thrawn3054
thrawn3054
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@MrSlatworks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953684#Comment_3953684
That's a completely unnecessary change that someone at bhvr intentionally consciously made, and like I said for what reason other than hiding pertinent information to someone intending to spend money.
That is nothing but shady and questionable
I very much doubt that. It takes all of two seconds to figure out what you own. If it was a done to confuse people it was a pretty weak effort.
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@MrSlatworks said:
Yeah this is an issue, and tbh a scummy one at that IMO.
I never bought detective tap but I have stakeout and tenacity from the shrine, but not detectives hunch.
Characters used to have a lock next to their sharable perk if you didn't have it, this would account for perks you've gotten from prestiege and from the shrine of secrets. Now you can't ever tell what perks you've unlocked from the shrine, I personally believe the devs intentionally made this decision for no other reason than to keep a customer from making an informed purchase.How so? You know if you own a character or not. If you're considering buying a character you'll be able to look at their perks to see if you already have some of them unlocked.
@topic that's unfortunate. Hopefully they fix it soon (assuming it's a bug) or revert the change (if it was intentional).
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I mean most of the things that were part of gen rushing got nerfed. The only thing really left is Hyperfocus and that's only really usable on PC with a good frame rate.
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A radius increase would be a nice little buff to them. One possible idea would be to remove a killers ability to snuff them out unless they bring Shattered Hope.
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The tutorial definitely needs work. Next time you try to get a friend into DbD I recommend you load into a custom game with them first. Run them through the basics and let them get some practice before hitting a live game.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953465#Comment_3953465
you trying to do oni with Billy turning addons or something?
Ngl that would be kinda cool.
@topic I think this would be a great idea. I would say also allow killers to share offerings as well though as that only seems fair.
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I suggested years ago that we should be able to sell back unwanted items.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952850#Comment_3952850
So the issue was not been fixed for characters who are not p100?
And to answer your question, some of us would like to play the evt with our fav characters (that we p100ed) while using cakes, but the way it was before we could use one, gain enough BP to get another 10 and still being unable to use another cake simply because they were not showing.😁As far as I know they only messed with level 50 blood webs.
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Why is everyone obsessed with the P100 rate when it sucks across the board.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952819#Comment_3952819
Numbers are abit off. It wouldn't be 4 gens popping if the killer is chasing someone.
Edit, nvm... i see what you mean now. It's still not likely since your not likely to all spawn on a 4 man gen though.
I was thinking a 3 man gen but yeah it's not likely to play out that well.
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@cogsturning said:
My experience has been pretty one-sided in favor of the killer. As killer, I do well even against survivorswho are better players than I am. As survivor, which I'm a little better at, I die and die and die and die. I played 11 games last night. In 10 of them, I died. They were mostly 4ks.
My one "escape" was from the killer DCing. Unintentionally I'm guessing, cause he was slaughtering us.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952626#Comment_3952626
I am forever baffled by survivors who cluster on the first gen they see just to get interrupted and scatter. The best case scenario is finishing a single gen. If four people are on four gens and rhe killer engages the first one they come across, that's three more being worked on. It seems simple to me, and I always go further into the map for my first gen. I almost always get it done too.
It can be a calculated risk. If you can finish that first gen fast once you spread out there's only four left. Then if the first chase goes a decent length you could be at 1 gen after 1 hook. Generally it won't happen that way but it can be worth a shot.
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Not really? I rarely see anyone bring healing perks tbh. Windows, an exhaustion perk, Deja Vu, Resilience and Finesse are what I see the most. The rest is often a pretty wide mix. My last 10 matches had a total of 5 healing perks.
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@Kerkvlerk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952054#Comment_3952054
Something I’ve been thinking about: if you’re jumping into queue already expecting a bad match, why even play at that point? That honestly sounds like people playing a game they are not enjoying anymore.
Yeah, tunneling is definitely more common lately and it sucks, but at the same time, a lot of survivors are also playing super efficiently. Is that necessarily a bad thing?
It just feels like both sides are under pressure and it creates this constant cycle of stress. But if people are already in a negative mindset before the match even starts, how can anyone really enjoy the game?
Still need to farm BP for cakes for later use. Had I been thinking ahead I'd have stock piled BP in advance and not bothered touching the game during the event. I still might not bother playing. Just collect the daily logins and get the few cakes that I can.
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Imagine getting that upset over someone simply showing good taste.
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@Mr_K said:
I don't believe killers are changing how they play just because its an event. If they play that way in an event that's how they play normally.
I mean it happens every event. Either the regular players are sweating harder than normal or it's the ones that only events bringing up the average. Same thing tends to happen with survivors too.
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@Kerkvlerk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951946#Comment_3951946
If your mindset is, “Why should I use cakes if the next match might not go well?” That might be a sign it's time to take a short break from the game. It's totally understandable to feel frustrated, especially with tunneling, but going into an event expecting a negative experience can really take the fun out of it.
From my own experience, I run into hard tunneling maybe once every 15 matches. It also seems like the term “tunneling” is used more broadly these days even in matches where the killer has hooked others in between, or when a survivor on death hook chooses to bodyblock and gets targeted afterward. In those cases, it's not always tunneling.
It happens every event. It's not me expecting a negative experience. It's simply the reality of the situation. If I know there's a high likelihood of this why would I reward that behavior? Which isn't to say it's a one sided problem. Survivors tend to sweat really hard during events too.
@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951946#Comment_3951946
And every time theres an event survivor seal team 6 come out of the woodwork, whats your point? Your mindset says you should take a break. I barely see any hard tunnelling, though it seems every survivor making these types of comments calls everything and anything "tunnelling" at this point.
You're right. Lots of survivors turbo sweat during events. Just one more reason not to burn cakes. I'll never understand why someone acknowledging reality means they need to take a break.
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@Kerkvlerk said:
I did some bulk spending on killer and had about 5 million BP left from the old tomes and saved up another 5 million. I went through 9 prestiges: 5 of them 1 prestige at a time, and 4 prestiges in one go using bulk spending (200 levels at once).
The results: 454 total
- Lowest: 45 cakes
- Highest: 56 cakes
- Average: 51 cakes per prestige when bulk spending
So if anyone's wondering, bulk spending seems pretty solid for event item drops.
The only thing I’m really wondering is… why is literally no one throwing cakes?
Because everytime there's an event killers tend to hard tunnel alot. Why would people waste their cakes knowing there's a good chance the match will be terrible?
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He has mobility, stealth, and a ranged attack. Put all that together and you get a strong package. Add to this the fact he's new so people are still learning to play against him and the bugs and it's really not surprising.
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@ThatRyanB said:
You're correct. The stats used by the Stats Tracker have been tracked since September 1, 2020.
As for the known issue with stats discrepancies, the team is actively investigating a fix and hope to have more to share this week!
Idk if this one is a known issue but my stats say I've kicked zero gens lol. Not sure if anyone else has encountered that.
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I like how you can advance multiple challenges at once. You do have a point about the variety though.
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Honestly I said years ago they needed removed. There's so much killer in the blood webs it's crazy.
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Why this over Botany Knowledge? Well it depends on your goals for the healing perks you're bringing. If you plan on playing altruistic and getting unhooks We'll Make It is a better pick imo. I could go into more perks and why you might take them over BK but in short some are more beneficial for different situations.
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@Metagamer said:
The problem is medkits are still by far the strongest item in the game, and this purely serves as a buff for them. The idea behind the downside is to incentivize other item use, and with the key and map buffs coming that would be an interesting idea. Having two 12 second self heals for one perk is kinda crazy (and the perk continues to be useful outside of that)
How would you get two 12 second self heals?
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I think they were specifically referring to the times a match is very clearly unbalanced. Sadly a truly good back and forth match with reasonably even opponents is pretty rare.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949191#Comment_3949191
I mean, I would not mind to have a Bonus for Survivor depending on how long you survived. So I dont know, the first Survivor dead gets nothing, second gets 5k BPs Bonus, third gets 10k BPs bonus and the last one gets 20k BPs bonus or so. Would encourage to stay in the game as long as possible, but I dont think that BPs would be enough to trigger rat behavior.
Would not work for the Killer tho, since they are always in the game until the end.
I suppose there could be a general BP reward at the end of a match beyond what was earned in the trial. It would mitigate the sting of getting tunneled out early for survivors and for killers if they ended up getting rolled.
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@Aven_Fallen said:
I think this would be too big of a change. In general, if a Killer releases, the first set of changes (aside from Bugfixes of course) should be to the Add Ons, since this is the least impactful step. E.g. I can see Bonnies Guitar Strings being nerfed or reworked, since the Add On is nuts. But this would overall be a mild nerf to his Kit.
Preventing him from entering doors would be a huge Nerf to his Kit. And one of the more unfun ones as well, since not being able to use your power as Killer is most likely the worst thing, see the general negative perception of Overheat when it was a thing.
But I have to agree that the cameras are not really worth it for Survivors, but I think disabling Springtraps ability to use the Doors is a bit too much.
Iridescent Remnant is kinda busted as well.
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@cogsturning said:
Forty killers is a lot and the game is overstuffed. There's only so much you can do. You can also only ask survivors to learn so many different abilities too. If you only play killer, you can learn one character and nothing else, if you want. If you play survivor, you have to learn forty characters' powers. If all of them are drastically different (and all of them have as many abilities as these more recent IP characters), there will be way too much being asked of survivors.
I'm guessing it also comes down to money. You can play some simple killer that throws hatchets or turns invisible for free, or you can pay 5 bucks and have 5 killers rolled into one.
That's honestly a point I think alot of killer mains fail to appreciate. With such a huge roster it's alot to ask of people to be aware of all those different powers and how to counter them. Not to mention any addons they have that changes their power drastically. Whereas most killer mains only really play a handful of killers. Not many are familiar with the entire roster and all their quirks.
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949080#Comment_3949080
so basically you want a guaranteed 4k?
Well they did get a 2k already. Seems unfair not to give them the other two.
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@Pit_Bull_Love said:
They should just be deleted. Stop wasting my BPs on worthless junk.
FR, I've been hoping they'd delete them for years now. Honestly most of the offerings can go imo.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948626#Comment_3948626
I checked the wiki, you are correct, Map Offerings are secret now.
Would not explain the White Ward tho.
Maybe it's intentional as well? Ttying to prevent targeting maybe. Afterall you don't want people targeted for it since you'll only use that for a good item.
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@Plague_Priest said:
They've provided, what, 8 anti-tunneling perks now? With 3 of them good enough to be considered meta. Survivors will do anything but change their build. Maybe also consider not unhooking the second that the killer turns a corner. They're still around the corner.
You mean the perks that all save one use the endurance effect? Perks that are easily countered by a killer proxy camping, having a ranged ability, or some form of mobility. I'm not saying survivors aren't often at fault due to bad choices. What I don't understand is why killer mains always refuse to acknowledge their role in this.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948899#Comment_3948899
The point of the game is also for survivors to repair generators, and part of the reason why we have the AFK crow changes is because survivors were sometimes refusing to commit to generators.
By that logic killers should be getting afk crows for not chasing.
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Not really survivor specific but maps used to have so much better atmosphere. Also the game used to feel alot more chill. You could afford to do goofy things without feeling like you were throwing the game. I also miss pre nerf distortion.
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@ImWinston said:
- Old "spine chill", I think the most massacred perk in DBD history🤣
I miss old Spine Chill so much. It was an absolute favorite of mine.
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That picture also shows a 20k drop in four days. I'm not saying DbD is dying but an artificially high player count doesn't prove anything.
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@Agt_Scully said:
Yes, after 3 1/2 years and nearly 4,000 hours of DBD, I'm seriously considering quitting because of the loss of map offerings. I lost 5 straight map offerings in a row as Killer and Survivor for RPD and Midwich. These took me weeks to obtain and they were all rejected due to the 20% garbage feature that BHVR added to ruin the game. I ended up getting sent to the awful corn maps and its just not fun playing without my beloved maps!
Map offerings have always been a problem. The only legitimate use I've ever seen has been Scratched Mirror. Unfortunately too many people abused map offerings to give themselves the advantage.
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Wraith, Pig, and Michael will always hold a special place in my heart, but probably Oni at this point.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948303#Comment_3948303
Yeah Illumination shows all gens on the map
I just think if the info was purely main reason, other gen seeing perks would see more use but they don't.
Those other perks have limitations that make them less desirable. Plus Deja Vu is a general perk. That combined with it having the best aura effect will make it a more likely pick.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947889#Comment_3947889
Well, to me it's not just a dopamine boost if you analyse it a bit more.
It saves 6 seconds. Making gens take 84 seconds if solo. Not crazy but those 6 seconds could be the difference between gen completion and the gen getting regressed in some fashion.
Now pair it with another very common survivor perk, resillience and you get 15% - which saves about 12 seconds, making gens take about 78 seconds.
Now take all of the above info and apply it onto one of the 3 generators closest to one another and you got a Killer's endgame nightmare, the last 3 gens being in seperate continents from one another.
If it was purely just about seeing generators, wouldn't perks like Visionary or Boon: Illumination see more use?
Visionary only shows the gens near you which serves a different (and frankly worse function). Plus it deactivates when a gen is completed. The very time you actually need it to be working.
As for Illumination I've never used it. Does it only show gens within the 24 meters or does it show every gen? If every gen I could see some use for it but you still need to find and bless a totem. A totem that will almost certainly be kicked. In short it's too much of a time sink for the reward.
Compare these to Deja Vu which is always active, shows you the important gens, and gives you a little speed boost. The first two alone are reason enough to run it over the others. The extra speed is just the cherry.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948243#Comment_3948243
A minute? Time is kind of hard to tell. I know it wasn't long enough for them to run all the way across the map and solo a gen with no toolbox or perks.
Idk it's hard to gauge these things (at least for me). Assuming they start the gens roughly the same time you started the chase they'd only need 90 seconds. I'm not saying you're wrong but the chase might have just taken a bit longer than it felt like.
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I haven't noticed it make a difference really. Personally I'd just remove the shroud and map offerings as I consider them a waste of blood web nodes.
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@TimberGoingDown said:
Hackers use it to "excuse" why they're popping gens every 30 seconds. Just had a match where the gens went in 4-5 minutes, no toolboxes, only a couple Deja Vus. I lost 3 gens on opposite sides of the map in the first chase, despite them spawning together.
How long was that first chasr? I ask because if they split up that's very doable if the first chase went a bit.
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Yeah there's alot of maps that are either massive or are heavily killer sided. Even as a survivor I hate the massive maps because they take forever to get where you need to go.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947889#Comment_3947889
Makes me wonder if the use would drop if they removed the yellow bar. Keep the stats, just change the color.
That yellow bar does make me feel good.
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It's just an extremely convenient perk. Helps find gens on indoor maps, avoid a 3 gen, and the little speed boost is a nice bonus. It just feels good to run. Plus it shaves about 5 seconds off a gen which is always a good thing.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947131#Comment_3947131
I can not stress enough that whether a killer is fun to go against or not is completely subjective. I find a lot of the more recent killers to be fun to go against for example. So that's really not a good excuse for leaving a match early. There are however frustrations survivors have to deal with that are pretty much universally agreed upon and those are tunneling and camping, which you already touched on.
It is subjective for sure. However when was the last time you saw a killer everyone enjoyed on both sides?
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Springtrap definitely gets the edge. Yes Demo has more potential utility but all the advantages ST's doors have make them overall stronger and more practical imo.
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@Senaxu said:
Honestly, I think the system has potential, but clearly needs a bit more fine-tuning.
This particular match was an unfortunate example… Dawko is new to the game, and it’s totally understandable that a new player wouldn’t fully grasp chase dynamics or map pressure yet. Still, the idea behind the system isn’t to punish bad games… it’s to discourage deliberate throw behavior or early ragequits that ruin matches for everyone else.
Ideally, future updates will distinguish better between inexperience and intentional sabotage. Because while the execution isn’t perfect yet, the intention to improve team accountability is, in my opinion, a step in the right direction.
Have to disagree. They removed the ability to give up on hook. That's all they need really.
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946653#Comment_3946653
Winning without slowdown perks or tunneling/camping can be tough against a skilled team, but in my experience, it’s not necessary in most games. I checked my stats yesterday, and I currently have a 76% kill rate with Pig, a character I've been playing on and off since her release. I usually don’t use any slowdown perks, and I rarely tunnel or camp, as I understand how unfun and unfair that can be for other players.
Oh I know you can win without those perks. I was just encouraging OP to not feel bad about using them if the needed.
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Imo I think the survivor role in general has become pretty frustrating. Combine that with alot of killers with unfun designs and the camping/tunneling meta and it's really not surprising.