terumisan
terumisan
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- terumisan
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artist is better than judgement hands down
rhe main and most important is judgement hits are inherently rng since judgement getting hits mostly depends on whether survivors are actually paying attention since they can see the set up and the beam
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@ShanoaLegendaryPlz said:
What power do you think it will have?
https://us.v-cdn.net/6030815/uploads/7ZACZ2YCJR4Z/screenshot-20260807-163512-reddit.jpg
i thought you were talking about a different broccoli
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@supersonic853 said:
With knight theres a idea that his identity kinda hurts himself at both points. Leave the guards alone they do nothing. Try to work with them they degrade faster. Judgement has a easy warning if you are at range now. And has a safety zone if your up close. So you have to play in the mid range I guess. Will have to see how she settles being punished at both.
she's probably going to gave krasue's pickrate in the first week after people find out how ridiculous her skill floor is and how impossibke she will play on console.on ptb she was impossibke to play in chase to far warnings besides the obvious white bean just ruins her further
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109776#Comment_4109776
Hopefully it will help with situations like this - there is only 0.6 seconds between any audio or visual indication and the beam hitting survivors:
you were able to see the giant white line before it hit you
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wow salvations cry is old object and even then if you read the hud you can tell that someone is in chase
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@Dokta_Carter said:
Moving to a kill/escape scoring system was by far the worst idea they had for game health they have ever had.
-if all that mattered was kills, it didn't matter how you got it.
-if escape is all that mattered, the survival of your team really didn't matter.
Returning to a system that uses the entirety of the match is good and honestly I missed it.
I am also somewhat sad these last few years with the current system feels like a waste. Not because it was good, but if we had kept the emblem system and were tweaking it over the past few years we would have gotten a better idea of a real balance in the game
Thank you behavior
the emblem era was terrible and just let to burnout since after a while you only saw the same people since skill didn't matter nust doing a checklist.
i'd rather have a kill/escape system than go back to that especially with this mmr you at least have a variety of matches
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@DarkStrife said:
The thing that is making the game frustrating for both sides is game speed. The game is insanely fast compared to 5 years ago. For most killers especially older ones that are slow the game is too fast thus causing these killers to slug and tunnel survivors to slow down the game thus causing survivors to be frustrated. Also the games are insanely fast compared to 5 years ago. Idk any suggestions to fix it and as much as the obvious is to slow it down that would just cause frustration on the survivors end. What do you all think?
games are fast compared to 5 years ago because survivors get better over time on top of killer perks nerfs and nerfing killers in general stack this on top of new survivor perks and basekit survivor buffs makes it different
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109175#Comment_4109175
Have you experienced a 2v1 situation where killers slugs one and looks for the other while they are hiding and they wait for the bleed out so it a big waste of time, so it would be literally that and even worse where the killer can't see much, like I have seen a fully black costume being used in lights out and it's actually so hard to see it like I have lost survivors literally infornt of me and imagine if they just hide in a bush.
Like survivors can hide easily in lockers and corners of the map, survivors wouldn't get aura of other survivors so how are they supposed to sabotage other survivors and ig killers can mori the survivors after downing them.
I think lights out should stay as a separate game mode but a separate hide and seek game mode can be made which gives some info to killers (and a low amount of killers to choose from, maybe unique classes like in 2v8 for killers and survivors), this game mode can have the darkness like in lights out and survivors as well will get stuff to sabotage.
the return of p3 blendette
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this is true. her skill floor is so high she's kinda unplayable and her power is so telegraphed and she's so big bright and makes a ton of noise you wonder why she's 110
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hangman's trick needs to go back to 16m like the ptb and revert the scourge status
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@Domicci said:
make it so if you dc a certain amount of times your put into a queue with only other dcing players. its so annoying when after first hit people dc making it harder for the other 3 survivors to escape and it often causes a cascade of people leaving the match.
if you dc once you should automatically be put in that pool and a 3 strike system for abandoning
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stridor spies whispers bloodhound
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@ShanoaLegendaryPlz said:
Like they managed to add your ultimate favorite character and you rarely ever switch from them?
Because i really struggle with that. I have like 10 mains and can't seem to play the same character more than a few rounds, only thing they added that was an ultimate favorite of mine was Xenomorph, but his turret gameplay is like flipping a coin as to weather you are driving a steamroller, or or you are playing as the wet concrete getting steamrolled lol. I play about 65% survivor 35% killer. And even with survivors, Rebecca has 2 cosmetics and probably won't ever get another, Trevor/Alucard/Soma/Lipter just end up making me wish for Shanoa or the REAL Simon Belmont. I can play as Aestri for little while but her problem is the cosmetics are so… odd. Like any head peice besides her normal hair colours looks awful, or u wear a big hat. And as a big fan of Cybil i dunno why i get bored of her real fast.
My Duo partner however is the exact opposite. Only killer she will ever play is trickster, maybe once every 2 years. And the rest of the time she is on Sable lol. She was excited for walking dead and loves Daryl. But the sound quality of the walking dead characters stopped her from playing them since launch day.
i might go back to being a yui main because i like the masks she wears but for killers not at qll since they get dumpstered and i have to swap
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104911#Comment_4104911
there have been many times with a normal m1 that ive been able to down a survivor to the side or backwards so that i can pick them up. some of the killers youre talking about dont even necessarily need any addons to catch these survivors off guard.
im not entirely sure what my comment has to do with the abandon feature or unbreakable. like, if you want to say that the killer should be able to abandon in endgame collapse then id agree. otherwise i have no clue what you're talking about, or how unbreakable is even remotely related
well abandoned was added to deal with toxic 4 man slugging and with the same logic of "push survivors out" survivors can just bring unbreakable, conviction ect
what killer and how far are these people from the exit gate because if they're tbagging they' get hit and fall out of the trial that's why they do it unless your using blood warden every gane or something
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104660#Comment_4104660
you can just push them out, and often times they'll be stupid enough to give you a free kill
1 you won't get a free kill unless you play very specific killers with very specific add-ons and 2 with that logiv qbandon shouldn't exist and survivors should learn how to use unbreakable
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104654#Comment_4104654
So it's out of spite then.
Because nobody forces you to watch survivors at the exit gates
you either do that or wait for the egc timer to go down i think it lasts 2 min
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old bnp with old swamp is unplayable and if you include infinites it's even worse. i don't think people remember how bad swamp used to be with 4 stacked mist add-ons or 2 mist and 2 moonlight offerings where it was really dark and you couldn't see anything due to mist the only reason it was bearable back then was because everyone was terrible
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104616#Comment_4104616
huh really. Goes to show how un popular this perk is that even when slugging was deemed to be first gaining popularity this was just not seen even post knock out nerf.
because it's a hex and it's not worth running when it can be destroyed in the first 30 sec due to rng
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@HoodedWildKard said:
I want to hear about those perks that almost nobody uses but are actually super useful in your experience.
The big one for me as killer is: Spies from the shadows. You very rarely ever see anyone running it. But it's an excellent locator perk when you're tracking down survivors. Literally nobody runs calm spirit and survs very rarely bother (or have the luxury) to avoid scaring crows. The number of times I've used to it catch survs playing stealthy or lurking for saves after a down very high. It's also very hard for survs to sus out, since they have no concrete indicator that crows are catching them out. It gets around distortion and the only perk to counter it is literally never used except by jake adepts.
For surv atm I'd go wih counterforce. Granted it is VERY specific in use, but with the sheer number of killers using hex builds atm it actually really helps. It turns off TOTH builds pretty quickly and combos well with inner strength to allow you to always have a heal in your back pocket to quick recover after taking protection hits.
fixated or inner strength but i like running chest builds atm
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when i get frustrated as killer i usually play a different game since when i play survivor my teammates are terrible and i don't feel like being more frustrated
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104418#Comment_4104418
unless you're slugging and activating these perks repeatedly, you shouldn't be hitting that limit until you have 6-8 hooks, right? I would expect the game to be nearly over by that point, or at least down to a 3v1.
if your running surge in a small map or if survivors start running and get downed in a specific area in the range of surge not to mention if you kick the gen beforehand then down a survivor in that area with surge can happen in a game and you can quickly run through the stacks but i don't even like to slug that often either
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@Rogue11 said:
I've heard several times how gen regression / slowdown perks have been nerfed so hard that they're all basically useless. Yet, from official/unofficial stats and personal experience, they are still incredibly popular. So I decided to list them out and compare their original effects to their current effects to see just how "useless" they are. I also threw in a column for any changes in patch 6.1, as it is largely agreed to be the most consequential balance patch in the game's history. All values were taken from
https://deadbydaylight.wiki.gg/
as it seemed to be the most comprehensive as far as perk history and updated to current patches.https://us.v-cdn.net/6030815/uploads/XAOJ4E4CBCE7/image.png
Overall, I find the reports of the deaths of gen slowdown perks to be greatly exaggerated, with them only appearing nerfed when compared to a single period of time when for a few months, killers could indefinitely stall matches (gen kick meta).
Note: Some perk changes are omitted as there have of course been many smaller balance patches over the course of the game. This includes some significant perk states such as 200% regression Ruin. I didn't want to create a spreadsheet with 20 columns, and whether its 150 or 200%, the current Ruin remains stronger than its original.
you forgot that in the background all these perks besides ruin are affected by the 8 kick limit so surge and eruption are worse by default gen regression as a whole is nerfed
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@Star99er said:
After the community voted original chapter it got me thinking. What they tried an event mode that let players vote on balance changes for Perks, Items, add-ons, offerings, Killers and then you could play those changes in a limited time game mode like Chaos Shuffle. Obviously these wouldn’t be finalized into the regular game unless the Devs like them and they get a lot of positive feedback.
wouldn't work unless you give killer mains priority on all decisions since there are 4x as many survivors and the survivors would make the black banquet look killer sided
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@Elan said:
Clairvoyance
OLD
Each time you cleanse or bless a totem you can while empty handed see auras of hooks, gens, exit gates and hatch.
NEW
Each time you cleanse or bless a totem, empower your team by mapwide auras while empty handed allowing them to see auras of pallets, gens, exit gates, windows, chests and totems.
Detective's Hunch
Much the same, works for team.
No Quarter
OLD
Whenever 70 % self-healing progress is achieved while in terror radius you receive continous skillchecks, failing them result in 30s broken.
NEW
Whenever you achieve 50 % healing progress you get continuous skillchecks. If failed, your bar will be reset and you suffer 30s broken.
The nerfs shouldn't be too hard either lets say
Hyperfocus
OLD
While repairing gen for each great skill check you get 30 % more progress and skillcheck triggers faster and more often.
New, shares the same but inflicts oblivious while working on gen. Whenever you miss skillcheck the perk goes on 10s cooldown.
Pain resonance
OLD
For every first hook most progressed generator loses 20 % progress, when survivor is hooked.
New
When survivor is hooked on a scourge hook, every non-repaired gen will start regressing at 300 % for as long as survivor remains on hook.
that's a pretty big nerf for pain res i thought the change would have been it hits all gens but nerf the amoubt
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@Voiden said:
Allowing us to play killers and survivors in private matches will let us test killer/survivors we don't have, which will help us choose on getting or not.
i support this
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unbreakable exists
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100388#Comment_4100388
It is a shame they removed some of the rewards for spreading hooks. I remember bbq used to provide a bloodpoint bonus if you hooked 2 different survivors in succession. No idea why they removed that motivation. Mimor though it may have been. Not like it broke the game.
it's because it gave killers something the devs are survivor mains and if you remembered the 2nd livestream for the 2nd ptb they did some sneaky dishonest wordplay and said "killers were saying it's too handholdy" even though the killers were talking about the survivor benefits on the first ptb and replaced it with bloodlust which is garbage and hurts all killers and still kept the broken stuff survivors got
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@DarkStrife said:
Forcing people out of their comfort zone is truly testing the skill on both sides. Its beautiful. Also on both sides has introduced me to perks ive never used before that I might use afterwards. Not as bad as I thought they are. Like as a survivor with aura reading perks and killers with hex perks. What do you all think of the event?
lights out tests the skill for both sides rather than chaos shuffle since both sides get nothing
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103448#Comment_4103448
No they are not look at Onryos kill rates, most people do winstreaks with them no problem, if players can't master them then it's only their fault, plus solos barely win matches against them
sadako"s kill rates are high because she can kill with condemed instead of hooking
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103424#Comment_4103424
So we are ignoring the fact that stealth killers will be much stronger especially on indoor maps, nice double standarts
stealth killers are bad
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@Ohyakno said:
How do people keep hitting on the idea? Do you genuinely not perceive killers as fellow players? Do you just see them as set dressing to be played with like maps? It's selfish in the extreme.
this is exactly their mentality
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@BYxSAMASTI said:
Hook distances are currently too short, especially in certain areas of the map. Killers can often hook survivors in very close proximity to each other, making it extremely difficult for survivors to safely rescue and reset. This can create very oppressive situations with little counterplay. I believe hook spawn distances should be increased slightly to create a healthier balance and give survivors more opportunities to make rescues.
counterpoint you can have hook deadzones or just the game making it impossible to hook
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like all m1 killers pallet density made him not worth running
he himself is meh probably better than dredge and unknown
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@QuantumEcho said:
I'm mostly a killer main and in almost some of my killer matches i end up going against toxic survivors or survivors who constantly tea bag, try to blind me with their flashlights, or say extremely hateful things in endgame chat, it gets on my nerves sometimes to the point where i just view myself as a bad killer player if every generator gets done, survivors escape and i either get one kill or no kills at all and i sometimes get pretty tilted in endgame chat and my anger takes over, how do i honestly stop taking this game so seriously because my mindset is constantly just "I HAVE TO WIN, IF I DON'T WIN, I'M JUST A BAD KILLER MAIN AND I SHOULD JUST UNINSTALL AND THIS GAME IS JUST FULL OF TOXIC SURVIVORS!"
you have to swallow your prde abd hop abord the L train if you don't take thr game seriously
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@GoodBoyKaru said:
Title, effectively. The new Eddietress skin is pay to stealth, with the hatchet windup sound and lullaby in general being way, way, way too quiet.
Attached a video of me facing the skin and I want to know if anyone watching can actually hear it, because even in post I struggle
the tr was pretty loud and i head the hatchet dound
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101502#Comment_4101502
Except Killers aren't going to stop tunneling and slugging even if Survivors get nerfed. Why would they stop doing it when it becomes even easier?
it'll go way down compared to now where it's a requirement because killers won't need to sweat for a 2k treating every match like a comp game and they'd probably go back to more chill meme builds to relax
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101504#Comment_4101504
And you still have that option this time around. Survivors will only get aura reading when holding a candle, and killers will get Franklin's (not sure if this has been released officially or if we are all inadvertently discussing leaks here, but basekit Franklin's is in this mode so killers can remove aura reading from survivors)
it's a leak the patch notes says nothing about franklins
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@Nazzzak said:
You could always see gen and hook auras as killer, so there were points of reference and it wasn't as disorientating. As survivor, there was nothing. You couldn't even see the auras of downed or hooked team mates. People forget how unpopular this mode actually was. It was more frustrating than fun, that's why everyone stopped playing it and we haven't seen it in 2 years. Having something to guide you so you can actually play might actually keep people playing this time around.
I dunno if most of the people complaining weren't actually here the first time around or have short memories.
except the gen was at 5% so you could hear it if you wanted to fumble in the dark instead of using a candle
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101442#Comment_4101442
Last month it was Fast Track, now the excuse is pallets that have not changed in 8 months.
the actual problem is survivors are too strong. killers are going to tunnel and slug until survivors are nerfed and the devs won't do it so people are going to keep picking top tiers slugging and tunneling till the game dies
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@Domicci said:
The mode was one of the most balanced mode for both sided both sides having to rely on there eyes ears and instincts to get things done and to escape or kill. So why are we giving windows to survivors and Franklin's to killers there is supposed to be 0 perks in this mode. Why change a perfect mode.
i'm reading the patch notes killers don't get franklins only survivors get free windows which they shouldn't get
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terrible all it did was affect gen regression
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i like lights out and they broke it
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henry exists he does all the things thay you laid out and he was nerfed for some reason after launch
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098731#Comment_4098731
Perhaps you should read the definition of cyberbullying.
I would actually really love to see you sitting at a table with three of your friends eating lunch and a bully walk up and take your food away from you while your three friends get to eat in peace. You sit there without food watching them eat for the rest of the time.
You can't do anything or fight back to the bully whatsoever.
Then, you will understand exactly how it feels.
>cyberbullying
that got debunked a decade ago turn off dbd/monitor/computer and go touch grass if it's that big of a problem for you.
it's healthy to go take a break your taking the internet too seriously
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098448#Comment_4098448
i am not obligated to intentionally throw the game in the hope it makes my opponent potentially enjoy it more
true king
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for me endurance doesn't matter if you can't find them/lose chase before you can down them buy both are busted
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097055#Comment_4097055
So if we look at the average player and balance around them, then it is simple. Nurse actually needs buffs and if you don't think so, then you are biased and simply want BHVR to balance around AVERAGE survivors, but HIGH LEVEL killers.
that's the weird way bhvr balances tbf
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@YaBoi0215 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097009#Comment_4097009
Getting nerfed but still being insanely OP doesn't matter. Those perks literally reshape the way a game will play out. I don't know how many matches I've played as a survivor running those perks that turned a game from a 3-4k into a 3-4 out because the killer was unable to get any momentum from hooking/tunneling me. And yes Cross Examination needs to be nerfed and was already going to get nerfed if you read the patch notes. It's not that it's to good at "combating tunneling" it's that it literally makes being chased a cake walk. The perk shouldn't work while you're being chased. Elusive is the second strongest status effect survivors can get and it shouldn't be able to be obtained by just being chased normally.
wait elusive is ultra busted if it's the second then what's the first?
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survivors should be nerfed into the ground for the sake of balancing the game
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097311#Comment_4097311
The entire point is survivors arnt doing that. Theres actually another thread on here on survivors asking for AFK crows to go away because they keep getting them from not touching gens. The idea that Jason might put 2 and 2 together and come out of OE on THEIR gen to look around means they'll not only not touch the gen, they'll crouch walk all the way to the hook to get a rescue. This is stealth gameplay to the extreme.
so it's a survivor issue at the end of the day
