terumisan
terumisan
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968381#Comment_3968381
I know that.
It would just be nice to not have to bring it make all these chest perks viable.
i'd rather survivors have to sacrifice coins because adding more pallets is really strong and they'll buff the perk because of low usage
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@GeneralV said:
https://us.v-cdn.net/6030815/uploads/XKDE20ZD4VO1/p100-merchant.jpg
I did it!
Skull Merchant has surpassed Freddy as my favorite killer in DBD, and I'm happy to have reached P100 with her!
congratulations i'm nowhere close to that
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968359#Comment_3968359
I feel like the time commitment isn't that bad, it's just there aren't enough chests.
shiny coins add 2 chests
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968371#Comment_3968371
It does nothing If you are competent
it still wastes more time and can be the difference between a gen popping
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968359#Comment_3968359
It‘s a Party pallet. They are terrible
still a free pallet. it undoes a dead zone
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@AdamZ said:
I have 1050 hours in game, and i can confidently say that i can play like 70/60% of killers pretty well, but my god, when it comes to xeno i'd rather play perkless trapper for a hundred games than play xeno for 1, i just feel so misreable playing her.
I used to play her quite a bit when i had like 200-500 hours but ever since i hit high/mid mmr i just stopped and gave up on her, and at this point i despise playing as her.
killers i play and im confident with(and love/enjoy): knight,singu,dorito head,billy,oni,deathslinger,doctor,springtrap,ghoul,dracula,vecna,ghost face,legion,demo,blight,trickster,dredge,lich,bubba,wraith
kilers that i know how to play, but not an expert with: wesker,pinhead,trapper,freddy,huntress,xeno,nemesis,unknown
killers that i never intend on playing: plague,nurse,hag,twins,spirit,artist, onryo, skull merchant, houndmaster,chucky
killers i hate to play as: xeno
from the killers i've played? twins or hag killers i've played recently? i've only been playing springtrap so him
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968097#Comment_3968097
survivors use doors and use them a lot, you simply have no way to know when and do anything about it.
cameras can be buffed.
springtraps "getting angry" means nothing when they have no idea where you can be because you could be anywhere near one of the 7 doors which the killer cannot check fast enough.
they can use access panel to know but access panel is garbage since it won't work if that specific door the survivor is using is connected so you throw your axe through the door and it hits nothing
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967565#Comment_3967565
No it really isn't the answer.
We don't need more Blights, Nurses, and Ghouls. They're not fun to play against.
we'd have less of them since every killer would be buffed to a tier since more killers are viable at a higher level you have less reason to use blight and nurse and just pick a killer you like
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967616#Comment_3967616
I don't think there should be a limit but how often do you see more than two regression perks in a game?
no clue i never stick around to look at a killers build but i'd rather have the option
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@TerrifierChapterplz said:
Hey everyone,
I’ve been thinking about what changes most of us might agree the game needs—whether it's map reworks, balance tweaks, or quality-of-life improvements. I’ll share some of my thoughts below, and I’d love to hear what you all think.
Map Reworks
Backwater Swamp
This map is frustrating to play on for both sides. It was introduced back when the Hag was added, and honestly, it hasn’t aged well with the current state of the game.Badham Preschool
Probably the most survivor-sided map in the game. It’s extremely unfun for most M1 killers. The main building is overpowered, most generators are safe, and it's hard to apply pressure effectively.Forgotten Ruins
Basically the opposite of Badham. This map has too few pallets and not enough usable resources, turning the endgame into a giant dead zone. Survivors have almost nothing to work with.Problematic Perks
Vigil
Right now, Vigil feels like the most abusable perk in the game. It dramatically reduces exhaustion times, negating several killer perks like Friends 'Til the End, Make Your Choice, Hubris, etc. It also makes killers who rely on the hindered debuff—like Freddy or Clown—basically useless. The main issue is that it's stackable. For what it offers, I think it should lose the team-wide effect and become a personal perk only.Blood Favor
This perk creates free downs with almost no effort. It can turn entire areas into dead zones just for landing a single hit. Being a Hex doesn’t really balance it, since it usually secures 2–3 downs before getting cleansed. Losing a chase because of just one hit feels really bad—especially in solo queue, where it’s even more punishing.Quality of Life Suggestions
Map Bans
While it’s great to have a variety of maps, there’s no way all 40+ killer powers were balanced for every single one. How are you supposed to play Hillbilly on RPD or Hawkins Lab? How do you patrol gens effectively on huge maps like Ormond or Resort with 4.4 m/s killers? And don’t get me started on M1 killers in the Saw map or stealth killers on super open maps. Letting us ban a map or two would massively improve the experience. Hopefully, the upcoming map voting system from Behaviour includes something like this.Limit Gen Regression Perks
This might be controversial, but hear me out: gen regression stacking is incredibly frustrating. In my opinion, you should only be allowed to bring two regression perks per build. To balance this change, toolboxes shouldn’t be able to recharge their charges through perks, and gen speeds should be slightly nerfed to encourage people to bring at least one perk to speed up gens.Let me know your thoughts! What changes would you like to see?
map bans are whatever but if you're going to limit gen regression perks you have to heavily nerf survivors in all aspects to compensate
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that's more shounen than horror
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@TimberGoingDown said:
I'm sorry, but this map is absolutely ridiculous. Not only is it absolutely massive, but it has THREE main buildings, and all of them are very strong. And a shack. And a strong pallet loop every few feet, with all of them low enough that you can't even mindgame any of them.
It's to the point that I just don't even want to try on this map anymore, because I know I'm just going to lose. I feel like just sitting in the corner spamming my power to get the torture over with faster.
EDIT: Remove the extra buildings. The massive preschool with several god pallets and a god window plus shack is enough.
weren't badham alts better than the first?
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967302#Comment_3967302
Well the answer isn't to buff everyone to A tier any more than it is to nerf the strong ones to C tier. The former isn't fair to Survivor players, and the latter isn't fair to people who Main those stronger Killers.
it actually is the answer since 1 the only reason why survivors actually lose is they do something that isn't a gen and also get stronger over time due to perks/qol buffs + killer nerfs
2 the people who main those stronger killers will either play them anyway or swap killers to something stronger just like people do now and survivors will get more killer variety
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@dbdbdbd said:
One thing that i have noticed increasing tremendously now is that people will now just dc on first hook and rage quit since they can't self unhook. Now i know that we have bots now which do help (i did just 3 man escape out of my last match with the bot) but i find it wierd that people are just increasingly disconnecting.
i think maybe we can excuse a disconnect for bad internet now and then but yes on average people are rage quitting way more often than they should be lately.
Bot behavior is still way wonky even though they do at least "exist" i saw the alan bot tbagging us instead of helping heal the person i was healing. and just wandering around scared and then lasting 3 seconds in a chase.
maybe throw that into quality of life additions.the go next bans were a good thing and should be brought back if people are just dcing games
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967223#Comment_3967223
I'd agree we currently have too many strong Killers and probably should reign in A and S tiers a bit. It's not very healthy to have Killers that feel overwhelmingly strong to play against; something has to give here.
i'd argue the opposite the reason why everyone is flocking towards to a and s tiers is because the others aren't viable against good survivors and no one really likes losing. so in order to have more killer viability i'd rather we buff killers to that lvl 1 so they don't get power creeped into irrelevancy lile right now and 2 dragging every killer down to trash tier doesn't really make the game more fun it just makes playing survivor even easier and killers in general have to sweat even harder every match to get decent results
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@Coffee2Go said:
So help me understand since dead by daylight is an asymmetrical game or tries to be and is marketed as one, why do you people hate when people suggest reworking M1 killers with no mobility to have an ability that helps them have hybrid mobility to match up equally with M2 Killers who rely on their abilities to have an edge on both large and small maps.
I see people down voting posts left and right without even inputting their opinion why the post is so bad why is it so bad that some killers get reworked to have the ability that wont injure survivors for them but to help locate them easier to make up for the mobility M2 Killers have.
I would like to understand it better again since the people that do comment on reworks say stuff like:
"This is totally off what the licensed character does in movies"
"So you want to re-work killers with stable playrate pickrate"
Like this has to stop this is a very toxic mindset that does not help the game go in right direction.
Either the people who are like this are aware of the killers are a joke to them because they still want to have games where they can loop them finite amount of times
Or people are in general oblivious and say that the killer does not need a rework because the killer just does fine by running "certain addons + perks".
So just because 1 playstyle almost always guarantes a win on M1 killers the killers dont deserve a rework that can help the game feel more asymmetrical than just a meta chaser game?
Again i just want someone to explain to me the logic because logic is not logic apperently and people just seem to settle for what has been in the game for few years now and it just "worked'.
My best assumption is that im just in minority of people that refuse to play myers with tombstone because its not fun but it does make it very lethal it can turn tables in favor for myers.
Im more of a variety build myers myself but everyone seems to just take him for granted whenever you are not playing the meta build for him.
i'm fine with there being some m1 killers w/o mobility but for example pig they destroyed her traps to make her more chase oriented so all that tells me is we deserve dash killers
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@Comedydragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966785#Comment_3966785
Fair enough, should I lower it to maybe 30 seconds? Or maybe even lower?
probably between 15 and 20 at most 30
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45 seconds is a very long time in dbd especially for killers
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/451477/so-whats-next-for-springtrap
If you don't mind me turning your question back on you, now that you've had time to dig into his gameplay (I'm glad you're liking him!), is there anything you'd change about the Animatronic?
make his undetectable last 30 seconds( or whatever pre nerf security badge was at )or lower the sound of his footsteps since he's so loud there isn't a point to stealth (which silent footsteps should be basekit to undetectable to begin with)
i think axe missed cooldown should be lower but keep the axe cooldown when hitting survivors the same
there's a question i have with how springtrap door interactions work
is it the door grab works when he's in the door in general or when he's traveling through specific doors while survivors are traveling to those same doors?
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survivors already sabotage each other but now it's more direct
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he's going to go in the bad killer box with the other killers and not be buffed because people think he's "ok"
i want him to get buffs enough to be houndmaster tier but we're not getting that
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965712#Comment_3965712
The perk that had a usage rate commiserate with unrelenting was meta? How's that work?
people started using it because hooking survivors wasn't worth it (and still isn't since otr ds and other 2nd chance hook perks are really strong) and decided to pressure more with alternating between slugging someone and hooking another for constant pressure so for killer it was constant chases and engagement then survivors complained and changed it to what it is now
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@PetTheDoggo said:
Well, buff bad perks and create new good perks.
Last killer meta perk is Pain res and you are surprised why it is stale…
You need either information (RIP Ultimate weapon), or slowdown to become killer meta perk, rest is killer specific. Devs really don't want to give killers new slowdown perk, so it's most likely not going to change any time soon.nah last meta was slugging meta with knockout and the devs just straight up changed knockout
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@WeirdHexButOk said:
They need to remove his ability to use hellfire while near the hook. They've already removed other killer's ability to use their power to injure survivors immediately after they've been unhooked; so, how is this still in the game? This camping strategy is especially horrible when combined with DMS and Pain Res. What's worse is that cheesy killers never even use hellfire in chase (which is what it is meant for), they only ever save it for camping and tunneling. Therefore, this playstyle needs to be removed effective immediately, plain and simple, please and thank you!
the counter to camping is rushing gens which is something you should be doing anyway
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@Schokomoko said:
The current killer meta is - as it was for many years: slow down perks on top of slow down
We have seen many variants: Ruin/Undying meta, Gen kick meta, Scourge hook meta… literally any strong slowdown perks have been touched by the devs at some point in history of the game.
- But this does not fix the issue, one perks rotates out, another one rotates in
- Slow down meta is the norm for balancing any other aspect of the game, like repair speed, basic killer chase power etc.
- Anyone not stacking slow down perks has in general a disadvantage (the very concept of meta)
How to fix this? - Well here is my idea:
each strong slow down perks should half the gen kick limit for a killer
The killer can trigger eight regression events on each generator by default, either by kicking it, or by perk.
Not being able to regress generators has a big impact, especially during the second half of a match. Which means:- stacking too many slowdown perks will be less effective
- players will naturally migrate to using some non regression perks (like for chase, information or just fun)
- resulting in a more diverse meta
- prior nerved perks can be buffed again (like old Call of brine with 200% regression, but only 4 kicks per gen, additional kick perks would reduce that number even more)
- bringing 4 slow down perks could disable generator regression entirely (depending if rounded up or down)
- slow down perks can keep their strong effects and remain viable especially in the beginning of a match
The details of this idea can be tweaked for sure, or it could be transmitted to survivors aswell (like the strongest second chance perks could reduce self healing speed or something in that direction).
What do you think about it?
either get rid of gen kick limit or slow gens to a crawl there aren't any other real options besides killers just using all top tiers and just using aura perks because gens speeds are too fast
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@Elan said:
Survivors - Lithe, Windows, Resilience, Decisive Strike, De ja vu
Killer - corrupt, pain res, dms, surge, lethal
Any ideas how to break it?
killer meta changes usually every 1 to 2 patches since the devs destroy killer meta to force killer to play other perks
with survivors they usually either buff stuff or new perks become meta
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@Mem46 said:
Does anyone ever realize that they have been leaning on merks to much and that they started using them as a gap and not learning their killer better then go full perkless for months. Or is that just me
i'll go add-on less to learn how a killer functions at base like with kaneki or springtrap but never no perk runs
no perk runs are more of a survivor thing
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springtrap atm i like stealth killers used to main pig
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965242#Comment_3965242
Calling all No Mither bros
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965247#Comment_3965247
Everything with the game is anecdotal. In my experience, there are an increase of Killers slugging everyone early on in the trial and/or slugging to prevent hatch. When it's not that, it's slugging to prevent unhooks in scenarios where they aren't losing (i.e. one Survivor dead, two injured, and one on hook). Those are all scenarios where it's not being used as a catchup.
great idea i should start suggesting that too
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@Masive_Gore said:
Imagine a killer that can disguise as a survivor for as long as they want and it’s THE ENTITY!
https://us.v-cdn.net/6030815/uploads/NYL8KUJYN4QU/img-6853.jpeg
New Killer: The Impostor (True Form: The Entity’s Fang)Description: The Impostor thrives on confusion, paranoia, and mimicry. It becomes a survivor, wandering freely until the moment it strikes. Every interaction is a gamble. Who’s real and who’s the Entity in disguise?
Masquerade Form: At any time, The Impostor can disguise itself as a random survivor. While disguised:
-It can block the first 2 vaults (window/pallet) used during a chase, triggering Entity Blocking for 5s. This resets per chase.
-It can interact with generators, triggering a fake skill check that causes 6% regression and blocks the gen for 10s if hit successfully.
-It can steal an item from a survivor by interacting with them; if consumed, The Impostor gains 10s of Haste and faster actions (vaulting, breaking, etc.).
Performing any of these suspicious actions will forcibly reveal its true form, a grotesque, towering spider-like mutation of the Entity.
True Form – The Entity’s Fang: Upon being stunned or disguising again: A fog-like explosion erupts and the Impostor is teleported to a random hook. All survivors’ auras are revealed for 5s. The survivor who triggered the effect suffers Oblivious and Blindness for 25s. If within the k1llers terror radius after it spawns to one of the hooks (does not affect the stun initiative survivor) will teleport that one survivor to another random hook with the same fog like smoke effects to throw off other passing survivors with a 60s cooldown. Every stun or disguise triggered transformation increases Entity related blocking effects (pallets, vaults, gens, exit gates) by +5s per instance, stacking indefinitely, including with other perks with those related effects.
Thoughts?
well 1 that's nea 2 that's what we thought legion would be originally 3 i think the reason they never did it/they'll never do it is because swf exists and that killer would be a noob stomper only
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@Francis221 said:
To prevent the killer from slugging and ruining the game for everyone, how about making it so whenever you're in a dying state, and you are able to make a full recovery, you don't need to find help. You should be able to recover and reenter an injured state (Back on your feet). This forces the killer to hook the survivers and keep the game going, preventing slugging and players having no other choice but to abandon. Please make this a thing, killers receive no punishment no matter how many reports are made, its hurting the game and making it become toxic to play.
unbreakable and boon exponential exists
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965056#Comment_3965056
Buddy this is past now ghoul cant get flick hits because he is just bugged, nurse would compleatly ignore that bush and blight woul need more time but his antiloop is wa better than ghouls same as his skill cap.
isn't that because they got rid of the animation lock? or did that not happen yet? because i remember reading notes saying they got rid of it to stop kidnap tech
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964762#Comment_3964762
Friend, I don't think all of those people are Killer Mains just because they have Killer PFPs. It's more likely most people here play both sides with some relative frequency and it's actually more likely that people who are self-described "Killer Mains" - at least in my experience - also play enough Survivor to know what balance is and isn't for Survivor.
It's people who truly only play one side or the other asking for hard nerfs for the other side, dismissing real balance concerns about either side, or saying things like "Franklin's deserves to be gutted"/"Last Stand needs a buff". At least in my experience.
You should also be aware the person you're quoting is a Survivor Main. They have a Survivor side bias. I'd take them with as much a grain of salt as you take Killer Mains.
i'll straight up admit i dismiss stuff coming from survivors but that's because since i play killer a lot i see what happens when i get stomped as killer and when i stomp as killer
the difference between them is gen speeds also when i hop on survivor (because i get tired of stomp getting stomped cycle) and start doing things what i see survivors do in my killer games i look at the hud (since it gives a looot of information) when someone gets hooked people just start throwing and not focusing on gens which leads us to losing
it's an incompetent teammate problem in my eyes and no amount of buffs can fix that
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@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964880#Comment_3964880
two cases 1- everything is bad and we dont wanna play anymore.
or
2- S tiers go down to A tier and will still be better than the other 20+ killers in the game stuck in garbage tiers
well the end result is make everyone skull merchant tier because at the end of the day that's all complaining will lead to
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964327#Comment_3964327
CoB, Overcharge, Eruption, Pop, PR, Corrupt, DMS.
Far stronger than what we have today. That was the strongest Killer has ever
??? pop is the weakest it's ever been wym? ever since 6.0 it's been garbage since rhey changed total to current it's never been worth running also outside of corrupt and dms they all have a hard limit at 8 kicks (4 for eruption) and corrupt should've been basekit back in 6.0 since that's the patch where it goes away when you down someone
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you forgot one both killer based since that's what stance i am
to answer why it's because i was a survivor main who tried and liked pig then she kept getting hit with the nerf bat but i still found killer fun (not as much now with survivor buffs on top of killer nerfs)
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@meg_solos said:
Like the title says why is scamper fine for for the 4.6 killer with insane mobility but not the 4.4 killer? Don't get me wrong I think scamper was a cheap ability that needed change but they shouldn't have removed it the way they did. All that was needed for Chucky was for his power to instantly go on cooldown either you scamper or slice n dice. Ghoul on the other hand is a 4.6 killer than can vault in 1 second while enraged. Maybe if it was actually difficult to become enraged then maybe it would be ok. Ghoul shouldn't be able to vault in his first leap or if he does then double the leap time to 2 seconds. A killer that's that easy to play and get value out of shouldn't be that strong! Thank you :)
blame survivors that's why the majority of killer stuff gets nerfed
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964461#Comment_3964461
this is just accessibility for it's own sake which is honestly just wasting resources that could go to something else
With how often we have changes on PTB that needs to be reverted, I don't worry about wasting resources…
true but you already have everything at your fingertips now all you need to do is find friends or just ask randoms instead of having a ptb to do the same thing
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964208#Comment_3964208
To make it more accessible…
Sure you can do it in custom, but you need to know players who are willing. Also no BP.
I would personally like to just queue and try to compare my chase with randoms. It has nothing to do with balance, but I think it would be best way to practice chases.well if you need people i'm pretty sure reddit or the forum would join idk if they have a discord
if you want bp play the normal mode and if you want to compare chases with randoms you can do that on the normal mode or custom
this is just accessibility for it's own sake which is honestly just wasting resources that could go to something else
my advice to you is try making friends on Reddit and the forums or seeing if they have a dbd discord and asking there
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why? what would it accomplish? 1v1 doesn't prove anything balance wise and you can do it in custom so why add an entirely separate mode?
i'm not trying to put you down or anything it's questions that need to be asked since it's in the game already
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964123#Comment_3964123
What killer did you play?
i think that guy mains nurse
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@jesterkind said:
While you're not wrong, this situation does mean the game kinda grinds to a halt and nothing happens. If possible, it would be a good idea to try and make sure all three players are still engaged.
I've pitched before that the hatch should spawn, but not open, with two survivors left alive. Ideally this would mean the two survivors are moving around to try and find that hatch, then moving around to chests to try and find a key, or something. With a few tweaks to make sure people bringing a key don't guarantee the last two escaping (something like the hatch closing again and respawning somewhere else after it's used) and to make sure the killer can't just camp the hatch for the same outcome as now (making it invisible to them until it's open, for example), I think that'd help make the 2v1 a bit more engaging.
that was already a thing and keys were meta for that reason it was cancerous. what would happen was the last 2 survivors left or if 1 player was a troll just left
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@Destaice said:
I saw a thread on Twitter engaging with this question and I feel like the answer is rather obvious, isn't it?
The killer won. You lost. So get on with it.
Yeah in theory you can drag out the match until somebody gets caught for the hatch standoff. But just being honest if you could play an entire new round in the time it would take for somebody to get caught hiding in a corner then it's better to just move on with your life.
Maybe this is short sighted but like, there is no alternative right? I guess in theory both survivors could play perfectly. That's not going to happen. Why waste your own time?gens while stealthing
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@SoGo said:
Title.
Now, I don't just mean weak, or not just OP.
I mean what perks will always be unhealthy and just a bad design no matter what numbers they'll have?
I'll go first...
Hex: Wreched Fate. While it has a nice foundation, being a Hex centered around the Obsession, the actual effect is awful. Just a free token for Pentimento. It's a lose-lose situation no matter which way you spin it, and it almost seems to be tailor-made to fulfill this role.
Predator. One of the few perks that Distortion 100% counters, one that can be stolen away from you if you surprise 2 survivors at once and trigger chase with both, and it just ends up feeling awful for both sides.
Shadowborn would also be here, but I think this one is more of a placeholder than anything.
Territorial Imperative. No long tangents needed, even if you want to proxy-camp, you can do it perfectly without it.
Shattered Hope. Should be either basekit or removed.
Dying Light. The textbook definiton of a win-more perk. When you struggle, it does nothing, and when you get stacks, you already don't need it.
Scourge Hook: Hangman's Trick. No comment. It just sucks.
Boon: Dark Theory. This perk will never be balanced. It's either trash or OP, and a lazy design to top it off.
Last Stand. The newest, and most annoying of these. It encourages you to be an a** with every single facet of it. And before you say it's one use and has a really small range, that only cements it as a haha-get-wrecked annoyance.
vigil. it counters everything status wise and it stacks
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963509#Comment_3963509
So you're fine for killer second chance perks that give "rewards" but survivor ones by your own definition should be removed? I'm seeing some bias here.
not really no but i'll double down and say yes. rules for the and not for me survivors are too strong and need nerfs anyway
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@Rokku_Rorru said:
As the thread says,
Playing as them I love the arch to the skillshot, they feel really fun and powerful but the map mobility is wild, I was just using common addons too.
I personally feel like are comparable to launch Xenomorph, feels a little overtuned but I do enjoy going against them (When they aren't used to Tunnel m2 to m1 is wild).
I feel with how fast they are/how quick they end chases, it's hard to feel like the doors do much against an experienced Springtrap. the m2 feels not punishing at all to use, unlike Unknowns UVX and has a bigger pay off too.
How do you feel about them? Do you think they need buffs? Nerfs? Or well balanced.he's bad needs buffs his teleport speed needs a buff axe cooldown needs to be lower and i heard that survivors can travel through doors as long as it's not the specific door and exit he's going through which if that's true that needs to be removed
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963002#Comment_3963002
I'd love to hear your opinion on noed, lightborn, enduring, spirit fury, batteries included, fire up, machine learning, knock out, shadowborn, and zanshin.
If you think having 10 seconds of endurance to prevent the killer from just farming you off hook is a reward despite being one hook closer from being eliminated, I don't know what to tell you.
noed spirit fury enduring combo (both by themselves are fine since with enduring you still have to break the pallet and spirit you still eat the stun) batteries fire up machine are second chance for killers in my eyes
lightborn is preventing it before it ever happens and if nobody brings a flashlight it's useless
knockout are we talking about pre or post rework knockout?
zanshin is the killer equivalent of Windows/maps if we get rid of all 3 that's fine
what does shadowborn do again?
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second chance perks like ds and otr reward survivors for getting hooked since that's their activation conditions it's giving a beneficial effect for getting hooked which should be a detriment
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make an option at least on custom where you can play past patches
remove sfw
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962672#Comment_3962672
If someone is not being hovered, the killer shouldn't be rewarded with a hook if the survivor wants to get off the ground. It's really that simple.
why are survivors rewarded when getting hooked is supposed to be a bad thing?