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random1543

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  • @wesker_shades said:

    Jason is confirmed folks!

    damn they sneaky they removed the end part from stream on youtube had to watch on otz steam 😂

    Edit; as going to post screenshot i guess we did have to be their live

    image.png
  • @Dustin said:

    I'm not really bothered by the stream itself - I see what they were going for. At least let people interact in chat unless they didn't really want to mod chat for 8+ hours then what ever. Stream did kind of kill my hype - just show the killer or don't make me feel like I'm going to miss something if stream ends when I leave.

    Don't get me wrong - I can kind of see what they were going for. But stream is 9 hours so far and like a handful of things have happened. I think it's cool they got the timelapse going on but it feels like they misrepresented what the stream actually was. At the same time they didn't really say a lot.

    https://us.v-cdn.net/6030815/uploads/SGSGCX70DTPC/image.png

    Something is unfolding and it's me staying up late for nothing.

    Yeah that's the email I saw posted It confuses me more what they expected viewers to do / expect

    "Grab a seat the stream is happening now, you'll want to see it for yourself "

    well its been 10 hours where they expecting people to watch it in full 😂

  • @Lexilogo said:

    A pretty clear example of the consequences of booting the staff who were previously able to execute great ARG content like Unknown's. Someone with their experience would've spotted the issue with advertising what is shaping up to be a 10+ hr "wait and see" livestream like this.

    I don't think there's anything inherently wrong with the idea, but you have to set expectations.

    That chapter was another one that came to mind as good marketing/ advertisement, that one was so well done.

  • @dbd900bach said:

    When this was announced, we were not given any information. We were not told what it was or that we were guaranteed anything.

    In other words, if you're upset about this, just remember that we are owed absolutely nothing. They're committed to this and I think that gives me more faith in how seriously they're taking this, rather than a boring normal stream.

    What ever happened to wanting more interesting things from this game? Better reveals, better clues, more cryptic videos and even streams like this. If the payoff is worth it, then there is no reason to complain.

    A combination of things is causing this to be a horrible drop

    - Different streaming time then normal, causing most of the world to change their schedules for something that have a certain start time, only to have this vague longform stream.

    - Not giving anything information about length of stream. I saw thread saying its going to be a 13 hours, they could of done stuff leading up to it such as "tune in for the long haul for the live camera feed" I assume there would be little to no drama if this simple thing was done in the led up.

    - Posting a much more interesting teaser on twitter after people where watching the cabin for a hour not realizing what stream is meant to be.

    - on top of this I was unsure if it was pre stream screen or the actual thing at the start. others did as well.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080718#Comment_4080718

    Stuff is happening on the stream, just infrequently.

    Reads to me like the stream is for people who are so inclined to either leave open or scrub through afterwards, while everyone else looks at the more direct teasers.

    The stream isnt doing anything meaninful tho.

    someone mentioned it was going darker but its just going darker and lighter like its a issue with the video they are using and not anything meaningful.

    Regardless should of been advertised as such. "listen to the sounds and make assumptions" Most people where expecting information about the anniversary

  • @BongoBoys said:

    So Behavior posted a Teaser 1 hour into the waiting simulator stream and it's been deduced that their going to do 13 hours of teasers a teaser every hour.

    Wait what's the point of the stream then if all the teaser content is just going to be shown on third party posts 😵

  • Ooh blair which vibes. they should of flashed this on stream honestly tho.

  • Thing I find very strange also is the time.

    Im Australian and its 11am here when it started. they never stream at this time for things always early morning for me they tend to do streams.

    Nice if you are from Australia, japan, china, Korea, but bad for just about anywhere else who stayed up for this 😂

  • @GentlemanFridge said:

    The stream is getting darker.

    Slightly, slightly darker.

    Are we gonna have to wait for it to turn black I wonder 😂

  • 40 mins into the stream the new killer seems to be boredom. taking form as a cabin in the woods.

  • The drop better be really good making us watch shack for 30mins. 🤣

  • @Balrog said:

    Can you share some more information? Specifically, I'd like to know what builds are affected, and what perks are affected in your opinion, just so we can get a better idea of how to interpret your feedback. It's really appreciated!

    Not my thread but game needs to be way better with showing players what its actually effecting, this goes for basic and special breaks too. I've had multiple players tell me the game is broken in end game chat because they don't even know these changes are a thing or how they work. We cant add game changing systems and expect players to be reading older patch notes if they are returning players.

    Diminishing returns shows no indication in perk screen if they will be diminishing like lighting it up in red to indicate "hey these perks affect each other", nothing lights up during the trail to tell you a perk is contributing to diminishing returns.

    Will say diminishing returns was handled slightly better then basic and special break who only have paragraph about it in the "vaults and pallets" section starting second paragraph.



  • If anything Ive noticed less pallets for the last few weeks

    examples

    Disturbed Ward - missing long downstairs indoor pallet (no pallets downstairs in main anymore)

    image.png


    Lerys - seems to have a lot less of them little loops on edges of map

    image.png image.png
  • The thing I find funny is that they where able to go on a ban wave for consmetics duping / "illegal " dlc keys meanwhile game effecting hacks continue to be a scourge.

    I versed one that led to YouTube and was just a bot, could see everything even the anti camp meter and how much of a item was used. that stream funnily after checking back on it eventually had the server kick then for being AFK and they got stuck on first screen. (because bot was not programed to click the pop up message I guess)

    So game new they where hacking (they where afk even when going into matches) but anti cheat so light nothing happens. this person have months of backlogged streams.

    Would like to see hardware bans because from my knowledge that does not happen.

  • Next min its gonna be another skull merchant situation where it comes out and we are like "oh really this is what we are getting?"

  • Do you enjoy the current speed and pace of DbD? Do you think there is a place for slowing down the pace of DbD so that methodical and long-term planning actually means something again?

    If we want to slow down pace of the game basically all mobility killers will need to be nerfed OR their needs to be different rules for high mobility vs low mobility.

    We have Ghoul swinging around the map getting lock on into mending at high speed, meanwhile we have hag in the same game that waddles around slowly and has to set up traps as a power. Its impossible to have a balance state that works for both of them if the game rules are the same for both of them.

  • @Rokku_Rorru said:

    I havn't played any 1v4 to know, but if you are having an issue I really strongly recommend you post it on BetaHub coz I use the perk often and would be grateful LOL

    I'll check it out when I eventually return to 1v4 I'm just taking a break and mainly playing events until I see Ghoul bug fixes/changes, because I ain't dealing with that no more.

    I've been trying to test more to try to replicate the issue because currently its just random if it'll happen in the match so I don't have much info to report

    But both times it occurred It was only fixed by being hooked. still could do gens just odd I cant use my item.

  • Krause It kind of in a rock in a hard place.

    Unlike Ghoul I'm not even sure what I would change with Krause to make it more balanced without tanking her to hag pick rates (shes kinda already there)

    Devs need to not go direction of making killers who main counter play is SWF orientated.

    I was very vocal when she first came out about how bad she was versing wise. wanted her killswitched at one point (pre nerfs) but the devs have bonned her by making her counterplay easy for SWF while harder for a soloQ team.

    Also as other have mentioned every Krause is running dissolution which defiantly adds to her feeling eck, think that perk is due for a rework.

  • @ThePromethean said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079444#Comment_4079444

    That's what I mean, goof around to waste the time then after a few min go next to play killer. As always with this game, people that abuse things prevent things from being added. I wish I could say bhvr would punish the people abusing these things but the fact comes down to you can't enforce what you can't prove. You can't prove if someone has gone next due to wanting to play killer or if they just performed poorly which is why the go next system is highly flawed and easy to work around. DCing is easy to prove and people do get punished for it but going next is way too easy to manipulate and it can't be stricter because then it leads to punishing people that have just died fast due to tunneling.

    I think we should be working on dealing with current issues in the game and current pain points before we go giving people yet another way to abuse things and make the game worse for others. Switching from killer to survivor is not an issue, if it's not broken don't fix it

    I think this game adding features is sorely lacking and every time they try to fix a pain point they fumble so I would at least enjoy new features in the game that benefit players and the community.

    Nothing would be added to the game if we where scared of people abusing it and this feature does good and its already a feature so they aint diverting resources away from things because its already made. so we will have to agree to disagree :)

  • @ThePromethean said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079433#Comment_4079433

    I didn't say people are forced they are pushed... encouraged, being between a rock and a hard place. Opting to play a role they don't want to play might be better than sitting in a long q but it has consequences on the people that do want to play survivor as a side effect.

    Personally if I want to play killer I will q for killer, if I want to play survivor I will back out of the killer q and join survivor q which does not require a play while you wait feature. The only real benefit is for when q times are long so it reserves your q space but then we are back to the choice of wait it out in a lobby doing nothing or join survivor to goof about for a while to pass the time.

    You can goof around in the survivor match but in your original comment you where saying people are giving up and going next using play as you wait.

    which they should not be clicking play as you wait to do. no matter how frustrated they are with wait times also if they are going next and get penalty by chance they are going to loose there spot in que and have to wait even longer to play the role they want.

    This feature would be a boon for getting people to switch between roles more, I just don't think we should not add it because some killers are ruining the feature because they are upset with ques.

  • @ThePromethean said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079430#Comment_4079430

    If q times are short then it might be ok but at the moment it is a case of killer mains pushed into a playing a role they don't want to play. But why not just swap to survivor if people want to play survivor like they do usually. Play killer match then swap to survivor, no need for play while you wait.

    play as you wait is better as ive listed before and nobody is forcing them to play survivor, they are choocing to play then deciding to grief.

    I personally will play signifyingly less killer if this feature goes away, but I see no reason to add it to the game. if people are abusing it punish them rather then taking away the feature.

    once 2v8 leaves if people are still abusing it (i haven't personally seen) they need penalties as they can just wait rather the clicking the button.

  • @ThePromethean said:

    I'm not a fan. For 2 reasons.

    1. People can play for revenge whether it be an ex killer is on the team and the team decide to not help them because they killed them all in the previous match or could be killers target someone that didn't save them in a previous match.
    2. It has lead to an increase in people giving up and going next because killers play survivor to waste time playing a role the don't want to play while waiting in the q. First chance they get they are out of the match to play the role they actually want to play while leaving survivors deal with a 3 v 1 match.

    both of which I have seen happen

    I have not see this happen at all personally. I've seen nothing but wholesome interaction.

    But I think people who are playing like this are going to play regardless of if this feature is a thing and these sound like More so killer mains who are only using the feature because of que times, not because they enjoy switching roles.

    When 2v8 leaves que times will not be as long so killers who are queing as survivor just to throw while waiting for killer match wont have any reason to do that as they are going to potentially spend longer then just waiting in que.

  • @Rokku_Rorru said:

    Wait is it being removed when 2v8 is over? I hope not

    I have not heard anything about it being permeant, If they wanna confirm my thread is open 😂

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079362#Comment_4079362

    I'm curious what you think of Meg's intent in this clip. Do you think she just didn't know any better? Would you really suspect that she was trying to get the Killer's attention? What else could this be but intentionally griefing?

    https://www.twitch.tv/cryptgirl1981/clip/SquareTriangularBeaverAllenHuhu-eq_BQYSQ7fuxnNYx

    Is that person hacking thats not ment to be possible anymore.

    There is a feature in the game that should be preventing this.

    from April 2025

    image.png
  • Coming back to this post with 2v8 ending soon.

    I again ask that we make this a permeant feature !

    Why is it good?
    - Promotes switching roles rather then consistently playing one role

    - Encourages players who may not of played the other role or have "Killer Anixey" play surviour matches until they feel up to playing a Killer matcher rather then having to commit to the killer que.

    - Brings in more of a sense of community (Teaming up with someone you may of just had as your opponent)

    - Is more streamlined then having to change ques when you want to change roles. its less commitment

  • @Rapid99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079239#Comment_4079239

    See but honestly with how much more regression and synergizing with other gen perks, you can get with pop? It's more than worth it to kick the gen, especially because if you're playing a killer with mobility… it doesn't matter if you kick the gen (though even on killers with no mobility, I still wouldn't take TBTC).

    Especially since pain res + dms can achieve that same goal. While regressing far more of the gen in comparison.

    I mostly play billy and I enjoy using TBTC due to not having to take time away from chase, its only regression I've been running.

    I do understand If you comparing the numbers and preferring Pop over TBTC, I just love TBTC because its regression I can just have with a click of button rather then having to stop for a kick.

    I think a good way to tweak the perk is to change how its worded so its "damages" not "explodes" this would lead it to having synergies with perks like no where to hide, would also make it stack with pop which with diminishing returns there really isn't a issue of it being too strong.

  • The reason why its has line of sight requirement and minimal regression is because its not a pure regression perk like pop. its a regression and chase perk.

    Turn back the clock is best used to make a gen start regressing at the start of chase so you don't have to stand there and kick it using pop then catch back up to the survivor.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079186#Comment_4079186

    Didn’t they update the game last year, where if a killer goes AFK the game will disconnect them after x-amount of time and they cop a DC penalty?

    Yes I'm pretty sure I've heard that too not 100% certain tho. (after some quick research a reddit thread has people claiming they don't get kicked from match, but match ends normally and they have the "Flagged for inactively" warning message like survivors going next / afking would get.)

    Would assume its a really rare warning to get as I cant remember last time I saw killer was AFK the whole match. they usually play a bit before afking or are afk at start then come back to pc.

  • To be fair to the ban team here.

    The game rules do not state anything about going next or afking, It does mention disconnections which is the closest thing but it also states do no report this behavior.

    I'm going to go out on limb here and say its the same for going next, as both disconnections and going next have a in game penalty.

    image.png image.png
    Reminder: EULA Please remember that Dead by Daylight’s end user license agreement which can be found on https://deadbydaylight.com/eula (the “EULA”) governs your participation and use of the game and its associated upgrades, patches, and updates and related services. In case of conflict between the EULA and this page, the…
  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078940#Comment_4078940

    the hits are a non issue, ghoul does not have the same pressure that legion had. legions arguably better in 2v8.

    the real point of contention would be the latch, that alone could probably make Slinger entirely redundant.

    I agree the issue isnt free hit, its the animation lock that comes along with the free hit that would just lead to uncounterable situations where you go from healthy to down without even having control of you character.

    At least with slinger you can dodge the shot to avoid the situation, plus he lacks mobility to leap around the map doing it over and over

    Ghoul its a hitscan hit so he just gets it for free leading to downs for free. Only counter would be to avoid being seen by ghoul.

  • @LinkToReality said:

    "The main issue isn't how fast the spot is filled, It that MMR does not work once the first killer leaves every other killer that is filled into that lobby is done so with no regard to MMR."

    Where did you see anything about this? Why wouldn't MMR be taken into account? Surely the system knows what the lobby MMR is still and can add a killer of the correct level.

    I based It on a statement made a few years ago in regards to lobby dodging by Mandy.

    image.png

    @I_CAME said:

    We all know that MMR is a meme in this game but is it actually THIS bad? It might as well not even exist if it's going to result in matches like this. I've seen the same thing happen to other streamers with 10,000 hours. Do you think there will ever been more transparency about how the MMR system actually works?

    https://twitter.com/knightlight1337/status/1689278806689771520?s=53

  • The post has the "killers" tag. without context in post I also assumed they meant killers.

  • @Rokku_Rorru said:

    I really hope this thread gets listened to, lots of great points here.

    I just hope its something they have been thinking about with the upcoming MMR rework.

    Because a MMR rework will do nothing if majority of lobbies are being backfilled with no regards to MMR. If they are gonna fix MMR they need to address the main cause of it not working which is lobby dodging.

  • @ThePromethean said:

    In my experience survivors dodge way more than killers. I have been in lobbies for 10min while survivors dodge eachother because they don't like globes or there is a sable in the lobby or some other weird reason.

    It will never change because apparently bhvr want to make the game less competitive and more party game which is why they are reworking the matchmaking later in the year.... Is it ok to punish someone from leaving a lobby in a party game that's not supposed to be taken seriously? Maybe... maybe not. I mean people are punished for DCing which isn't very party game friendly so who knows....

    Yeah party game argument has kind of gone out the window, I know the devs have made that statement in past buts its delusional to try to balance like that.

    A good example of game that leaned to hard into causal was The game Texas chainsaw masiccure. They also said they where gonna be more causal. Lobby dodging galore, if you played certain killer/ survivor combos you basically where never gonna get a match "oh there is a high level connie there is no point in playing this match" one of first patches they nerfed door stuns and people had a meltdown "but you said its a casual game why are you nerfing it". People complained that they had to play bubba, then complained when they allowed lobbies not to have a bubba because the game was not balanced for no bubba.

    The best chance dbd has at a casual / party mode is the 2v8 honestly.

  • @Your_Dad_Playing_DbD said:

    I’m going to take what is likely the unpopular side here. Being able to leave lobbies is necessary as long as BHVR continues to do nothing about the broken MMR/matchmaking system. It’s still way too common for people to get matched against people either way above or way below their skill level. The ability to choose a different lobby at least gives players some level of control over matchmaking.

    If BHVR decides that they finally want to fix this broken system, and I actually see some improvement in consistently reasonable matching of skill level, I’ll happily get on board with those who are opposed to lobby dodging.

    Perhaps the MMR / matchmaking is so bad because you are constantly getting back filled into lobbies other killers have dodged because what you are describing "they are too weak or too strong" sounds like backfilled lobbies.

    It has everything to do with the MMR system. Because once ONE killer dodges the lobby, MMR / matchmaking is ruined for that lobby.

    But by that same logic the surviours should be able to see the killer and stuff so they can "give themselves control over matchmaking"? Giving one side that ability is unhealty for the game because lets me honest, majoirty of killer are gonna dodge when oppenents look to hard, not when they look too weak.

  • Ive been having this issues more so with windows.

    Will have clear distance for the fast vault, but then game decides to jolt me backwards in range for hit where the killer should of not had the distance to get the hit.

    consistent 30 ping on ethernet connection so that should not be happening, if I had bad ping would understand why.

    I actually find the pallets suffer way less from this in my experience, But I tend to run through pallets on swings rather then drop.

  • @DemonicDemons said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078697#Comment_4078697

    The reason it's more fair for killers to do leave is because they'll be replaced quite quickly whereas if you get a killer that leaves the game after witnessing 4 survivors with flashlights the game ends, recently I played as the Onryo and had one person leave immediately then the entire team up and quit, I would much rather have them leave in lobby than in game, so if survivors could see me they would actually create playstyles around my killer ability, that's the difference.

    I can't effectively create a playstyle around 4 survivors abilities except run the meta perks and possibly throw on a flashlight perk. The reason I leave is solely because of cheaters and the other factor is I don't want to waste what little perk slots I have on an anti-flashlight perk (lightborn) so yeah I just up and leave, you get a killer back immediately anyways no wait time, the only time I actually leave in game as a killer is when I'm convinced there is more than one cheater aka running faster than me no matter what even with 3 tiers of bloodlust.

     so yeah I just up and leave, you get a killer back immediately anyways no wait time

    The main issue isn't how fast the spot is filled, It that MMR does not work once the first killer leaves every other killer that is filled into that lobby is done so with no regard to MMR. The killer leaving has just ruined the matchmaking for the lobby which I think is worse then killer dcing mid match and taking the penalty. all the survivors may as well leave the lobby to have a better chance of a balanced match.

    So when I hear ton of complains about the MMR I don't think its even working most of the time due to lobby dodging.

    Dodging because of flashlights is the equivalent of survivors dcing because they hear a ghoul terror radius. its ruining the MMR of lobbies because someone does not want to deal with x part of the game the only difference is survivors get punished for trying to do that, meanwhile killers can do it in the lobby for items.

    that player could be trash with a flashlight but you are dodging purely based on the item. it kind of shows this system needs to change because I don't think players should be able to dodge based on items they don't want to deal with.

  • @DemonicDemons said:

    To be fair, I'm not getting flashlight bullied by 2-4 flashlight survivors, I'd rather just leave the lobby, wouldn't you rather me just leave the lobby than the actual game itself? At least I can prep with lightborn but even then I watch survivors with 4 flashlights finish gens so fast it makes me wonder why I even play the game. Either it's cheaters or the game is broken and I'm heavily leaning towards cheaters because when I get into a game with non cheaters it's actually enjoyable and gens do immediately pop nor do I get flashlight stunned by off camera survivors even if I'm directly facing a wall, sorry not sorry, if I see a pc flashlight user even if it's 1 I dip out the lobby, sorry not sorry, cheaters ruined it for you.

    see I don't like that mentality, Going next people complain about all the time in regards to survivors but this is the killer equivalent of going next no? (Hackers aside as that's a sperate issue that devs should address with better anti cheat checks)

    If survivors could see the killer in the lobby, they would most likely dodge the lobby if they don't like the killer rather then load in and dc and eat a penalty. would we rather survivors leave in the lobby rather then going next when they see its a killer they don't like?

    Both sides need to be prepared to play the game or be prepared to get matchmaking penalties, I think that should also apply to killers who lobby shop because of items they see.

  • @MrMori said:

    Like you said, it's an outdated feature altogether. All it does it encourage lobby dodging from both sides, not just killers do this by the way, that's a narrow minded way to look at it. Both killer players and survivor players are guilty of lobby dodging, which in turn makes both wait times to get into a match and matchmaking as a whole worse. But ultimately, the only ones we can truly blame is BHVR for keeping such a terrible feature in the game for so long even after adding an MMR system.

    Players on both sides check profiles before the match to try and "self police" the lobby by dodging weak players on their team, or killers dodging strong players on the enemy team, which ironically just makes the matchmaking way worse for everyone as backfill tries to fill in players in an even larger range than before.

    Removing pregame lobbies completely and simply matching 5 players together, having them press "Accept match" to verify that they're not AFK, and then going straight to loading screen and into the match would be infinitely better than what we have now. Offering screen could be skipped too in my opinion, since it's just boring BP offerings and 90% of the useful gameplay offerings are hidden anyway so what's the point in showing them and wasting time on that instead of just getting on with the match?

    I don't think they'll change this but it baffles me that one of the players biggest complaints is matchmaking, but BHVR simply aren't willing to bite the bullet and do something dramatic, but effective like removing lobbies and letting people wait for slightly longer in queue to actually put together a good match.

    I do think killers do it more as they have information on their opponents, meanwhile survivors have it on their team mates and cant just leave lobby based on opponents but do agree both sides can affect the MMR balance of lobby.

    I would really like the pre lobby to be replaces with a screen like dbd mobile had where you could see your other team mates perks and ad ons loading in, Killers would see what survivors are being played and items on this screen. but it would also give a matchmaking penalty for leaving the game at that screen as I would consider it a part of a match just the information / prep part of match.

  • @AlwaysInAGoodShape said:

    Why are the diamonds emitting light?

    Survivors are shining a flashlight on it 😂

    dbd-deadbydaylight.gif
  • I really want non human survivors.

    I was hoping they would do that with DnD, with the variety of races that DnD has, but we got but we got the most basic DnD races. was really hoping for a dragonborn or Tabaxi

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078312#Comment_4078312

    Let me guess, you must be the buddy that OP made this thread with, judging by the fact that you opened a brand new account just to respond here.

    Me telling you that expecting cosmetics for P100 as a reward is an unrealistic expectation isn't an opinion. I know for a fact that it is, because everyone was talking about it back when it got teased, and bhvr themselves talked about how it wasn't going to be cosmetics due to being unable to streamline it, and that people should temper their expectations. Just because you don't like it, doesn't mean it's wrong.

    Also saying stuff like Ghoul or licenses ruining the game's atmosphere is very much nothing more than just an opinion, and one that i know many people who would disagree with you on.

    forgive me if I'm wrong but I thought BHVR excuse for not having p100 cosmetics in the game is because they didn't want people to feel like they missed out. I remember people joking on that response while they had limited time cosmetics in the shop.

    image.png
  • Billies do use the hammer it just a different type of billy that uses them as Lexilogo said its different playstyles

    Some billies will only go for the chainsaw even at strong loops.

    Some will only go for butt revs when you are healthy otherwise they just m1.

    I prefer versing a Billy who always tryna get the chainsaw shots.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078149#Comment_4078149

    Do you know how much advantige survivors have? They can change character and items last minute. Killers should be able to do the same!

    Btw there is no advantige switching killers. Other than trying a killer you wanna train vs a killer you main. That is the biggest difference.

    The survivors cant quick switch based on any information they have on the killer, meanwhile this change would allow killers to quick switch based on information they see in the pre game lobby.

    Just to be clear that is a advantage, I gave the example of switching to plague when you see 4 med kits. regardless of how you play against plague in that match, they had a advantage just by loading into the pre game lobby and being able to switch killers based on the items they saw their opponents had.

    That's why my stance is It would be ok too add, if killers had same information on the survivors as survivors do on the killer (aka no info on opponents)

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078113#Comment_4078113

    That isn't an advantige if you know how to play against her.

    Force her power, stun her hopefully, and repeat.

    U can easily heal going against her with the pools.

    Not cleansing against her works if all survivors know how to loop and keep distance.

    I am for switching killers while in lobby with survivors. We had it a while back, and we need it back

    no it takes the med kits out of play which is a advantage if you loaded in as a wraith for example the decide to switch. regardless of how the survivors play during the match. the killer has gotten a advantage due to be able to switch with all the info they get in pre lobby.

    It was probably removed due to people doing this. but would be fine with it if killers got no info on survivors in the lobby.

  • Not until the killer is unable to see the lobby because I do not want killers quick switching in lobbies to gain advantages

    4 med kits "I'm gonna switch to plague for the advantage"

  • Have yet to read all of it yet but have been having major issues in the game with this part once I read it had to comment.

    Action Animation Interruptions and Desync: There is a persistent issue where Survivor animations are interrupted during fast actions, most notably during window vaults. On average, this occurs at least once per match: the Survivor either fails to complete the vault entirely (getting "stuck" or reset) or takes damage in situations where they should be physically out of the Killer's reach. This suggests a significant disconnect between the visual animation and the server-side hit validation, leading to unfair hits and a frustrating gameplay experience. 

    I will legit hit space bar for a fast vault then jolt backwards sometimes rather then vaulting it then killer just comes and slaps my butt because on his screen it looks like I ran into the window. this is on 30 ping on a ethernet cable. no reason why my character should be doing that.

    I will also have it happen on pallets but its more rare, you are dropping the pallet but then animation changes to where you are stuttering away from the pallet after getting hit and pallet didn't even drop.

    This is a major issues I've been having with windows specially glad someone else has noticed it.

  • The world is healing if ghouls are moving over too ghostface (all tho i doubt that is the case)

  • I use fixated a lot and its only changed due to diminishing returns but not by 15 %

    Base fixated is still 20%

    fixated while using lithe and walking 60% (was 70% prior to update)

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