on the ground to look for more to down. If survivors could always just get up on their own the killer would be "forced" to pick up and hook; otherwise the player will just get up and continue playing. No more bleeding people out on the ground for minutes, no more looking for the 4th survivor while the last one just lays on the ground helplessly. They either hook or lose a kill.

    As to why the devs scratched this idea is a mystery to me but it was actually one of the greatest improvements to the game I've ever seen.

    *(A lot of times in my games even when someone DID have Unbreakable the killer just downed them immidietly and since it's only a 1 time use perk it basically didn't do anything to prevent 4k-slugging!)

    I can't even say how many times I saw this. Either on streams/yt videos either in my own matches that the killer is just so desperate for that 4k that they ruin everyone else's game. Especially when it's a killer with a map offering/black ward with full-meta perks and the best add-ons. It's incredibly boring and frustrating when a game is already lost and the killer is just making it longer to ensure that they get that 4k at all cost. It's not how this game is supposed to be played.

    So pls BHVR, you're on a good path currently, let's keep it up! Change your mind and make survivors be able to pick themselves up on their own so noone has to be slugged for minutes. Please consider it!

    https://us.v-cdn.net/6030815/uploads/DMV73YGIL5N7/unbreakable-icon4.png

    (P.S.: This discussion is not about Made For This perk; please keep it out of it, thanks!)

    Can you just give the survivors the opportunity to "give up" in losing situations and move to the next match faster without losses? Don't you think that such a solution would be better and allow the survivors to avoid more unpleasant situations?

    Than the mechanics that almost completely forbid the killer to do 4k because you forgot about commands with lanterns (which can even be solo,). 

    You forgot about the toxic sorry for the word scum with "bend over" them then even No Mother you don't have to take it. Oh, you also forgot about the fact that there may be a situation in the game when there are almost no hooks in a certain area and the killer has no choice but to leave the survivor on the ground (and this, by the way, also opens up the possibility of taking the game hostage, because the survivor will stupidly resort there, every time forcing catch yourself catch, catch and so on indefinitely, thanks to your mechanics)

    No this should never be in the game. Don't just think about the "toxic" killers, think about the REALLY toxic survivors, who are not few and who will create a situation for the killer in which No this should never be in the game. Don't just think about the "toxic" killers, think about the REALLY toxic survivors, who are not few and who will create a situation for the killer in which he can't do anything to them

  • @PreorderBonus said:

    After the balance patch, Xeno's tail attack takes a bit longer to perform. It feels weird and sluggish and there's no mention of it in the patch notes

    He's bugged. This error was corrected on ptb...and most likely they will fix it only after the update is released....you will have to wait a very long time.

  • @ElionTron10 said:

    If you hit while having bloodlust and miss you have to lose a stack and also never give 4,6 m/s killer bloodlust 3 instead give them an automatic hit to make it easier and funnier for everyone. Bloodlust 3 is basically a free hit and dosent need skill only slow killers like Spirit should have bloodlust 3 but not everyone

    experienced survivors can create a situation where the killer will have to drop it + there are a lot of pallets on the maps, it's not bad buildings for looping, and if you also take into account such buildings as the main building in the garden of happiness, hedonfield homes.

    This new mechanic

    Bloodlust serves to prevent the survivor from forever looping the killer, and this change can damage this goal. In addition to level 3bl, it is now quite prim, but perhaps it takes place because of the disgusting balance of maps

  • @surv43 said:

    An offering to block hooks at the start of the game that would prevent the use of hooks for some time and force survivors to be left on the ground.

    Yes, that's what it means to leave a legacy, literally a genius who was noticed after he was banned.....

  • @Munky said:

    Why has this not been fixed yet? Can we get like any response to this from devs at all?

    I have played PTB plus 15 prestiges before they patched the revert nerf in... I was doing just fine, everything was hitting and missing as it was supposed to. Now though, I often can't hit someone locked in animation, who is vaulting a pallet or window. It is frustrating beyond reason seeing the tail go right through them.

    I'm about to charge back money from that DLC. Not going to play a broken killer.

    They have already fixed the bug in this ptb. You just need to wait a bit, at least until next Tuesday/Wednesday. After all, this bug was recognized as an bug a couple of days before the last bugfix, they physically did not have time to fix it. In any case, wait for the correction, it will definitely be (:

  • @Kubui said:

    any info about that? they completely broke the hitboxes with the last update

    yes, they fixed the tail on the ptb and I think that the fix from there will reach the release.

  • @LittleBigSunset said:

    Hello people of the Fog,

    alas, the time has come, yet again, for me to ponder my Dead by Daylight and Hooked on You: A Dead by Daylight Dating Sim journey and whether or not it should come to a close.

    The game has weighed on me with the weight of a thousand pebbles but I have forced myself onward. I collect bloodpoints. I die. Occasionally I lie down on the floor for a few minutes and then die. Sometimes I finish a generator and die. Other times I give a fellow survivor a much needed back rub and then die. But death is not an escape, and so I am thrown into another trial to perhaps tempt fate and maybe, just maybe, against all odds, hear the rumbling of the exit gates and taste freedom with bated breath.

    Then, of course, I die.

    The life of a survivor isn't an easy one when it's impossible to well, survive. And I think this is a trend that has been pushed for a long time, by the developers, so I don't want to see one of them coming in here and acting coy. You know what you've done. Medkits, for example. They take so long to heal with that I literally have to watch Family Guy funny moments on my phone to pass the time because I'm just so BORED. Almost bored to death. But death is not an escape, and so I put down my phone and continue, keeping Peter on in the background for company. He's the only one I can talk to, you see, as the developers adamantly refuse to add voice chat to the game (shocker) and my SWF abandoned me after I accidentally threatened to Blast Mine their home addresses. The survivor experience is not only boring, but lonely. Peter can only crack so many jokes before I start crying.

    Then, obviously, you've got killers just playing like they actually want to kill you. One of them hooked me twice in a row the other day (the nerve) and another didn't let run past them to the exit gate after I'd pebbled them in the face. Like, where is this toxicity coming from? Both games I died, but death is not an escape, so I went into another game and one of these killers really wanted to ruin my fun and my day and my life and so they played Blight. Peter was gone at this point (my phone's battery had died and I really didn't want to have to get up and charge it) and so I was alone as my team were mercilessly mowed down (I assume that's what happened, anyway, because I immediately disconnected).

    And people say killers have it rough. Made For This? No, survivors obviously aren't if they're getting killed so much. This game needs a serious overhaul. I know it's wrong to take sides, but when the developers add a killer who has LITERAL TUNNELLING built into his power you know it's gone too far.

    I thought the Xenomorph was the straw that had finally broken the camel's back. I was... bamboozled. But, then, somehow, it got even worse:

    You know Cybil Bennett from Silent Hill? Great character from a phenomenal game, especially now that she doesn't look like she'd be more likely to slip you crack than arrest you for possessing it. I bought her skin recently after beating Silent Hill and was abhorred at what I discovered. The Raccoon City 'police department' (no capital letters?) debacle was not enough. No...

    https://us.v-cdn.net/6030815/uploads/Y14AWBBDHNBA/screenshot-2023-09-20-095501.png

    IT'S NOT "BRAHM'S", BEHAVIOUR. SHE DOESN'T PATROL THE TOWN OF BRAHM. IT'S BRAHMS. THAT'S THE NAME OF THE TOWN. IT SHOULD SAY "BRAHMS' POLICE SHIRT". SHE HAS SERVED THE TOWN OF BRAHMS WITH HONOR AND MERIT AND THAT DESERVES TO BE RECOGNISED, NOT ROLLED AROUND IN THE DIRT WITH THIS ABUSE OF PUNCTUATION!!

    WHY IS IT ALWAYS POLICE DEPARTMENTS??? FIRST RACCOON CITY, NOW BRAHMS. NOT TO MENTION DESPITE KNOWING IT BACK TO FRONT RPD IS MY OWN PERSONAL HELL. I'VE DIED THERE COUNTLESS TIMES, BUT DEATH IS NOT AN ESCAPE

    https://us.v-cdn.net/6030815/uploads/T9P9O57GXKTR/screenshot-2023-09-20-095522.png

    HERE WE GO AGAIN. "BRAHM'S POLICE PANTS". IS BEHAVIOUR SUGGESTING CYBIL STOLE THESE PANTS FROM A PERSON CALLED BRAHM? (again, not entirely out of the question for the old version of Cybil, but this version? No way.) IT SHOULD SAY "BRAHMS' POLICE PANTS, BECAUSE THAT'S THE NAME OF THE POLICE DEPARTMENT!!

    DISCUSS!

    Well, in fact, it's not easy for both sides right now. This game is literally broken. Let me prove it

    Surviving:Generators are repaired pretty quickly if survivors repair them, there are quite a lot of resources on the maps (sometimes even too much) generators sometimes appear close to the survivors, if two survivors at different ends of the map it is quite possible to repair 2gen with a difference of a few seconds.

    But it all completely breaks down about: matchmaking, which does not work at all, about the lack of sane training (most of the solo losses, in my opinion, are due to the inexperience of the players...which no one teaches,because of what they may not know how a deep wound works, which for a moment is one of the main effects in the game) and about the lack of diversity. 

    But if a survivor takes the strongest perks, the best items, learns how to use resources on the map, then they will literally create a situation where the killer will not be able to do almost anything to them besides the tunnel and the camp (that's why it's almost unbearable to play on at least a sane mmr, well, except for a couple of killers.). 

    Yes, the killers would do it anyway, but if this problem did not exist, they would do it much less often.

    At the time of versions 7.2.3 and 7.3.0, the game is simply broken, because instead of fixing the old problems, they actually only made it worse, problems only became more visible (this can be seen in almost all new killer revisions...now, in fact, the game is in the same state as the new sadako)the same tunnel will become much more popular...nothing will change globally.

  • @Chocolate_Cosmos said:

    What do you think the rework will look like? Also maybe I am on Copium but maybe we could get Dev Update blog today.

    As for my opinion about the rework:

    1) Survivors will have something like EMPs that will disable SM drones for a while (45+ sec) and she won't be able to recall them from distance.

    2) The more likely version, Survivors will be able to disable the drone rather than just sending it back to SM after a while or maybe even destroying it.

    Then I think they might replace the Exposed with some different effect and make the drones more helpfull in chase. Maybe base kit Hindred when inside the drone or something.

    I think we'll see the same thing that happened with deathslinger and Freddy, the original Legion (he only needed a deep wound nerf and With the modern version of this effect, the original legion, on the contrary, needed total buffs.) a strong bust.

  • @[Deleted User] said:

    Like a few others I have every killer (& survivor) in the game.

    I buy every dlc day one though almost never play new killer for a minimum 6 months (see them enough puts me off) I think Oni is the last killer I played on release (had a blast to be fair)

    I don't regret buying any killer but I have still never played dredge, singularity or xeno, & I only played skull merchant & wesker once (got their adept 1st game had no desire to play either again though I will for any required achievements at some point) of all the killers I have played sadako is my least favorite I just hated everything about her, regret not quite but probably the one I have the least desire to play with ever again.

    skull merchant...I never thought that there would be a killer in the game who would match the title of his chapter so well that I would only play for it when I was angry.

    She is literally the best killer in the game in terms of torture..for this reason, she is the only killer for whom I do not play purely on principle.

  • In the changes that you propose, or any player suggests.

    They are better off worrying about another perk just because they often take it or overdo it trying to do something good, turning it into something bad.

    I'll tell you just two things:

    1 Accept this fact2 And play, preferably for the killers too, because how will you see the full picture if you haven't touched one part of it? Don't be a fool.

  • @surv43 said:

    A personal secret offering to reveal the aura of the hatch when the player is alone among the survivors.

    The last survivor has already lost.

  • @surv43 said:

    An offering to block hooks at the start of the game that would prevent the use of hooks for some time and force survivors to be left on the ground.

    And the survivors will die on earth because of altruism.

    You know, I was expecting something better. I see over the years you didn't even want to look at the opposite side..how disappointing.

  • @surv43 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391491/quiting-this-game

    In general, they don’t change much in the game, and recently they added several characters and skins, but in terms of working on the game they are not interested in working on it, and such a game quickly gets boring. In my case, I've been waiting for years for statistics for a single player and balancing. They are not interested in players and changing the game for the better; in their opinion, this apparently does not bring profit and is not worth the time devoted to this game

    And that's why, in trying to fix the game, they broke everything as a result. 

    Time has shown that increasing the time needed to repair genes only accelerates the repair of generators, and mmr does not work at all. It would be really nice if they tried other ways to fix problems in order to choose the most optimal way, although they will never do it, and if they try, it may turn out much worse. 

    And by the way, the survivors still have a lot of untouched meta perks, in fact they only touched the most problematic ones, like dh and coh and now mft.

    When the killers had most of them was weakened and is a faded shadow of former greatness.

    Although I don't understand how you can complain about injustice if improved jumps are added to you soon, in this ptb which will be on the 19th. 

    And they have already added a lot of chips for solo, which is not enough for justice, it would be nice if they showed the auras of allies, then it would probably be better to work with the balance of the game.

    Developers are not biased.soon there will be Nerf camp and sm (skull merchant) and someone else, personally I expect a lot of bad things for the killers. They probably just don't know what they're doing.

  • @catslayer said:

    (just a random-fun discussion about the cosmetics).

    The blighted collection's gotta be the dopest for me, so i wanted to talk about it. i saw a poll about the killer version, and most of the people voted for either dredge, artist, deathslinger or artist. what about y'all?

    I'm ready to bet on xeno, singularity,sm (why not add such a skin to a recently updated killer) and I'll also bet on a pig, because I'm eager to see him and they apparently have the opportunity to make skins for her that are not related to movies in any way.  


    And if we talk about survivors, then I'm ready to bet on Gabriel and possibly Ripley.

  • @MikaelaWantsYourBoon said:

    Upcoming mid-chapter looks good so far.

    Also why Jane? :0 Are killah mains enjoying to camp her?

    https://twitter.com/DeadbyDaylight/status/1702313786621788283

    It will be funny if the same thing happens as with the new memento mori system, which was completely abandoned:3 


    you guys are rejoicing early

  • @leviivel said:

    Skull Merchant is a character i’m weirdly passionate about, she’s so different from the killer cast and i even have a whole essay written as to why i like her character (i know it’s ridiculous but i can easily get attached to characters).

    i’ve advocated for a rework for her since the whole “chess” strategy Got popular. As much as i love her, a killer that can turn their brain off and win by constantly kicking gens for an hour is NOT healthy for the game at all.

    i mean this with all my heart BHVR, don’t mess this up please. I don’t want her to become a giant trash pick or you accidentally make her into even better 3 genner somehow. Please BHVR, i don’t want to keep receiving death threats over liking her.

    I hasten to disappoint you, they will spoil this alteration, well, it seems to me that they literally have no reason to do it well (well, except for the skins and money that this mistake can bring), because the players hate it so much that even though it was literally removed from the game, and they complain about it is on the tactics of 3gen, because the developers can conclude: mxxx we need to weaken 3gen and give her nothing in return.  

    After all, they like to do this, Freddie, who after nerf (with whom they obviously overdid it, even if maybe not much) did not receive any compensation to stay alive and enjoyable to play. With Billy the same story, they wanting a nerf of his facecamp, they killed him and for some reason nerf all the addons( for which there were no strong complaints either) and instead added a good combination of ultra-rare addons


    This 100% will be the total murder of the most problematic,killer in the game

  • @BabyLegend said:

    Can BHVR actaully fix the fast vault already or is it suppose to be fixed? fast vaults is beeing performed as fast as a medium vault, because i'm always getting hit through  windows even when I fast vault. Wow it is something else when even windows are not safe for survivor like what..

    if I remember correctly, they said the fix would be on the next ptb, which will start on September 19th

  • @SchmittyKat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541972#Comment_3541972

    Two of the three examples were straight missed. Maybe this makes up for all of the times that I have been hit and VERY clearly dodged the hit. I have been almost BEHIND him, downed multiple times. Also get downed AS HE’S BEING PALLET STUNNED? Not before or after DURING. People who play this killer are only recording that are not fair to them. They don’t report the bugs that are not fair to survs. (And no one better say that I’m a survivor main, I’m an executioner main and I’ve played 90 percent of killers available. You’re SUPPOSED to be punished for missed attacks!

    Firstly, there is not a single word that recharging is bad, there are words that it does not work exactly as it should (I do not understand why it should be longer from hitting the wall) and in the video I found only 1 controversial point (Jill, he hit the stairs) at other times, purely visually, he had to get there. 

    firstly, there is rather a problem in the survivor's hitbox, because it is a huge box that follows you, and this is a separate problem that will never be fixed. 

     And do not think that this is "compensation", they have broken hitboxes to killers billions of times and repaired them billions of times, they will fix this one. These words don't make sense

    The bug with the stun is present, it seems that all killers of this type, well, at least I have seen many times when the same thing happened to nemesis.

    And yes, + respect for pyramid head, I love this killer, it seems that he is one of the best in terms of quality...it is a pity that they will be at least afraid to do such murderers now.

  • @Orthane said:

    Just.... ugh....

    For justice...they are never in a hurry with the nerf of problematic perks, well, I hope we will see his nerf in this ptb.

  • @PAS_Spin said:

    • PC

    • Since the last patch, the Xenomorph's tail has multiple new bugs:

    Sometimes the tail will completely phase through a survivor and not damage them, the hitbox is not working as intended.

    When the tail hits an object, it will only start the "hit wall" animation and cooldown at the end of the tail animation instead of when it actually hits, making it so missing a tail attack has an extended cooldown.

    Sometimes after getting pallet stunned, the Xenomorph's tail animations will completely glitch while in first person.

    • The first 2 bugs are constant and the first one often leads to the second, can be replicated by simply using the tail attack mid chase or close to walls

    The third bug can be replicated by trying to use your tail attack and then being stunned

    Step 1 : Boot the game

    Step 2 : Play as Xeno in a public match

    Step 3 : Attempt to hit a survivor with your tail

    for the animation bug, replace Step 3 with: Get stunned while attempting to hit a survivor with your tail

    • I've had these bugs happen in every Xenomorph game today, they have cost me constant chases and make the already nerfed Xenomorph feel even worse.

    Attached video showcasing the hitboxes not working as intended, you can also see hints of the second glitch in them.

    https://imgur.com/pDoF1xU

    Oh, it looks like a bug that will be fixed someday...I hope we don't need a broken license killer, do we?

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/9JREKJLPOHLY/balanced.png

    Killer players complaining for months about MFT - Okay take your time, we will adjust it after some time...

    Alien (that is bugged the whole time) after two weeks - NERF HIM ASAP.

    What happend to that "we will take time before making any balance changes to new killers"??

    Perhaps we will see the nerf mft this week, in ptb.

    They seem to have been unable to fool Eruption for the same long time, which has become quite problematic and almost breaking the game (for solo) since the 6.1.0 update and was weakened only in 6.6.2, I'm just saying that the killers also have similar examples.

    These are completely different aspects of the game and do require different approaches, preferably those that will still leave them useful, I think that all that time (6.1.0 to 6.6.2) they were working on the nerf Eruption, and in the end we got a not the best nerf, but at least not a completely killing perk, I think now exactly that is happening the same is familiar with MFT.

    And someone else's, in my opinion, has only become more difficult to use, not weaker...however, I also don't understand why they didn't wait a week before returning to the values from the ptb

  • @Alther_Primus said:

    Time to place your bets, will she be reworked in an interesting way that makes her healthier for the game or will she just get gutted to the point where No Mither looks preferable to playing as her?

    I would bet on the sadako situation:weaker but tougher than it was, but not in triangles

  • @Chocolate_Cosmos said:

    Wait for the bug fix so Xeno tail before nerfing him? Nope, lets do all together in one patch. Why waiting to test the real 2m/s when you can nerf him so Survivors don't complain about him as much anymore.

    Congrats, now he feels like Nemesis but with expection of you don't have 3 health states but your power can be turned off (now easier also thanks to easier placements on turrets). But also Nemi have zombies and can break pallets / walls rly fast. Also tier 3 Nemi is much better than Xeno.

    We can't have strong Killers anymore. Xeno feels like B tier instead of A tier now, nice.

    Are you saying that a slower movement speed after a miss killed an ability that:

    Beats fast (faster than others)

    The actual radius is still 5 meters (because it moves during the tail attack)

    It hits through small obstacles, skirting them with its tail

    There is still a situation with windows

    he still has a big hitbox (although I think it's the survivors who have it too big rather)

    He will still give a 100% hit if the person next to him throws off the pallet/ jumps out the window

    In general, it has a good mobility.

    He's still strong because they haven't touched anything other than punishment.

    Just learn how to play and use the tail effectively, then you will hardly notice this nerf.

    He's still a pretty funny killer, just more honest

  • @totallynotamegmain said:

    Bro I feel out of the loop I’ve never encountered this “exploit”

    what the hell does it do? And what does it have to do with coins???

    Pinching the flashlight + the space bar at the cabinet allows us to pass through the cabinet, making ourselves absolutely invulnerable to most killers

    flashlights have been disabled, but they can still be found in chests, which means! the more chests, the greater the chance to get flashlights and take advantage of the bug.

  • @Marc_go_solo said:

    It's good to see them acting on the bug so quickly. Hopefully, they'll be able to rectify this quickly and return everything as it should be.

    Aside from this, it's strange that this bug was jumped upon quickly, yet the Xenomorph bug which prevents unhooking is still in place. I understand it's a new killer but, with an exploit such as that which breaks the rules as the flashlight bug does, I don't understand why this has not been killswitched too until it's fixed.

    Hint: The answer is in the words "new killer". Imagine what kind of losses they would have in terms of money if they turned off the new licensed killer for two weeks? If I were you, I'd rather complain that they didn't test it properly.

  • @Chocolate_Cosmos said:

    Just played two games after the killswitched happend since yesterday evening and look at that! Played both killer and Survivor and people are running coins offerings to get flashlights I bet to abuse the exploit. Or someone never turns off their game so they can keep abusing the exploit. This community never disapoints in how toxic people can be, doesn't metter which side you play on.

    No wonder we now have a rattling cocktail of


    Asymmetries, literally two completely different sides of 1 coin play the same game, which are also disgustingly balanced:

    Survivors: There is no one stronger than a survivor who knows the game well (there are really few fools capable of killing such survivors)But there are almost no such survivors, and the learning curve for survivors is very tough. Of course, the average skill level of the player for the survivors are able to defeat the killer of the average skill level, but as one person said, "random players make it much harder than it should be."

    Random Players:They then do nothing and the killer wins without any difficulty, then they all fix the generators (which is why the killer often has to get rid of altruism, camp, tunnel, and triangle), they are so unstable that the killer game often happens like this:

    The first match: oh, how easy!

    Fifth match: WHY ARE GENERATORS BEING REPAIRED SO QUICKLY? HOW DO THEY DO IT? OH MY GOD WHAT'S GOING ON!?!? I'm going to play for the survivors

    first match for the survivors: Everyone but you are hiding in closets and breaking totems and not fixing genes....why?

    (Oh, by the way...fix the survivors already)


    And now the pace of the game is knocked down, knocked down as a result of a huge number of nerfs needed and not / bad solutions like COH and MFT.

    As a glanvogo killer, I had the impression at one point:what are they all doing for the survivors: they nerf ruins three times, killing him completely, they ######### up pop 2 times, although no one asked and in general turned the entire meta of murderers into shrinking shadows of themselves + the developers started optimizing the game for survivors almost every update, mft generally pissed me off, from that I disliked a lot for a while (although now, but) the side of the survivors.

    And now imagine that you are a survivor and the developers have been doing the same with you for several updates...I think they can be understood, but I don't understand why they completely limited their horizons to the survivors (most of the one-liners, in fact, absolutely do not understand what they are talking about, and their judgment can be easily broken by telling facts from the RECENT past, which they have profited, because they are 100% survivors or killers)

    And add to this the fact that there is still nothing in dbd except the usual game mode

    There is no normal training.

    There is practically no diversity (33 murderers (there are so many of them now?) and 85% are looping +- the same)


    so it remains only to be measured or to leave, because it is unlikely that at least half of their mistakes will be corrected

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