Avatar

kit_mason

kit_mason

About

Username
kit_mason
Joined
Visits
2,612
Last Active

Comments

  • @Yoshirama said:

    I use Eyes of Belmont, Alert, Troubleshooter and Object of Obsession and I noticed that the perk doesn't give the two seconds aura

    For specifically Object of Obsession it is not a bug.

    Object's aura reads (even the 30s one) are timed killer aura reads. So the perks don't function together.

    As for the other 3, report the duration issue as a bug with footage of it not working.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428409/request-for-improvement-of-the-system-for-deaf-people

    I dont think this is necessary. They're deaf, not blind. You can see when the skillcheck pops up. Its a interesting idea though. I think people would abuse this though, they already abuse the VTR.

    Hearing players aren't playing with max stack Huntress Lullaby at all times. Hard-of-hearing players are. Therefore - create a visual indicator to reflect the auditory one that's already in the game.

    I don't get why this is so hard for the playerbase to get behind.

  • it would be so easy to force a DS disable whilst still tunneling though.

    injure unhooker during the unhook animation, hit the unhooked's basekit bt. congrats, no DS anymore.

  • I genuinely don't think I can make it through the tome, even. 100k bp twice in the killer only, non-drac-owning track feels worse than the three iri unbroken archive.

    at least chaos shuffle's in a week and a half.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797401#Comment_3797401

    (with 13% draws)

    51.5% killer win percentage vs 35.5% survivor win percentage is not balanced lol

    its blatant that bhvr considers 2k a survivor win. bc if they didnt theyd buff survivor.

    i dont know whats not clicking there

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795265#Comment_3795265

    I did the math. Its important what you leave out. 20% Killer winrate has 0% Survivor winrate, because it has an 80% draw/tie rate. The average among all permutations is 22%S/28%D/50%K. If you (favorably) split draws 50-50, that still yields 36%S/64%K. If you throw out draws, it comes to ~31%S/~69%K. So Survivor loses about a 20% multiplicative expected winrate and Killer gains it. Draws/Ties existing always shows the flaw of the sub 60% winrate discussion. I shorthand to 60% killrate = 60% winrate because it is the argument most favorable to what I am arguing against. The reality is Survivor winrates are much more dire ATM.

    Now technically, the flaw of simply using all permutations is that some are rarer, and some are more common. This treats all with equal merit. IME, 2K+2E is the most rare result, and 3K is the most common result. If we look at the permutation with most 2K+2Es, that is the 20K/80D subset. If we look at the permutation with most 3Ks, that is the 20S/80K subset. If these were the only 2 subsets, we would have an average 10%S/40%D/50%K, which still means Survivors only win 10% of the time, or 16.6% if we throw out Draws/Ties. So while Killer's winrate can range from 20-80%, Survivor's winrate can similarly only range from 0-40%.

    TL:DR Survivor winrate isn't (100%-Killer winrate), because Draws/Ties exist (2K+2E). Killer's winrate may range from 20-80%, but Survivor's winrate can only range from 0-40% within the same conditions.

    this presumes draw = survivor loss (or draws = 50% survivor win 50% killer win), whereas clearly 60% winrate goal means that bhvr consider a draw more of a survivor win than a killer one, for balancing purposes.

    and that makes sense, because to draw the survivors have to finish all gens and get at least one survivor through a gate. as far as the win cons are concerned, that's far, far closer to a survivor winning outright than a killer winning outright.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795267#Comment_3795267

    I tend to escape probably around 60% of my matches. However, I am able to understand how stats work, and when I look at the stats on nightlight that show killers having a 57.8% kill rate, and 51.5% win percentage (with 13% draws) it is hard for me to see the game as anything other than favoring killers.

    51.5% win percentage

    so… balanced??

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794486#Comment_3794486

    Ehh, low mmr whose killsrate is higher

    How about mid mmr? Whose killrate is higher

    Lets talk about high mmr? How about that?

    All mmr is higher for the killer.

    But lets talk abt swf tho!

    Does 2-man swf escape more than lose at any mmr?

    How about 3-man swf at any mmr?

    How about 4 man swf at any mmr?

    All instances favor the killer, with the 4 man swf at highest mmr rank being the closest to escape more than lose.(48%) which still favors the killer and most likely every match for 4 man sefs are ties/3ks

    60% kill rate = 50% winrate. Genuinely, go look at how a 60% kill rate spread across just 10 games could play out and you'll see that at best killer won 80% of their matches just barely and at worst they won only 20% of them, with all other scenarios distributed along a bell curve that peaks at 50%.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794486#Comment_3794486

    u gonna give specific counterarguments to survivor ideasof what about killer is overpowered, the same way the OP of the thread did? or are u just gonna say "uh survivors need to get good" without substance? because rn you aren't presenting any meaningful critique. i'd love you to present evidence first of all of survivor player ideas of why the game favors killers, and second of all why those ideas are wrong, if you have any examples

    I didn't say "uh survivors need to get good".

    Both sides of this game think the game is sided in a way that disproporationately disadvantages them when it doesn't. Most games are won by the side playing harder to win, through skill mindset or loadout.

    Saying the game is sided, then, is just a way to excuse your own poor play, regardless of which side you're on.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794486#Comment_3794486

    Math. Balancing around 60% killrate definitionally makes it Killer sided. Not that I disagree with the intended 60% killrate mind you, it just makes the game Killer sided from the onset.

    Actually do the math, though. 60% kill rate distributes out to a 50% win rate. 20% winrate absolute lowest, 80% winrate absolute highest.

  • @k3ijus said:

    Literally its always the same analogy

    “I cant go 20 seconds without a gen popping”

    Ive actually had to watch painstockingly gameplay on how they played and i will quickly jot down key points

    -they get mad at 1st gen popping

    -cant seem to get much value from power/perks

    -to many pallets

    To explain this, firstly expect the first generator to be repaired fast, the start of game is the strongest point for surviviors, it’s expected it will pop early. If you arent using a supressive killer expect it to be popped or something of equal value.

    “”Cant get much value from power/perks”, if your power is skill based like spirit, practice it. If it is more reliant on surviviors input like trapper, casually pressure them towards that area, this can be accomplished by hooking in the region or chasing towards it.

    “To many pallets”- this is the only way surviviors can fight against you, you do not have to break every pallet, and you arent required to chase anyone at any pallet. If its not worth it dont do it. Try to chase surviviors near other surviviors objectives to multitask. And the most basic rule is if a survivior juices you once, dont chase them again, it may seem impossible to kill them until you realize they have no protection against hook trades and having half their team dead

    EDIT: Before the killer mains mention swfs, what happened to the game being balanced around the average player? And make sure to mention the official escape rate of swfs bhvr documented, will be very interesting

    Why do survivors think this game is killer sided?

    It's just a way to excuse their own lack of skill, which is the defining factor in more games than "sidedness" ever has been.

  • @Nightram said:

    The idea is to prevent real hackers to destroy games where people play for seriousness, like challenges or just for fun.

    This means

    example: Bubba with his powers, but having hatchets like huntress, and rushes like blight For example.

    The killer would have no delay whining up when throwing infinite hatchets

    I know DLC killers cannot be used like this.

    There could be different killers with spechal "hacking" abilities with multiple powers. Or all killers have the same hacking abilities. And you could use your favorite DBD killer

    And ofc have addons for their powers that would seem cool by the BHVR team

    I believe killers would have a ability that is on a cooldown. When activated they can break out of a stun and blind. And this would be active for 5 seconds. And then a cooldown of 30/40 seconds.

    Survivors could have hackers items,

    infinite chargers on all items, with all addons equipped. (Those who dosen't crash with eachoter)

    medkit for insta heals with a timer, or infinite syringes

    (flashlight that would stun the killer when blinded, no matter in a animation or not. Maybe?)

    Infinite dropping flashbangs

    Survivor powers:

    -Limited extended sprint burst like backgroundplayer (or should it not be limited?)

    -infinite scream in a row while running,walking,standing,dying.

    -switch to random survivors with random cosmetics on.

    -jump, like starting an animation randomly falling from a high ground.

    "These have to be activated by a button for each power" (this could be perks for the game mode called hackers perks)

    Do you have other thoughts about this?

    This is just purely for preventing hacking in game. And those who don't want to play serious, but also play serious with "hacks" can do that.

    I believe this would be a fun game mode for everyone to experience.

    Cheaters (not hackers, they aren't hacking anything) cheat to have the most gigantic crutch carry them possible. It has nothing to do with just the novelty of being able to do things that are strong, it's to do so in a way that lets them win no matter what.

    This does not fix the cheater problem. But it might be a cute gamemode idea someday - like League of Legends' URF, in a way.

  • @Oxah said:

    Give the players the CHOICE to pick wether they show their prestige or not in the same fashion as anonymous mode. If this doesn't prove to be effective, DON'T ALLOW killers to see what prestiges the survivors are. JUST LIKE THE SURVIVORS CAN'T SEE THE KILLERS PRESTIGE... I got all p3 on all survivors and i wanted to aim towards something and now it's gone and I have no incentive to keep playing anymore. It really sucks for people who thinks like me

    hidden prestige = get tunneled if it was an option. the only people that have any reason to hide it are p0 (considered easy pickings) or p100 (the "get tunneled" prestige already)

    if you have no incentive beyond increasing a meaningless number that still displays in endgame lobbies to play, then you should probably try and find one?

  • @RineranFawkes said:

    For the past 8 months there have continued to be changes to DBD that are inherently only in favor of killers. This most recent patch you stated that you were changing the Midwhich map but also changed several other maps to be super small, removed several pallets and dull totems and tiles. I love this game but you guys are ruining it and quickly. If you keep cowtowing to Killer players that whine and complain that they can't get a 4K every game with minimal effot you're going to lose your survivor player base. It's very obvious that you're constantly making DBD more Killer favored and you're losing faith with your customers. Stop nerfing survivors into the ground just because Killers don't want to work for their kills.

    since 2024 started survivors have benefitted from the following major changes, not including individual perk adjustments or small tweaks to killer/survivor gameplay:

    • Anti-3 Gen (7.5.0)
    • Durations on Mangled (7.6.0)
    • Removal of the vast majority of slides on Blight (7.7.0)
    • Sabo Speed Buffs (8.0.0)
    • A knight rework that rolled in a lot of his tech-based counterplay into his regular kit, such as window teching guards. (8.1.0)

    So with the exception of what, 7.8.0 and 8.2.0? survivors were given additional tools at their disposal? You can argue these changes were less pronounced than killer buffs but arguing that the changesets have only been in favor of killers is cherry picking every patch we've gotten, because I also left out a bunch of smaller changes to individual perks.

  • @NerfDHalready said:

    there are lots of 2v1 take hostage and slug for 4k threads and here is mine, with a solution too.

    first, yes. it's a win-con. saying "hey, hatch doesn't count as a win actually ☝️" doesn't change the fact it literally does count as an escape and people are trying so hard to get it to the point 2 people hide until other gets found for tens of minutes, taking the killer hostage.

    second, both parties are equally to blame for the situation. saying killers do it because of ego, greed or whatever while also saying survivors can't be expected to throw themselves at killer's face, it's their job to survive etc is insanely hypocritical and even manipulative. killer is just as much entitled to their 4k as survivor is to getting hatch, if not even more so.

    third, most take hostage issues can't be handled in a fair manner because of hatch. ability to give up on the floor? no, robbing the killer of their kill cannot be justified.

    fourth and most importantly, it's the SOLE reason 2v1s are unplayable. why should you do a gen without any info what the other survivor is doing? if i cared about escaping i wouldn't touch a gen before i see that gen symbol next to other survivor's name. and getting found while doing a gen isn't very preferable compared to getting hatch, obviously.

    here is the solution, very simple too. hatch getting used or closed results in instant death of the survivor. either via them tping to a hook or transition into the finisher mori.

    • hatch doesn't spawn with all gens done
    • hatch spawns a few minutes after 3rd survivor dies
    • and done, easy.

    that would allow making very large quality of life changes against take hostage situations like giving up on the floor, survivor automatically dying if killer lets them wiggle over and over, improved afk crows etc.

    hatch doesn't need to give "hope" to survivors so they don't give up. it's clear where and what kind of playstyle that hope leads to.

    • hatch doesn't spawn with all gens done
    • hatch spawns a few minutes after 3rd survivor dies
    • and done, easy.

    so they have to hide for "a few minutes"???

    i thought yall didnt like wasting people's time.

  • @Chocolate_Cosmos said:

    You should be rewarded for landing a direct shot on someone, yet it does nothing. No, I don't count useless "Hindred" effect that lasts less time than pressing light switch. I hope in that upcoming update coming soon this is adressed. It feels bad when you hit direct shots.

    if you want a killer with a projectile that deals a health state for landing a direct hit, mayble play huntress?

  • I also want a timer starting at the beginning of the game that, when reaching about 15-20 minutes, the doors have to be openable

    so why would anyone do gens? hiding for 15-20 minutes would almost certainly be easier than taking chases and pushing gens the killer can periodically check

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782749#Comment_3782749

    EMPs were already plentiful, now you have to spend like 3 seconds finishing it off, oh nooo poor survivors. They don't need any changes, they are available enough when not overused.

    they are useless in chase (as intended) and now they're useless out of chase too, validating 3 gen strats was supposed to be something the community felt was a bad thing, no?

    i just don't want y'all to get to six months from now where you realise 3 gen hux is way too strong and BHVR responds by panic-reworking him, skull merchant style. but if y'all think 3 genning is fine again i'll shut up and take my overtuned robot man with me

  • a thread full of suggestions on how to nerf his chase potency as if thats not just gonna incentivise 3 gen singularity even more. i'm starting to feel like y'all want hux to hold lobbies hostage like the second coming of chess merchant.

    genuinely just buff emp acquisition back up, buff its range to make 3 genning harder, and delete nano gel, soma and diagnostic tool (repair) to make emps actual counterplay and most (not all, but most) of his problems on live go away.

    it'll mean people will go back to whining EMPs are too strong as if its not a marker that they're playing the killer wrong, but I'll take that over the overtuned 3 gen holding garbage we have now

  • @menacing_goose said:

    Genuinely wondering why a lot of you complain about meta as if most of it is caused by killer. Anti tunnel is meta because tunneling is seen so often, even after the nerf pop pain res still remains in the killer meta and people who “gen rush” are viewed as boring as if they’re doing something wrong. I could want to run meme perks but it wouldn’t matter and would be pointless because killers 9 times out of 10 will never be for it. “It’s not being toxic we want to play the game as well” don’t get me wrong I understand when you guys say that but how are you gonna go and say this but then be upset at survivors when they just run meta and play the game instead. Meme perks are pointless if no one wants to meme and bad perks just aren’t worth running at all which you know because I’ve heard it many times “pop pain res is meta because there’s no other regression worth running”. So I’m just curious as to why there are so many complaints as if killers can’t control most of the game.

    us vs them truly is the dead horse of all time…

    if you want to go argue with killer players that argue them playing every game as if there's money on the line is because of survivors you can do that, but can you not keep pretending that's a single sided issue that one side needs to put in the work to solve?

    players play to win, and decide on their builds and playstyle in ways that make them win. if the difference between the meta and non-meta is so profound that's a balance issue, not a player one.

  • @slonkydonkey said:

    can we make the killers slower than killers. I play this game in a squad and have 100 hours in. I’m not new and I’ve put time in but damn I’m burned out. Killers should have lots of power that’s why it’s scary but when I don’t have a chance to get away other than squatting in some bushes and getting lucky that sucks. This can be a phenomenal game please balance it.

    I play this game in a squad and have 100 hours in. I’m not new

    You're new. 100 hours is new. Hell, have you even seen every killer yet?

    Anyway, I'd look into some looping guides if you're struggling to take good chases - there's so many on youtube that are clickbait but I'd reccomend "exize" for their "DBD GUIDES" playlist which covers some basic checkspotting on common tiles, and "NOCI" for their "Tutorials/Guides" playlist, which covers a much wider variety of gameplay mechanics.

  • @VantablackPharaoh91 said:

    I think what @kit_mason is trying to say here is that this playerbase is both overly competitive for what this game is, and overly whiny and judgemental for what this game is.

    People DC and leave lobbies because of prestige levels so we're having those taken away from us. What do you think people will do when we can all see everyone's MMR?

    People already bully perceived new players, especially new Killers. People already smurf for easier targets, both sides. What do you think they'll do when they can see everyone's MMR?

    People are already horrible to others in the endgame chat and on profiles, in DMs on console, etc. What do you think they'll do if say, a really mean high MMR Survivor group gets matched with a really new low MMR Killer who gets just absolutely bodied, and the Killer happens to be learning a difficult to master Killer with techs like Wesker, or a hated Killer like Skull Merchant, and they don't play well and lose?

    People already dismiss others based on hours played, who you play, and whether you like Killer or Survivor more. What do you think they will do when they can see MMR on everyone?

    For several reasons, no. MMR should not be shown. If it's shown, it should be in the player stats tab you open by clicking the badge - private and anonymous and for the player's eyes only.

    Yep! All of this articulates my point really well

  • @zLoqzx said:

    BRO why is it all about bloodpoints when it comes to the ranking!!?? it should be harder to reach iridesent rank in some way and make it so you can flex with your rank and FIX THE MMR

    Giving this playerbase a number that they think is synonymous with their level of skill wouldn't be a good idea, just for the ways in which it would be misused.

  • @ttvbeaniebellini said:

    can we update the survivors? And stop making this game a killer game? Can we run faster? 2v8 is a joke. I run like a snail. And I don’t even have a chance to escape when they get me down. The gens need to stop taking 5 years as well. Let’s make this fair now. Ugh

    changing survivor runspeed forces the devs to entire readjust every tile setup on every map in every configuration in the game for balance.

    if youre getting downed quickly, there are a lot of tools out there to help you approach tiles more strategically.

  • They are, and they have. They just can't announce it because telling cheat designers that they've cracked their code makes it too easy to hone in on what parts of their cheats have to be changed and what can be ignored.

    This is why cheat ban waves are not announced and happen in waves, so that cheat designers cannot tell what about their cheats gave them away, slowing their recovery.

    Cheating is an inevitable back and forth, always, and it will always exist in some form. Finding a cheater is not evidence BHVR isn't doing anything to address cheating in DBD.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748002#Comment_3748002

    Because the killers would complain and here is my counterpoint. Its optional you choose it and report it if you find people who break the TOS. For the killers aspect this would give a much needed data on how good or bad the killer is doing and correct buffs or nerfs can be used for the game.

    Reportable proxy chat requires the ability to record games for review by a moderation team, it requires hiring more staff to actually moderate those reports which takes time - and a lot of it.

    Given BHVR has just overseen a round of layoffs and turnover on reports is already a fairly slow process, I don't trust that reporting harassment in proxy chat would actually be given the necessary attention that it would need.

    And that's ignoring considerations when it comes to rebalancing around a proxy chat in regions with a large amount of languages spoken causing impossible games for voice communication.

  • @Mazoobi said:

    This will make it easier for SoloQ to understand whether or not it is building up and to make (hopefully) smarter decisions.

    It may not be useful for SWF but it would bridge the gap between solo and SWF more.

    Hugely agreed, and I get their concern about it just reading out the killers proximity to the entire team - make it update in chunks. Maybe for each quarter of the bar filled it updates on the HUD? That way its not a live feed, its a general idea of if the killer is camping or not.

  • @Mandy said:

    Singularity is very complex to play, there's a lot of macro gaming that's required to be successful with it.

    Also there's a lot of frustration around various parts of his kit, aiming etc. And we're looking to address these with this update.

    Whilst a top line Singularity is of course pretty strong, very few players are at that level with it, and making the character more accessible to all players is the desired outcome here.

    Right, but the team didn't just change his complexity to play. Y'all increased his power especially in unfun to vs strategies immensely and that's not going to end well both from a fun perspective and from a harassment perspective. We've all seen how Skull Merchant players are treated - I don't want to be on the recieving end of a repeat of that, to be entirely honest.

  • @Devil_hit11 said:

    I like placement aim assist if it actually works, which it might not, we'll have to wait and see, but I personally dislike auto-aim in biopods. I leave my biopods watching specific spots for a reason, and survivors should at least have the option to hide from me if the spot they're in is very well-covered, like those super thick bushes on Dead Dawg Saloon - if you're so well-hidden that I can't catch your glow out, you deserve to earn the hide, not have my Biopod rat you out to me.

    This change is not related to hiding. it is related to indoor maps. Maps like Lery, Hawkin, RPD etc. are maps where you will place camera in middle of hallway but you won't know which way camera is facing. A lot of player report that Hux is hard to play on these maps. The Aim assist and camera movement on detection is there to improve Hux's ability to use his ability on hard to use maps.

    In general, the goal of the update for Hux is to make him easier to play because a lot of player struggle with his mechanical difficult. Memorizing camera facing angles, Managing his 8 camera limited with no destroy option and Overclock's low potency were all difficult selling points for the player.

    The standard of 5.7 second overclock is good change because it is removing hux need to slug since scaling duration of his ability punished you for hooking. every change is well thought out for Hux.

    You misunderstand me. I understand the change was not to counteract hiding - the change was to ease gameplay for console users. I just don't like it because it in my opinion oversimplifies things.

  • @Seraphor said:

    The autoaim when switching to a biopod is essential QoL for console players. As with all ranged killers in this game, you can't increase the joystick sensitivity for aiming as you then end up with it being too sensitive for general movement, and the biopods replicated this at an amplified rate.

    Console players can't just swing their camera around in a fraction of a second like M&K players do, normally by the time you panned around to look for survivors they've already vanished, it's like operating an actual CCTV camera and takes an age to turn it around the other way.

    This was the main thing about Singularity that made me incredibly disappointed that I couldn't play it on console. I was super hyped for this killer at the time, and the PTB looked great. When I bought the DLC and got my hands on it, it quickly became apparent that it was unplayable on console and that it was a wasted purchase for me.

    The point about the biopod aim changes on console is a big one I hadn't considered, so thanks for bringing that to my attention! Will edit my post shortly to reflect that.

    @ReverseVelocity said:

    I think the changes are mostly great. I'm not sure about the auto facing Biopods specifically, since it takes away too much from his skillcap and raises his skill floor a little too much. I think the aim assist when aiming at a Survivor would've been enough.

    Losing the extra Overclock duration you got from successfully micromanaging Slipstream is a bit of a shame as well. Hopefully the basekit Haste will make up for that, though.

    I think the EMP range should go back to 10m range, but the cap on automatic printing should be lowered as well.

    I actually think the EMP range could do with a slight buff - perhaps to 12m? Right now it's still too easy to dobule-watch gens from spread-out pods imo.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744827#Comment_3744827

    I actually love him, because his design is great. He was clunky, had Soma Photo addon dependency, EMPs were absurdly strong and free against people who knows how to use them. Punishment for using your power after hooking was disgusting, spread slipstreams was pointless, simply because there always were EMPs in survivors' hands.
    All these changes incredibly healthy, not sure where you found something else. Actually best killer's update after Billy, W devs.

    • He will possibly still be clunky in lots of ways.
    • EMPs are super weak if you're not playing lockdown strats. Just repod and reapply slipstream.
    • EMPs aren't going to be all that much less available (like I pointed out, printed EMPs take 0.75s longer to get basically)

    I broke down where and how I think these changes are unhealthy.

  • @fussy said:

    As not Hux main, these changes are perfect and they solve all problems that put me off playing him.

    Making a killer incredibly unhealthy to cater to people who don't like him isn't how we should be approaching balance decisionmaking.

  • @PreorderBonus said:

    Vecna was quite literally designed for the survivors to have fun and for the player controlling him to entertain them. I know this sounds like a conspiracy theory, but hear me out.

    First, Vecna has a 40-second cooldown on each of his powers, which is the second longest cooldown for any killer, only surpassed by Doctor's. He begins the match with this cooldown, when not even killers like Billy or Blight do.

    Second, all of his powers are either unimpactful or extremely counterable. For example:

    Flight of The Damned: Probably the weakest power in the game, counterable just by crouching or standing in the middle of the skeletons. This power is so laughably weak that it only consistently works in guaranteed hit scenarios, which are the most boring moments for both sides. As if that weren't enough, this power also has an audio cue so that even the most inexperienced survivors can avoid it. Additionally, there is a magic item that shows you the aura, making it almost impossible to get hit by it since it provides more than enough reaction time. (Did I also mention that this power has a 40-second cooldown?)

    Mage Hand: Yet another power that only works by either guaranteeing a hit or not, with no middle ground. Extremely uninteractive for both sides.

    Fly: Probably his only consistent power. It's good but does not justify a 40-second cooldown when literally every other movement power in the game is better and has a quarter of the cooldown.

    (No comments on dispelling sphere since it's just "meh.")

    Vecna suffers from the same issues as Singularity (too much built-in counterplay) but ten times worse. And much like Singularity, I guarantee you that he will disappear in a few months when players realize that his whole design works against him rather than for him.

    This are the reasons pretty much everyone is having a blast when playing against him (myself included) but the player using him has to put in an ungodly amount of brainpower and effort if they want to win.

    (AND YES, I know that not every killer needs to be S-tier, but they don't need to be C-tier either. It would be beneficial for everyone if BHVR started dropping GOOD killers because I'm tired of all my matches being Blight > Wesker > Billy > Artist.)

    Plenty of others are talking about most of your post but I couldn't move on without saying that Singularity's built-in counterplay (EMPs) are on the whole fairly weak. Their intended goal is to prevent territorial 3 gen holding playstyles and they dont even achieve that, let alone providing any form of security when in chase.

    Hux is unpopular because he is difficult. He requires good map knowledge in general as well as in specific hux-only applications, and requires you to think about maps in ways no other killer ever has or ever will again. Please stop spreading that it's because his in-built counterplay is too strong because you're going to end up getting him buffed into an unhealthy state that causes Hux players to be treated with the same disdain that Skull Merchant players are.

  • @SylverDown said:

    Can anyone explain me why do i, and 2 FRIENDS, (3 PEOPLE IN TOTAL) put a petrified oak, that is CUMULATIVE, and there is 3 HOOKS around 10 meters one each other?? I'm getting tired of survivors getting nerfed and killers getting buffed every patch.

    Because the offering is poorly worded. It deletes one hook spawn per offering.

    Has nothing to do with "survivors getting nerfed and killers getting buffed every patch" though, as this is always how they've worked, so I'm not sure why you even felt the need to include a statement like that.

  • @kidnamedfinger said:

    Hello, I'm a Hux main and I love his gameplay but now that we're seeing multiple killers get qol updates/reworks I think it's only fair that my bbygirl gets one too. There's too many aspects of his basekit that feel too punishing so here's what I propose:

    • Soma Family Photo's effect needs to be basekit. 5% haste after teleporting. No 20% reduction for the overclock duration BUT overclock could be reduced by 1 second in general. Proposed idea for a new effect for Soma Family Photo would be: Decreases the size of biopods by 30% and reduces the sounds they make by 50%.
    • EMPs should have two modes: one for removing biopods and one for removing slipstreams. This can make them feel less unfair and also add an element of strategy for survivors.
    • EMPs should NOT work across floors. It's okay for them to ignore walls/obstacles but not floors.
    • EMPs should take 1 second longer to charge. I believe it is 2.5 seconds now, buffing it to 3 or 3.5 would not be bad.
    • Biopods recovery time should go down from 45 seconds to 35.
    • Remove all of the anti-camping debuffs that Hux gets. They made sense at release but now anti-camping is properly implemented in the game and it just sucks that Hux gets EXTRA basekit slowdowns when near a hook but other killers don't. I don't like camping but this just feels unjust.
    • Improve collision detection for biopod placement and LOS mechanics for slipstreaming.

    That's all really. Also please give him more skins.

    Another day, another person advocating for the wrong buffs. More EMP nerfs don't make him healthier, they just let people play in super boring territorial playstyles that were the reason Skull Merchant got the panic rework that she's stuck with today.

    QoL is basically all he needs.

  • I mean, this is very clearly cherry picking.

    From everyone I've asked about filters, almost all use it in one of two ways:
    1. To increase the game's brightness in small ways to generally improve visibility, especially in cases where there are external factors inhibiting the game, such as screen glare.

    2. To bring their gameplay experience up to the same level as that of any other player thanks to their own limitations in sight (colorblindness is the example most commonly used as it is easy to understand, but it is by no means the only way in which vision can be insufficient.)

    Do a tiny minority of players play with their game looking exactly like this? No- the filters on display weren't even designed for The Game, they clearly were designed for Macmillan. They say as much in the preset listing name. I'd wager nobody makes their game look exactly like this.

    Do a minority of players play in this way, with filters designed to make red stains and scratch marks much, much clearer to see on the map in question? Sure, a very small count of mostly the comp community (who arent affecting the games you're actually playing because they don't play public matches) play like this.

    But to assert that this is a problem in need of solving without recognising how it is used in the vastest of situations and instead only picking the most egregious example you can find is, by definition, cherry picking.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709600#Comment_3709600

    I am not quite sure I understand. The only addon change that I am suggesting that would buff his terretorial playstyle a bit more is the addon that increases the automatic generation time of EMP's.

    The basekit buffs are all geared towards making Singu just a bit stronger in chase, without becoming too oppressive, and the nerf to Soma Photo is just compensation. Pretty much taking a bit of Soma's power and adding it to basekit. I can't see that making him more disliked by the community.

    Your basekit suggestions don't really achieve that goal, because EMPs are already the most minor of inconveniences in chase. It's why I questioned them originally.

    As for your addon changes, whilst the EMP print generation would help territorial playstyles, yes, my issues actually don't end there. Suggested changes to addons like Ultrasonic Sensor (perfect lockdown aura reads with a method to raze Distortion stacks just by checking pods periodically), Cryo Gel (Soma but better for getting Sloppy hits during 3 gen holds as survivors will heal and cleanse between pushing gens), Hyperawareness Spray (lets biopods be even more difficult to cleanse off of gens, paired with tougher to valuably use EMPs is a recipe for disaster), and even Cremated Remains (albeit less of an issue because Hux's walk cycle is incredibly loud) have concerns towards buffing an unquestionably boring playstyle.

  • Whilst I'm in agreement with your QoL suggestions, the rest of this post doesn't make much sense to me.

    I think that EMPs are entirely fine as they are. Creating addons designed to make them worse to use only emboldens territorial strategies that neither side finds fun to pursue without particularly improving hyperaggressive strategies.

    Add to this the nerf to Soma Family Photo, and the version of The Singularity this would create would be less fun to play as, more punishing to play aggressively with, and more disliked by the wider community, in my opinion.

  • @pepeira said:

    Hello!

    The recent Were-Elk skin for The Huntress is amazing, however, after playing against many of them today I noticed that some sounds are way too low on volume.

    • The volume of the lullaby is very low.
    • The sounds it makes when winding up or throwing a hatchet is barely audible. It is hard to distinguish them from the breathing sounds of the skin.

    Agreed. I'd even go so far as to consider the skin Pay to Win, with how impossible it is to hear the huntress player pulling up her hatchets.

  • @_Onyx_ said:

    The Knight has been absolutely gutted. A once excitingly unique power has undergone heavy nerfs to the point where their power is a joke and ultimately a hindrance to the player.

    This is how The Knight's power currently works, for those who aren't too familiar:

    • Has access to 3 Guards that cycle through the list after one has been deployed.

    -- Carnifax; performs Orders in the shortest amount of time, has a medium sized detection radius, and has a long Hunt duration.

    -- Assassin; performs Orders in the longest amount of time, is the fastest while Hunting, has the shortest Hunt duration, and has the smallest detection radius. Inflicts Deep Wound on a healthy Survivor that is damaged by it.

    -- Jailor; performs Orders in the longest amount of time, has the largest detection radius, and has a long Hunt duration.

    • While creating a Path, The Knight's Terror Radius and red stain is removed, does not see Survivors; their scratch marks; or blood. The Knight does hear footsteps, groans of pain, and Survivors' interactions with the environment.
    • The Guard being Summoned can be stunned by a pallet. The Knight is immediately removed from controlling the Guard's Path, and suffers the stun duration.
    • When a Guard is Summoned, they can be used to create a Patrol Path. The Knight gains Haste for a few seconds when deploying the Guard.
    • The Guard can alternatively be used to perform break actions on pallets, walls and generators.
    • A Guard that is patrolling will detect one Survivor inside of the detection radius if they are spotted or if they perform a loud action, regardless of elevation difference.
    • The Guard takes a few seconds to spawn at the location where the Survivor was detected.
    • A Hunt ends by a Survivor outlasting the duration, coming into contact with the Standard (flag) once it has activated during the Hunt (the standard becomes active when the horn sounds during the Hunt), any Survivor being damaged by the Guard, the Hunted Survivor being damaged by the Knight, or by performing an unhook action.
    • The Guard can remove a Hunted Survivor from a locker and put them into the dying state.
    • When a Guard damages a Survivor during a Hunt, their location is revealed via Killer Instinct for a few seconds.
    • While Hunting a Survivor, the Guard gets distracted when the Survivor vaults or drops a pallet and goes towards that as a priority, instead of single-mindedly following the Hunted Survivor.
    • The Guards can also get stuck on objects that are in the direct route to a Survivor instead of going around them.
    • The Knight must have a clear space of about 6 meters in front of him in order to be able to Summon a Guard. (Meaning no object, no dropped pallets, no wall in that 6 meters -- give or take a few)

    The Knights add-ons are a joke too:

    • A green Undetectable and an Oblivious add-on that are reliant on Survivors escaping a Hunt (something you ideally don't want to happen). While also having a short duration, not worth because of the criteria to activate it.
    • Guard specific add-ons that don't offer an amazing effect, not worthy of being purple. Scream, Aura near dropped pallets, Haste.
    • Exhausted and Hindered 15 seconds for escaping a Hunt. But doesn't specify how much % Hindered.
    • Boring browns and yellows to boost the base numbers of the Guard's affect. Patrol speed, Path range, Order time, Hunt duration, Detection range.
    • Ultra Rares that don't give the player enough time to do anything with in the majority of situations. An Exposed effect that lasts 8 seconds. And a Bamboozle and Blood Warden effect that isn't the most useful when you consider how Survivors play around the Knight when they're summoning a Guard.
    • Hemorrhage and Mangled that only apply for a Guard damaging a Survivor (never gonna happen against good players).
    • Blindness for 60 seconds, which is actually pretty decent, but still not worth using when trying to get the best out of The Knight.
    • The specific Guard appears back-to-back in a cycle. Actually really useful for specific play styles.

    It's just annoying. A Killer that has the potential to be very fun to play as, with room for Survivors to counter in many ways, reduced to this laughing stock.

    Ideally, The Knight should work mechanically like this:

    • Summons a Guard directly on himself.
    • Guards spawn in 0.5 seconds on a Survivor when they're detected.
    • When Hunting, the Guard will always take the route that reaches the Survivor the quickest. (This allows Survivors to manipulate their own movement in order to cause a Guard to redirect through a vault location, through a pallet, rotate a certain direction around a tile etc. Providing engaging interactions with both the Guard and Knight player when being chased by both at the same time. While also effectively applying pressure to a hunted Survivor when the Guard is being left to hunt them alone.)
    • Majority of add-on effects are activated on Guard deployment or Guard detection. With the number values Increased.

    If there's anything I missed, then please correct me. Knight needs to be looked at and fixed asap.

    The Knight hasn't been changed in almost 18 months, and it was a set of buffs on the whole. Where are the nerfs you're talking about?

  • @crogers271 said:

    It's an elimination game, I don't think you can change that element and still retain the DbD experience. Having a bunch of shared hook states would make the game less intense, but I'm not sure that's what people want.

    As mentioned, you'd also need slower gens to compensate this, again reducing the excitement of the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691392#Comment_3691392

    All that changes is the amount of times the weak link can let your team down.

    I just said why I think it will be a problem, but I don't think this would be an issue. Even if someone is awful at chase, there is almost no scenario where them getting into 9 bad chases is inferior to 3 bad chases and then out of the game.

    I think it's better for the survivors chances at winning and minutely more interesting for the person getting tunneled, but at the cost of all stakes in the game for everyone else there who have to just spend 9 hook stages pumping gens. I can't think of much I'd want to do less than hold m1 whilst a killer hyperfocuses on the one survivor they know they can catch for 5 straight minutes

  • @OmegaXII said:

    All survivors share a total 12 hook counts, and they won't die at all until the 9th hooks. This'll completely remove all the tunneling & camping in the game.

    But at the same time, Gen Speed needs to be drastically reduces for this change, otherwise Killer will have no chance of winning at all.

    What do you think?

    Would it solve it at all? Surely this system would just force the weak link to participate in every chase and the strongest player to be disallowed from playing the game? All that changes is the amount of times the weak link can let your team down.

  • @Uotsumi said:

    • Increases your Repair speed on those Generators by 4/5/6 %.

    This effect is no longer necessary because the anti 3-gen strategy system has already been added to the game.

    Remove it as soon as possible and return Déjà Vu to normal perk.

    It saves 27 seconds if the survivor with Deja Vu solos all 5 generators. It's hardly game-breaking to leave it with a little bonus to working a 3 gen.

  • @Optx said:

    I understand it's a hard thing to police but, why is it permissible at all?

    Anyone could stream themselves purposefully bleeding survivors to death for weeks freely. Potentially even getting other players banned for harassment in the process, given players tendency to react to blatant toxicity. Is this really only absurd to me?

    edit because nuance is hard: There are obvious exceptions, of course. I'm solely talking about situations where blatant toxicity is at play.

    There are no situations where blatant toxicity is in play, though. Killers will always have deniability. It goes beyond being a difficult thing to police and it becomes fully unenforcable if you need there to be zero doubt at all - "I felt it was the best way to secure the win" isn't blatantly toxic and can be argued by every killer that has ever slugged in their whole lives.

  • @Lixadonna said:

    4 gens done at 4 hooks then Killer decides they want to tunnel out last hooked person. Then proxy camp rest to get 4K.

    Survivors don't get those comebacks when they get stomped.

    You were at 1 gen remaining and couldn't find 90 seconds of time to finish the last gen with all four of you alive? You lost to a pressure mismanagement issue, not a lack of ability to comeback.

  • @Gunkpump said:

    Once again devs have decided to make an aesthetically awesome Killer with a completely unreliable projectile power. The blast radius is delayed and also extremely small, and the projectile itself bounces in totally unpredictable ways. Shooting a survivor directly slows them a miniscule amount. Successful shots are not rewarded in any way. Not to mention the only side effect of "weakened" is that it makes your projectile ACTUALLY DO SOMETHING.

    Why would I pick this character? For his randomly-happening worse Hag traps? For his Worse-than-trickster projectile? I don't think enough thought went into this killer before he went live.

    They're both high skill floor killers with incredibly skill-expressive powers.

    Your opinion of them would likely change if you spent the time to build up the muscle memory and knowledge base required to play these killers well.

  • @Atom7k said:

    As more and more chapters are added to dbd the balancing becomes quite more stressfull especially when perks have potentially high synergie.

    I thought maybe we can solve two problems with a limit on how often each individual player can use a perk.

    For example 'Devour Hope' is a strong perk and is only allowed up to 5 usages per day, 'Adrenalin' is in the same category for survivors and will be struck with the same limiter.

    I do get that new players who don't have any dlc's would be suffering as they run out of perks to use if they play all day long. So balancing the numbers here would also be crucial.

    On the other hand I think it would encourage everyone to try new builds and would finally break the stale meta build situation we are currently in. Killers don't have to worry about 4 'Adrens', '4 'lithe', 4 'windows of opportunity' and a variety of 'unbreakable', 'resiliance' and 'sprint burst' while the surivors don't have to face 'Pain res', 'pop', 'Ultimate Weapon' or 'noed' every match. It also would mean you have to learn and master the power of the killer because the perks are not the primary carrier of the game anymore.

    I think it could linger the stress and the speed that currently is seen in the average match. New builds would mean new ways to play and more overall variety.

    I do get that nobody really likes being forced to do something different but a lot of fun happens outside of your comfort zone.

    What do you think and what would be your approach to tone the stress in the matches down?

    "Welp I'm out of uses of my bread and butter perks, time to log off"

    And then we get a million forum posts asking why the player count imploded.

  • Arguably the map I think most desperately needs redoing from scratch. It's killer sided but not in a way that's fun or interesting for the killer.

    My primary issue with it is the collision - the map already feels claustrophobic and playing singularity on it takes that claustrophobia to a whole new level, with many of the loops harboring sight lines that aren't sight lines, and that's if you can even place a biopod in a good place at all.

    Gen discovery is awful (as far as I can tell there is no way to tell if an unfinished gen is in the area without seeing it, unlike other maps that have flickering lights to show the way). On the topic of gen defense, the upstairs section of the map is a waste of time to visit for the killer throughout the match. Rift room isn't much better, with an incredibly out of the way solo gen.

    It also has awful navigability because most of the map looks the same, a majority of the map's usable material is unsafe pallets (including one pallet that varies between unsafe and a god pallet depending on if a gen spawn happens, which is awful) that encourage simply holding W. Upstairs is equally useless to survivor - the second the gen is done there's no reason to go back up there. The doors varying between being open or closed also seems purely RNG and whilst theoretically could make for interesting loops often just leads to corridors that survivors have to hold W through and even more easily camped hooks.

    Speaking of easily camped hooks, the rift room has a hook that is unrescuable if you stand on the stairway up to it (which doesnt grant antifacecamp).

    I would suggest finding ways to improve the loops, but I think what's best for everyone is starting over and finding a new angle to take the map. Tight corridors and cluttered rooms simply aren't fun to play in.

  • This map is monstrously killer-dependent. On killers with strong pallet counterplay or those who excel in small maps (either through their power, or benefitting largely from aoe-centric perks like Surge), it's incredibly killer sided. But on killers who lack those truths, it's so incredibly survivor sided that it might as well auto-0k.

    Add to that the issue where going down downstairs lategame makes an escape impossible, a fairly confusing and samey layout and issues with gen discoverability (sure, there's the gates that have connected gens but it'd be nice to add the more traditional lights-based marker for incomplete gens on here too), and the map could really do with a lot of changes.

  • @ChrisPyre said:

    Let me just start off by saying, because I know some players will take this thread uncharitably: I don’t think the devs or designers were intentionally being transphobic when they made these skins, and I understand the concept they were going for. HOWEVER: The decision to launch the Unknown with femme coded cosmetics was extremely irresponsible, and is already enabling transphobia amongst the more hateful members of the playerbase.

    The cheerleader outfit in particular evokes a rather harmful stereotype of trans women, a masculinized body in feminine clothing that’s depicted as dangerous and grotesque. The fact The Unknown happens to be voiced by a trans woman (which otherwise would be a such a great excited piece of trivia) makes the choice to launch with these cosmetics feel particularly egregious. If there were other, more positive pieces of trans rep in DBD this wouldn’t feel like such a blunder. But with all the combined factors, and the political climate that these skins are being released under, I’m really am shocked no one on the team thought that maybe these skins were inappropriate.

    It's not a masculinsed body, though. It's an intentionally grotesque mimicry of a generic human form because the killer is a mimic, and not a very good one. Sure, the base character has a masculine voice, but that's why they went the route of having two voice actors.

    I understand the desire to stand against transphobia, but as a trans person, this isn't an example of it, and anyone trying to use it as one should be removed from the community - they aren't welcome here.

1 … 8 9 10 11 12 … 14