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random1543

random1543

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  • Some players somehow still thinks she is broken.

    I had a skull merchant match today and someone dced right off the bat as soon as she started chasing them like they stuck in 2023 or something.

  • @pidgeon said:

    why are people downvoting? The doctor issue literally triggers seizures like what are people on..

    This post is complaining about fog vials giving them headaches, saying they are worse then docs VFX.

  • I would love this but lobby dodging would have to be penalized.

  • They must of been doing it on purpose because new players should be starting with 1 learnable equiped if they are forgetting perks.

  • @zonkednb said:

    I'm not a fan of either playstyle as I don't think they're particularly fun to go for nor face, but I'm going to say it depends.

    If you don't bring perks that complement 4-man slugging, it's going to be a lot harder. Likewise, a lot of tunnelling killers drop any chase that's slightly hard to find the one survivor on the team that can't handle the pressure of being tunnelled, then go for them.


    I agree with all that, But I think its much easier for a team as whole to come back from slugging if they are competent vs tunnel can feel like no chance even if you are decent in chase.

    a early tunnel out that's one less person on gen for whole match

    where as slugging you can leave them there for a decent amount of time, get gen done then go pick up while killer is trying to slug others (granted this only helps if team isn't going down constantly but at that point they playing good even if they where hooking normally would be winning)

  • I don't complain publicly but if I'm versing a top tier / high mobility such as ghoul or blight with a full slow down build I will eyeroll at a pain res into dms into grim.

    Honestly tho a worse build to verse is the slug build going around recently, has made me switch in unbreakable.

  • Everyone just standing and bagging at the exit gates has become rare honestly compared to how common it used to be. (am mostly solo q player)

    I see excessive end game bagging mostly if the survivor survived a hard tunnel and is bragging or the killer is a not so liked and survivors got out (eg ghoul)

    Otherwise bagging at exit gates is rare and people will either stand there or just run out, sometimes their is the odd ball that stands there and bags, (tends to be person with least chase time 😂) I tend to shake head at them then run out of trail.

  • Needs to be hidden for everyone. Killers being able to shop for lobbies and be like "nah ill pass these people are all pc" is annoying. recently killers have started to dodge lobbies that have to many annons. its like we playing in annon because they dodge all the time then now they starting to dodge because we are annon, something needs to change.

  • @Wezqu said:

    It changes them on survivor and killer on perks that mark objects. It uses the same color if there is survivor using Blast Mine or killer using Discordance etc. Deja Vu gens use the gen color aura that you have set as they only show you the gens aura.

    So this setting is for anything that would highlight the objects aura to anyone for any reason. Like the perks I mentioned.

    I've been testing around and Perk auras seem to be effected by "Surfaced Object" aura setting and not the Highlight one.

    Eg.
    Discordance, Machine Learning, Help Wanted, Blast Mine follow "Surfaced Object'" aura color

    image.png

    It seems to work for things such as Knights Guards looking at gen with sending out guard.

    Was just hoping there was a hidden survivor feature in the game due to the wording "pointing" but so far highlighted aura settings does not effect anything on survivor side from my testing,


  • @Drumbeat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084585#Comment_4084585

    Ok pal as much as I hate ghoul balance wise for an anime guy behavior did make him pretty accurate power wise

    my issue isnt with how they did ghoul, but why him as the first anime dbd character. could of pulled from a anime that had more cooler/ horror adjacent designs. eg chainsaw man I suggested but really any anime where its just not a x anime dude.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084911#Comment_4084911

    The way Shoulder is used right now is not as anti-tunnel but instead mainly by coordinated SWFs who are trying to shuffle hook states around.

    It usually can't be used for anti-tunnel because tunneling killers try to stay nearby the hook so that they can actually tunnel. If you are trying to help a survivor who is being tunneled, you're better off using Babysitter or Borrowed Time, which are much safer.

    What it can be used for is situations like this:

    Survivor A gets hooked, Survivor B gets hooked. Survivor A gets hooked again, Survivor C uses Shoulder the Burden to take their hook state. Survivor A, B, or C gets hooked, Survivor D uses Shoulder the Burden to take their hook state.

    No survivors are being tunneled in this situation but it is the situation in which the perk is the most effective and most often used. This is what I mean by "punishing normal killer gameplay"

    it also can only be realistically done by SWFs who are coordinated and sweating, and groups like that do not need the help of such a powerful effect.

    The reason I changed it to Broken/Injured is because Exposed would have a time limit which would be difficult to capitalize on, giving the killer little incentive to do so if the survivor is far away. The idea behind Shoulder is to draw killer aggro off of someone being tunneled by making yourself a target. Being injured and broken is definitely the way to do that.

    What if instead of injured/broken until hooked it was made into more of a reverse Make your choice,
    "when the killer hooks someone this perk activates until the killer moves at least x meters away at which point perk deactives after x seconds until killer re-enters range" then hook shuffling could be avoided by the killer by not loitering around the hook, but survivors can still find use in the perk and not have it relegated to being as useless as invocations.

    I just think Broken/ injured until hook ruins the fun of the perk

    side note main reason I personally could not get it to work a lot in solo is because no comms combined with no seeing each other perks (which is kinda helped now by perk screen). if there was pre made messages solo could take advantage of it more but that's another topic

  • I think shoulder to burden is fine as is and that nerf is way too much, Scream, injured and broken until they are hooked is super unbalanced.

    I don't understand what situations it hurts "normal killer gameplay" just chase the person that is now exposed with no anti tunnel active because they took the hook state.

    STB is also much more usable now that solo q can see team mates perks, people will slowly learn to check.

  • I think issue is system thinks its a duplicate.

    image.png
  • Ghoul /Ken , outside of balance issues who thought a anime guy weeb screaming in your face was good. If they really wanted to do anime in dbd should of picked a better IP like chainsaw man who at least looks interesting in the character design aspect. ghoul is anime guy number 254

  • Scary Movie, There is a movie coming out soon, Please do legendary skins Collab 😉

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084365#Comment_4084365

    Personaly if they increase it to 40% I think its good change but they shouldnt stack because they will be then survivor sided due to killer having no ability to stack offerings.
    Deffinitely it shouldnt be guarantee map like before because I believe even devs had data for most used maps and I believe it were the same ones which backed map offering nerf.

    From my personal experience I played on both roles 90% of time same survivor sided maps and it was realy obnoxious to deal with as either role, killer sweats naturaly because he thinks its swf with a plan and then its not so fun for both sides.

    You could fix that issue and make it so killer offering is always 40% but then survivors are diminishing based on how many where used (eg 2 different map offerings on survivor side go to 20% but if its the same offering or only one used it would stay at 40%)

    @Wiccamanplays said:

    map offerings wouldn't be an issue if maps were all equally balanced, but they're not. Nobody was using them just to go to the most fair maps for both sides: it was Nurses with full aura builds taking you to Midwich or SWFs taking you to Eyrie of Crows and Badham. More recently DBD introduced a Map Showcase queue when a new map is released (they did one for Trickster's Delusion btw) and they're currently running one rotating through all of the realms for the anniversary, so you'll still probably have a chance. If it's really bothering you, you could also run a custom game with bots to fully explore a given map at your own pace.

    I used to use Macmillan offering a lot because I thought it was the most balanced realm back a few years ago.

  • I don't think they should be guaranteed but the percentage it does give as a chance should be increased.

    I think its 20% at the moment (wiki not updated and google leading to reddit and forums) would increase it to a 40% chance, if other map offerings are played should decrease the chance down to 20% (all 5 bring map offerings so all 5 maps would have 20% chance) non stacking as they are now.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084342#Comment_4084342

    Tbh nurse in current state (without rework) isnt killer that gets influenced by pallets at all even as number 1 killer.

    But that idea is good but I doubt devs will know how to balance it.

    agree there every match would have to be a pallet factory for nurse having one every 5m 😂

    But yeah really wish they would go that direction because there will never be a balanced state for all killers if spawn logic is the same across them all

  • They need to start spawning pallets based on the killer you are versing

    is this too many pallets for killers such as ghost face and unknown? yeah.

    Is this too many pallets for the top tiers like ghoul and nurse? not at all.

  • Maybe not a abandon option but I think a "bleed out faster" option would be good. saves wasting time for someone to bleed out as hatch spawns.

  • Verticality bink rework.

    maps verticality is ruined because of this killer, only killer that can directly teleport vertically exactly how they want.

    other killers cant ignore verticality like her. Freddy has to teleport go to gens and gets cooldown spring trap has to use doors.

    Drac bat form can only go to vault locations.

    I would love to see something limit Verticality blinks on maps such as RPD, Midwich and Gideon where she can really just stomp because the game also spawns nurse specific 3 gens because its not spawning gens based on if the killer can just go directly through the floor/ ceiling. even with teleport killers like singu you can use emp and force them to walk to location.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083247#Comment_4083247

    I don't think just reducing the amount of stealth effects will fix the perk. Fundamentally the perk is just way too accessible and invalidates any stealth perk that does the same thing. Like this would still be an objectively better Lucky Break.


    Yeah but it adds more tracking opportunities for the killer in the form of aura reading and grunts of pain rather then giving them no options.

    I understand standpoint where its too easy to proc I just enjoy these sort of effects in game, What if it something like "after you loose chase" was added as a activation requirement as well? That would also not invalidate Lucky break as you can use lucky break without having to break chase first.

  • Yeah she need her movement speed increased or they need to change her chase music to this. how it feels looping a hag in a non set up area

    https://www.youtube.com/watch?v=VpnzssRMxYA
  • Question to people who do not like the elusive effect / this perk, would you be ok with the perk if it was just pools of blood and scratch marks and not the elusive effect?

  • What year did you start playing? if it was before the bloodweb rework its possible 😂

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082635#Comment_4082635

    Did you try to cleanse a Totem instead of blessing it? My assumption would be because the blessed Totem got snuffed out, the Perk deactivated, but since it already activated, you cannot reactivate it. If this is the case, cleansing should make the Perk stay active permanent to get the full value out of it.

    Have not tried testing with cleanse from start of match but my totem is not snuffed and even if I rebless I don't get perk back even if I cleanse a totem after blessing I only get to use the perk once then its grey out, going to be reporting to beta hub if not on there already.

    Bless totem to get perk
    heal someone with it perk goes grey
    reblessing and cleaning totems does not let me reuse perk, even if totem is not snuffed, (Why I thought it was one time use haha)

    image.png
  • Yeah the perk was greyed out like it was not active even tho I reblessed the totem which should regain the perk.

    I'm assuming bug as perk is worded like you can use on everyone once.

    Edit: Had another match I could test more, Def bugged, used on Yui, reblessed totem in screenshot after using on yui and does not light back up. then tried to heal claud bot and no prompt

    image.png
  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082630#Comment_4082630

    One time use per survivor, so you can use it on 3 survivors

    Ive been testing with COH and this perk and first match i proper tested it It would let me bless and use once but once i tried to use again after i reblessed it would not let me use the perk again on anyone, maybe was bugged for me but was first match I had downtime to test properly.

    you right tho perk is worded that way

  • @Aven_Fallen said:

    Considering that the Survivor first needs to cleanse a Totem to activate the Perk, even if the other 3 Survivors all have Resurgence, you would overall not gain anything, even if you can heal them instantly. Which is probably also the reason why they added the requirement to cleanse or bless a Totem.

    (But nice try trying to get Resurgence nerfed. I give it a 6/10 for your effort)

    Even if the other 3 have resurgence this perk is one time use so you'll only be able to do it to one person max. (unless everyone takes 2 perks for this build)

  • I think the game has had perk bloat for years.

    They need to move towards having one or two learnables per character, weaker perks should get buffed or even merged together to make less perks, but more viable ones.

    The current way they do it with three perks we will continually have perk bloat.

  • @Skeleton23 said:

    Oh its not just him. 90% of the playable Characters have this bug. And they shown no signs of fixing it.

    It's such a eye sore its not even funny. It's the type of hair texture there using thats making that happen. What it looks like on top of it. Its not fixed this anniversary update as fare as I seen looking at the patch notes.

    It's giving me signs that they might Discontinue the Switch if they cant keep up with updates for the game. I can Be wrong

    They may honestly do that, they already have issues with the switch and updates causing them to be delayed vs every other platform.

    Would not suprise me if they discontinued switch dbd.

  • I read the title I and thought we where gonna be requesting this 😂

    image.png
  • @ArkInk said:

    I wish they'd change the latch on bite to only work on injured survivors rather than in general, in order to remove the free injury Kaneki gets and force Ghouls to learn how to effectively slide cancel.

    The ability to bite survivors then exclusively becomes a means to power up, and Ghoul becomes entirely centered on mastering his unique form map traversal and how to use it in chase.

    This sounds like a good change, one of my main issues with ghoul he gets his first hit free into mending with no effort and no counter, even legion has counters to his frenzy.

  • I hate him.

    Me after the game gives me multiple kens/ rizes back to back

    https://www.youtube.com/watch?v=17KmNrG9pE4
  • Have not versed him alot but one thing that needs to go is killer instinct. (if you have not played him you can see it in gameplay footage)

    His kit is strong there is no reason he needs that as well for tracking. if survivors are crouching around to avoid being seen they should be rewarded not just be caught with killer instinct anyways even if they are not leaving footsteps.

  • When I play Billy I tend to use one, Used to use pain res or pop to combo with no where to hide but since turn back the clock has came out have been using that.

  • @Defnotmeghead said:

    Didnt see the original comment, but here's why I think Throttle isnt too big of a deal:
    1. It resets and blocks the pallet. That means you cant break it, but survivors cant use it either.
    2. The pallet originally blocked your path when they vaulted it, now it doesnt.

    On paper, really strong perk
    In practice, I doubt this perk will see a lot of usage

    That 15% haste is literally them matching your movementspeed for 3 seconds, because you no longer need to break the pallet, which would have cost you more distance:
    Just in terms of a straight line and you having to break the pallet vs throttle being used:
    1. They vault the pallet with 5 meters distance, you break it ASAP uppon arrival (2.3 seconds, but to sell the point, I've made it last 3 seconds) while standing still, survivors move at 100% after vaulting in a straight line → Takes you 29 seconds after the chase originally started to hit them.
    2. They vault the pallet with 5 meters distance, you dont have to break it as it will reset, they gain 15% haste for 3 seconds and then the regular 100% → Takes you 9 seconds to hit them
    To provide a visual per second:

    https://us.v-cdn.net/6030815/uploads/0YIAF85FL29P/image.png


    They can stack it with Lithe, sure, but why would you use Lithe with Throttle when you can just use Lithe. To re-use the pallet later?

    Like, survivors cannot control the activation. When they fast-vault, the pallet resets and get's blocked. That's it. By the time a survivor is forced to fast-vault a pallet, they tend to be within hitting range of the killer.

    So you only want to use this in 3 scenario's
    1. You're not in chase and quickly reset a nearby pallet for later use (handy against killers like Houndmaster and Twins)
    2. You have a significant distance on the killer and want to deter the killer from chasing you (in which case, minimal wasted time to the killer)
    3. You are in a relatively dense area and that 3 seconds allows you to rotate, because you need the pallet in the area for later (mainly indoor maps like Lery's, The Game and Midwich, I dont see that happening on Coldwind).

    It can be really powerful, yes, especially against weaker killers that have been in desperate need of a buff since 2021 (in case of any devs watching this, we really want Pig's dash to be able to break pallets, and for Trapper to have bloody coil basekit(and also maybe honing stone basekit in 2v8)). But overall, it really isnt as strong as it appears to be.

    Based on very little practice with it myself, I'd say this will get used in maybe 5% of games, which is still significantly higher than average, but it's benefits are quite niche.
    Lithe is better without resetting the pallet, WoO is better. The 15% haste is terrible in combination with any other forms of haste. It's only benefit is that it doesnt cost you exhaustion. You heavily rely on pallets not being broken as any pallet you drop in chase is not really a pallet you want to be vaulting unless the killer mindgamed you hard.

    This is a amazing break down of the perk 😍

  • @Robotfangirl67 said:

    I understand that solo survivors struggle a lot. And may need Throttle for that type of perk. But I just think it’s a bit too much for killer to face.

    Edit: I’m just providing feedback like everyone else here. And stating my opinion and if you don’t agree that’s fine. I just think the downvoting on something so small is ridiculous especially when providing feedback.

    I don't know what exact feedback you gave but downvotes tend to mean people disagree with said statement in some way.

    Also time of day is a thing as someone mentioned that can contribute to upvotes or downvotes

  • @Hex_Llama said:

    Ever since 2v8 ended, I feel like half the time I'm matched with potatoes and half the time with juicers. I'm not meant to be in either of those groups. I'm meant to be in "people who understand how to play but are not good at it."

    Most Likely due to lobby dodging (not by you but by prior person) and getting backfilled into these lobbies.


    Lobby dodging needs a fix, never gonna have good MMR with that running rampet in the game.

  • Open wide throttle - if its countering dissolution then that's a good thing, only time I see dissolution used anyways are on ghouls and Krause's (sometimes legion) so not going to be a major issues on weaker killers who we want to avoid hurting. Ghoul and Krause can handle hold W.

    Now if we don't want perks that counter other sides perks. lightborn rework when because it counters flashbang.

    As for other aspects of perk gonna have to test but I dont see a issue with it countering dissolution, dissolution should be changed anyways imo.

  • Only if she signs happy birthday mr president when using bardic 😂 (unless we adding her as killer)

  • @Blaconia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081368#Comment_4081368

    No, but now he's less fun for all survs (MnK or controller) to play against.

    This reminds me of a lot of complaints I've heard about shooters like Apex Legends where controller players receive an unreasonable aim assist advantage to the detriment of MnK players. While new oni flicks don't provide a direct pvp advantage in dbd, it's still catering to controller players that makes the MnK experience worse.

    It's also a part of the ongoing trend of making the game easier, trying to take away as many layers of complexity (and depth and richness) as possible. Just look at Singularity as an example.

    Other changes could be made - like providing MnK support on console, or even making inputs for MnK and controller have different outputs.

    Whether or not old flicks were intended doesn't matter:

    • Oni was more interesting to play against and to play as.
    • What's "intended" can change, it's not some divine decree. If bhvr can make Knight and Wesker bugs official features, they could very reasonably decide to do the same for old oni flicks.

    Also I don't think I said clearly in the original post, but I really don't want Oni to get Skull Merchanted as people continue to complain about him more and more, and reverting the flicks is how you dial that back a bit.

    MnK support was supposed to come to console in the QoL roadmap they did, have not heard about it at all since then tho.

  • @Salafur said:

    Was the play while you wait feature deleted?

    I try to play as killer with a waitingtime of 6 minutes and the game doesn’t offer me to play as survivor anymore (ps5)

    NOOO i just checked myself and it looks like it has been removed. Was working just the other day 😫

  • @harvan said:

    In every game I play as a killer, one or more survivors stay idle after unhook because they want to give up. I am wasting my lifespam because of this - I am waiting for 10 minutes in queue just for one or more survivors to refuse to play against me because…. I don't even know why.
    Why do they do this to me? It's so boring to experience this as killer and EVEN as soloq survivor. BHVR needs to implement some changes to prevent this entitled people to ruin our experiences.

    should the same also apply to killer for deciding to give up and afk?

    I mean when they just give up and stand their after a few gens pop with no downs. or they go and stand in front of the exit gate should that be punished to the same level as we are wanting survivors punished?

    I'm against punishing AFK situations where they have played match normally prior for both sides.

    I am wasting my lifespan

    If you genuinely feel like that about the game you need to play / do something else for a bit, I had to between ghoul and spring trap release. its a video game and does not have to be played.

  • Honestly if matches where legit under 2 mins people where most likely hacking because I'm pretty sure math don't math unless all 4 survivors are doing different gens right from the start and are never pressured by the killer. that would be roughly 90 secs (give or take depending on items and perks) for 4 gens then 30-60 secs to do last one, but again this is with no pressure from the killer.

    Fastest I've seen games go are around the 5-6 min mark but 2 mins seems so short it would most likely be hacking if legitimately that fast.

  • Im hoping more stats are added to the tracker even if just personal stats, I would like the following

    • Most Seen Killer
    • Most Seen Surviour
    • Average Gens Done per match
    • Average Chase Time (Killers)
    • Average Trial Time
    • Most seen Map
  • pennywise and slenderman where invited but didn't RSVP to the event 😂

  • @Wyndsor said:

    In my opinion it's an inclusion so overdue its hard to get hyped for it, I feel like Jason doesn't fit modern DBD Dashslop ADHD killer gameplay so I see his inclusion going one of two ways:

    1. They don't give him a dash/anti-loop and he's not played because he doesn't autowin

    2. They give him a dash/anti-loop and he becomes Ghoul 2.0 and gets a bad rep because of it


    Neither would do the character justice imo. He should've came out ages ago.

    Dashslop Jason is a gross thought 🤢

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080910#Comment_4080910

    I suspect it's because youtube has a video length limit of 12 hours.

    And this one was 13 hours and a bit.

    Maybe they'll post the final bit separately later.

    You are most likely about stream time was so confused as i just peaked at it few mins prior then noticed it was ended.

    Clip if anyone has not seen

    https://youtu.be/YebqRYaTVNg?si=B25ii2zB_jGOct7P
  • I only want a map included if we get trickster delusion level of quality.

    Will pass on TWD quality map that will mesh with maps we already have

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