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  • @Yggleif said:

    My understanding is he is slower but goes farther? If true seems like a side grade than a nerf and they want a different play style for him.

    The playstyle would be not using the power in chase? As rn chucky gives you 5 bussiness days to react to the slice and dice thanks to the new speed, so if you get hit by it you are either in a deadzone or you had your monitor muted and turned off.

    If thats the case why use chucky for mobility when even killers like dredge outclass slice and dice mobility potential?

  • Ok, research done.

    Its from a story titled "the misterious tunnel" thats is about a tunnel that present a paranormal phenomenon about ghost being trapped within. I hope it answers the question.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856922#Comment_3856922

    So bp don't matter?

    If a bubba goes for the 4man slug at 4 gens, everyone gets like 3k bp and that's it.

    Moreover, what about having an own mind? I don't care about mmr. What does it lead to? If my mmr is high I meet more people that are sweating. Sweating in dbd does often not mean skill but stronger equipment. Why would I want to make my game progressively more stupid? At some point it's not difficulty or a challenge, it just becomes impossible due to how big the power discreptency is. It's the limit of a killer.

    I make my own incentives and my incentive is having fun.

    Screw mmr.

    I have all perks and at the very least 500 of each addon, bp could not be more irrelevant to me.

    And while yes as you say the balance of items and killers is iffy, still trying to win a match against the rare pub team thats actually good is very entertaining, hence why I like to be in top mmr (which is funny because top mmr cap is incredibly low so even in top mmr you still have a lot of people who are not good), if I wanted to face Ai Ill just join a custom match, I like facing good opponents.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855131#Comment_3855131

    If you know how valve works you know that is not the case.

    Valve as a company has around 350 employees and has a very flat org structure. It is so flat that projects live and die based on people convincing other people to work on them. People can move around projects as they see fit.

    DotA 2 has around 40-50 people working on it at any given time. During big esports pushes and other things that sometimes goes up to around 100. But they do this with a very very small team given the size of the game.

    Valve also actively discourages "crunch" and generally avoids it most of the time, although i'm sure it does happen from time to time like it does at any company.

    I would suggest googling valve as a company and read about their structure, it is quite interesting given that they basically hold the entirety of the PC market share with steam.

    Valve can do that thanks to the revenue steam produced tho, if any of their games flop or they have to cancel a project, it isnt a major loss. However not all developers can have that backup behind them.

  • @ratcoffee said:

    It's wild because the speed "nerf" on paper is barely even a nerf (you gain the same amount of distance and spend a measly 0.6 seconds extra) so I guess this goes to show that on-paper calculations aren't everything

    Old S&D: (10 m/sec - 4 m/sec) * 1.2 sec = 7.2 meters gained

    New S&D: (8 m/sec - 4 m/sec) * 1.8 sec = 7.2 meters gained

    ...I'm realizing now, is it possible the new Slice and Dice is coded wrong somehow and the Chucky's not getting the distance he should?

    Even if distance was the same it would still be a nerf, as it being slower lets a survivor cut a corner or put an obstacle in between them and chucky faster, so even if he can travel the same in loops his power is worse.

  • They just need to nerf thrill, your proposed change will make hexes more useless than they were before this horrible thrill change.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852088#Comment_3852088

    1. It's only an 8 meter range, you can teleport before they know it's there.

    2. If they're weakened they're probably looking behind at you and not where the hallucination they're running into is

    3. If they run near it you recover so quickly it doesn't really matter if they know it's there.

    Let's not oversimplify how unknown is in chase yeah?

    1. This I will give it is a small range however 8 meter is enough to redirect chase, however this can be used in favor of the killer much like a hag trap as a zoning tool, so here yeah I over simplified the aura, its only really usefull outside chase.
    2. Nah, everyone knows you dont stare the unknown like that you take peeks at it and let the linger take weakened off, if the survivor doesnt even know that id doubt they even know how to loop so discussing strategy against wuch players is a waste of time, they down themselves basically.
    3. Prob only if you are using blurry photo, I personally dont use it which is no argument against that but with the slowdown albeit minimal and 8 meters that enough distance to redirect the loop for survivor.

    While I do think unknown is quite better that what the op is suggesting I will die on the hill that the remnant is a much better chase tool than the hallucinations, now hallucinations+pressure of good uvx shots is another thing, as I am not delusional and I know dredge is dogwater, but my point is people give too much credit to hallucinations in chase when their real kick is map pressure.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851866#Comment_3851866

    Except a dredge has one trick to try and pincer you.

    You have no idea where an hallucination might be it counters both looping and holding W.

    True, you have no way of knowing where a hallucination might be, maybe the devs should implement is so that when you are near then you can see their aura and get a vfx on your screen...

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851866#Comment_3851866

    As someone who plays a lot of Unknown, you should know how unlike Dredges remnant it functions. You get the husks as you play rather than manually activating them, which also has the secondary effect of not slowing Unknown down, there can multiple hallucinations at once, survivors have a whole animation and bar dispelling hallucinations. Generally, Unknown can use Hallucinations for actual map traversal and as set up traps, whereas Dredge usually uses Remnant as a trick or to cut off a loop.

    Thematically, yes these abilities are incredibly similar. Gameplay wise, you might as well rope Nurse in here with that Blink Back addon.

    In chase, it does work incredibly similar to the remnant, while yes it does not slow the unknown, the remnant to is also instant. The best part of the hallucinations is map traversal, while it can be used in chase, a survivor can see the aura and avoid the hit once you teleport.

    The multiple hallucinations only comes into mind with map traversal as if you have two hallucinations in a loop you have wasted so much time or are using the footprint, both cases you are wasting a tp place.

    My point being the main part of unknowns power IS the UVX, as the counter for the hallucinations is really damn easy.

  • @Yggleif said:

    Absolutely still think Unknown is A tier.

    Once you realize Unknowns real power is the hallucinations and the UVX only exists to get Hallucinations faster they make a lot more sense and are very easy to get downs with. The ability to have survivors think you're somewhere then hit them from an entirely different direction should not be underestimated.

    So dredge remnant with more steps? And I say this as someone who plays a lot of unkown, hallucinations are easy to counter once you know how to play the game.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847736#Comment_3847736

    Yeah, I mean, Trapper still has to get his power from the other side of the map for it to work....

    Trappers power at least works and when it works it doesnt help survivors get to pallets tho.

  • @OrangeBear said:

    Trapper's traps don't drag survivors to pallets and they can't drop pallets whilst in them so im inclined to disagree

    Isnt that an argument for trapper tho? As if the dog drags someone to a pallet theyll just stun it and get freed, in fact it can help the survivor, unlike trapper.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847131#Comment_3847131

    No, it really isnt. Houndmaster is not a bad Killer at all. Granted, she is not really exciting or strong, but people comparing her to Trapper are just exaggerating.

    I think she will end up like Twins in the future, just less extreme. Meaning, she is not as strong as Twins, but still decent, but she will also not be quite as unpopular as Twins, but will still have a very low pickrate.

    Idk about strenght but playing her is worse than playing trapper, when I play trapper I know I will lose but when I set a trap it works. When you send the dog and it doesnt even dash, or the path shown is not actually the way the dog goes, that is infuriating.

    Like why would you play a worse deathslinger, that is buggier,clunkier, takes more effort and sometimes plainly doesnt work?

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841502#Comment_3841502

    To be fair if the Ghostface in question has checkspotters, and he's any smart? He uses Shroud to hide his red stain. You can't checkspot a stain you can't see.

    Lucky for us the devs added clothing strips that are so wonky they can be seen over loops or go infront of him.

  • People have so little imagination, this is why you see players who cannot comprenhend exploits.

  • Oh, you dont know about the insta gens? Lmao you going to flip once you see it, old bnp is back.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839150#Comment_3839150

    I think we should do it.

    Make Shattered Hope basekit and revert CoH back to its first version. The survivor meta could use a little help, because you know something isn't right when the best perk we have is WoO.

    While I agree that change would be interesting, WoO is not the best meta perk lmao. Deliverance, deadhard, ds, background player, ub can literally win a match.

  • Ahh yes, you will only see garden of joy, springwood and eyrie if that were the case. Idk how you could implement that in a 4v1.

  • How are you not lasting 15 seconds in chase? Just holding W is enough to get at least 20 s, like you have to be trolling on purpose to not restack your tokens after a chase.

  • Doctor used to work like that, we has awfully weak and boring tho. He still does work based on hsi terror radius, legions power also works with terror radius.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832519#Comment_3832519

    Progression and regression aren't supposed to be 1 to 1.

    +100% regression is +100% regression, just like +50% heal speed is +50% heal speed. The game's perfectly fine with regression speed as it is, so getting double the normal is still huge.

    Fyi a full effect CoB regresses less than 4 seconds off of a gen, literally the deffinition of useless.

  • @jajay119 said:

    maps are smaller now and the trend is continuing. Gens are generally closer together. They don’t need a buff.

    While I agree bringing this combo back is something bhvr should never do. Call of brine is literally useless, it needs a buff, as said above missing a skillcheck is more than anything that perk can achieve.

    And the "its not a regression perk its an info perk" then its also a bad info perk, gearhead and surveillance does everything CoB can dream to achieve.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831745#Comment_3831745

    Ah, makes sense. I wonder what kinda of findings we'd have in going through the history of DBD and finding cause and effects. Like.. what really caused tunneling to uptick? The comp scene? Thats my bet. What really started an uptick in bleeding out? SO many questions I'd love answered.

    The slugging thing has been around long enough. But its only become a bit more common lately. One could guess the finisher Mori, and honestly, Im sure it added to it. But it was happening before. So eh.

    The comp scene literally use slugging in an effective way, not like the pub killers that slug everyone for 4 minutes. Its funny af how people just blame comp because they need something to blame without even having an idea whats going on in comp.

  • No one, its just bbq but a lot worse. That perks only purpose is getting adept xeno.

  • I have never thought of this, that change makes a lot of sense. Honestly even with that I think soloQ players will mess up but it really should be implemented it would make the perk way better without really doing any crazy change.

  • Why is dredge so high? He is only good in midwich or against new players. Aside from that I think I agree with most placements.

    In fact I find it really cool that this list has slinger higher than huntress, because for some reason pub players think huntress is incredibly strong, when slinger is better in everyway, except snipes, but a good player wont get sniped so its a non factor.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828819#Comment_3828819

    That’s like asking why a Killer was complaining about the double-locker chain blind loop because they could have brought Lightborn.

    Thats exactly what everyone tells people that get blinded when looking at a wall with flashbang and what killers got told at that time.

  • @GeneralV said:

    He isn't pay to win, in my honest opinion, he is just extremely unfun to go against and poorly designed.

    If we do a poll or just gather players opinion in general this is NOT the reality for the majority of the playerbase. In fact a lot more people love wesker than the objectively poorly designed abominations that are skull merchant, knight and the like.

    Which is evident as after sm release I doubt bhvr will ever release a trap killer or a gimmick knight like killer again, and thats good, they learned.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826842#Comment_3826842

    Players that use Distortion don't last 30 seconds in chase. They might not even last 15 seconds in chase.

    So even with this change, it's still a bottom of the bin tier perk for these players.

    @Marc_123 said:

    Still to much aura reading.

    Distortion still not really usable anymore for players who need it.

    New players and those who can´t loop may not even last 15 secs and then go down because they don´t escape the killer.

    I really don´t like that they are removing all stealth from the game.

    If these players cannot last a mere 15 seconds in chase, I think they are either throwing on purpose or need their mmr adjusted heavily. Just standing in some safe parts of some loops buys enough time, ######### are people doing to last less than 15 seconds against anything thats not nurse?

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826026#Comment_3826026

    And 90% of the time when you do this, the chucky player will have a broken wall hacks add on (green rarity lmao) and abuse the OP mentioned bugs to guarantee a hit no matter how you react.

    Absolutelly true, hence why rat poison is BS, you remove that and chucky is quite easy to counter. But right now if you mention they have rat poison then the checkspot is not unplayable but very sided towards chucky, cannot deny something thats evident.

  • @GeneralV said:

    The fact that he is extremely difficult to see is very annoying when you're trying to loop him.

    You could also hold a checkspot and this wouldnt be an issue.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822949#Comment_3822949

    His old throwing system was better and they wouldn’t remove the buffs they gave him.

    That’s the changes they plan to do, there is no nerf to his ability other than main event requiring 30knives and laceration delay, which got reduced to 12s (was 15s).

    The Trickster

    Reverting to previous version:

    • Revert base movement speed to 4.4 m/s (was 4.6 m/
    • Revert Terror Radius to 24 m (was 32 m)
    • Revert Laceration Meter to 6 (was 8)
    • Revert time between throws to 0.33 (was 0.3)
    • Revert Throw Rate multiplier for Main Event to 1.667 (was 1.33)
    • Revert Main Event requirement to 30 (was 8)
    • Revert Main Event activation window to 30 (was 24)
    • Re-instate per-throw modifiers (Throw Rate +
      Movement speed while throwing)

    Revert addons:

    • Fizz-Spin Soda
    • Ji-Woon's Autograph

    Then some adjustments:

    • Increase Laceration decay delay to 12 seconds (was 10)
    • Move Fizz-Spin Soda's current effect to Memento
      Blades

    So they will make main event irrelevant again…damn

  • I thought that interaction was removed, maybe get in a custom game and record footage to sumit a ticket? Moris been buggy this update and such an obnoxious interaction just adds to it.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822690#Comment_3822690

    The 10 seconds does nothing unless the killer is tunneling and camping. Some players cannot fathom how "map pressure" works, and can only think in terms of those two strategies.

    People can play how they want. If people really want to slug l excessively slug in large numbers then so be it. The devs will be forced to deal with that too once kill rates get out of control.

    Calling me "average" and obliquely calling me stupid doesn't help your argument, not sure if dispute that what I said is absolutely true of a subgroup of killers.

    Either you are not very experienced as survivor or you are purposely omitting information. Even without a killer camping/tunneling, the extra time on hook is massive for survivors, why? Becase on that time you can do gens and that survivor on hook is safe while they are on hook. So you as a team have 30 seconds total of extra gen time/healing/destorying the killers set up while one teamate is safe.

    Like I swear to god it actually baffles me how so many players do not understand that using the hook timer as a pressure reliever on the survivor team can just screw the killer so much.

    Like in my soloQ matches people that do not get rescued isntantly just give up, people are so bad at the game they ignore that leaving someone on hook is incredibly effective, specially with the added time.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822079#Comment_3822079

    Now it's even better because the killer will bleed you out for 4 minutes then mori you afterwards. If you thought that was already not humiliating enough.

    Your 2nd point I've suggested it years ago to become a 2nd effect of Distortion (allow survivor to know when the killer can see their aura). But I quickly realized nobody cares about new players on this forum, and meanwhile, the devs have completely gutted Self-Care and now Distortion, so I think the message is clear and new players can go f*ck themselves.

    While I agree dbd should implement begginer friendly mechanics, showing that your aura is seen would make a lot of aura perks useless, see alien instinct for example, perk is practically non existant and does nothing if the affected player is barely sentient.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821740#Comment_3821740

    I'm not a game developer by any means, but Unknown's mechanic works perfectly fine and isn't buggy by any means. From what it seems like there really is no reason why Ghostface's reveal mechanic is as broken as it is now.

    It might be because for ghostface you need to actually see him while for unknown you just have to put your camera in its general direction. And ghostface did actually worked like this on ptb, issue was as a survivor as all you needes was to look in his direction you could just spin your camera while on a gen and it would reveal him no matter if you even knew where he was. Idk how they could fix it, as if they implement the unknown code we would be back to ptb ghostface and a meme killer like ghostface doesnt need a nerf, however the reveal mechanic needs to be worked on.

  • This has always been the case, if an object is shorter than the hitbox the pillars go through it.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819723#Comment_3819723

    Sure is easier for killers than survivors huh. Survivors have to learn how to counter 37 different killers while killers have to learn to counter...one survivor with maybe a few different perks that dont really make much of a difference. Oh and flashlights and flashbangs. Wonder why so many survivors give up these days.

    If you genuinly think this I am baffled, yes there are 37 killers but not 37 are unique, knowing how to loop will singlehandedly counter all m1 killers bar spirit, then you have dash killers, whose counterplay mostly involves using the limited turning rate or obstacles to avoid a hit, not all of them are the same but avoiding their attacks is very similar. Poryectile killers? The baiting and dodging is mostly the same, if fact some of them are outright easier to face once you face another killer, if you know how to dodge a huntress unknowns UVX is painfully easy to dodge.

    Both killer and survivor have things they have to learn, to think like that is honestly very rookie mentality at best or just plain dishonest at worst.

    Also survivors give up for lost of reasons, some legitimate like your team griefing or a killer thats purposely doing obnoxious things, but other are just entitled players, I have had people DC on me as no slowdown no addons slinger in badham because they got sniped, those people are 100% delusional in their view of the game.

  • Dbd players in general cannot handle defeat. Should I learn how the killers power works and try fun tricks? No the killer is underwhelming, I DC and complain online. Should I learn how the power works so I can counter the killer? No I just go next on hook/Dc and complain how op the killer is.

    As someone who has played since 2016, this actitude has always been a staple of dbd, players would rather ignore all tool the game gives you if that means they dont have to admit they might be having a skill issue. That trickster player you mention and the people who give up once they fail a chase/get a killer they dont like, are prime examples of the dbd player archetype aka someone who cannot handle the game not being an easy win.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818899#Comment_3818899

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818939#Comment_3818939

    So, in your opinion, the official stats are somehow not over performing devs goal of 60% kill rate? The data is literally right there. Denying those facts is the textbook definition of delusion.

    If so-called M1 "weak" killers are consistently able to blow that metric out of the water, and they've been near the top for at least a year or two now, are you saying they need buffs? By what basis?

    ETA: you're both missing the obvious conclusion that's also the same as SM here. These killers need reworked.

    By using these stats to conclude, buff or nerf characters we should be buffing killers like nurse, which is absurd if you have ever played this game more than 10 matches.

    Using the raw data bhvr gives ignores a lot of factors, but hey I will leave you to believe that nerfing freddy and buffing nurse is what the game needs.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818845#Comment_3818845

    If the devs goal is 60% kill rate, then those killers are objectively overperforming. So if the devs are actually wanting to maintain balance they would find a way to reduce that performance, yes.

    I'm not sure why you think this is some kind of slam dunk argument when you provided the official stats that support this conclusion.

    While I agree with you position regarding SM, saying freddy and sadako need nerfs is a lmao moment for sure.

  • @Seraphor said:

    As long as the killer appears to each survivor as a copy of one of their other team mates, it could still sow some chaos in a SWF. It would have them second guessing who's who, particularly if they're grouped up and you're there with them. Think back to xmas snowmen.

    But it wouldn't be enough of a power on it's own, more of a secondary power.

    Idk at least in my swf we dont tend to group up because thats throwing. Also thr soloQ hud can render the power useless, if you see dwight is doing a gen and then he run towards you, you have to be trolling to not prerun. Aldo in a swf we can just call out eachothers position and then there no telltale.

    Idk maybe bhvr will manage to do but I am part of the crowd that believe that a mimic killer is just not compatible with swfs.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817131#Comment_3817131

    That meme build also runs play with you food that completely counters his slow part. as building up 3 tokens for 15% speed is a joke.

    Am m1 killer is chasing me with no antiloop power, how scary...said no one ever that knows how to loop.

  • @Autharia said:

    It was also a dead perk VS a scratched mirror Myers. Still is really as he has perma aura reading.

    If you get killed by that meme build idk what to tell you, yes your opponent can see you all game but he has the speed of a slug and you can just go to a decent loop and thats it myers has no chance to get you.

    I genuinly feel baffled when my teamates go down to this build, like they must be throwing on purpose at that point.

  • @hacendado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816723#Comment_3816723

    Sure! All killer sided players chooses the Trapper! (He's in fact the least chosen killer in the game). Try to change your statement by replacing Trapper with any stealth killer. Oh C'mon!

    Stealth killers are literally a joke lmao, ghostface, myers pig and the like are easy to just run around in chase, why should I care if they know where I am, they all have audio ues that alert me of their presence and if they are using 4 aura perks then they lack slowdown and chase perks meaning a good chase, which is easy to do against a stealth killer, will win you the match.

  • @Science_Guy said:

    They added a single window in a former death trap location to prevent survivors from being held hostage indefinitely. If not being able to trap players until servers close is a nerf for your play style… good?

    Imagine being so oblivious to the fact they created an infinite lmao.

  • @[Deleted User] said:

    Unfortunately not bannable or reportable. In all likelihood, it's a garbage player who just got rolled by a decent team the previous match. They're wildly insecure, so they have to go on a power trip the next game. The devs don't seem to see a problem with this.

    Put it this way: I've never seen a good player act that way.

    I actually have seen it, quite a number of comp players do it to their friends, at least the humping not thr 4 min bleedout, as a way to BM or have some banter when they beat them or down them. While some organizations have also banned that type of bm it is common as it practicaly the same as teabagging. And the average comp player while not being the best player ever is light years above 95% of pub warriors.

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