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  • Sadly, there isn't. I wish they added some accessibility options to replace certain sounds or visuals that are common triggers for people.

    But I've heard before of players having to disconnect against some Killers, mainly Doctor for the visual effects and Plague for people with emetophobia, so hopefully other people are a bit aware and not too upset!

  • From what I can understand from the description, it seems you don't need to down them with Crows, but injure them with power and then down them.

  • I think there are way too many ways to optimize your build against certain Killers. For example, against a Trapper or Hag using a map with the Red Twine and Crystal Bead add-ons that show all "killer belongings", including traps, to all Survivors. Or knowing you're against Cenobite, so you bring Fixated, which lets you break his chains faster. Or even using the same character and cosmetics on several players against Ghostface, so he's not sure who he has 99% stalked. Many of these perks or items are currently not an issue only because it's an unlikely combination to have a Survivor using them go against that specific Killer.

    The game is already built to be very RNG based, from map generation to skillchecks etc. I think this is just a core part of it now, you might get lucky with your build or you might not.

    I do understand the idea of reducing the odds of certain Killers from your matchmaking, especially due to phobias. It might create some interesting stats. Though making the game consider the Killer as well as MMR might complicate matchmaking a lot, especially if you have all the Survivors rule out different Killers. Maybe a better way would be to add more accessibility options, to for example mute or replace the vomiting sounds in Plague matches.

  • Honestly yeah, I was getting the same worries with Nic Cage chapter. That one seemed to be okay in retrospect though mostly because his perks were fun. But with how well recieved it was I'm still really hoping they keep this a one-time sillier DLC and don't make it a pattern.

    I know people want to see their faves in-game but I really wish there'd keep some kind of aesthetic integrity and not end in a ridiculous crossover slop. Personally I would rather they don't add stuff that doesn't really fit, even if I'm a fan of it.

    Sadly since the Realm Beyond visual reworks the devs seems to be moving away from the horror aesthetic the game used to have. I didn't play the recent PTB, but from the gameplay I've seen it looks visually like a whole other game...

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725380#Comment_3725380

    12 hooking? XD oh boy. But at least it makes sense, i havent really been able to try to do that but we'll see. Thanks for the information!

    Good luck! 😭

  • I struggled with this one too, I believe what I initially didn't realise was Malicious gets the most points by getting hooks states on survivors. So for iridescent emblem you need to get all 12 hooks. This way it should be fine even if they heal.

  • I feel like this would needlessly complicate the endgame for people not waiting around to be rude, who might just want to do a rescue or who can't find the exits. This would also make some endgame perks like No Way Out too strong.

    If you want to pressure survivors, you can open the gates as Killer as well when all the gens are done, to start the end game collapse.

  • @CorvusCorax86 said:

    So you find being good boring? Never seen a thread like this before.

    What killer do you use? And what perks (build)? And at what time do you play?

    I'm in GMT+1. In the evening I get the 100% bonus for killer score which is when the SWF groups are out. They certainly know how to do other things not just pressing W.

    You can also create challenges for yourself, your know. Go on a winning streak and play without perks.

    Yeah, it feels boring to constantly play against opponents clearly on a different skill level. I've also had really weird matchmaking on some killers where I go against people with yellow perks who are clearly brand new at the game, and noobstomping feels pretty bad. I think this is what OP meant, not just finding winning easy.

    I agree matchmaking can get a lot worse depending on the time of day you're playing, but sometimes it's just clearly wrong for some reason.

  • Pretty sure it's the charm you get after completing Level 3 of Tome 9.

  • I didn't watch the dev stream, is that really what they're doing? :( It wasn't mentioned in the patch notes.

    Moris are not often used, and are pretty unique as offerings. In the current version they're mostly situationally useful, but I feel like they add a lot if flavor.

    There are already a ton of different bloodpoint offerings that I honestly think should be cleaned up bit. We really don't need another one, especially in the place of mori offerings.

  • @Junylar said:

    How can FOV affect the pallet stun distance? Isn't it supposed to be a hitbox-size thing?

    With higher FOV the pallet looks further away. The actual distance is the same, but if you're used to lower FOV you get hit by pallets that look like they should be far enough not to.

  • @jesterkind said:

    To be fair, Skull Merchant's stealth is more balanced around a very short duration, so I'm not sure if giving her a proper audio tell would really be appropriate.

    Maybe just making her footsteps a bit louder would be a good middle ground, if the devs decided to address this?

    Even louder footsteps would be completely fine in my opinion! I would be happy with that change.

  • @ReverseVelocity said:

    For reference:

    https://us.v-cdn.net/6030815/uploads/65FAHCD3ZF55/image.png

    You can also see the little dots that are projected by the Drones on the floor as well. Those are more obvious in less well-lit areas though.

    My bad then, thanks for explaining! But, I feel like my original point still stands.

  • @ReverseVelocity said:

    I mean she does leave behind a huge neon ring when she goes undetectable.

    Drones not in active Scouting mode don't have their area revealed to the survivors i believe? Also I feel like this is not the same, as for example she can set the drone while in chase, and I can even see her doing it and know she's going to be Undetectable, but if she moves behind a wall I still have nothing to give me a clue what she's doing.

  • As people have said here, it really depends on the circumstances. I've also heard people mock healing under the hook, but it's one of those things where there's no always-right answer.

    Some things to generally keep in mind: is someone else in chase? Does the killer have fast movement, teleporting, or ranged attacks? Is the hook in an open or in a location where it's hard to see/access? With We'll Make It, I like your idea of emoting to get them to follow you to a safer place :).

    People here have mentioned that if the killer always returns to hook after rescue, it's not a good idea to start healing there, but I would say in a tunneling situation getting a quick heal with WMI before the killer gets back can be super helpful.

  • Yes, I also noticed this happening several times when I played yesterday, across different survivors and maps. Just a free Quick and Quiet randomly.

  • Saw this happen on a stream on Eyrie of Crows, for hook near the shack. All teammates tried to unhook but couldn't, the prompt didn't appear. Also saw a clip of this bug happening on Decimated Borgo, so I really don't know what's causing it. -_-

  • @[Deleted User] said:

    With how many people talking about this its absurd Potential Energy hasn't been kill switched yet. Plenty of creators (including myself) brought attention to this bug weeks ago, yet here we are…

    I find it very distasteful you "brought attention to this" by basically advertising it in a Youtube video. That video seems to be unlisted now at least, but with it being a clearly unintended advantage in-game, it was strange you didn't consider your impact when teaching people how to use an exploit.

  • I feel like it fits DbD's aesthetic more to not have a crosshair, though when I was doing my Skilled Huntress achievement I just taped a piece of sticky note in the center of my monitor.

  • I had a bot go AFK halfway through the match recently, seemingly got stuck in place inside Father Campbell's Chapel. It really was kind if funny but mostly frustrating.

  • It seems to be the level of Bloodweb that you are in your current prestige (1-50). Why they're showing it though, I have no idea.

  • I think stacking this many healing speed perks will not give that much value. Here's a post that explains healing speeds better:

    @Peanits said:

    As others have mentioned, there is no cap to healing speed or any action speed for that matter, but because they increase your speed and not decrease the time it takes, stacking them has diminishing returns.

    To give an example, healing takes 16 charges, and by default you heal one charge per second. With a 100% bonus, you heal 2 charges per second, shaving the total time taken down to 8 seconds (half the time!). Meanwhile with a 200% bonus, you heal 3 charges per second, only knocking it down to 5.33 seconds. That first 100% bonus saved 8 seconds, but the second 100% bonus only saved an additional 2.66 seconds. With a whopping 400% speed, your healing time would be reduced to 4 seconds.

    While it's possible to get a really high healing speed by stacking perks in theory, there comes a point where it's not really worth stacking any further, and where trying to get the various conditions to be active at the same time is more trouble than its worth (and often out of your control).

    I like the inclusion of Solidarity though, it's fun to see a more niche perk. I would suggest an info perk like Empathy or Aftercare, to find your injured teammates and keep track after healing them (personally I love Aftercare, I think it's an underused perk).

  • I kinda have to disagree with your original question. You're saying using DS agressively is considered toxic, compared to strategies like tunneling and slugging. But I feel like the community is usually very against these strats, both of the examples you mentioned are, from what I've seen, pretty frowned upon. Tunneling is usually seen as a cheap or toxic way to win, the anti-facecamp and anti-3-gen mechanics were introduced to address the frustration playerbase felt when dealing with these strats. And currently people are again asking for a basekit anti tunneling or slugging mechanic to be added. So I definitely don't think they're encouraged.

  • It is not as simple as just lowering or raising the volume of the sounds. The pitch, consistency and type of vocalizations made also play a huge part, so it's not possible to simply bring them all to the same level.

    Personally I don't mind there being a difference to the characters, though some survivors like Ada do feel a bit like pay-to-win.

    A spirit main did a very thorough video analyzing and ranking all the survivor sounds:

    https://youtu.be/HHRcwxPvVHQ?si=faTmX-iRC-l2_LXG
  • I think you just wouldn't get much value. A lot of survivors don't dodge the blast by getting into lockers in the first place, and the ones that do would find out you have Iron Maiden pretty fast, and would know to play around it. And if your plan is to discourage survivors from getting into lockers to avoid the blast, then as killer you have no way of knowing if it actually works or if they weren't going to do it in the first place.

    I used to run Iron Maiden on Hillbilly and Leatherface for a while, since people semi regularly jump into lockers to dodge the chainsaw, but there's usually just better perks you can more reliably get value from.

  • During chase or when she's aiming at you from afar, find structures that you can hide behind, preferably tall, but shorter ones can also help if you crouch. Try to avoid staying in very open areas if possible.

    Pay attention to her wind-up sound - Huntresses are likely to run aura-reading builds, so when nobody is in chase and you hear her winding up, be aware of your surroundings.

    Don't run away from her in a straight line, unpredictable movement makes it much harder to hit you.

    If you notice her reloading, use that time to make distance in chase, or go for the unhook if she's guarding the hook.

  • How is it weird. It's not a "hold M1 to complete" action like opening gates, you click M1 and the animation happens. There is nothing on the screen that tells you "X to cancel". And no other survivor interaction uses M2 to cancel lol. Also I have never seen anyone stop the hatch opening halfway so I did not know it was possible.

    Your bug report is currently flagged as Not enough info but if you make a better one I they'll probably tell you it's intentional.

  • @Beaburd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708169#Comment_3708169

    Thanks!

    I put quite a bit of thought into posts like this, so the acknowledgement is appreciated and I'm happy someone else enjoys breakdowns like this too.

    I agree with KayTwoAyy, this was super interesting to read, and very well put together!

  • I actually quite like to SWF without vc. I'm also in Europe, you can add me on Steam with friend code 118142572.

  • @Melodiya said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707800#Comment_3707800

    Of course, you can cancel the opening yourself, and of course the killer can prevent you from opening it by disrupting the opening progress when earlier you could have time to open it because the progress was not reset, you just don’t play with the key much and don’t pay attention to this bug, I often play with the red key to see the killer's aura so I know when something is wrong

    How do you cancel it?

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708312#Comment_3708312

    Even if it's just meant to make it harder for the killer to move you to a hook, it doesn't do that job well at all either. More often than not, I'll face a killer who isn't using a perk to limit how much wiggling affects them, and yet my wiggling does nothing. They move like they're not being obstructed. Like, in my personal experiences, it's a pointless function.

    The point isn't to make it super difficult for them to walk around, but give then a time limit for when they can hook you; so they can't carry you to basement or next to a high progress gen or far from exit gates or somewhere else convenient for them. So you're restricting their options by wiggling.

  • I'm really confused by this question, because I'm pretty sure you can't even stop the hatch opening action? It's automatically completed after starting and then the survivor jumps in the hatch right after.

  • @sumahhni said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707641#Comment_3707641

    love it’s cheating if killers are using it to find u. can’t promote yourself if your name is anonymous all the time

    According to bhvr, streamsniping is not reportable and not against the rules: https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules

    If you want to publically promote your twitch channel, then other players possibly looking at your broadcast is your own responsibility.

  • Oh, the Invisible Trap tech.

  • They've also added a green rarity rift outfit for Hillbilly to the store (The Milkman). But I checked and that seems to have been in February 2023.

    Still, I really hope their decision to not feature less rare outfits in store isn't final. I think people would love to be able to have older outfits they missed out on.

  • @Chocolate_Cosmos said:

    Okay BTW let me just answer the question for you OP since nobody can do that.

    It's male.

    https://us.v-cdn.net/6030815/uploads/8WT1EESG0MG7/image.png

    Here you go.

    I really dislike the premise of the question by OP, but I have to say, this flavor text does not confirm the skin is male. "He" is referring to some traveller who encounters the "beast", not the were-elk.

  • It's using a third party software to gain an advantage in-game, so by definition yes. This really is just the filters debate all over but in audio format lol.

  • No, because being grabbed puts you in the dying state (in this case for a second, before you use DS), and losing a health state removes your endurance.

  • @_Onyx_ said:

    This is a good concept for a new perk. But a simpler and more logical change to Undone would be this:

    Swap the failed repair and heal skill check requirement with a successful repair and heal skill check. In addition, a great skill check awards 6 tokens instead of the 3 gained from a good skill check.

    This way there is more chance of the Killer actually getting value out of the perk since Survivors will most likely hit the skill checks that they get. And also, there's a Toolbox add-on that prevents skill checks being triggered while the Toolbox is being used, so if the perk does cause some players issues, they have a counter to it that they're in full control of.

    I feel like getting tokens just from survivors hitting skillchecks is a bit much. Imagine doing a PGTW worth of damage to a gen just because survivors did their objective. It's still very luck dependant, but you would have to nerf the numbers a lot for this version I think.

    Also I don't really like the premise of "bring this niche or even detrimental perk or item if you want to counter something strong on the other side".

    Sorry if I'm too negative, it's an interesting idea! But I don't think it would be very healthy.

  • I've actually read that the change from 5 to 3 seconds was done to balance the fact that they changed Enduring to only work on pallet stuns, so it no longer worked against DS.

    But yeah, very strange to revert it back to the earlier version. The time of hopping into lockers immediately after being unhooked lol.

  • I like this! Fits the name too.

    I think the idea to allow "gen tapping" against this perk specifically is great - it gives survivors a chance to know it's in play and doesn't let it grow too oppressive.

  • The main issue in my opinion is that doing this doesn't deplete your toolbox, which definitely shouldn't be intended.

  • They should rework the perk to give repair speed on the furthest generators instead.

    But to answer your question, it would be an interesting interaction. I was actually surprised by how many people tried the this combo, I guess the perk description made it seem like being highlighted makes the gen repair speed faster, not the other way around.

  • I honestly didn't even know there was a game manual until watching the video recently. I check the DbD wikia when I need to read up on status effects or something similar haha.

    I doubt new players are going to scroll through the plain text to understand the game better, especially when so many of the terms used barely mean anything to you when you start playing. Including videos/images and tips would be a great improvement.

    I really agreed with Mintskull's ideas to make the tutorial longer and more thorough, and include more aspects of the game (the Trapper's power example he gave was really good in my opinion). There are also several really important game features missing, for example items and how to use them, sabotaging, 8-kick limit etc, that in my opinion would be better learned during the tutorial.

    In the comment section of the video someone had an idea of a glossary that get updated with new perks and characters you encounter - this way the horror element of not knowing what you're up against can remain, but players also get to gradually learn and read over perks and killer powers.

  • Whoa that looks really interesting! I hadn't hear of this movie before, but the trailer looks stunning!

  • This is actually pretty common, I've seen several people ask about getting anxiety when playing killer! I'm pretty sure even Otzdarva talked about it.

    I think it's the fact you're going against 4 people by youself, so even though youre playing the "power role", the other side is a team working together.

    I sometimes also get nervous queuing up as killer, but when I get though the first game it usually passes. I also suggest running a weird or gimmicky build, so there's less focus on winning. You can even do a friendly killer game with no intention of killing anyone, just to get over the anxiety and get into a more fun mindset.

  • I agree, I wish they added blind immunity to flashbangs as well. I know it doesn't happen often, but if your literally only counterplay is hoping the other side messes up, it feels pretty unfair. And people who go for these double saves usually have practiced enough to nearly always have the right timing, so there isn't much to do.

    BHVR has been removing several tactics that had no counterplay and felt bad to play against, so I'm sad they consider the guaranteed flashbang saves a feature and not a bug.

  • According to this FAQ, the recolored shirts should be purchasable in the in-game store: https://forums.bhvr.com/dead-by-daylight/kb/articles/423-f-a-q-gold-edition-dlc-packs

  • Now this is exactly the kind of discussions i want to read on this forum

  • @Steakdabait said:

    I would outright rather that it didn't have the self reveal at all

    Wouldn't it be completely overpowered without the self reveal? You would just get wallhacks on the killer every 30 seconds, with no downside or activation condition, and them not able to know you have the perk? The self reveal makes it riskier, but it's what balances it out.

    @ReverseVelocity To be fair OoO still works if you're not the obsession, telling you if and what aura reading perks the killer has. But I see the argument, since that's also up to chance and they might not have any. I personally think it's just a high risk perk in general. But maybe it could have a considerably weaker regular effect if you're not the obsession, but still do something.

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