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  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242864#Comment_3242864

    Also what coffee crashing is referring to is not the hug tech. Sliding is not a bug, and more specifically the scoot slide is not a bug. Looking down when your model is up against collision and negating it is the hug tech. Sliding off of shack or rad car or the tarp on some shacks because you looked down during your rush is intended by the guy who made blight

    Behavior representative said it's not intended so it's not intended, doesn't matter what a dev said. The product owners tell the devs what to build, the devs just build it. If the devs added something that wasn't intended by the product owner, then it's a bug.

  • I suggest buffing under performing killers. Cough, TRAPPER cough. Ahhh my covid, sorry. But then also make camping/tunneling not a viable option for killers.

    Getting tunneled or face camped is not a fun experience.

  • @Crowman said:

    I see being able to see the perk loadouts of survivors as killer being too much

    As someone who plays both killer and survivor, I don't agree.


    @KolbyKolbyKolby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242904#Comment_3242904

    You wouldn't even need to switch survivors, you could simply switch loadouts now that I think of it.

    Yea I think this would cause people to loadout dodge just to make sure the killer can't do what I was suggesting so this wouldn't work. It would also create a bad experience where survivors feel that they need to load out dodge every time. Good point.

  • Yea or make shattered hope base kit, but I don't think Behaviour is going to do that because people have been screaming for that since even before Shattered Hope existed and they haven't done it now... so I don't see why they would all of a sudden start listening now.

    Efforts are probably better spent on asking for something else because it's pretty obvious they don't want to make it base kit.

  • @hailxsatanxeveryxday said:

    There should be a terror radius for survivors so that killers can always know when they're getting close to one. There could be a visual component, too, so that players who are hearing challenged wouldn't miss out. It could cover the entire area within 32m of a particular color, sort of like how boon totems work, and the colors could be combined in base of multiple survivors (so if one survivor's survivor radius is blue and the other's is red, the areas around them could be purple).

    This would also help when you're a solo queue survivor so that if you're injured and another survivor isn't, you can take the killer over to that survivor instead so that they can generously take the hit.

    It should also show every survivor's aura for 5 seconds every 60-90 seconds to help stop genrush squads and SWFs.

    Screenshot 2022-10-25 122442.jpg

    There's a perk called whispers that does this

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241826#Comment_3241826

    Blight’s sliding isn’t a bug. The Blight dev purposely added a secondary collision system, that allows Blight to slide.

    The hug tech bug is a very specific scenario, where Blight is allowed to activate his M2 power, while facing an object that he is directly up against.

    image.png

    It's a bug.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241662#Comment_3241662

    Actually the reason I run alch ring when I do goes like this.

    Blight rush = most fun in the game, Alch ring = more rushes and green speed = faster rushes. It's simply the must fun I can have in this game regardless of what people think of it. If you can't beat shadowborne bbq blight running alch ring and green speed, that's on you.

    Yes, I'm sure running an absolutely busted addon and wrecking the survivors is fun for you.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/352035/exactly-when-the-f-is-blight-getting-nerfed

    You are wrong on all accounts, watch this!

    *takes a deep breath*

    • I am still learning Blight and am not seeing the OP-ness that everyone claims, so I would say that Blight is 100% a-Okay and pretty balanced with loads of counterplay options

    • To tell the truth, Blight is actually embarrassingly easy to counter, just hold W in an open place were he can't hit/readh you with a bounce and you are golden. He can just aim straight at you, but then will slide comically along the place and needing to reapply his serum, giving you all the time in the world to t-bag him and then get away. Or run very tight loops where no one but the 1% best Blight players can follow.

    • Blight can be very strong in certain situations, especially for inexperienced survivors, but once you know this kit and how he works it's very easy to analyse the tile set at hand and see which is the optimal way to run it in order to minimise Blight pinball tricks. I would go so far and call Blight the most balanced killer in tver game, just a smidgen ahead of Demogorgon in terms of fairness and balance between effectiveness and counterplay.

    Someone at a discord group told me a rumor (because it isn't officially confirmed, yet) that they want to look at some of his add-ons, specifically the Alchemist ring, as that one is a bit underperformed right now. But fear not, I think just a few tweaks could unleash this add-ons full potential.

    So you are still learning blight and not seeing the OPness? Why not try learning blight before commenting on how Blight is not OP.

    He is very OP. His addons are busted and there is a bug that allows him to slide against objects/walls without triggering a bump, effectively allowing him to curve around walls and hit survivors he has no business being able to hit. You simply look at the ground while rushing. For some reason, looking at the ground disables the blight's bump collision. It's actually the stupidest bug ever.

    @Devil_hit11

    Any who says Blight is not OP right now hasn't played against a high skill blight.

    1. No survivors will abuse this by going straight the the hook when they have exposed.
    2. Yes, remove hook grab completely though. It's dumb.
    3. Just make Bubba lose charges if he stays on the hook for too long, problem instantly solved. Make Billy's chainsaw overheat if he stays for too long. Bing bam boom, no problem. Huntress with Iri head? Disable it if she stays near the hook for too long. Slam bam, fixed.

    Need a reason why this happened? The entity wants a good show. Could even make it look like the entity is "attacking" the killer's chainsaw

  • @Mat_Sella said:

    If Wesker misses a single Bound, he literally shoots 20 meters past you and you instantly win the chase.

    Wesker's cooldown doesn't matter when his charge rate is slow and the penalty for missing can be extreme, not to mention small loops counter him as you can just turn the corner and he cannot grab you without hitting the wall.

    I've found this to be not true in reality. Due to latency and hitbox size, he sometimes grabs you when you have already made it around a corner. Interestingly, when this happens, instead of the survivor getting vacuumed into Wesker's hand, Wesker gets vacuumed to the survivor's location.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235462#Comment_3235462

    Survivors are not responsible for the behavior of Killers.

    Killers are not responsible for the behavior of Survivors.

    Agreed, Behavior Interactive is responsible for creating a balanced game that doesn't make killers or survivors feel like their only option is to afk or DC. If they want the game to thrive.

  • I love it. Do this!

    Killer Power: Dismemberment

    Once per survivor per trial, you may dismember a survivor. Survivor's who have been dismembered are afflicted by the deep wound status effect. Each limb that you have dismembered fills your belly, reducing your movement speed.

    If an arm was dismembered all action speeds requiring the use of the survivor's limb are reduced by 50%.

    If a leg was dismembered, the survivor may only crawl even while healthy. The survivor's crawl speed is increased by 25% while injured and 50% while healthy. A leg may only be removed if the survivor is on their final hook.

    Survivors who have been dismembered bleed and make noise as if injured even while healthy.


    Killer starts out fast but ends up being pretty slow after he eats a bunch of limbs. Would be scary AF.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235462#Comment_3235462

    Spoiler alert - if you camped for hook grabs, you didn't have real match anyway.

    I can understand trying to secure hook stage at last 10-15s if survivors let one of them on hook for too long. But this interaction is mostly only abused by camping killers. Because why not? For minimal effort you get a win. No matter if you got outplayed at every loop. Just win in the end 1 chase and get a grab. With a little bit of luck and a single grab 5 gen chase can be nullified into 4k. Very fair mechanics

    Uh, if I chase a survivor and he leads me to the hook, where he attempts to unhook, do you expect me to back off and let him unhook?

    If you are talking about face camping. That is easily punished by survivors. Do gens. The hook takes 2 minutes. Longer with certain perks. You should be able to do 4 gens if all three survivors not on hook do nothing but repair.

    If you do all 5 gens in a single chase... no one else has been hooked yet. If the whole team comes for the unhook at the same time, it's impossible for the killer to get a trade unless he plays the grab game and wins. That I don't agree with. I honestly think they should just remove grabbing off the hook.

  • No. Hook timer progression forces survivors to get off their gen and come save.

    Right now this is how it works.

    1. Killer hooks a survivor, there are 3 survivors on gens.
    2. Killer finds and chases one survivor. There are 2 survivors on gens and one on a hook.
    3. One of the two gen survivors has to unhook. He leaves his gen. There is one survivor on a gen, one being chased and one hooked.

    This is the ideal scenario for a killer. Without this, the gens will all pop like popcorn.

    Your suggestion gives the survivors leeway to ignore the hook and just do gens, meaning that a killer would not be able to keep the ideal scenario of only allowing one survivor on a gen at a time. Which means, gens would complete twice as fast as normal.

    Let me repeat. Gens would complete twice as fast as people are accustomed to.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235301#Comment_3235301

    Yes, it does. Read what I said again.

    THIS GUARANTEES AN UNHOOK.

    In this scenario, no matter what, the person on the hook gets away.

    Good. Most survivors straight up give up or DC once this happens. As a killer, it feels bad, because then I don't get a real match after that. As a survivor it feels extremely bad, because now I'm going to lose no matter what I do.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233096#Comment_3233096

    top 5% of Nurse players are bad?

    That argument only holds in the overall kill rate, not in the top kill rates.

    Yea IDK what my survivor MMR is, it's probably mid level? It's hit or miss. Sometimes I get huntresses that can snipe from across the map or nurses that can pinpoint teleport to you by guessing your location based on some fading scratch marks.

    Then there are times where I get nurses that severely over/under blink every single time and you can loop them for 3 gens.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233032#Comment_3233032

    Wym infinite flashbang? Dont you still have to earn them?

    Yes, but gens can regress. If you let gens regress you can keep stockpiling your flash bangs. Works better with blenddette immersive bush tech build. (Hide when the killer comes to check your gen)

  • @EQWashu said:

    Stepping in with a quick reminder, please remember to keep comments civil and respectful, there is no need to bite at others for commenting. Also, this is a public Forum; all are welcome to comment on posts, so long as the Forum Rules are followed by all while doing so. Thank you.

    He lied though. He said that this bug was intended yet Behavior has stated that it is in fact a bug and are working on fixing it, then tried to gaslight me. Like I’m crazy for not believing him.

  • Skip to 5:58. You can see him do it. He looks straight down at the ground and then activates the rush. After doing so, he slides against the wall allowing him to bend around the corner without colliding.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233099#Comment_3233099

    That's not what I meant.

    What I described is rushing, approaching a corner, looking down while turning into a corner, and then swinging at the end.

    Hug tech is hugging a wall, looking down to trick the collision system there are no objects in front of you, you begin a rush already colliding into an object so the system ignores the collision, and so you slide off the surface.

    https://www.youtube.com/watch?v=qW7zpFMYFVo&ab_channel=notOtzdarva


    No, that "looking down" thing is hug tech. You are wrong.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233084#Comment_3233084

    I... I am so confused.

    You expressed confusion at if something was intended. I answered. You never asked for advice or anything else. I'd more than happily give whatever I can.

    If a Blight wants to do a 180 around a corner, they'll need to look down because of how Blight's collision works (yes, changing your pitch to manipulate your collision has been stated by McLean to also be intentional). If you think a Blight is attempting it, then they're blind while committing hard to it. So just... go another direction.

    I never claimed if I believe something is balanced or otherwise. I'm only answering questions as factually as I can.

    image.png

    That "looking down" thing you mentioned is not intended and they are removing it, thank god.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232844#Comment_3232844

    The rates show Nurse isn't even in the top 5 and has a low overall Kill rate. The stats show she's fine.

    Most people who play nurse are bad with her. It's actually my favorite thing to do, a nurse starts charging her power, so I just run in her direction and she teleports waaaaaaaay past me.

    I suspect the vast number of bad nurses are deflating the kill percentages for her.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233058#Comment_3233058

    Buddy, calm down.

    You asked a question. I answered. If you asked for my source, I'd share it. It would have been a reasonable request.

    What you've done is say i cannot have a discussion in balance, write me off as an entitled killer main, and then say I'm a Blight main that wants an OP killer.

    I don't know if you're stressed out or you've had a bad day, but... this is not an appropriate response to someone just answering a simple question.

    It's funny because you never said,

    "Oh yes you can avoid the 360 spin around corners by doing XYZ"

    You just claim it's intended. Lol.

  • Yea, it is stressful. Because there's a penalty that doesn't let you leave the game when you get paired against a killer that is poorly tuned so you have to go die instead.

    I'm a killer main myself. I have every single killer minimum prestige 3. I only play survivor with my wife. I want to have fun when we play. But playing against the blight is guaranteed to not be fun because you can't out play his ridiculous 360 spins around corners..

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233032#Comment_3233032

    I... what? Where are you getting this?

    I literally asked McLean, the guy who had a hand in creating Blight is this was intended, and he explained that yes, it was. Fully intended.

    All I have done is answer a question as factually and objectively as possible.

    That is not what you said. Here let me remind you:

    "Blight can turn up to 90 degrees during a rush followed by another 90 degrees after pressing the attack button. This is fully intended."


    Did you you say "Behaviour has said that it is fully intened"? No you did not.

  • So then by your logic, the fake vault is also intended.

    Also the infinite flashbang bug tech is also intended.

  • @Hermit said:

    "Perhaps we could have others chime in who are more interested in having a balanced experience?"

    I see, you are just looking for an echo chamber to support your claims.

    Btw, GrimReaperJr1232 just stated facts and explained how blight's rush works ingame, no reason to get so offensive...

    It's a fact that currently you can fake a vault by clicking your flashlight right before doing the fast vault. Obviously that's also intended, because it's a fact that it currently behaves that way in the game. Obviously not a bug, Behaviour doesn't have bugs in their game.

    It literally plays the animation and loud noise notification as if you were vaulting, but you can go the opposite direction of the vault and you do not actually vault. Totally intended. ... As killer mains, do you think that's intended?

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232566#Comment_3232566

    Then yes, it's likely intended.

    Blight can turn up to 90 degrees during a rush followed by another 90 degrees after pressing the attack button. This is fully intended.

    Okay I don't have to do something that's obviously not fun. If I have to, I will body block Blight until he kills me. If that's actually intended, then I feel that either Behavior has

    1. A huge disconnect with how the game actually performs
    2. Has never played past low MMR
    3. Simply have never played the game.


    I get that you enjoy playing Blight and want to keep your Blight main the way he is, but it's not fun to play against. I can see from your previous posts that you suggest things like Thanatophobia effecting heal times, which it used to do and was extremely oppressive.

  • @[Deleted User] said:

    Maybe I missed it, what counts? Is it 2K or 4K? Also, what about people giving up on hook?

    Knowing Behavior, a win is considered at least one kill. And these stats would make sense if you assume that.

    @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232844#Comment_3232844

    The rates show Nurse isn't even in the top 5 and has a low overall Kill rate. The stats show she's fine.

    Nurse's stats are going to be skewed by people who don't play her well. Her skill floor is VERY low and her skill ceiling is VERY high. If you aren't great with her, you will do terrible. If you are god tier with her you will destroy SWF groups with ease. People complain because every so often they go against a god tier nurse player and get absolutely slammed to the point where it's obviously not fair.

  • This bug has been around for years.

  • Survivors can fake vault with this bug so I think it's pretty serious when abused by high skill survivors.

  • This has been around for awhile. I don't remember when I first started seeing it. There's also another bug where when someone gets hooked, it doesn't show their character model inside the "black bubble".

  • @GrimReaperJr1232 said:

    I'm confused. Mid bounce? You can't attack while slamming into something.

    Do you mean mid rush? Depending on the context I can tell you if this is/ isn't intended

    Yes, mid rush. I only ever played Blight to get his teachables and it’s been at least a year since I’ve played him so I don’t remember all his killer power terminology.

    I didn’t find any fun in running into walls, felt very jarring.

  • Wow, they didn’t even say anything. Well good to know. I never thought they should have implemented a DC penalty with how much hacking they had in their game to begin with.

  • @satanovsyn said:

    Duplicated. I created it right at the update day

    Uuuuh so they've kown about this since the day of the update???

  • I tried it again just now and the game did not crash this time. So I'm not sure what the reproduction steps are.

  • Speechless?

    You can also trigger a bunch of loud noise notifications to draw agro away from the hook and make it easier for your team to save.

    Incapacitated doesn’t stop you from vaulting, throwing pallets or getting in lockers. Think outside the gen.


    Nothing is stopping you from doing a fast vault and then hiding in a locker to waste the killer’s time.

  • @Oiry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228448#Comment_3228448

    What an ignorant comment by you.

    "Go save the survivor..."

    • What if I'm dead on the hook and supposed to be hiding from the killer in the first place?
    • What if I'm injured and shouldn't go for the save?
    • What if all my survivor teammates are incapacitated, do we all have to leave all gens and go for the save?
    • What if further than 25 seconds away from me and it's simply inefficient for me to go for the save, especially that early?
    • Insta-saving is usually not efficient anyways.

    But even if we presume that your solution to the perk is valid (which again, I think is not), your comment misses the entire point which is:

    • Why is this perk so much more punishing against solos than swf?
    • If the perk is balanced around solos then why is it not punishing enough against swf?

    Things you can do while waiting for incapacitated to expire.

    😏 loop the killer

    😎 save the survivor who was just downed

    😲 look for hex totems

    🤯 open an item chest

    🤡 go afk

    There’s plenty to do, but don’t go afk…

  • @[Deleted User] said:

    25 seconds of incapacitated is far too long.

    Go save the survivor that just got downed. Don’t tell me you wait at the gen for 25 seconds…?

  • @fake said:

    Is it like a dementor?

    Yea!

  • @GoshJosh said:

    It's not the only one, but it was the most effective. It needs more bite, especially now that it deactivates in the end-game. Five second stun returned, no more skill check to activate, and disables all killer powers for 10 seconds.

    No more skill check to activate 🤣. Why not also complete all the gens too?

  • This would completely disrupt the starstruck meta.

  • I’ve also seen survivors use dead hard to phase through me when I’m vaulting a window and then they vault back through the same window. Literally impossible to stop them or out play, they are just gone.

    They can also run to the left as you vault a window and then phase through you with dead hard and run the other way to fake you out. It has so many little uses.

    It is the best perk in the game, easily. It also creates this unfun situation where you have to wait for them to dead hard. Every single time you want to down someone. Unless you see them use another exhaustion perk.

    My suggestion is to only make dead hard usable for 30 seconds after taking a protection hit. It shouldn’t be a second chance perk. It should be a perk that lets you save other survivors.

  • Yes all four survivors can run it and spam 8 flash bangs in a row. So much fun /s

  • I would bet their code is highly unmaintainable. A change in one place causes random bugs in three other places.

  • @Tsukah said:

    More server locations

    As someone who lives in Atlantic Canada I frequently have to deal with 100+ms ping, it's frustrating

    They're a company in Canada yet they don't have any Canadian servers, like what???

    Ah I’m sorry there’s no option for you 😔

  • In high MMR, people use anti tunneling perks to body block and prevent you from getting hooks on other survivors.

    I’ve gotten into the habit of just smacking people when they come off hook so they can’t use Off the Record to bully me. Sometimes it leads to that survivor going on a hook 10 seconds after they come off hook. Not my problem, I’m not really given a choice with how people abuse these perks.

  • @FFirebrandd said:

    None of the above. What they should focus on is undoing a bunch of the stupid changes they made.

    You don’t like the balance changes, so choose General Balancing

  • @Slowpeach said:

    I think realistically the people on the ground are doing all they can with what they’ve got with regards to cheating. I mean honestly if those free epic store accounts or whatever are the issue there’s nothing they can do now unless they want to make dbd 2 which has its own problems. No matter how good the anti cheat is, if they’ve got a huge amount of free accounts they can just jump to nothing you can do will matter. The arms race will just continue forever,

    Camping and tunnelling on the other hand are results of poor design choices that haven’t been corrected and is an easier problem to address. Provided they are willing to let go of said bad design choices and not be caught up in their outdated ‘vision’ of how they like to see the game.

    Another interesting thing not into this list is solo queue improvements. I still put camping/tunnelling above that but not by much.

    I consider solo que improvements to be a balancing problem, so that would go under General Balancing.

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