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pidgeon

pidgeon

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  • MMR seems to be working for me, on killer side I've started to get more consistent matches where people know how to play the game. On survivor its probably gonna take a while as 90% of the playerbase does not know how to survive.

  • I'm pretty sure the Entity is unkillable except for maybe by another Lovecraftian Horror? Realistically I'm pretty sure the only way to stop the entity would be by making everyone emotionless, and aside from that being near impossible, it can just kidnap others. It's pretty much just some god that feeds off of emotion to stay alive.

    Edit: The Entity did make the trials so I do not see as to how it would allow weaknesses of it to be spread across it. Seems like a cool idea tho.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471858/ghostface-new-passive-skill-idea

    I think Ghostface needs those simple changes to become good killer:

    → Ghostface now see survivors through walls within 32m and can stalk them this way.

    → When out of chase Ghostface moves 15 % faster when in NS.

    → Ghostface can instantly down any survivor when in NS without needing to mark them.

    → Fully stalked survivors are revealed untill they mark elapses.

    → Decrease mark to 30s.

    → Crouching Ghostface doesn't emit any sounds.

    → Leaning from cover doubles the mark duration.

    Instant down undetectable wallhacks m1 is incredibly overpowered

  • @Nazzzak said:

    Ill add my vote for just removing pre-game lobby

    Yeah there's not much of a point in it imo.

  • Fruits of your labor + Poised is pretty good.

    Edit: Its mostly used as a mini SB to get to your next generator or hooked survivor faster, Poised helps with this as it pretty much gives you elusive whenever a generator is finished so you get a speed boost while being unable to track so the killer will likely search the area around the generator not realizing that you are nowhere near.

  • I see someone with a p100 every game, then everyone else is p20-80 with a p100 badge. The only people who aren't p100s are new players or people who want p10 on every killer/survivor

  • Let me introduce you to Hex: The Third Seal its does somewhat of what you're talking about you just need to work for it.

  • Do not know if this has been said already, but please make it so we can bind the comms wheel to whatever button we like, along with individual callouts to certain buttons. (such as dpad on controller)

  • May I introduce you to.. Shattered Hope?

    Instead of playing Nemesis with only the perk Nemesis, I have instead opted for Shattered Hope + Undying on Doctor that way I can see them blessing the totem with Undying then shock them off of the totem. This build will unfortunately only be viable for the next week or so until boon totems inevitably die for a few more years.

    Also note: majority of swfs are 4 friends just playing the game casually I promise you only 5% of swfs are genuinely comming.

  • I personally don't mind if a killer is fun to play against as I like variety such as Hag mindgames, crouching whips, Remnant 50/50s, ect. Not a huge fan of dash/ranged slop every game. I really do care if killers are accessible which is why it sucks to play this game without audio and get destroyed by a multitude of killers. I mean many killers already have changes like this such as Houndmaster's animations showing she's in dog mode by her moving her hand across her face, or the dogs eyes turning yellow.

    Also note: I do not know if this is a bug, however there is a slight delay between whenever spirit starts phasing and when the power becomes directional, because of this short loops are quite literally unplayable.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113466#Comment_4113466

    I've been waiting on dpad support for Vecna and Dracula since they released I'm begging to be able to bind freely like in OW/Rivals

    Yeah it would be so amazing.

    Edit: I feel like a lot of players would prefer this over individual sensitivities as it can also affect survivors side. (Also let us bind the comms wheel to whatever button we like pls)

  • It's pretty terrible, however you can pretty effectively spam slingshots with it, or whenever you're about to finish power stand still for a second to make hitting it easier. You can also pair this with the add-on that increases duration by 200% which is very funny.

  • @Mandy said:

    There's definitely interest to add this for other killers when they get updates done to them, its a lot of extra work so it is not something that will roll out across all of them at once.

    The controller sensitivity for survivor movement is already equal to K&M so probably isn't needed.

    Is there any way to allow controller players to bind extra things like PC? I would love to be able to bind things like "look up" for Jason and Huntress orbitals.

  • Idk why we didn't just get Chaos Witch Quelaag as a killer

  • Everybody knows why killers do this, it's moreso it being unfun to play against and because of that people want it removed from the game.

    Also note: you shouldn't be tunnelling at 5 gens, if you are tunnelling at 4-5 gens you just are objectively bad at killer.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113348#Comment_4113348

    Zealous actually isn't that great atm. You get two main bonuses from zealous.

    1. Beam gets 10% bigger which considering this is only a 0.3m increase and you can get a 50% increase from just running order of inquisition is quite underwhelming.

    2. The curve which is only active for 0.3 seconds currently which is incredibly undertuned.

    So putting this together I could actually see this build being quite viable with how underwhelming zealous currently is.

    Zealous is still free injuries imo, nobody expects 1 frame flicks and even if they do its extremely hard to dodge near guaranteed hits.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113253#Comment_4113253

    I suppose, but you can make the same argument for Kaneki.

    I told my friend who was struggling on Trickster's Delusion as Kaneki (even though technically it's a hybrid map: indoor portions with long street stretches being outdoors) along with the clutter, I told him directly as he is a Wesker and Kaneki main (he plays others but those are the main two he plays and enjoys) that those killers also have issues with bump collision and clutter around the map (that map is well known for all the clutter it has).

    There is a give and take with all killers, same for Nurse and Blight - you can literally loop a Blight back and forth against a rock as shown with DOCDBD here in his video:

    https://youtu.be/JDeDaDflXz0?is=0XIGSgWLorMoF3gn

    At the 2:32 mark, you can clearly see DOCDBD and I have done it in my own videos that you can routinely cause the Blight to lose its rushes if you capitalize on line of sight blockers - the same for Nurse as well, so the whole point is that every single killer as I said in another comment has a give and take to it.

    Sure, not many people are as skilled as I or Doc, but the point still stands that if we are talking about counterplay - all killers in the game has fundamental counterplay, just entertainment DBD doesn't show it to the masses that is the survivor community sadly (which leads to arbitrary tier lists in the first place.)

    I think the reasons why Blight and Nurse are considered S tier is simply because their counterplay is "Don't let them see you." Along with the fact that they have some the best two tap potential in the game, map pressure, ect.

    Daily reminder that 90% of the player base does not know how to play the game on a skilled level, so for the most part tier list are arbitrary for them however I do think it helps skilled players who want to get better at the game and get a better view of the meta.

  • Whenever I see tier lists it's typically by Otzdarva or Scott Jund and before hand they list out some criteria for examples one of Otzs tier lists for most of them they're assuming its at a relatively high level or above average.

    @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113253#Comment_4113253

    I'm pretty sure Tier Lists have criteria for this exact reason, most of the time its based around the average playerbase.

    This is a first I'm hearing about actual criteria on lists, could you please explain them for me? Usually it seems it ends up a mix of whatever the steamer of the week says and opinions. Highly curious.

    . This one was from a few years back (6.7.0) as it was the first video that popped up but it should still be fine. Apparently I was wrong though I thought they were typically based around average players but this seems to be based on the soft cap of MMR.

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  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113214#Comment_4113214

    Ad-hominem, try again.

    I am engaging with you because I am challenging you on how fundamentally broken and disconnected they are from the average game.

    I will ask once more and if you dodge it again, this is my last time of talking to you: What is Finesse, Remylea, Numia, BleakBTW, and Negoose in your eyes? You think they just picked up those characters, found broken playstyles or (in your eyes Nurse and Blight are the only broken characters (???)) to justify S tier.

    You do know the game is a constant back and forth? I have no clue why people think people who play killer are some true deity Gods that unlocked 100% efficiency and cannot lose if they're playing Blight/Nurse but then when a survivor loops said S tier, that player is just a bb killer.

    Makes no sense, by that logic anytime a killer player gets a kill they're facing bb survivors who don't know how to loop, faceplant a wall, and run in straight pathways, and therefore killer is not that strong.

    Do you know how ridiculous you sound? I give you one more chance to talk and actually say their names and if not, this conversation is an utter waste of my time.

    I'm pretty sure Tier Lists have criteria for this exact reason, most of the time its based around the average playerbase. Obviously every killer played at the top level WILL stomp survivors, I mean look at Quiet kills Epidemy ect. They play "bottom tiers" and still stomp every single lobby.

    The reason why A tiers exist is because for the average player it COULD be S tier, the only thing holding Hillbilly back would be Indoor Maps or hard to maneuver areas.

    The only thing that holds killers like Singularity & Twins from being S tier is the fact that communication & antislugging perks literally gut these killers.

  • I honestly don't think she's super weak close range there are things you can do to mitigate her "bad chase"

    • Slingshot tech gives free hits
    • If you charge your power for 3 seconds then place it on top of a survivor like Vecna it instantly damages them.
    • Cancel your power, I literally don't see any Judgments doing this and it pretty much always leads to free hits.
    • Don't shoot directly at doors/windows/pallets unless they're in a corridor as most people will just dodge left or right.
    • Most survivors play on autopilot so they will dodge the same way twice, or if someone is hugging a wall you can send your power slightly to the left or right of them and its a guaranteed hit.

    These tips helped me out a lot while I was still learning the killer, I would recommend trying some of them out.

  • I'm 90% sure dbd mobile is managed by NetEase and not BHVR.

    in Hi Comment by pidgeon
  • I like this one more, it makes sense that it stops early as they're literally getting sent to another dimension.

  • Im assuming abandons don't count, some clarification would be great though

  • This is genuinely the funniest April fools in gaming history

  • I'm assuming Judgment will turn into Nurse where she is barely seen, yet one of the strongest killers in the game. My guess is that she's mainly gonna be one of those winstreak killers that either go on crazy streaks or end crazy streaks.

  • As my games have started getting harder with the MMR update I've noticed that many good players still use it and think the perk is still very strong, I think the pick rate will drop a bit but will still stay in the top 10 strongest perks.

  • The killer is equally hard on both m&k and controller imo, I prefer using her on controller because with the accessibility settings it feels pretty smooth.

  • @esarraf said:

    All they needed to do was change it so it recharges while working on generators. People who complained about people only ratting with it are happy since they are now progressing the game and people who like to be stealthy are happy since they no longer need to be in chase. And like you said new players are able to stay alive a bit better.

    This would honestly be so much better. Not even good players get much distortion value simply because you have to be in chase and forcing chase is objectively a bad play.

  • It takes 31 hours of gameplay to reach 9000 shards btw

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113035#Comment_4113035

    I didn't know you can hide in an illusion, that is cool. Still needs buff though, not a huge one but a little one. Maybe simply make it more realistic.

    I think if you gave the illusion an animation that would go a long way. Shouldn't be too hard as they just apply the animation to the object. And hopefully the animation would actually sync up with the survivor pretending to be an illusion.

  • Technichian got buffed recently to make it where your generator repairs are completely silent. So I've been pairing it with Mirrored Illusion as the main weakness with it was that the killer could easily tell you were inside the clone by hearing generator sparks n such. This completely removes that and if your chasing next to a gen you can place the Mirrored Illusion on it then loop around again and hide inside of it. Its very fun

  • @SpyUA said:

    So what does the killer side get from this?, countering 3 gen might be hard in solo q but it's incredibly easy in swf as 2 survivors can be on one gen and other 2 occupy other gen that further away and when killer comes to one gen do the other gen, there's a gen kick limit and the killer would either waste time going to one gen and the other while survivors are getting progress or the killer would be chasing and wasting time for survivors to get progress, this should take 5 minutes max to complete the gen.

    Doing a 3 gen is quite essential for killers like hag and trapper, and they are the best at doing it.

    The 2 survivors thing is an issue because of the hatch which should be changed.

    You don't even need to be in a swf to stop 3 gens, most of my solo queue games I can point at a gen for my teammate and they'll do it whilst I pressure the other gen.

  • @SwampViking said:

    She can win a match with zero chase.

    So people forget Hag exist..?

  • She feels pretty fun to play as and against I've been liking this chapter a lot on both sides which is a surprise. The only thing I don't like is the m1 Judgments that barely even use their power.

  • @Crowman said:

    Well survivors are able to remove Heresy without needing to rescue survivors from exile unlike PH who survivors can only remove torment by performing rescues on caged survivors.

    The other thing is that Judgement cannot camp survivors who are in exile and a survivor rescues all exiled survivors with 1 interaction. PH cages spawns are easy to learn and survivors have to rescue caged survivors from the front so it makes it much easier for PH to camp cages even with the teleport mechanic.

    Hate to disagree but Judgment can pretty easily camp the shrines for exiled survivors, its like incredibly easy to do a quick 360° turn and instantly find the two closest shrines. Also camping on PH is significantly worse than Judgment as you have to actively walk across the map to do so. Friendly reminder that you are actively hurting yourself by sending multiple survivors to Judgment as it takes significantly longer to save a survivor on hook, then a survivor that is being camped on the shrines by Judgment.

  • Killer main here: This is like very wrong.. The game is very balanced aside from lobbies where everyone is sweating and using the strongest builds possible. Nobody outside of "High MMR" even knows how to use DS, STB, Deli, momentum tech, proper looping, ect. If you know the basics of killer you should and can win majority of your games.

    @TerraKane said:

    I agree with this take and want to add another point to this: Events.

    Every single recent event catered to the survivor side. We had the Black Banquet which was a hot mess where survs would get insanely strong effects and killers got a nerfed clown bottle. Then 2v8 is in the game like every two month, ruining killer queues in both modes, while being another survivor sided mode that caters to survs with every update - survivors can literally remove hook states with the tonics while killers gain a little haste from them.

    And now Lights Out, too. That one mode that used to favor killers a little bit and was gone from the game for so long only to come back and give survs basekit Windows, insane gen speeds and an increased anti-camp meter that would trigger so quickly even when killers were only patrolling gens in the area where they hooked. Killers got nothing.

    I find myself avoiding the game more and more while events are out, because the blatant favoritism that survivors receive and the spli-queues feel unbearable. It's either playing survivor only during those times or not playing at all.

    Majority of events are actually killer sided imo,

    • Masquerade has been killer sided for three years and now people complain when the other side gets something,
    • Lights Out has been killer sided and now people complain that survivors get help with basic looping, (myself included)
    • Christmas events the killer could freeze pallets to stop people from looping and got free hits.
    • Chaos Shuffle is pretty killer sided imo as there are more killer perks that work well across all killers compared to survivors getting better together for the third game, also its super easy to tunnel/slug in chaos shuffle as there are no perks to counter you.
    • 2v8 is pretty easy to win as long as you guys are both slightly above average on killer. (Death squads excluded)

    Those are the only events I can think of, but remember the survivor meta has been heavily nerfed so there's even less of an excuse to not be winning your games, especially since killer at lower levels are significantly easier than survivor. This only changes as "High MMR" which I guarantee almost nobody in forums are as if you complain about Tunneling, Slugging, or "Genrushing", you likely are not good at countering it.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112990#Comment_4112990

    Considering alot of perks get held back because they could be stacked... yes, I think its a step to broadening build variety. While you wouldn't be putting multiple perks with the same effect in your build anymore, you can instead use perks that you wouldn't normally use alone because the individual perk values dont need to be throttled anymore. Theres no longer a threat of "forever freddy" so the individual pieces can be useful.

    This. I am really hoping that the perk overhaul buffs perks and builds that got hit by diminishing returns such as Unbound going to 10-12% or Batteries going back to 7% ect.

  • @MiseryandCompany said:

    Simple: Back when this change got tested on PTB it got reverted because it would have been too strong as back then, cages did not have unhook protections.

    Now they do, and I see no reason why it should not apply Torment on ability hits.

    Yeah, I mean now that the game is significantly faster than it was 6 years ago we can definitely have it this, especially since Pyramid Heads main weakness is the fact that he's so slow and this would help out a ton. (Especially since he's been powercrept quite a bit by Artist n Judgment

  • @Doctor_Xenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112865#Comment_4112865

    Idea #8 - killer can cast themselves plus 1 survivor into a seperate dimension where they cannot down X survivor but the more they hit them or apply some kind of effect (or even just a version of absorbing blood like oni) - they gain a permament effect that can scale over-time (IE faster movement, faster vault/breaking pallets, reduced attack duration, buffing perks base effects (like how Rapid gives 5%, it could instead scale up to 15%,etc))

    Idea #9 - killer can straight up eat a survivor -where the survivor is inside the bowels of said killer and have to basically upset the stomach so killer vomits survivor back out. Whilst *consumed - killer gains X effect (maybe flight, 1 shotting survivors, etc, something crazy).

    Idea #10 - Killer can phase through walls as an ability but cannot attack survivor in "phase mode"

    There are a ton of different ideas that could be implemented - do those satisfy ?

    #8 I feel like a killer with a randomly generated 1v1 zone where perks dont work could be really fun

    #9 seems fun

    #10 A worse version of spirit/nurse

    Honestly yeah there are definitely plenty of usable ideas now that I think of it, which is why it's a bit sad seeing we have so much ranged/dash slop

  • @Doctor_Xenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112859#Comment_4112859

    Not a problem -

    Idea #1 - X killer can 1. block windows/pallets and whilst withing Y AOE of said blocked window/pallet they gain haste or apply hinder to any survivor (stronger version of doctor but he doesnt have static blast to find survivors)

    Idea #2 - X killer can generate entire walls/obstacles to zone a survivor (imagine being chased and suddenly walls form around you and you are boxed like a fish)

    Idea #3 - (almost used like a Myers Stalk) - can directly apply hinder to a survivor to help X killer catch up to them

    Idea #4 - similar to idea #3 but grants killer haste vs survivor hinder

    Idea #5 - Can cause a portion of the terrain to become "sticky" (basically a glue trap) that affects survivors trying to walk through it

    Idea #6 - X killer can "charm" Y survivor and make the survivor walk towards the killer unless Y survivor performs a certain number of skill checks to escape the charm effect

    Idea #7 - A killer with a lasso - where if he lassos a survivor, they are either immobilized until they break free, or he can reel them in (similar to deathslinger but much faster and collision wont affect it, but killer cant dmg survivors unless w/ m1)

    need more ideas?

    1 will be unfun

    2 seems genuinely interesting but many people will likely hate playing against it

    345 seem to just be clown

    67 are just worse versions of slinger

  • People just prerun a bit earlier now, I really haven't been noticing much aside from whenever survivors aren't paying attention and they just SB right infront of me. Still an amazing perk.

  • I mean we are confirmed to be getting one with the graphics update iirc.

  • Yeah I've heard the same from many other players, I probably would've just finished getting him to 50 and started my judgment grind anyways

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471764/judgement-gambling-machine

    She isn't going to be fun to go against for everyone. I quite enjoy playing against her. That's just me though.

    This. Also some tips for sniping on gens:

    • Hide your power behind walls as the visual indicator is muted, and the audio is muffled.
    • In Zealous you can send it straight towards a gen then flick it left or right. Not even experienced players expect 1 frame flicks.
    • If you're casting for about 3 seconds you can place your power directly on top of the survivor as if you're playing Henry/Vecna.

    Also remember it really just takes tons of practice, I've been playing her a ton and have been absolutely loving it on both sides.

  • @MechWarrior3 said:

    This post was difficult to read. Why is it so spaced out? I agree though. Wesker probably does feel off from what I have been told by people who main him. He gets a lot of bugs too. Hopefully they can clear it out.

    I unfortunately stopped my p100 grind on him cause he has started to feel genuinely terrible to feel as of the past 6 months, luckily we got Judgment though.

  • Saltnest is still on Wesker even after all of this? I really hope they end up reverting him, or even just making him feel smooth again.

  • Hoping Art the clown is an m1 killer and not another ranged killer.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112822#Comment_4112822

    I agree with you and the post that it's nice hearing the sound but on artist it's just really bad and unsatisfying...

    Yeah I hear a lot of people dont like artists sound design but its pretty great imo

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112749#Comment_4112749

    It’s a bug but that makes one wonder how broken the spaghetti code has to be for this kind of thing to happen. Very sad :(

    Luckily were getting a recode.

  • @Seal_all said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112827#Comment_4112827

    Yeah sure i don't main this character and don't know situation in his add-on, this only my opinion and concept this only one way how we can do killer more atmospheric add new designs with any minimalistic details or mobility.Sorry if i wrote wrong i'm not American or British.Don't be mad if i be wrong in this post, and have a nice day

    Oh don't worry im not mad or anything, I was just expressing my opinion that he seems to be in a good spot and doesn't need buffs. The rework seems interesting though I'm glad you took the time to make it.

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