oreoslurpee
oreoslurpee
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@UndeddJester said:
I've become borderline obsessively fascinated by OG Freddy, as a few people I've been in PM conversations will know... he's such an interesting slice of DBD history...
For anyone who mained him back in the day: -
- Who do you play now and why?
- Does your new main bear any relation to your Freddy roots?
- Would you return to OG Freddy if you could?
P.S. this is also a thread to gauge interest... since Freddy is backlogged for now following the AMA, I'm tempted to start up a discord chat or something for anyone who might be interested in discussing/collaborating on bringing OG Freddy back with improvements to fit modern DBD... maybe with enlugh heads together, we can put forward the best DBD forum community crack at getting a solid Freddy rework while BHVR have their hands tied?
- i play sadako, pig, pinhead/cenobite, and myers
- no, the only coralation would be that their all either well known slashers or just well known horror icons
- absolutely. all old freddy needed was his nerfs to be reverted, and to reduce his fall asleep time from 7 seconds to 4.5 or 5 seconds. also make nancys masterpiece (the old range buff one) basekit, and also give him his current generator teleportation ability. there was nothing really special about the dream world besides being able to finally M1 and that was it, so the gen tp ability will give him decent map pressure, and it should probably be buffed by reducing the cooldown from 45s to maybe 30 or 35.
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@BlueRose said:
Well, they did nerf him back down to PTB speed for missing a tail attack. Personality I dont know how this will affect him overall. I just hope he starts being more unfun to play as bc I was already on the line of giving up on Xeno. I have made a few posts and a thread stating how hard I found Xeno even with the shorter tail miss attack and how bad I was at Xeno and with this nerf the killer may just be competely unusable for him but I see it tonight. Xeno was the first killer I HAD to make a playlist of my wrost game and have ppl review them :-/ So yeah...I don't know but I doubt he's dead just may not be played by ppl who find him really hard like myself.
maybe your just bad at him. hee only been out for like a week or 2. you can’t get automatically amazing gameplay results with a brand new killer, it takes time and effort. you have to put in the time & practice with him, and you will get good at him.
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@BabyCameron10 said:
It is miserable to go against this perk when playing solo queue. It causes unhooking to be close to impossible, mostly on hill hooks, edge hooks and basement hooks and the Obsession is usually unaware how the perk works.
I am not sure the proper change the perk would need but I hope it’s at least on the radar of being looked at.
Maybe make special attacks loose 1 token instead of 2? The killer should not be able to have 8 stacks the entire game and avoid the obsession. I am tired of pretending that the perk is in a good spot when it is not.
it should be reduced from 5% each stack to 4%. going from 40% max to 32%. back before 6.1.0, killers had a 3 second sucessful hit animation after hitting a survivor, with STBFL it made it go to 1.8 seconds. in patch 6.1.0, it reduced killers hit anim from 3 to 2.7, so STBFL made it go from 1.8 max to 1.62 max. with the percentage being 4% it makes it go from the current 1.62 seconds max to 1.83 seconds. its 0.03 seconds longer than before patch 6.1.0, but its still a great reduction and would balance it out again.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540024#Comment_3540024
Haddonfield removed from rotation because it's actually bugged and they were working to rework on this map.
Garden of Joy has no bugs atm and there is no rework for it as well.
@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540024#Comment_3540024
Do you understand what a BUG is?
It is something that is not intented by the developers. Balance cannot be bugged.
Skull Merchant is not bugged, she just has horrible implemenatation.
Garden of Joy is not bugged, it just has bad implementation.
The locker glitch was a bug.
Also, with MFT it does not become an infinite. It just takes 5-10 minutes to catch someone as an m1 killer...
So no, it will not be killswitched.
then don’t kill switch it if it doesn’t have any bugs, boom. kill switch wasn’t the right word to say, my bad on that part. but it should still be taken out of rotation. they need to rework the map, take it out of rotation so nobody has to play it until they decide to rework it completely. it’s literally a win-win because it’s by far the most toxic map for both sides to even play on. there’s absolutely no point of it staying in rotation in its current state, so just take it out of rotation and rework it.
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@GensByDaylight said:
The killswitch is only for bugs...
then remove it out of rotation like they did with haddonfield
i worded it wrong, sorry. but i meant like the godly loops. like in jungle gyms how there were pallets on both sides of the jungle gym, and then pallets right near that loop, etc.
with MFT the main building loop literally becomes an infinite, and MFT is the most popular perk for survivors right now too.
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@Butterbeeblack said:
Survivors can use the perk “left behind”, keys, and their much larger view to help them find and escape the hatch fairly easy. Killers seem to be at a disadvantage when it comes to hatch escapes because of their smaller POV, and no perk to help them find it, or keep it closed when they do. Is there room to level that playing field?
last time i checked, it’s not 2019 anymore
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@KaTo1337 said:
!title
I would love to know your opinion on the state of my boy. Would you rather see a return of OG Freddy with some QoL-Changes in addition of a little Buff to the current Freddy like Snares/Pallets Basekit?
After playing current Freddy for hundreds of hours while watching every single OG-Freddy-Video I could find, I am very convinced:
I would LOVE to see a return of OG Freddy with Adjustments.
To be honest, the only thing that hurts my eyes was watching Self-Care-Wake-Ups all the time and being powerless in the endgame.
So my conclusion would be: Survivors are asleep when Exit Gates are opened (or powered) and cannot wake up and for the Dream Transition, just make Survivors Incapacitated while falling asleep.
Thats it. OG Freddy would not be A-Tier, but fun and strategic.
i'd rather have current freddy. as much as i would love old freddy bc of how lore accurate it is, but for the actual health of the killer he needs his current kit with a bunch of tweaks. the tweaks should be as such;
- Dream Pallets and Dream Snares are basekit, their respective charges are on the left and right corners of the Dream Demon icon (Pallets being the left, Snares being the right)
- Holding the Dream Snares ability no longer slows freddy to 4.0m/s
- Whenever freddy is in a chase with a survivor, they fall asleep 50% faster
- All survivors start the trial in dream world basekit
also he needs a respective addon pass, reworking every single addon he has as every single one of them are useless.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533409#Comment_3533409
If he didn't have access to his m1 then you'd have to perfect his tail attack which is a nuisance sometimes. The hit box on it very strange and misses a lot for me.
surprisingly to many, people say it has too big of a hitbox and the hits it gets sometimes is crazy LOL. its a very iffy and i mean iffy ability. if his normal M1 was replaced by his tail whip in runner mode, then i think that would give the xeno actual skill expression and it should be worth taking the time playing as him to actually perfect the tail instead of being able to get a hit no matter what.
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@HaybaleMS said:
Y'all need to be honest...how many of you have really escaped the Xenomorph? I have had one escape. He either got tired of the 4k or nature was calling.
i haven't escaped against him yet, and if i have then it was because he was really bad at the game and was most likely a literal 20 hour beginner like people were back when stranger things released. i genuinely can only do so much against him, and i know its probably just a skill issue on my part, but he doesn't get punished hard for missing his tail whip and the fact he can M1 in runner mode is insane to me. and he has insane map traversal along with moving at 4.6, to me at least in my opinion, hes VERY very bloated and his addons can make his only counter much weaker.
im 100% fine with him having an anti loop power, its just, he should move at 1.2m/s if he misses like in the PTB and he shouldn't have access to his M1 during it (only his tail). if he needs buffs for that then just make his power transition optional, like press CTRL if you want to go into runner mode or something like that. it just feels like theres no counterplay to him and it feels worse because since hes new people are gonna play him for like 2 weeks.
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@Skitten56 said:
I agree she needs changes but disagree with you on what they should do.
I firmly believe the addition of mapwide condemn upon Projection was the worst thing they did to her. It is difficult to balance and punishes soloq more than anything. Whats worse is that they reduced her mobility to try and balance it which makes her less fun to play. The reduced mobility along with the changes to demanifestation and chase interactions really force her to play all in on the condemn playstyle instead of allowing players to play her with a mobility focus.
Survivors didn't like being focused down and getting condemned pre-rework. Now that Onryo is forced to play such a playstyle even more because of the nerfs to the other aspects of her kit, this is happening even more. Not only that, building condemn takes much less skill than before. Pre-rework you had to use strategy and game sense to teleport within a specific distance of a survivor to build condemn up. You could also notice survivors with tapes and try to interdict them before they can could drop them off. Both of these options had counterplay and were engaging.
The current way to build condemn is to just tunnel people with tapes, hit them and then teleport every 10 seconds. If they pick up a tape you hit them again until they are dead. It is much less interesting and much less healthy for the game.
In my opinion the rework should just be scraped and they can either make smart changes to the pre-rework Onryo like keeping the changes to Ring Drawing, or start over with a new rework idea that isn't such a nightmare to balance.
i 100% agree, but we know that their not gonna revert the rework. all she became now is a noob stomper and she still struggles against good survivors. she needed basekit buffs instead of a rework before she got the rework, that i agree on, but if their keeping the rework then they should be doing the changes i suggested.
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@CS1_6 said:
The games' engine, the perks, addons, new content on top of old content, items, offerings, some maps, old tome challenges that requires you to do insane tasks (eg hatch)? Doesn't it feel outdated to you for a live service game?
no and yes. everything in it is not outdated, but things like the game engine and some old killers are definitely outdated and need immediate changing. the game engine is like complete utter crap and the games code is genuinely spaghetti code which should be revamped from the ground up.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529244#Comment_3529244
The changed fast vaults so that survivors would get more distance. However, this also caused a number of seperate issues like survivors getting i-frames during the animation, vaults also being faster (more distance in the same amount of time) and for some reason male survivors would get more distance than female survivors.
Now they reverted these changes (presumable to fix these issues and then imlement it again) but male survivors still vault further than female survivors.
On the topic: It feels good being able to hit survivors at vaults again. I cannot press this enough but if you get hit after the animation, then that is a latency issue. You can stand still after a fast vault and the killer should not be able to hit you.
2 things.
one, vaults weren’t ever faster in animation. you just went against somebody running resilience which increases the speed of vaulting by 9%.
two, it feels good to hit survivors at windows now BECAUSE they get absolutely zero distance now. the bugs weren’t even addressed for male survivors so there was literally no point in removing the new vaults because make survivors still vault farther and all the change did was make playing female survivors absolutely miserable. many times it is a ping issue, but if both the killer and me are at a great ping (around 30-40, killer had the same) and i can STILL get hit at the vault for fast vaulting, then that’s not a ping issue, it is quite simply a game issue.
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@IlliterateGenocide said:
I REALLY understand WHY they changed the voice acting of Jonah,
But he had the best voice acting of any male survivor in my opinion.
and this is AWFUL, i hope they redo the voice acting AGAIN. something close to the original
No effort put into the new voice :(, i hope this current version is some early april fools
I main Jonah no more :(
unpopular opinion: jonah's voice was really goofy and it wasn't the best in the game. honestly might even go as far as saying that it didn't really match how he looked either. happy it changed
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@GentlemanFridge said:
I’d link the tweet, but y’all probably know how twitter is these days
Just know that it’s intentional, and has a very good reason.
*Might update later if I can get the link working, but that’s not gonna happen from mobile.
if theres an addon called VHS porn in the game, im positive you can link a twitter link as the mods know that its changed to X lol
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526536#Comment_3526536
So the takeaways from this thread are:
- The community is too toxic to handle voice comms
- Solo needs to stay weak because if every game was basically killer vs SWF, killers would leave en mass without serious balancing changes which would he unlikely to come
I think basically what it boils down to is everyone just has to accept that SWF has a massive advantage and everyone else just does the best they can.
girl i literally said that there are MANY different ways to buff solo Q without it making SWF unbearable. and short answer, yes it will make killers leave and i mean a ton of them too as their the only killer in the trial against a survivor team who would know exactly where the killer is. and yes the community is WAYYYY too toxic to handle vc, have you seen what this community is capable of? my sister literally got called the n word and got told to be something i cant say here, all because she ran noed on trapper.
you cant have everything you want dude, and yes an idea as such would help survivors but it would ruin the game as a whole and would require EVERY single perk in the game to be changed, and quite possibly every killer too.
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@[Deleted User] said:
Seriously what is the reason the devs seem unwilling in this game to implement voice chat, balance around this communication and acknowledge the advantage playing in a coordinated team gives you?
For anyone who has played TCM, you know when you see the icon telling you the family is in a party they’re going to bring much more coordination and subsequently the game will be tougher. Same with the victims. Yet with DBD, the devs seem to be unwilling to do this or they downplay how powerful SWF actually is. Yes, the HUD was good for solo queue but it’s nowhere near actual voice communication.
Of course officially, this game does not have built in voice chat. But at this point, seven years into the game, this is akin to burying your head in the sand. Are we saying the DBD community can’t be trusted to have voice chat in game? Are the devs worried adding in voice chat would lead to too much balancing work? I just don’t understand at this point- the idea of this being a horror game where you’re on your own lacking information is a fallacy at this point. This is basically an action PVP game where communication plays a big part.
Also, any built in voice chat should of course be able to be switched off but pretending a large amount of players aren’t already on coms and that its effect is negligible is just silly at this point.
ill give you reasons.
Voice Chat
- right off the bat we have to take notice that dbd and tcm are NOT in anyway the same. just because its the same genre doesn't mean its the same game, look at friday the 13th the game as a huge example. yes their all in the same genre, but they are not the same gameplay wise. dbd hasn't had vc ever and it shouldn't have it now, as it would do more harm than good to the overall health and state of the game. it would make the killer playerbase slowly start deuterating in player count as survivor comms is literally a 4 man swf every game. sometimes some survivors wont even join vc which could make the game turn out worse for survivors, and hell it would just make playing killer completely miserable. there are MANY different ways to help solo survivor gameplay feel improved, but comms would fundamentally break the game and throw off the games balance into a completely different direction and quite possibly would be even more impossible to balance as it would be an on and off because the game would depend on whether or not a survivor is in voice chat.
Show Who Is In a Party
- this one is even worse, as it would further ruin match quality. a part of why the MM feels bad is because of lobby dodging, and lobby dodging happens when the killer looks at a survivors profile/prestige level and decides that "oh that player is most likely really good, no thanks i wanna have easier matches" and leaves the lobby to find a next one. if the killer is able to see which survivors are in a party together, that would effectively make lobby dodging even MORE common as killer players dont like going against SWF. having this in the game would quite literally deuterate match quality and the games quality as a whole, and would make the game feel awful.
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@thisislastyearsmodel said:
Genuinely asking because I don't understand how this map made it to live servers. Not only is a fairly large map — not a bad thing in and of itself, but the gen spread is equally as large — and it feels like every loop is moderately to insanely safe.
There are very few maps that I think are truly bad these days, and I do give props to the devs for how well they've fixed the problematic loops and things on maps of old, but this one is just so goofy.
couldnt agree more as a survivor main. the main building window is INCREDIBLY safe and you can run the killer for so long wit hit, especially with MFT. the fact that if you block it off by using it too much, there is already another loop right next to you thats incredibly safe. know how to play your cards? the moment the main building window is unblocked, you can leave the loop and go back to main.
its truly disgusting balance wise, and the map isn't even that pretty, i dont understand how people think it is.
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@TheSaltySaloon said:
More specifically the absurd amount of them on each map?
here’s some recent footage from myself.
I wasn’t playing terribly, there’s just only so much you can do when survivors have safe pallet next to safe pallet, next to Jungle gym, next to Shack.
It’d be one thing if maps had 10-12 pallets or so. As killer you’re still kicking pallets but at least there’s a light at the end of the tunnel. And for survivors, it’d force them play smarter and really think and prioritize when and where they wanna drop a pallet.
A competent survivor can run a killer around a decent pallet/loop for god knows how long before he either gives up and break chase, or gives up and eats the stun. Only a handful of killer truly have options for pallets but I ask; “why do I need to stop playing a character I actually like and resonate with just to win?”
forget perk and killer reworks, just go through the maps and legitimately shave down the number of excess and unnecessary pallet placements. This would be a legitimately good fix for BOTH sides. More killers playing and playing killers other then 5 meta and survivors get forced to loop better and more efficiently.
erm… i’m iffy about this kind of opinion
pallets in themself arent a problem… it’s just the maps. there’s a lot of maps that have too many god pallets or too many safe pallets (the gideon), and the loops in some can be excruciating due to the amount of windows (cough GARDEN OF HELL) or the length of an obstacle. some maps just need some retuning with the pallet locations, and it should be good to go.
garden of hell needs a complete rework though it is WAY too strong and it’s just so… bleh
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@Iron_Cutlass said:
Hey you, yes, you. I need your input on this topic since I want to gather the community's stance on Filters.
Rather it be NVIDIA Filters or TV/Monitor settings, do you use Filters to change the way the game looks? If so why?
I personally have been using Filters to deal with my Deuteranopia (Red-Green) Colorblindness. To be more specific, colors that have red and/or green in them blend together with my vision and brain, I have a difficult time making sense of those colors and it can be hard for me to see certain things as a result.
As you can probably tell, this is an issue with DBD. You need to see RED scratchmarks and blood by often looking through GREEN grass. As you can imagine, this is not a fun thing to deal with, and while BHVR's colorblind settings help a bit, often Filters do the heavy lifting.
Visual example below.
https://us.v-cdn.net/6030815/uploads/9V8SIWPUDJSI/screenshot-28905-29.png
Because I personally feel bad using Filters to alter my game's appearance, I do have a few downsides that Ive decided to live with. Maps like Coldwind, Eyrie of Crows, and Decimated Borgo have the issue where colors blend together when I use Filters, as the changes in coloration ironically make things worse for my colorblindness on those maps.
I hope that wasnt too long or too boring to read.
Anyways, Filters, how do we feel about them?
i do yes, but it’s not to gain an advantage over players. the dark blur or just darkness in general looks awful, and the games graphics are lowkey bad even on ultra which is why i think that the engine is a part of why the darkness is so bad. as survivor, i use the filter to turn my brightness up because for things like deep wound, as time passes by, it literally completely darkens my screen to the point i cant see anything and it’s just like #########?
i like using it for both sides because i can point things out easier, but it’s not too bright bc i don’t wanna be flashbanged everytime i open up the game
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520813#Comment_3520813
You can only see the supply case auras against Wesker while you're infected. If you were infected and they still weren't visible then yes that is a bug.
lmao thats probably what happened then! been awhile since i remember that match, i most likely wasn't infected.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520804#Comment_3520804
Blindness is not affecting killer items. Pig has add-on for it, it removes boxes until trap activated.
really? thats weird. when i was against a wesker he brought third seal on haddonfield and i couldn't see his chest auras like at all. is it a bug maybe?
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@Blueberry said:
I want to hear some opinions on the games current status effects from the forums.
Any over tuned?
Any under tuned?
Status effects under represented in perks or addons?
New ones you'd like to see?
I currently feel like Blindness is pretty under tuned and Deafened is a rare one that's under utilized that could be seen more.
bloodlust is overtuned, as it is a status effect. it needs to have its tier 2 & 3 removed as it has become outdated. if tier 1 needs small tuning to assist it, then so be it, but 2-3 are just outdated and not needed.
deafened i agree should be utilized more, as its only a thing for hags addon.
for perks, MFT is a pretty hot topic, but as a survivor main i think it should be reduced to 2%. it just feels awful to go against as an M1 killer, so reducing it to 2% shouldn't be bad because its not as little as 1% and its not as strong as 3%, its a good middle-ground.
also blindness is probably the worst status effect in the game unless your playing a killer such as pig, wesker, nemesis, etc. as survivors can't see your power aura things (i.x jigsaw boxes, chests)
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517556#Comment_3517556
Which is exactly their purpose?
A distraction and fourth target for the killer to take pressure off of the remaining 3 players, not free unfailing progress.
no their purpose is to help benefit the team just as a normal survivor player would normally do, which is doing gens, healing, unhooking, etc.
all the bots do is either purposely mess up skillchecks and ruin progress, run around all game, run the moment they get the tiny little heart beat, and sometimes won't even do anything useful. if their sole purpose is to just be bad and be free bloodpoints for the killer, then MAN were they a massive failure. and if that purpose is true, then i have absolutely no faith for solo Q in this game anymore.
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@GreyBigfoot said:
Lol. Maybe if the Hatch still appeared early when survivors progressively died.
It's true that some killer powers can break a bot's behavior more than others, but they are objectively better than having *literally nothing* when a teammate disconnects.
in some ways, its really not. why on earth would i want something that purposely blows up my gen or a healing skill check effectively giving away my position, when i could be progressing the match faster without the bot blowing everything up?
all the bots are good for are just giving killers some sort of distraction and bloodpoints, they weren't a good addition to the game.
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@SOULWARRIOR71K said:
They also don’t 99ed the door. They will open it and leave regardless of the situation at hand.
yes its literally a lose-win situation with bots, survivors get cucked and killers get extra bloodpoints
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@KaTo1337 said:
I can only hope they make him more fun to play as and against. Currently, he is in a very sad spot and I feel sorry for him.
If we dont get a rework, I suggest the best would be to give him Snares and Pallets together, reverting the Speed when holding a Snare back from 4,0 to.4,6 and revisit almost every addon besides Paint Brush, Masterpiece/Sketch and maybe Black Box.
i 100% agree, he needs a FULL addon pass or addon rework as they all literally suck and barely give him any benefits. the only good ones are as you said paint brush and masterpiece/sketch, but black box needs a rework or buff because its VERY niche for a iri addon.
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@Nun_So_Vile said:
Seven hot takes... Seven hot takes is all I can spare for you.
- SWF should be removed from the game. It's too strong and breaks the core design of DBD.
- MFT is fine, you're just being outplayed because it highlights skill issue. In fact, it's not good enough to even sniff the meta and it does not require any changes whatsoever. Hyperfocus, Resilience, and Distortion are all infinitely better perks and more meta by comparison. Better than SB? Ha! Don't make me laugh. Crunch all the numbers you want nerds, It is still inferior when it comes to real world gameplay, outclassed by several other perks that aren't even top 10, and really nothing more than the new shiny toy. Its luster will wear off once people see it doesn't live up to the hype. Another overhyped perk the community got wrong like so many others.
- Skull Merchant is the best-designed killer in the game and we need more killers like her
- Dead Hard changes should be reverted so player can gain distance
- The game was much more fun in 2017/2018 and that's not nostalgia
- Comp DBD is still a joke
- Pig's crouch should change her movement speed to 4.4 m/s instead of 3.6 m/s
Pray 4 me
yeah no kidding these are all hot takes. the only GOOD one is the pig buff 😂
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@Jarky said:
I presume MintSkull is using the following as a reference from their recent Dev Q&A:
https://us.v-cdn.net/6030815/uploads/8TCPE0RR0JB9/image.png
Keep in mind, Michael specifically used the word 'update' rather than rework, so I don't think this confirms he's getting an entire power rework again. An update is typically changes to their basekit/add-ons rather than a complete power rework.
Regardless - they've confirmed he is on their radar for changes.
okay thank you so much!!!
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@ShinobuSK said:
Whats this invulnerability bug?
mid vault it can give the survivor I-Frames. I saw a clip of it when a huntress threw her hatchet at a fast vaulting feng and it made the splash hit sound, but didn't injure the survivor
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@thisislastyearsmodel said:
I think we could definitely reach some sort of middle ground here. Invincibility bug (I'm assuming it's a bug) aside, the new vaults are significantly stronger than what killer players are used to. I don't want to say they're too strong, especially since they've been in the game for so short an amount of time, but I do feel like they have the potential to make some maps difficult or, in cases of already survivor-sided maps, even worse, particularly for killers who already suffer in chase.
If the distance that women survivors are currently getting was decided upon to be the new norm, I think it would be totally fine. The men, on the other hand, are launched literally into the next realm they go so far.
yeah the male survivor distance is a bug, but the i frames and make survivor bug need to be fixed for the vaults to feel better. killer players complained about the new vaults because their so used to getting hits in vaults from narnia, so when they couldn’t do that anymore, they had no choice but to throw a fit.
acrual decent killer players and higher changed their muscle memory around them as they couldn’t get those cheesy hits anymore, which was ultimately better and healthier for the game as a whole. it’s just those 2 bugs that made the vaults somewhat unbearable.
also i see where your coming from survivor sided maps, but that’s why they should rework garden of hell. that’s like, the only worst map next to eyrie of crows which honestly both need reworks to feel good to play on for both sides.
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@MrPenguin said:
I've been hearing they were busted. Maybe the feedback of them being to strong was taken into account?
no they were supposed to work like this as intended, however there was just 2 bugs that made it completely weird which are the i-frames and the make survivors gaining more distance than expected.
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@Kaitsja said:
Wait, did they revert the bugfix for vaults?
in the 7.2.0 ptb they are reverting it. check the ptb patch notes
@Nirgendwohin said:
The i-frames in fast vaults never worked for me. Is it survivor dependent or ping related?
i’ve seen it with a huntress throwing a hatchet at a vaulting survivor. no idea if it’s ping related but it’s definitely there
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514146#Comment_3514146
Isn't this like the old suction vault? Remember how hard it used to be to deal with windows?
the old suction vault was where you could perform a vault action like 12 meters from the actual vault. VERY different
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@Bartlaus said:
No PTB today? :'((
AAAHHHH ITS OUT TODAY TO0DYT!!!!
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@catslayer said:
if talking about killers it's already obvious: they all have different abilities, skills. basically we choose a specific killer for their "uniqueness", gameplay-wise.
but what about survivors? they're all the same, just with 3 different perks each. playing as different ones doesn't really "change" anything unlike playing as a killer...so what exactly made you like that specific survivor? their design? lore? vibes? something else?
edit: as for me, first it was Ada; because she was my favorite RE character, and that's why i loved everything about her, which includes her design, personality, face model, just her in general, but i stopped maining her at only p20. i don't know why i got "bored" of her fast. as for now, it's Mikaela (p81, aka my soon to be first p100 character). similar to Ada, i love her as a person in general: i love her lore, skins are pretty cool, her vibes, and mainly because she's pretty to me since i have a thing for curly-ginger girls like her, damn... i think i've got a crush on a fictional character...
as you can see, she’s my icon on the forums xD
when i first started playing, i maimed nea for most of my time because No0b3 introduced me to the game and i wanted to adapt his “toxic” play style, though i stopped because i was just bad at the game. then i picked laurie, and ever since then i’ve just fell in love with her. she’s the most badass survivor literally EVER and she’s just so cool, she’s also absolutely stunning and now im currently trying to P100 her.
laurie strode and michael myers were the best thing to be added to this game
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@NotAnotherDoctor said:
I'm calling it, between now and next summer we're gonna lose the ability to attempt escape on hook.
With the recent extension of the DC penalty and the DC penalty now allegedly giving afk players a ban (I only say allegedly because I haven't experienced this but have seen people say it's the case), the number of hook suicides is at an all time high because no one wants a ban.
I'm calling it, we lose this ability by next summer, if not Christmas
i’d go so far as to doing this
- there are no longer skill checks that pop up in the second phase of an on-going sacrifice. meaning that you can’t deplete the bar manually by failing skill checks so you can’t automatically k!ll yourself on hook
- survivors now have a similar AFK penalty for killers. if the player goes afk for the entire match, at the end of the match they get 0 points and looks like they DC’d. If a survivor is AFK after they got unhooked (no timer needed) then the game doesn’t give them points and makes it look like they DC’d.
if you want to give up because your a failure, then shame on you. at least make it 10x harder and time consuming to do so, and make it unworthy of doing it anyway.
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as a dedicated freddy main, no. this just seems like he would be absolutely broken both inside sleep and outside of it xD
in all honesty, he just needs some QoL buffs and actual meaningful changes, most likely an add on pass as well as his addons literally suck. in my opinion, these are the changes i would give him
- Holding the Snare button no longer has a speed penalty (speed increased from 4.0m/s -> 4.6m/s)
- Now has basekit Dream Pallets combined with Snares. Both work the same as usual, press M2 to spawn a dream pallet and hold M2 without looking at an empty pallet to use your Snare. Will be the first killer to have multiple charges on both the top left and top right corner of the killers power icon, showed as below
and as for the addon pass, with those 2 changes in mind..
- Garden Rake: Grants 10 Dream Pallet Tokens instead of 7. Aura reveal works on any Dream Trap
- Prototype Claws: Grants 7 Dream Snares Tokens instead of 5. Aura reveal works on any Dream Trap
- Paint Thinner: Grants 10 Dream Pallet Tokens instead of 7. Aura reveal works on any Dream Trap
- Jump Rope: Survivor's Grunts Of Pain and Footsteps are 50% louder in the dream world
- Unicorn Block: Added effect. Survivor's who activate a Dream Trap now also has their aura revealed to The Nightmare for 3 seconds
- Swing Chains: Brand new effect. Survivors who successfully escape the Dream World by using an Alarm Clock or failing a skill check has their aura revealed to The Nightmare for 5 seconds
- Pill Bottle: Has an added effect. Reduces The Nightmare's Glimpse duration and cooldown by 1 second
- Black Box: Added effect. Now forces all survivors into the Dream World
as for the addon changes, some may not be needed, but the speed penalty for holding snares removal and the dream pallet being basekit with dream snares should put him in a better spot than he is now and they should 100% be added. the addon changes i suggested are again suggestions, and dont have to be taken into consideration
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@DredgeyEdgey said:
That have a play rate of probably .02% and not a single good change to them
Like honestly they don't even exist really
i mean, myers is utter dog crap and i highly doubt many people play him because of that, is that a reason why myers should be removed?
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@Aven_Fallen said:
So many buzzwords to explain your skill issue.
Haddonfield is really not that bad anymore. The houses are strong, yes, but the rest of the map is pretty much garbage.
hell they literally nerfed it for survivors, and both nerf/buffed it for killers. the sight lines in the street are HUUGEEE now and the only reason why i say it can be a nerf to killer is bc it’s easier to spot the killer.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505539#Comment_3505539
Maybe you have not been playing killer since the last patch, so I'll forgive your words. When hitting survivors who are in the middle of vaulting, killer weapons are clipping through their body and damage states aren't being registered. This isn't some random lag someone is getting - there's a load of people talking about this. BHVR clearly has added some invincibility frames with this - whether that was intentional or not doesn't matter...the fact of the matter is, once they are beyond a certain part in their animation, attacks are not registering damage and you just clip through the survivor. This didn't start happening until their vault change. Someone did say BHVR acknowledged that this was unintentional and a fix is in the works, but I have not seen such a statement myself, so I'm not sure if that part is true.
You can clearly see the immunity here:
https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/
yeah um.. usually people on the internet don’t admit they are wrong or were wrong, but that’s not me. i gladly admit that i am wrong here, as i was showed with proof on twitter where there was a huntress player who threw a hatchet directly on a survivor while they were vaulting, and it even made the squash sound like if the hit registered, but it never registered.
i hope the devs are working on a fix because that honestly is really bad, and not at all should be in the game. the survivor should be able to be punished for vaulting too close in front of you, and i hope they are working on a another hot fix patch to hopefully fix the invincibility frame bugs. also, my apologies for sounding very mean or rude in my original post, that was not at all right for me to do.
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@justalilbit123 said:
I can't tell you how many times I need to bleed someone out simply because there are NO HOOKS ANYWHERE NEAR an area. It's not fun for me, it's certainly not fun for them, them thinking I'm trying to make them suffer when I literally can't play the game because I sacrificed someone on a hook and that was the only hook for 10 miles.
honestly the hook spawns are fine to me, but sometimes they do end up really close so some maps could have some fixing.
even as a survivor main, i do feel like hooks being destroyed permanently upon sacrifices is an outdated mechanic. i don’t really see any use of it besides punishing the killer for killing survivors.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505631#Comment_3505631
Thats my thought too. I think its a disconnect between hitbox and animation, and this should be fixed, but that could mean increased vault speed animation.
but it could always just be something like this too. survivor hitboxes (and killer ones too) have always been super wonky, and i don’t think they’ve ever been edited before
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505513#Comment_3505513
I have played against survivors with and without Resilience. Spine Chill does no longer have any effect on vault speed. That was changed in patch 6.1.0 and is part of the reason few people use it anymore. I know the difference with and without the perk. A survivor is harder to hit when they use Resilience but the game doesn't deny hits that happen during the animiton, when the survivor is still on the same side of the window. And Resilience doesn't cause the animation to glitch either.
I would overlook this, if it happened once or twice. After all, these things can happen. Maybe you aimed too low and hit the vault because of that. But when it consistently costs me hits that are nowhere near questionable (before the survivor is through the window) something is off. And you can actually see that it doesn't work right. Are you really going to tell me that the animation looks normal to you? When the survivor character model skips frames?
The best explanation I can come up with is that the survivor character model doesn't fit the actual hitbox. The hitbox moves continuously through the window just like before and then neatly adds the extra distance. The animation on the other hand seems to be just like before until the character model reaches the point where they should get extra distance. At that point the game overcompensates and teleports the survivor forward because the animation is technically over but the character model is not yet in the same position as the hitbox.
my bad! i actually didn’t know that spine chill’s vault speed boost was removed. thank you for telling me, that’s an oops on my part.
but if i’m being honest? i think it still relys on whether or not someone has VSync on or not, maybe uncapped fps too as fps plays a BIG factor in any game. but wifi/connection issues are also playing a big factor. you may have bad wifi, or the survivors you go against have bad wifi. or the survivors your going against have actual incredible wifi like they play right next to a satellite. VSync plays a great factor in it too, but you HAVE to take into consideration of the killer having VSync on while the survivor doesn’t. it plays a big part.
the moment i turned it off and increased my FPS, i was able to do stuff i couldn’t before and the amount of things i’ve gotten away with is crazy. i was able to hit survivors as killer easier, i was able to do many things easier along with having my game feel amazing. blame dbd’s crappy engine for things like this as they have VSync forcefully enabled and have the FPS capped at 60. not just that, dbd’s engine is just flat out terrible. you wonder why every update breaks a ton of things? that’s their engine just being old, it’s not modern. hell even overwatch updated to a brand new engine to be more modern.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505348#Comment_3505348
BHVR recently buffed fast vaults that essentially gives survivors invulnerability in the later frames of their vaulting animation. They did this to make it "look" more fair on the survivor's point of view since it often looks like they cleared the vault on their screen but still got hit. The problem is, it still looks like it would have clearly hit from the killer's POV. They also fixed a bug where survivors were not gaining as much distance on a fast vault as intended.
woah that is so much weird copium you just huffed and puffed yourself. they did not give survivors invincibility frames, they just simply gave them the proper distance it should've had when fast vaulting. fast vaulting, as stated in the patch notes, originally only gave the same distance as slow/medium vaults. if you performed a fast vault, it should have always given more distance than a medium vault would. thats why killers were able to hit them easier during fast vaults.
stop spreading false information, its most likely just a wifi issue or ingame settings. some players have vsync off and have their frames at 120 like me, that CERTAINLY feels different going up against. especially a killer with VSync on and capped at 60 fps, against a survivor with VSync off and their FPS at 120. its also probably just DBD's crappy crappy engine.
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@JoaoVanBlizzard said:
One of the things that has become irritating about lobbying is people leaving the lobby and every time another one comes the time resets and we have to wait another 60 seconds again I would like the lobby to be more streamlined so that the lobby is not so boring, not to mention that sometimes people appear who leave the lobby just in time for the match will start, making us need to wait for other players to appear I have some suggestions, but they are just examples:
-Lobby time could be reduced to 45 seconds (currently 60 seconds)
-When the time is less than 15 seconds (when the numbers are red) it would no longer be possible to abandon the lobby
-The killer could not see the name, items and prestige level of the survivors (many killers take this into account to leave the lobby).
Penalizing for leaving the lobby I don't think it's a good idea because sometimes the person really need to leave the lobby for some reason, maybe just a small penalty could have (1 minute to make up for the time you made the other players wait), but nothing too aggressive here
as I always say this is all an example, and my proposal is always to leave the game more enjoyable to play, but I wanted to know if the guys have ideas that could improve post match lobby ?
those changes aren't necessarily bad, but i would rather do these two changes specifically
- Killers are now unable to see survivor's prestige levels in the Lobby
- Killers are now unable to go to a survivor player's Steam profile while in the lobby and in a match, meaning Steam Profiles are only accessible after a match, like how survivors can only look at the killers profile after a match.
these 2 changes are just QoL changes so killers can't dodge lobbies and they can't dodge lobbies by checking steam profiles to see if anyone is in a SWF, or if any of them are friends with each other. it also prevents being able to check profiles in a trial so just incase it is a SWF, the killer wont AFK. idk if they can do that, but i put it in anyway.
i like your changes, a lot actually! but i feel ike the lobby time should stay at 60 seconds maybe because i enjoy the extra time just incase im tabbed out or downstairs doing something.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505412#Comment_3505412
The issue isn't the extra distance at all. You should get that but for some reason the actual speed of the fast vault seems to have increased. You make more distance in the same (or less?) amount of time now and that denies a lot of hits killers should get. Even during the vault animation survivors cannot be hit. You can see that something is not working properly by looking at the animation. It's like the survivor is frozen for a fraction of a second before being teleported forward.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505467#Comment_3505467
If it was a latency issue, then the killer wouldn't notice that. Because on their screen they clearly hit you and the game favors killers in these situations. Since nothing was changed in that regard it can't be explained by latency.
it very much can, the speed of vaults have not changed one bit. you may have gone against someone running resiliance, spine chill, or both perks. as both perks alone increase the speed of vaulting, so you may have gone up against that. the new vaults only just increased the distance the survivor gets away from the window and thats it, the actual speed of vaulting has never changed unless its the killer vaulting.
you probably went up against the 2 perks i stated
@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505435#Comment_3505435
Hmm maybe I just need to readjust.
yup! its like when survivors had to readjust to flashlight blinds after the many times flashlights got changed & killer pickup animations buffed. it just takes time to readjust
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505435#Comment_3505435
Giving additional distance at the end of the vault animation, shouldn't change hits that occur before the survivor reaches that extra distance at the end of the vault animation.
I just think it's funny that BHVR is going out of their way, to find all these bugs that have been happening for years, that we previously were never told they were bugs, and they are all in the favor of survivors. When is BHVR going to make "bugfixes" that are in the favor of killers, that can affect every game that ever happens?
you sure its not just a connection issue on your or their part? if im being honest with you, im STILL getting hit by things that shouldn't have hit me during fast vaults or at least during them. all the bugfix did was make it so the killer couldn't hit you while your like many meters away from the window. it was very much a needed change even if it wasn't a bug or not.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505376#Comment_3505376
I’ve noticed it too when playing wraith, they might’ve overdone it a little.
@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505376#Comment_3505376
Yeah I've noticed the distance is insane
@pizzavessel15 said:
i love when the survivor is basically invincible to m1 half way through a fast vault
it was always supposed to work like this, thats why its a bug fix. it wasn't supposed to give the same distance as a medium vault, its a fast vault, and it should work like one. the new distance is a bug fix and its why its different,
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@LordGlint said:
This perk USE to be on basically every load out. Now however, its... pretty bad. It has anti-synergy with some of the most popular killer perks like Nowhere to hide and is the only Hex perk in the game that can be lost without its totem being cleanse.
I feel like it might be time for a change... For most, it's minimal upside just doesn't make up for its several downsides. I have ideas in my head of neat change ides, but I wanna hear from you all. What is YOUR ruin rework ideas? You don't have to keep current ruin in mind for this since I'm talking a rework rather than a simple buff.
i mean, it doesn't really NEED a rework. all it needs is just to revert the nerf where it disables itself whenever 1 survivor dies. to me, thats a really weird thing to add to a perk that only needed to have its percentage nerfed as that was the real problem.
just revert that and keep the max regression at 100%, and it should be fine.
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@UndeddJester said:
A Dredge-esk darken effect to the same degree might be an option that can be enabled in accessibilty options.
I get the feeling in general there is need for "motion sickness mode" in accessibility options to alter a number of effects people seem to suffer with in this game.
A mode for it seems called for with seeming epidemic of motion sick people in dbd... 😏
I know that sounds like me being a jackass 😁... I'm not, I believe these issues are genuine. I just find it amusing as someone who has always had issues with motion sickness from the age of 5 that I get no issues in dbd, yet I see the words "motion sickness" constantly in the forums... just weird 🙂
i understand it may seem that way, and it definitely seems like it. like, an excuse for the devs to nerf the bottle visuals. but please believe me on this, if i only wanted them to just nerf the bottles i would've rather target the more annoying thing which is the bottles locking you out of a fast vault. but the actual visuals from the bottle just make me feel literally sick, like how back in the day flashlights actually blinded both the killer and the killer player. motion sickness depends on who the person is, as some have it worse than others.
