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roundpitt

roundpitt

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  • Maybe there could be an extra hook state in conjunction with a generator repair speed debuff.

    Every hook reduces that survivor’s repair speed by 20%.

    Survivors musts be hooked four times to be sacrificed. At three hooks a survivor would have -60% repair speed. The fourth hook would sacrifice that survivor.

    Now it’s harder to tunnel someone out and there’s less reason to do so.

  • @KateMain86 said:

    Tunneling needs to be a thing of the past in this game. It needs to end now. There is nothing worse in this game than watching a killer run right past other survivors, even ones that are trying to take aggro, and see the killer skip past them to go after someone who is right off the hook. There is absolutely nothing good about this. I've always felt that if there was one thing in this game that could eventually make this game die, its tunneling. The perks aren't enough. BT basekit isn't enough. This needs to stop. Killers should be punished so harshly for attacking and downing survivors who are right off the hook within a certain time frame that it literally makes it not worth doing it, even for the toxic trolls that do it just to be a terrible person.

    I don’t think punishing killers for tunneling is the answer if you want killers to keep playing the game. Remember, your survivor game only starts if a killer is queued for you to play against.

    I’m already hardly playing this game anymore and your suggestion would just make me not want to play at all. There’s plenty of other games out there and there’s a lot of great new games releasing soon.

    My wife already stopped playing DBD because she was getting tunneled out of every game. I don’t tell her this, but it’s because she’s the easiest target, she’s not great at looping. Not bad though, I’ve seen her lose killers all on her own but she tends to hold W instead of looping/palleting or jumping windows…

  • @Chiky said:

    tbh, I want this:

    "After a survivor is hooked, one of their perks at random is deactivated for the rest of the game."

    That way survivors wouldnt want to get hooked, and killers would want to hook as many as possible instead of just one...

    It will feel really bad when you lose because of RNG. Maybe the last two perks get taken by the entity.

  • @Z0mbiv0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362147#Comment_3362147

    So maybe what is needed is a balanced way of debuffing hooked survivors and buffing not hooked survivors. I posted a suggestion a few time ago similar to this to address camping too. But as usually, killers complained about buffs to survivors if camping and survivors complained about debuffing to survivors who have been hooked.

    everyone will keep tunneling unless something changes. I’m sure many people have given suggestions. I just wish Bhv would acknowledge that it’s a problem and say they are working on it.

  • I want you all to keep in mind, tunneling out a survivor gives that survivor a 100% debuff to gen repair speed, 100% reduced healing, etc.

  • @YOURFRIEND said:

    20% is too much. 5% per survivor would be impactful.

    The important thing is that it feel impactful. I doubt 5% would feel any different. Most would ignore it and tunnel as per usual.

  • This chapter is objectively low quality. The killer is bland, unimaginative and not scary (bejeweled mask). Her power is objectively weak. Her perks are objectively weak.

    Several of the killer/survivor perks heavily incentivize tunneling which is counterintuitive to the current meta.

    My wife completely stopped playing this game because she was being tunneled out early in most of her games. These new perks aren’t going to make this problem any better.

    The consensus is that most people (more than 70%) do not like the look of the new killer.

    Yes, they have every reason to scrap this chapter, but we all know what Behavior is going to do.

    The best thing you can do is to stop giving them your money, because they’ll hear that loud and clear.

  • I have enough Iri shards but I don’t know if it’s worth it. I’ve been playing this game less and less.

  • @BeccaDenson said:

    Hey Dead by Daylight players, I'm writing this in the hope of making survivors gameplay a bit challenging and less boring & I hope that Devs are going to read this

    Let me talk about survivors objectives, holding/toggle m1 for almost everything except vaulting, you have to hold m1 for mend/healing others and yourself/unhooking/opening the chest/openning vaccine case/cleansing totem/boon totem/curing the infection & etc.

    But none of them are as annoying as holding m1 for 90s for each gen, I understand none of us doing 5 gen all alone by ourselves and there are perks and items that helps you to reduce the gen time but that doesn't change the fact that doing gens is boring

    Here's my main point of this post

    Add some puzzle oriented objectives and reduce the number of gens or the required time to finish repairing a gen

    How about a necessary mechanical part for repairing a gen that every survivors NEED to find across the map, there should be one for each survivor? That would also automatically fix gen rushing too as survivors need to explore at the beginning of the game

    Please let me know if this is actually a good or way too stupid idea or they shouldn't even think of changing survivors objectives

    Thanks for the reading and have an awesome day

    Hmmm I think the first thing this would do is make hex totems much less valuable.

    Aside from that, I read somewhere that the devs tried out secondary objectives internally but their testers found it not fun.

    I like the idea, but this generator part needs to be not a requirement. It would need to be something that survivors could find and use to repair the gen faster. If this was done though, base generator repair times need to be increased. Players don’t need to go find these parts, but they will happen upon them. I imagine that feeling of finding one would be quite a rush, and we could have some perks to help find them more efficiently. Maybe not an aura read, that sounds too easy.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321643#Comment_3321643

    this is not an exploit, it's smart play if you suspect the player has Adrenaline. I've had it done to me when the killer correctly deduced that I was running Resilience and Adrenaline.

    You could wait to pop the last gen until after the killer hooks, or before he downs the survivor in chase. Seems a lot more difficult (impossible?) for solo queue teams to coordinate this though.

    Maybe there’s room for improvement for our solo queue friends. Like a little adrenaline icon next to the survivor’s face in the hud, if they are in chase and there is one gen remaining?

    Maybe also show the icon if they are downed with one gen remaining?

  • @HugTechLover said:

    Some of y’all don’t realize that many of blight’s addons besides compound 33 require significant skill to use successfully. Especially the blight tag, AV, and speed.

    It doesn’t matter how much skill is required. If it makes the killer feel oppressive (like there’s no way you can win) then it’s overpowered.

  • @TheDavidKingMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317082#Comment_3317082

    Spirit has hardly moved at all in terms of strength. But the community has indulged the delusion that she was gutted, so you see her less.

    You could literally pull people off gens without the survivors even knowing you were coming. What are you even talking about?

    Her best addon removed that whistling sound when she was phasing. Now that was broken and shows how little the devs understand their own game.

  • It probably will reduce kill rates. It’s over the top to say everyone will get only one kill. But it’s also dismissive to say that it’s not going to effect kill rates much.

    Yes, giving solo survivors the equivalent of about 2(?) extra awareness perks is going to affect the kill rates. Of course no one knows how much, but if it’s a small amount I would be very surprised.

    After some time it may start feeling like every group is a SWF as solo survivors learn how to use this new information being made available to them. Which is a good thing for game balance but dismissing the fact that this will reduce kill rates is not helpful. It’s pretty obvious that it’s going to reduce kill rates. The whole point of the change is to bring solo in line with SWF. And if you’ve played against good SWF teams, you know the gulf of difficulty between the two types of games.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312326#Comment_3312326

    -"The Endurance effect post-unhook was not added because it made survivors have more "fun", its called balance."

    And the extra time to die on hook around 2018 was added to give survivors more time to get the rescue - not more time to delay the rescue and rush gens in the meantime. You need to realize that every hook state being 15 seconds longer gives the survivor team 45 seconds of "action" as there are three players not in "time out" mode on the hook.

    -"The devs do not prefer one side to the other, because if they did, the game would die"

    Last year right before the 6.0 update we had times where there were 40 killers in queue for 4000 survivors. We know this because people were pining the info off the DBD servers. Killer has been in an abysmal state for the majority of the 6 year lifetime of the game.

    Blight and Nurse are fine - right now relative to SWF power. But the "lower 28" generally suffer when you consider having to play across all the different maps. The crow map was in the game for a year before they realized it was completely busted (please fix garden of joy and 4/5 of the farm maps - abattoir is actually fine).

    This patch offers nothing for killer and will just cause more tunneling.

    This. The only reason they finally buffed killers across the board was because survivor queues were reaching 30 minutes and survivors were not happy. Only way to fix it was to make killer 10% less depressing to play.

    It was funny because I could play two games as killer while my wife had not started one. We sit right next to each other and I’d look over and see her waiting. She didn’t mind because she wrote her books while waiting.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316077#Comment_3316077

    beginners do not have perks to slow down the genrush, beginners generally don’t have a lot of things,

    It seems to me that making a balance exclusively for beginners is a bad idea

    It would guarantee a hex totem every match which would make games feel samey.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316065#Comment_3316065

    I suggested adding a slot for totems only

    in this way, totems will have at least some sense, and a new task will appear for the survivors

    It would guarantee a hex totem every match which would make games feel samey.

    Also new players would suffer greatly because almost all totem related perks are gated behind paid killers.

  • @Heytherebigguy said:

    Let's be honest, this game exists since 2016 right?

    Since 2016 until today the meta was - Gen regression.

    Since old ruin into ruin undying tinkerer, into ruin undying pop, into dms+PR+Corrupt Into arguably the worst one in dbd's history - the current one - cob,eruption,corrupt and PR/Deadlock.

    The best way to predict the future is to look at the past. History says that in 6 years all we have had is gen regression meta and it will probably never change if BHVR won't change the core gameplay(and they won't).

    What I suggest, is to encourage killers in another way to not stack 4 boring gen perks by adding another perk slot that will restrict your perks choices.

    ex: if you choose the option before loading into a lobby of taking 5 perks, you can take only 1 or 2 regression perks(every perk in this game will be classified into categories). 2 aura reading perks, and another 2 general perks that maybe would be chase perks.

    In that way killers may choose - run 4 slowdown like always or be forced to play without them all combined but get another perk slot.

    I know that this idea needs to be thought upon very heavlity so it won't be too strong and create OP combos(thus the classification of all perks needs to be done very well) but it may be the only way to see some variety games in dbd.

    From medium MMR ~ High MMR all you see every game are the same 3 perks with the occasional STBFL or enduring spirit fury, but 90% of the time it's just the same 3-4 slowdown perks.

    What do you guys think about this idea?

    I don’t think perk choices should ever be restricted for any reason. It reduces the types of builds you can run.

    It would be cool to have an extra perk, but most people will just slot another gen regression perk.

  • Killers will just disconnect.

  • A lot of people DC after they pallet blind me, I break the pallet and then hit them during the blind, because I can hear their grunts of pain and little footsteps.

    They don’t learn not to blind at pallets, they just DC so they can try again on another killer.

    Extremely toxic behavior.

    Some of them try to slow vault over the pallet after a blind. I can see the button prompt not popping up so I know you are slow vaulting my dude. Same thing, DC immediately when you grab them.

  • I would like to see a button called “spend all my bloodpoints” and it spends all my points. So I can spend more time PLAYING THE GAME. Instead of staring at UI.

  • I don’t agree. However, high value killer addons are much more scarce after the prestige update. We used to be able to sit at level 50 and see better addons more often. Now we have to sift through like 30 levels of garbage before we see anything good.

    I’d like to see better addons show up in lower levels, the higher your prestige is.

  • Sloppy butcher makes medkits much less useful and sometimes completely useless. It also has a bunch of other nice side effects and synergies.

    Should we remove that perk too? Franklin’s takes up an entire perk slot and all it does is make the survivor drop their currently held item. It’s okay, but it’s not an Eruption or a scourge hook...

  • @Emeal said:

    The issue of: 'that means you need space in front of you'

    is something multiple Killers suffer from, Knight seems to be needing just as much space as Demogorgon needs for his Portals.

    Trapper, Hag, Demogorgon, Twins and Knight could use some love regarding this. Freddy already has this kind of technology.

    EDIT: Okay so I actually took the time to make an image explaining it.

    https://us.v-cdn.net/6030815/uploads/IQDB1KUWUW29/untitled-1.png

    This would require the devs to understand how Sine/Cosine work and their code to not be full metal spaghetti.

  • Same thing happened to me. I was playing spirit.

  • @Wampirita said:

    were you playing Spirit by any chance?

    Cuz Spirit has a bug right now where survivors turn invisible

    Yes I was playing spirit :(

  • @igotskiz the removal of her snowball seemed like too large of a nerf so I wanted to give her a way to gradually snowball. Instead of snowballing the whole team in 10 seconds.

    After she loses this tokens then the survivors who aren’t broken should have their healing debuff removed as well. Maybe they get a healing buff too? Idk

    I just think the current nurse snowball is dumb. The game can end in like 30 seconds after it starts.

  • @YOURFRIEND said:

    Is this a rework or just bizzare buff? It doesn't seem like you touched any aspect of her power, just gave her the ability to apply broken to survivors on a permanent basis on top of aura reading and buffing her blinks. Which uhhhh.... She definitely doesn't need. The rare buff nurse post.

    She loses her power gradually, the more survivors are hurt. It’s a side nerf from my perspective. She wouldn’t be able to do some of the ultra oppressive stuff she does now but still strong.

    I’m not sure how the blinks were buffed. She loses them. And after sucking the breath from a survivor her blink would be on cooldown with a longer charge time. So she can’t immediately down them right after.

  • 3 second stun is fine. Just remove all charges from killers like nurse/blight who can down you within 2 seconds of the stun ending.

    More anti tunnel/camping perks would be nice. I play both sides and it’s frustrating when I get tunneled/camped out of the game, but I also understand how much easier the game becomes once you remove a survivor.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295428#Comment_3295428

    I mean at a certain distance that's just wrong or when they run along a wall just shoot to the only side they can dodge and they will almost always just run into it...

    Oh yea if you are like 5 meters away, they can’t dodge, but you can just M1. If you are talking about unsafe loops, good survivors avoid those.

  • The hit box is perfect. There’s just no reason to actually shoot the gun at high skill levels because survivors dodge it flawlessly every time.

    To give the gun a use, I’d make it so shooting a gen would have the same effect as kicking it. Tons of fun to be had and diverse builds.

  • What I do is fake aim then immediately continue running. Every time survivors flick to the side and waste time. Gives me time to catch up to them and M1. But it means most of my games I don’t get to shoot the gun.

    I think the change was asinine. They did it so survivors could dodge his bullets, which okay that’s fine - but they gave nothing in return. So now he just feels clunky and at high skill levels he’s an M1 killer with a silly water gun.

  • Equip Gen kicking perks, kick gen, leave guard on gen. Profit

  • It's a game where we stalk 4 people, impale them on hooks and sometimes other terrible things.

    But bro, if you say "Ladder"? GET CENSORED!!!! REEEEEE TRIGGERED BY LADDERSSSSS

  • It works a lot better on mobile, so I'm happy.

    There's a lot of errors in the console though.

    image.png

    These say that there are probably some colors not working correctly. Source maps don't matter for those two yellow warnings. Those should be disabled.

    Also it looks like someone left a console.log() in the code...

    "addon dependencies loaded 21" lol

  • Eruption is good against solo que. Against a SWF with comms, it loses a ton of value. It should apply the incapacitated effect to anyone who is repairing the gen and the remaining duration should be applied to anyone who touches the gen within that window, so that it is equally effective against SWF and Solo. Finally, reduce the incapacitation effect to 20s instead of 25 and the cooldown from 30 seconds to 25s.

  • I tried it out a bit more and paid more attention. I noticed that not only do you not get bloodlust, vault locations do not block either. I chased someone in shack and they jumped through the window 10 times. It didn't block.

    This is game breaking. I'm not going to play this killer anymore until this is fixed. Unfortunate.

  • Well I've been seeing a lot of cheaters. Subtle at first, but then when you down them, or prevent them from doing whatever it was they were trying to do they'll start making it less subtle. Usually when they are losing they will open their whole bag of tricks to annoy you. Idk how the game doesn't detect 999 hook state changes per second and ban the person who is doing it.

    As someone who's been a full stack software engineer for 20 years and has worked on Unreal games in my free time for 5 years, this is not hard to detect. Unless the code is just absolute spaghetti.

    The number of bugs that get introduced with even the smallest of changes, leads me to believe the code is likely a mess.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288220#Comment_3288220

    Why would we start making basekit mechanics into perks? the red light is fine as it is... No need to do anything there.

    Okay survivor

  • The Red Stain does nothing other than make the game more tedious at high levels of play. Moon walking isn't really fun. Nor is looking down around corners to fake out survivors.

  • This was reported before patch 6.4.1. They did not fix it and did not release a statement about it.

    It was likely an oversight and they don't know how to fix it, so they haven't said anything yet.

    I agree it's terrible to play against. The correct thing to do when this happens, is to do gens when the killer camps. But the Knight can also use monstrous shrine with this too so at most you could barely do three gens assuming the killer isn't using Deadlock. Given this, at max he would get two kills if you ignored unhooks and did gens.

    With Deadlock, he'll likely get three kills without much effort.

  • I think it has something to do with low ping. I see it happen more often when my ping is low. People can artificially lower their ping and trigger this bug on purpose so I'd suggest fixing it.

  • I've opened this same bug report during the PTB and after it went live.

  • When you are injured, tap into your adrenaline bank to avoid damage.

    • Press the Active Ability button while running to trigger the Endurance Status Effect for 0.5 seconds.

    Wesker's Virulent bound is not an injury, it's a grab. You aren't injured until he slams you into an object or throws you into an object. If he fails to do one of those, you aren't even injured.

  • You have to wait for the horn sound before you can grab the banner. Make your choice combo is not a bug as far as I can tell. There are very few perks that actually work well with the Knight's killer power. None of the gen kicking perks work with his killer power. Give him something lol

  • Off The Record probably.

  • They need to just kill switch the whole game while they work on a fix for this... not sure how this got out of PTB

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281020#Comment_3281020

    There is no way you're serioulsy comparing Wesker, who is considered one of the best killers they made, design wise, with the Knight who is one of the worst killers they made...

    The difference between those two is that with Wesker you already in the PTB knew that the power was a great idea and it just needed bugfixes:

    • Being able to hit people while the vault anything
    • Not getting your vaulting blocked by people slowvaulting the pallet/using any means necessary on it (is that still in?)
    • Sliding indefinitely
    • Messy hitbox issues
    • and so on...

    With the Knight it is completely different... People played him for like an hour and where instantly like: Ok this killer is terribly designed... What they intended him to do did not work one bit and resulted in the boring put guard at loop playstyle we are currently at... It is not like Wesker where the idea was solid but bugged... Knight's concept is not buggy, some of the things like guards not immediatly spotting people and so on was annoying but not an issue with the core concept... Some people are not even sure if he is readeamable because making guards faster does not stop his boring playstyle and so on...

    You can drop guards on loops but it doesn't do anything other than push them to another loop. You can then drop your guard again and ... push them to another loop. Not a ton of value.

    His power is best used to guard static points. Gens. Proxy camp hooks. Whatever is simply not going to move is easiest to get value on. Boring to play this way, but it's extremely effective.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280874#Comment_3280874

    Ok, but besides him being buggy... What was wrong with his general design? I mean his concept is great, sure as always Killers are really buggy at first and the infinite sliding thing was annoying and hillarious at the same time...

    The concept of The Knight is also great, but the execution was not done well and there are a ton of bugs. There's a bug that lets you teleport to a gen and pull them off, old spirit style.

  • @Arkren said:

    thanks for answering, yes is true that the knight has a strong 3 gen setup. but that has the easy counter of survivors actually learning not to give knight a 3 gen, the same that you learn not do drink from fountains when facing plague or not to stay close when facing legion... is very countereable. plus, is not really the knight what is strong, but the perks that he uses, which are probably going to be nerfed sooner or later, and then the knight would be good at nothing.

    maybe no two patrols from the start, but the ability to summon a second one after the first one is at a hunt i feel like is needed

    So if at the start of the game, the Knight picks three gens and never leaves them, how do the survivors "not give the knight a 3 gen"?

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