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mca240

mca240

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  • @Devil_hit11 said:

    what stopping you from suggesting to make survivor completely invisible for 60 seconds? they had a bug with blast mine where you go invisible. imagine survivors having better invisibility then wraith...

    Feel free to point out what is wrong about my idea? Your comment is anything but contructive.

  • But I mean...their engagement shows here on this forum as well...or lack of. How many times do people here ask questions or bring up important topics yet none of the developers take the time to even respond.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536690#Comment_3536690

    And how would you know? You just presume that chill swf = soloQ and capable soloQ = SWF.

    Do I speak a language you do not understand? I think I was clear?

    but I’ll make it simpler:

    names all start with hex = SWF

    All Davids = swf

    all luck offerings = swf

    all french names = swf

    it is in their profile = swf

    excellent “communication” = swf (exactly finishing the final gen when pulling someone off a hook and then the rescuer having adrenaline whilst the fourth is at the door…yup, sounds like 4 solo players (this is sarcasm just to be clear))

    yes, it is so hard to tell who plays as a SWF…

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536709#Comment_3536709

    You must be new to the game, because otherwise I cannot understand your reasoning. If the players are not already good by themselves in chase they don't automatically win just because they have communication. If you face a good killer and you go down within seconds what does it help you to be in voice and all? There are many good killers in the game, not just nurse that can completely annihilate you if you make mistakes and if you really think that you only face people doing clock callouts and playing as efficient as possible then you're just delusional, because that is nowhere near the reality of matchmaking in this game.

    I have 3K hours so no, not new. And how many killers can down someone in seconds? Except for Nurse none. Most cannot deal with the map imbalance. I am mediocre as survivor and except for Xenomorph I can loop most killers for multiple generators, even Blight. So cut the crap already. Top people who are decent at the game off with meta perks adjusted to each other and comms and that is exactly why this game is SWF sided and everyone knows it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536690#Comment_3536690

    Also how would you know it is 90% swf? When most swf are duos and very little 3 or 4 man? Did you check all their profiles and check if they have each other on the friend list or how would you know?

    Oh my, those poor premades who are already miles ahead of solo players and even killers. Yes, their games are so rough…

    Dude, playing in a SWF is easy mode. Either you’re trolling or just bad but otherwise almost every match that isn’t against a comp Nurse should be a win. A little nerfing should actually make their matches more normal again.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536690#Comment_3536690

    Also how would you know it is 90% swf? When most swf are duos and very little 3 or 4 man? Did you check all their profiles and check if they have each other on the friend list or how would you know?

    Usually it is very easy to spot. Similar names, same language and so on. It is also highly noticeable through their coordination and playstyle ingame. And yes, I do check profiles.

  • @Yodakhiin said:

    What happened to the transparency they show some time ago ? Im not so long into the game but what i heard and saw in the past was way more opened on feedback.

    They keep doing the same thing. "We want to communicate more with you the players and listen to your feedback." Meanwhile, they implement very little of the feedback they receive, hardly communicate where it actually matters and implement stuff that is unbalanced and hurtful for the game. You have a huge player base with thousands of hours. I don't understand why they tap more into that hive mind.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536646#Comment_3536646

    If you punish people for playing with friends you will basically kill the game... Is this so hard to understand? Also most people in SWF are not even that good, they are mostly just friends messing around. The game should not be balanced around people playing ineffective. The proper thing to do is basically bring soloq on the level of swf and then balance around that, it is really not that hard.

    Ah, yes. The same excuse over and over again. Yet, everytime I play killer it is 90% against SWF with all the meta cheese. Those "people who just play with friends" would mind a few nerfs to bring them closer to SoloQ. I mean...they are just vibing right and not that serious?

  • @[Deleted User] said:

    They also literally didn’t answer a thing just a bunch of non answers 🙃

    Yes, they just give "generic" answers. Great, we already knew Skull Merchant will be getting a rework. Now the only thing I learned is the Slipknot cosmetics coming out in Q1 2024. Great...

  • SWFs are grossly overpowered. That's why most of them are so cocky. They need nerfing (without effecting solo players, and yes...this is possible).

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390693/how-satisfied-are-you-with-the-game-currently

    I don't think xemo is too strong maybe remove the drag tech which pc players can abuse then he is fine. I looped xemo today like 5 gens he lost game while tunneling me and everyone escaped. You just need to predict what he is going to do and use turrets so you can counter his power.

    Can you please keep it on topic? I don't care how you feel about Xenomorph, we are here to discuss how satisfied people are with the came. Plenty of other topics on this forum to discuss Xenomorph. We all know through your previous comments you are a killer main and belong to a couple here that desperately try to defend Xenomorph, because you all like playing him overtuned.

  • @Quizzy said:

    I would like to know if any of you survivor players with a P100 choose to play with your favorite or avoid them in fear of being targeted more aggressively in the match.

    It saddens me to hear so many players that i know personally that avoid playing their favorite character in hopes that their experience in the game is better. It means the world to me play my p100 david king. But to hear others avoid theirs hurts me.

    P100 David here as well. Never play him anymore. I don't feel like being targeted.

  • Toba Landing, Dead Dawg, Sanctum of Wrath, McMillan

  • As a solo player: I do not think the nerf to medkits is the issue. Bad teammates is the problem. I make it out in 40% of my matches. That could be easily 60-70% but I get matched with people who…well…suck at the game. They might as well rebrand this name “Dead by Teammates”. If they want to improve the experience of this game, they should come up with actually SBBM. I would happily wait longer for matches.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535490#Comment_3535490

    Apparently survivors are helpless without multiple god pallets on the map.

    Ah, yes. God forbid maps are balanced. All I am asking for is a balanced map. But apparently everything has to be one sided or else you cannot get your 4K and start crying in a corner. Sigh, some people

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535447#Comment_3535447

    Which two comp players? It's okay, you can namedrop. Because I've talked with comp and comp-oriented players, to include exize, Array, KnightLight, Hens, and a few more about Xeno. Almost all of them agree Xeno is in a very good place, and the few that had something to say about him is making his missed cooldown recovery slightly less forgiving (you know, the thing that's literally bugged, that the devs are aware of).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535511#Comment_3535511

    Survivor mains when you explain to them why they're wrong:

    But no, those are not my "counterarguments", because that would imply you had any argument to begin with. You made an attempt at explaining what was wrong with Xeno, and I told you exactly why you're wrong and a lot of those things are BY DESIGN. If you don't like it, you're free to play a different game. Killers don't exist to be your helpless bully puppets and every once in a while, you have to adapt to playing against a power that's actually strong.

    And to answer the question "what is wrong with Xeno", it's quite simple. The missed cooldown recovery doesn't apply properly, and the devs are aware. That's about it.

    I actually play both sides. But hé, keep ‘em coming with that great rhetoric…

  • @Melinko said:

    So wait... you get a free reward and you are upset that it isn't good enough?

    I play on Steam, I've never gotten a reward for having the game other than being able to play it.

    People pay for Prime to get the rewards amongst other things. So no, it isn’t free.

    Also, how long have you been playing the game? Take a look at their older rewards (hint: one whole new exclusive outfit per month)

  • @Aurelle said:

    I mean, I appreciate free BP because earning BP in game, especially as survivor, is an absolute slog. But on the other hand, the prime reward should be better. 400,000 BP is basically nothing.

    This!

  • @GentlemanFridge said:

    Suspecting we're gonna keep getting 400k every month now. Twice is a coincidence, three is a pattern, and all.

    They already released a timeline. I think we’re getting the same BP reward 3x in a row.

    Correction: it is 6x in a row all the way into 2024 :-/

  • It being disabled when injured was more than enough. No need to add a cooldown.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535297#Comment_3535297

    Are you inferring that hit looks sketchy? Because even on YOUR screen (where ping makes the most difference), it looks perfectly fine. You were dead there either way, good ping or not.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535330#Comment_3535330

    1. I've already addressed this, but turrets aren't intended to be a guaranteed power removal. Even without E Helmet, you're supposed to be able to crawl out of tunnel and break a turret. Otherwise, you can essentially force the killer to play the whole match as the tallest M1 killer in the game.
    2. Nemmy and PH can also both cancel power without using it, hold it forever, and both have secondary functions (both have more range than Xeno, Nemmy can break pallets and walls, PH can hit through walls.
    3. He's also the only killer in that triumvirate that even has to worry about verticality. Nemmy/PH are guaranteed a hit if you're on the same plane.
    4. This is by intention. He has to drop chase, enter a tunnel, recover power, and get back out.
    5. Old Slinger also didn't have to commit to using his power as soon as he pressed M2. One thing everyone likes to forget is Xeno is locked in an animation as soon as he presses M2 and has 3s cooldown if he whiffs.

    The purpose of turrets is to distract the killer from chase to buy you time (or take him out if he ignores it), or even take out his power if you place them intelligently.

    These are your counterarguments? Really? Ok... I am not even going to bother.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535272#Comment_3535272

    Good survivors can make use of bad pallets, also yes some killers make basically every pallet in the game unsafe, it's not really an argument though. If you have the option of nothing a complete dead zone or a trash pallet, you should take the pallet. If maps had 15-20 fair pallets it would take ages for the killer to get a down I think. Because even fair pallets when predropped can delay the hit by a substantial time. There need to be some weaker spots for killers to chase into and also some stronger ones to avoid otherwise the kiler would not have to chose where to chase because the map is equally strong anywhere.

    All you’re saying is yes, it is a killer sided map

  • This killer is overtuned and needs slight adjustments. Everybody who disagree, well, you’re kind of making it obvious you haven’t played much survivor during the past week or you went up against people playing Xenomorph for the first time.

    What is wrong with Xenomorph?

    1. He has an addon which reduces the effect of turrets by 35%. Example: there was a turret in shack. I crawled through the window, hit the turret and still had my power. This addon (which everybody runs) makes turrets useless unless you stack multiple next to each other.
    2. When Pyramid Head or Nemesis miss an attack they stop moving. That is their cooldown period. Alien keeps moving even when he misses. This makes it so you make no distance after a dodged attack.
    3. He can drag his tail vertically. Meaning, even if you crouch, you can still be hit making dropping pallets useless.
    4. The tunnels make him recover his power in 3 seconds, when he gets burned. This is way too fast.
    5. There is no indicator he will use his tail. It is like old Deathslinger.

    Conclusion: a killer with very little effective counterplay because he is overtuned. Solo players are disproportionately affected. He is more oppressive than Nurse or Blight in my book since they still have counterplay.

    Every game I play people kill themselves on hook the first moment they can. Nobody wants to play against him anymore.

  • @Zaydin said:

    Oh no, a map where skill in chases is actually important for survivors? That's awful. /s

    How is playing around a pallet with 2 inches on each side skill related? Especially against Xeno which a loose loose to begin with?

  • I am all in favour for removing depipping. A lot of times you depip not by your own actions but due to external factors, which makes the process even more unfair. Also, a lot of people want their points at the end of the month and thus play more aggressive to pip. If they do not have to fear depipping, I think people will lighten up more.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534480#Comment_3534480

    So you basically want the same tiles over and over again with no map specific tiles? I mean you do have jungle gyms there? I still think that the pallet is just wrongly place at the long wall jungle gym, but I think it is fine that there is no shack on this map.

    I don’t want half of the map being a loose loose situation. Toba landing was balanced. This one is too killer sided.

  • Hmmm…no dodging, healthier matchmaking and no targeting individuals anymore versus you showing off. Yes, I do wonder what would be better for the health of the game…

  • @HugTechLover said:

    Oh I didn’t realize you were a professional game developer and know the best way to constantly add content to your game WITHOUT any error, ever, in the eyes of every single player.

    You should start your own game.

    Jeez, let's just close this forum. I mean, no one here is a game developer and yet they still ask us for feedback.

  • It is done downloading. My saved data is still their. It did however set every character back to default cosmetics...

  • Anyone on Xbox?

  • Anyone? Kind of anxious here

  • Learn how to read please. PH cannot drag his trail like Nemesis and Alien

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534465#Comment_3534465

    Pyramid Head cannot change the direction of his trail whilst firing

    He definately can lol

    Pyramid Head has to “charge”

    PH charge time: 0.3 sec

    Alien charge time: 0.2 sec

    Pyramid Head has a cooldown

    PH cooldown on missed attack: 2.25 sec

    Alien cooldown on missed attack: 3 sec

    In matters of counterplay PH nowhere near Xeno level. Good and patient PH literally has no counterplay. And no one crying about him only because public PHs just spam m2 every 5 seconds.

    Same with good Artist (my main), and literally no one crying, because whole public is m1 Artist.

    Just admit you guys want to have another Trapper every chapter and move on.

    Once PH fires a trail he cannot change its direction anymore. He can only change direction before letting go. He cannot move whilst recovering from a shot unlike alien. I used to be a PH main, I know how he works.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390346/what-is-the-point-even-of-a-ptb-if-every-release-is-a-straight-up-mess

    It is the best map we got in years, may I remind you of Garden of Joy, Borgo, Eyrie of Crows? They were all terrible and broken maps with like 20 pallets and super safe structures.

    Yes his tail attack should be looked at, the penalty for missing is too much but he is not even close to being such a mess like Skull Merchant or Knight.

    At least Xeno has some really cool features for example his tunnel system. I can't tell for sure yet, but some people pointed out that most players just place the turrets wrong, Hens for example gave some really useful tips for this and Scott Jund said something similar.

    But ofc I agree that counterplay should not be limited to an item you pick up. So maybe give it a clearer tell or something so people can dodge, Noone wants the old Insta shoot Deaths linger back... This time with less range but map mobility.

    But honestly I would still take Alien over Knight or Skull Merchant... Far more enjoyable than those two.

    It doesn’t have to do with wrong turret placement. Turrets take too long to burn him out of his power, esp if he runs addons, and you can take the turrets out from afar with his tail. On top of that there is no indicator he’ll use his tail and the cooldown when missed is so short he’ll loose no distance. His tunnels make him regain his lost power in 3 seconds. So you as a survivor have to invest time in putting down turrets when the effect, if you get it, gets nullified in seconds. Ok…

    The PTB should have picked up on this and this should have been addressed before release. The PTB is 2 weeks for a reason. I feel (not facts) that people playing the PTB just play it as early access to new content but not to actually look at stuff in a critical manner. Also, why hold a PTB and then add changes last minute so the chapter will go live potentially unbalanced?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534469#Comment_3534469

    Would you rather have it be dead zone? I think even really killer sided pallets are better than nothing and already delay a bit more than a dead zone...

    I would like jungle gyms to be jungle gyms and a shack to be a shack with a normal layout and not gaps everywhere so it is a loose-loose situation.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532961#Comment_3532961

    He actually explained it plain and simple. If you need to double-up, you have effectively 2 turrets and HUGE time investment (so huge that it's net positive for killer).

    My argument is, that on top of it the need to double up would screw soloQ, because it requires way more awareness/knowledge for soloQ then SWF. Making the killer another soloQ stomper

    Agreed. Premades can coordinate turret placement and call out where they are. Solos just have to constantly memorize where they are and be dependent on teammates to actually put them down (in correct spots).

  • I have done all tome challenges in game so far and have done them all as a solo player.

  • @[Deleted User] said:

    mind-games are healthy for the game. this is how things should be.

    Mindgaming is part of the game. But having pallets where the loop is so short you’re going to get hit either way is too strong.

  • @Gandor said:

    I didn't try too many killers on that map, so maybe it's just Xenomorph being what he is, but the map feels quite balanced for both sides.

    Like on one hand the map indeed have very few trully safe structures or strong pallets, but on the other hand the map is huge and actually contains a lot of them where most are weak, but usable. Also it contains huge number of LoS blockers which means S-tier killers do not have it as free as on say Autoheaven realm.

    For me the map feels actually very good. It promotes a lot of interaction (not just predrop and hold-W on survivor side and "this tile is so trash that I have free hit" on the other side). Considering huge size - it can be quite challenging for killers. IMO one of the best maps recently (most definitely better then borgo, garden of joy, new cowshed or new abattoir).

    Also - the number of little easter eggs in the map make it also very enjoyable :)

    I agree on the easter eggs. The map being huge, I agree on. Not a fan myself of big maps. Line of sight blockers, sure. Outside of the hall which you can loop around and round…every jungle gym has an open gap in it, shack is not even a normal shack and most pallets are highly unsafe. Maybe my RNG was bad as well, but I did not find the map balanced at all.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533989#Comment_3533989

    I'm afraid to imagine what this forum would have turned into today if a Pyramid Head had been released a week ago instead of Alien.

    Pyramid Head cannot change the direction of his trail whilst firing. Pyramid Head has to “charge”. Pyramid Head has a cooldown. Pyramid Head actually is, what Xeno should have been. For the last couple of killers the developers have come up with some side objective as counterplay. You know who that works for? Premades. You know who are stomped? Solos. And this time they made the counterplay so underwhelming. Xeno can just tailwhip a turret from afar…like, what…

  • @Science_Guy said:

    Honestly it's hard not to think that BHVR wanted Xeno to be kind of a mess. PTB Xeno wasn't so broken, but then they were given a laundry list of buffs on release for some reason. How could they not have known what they were doing?

    This is the part I don’t get. Either buff him halfway through the PTB or not at all. Now he gets released too strong, everybody dislikes playing against him and the fun just gets sucked out of it.

  • Oh wait, and let us not forget about him being able to destroy turrets from afar by using his tail nullifying his only counterplay.

  • @nValentine said:

    Hello, i wanted to give my feedback about hiding prestiges pre match.

    I don't like how it is now and it makes the prestige system even less beneficial to P100 a certain character. although it's great that it's hidden pre match from killers, i think it should be visible to every survivor in the lobby and only hidden from the killer until the end match screen. I loved seeing people's prestiges as a survivor before the match starts and i made a lot of friends just by seeing a prestige 70 Leon or a Prestige 94 Rebecca. i think it would be perfect if it was only hidden from the killer because the whole problem and the bad experience people been having is because of killers who targets the high prestige in lobby.

    it's better if it was shown to other teammates pre match to know if your teammates are experienced enough on the game. Reconsider this please and thank you.

    I disagree. I usually play low prestige characters instead of my P100/higher prestige survivors. A lot of other survivors dodge simply thinking you’re dead weight because you’re low prestige. Dodging doesn’t only come from killers.

  • My feedback: keep the prestiges hidden. I don’t see people dodge lobbies anymore based on prestiges. I think that is a good thing. I can also play my high prestige characters again.

  • My main problem playing Dredge is you teleporting to the locked locker by default. Survivors can basically lock a set of lockers twice. Either they have to lock both locks or Dredge teleports to the unlocked locker. That’s the way it should be.

    When putting down a remnant he should not move slower, but at normal speed. Also, the screen shouldn’t go darker.

    These are my main suggested buffs for Dredge.

  • @DecoyWolff said:

    I suggest that the killer has a cool down on when they can use their tail. It's stupid that as soon as you see them it's game over. I never had to play so stupid stealthy before just to make it through a game.

    I say after each successful attack from the tail their power goes on cool down.

    I suggest that people stop complaining and actually play the game and learn to adapt. After a couple of weeks we can have a discussion on balancing.

  • @Feneroe said:

    This is a case of your team not adapting to a new killer after a couple games and crying for nerfs instead. The tail attack is an attack in a straight line that can be moved slightly around before it retracts to injure, just like Nemesis. Instead of crouching, either keep running or move more left or right.

    This. Alien has plenty of counterplay. Use turrets to take him out of his power. Predrop pallets and mindgame to avoid the whip. If I can run it for 3 gens so can others. But no, this community starts whining less than 24 hours after it comes out. Instead of learning how to play against him, they start demending nerfs because it isn’t a M1 killer you can mindlessly loop.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526990#Comment_3526990

    Where exactly did you get that from? Last time BHVR gave us statistics on that, there was barely anyone in high MMR.

    Well, if you need 50 escapes as a survivor to get there…you need to play max. a couple of hundred hours and you’re set. That also explains why in my games I see anything from people with a couple of hundred hours to 10K under their belt.

  • @Snowball777 said:

    • Killers gain 3% additional Gen time when each Survivor is hooked once, and with all 4 being hooked once, the additional Gen time required for completion is 15%, motivating them to spread hooks evenly and not just tunnel someone out of the game.
    • Hook progression will not continue if the Killer is within 20 meters of the hooked Survivor UNLESS another Survivor is also within 20 meters of the hook. Killers leaving a hooked Survivor are granted a brief 5% 10 second Haste to get them into their next chase faster, this deactivates if a Killer returns to the hooked Survivor. Killers now see auras of Survivors who are within 20 meters of the hooked Survivor when the Killer is also within 20 meters of the hook. This is disabled when all Generators are completed.
    • Kindred is reworked and seeing allies across the map is now base kit for Survivors when someone is hooked.
    • Shadowborn is reworked and Killers now have an FOV slider.
    • Survivors who were the last to be hooked wiggle out of the Killer's grasp 30% faster, this effect is doubled to 60% if the Survivor was last unhooked twice in a row.
    • Generators now take 10% longer by default, 4 Generator parts now randomly spawn on the map and are visible to Survivors at all times (even when Blinded), each Survivor can only pick up one part once unless another Survivor has been sacrificed, parts can be installed to reduce Generator duration by 20% permanently (one per Generator). If all 4 parts are installed, a special 5th part spawns that reduces a Generator's duration by 30%. Generator parts require a brief installation animation, no perks in the game effect Generator parts or their effects on either side. Generator parts dropped by sacrificed Survivors respawn randomly somewhere on the map.
    • Killer MMR is now determined by Survivors hooked rather than Survivors sacrificed.
    • Bi-Monthly perk buffs for 3 perks with the lowest usage rates for both Killer and Survivor.
    • Map Offerings now prevent a map from being chosen.
    • SWF are shown in the end game screen.

    Great proposals. You’re not an individual working for the game and you can “fix” these problems in one evening. My point proven.

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