terumisan
terumisan
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- terumisan
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when i got 3 warnings and found out i have a delay on posting
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@ArkInk said:
You've seen the news, our patch of fog disperses next month, marking the end of our little subcommunity.
I've spent a bit too much time here, waiting for responses, typing out replies, or just reading what you all had to say. Now that it's ending, I honestly feel a little untethered, like a small part of my life was rubbed off a chalk board, but life goes on and on and on, doesn't it? I think we'll all survive the loss of an Internet Forum.
In the time we have left, I want to do a little remembering. Please list any users you wanted to note for any reason, it's your last chance!
I'll start by bringing up someone no longer here with us, but they left a kind of energy I can still feel on the forums at times.
Goodbye @Cheers, and Goodbye everybody!! (I might see some of you on Discord later)
probably @Reinami and some other guy i forgot
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sounds like a one way trip to get banned by discord
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ultimately it a good thing and hopefully there aren't nerfs to live
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i play to win and i like winning the problem is after i lose i keep going then see patterns in survivor players. it's kind of rare for me to get a toxic killer and i just go on my phone or watch something on my second monitor if they decide to slug and hump or something
but toxic survivors i just cope
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calm spirit has always supressed screams and crows it's always been better but no one uses it
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119143#Comment_4119143
This was what I originally said:
a new survivor who has special basekit abilities that allow them to negate pretty much all killer powers and perks because the survivor players who have anxiety can't handle them.
Basekit
B A S E K I T
You're the one who can't even find the goalpost because you keep talking about perks. A perkless Judgment gets to shut down survivor perks and sabos with their BASEKIT abilities. This is a fact. 10s of Endurance doesn't negate most killer perks and powers for the length of a match, unlike Judgment's abilities. If you think 10s of [nerfed] Endurance is the same as being forced to be perkless all match and never even getting to attempt a blind or sabo then I actually don't know what to tell you.
What does you randomly bringing up the survivor meta have to do with anything?
This was what I originally said:
a new survivor who has special
basekit abilities that allow them to negate pretty much all killer
powers and perks because the survivor players who have anxiety can't
handle them.Basekit
B A S E K I T
You're the one who can't even find the goalpost because you keep talking about perks
>lets not move the goalpost these are your words
this exist in the form of endurance and judgement also has it when they teleport out of the exile
i did address it and then when i said the goalpost was moving because you brought up
>Because if I bring DS, DH, Deli, and Self-Preaeravtion along with a
flashlight literally none of my things work for the entire match, and
the killer still has perks on top of that basekit.>.for 10s. This killer who negates "killer anxiety" gets to do it the
whole match by never allowing sabos and never activating hook-based
perks.and it's why i said you were moving the goalpost
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119125#Comment_4119125
the judgement also doesn't benefit from hook based perks and it's why you don't see them on her just like how healing perks are countered by plague this isn't new
The killer gets to pick their perks knowing what works best for that killer; the survivors don't know the killer in advance. No one could actually think this is an acceptable defense. If you really mean this then you must be okay with survivors knowing who the killer is an advance so they can pick their perks accordingly.
i would have said old vigil but now that's nerfed.
Do you know what basekit means? But even at its best, Vigil didn't turn off killer powers completely.
the goalpost shifts once more
>So please do tell me the survivior equivalent of that.
and
>i would have said old vigil but now that's nerfed.
Do you know what basekit means? But even at its best, Vigil didn't turn off killer powers completely.
the survivor equivalent is bt but i decided to let you shift from your words to a different topic but old vigil cut killer powers and status effects by 66% that's strong and it stacked btw
>The killer gets to pick their perks knowing what works best for that
killer; the survivors don't know the killer in advance. No one could
actually think this is an acceptable defense. If you really mean this
then you must be okay with survivors knowing who the killer is an
advance so they can pick their perks accordingly.also why do you think the survivor meta is the way it is not including the gen rush perks
Ds Dh resilience lithe current five moves current windows (and other perks i'm forgetting)
because they are passive and are universal to 99% of killers which discourage interaction, waste time and give greatest benefit without large or any restriction besides being hooked
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@Boons123 said:
There are some perks in this update that have improved interaction with chest, and even perks that were not mentioned in this update.
But what still puzzles me is why the developers don't add more chests by default? If the developers want to encourage interaction with chests to the point that they nerf Dominance so that survivors don't get punished for touching the chest, then why don't they add more chests?
You only have 3 chests on the map and one of them is in basement, so you only have 2 chests scattered across the map.
I mean, you can use a coin to increase the number of chests, but that requires you to buy it. It's not a good design to have to use a coin just to be able to use chests perks for fun and good use.
Adding one chest, is that too much to ask??
You can say that chest is useless and all that repetitive talk, but that's not what I'm talking about in my post.
i like running chest builds and run shiny coin everytime with rummage perks and still there aren't enough chests
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118988#Comment_4118988
The goalpost wasn't moved. I said:
special basekit abilities that allow them to negate pretty much all killer powers and perks
Negate ALL. I don't mean for 10s. I mean for the match. Judgement shuts down sabos and shuts down dozens of hook based perks. So give me the survivor BASEKIT that allows me to keep a killer's whole build offline, as well as their add-ons. Because if I bring DS, DH, Deli, and Self-Preaeravtion along with a flashlight literally none of my things work for the entire match, and the killer still has perks on top of that basekit.
So please do tell me the survivior equivalent of that.
The goalpost wasn't moved. I said:
special basekit abilities that allow them to negate pretty much all killer powers and perks
Negate ALL.
>
lets not move the goalpost these are your words
this exist in the form of endurance and judgement also has it when they teleport out of the exile
and now with the goalpost moved i shall address this
Judgement shuts down sabos and shuts down dozens of hook based perks. So
give me the survivor BASEKIT that allows me to keep a killer's whole
build offline, as well as their add-onsthe judgement also doesn't benefit from hook based perks and it's why you don't see them on her just like how healing perks are countered by plague this isn't new
>So please do tell me the survivior equivalent of that.
i would have said old vigil but now that's nerfed. otr still gives 40 seconds on top of the 10 second base endurance it's not as cracked as 80 seconds it's still extremely strong it's just survivors have a plethora of options and won't use it
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why not play killer and find out why these changes are happening/being considered like play killer for a month straight and you moght change your tune
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118971#Comment_4118971
...for 10s. This killer who negates "killer anxiety" gets to do it the whole match by never allowing sabos and never activating hook-based perks.
>If you're anxiety over a video game is so bad that you can't handle any
aspect of it you shouldn't be playing but if you're okay with this
reasoning then tou must be okay with a new survivor who has special
basekit abilities that allow them to negate pretty much all killer
powers and perks because the survivor players who have anxiety can't
handle them.lets not move the goalpost these are your words
this exist in the form of endurance and judgement also has it when they teleport out of the exile
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118907#Comment_4118907
You think 10s of basekit Engurance negates all killer powers and perks?
that's the point of the endurance status effect you are immune to killer powes and perks and it's basekit
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@NotJared said:
I'd like to point out this precedent was set half a decade ago when Open Handed got changed and no one complained then.
This kind of has precedent with Invocations, too, but the fact that if you double up at least you can increase the progress.
That aside, I agree. This nerf is not just overkill, I think it's entering dangerous unfun design space that's going to keep people away from these perks due to how frustrating they are.
There was a reason why nobody used Moment of Glory or Apocalyptic Ingenuity for over a year: If anyone else took the same perk, it was literally impossible to get value out of those perks. Someone would essentially steal it from you after they opened 2 out of the 3 match chests to activate.
And we saw this reflected in these perks' abysmal pick rates. So low picked that they had to buff them so they could be used more than once. Now you actually see them used.
That's also why we never see Open Handed since the nerf, either.
I'm not likely to ever run Shoulder again if these nerfs go thru because of the chance that someone else can deactivate my perks. I don't like that, that makes me feel bad.
I think 2 minutes of 1-tap per use is enough as it is, it would make it far less able to be "abusable" by SWFs bc if they try to "abuse" it then they'll all be 1-tap the whole match, which is a much better risk/reward scenario than it was before. Killers can just go after the Burdened.
moment of glorty was a good change apocolypic was bad and the reason why they never changed it for a year is because building pallets is really strong and there aren"t enough chests
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117868#Comment_4117868
Just because you clicked on some boxes doesn't mean you get to win for free. The community who voted also included survivor players who are unhappy with this design.
If you're anxiety over a video game is so bad that you can't handle any aspect of it you shouldn't be playing but if you're okay with this reasoning then tou must be okay with a new survivor who has special basekit abilities that allow them to negate pretty much all killer powers and perks because the survivor players who have anxiety can't handle them.
we already have that it's called endurance
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@Lavoonus said:
BHVR has finally given Shoulder some much needed attention, since its pretty out of hand in its current form. However they've twisted themselves in knots trying to solve the issues with it without addressing the main problem: Despite being able to serve as one, it's not an anti-tunnel perk. So what if we just made it one instead?
When a Survivor is hooked twice in a row, this perk activates. While active:
- If not on Death Hook and next to a Hooked Survivor, press the ability button to take a Hook State from them.
- Afterwards, Scream and become Exposed for 70/65/60 seconds.
After any instance of Shoulder the Burden is used, this perk deactivates.
This hopefully solves both issues. Now if you don't tunnel you won't have to deal with Shoulder. And if the killer continues to tunnel after the perk is used, it'll reactivate and anyone else who brought the perk will still be able to get value from it.
wait a minute are you able to take more than one hook state from stb? can you word it better?
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@dadamek8 said:
The whole idea of Pain Resonance is to reward the killer for hooking multiple survivors instead of tunneling, but a lot of killers get the first regression for free, tunnel that survivor and then it's almost impossible to win for the other survivors when there are 2-3 gens left and the killer can activate Pain Res 3 times (and probably some other perks like Pop or Eruption)
pain res only works from 4 fresh hooks and then shuts off on specific hooks it got nerfed to this point.
it's a skill issue on survivors part
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@upsideinsanity said:
I want to give the community a thread to express why they have stopped playing or why they plan to stop playing - from both killer and survivor mains.
Personally, when 2v8 ends, it is very unlikely I will boot up again until the next 2v8. While 2 killers 1 survivor is not fun, the mode IMO is still more enjoyable than 1v4. I am scared to see what these 57 perks they are changing will be and what damage they will cause this time all in the name of diminishing returns which had very little effect on the game.
The MMR changes missed the mark.
The repeated broken promises over the last year and a half are unbelievable.
The Judgment was less than thought out all while trying to gaslight the community into the "well you designed it" belief. No, we did not design this.
Overall, I just don't have fun on survivor anymore. Killer is absolutely boring because it's just too easy especially now with the MMR changes.
These are just my opinions that I am voicing while giving the opportunity for other people to do the same. Not really here for a debate. Maybe the devs will read through this and see all voices in one place then maybe actually listen to some of it. I feel like its a futile attempt but there was a point where I loved this game and I would like that to come back.
taking a break balance is frustrating and it feels like the culmination is judgement where she's huge glowing you see her power at every step and has directional audio with glowing aura pillar if your far enough and the only reason why we have this balance patch is because dbd has slight competition because of halloween (which is fun)
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@Mortimer said:
https://x.com/Cinnastrophe/status/2099949902394519866
https://x.com/MintSkullYT/status/2099973797264634253https://x.com/Procyondbd/status/2099915010143035477
Even with diminishing returns, this combo is lethal and leaves survivors with zero counterplay in chase, making double-taps insanely effective, never mind the survivors' imperfect pathing in these clips—the speed boost is completely negligible compared to the weapon cooldown anyway, so the point still stands.Honorable mention: check out that Doctor clip where you literally can't unhook a survivor—pretty good job, I'd say.
the first two clips looked like they were against fresh installs the third is a better showing of it (even though you have to dedicate a build for the final one) and there is no doctor clip also i expect it to be nerfed but to answer your question yes vigil and woo needed to be nerfed vigil countered everything and stacked and woo was run to yellow pre drop extend chase till the killer outplayed you
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@Ivantxugp_ said:
So why do I have to deal with a killer that's seeing my aura at all times, can attack from anywhere on the map, has been buffed to make aiming even easier and on top of that, denies the use of a lot of perks cause of his non hook power???
Really bhvr devs don't play their game.
she has directional audio is huge and glowing (so you can see at far distances) and has the most telegraphed power in the game where you can see every move she makes and it's loud and highlighted if you half pay attention
aura is the only reason she's usable since her power is rng because survivors can also see her set up and can easily dodge
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@AlwaysInAGoodShape said:
The devs are planning on changing the perk Windows of Opportunity into a perk that only reveals the aura of windows. Essentially, making it a mostly useless perk. And with that, they might have just made one of the biggest mistakes they could have ever made.
But why?
It is no secret that Windows of Opportunity has been one of the most used perks across of all of DBD. But why is that? Was it truly overpowered?
The answer is no.
But to see why nerfing this perk is DBD's biggest mistake, we first need to understand an age-long problem with DBD.
As DBD is an asymmetrical horror game, the game introduces a unique problem that symmetrical games don't have. The asymmetrical factions of DBD; killer and survivor, both have a different learning curve:https://us.v-cdn.net/6030815/uploads/3SQ0S0J2TC5T/image.png
At a lower ELO, playing killer is generally easier for a beginner player than is playing survivor. Where as, as both factions get better at the game, survivors eventually start gaining the upper hand.
The reason why this happens is actually quite easy to understand.
It is that, for a beginner player, it is SIGNIFICANTLY easier for a beginner killer to follow a beginner survivor, than it is for a beginner survivor to properly navigate dozens of randomly generated maps while looking backwards for most of this.
This singular aspect creates THE BIGGEST skillgap between low level players and high level players.
Therefore, it is also significantly harder for beginner level survivors to locate loops, which nowadays, are pretty mind-game-able for the bigger part. Many beginner players will severely struggle even finding more than 1 pallet during looping without getting hit. They simply have no idea where to go.
Windows of Opportunity has been the golden standard for helping bridge the skillcap in the learning curve between killer and survivor and creating healthier overall game outcomes.
Considering how brutal the process is of learning so many random generated maps, means a large majority of the survivor playerbase will spend most of their time still in the process of properly learning these maps, and therefore, will need perks like Windows of Opportunity, to help generate those healthy game outcomes.
It can take a survivor 100rds of hours before they start feeling comfortable knowing the layout of all the maps.
The beautiful thing is, Windows of Opportunity is not OP. It is exactly the expert level survivors that have no need for this perk. Organized and competitive teams are already calling out which pallets were dropped. This perk truly only helped the weak and vulnerable. The solo players and the learners. In other words; the people that needed it most.
Therefore, the Devs should not feel intimidated by the high pick rate of this survivor perk, thinking that somewhere they've screwed up with the balancing. This perk and its pickrate are the story of its success in helping neutralize one of DBD's longest and oldest problems; which is, the unequal learning curve between killers and survivors, and has been at the centre at fixing that.
I really hope that the Devs revert their decision around Windows of Opportunity, as for me, as someone with over a thousand hours, I won't be missing this perk, as I no longer need it. But I fear for my new friends, who don't know how to play this game yet, that their single handed best learning tool has just been dragged to the gutter, and will now instead lay on a pile of other unused and dead perks without a purpose. I really hope the Devs realize the crucial role this perk has played and why it should be left alone as DBD's healthiest designed perk.windows was busted since survivirs dictate chase and because they do they just runto endless yellow making them seem better than they actually are also low and high mmr survivors used it since it's extremely good
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@Blaconia said:
Disclaimer, I haven't played her but playing against her is a negative experience.
Problem
Judgment chase has LOS breaking like Nurse but with none of the downsides that make Nurse interesting. Judgment can instead apply mapwide pressure mid chase, hooks are instant, and she's almost full speed.
LOS breaking isn't even effective because of aura perks (side note, make Nurse blind when charging blink).
Judgment is peak gambleslop like pyramid head and henry, and is unfun to play against. It often feels like we're both guessing, it's a matter of time until she gets a hit, and I can't even tell if they're good (a Killer's design should allow you to demonstrate skill). If the Judgment does the beyblade (spin to win!!!) for an easier hit, that just adds to the misery.
Indoor maps feel terrible. Hawkin's especially feels like I should just forfeit immediately.
Time will tell, but this may be a bottom 5 killer to play against for me in her current state.
Suggestions
- Hook perks work on Exile - perk diversity
- Blind while charging M2 - make her predict, and make keeping distance/breaking LOS more effective
- Reduced range on power OR beam narrows at long range - make her map presence less oppressive
she'd be F tier with these changes you should just use your eyes and dodge
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@MrBuffalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115198#Comment_4115198
But you kinda prove my point with totems. They are out in the open and not near a gen. And if they are near a gen thats just good RNG (Bad RNG for the killer). again im not saying you cant use shadow step but its very limited in where you can apply it im not talking about how many times you can apply it.
half the time they are near gens with the radius hitting multiple depending on the map
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survivors dictate where chases go and windows is meta because of it corrupt should have been basekit since 6.1 since they added it going away when you get your first down
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@cammoking123 said:
I've been seeing a lot of Jasons, Ghouls, Judgements, and Blights. No Trappers, no Pigs, no Wraiths. Wow turns out nerfing survivors instead of buffing weaker killers backfired. Who could have seen that coming.
you know pallet density makes it harder for people to play m1 killers right?
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115199#Comment_4115199
Lightborn counters it and gives you aura of who placed it.
lightborn doesn't counter the stun and it arguably makes it worse since you see the stun and are stuck in the animation anyway
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boon perks and blast mine
boon perks because you can apply them infinitely and blast mine because you can't counter it without remote gen regresdion perks like surge or turn back the clock
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@MrBuffalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115035#Comment_4115035
I think the main point of OP's point being with those 2 perks is the aura reading is so constant its eating distortion and because you're being sniped by judgement a lot you're not able to build up the tokens. As with shadow step just like the suffering of hex totems you are at the whim of RNG which I thought is a reason people think hex totems are #########.
So yes the only 2 tools survivors really have against this level of aura reading is kinda low.
hex totems are garbage because they're usually out in the open and spawn near survivors so they can potentially be destroyed within the first 30 sec before you get any value out of the perk
with distortion yes because she'll never chase you since her power is really bad at chasing
the difference with boons is you can reapply them infintely unless the killer brings shattered hope which they are never going to do theyjust don't want to look for them despite being strong and the killer having to waste time looking for it and snuffing it
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115124#Comment_4115124
Well, pallet density is another issue. But even without it, toolboxes and gen perks would still be a problem.
If pallet density alone was an issue, high tier killer wouldn't feel how fast gens are going, but even with them i can feel the struggle to keep up whenever there is some toolboxes in the match.
true but both high tiers and low tiers are affected by both but in my original statement i say this is a dbd specific problem and even if we nerf gen progression perks 3 gens can be done while the killer chases and not much would change unless you increased gen speeds to make it not worth it which is why chases for killer should just go faster instead so survivors are forced to not be on gens circumventing the issue
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@1700sea said:
https://us.v-cdn.net/6030815/uploads/WADE9PKJWTRY/screenshot-2026-09-05-211743d.png
Can someone genuinely tell me why the play button has been changed to THIS puke-inducing, rotten fly-on-the-ointment thing? Of course, I'm not just complaining about the visual design itself. They removed the estimated queue time and the "Time left until match" timer. Why? Who asked for this? The play button was just fine before. And now I don't even know whether I'm wasting my time or not? At least I can still rely on bloodpoint multipliers for info. They definitely did this on purpose, so you spend more time in-game, without a doubt. I'm surprised that so few people are complaining about this, as it's a sign of the greedy, mischievous strategies Behavior is beginning to keep you "hooked". Tell me if I'm wrong.
Now, there is another major point I wanted to make about user unfriendliness. Why, in the 10 whole years this game has existed, we still do not have such a basic feature as a solo custom match? Why do I have to load into the tutorial (that hasn't changed in years, where you can't choose perks, characters, killers to practice against, and the one that also has an awful Killer AI) just to play as a Survivor in a stress-free environment? How am I supposed to learn the movement of the game, the functions of over 150 Survivor perks, the flow of a chase, etc., if I don't have a friend to rely on? Texas Chainsaw Massacre, despite its complete lack of AI for both sides, didn't seem to have a problem with that since its inception. It goes both ways, though it is not as bad for the Killer side. Sure, I can load into a match with Survivors that also have a pretty intelligent AI, but I can't calmly explore the map or mechanics without them genrushing me, though this is not really as much of a problem. This issue has frustrated me so much. Has no one really ever complained about this? What is stopping Behavior from allowing a killer-free, or survivor-free custom match? In fact, what is stopping them from allowing multiple killers? Why do I have to rely on mods for these fun ideas? It's not like these two things violate the basic principles of the game. You can still repair generators, run around, open exit gates without the presence of a Killer, and the same thing for two of them.
someone wanted to justify their job and fix what wasn't broken
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115033#Comment_4115033
Thats my take too. People complain about gen speeds but its mostly due to how good toolboxes work, specially if paired with perks. Toolboxes requires no skill, give a big advantage and can be used anytime in the match. Its the least skilled item and the most powerful one.
BHVR really should take a look at toolboxes and gen speed perks. They are one of the most unhealthy stuff for the game in its current state.
well i'm on the fence since it's gen speeds + pallet density and i'm more leaning in favor of reverting pallet density sincd shorter chases means less survivors on gens overall
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@Mikeadatrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115077#Comment_4115077
Thank you for giving me the full green light to disregard your opinion by calling a Killer that can end matches in seconds ACROSS the entire map as "b-tier". Luh mow. Ecks dee.
she's extremely aura dependant and you can see the beam from 48m as far as i remember
you can dodge using your eyes and she has directional audio when using her power she's huge and glowing and bad at chasing since she's 110 no mobility and her power requires a 180 flick at close range.
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@Mikeadatrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115030#Comment_4115030
So you'd call Kaneki a success? Despite the fact that most Survs still loathe him? Would you consider killers like Artist and (current) Unknown failures because they're not in the Top 5 most picked Killers?
In a game with 40+ killers, having a killer like Judgment that is almost entirely unique and has a stupid high skill floor and ceiling is in my book, a total success. If popularity dictated success we'd ONLY have dash-slop.
yes i do. high pickrate means popular/effective and as far as i know arist and unknown have abysmal pick rates so yes
>In a game with 40+ killers, having a killer like Judgment that is almost
entirely unique and has a stupid high skill floor and ceiling is in my
book, a total success. If popularity dictated success we'd ONLY have
dash-slop.she's b tier with all the built in counterplay and all the skill floor does is gatekeep people from playing her also we did have dash slop for a while till people got tired of it and we just swapped to rangeslop instead. idk if we're going to trap killers with how people hated skull merchant unfortunately
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@MrBuffalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114687#Comment_4114687
I think ur missing the point of the post.
The OP isnt complaining about the use of aura reading perks. The OP is asking for tools to deal with it. Which is different from demanding a nerf or anything of the like
the tool is their eyes also distortion and shadowstep exist
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@darksouls_41 said:
Hey everyone, I’ve been thinking a lot about the state of game balance lately, specifically how frustrating it is that matches can fly by in literally 4 minutes. Right now, killers are practically forced to stack four slowdown perks just to have a chance to play the video game, and it completely kills perk variety. Instead of Behaviour constantly balancing the game around gen speeds and tweaking individual perks every few months, what if we introduced a mandatory 10-minute trial timer before the exit gates can power up? Here’s how I see it working without rewriting the whole game:
- The Core Loop Stays the Same: Survivors do gens exactly like normal. However, even if all 5 gens are slammed out in 4 minutes, the gates are locked until the clock hits the 10-minute mark.
- The Endurance Test: If survivors finish gens early, their reward is that their objective is done. The rest of the match becomes a pure endurance test—looping, hiding, and outsmarting the killer until time runs out.
- Endgame Perks: Perks like NOED, Blood Warden, or Remember Me would automatically light up during the final 3-4 minutes of the match or right at the 0:00 mark, ensuring endgame builds don't lose their value.
- The Hatch/Early Ends Stay Untouched: If a killer dominates and wipes out a team in 5 minutes, the match ends immediately. No waiting around. If 3 survivors die early, the timer shuts off, the Hatch spawns, and it plays out exactly like the current live game.
I feel like this gives a healthy floor to match lengths. Killers can finally drop Pop or Pain Res and run fun chase or info builds because they know they have guaranteed time to play. On the flip side, survivors have to actually focus on surviving rather than just speed running a generator simulator . I know some survivor players might hate the idea of not being able to leave instantly, but looking at both sides, it feels way healthier for the long-term state of the game.What do you guys think? Would a system like this make matches more engaging, or do you see any major loopholes that players would exploit? Let's discuss. i'm generally intrested in what everyone will say I have currently about three thousand hours in the game. An have been playing for years an this was something I realized an dont know if it was talked about.
I've put alot of thought into this an just want the game to be more fun for everyone with ten minute match timers the game isn't too long or too short I feel like.
nope i personally say cripple toolboxes and gen progression perks but technically this is a dbd specific problem because 4 survivors can do 4 seperate gens and technically doesn't matter because pallet density needs to be reverted since that makes chases go longer
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@Mikeadatrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114974#Comment_4114974
???
A killer with a high skill floor will always be rarer than your average pubstompers that anyone's grandma can pick up. Judgment being uncommon isn't a sign of failure.
it is a sign of failure because it means compared to other popular releases like jason kaneki springtrap and even krasue she falls short
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it's a failure since on release you didn't see many judgements unlike most other killer releases
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it was busted back in the day and it would be stronger now
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keep going you'll hit high mmr and then hit the wall
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@Rokku_Rorru said:
I'm talking about the likes of Spirit who are terrible from an accessibility stand point, like I don't care if you need to buff her or whatever to make up for it. Why does she NEED headphones to play as and against, not to mention people using 3rd party software to change audio just so they can hear survivors more clearly.
It feels like it's been swept under the rug for like years and years. Like you go after Judgement for that reason yet you don't apply it to older killers EVER.
it's just a rant coz it makes no sense to me, I love this game to pieces but there is just some stuff which will never not be frustrating to play as and against in the game.she has directional audio which back in the day was the reason why she went from s to a
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@Wraff said:
You literally have a system in 2v8 that determines gen speeds based on how well the Killers or Survivors are doing in game and you haven't put this thing into normal DBD? Really?
the problem with that system is killers can't really come back since a survivor's objective is permanent also the dwvs said 2v8 was built for survivor fun and is balanced heavily in favor of them because everyone wants to play killer (which is why ques are so long)
the devs know that the game would die if they implemented that and they tried to do it in the 9.0 pt 1 and 2 ptb and it was rejected
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i run shadowstep it does what distortion does
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at rhe moment i'm playing judgement she's b tier
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he's probably the bottom of A tier with the constant nerfs and pallet density
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@Korsbaek said:
The new killer(judgement) made something very visible about Aura perks. That killers get to many perks that makes the survivors visible to them with aura and how much they make it possible to control the whole map with the right killers
One way to fix it would be to put Aura perks on DR to, so if any Aura perk aktivitets the rest goes on the same CD, that would limit the amount of aura perks and how visible the survivors are.of there are many other ways to change it but it would be pretty logical to do that as survivors are also bound by the DR with perks limiting how fast gens are made or healing and the like
start running shadowstep
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@PupAdmiral said:
Is it just me… or is Divine light far too telegraphed? I dont know if its just a skill issue - which it may well be, but it feels almost impossible to catch people off guard because they see it coming a mile off.
If you think im wrong, what do you think i may be doing wrong???? I do try and hide it behind walls and such before just launching it out but no luck….
May also be me but I feel like cause she quadrupedal she feels so clunky to move on some of the tighter maps
it's extremeky telegraphed with directional audio the redicle and beam all tells not to mention she's huge makes lots of noise and glowing she doesn't really hit people if they're paying attentiom
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@OrionQc24 said:
So I been playing judgement and looking at streamers play her. And even good ones who are part of comp players and stuff agree that…she is rather weak. Sure you CAN get snipe shots on noobs but the beam being visible across the map and the way her power move in a predictable str8 line makes her so easy to deny. And I kinda agree I fought against like 5-6 Judgement and only one managed to send me to the exile and we 4 man escape every single one.
Meanwhile as a judgement I've had 50/50 either the team is noobs which will not be able to dodge my beam OR against survivors who constantly side step it and 4 man escape. Like I get that I'm new on her but I never had so much problem when playing any other killer on release (I was one of the rare Freddy main when he had to manually put ppl to sleep) and idk….she feels like Freddy felt on release.she's b tier at best and is lower than artist and maybe unknown since judgement is countered by paying attention tothe giant telegrapged beams
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wow they were so lazy they can't hear or see the big beam coming from the same direction.
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it's a hex break it. if it's that prevalant use counterforce
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@HoodedWildKard said:
Have to admit i haven't watched much ptb footage of the judgement. But after 4-5 matches against judgement today they seem super weak to me. Every game saw gens finished, and only 1 was a 3k (should've been a 2k but an ill advised endgame rescue attempt went very pearshaped) the others were all 0 or 1ks.
The beam is mad easy to dodge, and i rarely juice time in chase they way i have been against judgement. I've seen a couple of players drop quickly in chase. But usually chases last forever.
Maybe I've just been up against players who've only just picked up judgement and down the line once ppl are good with it then they'll become more of a threat. But I just fail to see how that beam can be effective with how hard it's telegraphed.
i died to judgement due to being tunneled out or a ttv letting me get 2 staged but she gets a 1 or 0k when i face her in general since her beam is so telegraphed