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sanees

sanees

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  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923704#Comment_3923704

    well, let's get started,HUX is bugged, his biopods have a delay of about a second, same with Dracula, but there it does not happen every time and dracula delay is less
    Slinger has a bug where his harpoon does not work at all
    The plague has increased the number of moments when a survivor gets attacked, but does not get infected

    Houndmaster sometimes the dog takes a long time to return or gets stuck
    Twins... just too many bugs

    These are only the bugs that I encountered and which were confirmed by other players on the forum, perhaps there are more bugged killers

    P.S

    forgot to add nemesis

  • @Rulebreaker said:

    Trapper, Wraith, Billy, Huntress, Meyers, Hag, Doc, Freddy, Bubba, Pig, Clown, Spirit, Legion, Ghost face, Demodogo, Vecna, Dracula, Xenomorph, Chucky, Unknown, Artist, Slinger, Trickster, Dredge, Oni, Ghoul (haven't seen any bugs but don't know for sure), plague, Pyramid Head, Blight, Nemo, Wesker, Cenobite (hopefully, same as ghoul), Sadako, Knight (also hopefully), Merchant, HUX.

    well, let's get started,HUX is bugged, his biopods have a delay of about a second, same with Dracula, but there it does not happen every time and dracula delay is less
    Slinger has a bug where his harpoon does not work at all
    The plague has increased the number of moments when a survivor gets attacked, but does not get infected

    Houndmaster sometimes the dog takes a long time to return or gets stuck
    Twins... just too many bugs

    These are only the bugs that I encountered and which were confirmed by other players on the forum, perhaps there are more bugged killers

  • "Power Struggle:

    Rework: When a survivor is unhooked, Power Struggle activates until a Conspicuous Action is performed. While Power Struggle is active, any pallet can be dropped while carried by the killer.

    Decisive Strike:

    Stun duration raised to 5 seconds (Was 4 seconds)
    Now activates after both unhooks (Was once per trial)
    "

    OK, but here are the options for killers, noed is no longer a totem, active from the beginning of the game and immediately allows you to memento survivors
    considering your variation of Power Struggle, which simply allows you to fall under a palette at the end of the game and is guaranteed to escape, the Noed buff doesn't seem so crazy anymore

    You do understand that in addition to the 0.1% of the strongest nurses, there are killers like GF, trapper, etc., and for them these changes will be destructive ?

  • @justadreampallet said:

    I think that finding the best out of any perk and killer is the best feeling in the game. When you use something people don’t see often and win the game it is 1000x better than meta perks.

    something else I enjoy is using killer powers in ways people aren’t used too. It’s hard to counter something you see once in a blue moon

    Some of my personal favorite things to do are

    Distressing + Doctor: I believe it’s a free 20% bigger static blast due to it increasing his terror radius. I’m not 100% sure about it however.

    Unknown + stealth perks: Unknown is already not very popular but when you make him a stealth killer that can teleport instantly you make him the perfect jumpscare killer. I like using Trail of Torment and Hex: Plaything.

    Vecna + anything really: Vecna isn’t popular but his kit offers so much that you can do so many builds and have them work. 4 unique powers that work good enough (I’d say a few number changes would help him but that’s just me) he is one of the most versatile killers in the game.

    Singularity + Chase: Singularity has inbuilt surveillance so aura reading isn’t needed all that much so when you turn him into a chase beast he becomes deadly. Overdrive makes you insane to begin with so adding on a few pallet and window perks doesn’t hurt

    Aura reading Nemesis + brutal strength: this might not be to rare but I enjoy it enough to mention it. It’s feels like a lore accurate version of him. You see someone’s aura and b-line it to them and then you can break through obstacles like it’s made of paper.

    what about you guys? What are your favorite play styles, perks, or killers that don’t get enough love

    Try legion/ghul/wesker + Unbound
    Unbound is a pretty niche perk, but soon get a buff and since power already allows you to jump over windows and hurt often, you can force survivor to do less loops, or catch up earlier

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920999#Comment_3920999

    Adding an anti-camp meter on the HUD would simply put solo on the same level of SWF more.

    I don't agree with basekit Bond or Kindred, however, saying that adding the anti-camp meter to a HUD would be adding comp is not a good argument.

    Even in comp games, the anti-camp meter does not matter. They cannot unhook themselves when the meter fills up, they have to have their teammate unhook them. So, this is not an argument for the lack of an anti-camp meter. They should have added it in the HUD update.

    This would be a complete analogue of kindred, just by passing within a radius of 16 meters, the survivors would see that the scale is filling up and would immediately understand where you are
    You can’t just get all the perks in the world for free

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920868#Comment_3920868

    So then why does SWF get that information for free? Why does SWF get to play around it and use it as a mechanic?

    The killer doesnt see the bar either, so the killer doesnt get to know how long to hang around either.

    Any information that SWF gets should be information displayed in the HUD, no exceptions.

    There are a billion things that SWF get for free, for example they always know where the killer is even if the killer is invisible, but that doesn't mean that all survivors should get a free permanent wall hack

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444170/lich-sadako-and-dredge-the-noob-stompers-of-dead-by-daylight-what-could-be-done

    A good tutorial, for one. People don't know what these killers do and there is nothing in-game to explain, aside a small hint before the match that appears sometimes.

    Each killer has a literal wall of text explaining their ability.

  • @Hex_Ignored said:

    Oni will need huge changes, largely because of legion. If both of them are simply released to 2v8 unchanged, it will be the most absurdly broken combo ever.

    There is already a legion-Nurse/blight, and considering the huge number of pallets and the fact that each down spends 8+ seconds of Oni power, it is not that strong

  • @F1Billy said:

    They are going to have to decrease or even remove Ghost Faces detection because if they keep him as he is now it will be impossible to stay in your power with how many survivors there will be.

    Even in 1v4 if 1 survivor is chasing you it's a huge problem, for 2v8 they should try really hard to make it playable

  • @UndeddJester said:

    Yas please!

    I've wanted Spine Chill as an aura sense tool for so long.

    • Distortion needs you to get chases to get value beyond 1 aura detection.
    • Object of Obsession has an additional benefit/downside that you may not want if you're the Obsession.

    This gives Spine Chill a unique niche to fill.

    I don't particularly care what the scalable effect is, could be anything really:

    • Each time Spine Chill activates your next great skillcheck grants 1/2/3% additional progress when repairing or healing.
    • You gain 5% haste for 4/5/6 seconds.
    • Your vault speed is increased by 9% for 6/8/10 seconds.

    Whatever.

    I don't understand why you wrote chases as a minus. If you don't get chases, then what difference does killer sees you or not?
    And in any case, when the killer gets the ability to see your aura, you lose distortion token and immediately understand what the killer has for a perk, so having spine chille is a little pointless

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919878#Comment_3919878

    surrender on killer end is considered a win and kills all the survivors

    https://forums.bhvr.com/dead-by-daylight/discussion/444112/update-to-haste-and-hindered

    Please, before you make any statements, take 10 seconds to check your words.

  • Mandy said:

    "On our side that's how it does work, its considered a loss for the killer. Just the visual on the endgame screen doesn't reflect that - it's been brought up with our QA team to fix. If the killer uses the Abandon feature, it's is most definitely counted as a loss."

  • @SugarSimp said:

    I believe this should be reworked. I was in a game. We were the last 2 survivors. Strategically we were working on 2 separate generators and almost had them completed but the killer was doing patrols. In 10 minutes we had one at 99 and the other at 75, took off pig traps, healed each other, and continuously kept up gen progress while avoiding death. Yet the killer was able to surrender even though we were not just doing nothing. This is unfair as it counts as a loss for us and it’s very possible we would have gotten out.

    Surrender for killer means his defeat, so you win

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919656#Comment_3919656

    No, it's not a good sign. In fact, I'm surprised the game has lasted this long with that kind of game balance scheme.

    There was someone I argued with a while back, with me explaining that Skull Merchant isn't so crazy complicated, and them arguing that she's the only killer in the game whose design was super cryptic. Strange, coming from someone who seemed experienced at the game. But it just goes to show that their voice was pretty much the only experienced one agreeing that she was too complicated to understand. Nobody who puts even the bare minimum into learning about her is confused about her design. You'd have more information to process trying to learn Sadako, or Singularity, or Pinhead. It's literally just playing as her, playing against her, reading her power description, or looking up gameplay of her. Any one of those things will tell you what she's about. When the new Skull Merchant gets here, we'll be able to do the same thing.

    "Scan is bad don't touch it" THIS is literally the entire description of SM's power for survivors, it's something on the level of don't step into Trapper's trap, this not too hard understand

    I dont know why SM is "difficult to understand", technically Dracula is a much more difficult killer to understand countermeasures due to multiple abilities and understanding hellfire hitboxes

  • @reallyrellish said:

    Okay, let's start with the good changes:

    "We’ve removed the Killer aura reveal when hacking a Drone."

    Good, survivor counterplay doesn't need extra benefits. Not having to deal with a drone should be enough of a benefit.

    "Any Survivor hit by Drone Propulsion is tagged and tracked with a Claw Trap."

    Good, it makes the radar actually do something.

    That's the end of the good changes let's move to the bad or useless changes:

    "Stealth Drone scan lines are now visible, but will not extend entirely down to the ground, providing a visual indicator for Survivors to crouch-walk as a counter action."

    If you can clearly see the scan lines, it's not stealthed. Decent survivors would know to crouch anyway so it only helps people who've never played against her. The issue with that is that it would be better done with ingame tutorials, rather than making survivor counterplay idiot proof you could just teach them how to play against anything even remotely complex.

    "The Global Detection Power detects Survivors who are running or walking, keeping this consistent with how Drones detect players."

    It's still bad. Survivors outside of chase will either not be moving at all because they're doing gens or are free to press the crouch button for a few seconds. If you removed this part of her power nothing would change, because it does literally nothing against any survivor who knows what they're doing.

    "Claw Traps can be removed by Survivors following a held interaction."

    Removable claw traps might as well not exist. They'll remove them the second they can like survivors do artists birds, but unlike artists birds you can't set up double taps across the map or down without them.

    "Skull Merchant gains an activatable ability that fires an EMP dart from her Drone Buddy."

    Why do you think the game needs more ranged killers? It's not like the game is lacking in that department. Her power doesn't need a ranged component, especially not when it necessitates the weakening of the rest of her kit.

    "Stealth Drones function as previously stated, but Drone Propulsion only injures – not downs – Survivors."

    This is genuinely one of the worst changes you could possibly make. If you're married to the idea of controllable drones they need to be a threat at all times. Being injured shouldn't be a get out of jail free card. All of skull merchants iterations have had this problem being injured negates half of her power and she has to play as a slightly faster m1. Let her stay a trap killer, let her traps be actual threats.

    Closing thoughts:

    I fail to see how these changes accomplish your goals of making her more fun to play against or making her less complicated. She'd be yet another ranged/dash killer in a roster full of them, you've not made her counterplay any more engaging either it's mostly the same with a ranged attack and dash attack thrown in. She has even more moving parts to her kit then she did before. This rework as it is needs a lot more time to cook. In the meantime you should give skull merchant small QOL buffs to offset the insane nerfs you gave her.

    BHVR should just give her kamikaze drones that can down a survivor (and even then it will be a much worse version of the twins), too much counter play for too weak a power, survivor can destroy a drone, drone destroys after hit, drone can't down a survivor, survivor with electro grab can break it in a couple of seconds, and drone scans are visible

  • @UknownShredder said:

    Hi, ive been trying to find some info about this but i heard rumors that a new 2vs8 is on the way but i dont know when. Also is it confirmed that my beloved ghostie is going to be a part of it ?

    Thanks.

    There is no data, but it seems to me that it will be either a couple of weeks before the release of springtrap, or half month/ month after

  • @Lexilogo said:

    Not much of a Tokyo Ghoul guy so I'm mostly relying on my knowledge of the other characters here. Quick rules, 1. It doesn't matter if someone's immortal, "defeating" means a win, 2. No entity interference allowed, so original characters get to keep their Powers and physical states but not the Trial's supernatural strength, and licensed characters go back to how they normally are. 3. These characters chronologically are still from when they got snatched, so Kaneki's not using future powerups deeper into Tokyo Ghoul.

    The short version is that under those rules, IMO Kaneki is the ~6th strongest Killer in lore, with Vecna, Dracula, Dredge, Sadako and Wesker from strongest to weakest beating him. If you remove Rule #3 and say Kaneki gets all his future powers from TG, he would absolutely beat Wesker, I don't personally think he'd graduate to beating the others. The specific list is below:

    Normal/mostly normal humans, even groups, would get stomped. Kaneki is a superhuman in the usual metrics of speed, endurance, etc, can KO normal people in a single strike, and even if he got hurt he can regenerate from most wounds. I'm ruling out Trapper, Wraith, Hillbilly, Huntress, Cannibal, Pig, Clown, Legion, Ghostface, Deathslinger, Twins, Trickster, Knight, Skull Merchant, and Houndmaster here.

    I also think Killers that are mostly normal humans with strong weapons, or essentially just very dangerous monsters, would also get stomped as even if they are superhuman, they can't overcome this big powergap. I'm using this to rule out Hag, Doctor, Plague, Demogorgon, Singularity, and Xenomorph.

    Nurse brings up the ever-problematic question of ghosts but I'm gonna say for the sake of brevity that Nurse seems physical enough to beat down.

    Myers has the ever-potent "evil incarnate" aspect that kept him out of the two batch eliminations, but even glazing the plot armor a lot, he just can't fight superhumans, he gets beaten often enough by regular humans.

    Freddy is where things get interesting, because of rule #2 he's going to be invading Kaneki's dreams like the movies, where his powers can't help him. Kaneki, especially when he was nabbed for DbD, is very mentally vulnerable and probably has a lot of nightmare fuel for Freddy to work with. However, Kaneki's regeneration would give him a much better chance at surviving Freddy's dream attacks than most, and IMO given the fact normal humans have at least temporarily beaten Freddy, I think Kaneki would beat him in a dream before Freddy can kill him, especially with how many lucid, visualised internal thoughts he seems to have. It's very unlikely Kaneki would banish Freddy forever, but that's why we have Rule #1 to count this as a Kaneki win.

    Spirit is another ghost problem, but once again I'm going to say if her abilities resemble DbD's portrayal, she's physically vulnerable sometimes, and that'd be enough for Kaneki to smash her.

    Oni is very strong, but that's mostly it. If he hit Kaneki I think he'd bash him into paste and win, but I don't think Kaneki would take such a direct hit.

    Lore accurate Pyramid Head would never meet Kaneki in the first place, but if he did, PH can be defeated by normal people with weapons, so this is a Kaneki win. If you argue this battle should be against Silent Hill itself, I think Kaneki has the mental fortitude to make it through Silent Hill. Maybe DbD's Kaneki, who has been torturing Survivors in the fog, could be sufficiently far gone that he wouldn't survive Silent Hill, but that's two layers of mental gymnastics, I'm not counting it.

    Blight is certainly very fast but doesn't have the vertical mobility to catch Kaneki, and he's relying on a finite resource for his speed anyway.

    Nemesis has plenty of weapons but if a relatively normal human like Jill can beat it Kaneki clearly can as well. Kaneki only needs to beat Nemesis' regular form for this to count as a win under Rule #1, but for the sake of completeness, I think Kaneki could fight Nemesis' other forms quite easily, but without using some kind of serious environmental weapons like Jill did, I think Nemesis' endurance would eventually win out and it'd get lucky with a hit. This is still a Kaneki win overall, though.

    Pinhead is a bit difficult to evaluate but I'll say that Kaneki is still probably too fast/strong for Pinhead to stand a chance here. Even if the Lament Configuration is the only way to win, Kaneki could absolutely grab it.

    Artist is also a bit hard to evaluate, but IMO doesn't display any abilities Kaneki can't overcome. Even if we say her ink crows could all move and fight of their own accord, I think his kagune could probably slap them away.

    Sadako, unlike Nurse/Spirit, has a major appearance outside the Trials to cite for a nonphysical, ghostly nature, so it seems like physical attacks against her would be meaningless. I think we can say Kaneki has no defenses against Sadako's psychic abilities or any way of hurting her. If he's cursed and doesn't have the option of passing it on to another person, he's just going to die.

    Dredge is another instance where IMO, lore wise, physical power would not be enough and Kaneki would lose. Its physical segments would be destroyed easily, but its true essence is immaterial. Given how vulnerable Kaneki's mind is and how much he fell to The Entity's fog when up against it, I don't think he stands a chance against The Dredge's actual nature. At some point the shadows will surround him and that'll be it.

    Wesker could truly rival Kaneki for superhuman properties, and I honestly think Wesker's supernatural speed and strength would prove stronger. Wounds that might take Kaneki down would instead likely just mutate Wesker further without defeating him. I do however think a later timeline version of Kaneki from TG would defeat Wesker.

    Chucky regularly gets beaten by children.

    The Unknown is obviously a little difficult to discuss but if physical force does anything to hurt it, and that does seem to be the case, Kaneki should be able to win.

    Vecna would win, no question. We'll assume the Kagune can get through Vecna's immunity to non-magical physical damage, but even then Vecna's skeleton wave is like 20x bigger than it is in game, he can engulf people in necrotic magic for incredible amounts of damage, he teleports constantly and damages others while healing himself from teleportation, and he has a chance of ending the fight immediately via mind control. Kaneki would certainly do some damage but Vecna's simply way too much for him.

    Dracula is very powerful with little hope of beating him without anti-vampire artifacts (the only reason Belmonts have beaten him) or a lot of similarly powerful creatures on your side. Using Alucard as a point of comparison to Kaneki, Alucard needed hundreds of years of experience and a fair few tools to beat his dad in SotN. On a physical level this could've been somewhat fair, but when you add Dracula's magical abilities and vampiric versatility I don't think Kaneki wins.

    Hopefully, someone has fun reading all that!

    I think you put Dracula too high, a usual person defeated him several times in a row without any problems, his powers at level of nemesis, in best case

  • @jajay119 said:

    A concurrent concern I see amongst killers is that 'gens' fly. In 2v8 we have seen survivors have to do more gens but for a reduced amount of time. This likely adds time overall as survivors have to travel across the map to do more gens, but also it pushes them into the path of the killer more often. Similarly, as park of Blood Moon we have seen different types of gens in the mix. Survivors have to fill their Gerry cans before filling the generators which takes more time and again increases the need for map traversal, not just sitting on one gen for 90 seconds, so increases chances of seeing the killer. Should survivors need to do more gens for less time? Also, could we permanently have different types of gens to mix it up a bit?

    But 2v8 works literally the opposite, survivors need to make less generators (usually 5 generators for 4 people in 2v8 8 generators for 8 people)

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918796#Comment_3918796

    basically they reworked him so you cant use the guards as an anti loop power anymore by adding a 3x decay to their timer if the knight gets within 8 meters. He also has to move the patrol path 10 meters before he can place them.


    he can now toggle between the guards

    Some addon shenanigans.

    and thats about it if im not mistaken.

    In my opinion the "rework" was just a net nerf since it removed the working together part of his kit without compensation him. (the guards are still terrible on their own)

    Besides just nerfing it, they dont fix the bug, instead made it as "counter play" so that guards at best just annoy 1 survivor for 12-20 seconds

  • @Langweilig said:

    • You break pallets, generators and breakable walls without creating any noise.

    What do you think?

    https://forums.bhvr.com/dead-by-daylight/discussion/443444/perk-suggestions-collection

    Maybe change numbers a bit and add something else, like:
    You break pallets and etc. 30 or 35% faster, and every time a survivor gets first hook, a random pallet is automatically dropped and broken

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917966#Comment_3917966

    a survivor that abandones at the end of a match does not lose or win mmr?

    Yes, when the survivors are on the ground and use the exit from the match option, it is considered a defeat for the survivor, with MMR everything is a bit more complicated since with ab func it works a bit differently, but basically everything is the same, surrender match = lose , just from some variables like the end time of the match the results can be slightly different

  • abbadoning just counts as DC, if the killer did it, the killer gets a loss and the survivors get a win, It's just DC with all the usual things but without the time penalty

  • @SeriousRain said:

    I think he is rare, on the weaker side Killer who needs some help. I think he is so cool and creepy killer but his power is hard againts decent Survivors.

    I would love if locked lockers would not work or only half duration during nightfall. Add more lockers on some maps too (helps other killers too).

    Well, it depends on how it is programmed, if adding additional lockers is a matter of a couple of clicks, then just add lockers, but if it is a big process that requires manually placing lockers on each map, then it is better to just give it +3-5% speed boost at night

  • @Wezqu said:

    They need to make it more clear what its classified as it does give wrong impression.

    Mandy said:
    "On our side that's how it does work, its considered a loss for the killer. Just the visual on the endgame screen doesn't reflect that - it's been brought up with our QA team to fix. If the killer uses the Abandon feature, it's is most definitely counted as a loss."

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917660#Comment_3917660

    There's theoretical survivor gameplay where you're always next next to a chain of safe tiles and have perfect knowledge of the killer's position, and there's the actual realistic survivor gameplay where RNG exists, dead zones exist, and you're not able to perfectly pre-run.

    like even if your brain dies, with the shift w key hold down, killer will need 30 seconds to knock you down, if you fall faster then that's a huge skill problem

  • @MrMori said:

    They made Eyrie weaker, plus they added Dead Sands to the realm which is a somewhat killer sided map, so I don't mind the realm or offering that much anymore at least when playing a stronger killer. If you want to avoid being sent to it, use a Sacrificial Ward.

    You can't be serious, on the new eyrie pallet almost like in gideon

  • @AnnualSufferer said:

    like 8

    I think there should be 5, but the fifth slot should be only for totems, in that case it won't be so strong and survivors will have an incentive to take totem perks/maps and do something other than genes

  • Killer of map control or side quests, give survivors something to do other than genes

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915805#Comment_3915805

    Imagine if they weren't playing Legion with Iri button and insta frenzied over the pallet and chase up your backside to eat the next pallet stun for a free down. Pre drop? Die. Pallet stun? Die. Greed? Die! Like what's not clicking lmao

    If you played well, you always manage to run to the next window/pallet against the legion with the button

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915797#Comment_3915797

    Opposite really, since tunneling gives all 3 stacks to everyone.

    Yes it gives 3 stacks but it is better to have 3 stacks and 3 survivors than to spread hooks and have 3 stacks and 4 living survivors

  • @SoGo said:

    I do believe there could be perks that help if the odds are heavily stacked against you.

    For example a killer perk that slows repair speeds by 10-15% for each gen done, but hooking or downing people takes away about 5%.

    Or a survivor perk that boosts repair speeds of all your teammates for each hook state you get.

    It's really unfortunate that Sole Survivor, the perk that was created from a similar concept, only triggers once you are the last alive.

    "Or a survivor perk that boosts repair speeds of all your teammates for each hook state you get."

    In other words, killer will be punished for not tunneling….

  • @lord_of_dogs said:

    Deathslinger is a fun concept for a killer but the execution is… rather unremarkable. He appears a lot in mid b tier, a weak killer, and with constant reloading he can feel quite annoying to play as. Here are his problems and my proposed changes to address this:

    • Slow feeling (4.4 + constant reloading): Deathslinger now has 2 shots. Reload time is 2.25 seconds for each shot. Increased turn rate while aiming down sights. Increased successful basic attacks on harpooned survivors cooldown to 3 seconds.
    • Unrewarding shots (hitting survivors with the harpoon just to have them escape injures them at first, but can feel quite frustrating and weak later): Survivors injured with deep wounds will lose 51% of their deep wound timer upon freeing themselves from a harpoon.
    • Lack of long range potential (a ranged killer with very limited range): increased range of the redeemer shot to 40 meters. Survivors hit farther from 12 meters become exposed. Survivors hit farther than 30 meters will become downed regardless of escaping or not.
    • Camping and tunneling potential: shooting a survivor unhooking another survivor will instantly break the chain, not damage the survivor, and stun the Deathslinger for 5 seconds. Survivors with endurance will break a chain 80% faster and not be damaged by that action.

    These changes will give the Deathslinger more explosive potential and make him more engaging to play as!

    just give him 115% and increase the range a little

  • @Akumakaji said:

    Bro, I am happy for your ability to completely see through Mirror Illusions, but in regards to me, they are very effective and I often come in swinging wild and BOOOOM! Nothing but air and a whiff of humiliation.

    same

  • @proximity said:

    When a survivor hides in a locker, they shouldn't be revealed by any means. Hiding in a locker is a huge risk and should be rewarded. Killers are rewarded when they search lockers by grabbing and hooking the survivor instantly. But survivors are like a victim when the killer has an aura-reading perk or killer instinct. "Come, hook me" is a harsh punishment for survivors who prefer stealthy gameplay.

    lockers are already hiding your aura

  • BP.PNG

    I don't know about other languages, but in Russian the limit is stated as 5,000,000

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911461#Comment_3911461

    Tbf there's not much that can be done about that. No matter how well you hide them people will memorize the spawns. I suppose they could add a basekit Corrupt Intervention effect to hexes. Even that would be iffy as to how effective it would be.

    They should at least make it 28 seconds instead of 14 but change the thrill and add base corruption, in the current meta totems are huge risk low reward

  • @Rokku_Rorru said:

    As the title says,

    A lot of the issues I find when playing against SWF's is the stacking of perks, usually where Meta comes from, do you think this could be a place to force people to play different roles within a team and diversify matches?

    I would say that it is worth simply introducing a system of -1 perk slot for each next swf participant, so full swf will still have all the aura perks for free, but will only have 1 perk slot, but normal solo players or small swf will not encounter problems

  • @oxygen said:

    Just makes it a traditional blacklist of words, stop trying to be "clever" and read "context" or whatever it's doing.

    I've seen the SAME WORD being blocked for one player while another can type it. How does that make sense? Is one player analyzed to be more angry than the other?

    "gg nice chase" became "gg nice ******"

    I absolutely do not understand how censorship works and why it exists in 18+ game about maniacs and putting people on meat hooks

  • @Ke1py said:

    Skull Merchant is Fine—Survivors Just Want Easy Wins

    Drones aren’t OP—you just refuse to disable them. Survivors whine when a killer isn’t another braindead M1 like Trapper, but the second a power requires thinking, it’s "annoying" or "broken."

    Her kit isn’t that strong. You can avoid drones, break them, or just not run into them.If she’s dominating, it’s because your team fed her zones instead of playing smart.

    Truth is, survivors don’t hate Skull Merchant—they hate having to adapt.

    That just m1 killer without ability, but even so survivors throw a bunch of minuses to your topic

    This says a lot….

  • @Blueberry said:

    How do y'all feel about The Knight currently? Both in terms of power and fun, against and as. Changes you'd like?

    He's a killer I've always wanted to like but just feels so incomplete.

    1. Call to Arms still needs to be base kit. I can't emphasize this enough. He actually has some more interesting addons now, but one addon slot is basically permanently closed as you must take Call to Arms. This is even more emphasized now that they have pushed his split pressure play style even more.
    2. I really think Knight suffers from too low of a skill ceiling and needs some form of skill expression added into his kit. I think we could do this by having his guards movespeed scaled based on proximity of detection to the survivor. IE the closer the survivor is to exactly the initial place spot when the survivor is detected the faster the guard is. This rewards the Knight if he better able to gauge the survivors location through his hearing when trying to place it on them. You can even add a stipulation of it only functioning when The Knight is at least 24 meters away or something so this is non existent if he's trying to place it at a loop. This would increase his skill ceiling a lot.
    3. Town Watches Torch really needs to be base kit. Without this addon you're literally a killer that just keeps 1 person busy as you walk around as an m1 killer with no power. Not only is this boring but its weak. Torch actually gives you some play potential from the Undetectable. You can basically never take this addon off.

    While we got some well improved addons, there's still many severely lacking I'd like to look at.

    Knights Contract - Causes a Guard to linger around for 8 seconds after completing a Guard Order, triggering a Hunt, should he detect a Survivor in that time.

    This just feels so irrelevant and I can't think of why you'd want to run this. Give it an additional affect that your guard kicks now apply your perks as well. Now it's solid. We still have a gen kick limit so this doesn't seem overbearing at all.

    Blacksmiths Hammer -Causes Survivors damaged by a Guard during a Hunt to suffer from the Broken status effect for 60 seconds.

    Guards realistically do not get hits. These effects are irrelevant. Unless we implement my #2 change from above this needs to be changed. Make it so The Knights basic attacks while another survivor is being hunted apply the Broken for 60 seconds. Done. Easy.

    Broken Hilt - Survivors damaged by a Guard suffer from the Hemorrhage and Mangled effect for 70 seconds.

    Again, same problem. Guards realistically don't get hits. Fix it the same as Blacksmiths Hammer. The Knights basic attack while a survivor is being hunted apply the affects. Done. Easy.

    Flint and Steel - After summoning the Carnifex , The Knight can see the auras of survivors within 24 meters of downed pallets for 8 seconds.

    Completely useless. Pallets are basically never left down. Keep the effect, reduce the radius substantially to like 8 or 10 meters and make it either destroyed pallets or pallets still up. This makes it either really good early and bad late or bad early and really good late. It's also only 1/3 guards.

    Healing Poultice - After summoning the Assassin, all survivors within 8 meters from the guards initial position have their aura revealed for 8 seconds.

    This is almost never seeing value. It's again only 1/3 guards as well. The range of reveal needs to be upped substantially.

    Jailer's Chimes - After summoning the Jailer, survivors that cross his patrol path have their aura revealed for 8 seconds.

    This is literally a meme. Drop the aura reveal to like 4 seconds but make it just trigger on any survivor coming within like 8 meters of the patrol path. Again, we have to keep in mind that this is only 1/3 guards, not them all.

    Sharpened Mount - Increases the time it takes for the banner to spawn by 15%.

    No one takes this and no one would even if we increased the number. Make it so the banner also emits a 32 meters TR. This would at least give some more perk synergy and allow for more mind games.

    I agree, the knight feels a bit clunky, and coupled with the fact that you are literally tied to certain add-ons makes it more boring.

  • @BugReporterOnly said:

    Kill switch her. We can't interact with the blood pumps and blood generators if we need a tape and now more people are abusing that by playing her. Paulie even is against this. Why can't we drop her tapes like the emps? When we do that the TV turns back on and any other turned off on the way or make it so we can interact with them like we can normal generators.

    Oh yeah, complaints about the m1 killer in the mode without gen protection and with 30 sec generators

  • @Sparks_The_Wolf said:

    There are instances where the killer doesn't pick up survivors during the match. Especially when you are solo queue where the killer or your teammates will not pick you up. Here is a suggestion, with this anti-slug meter, works just like the face-camp meter but in the opposite way! Instead of "The Meter Increases When The Killer Is Close" this bar would increase when the killer is away from you and no survivor is near you. But deactivates during endgame, just like the face camp meter. I really feel that this would help out those who are in the situation where no one either won't pick up the player or unable to do so either the killer slugging the downed survivor and refuses to pick up. But with this meter, give the benefit of what you would get if you got unhooked, that way the killer can't just put you right back down in the dying state. Hopefully this suggestion is alright :)

    So why should we punish the killer because your team abandoned you?

  • @I_Cant_Loop said:

    It didn’t go far enough. Hex totems for all hex perks should have their auras revealed from unlimited distance with giant alarms blaring to also provide an audio queue for there they are located. Cleansing time should also be reduced to 2 seconds and all killer powers disabled for 60 seconds whenever a hex totem is cleansed.

    Typical killer main, you don't think about survivors at all, 2 seconds is too much it should be at least 1 second, and it should open the gate

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909270#Comment_3909270

    The alternative would be to restrict it to 90 Degrees for everyone. It was never intended that Oni can do those Flicks on PC. Either they fix all those things which are possible on PC and not on Console so that they are not possible on any platform or they make it possible on any platform. They went with the latter here, which is completely fine.

    Chat not available for console does that mean BHVR should disable chat for everyone? Or enable chat for everyone but make it possible to type 1 symbol every 3 seconds because console players can't type faster? Why should PC players suffer because of console limitations?

  • Yap, now it doesn't affect on opening the gate and getting up from the ground and now instead of getting 30% with first totem, you will get a couple of percent for each otem (so for 30% slowdown of repair you need 5 penty totems on map)

  • Friends allowed, but it is not fair that just by turning on discord survivors get all the aura perks in the game for free without sacrificing the perks of Genrush Second Chance and Fatigue

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909069#Comment_3909069

    Anti swf is not possible to implement (and it shouldn’t be implemented). No one should get punished for playing with friends.

    Anti gen rush is coming already and is confirmed by behavior! Probably in the next ptb.

    I read the last post and I don't know how to tell you, but the nerf pentimento is not antigenrash

  • Bro turn off your sarcasm for a second and face facts like an adult, the survivor can jump over the palette right after the ghoul jumped into it, but she didn't and got down, if the legion jumped over the palette and the survivor stayed in place, the legion would have also knocked down the survivor, the killer is not to blame for someone not using counter play, it's like not using a box against a pinhead and screaming that he is OP

  • She could just jump over the palette after the ghoul finished animating. You can literally do the same thing with the legion. Why is it the killer's fault if the survivor played badly?

  • @Langweilig said:

    • The hook bubble explosion after the unhook removed
    • In the hud the survivor icon that shows the killer someone is on hook, changes to injured after a certain delay
    • Both the unhooked and the unhooking survivor leave no scratch marks, pools of blood and make no grunts of pain for short period of time

    All the changes allow the survivors to get somewhere without the killer easily locating them and by the time they are found, they should be healed again.

    What are your thoughts?💭

    Ok, but when will we get anti genrush and anti swf?

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