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wydyadoit

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  • @Chocolate_Cosmos said:

    Everyone plays Spirit again! Her pickrate must have skyrocketed since I see them offten now.

    Before it was maybe 1 Spirit per 20+ games. Now Its like 1 per 6+ games.

    Isn't not because people realised she is bugged, right??? Hehey right?!!!

    sigh

    cries in tier 3 tombstone+tuft meyers.

  • @TheycallmeLix said:

    I don’t like the new wiggle skillcheck interaction, can we please let us choose the option to stick with the old one or the new one?

    i mean… they could make it so you have to alternate A and D in rhythm with the skill checks if you want 🤡

    but test your might is going away for the benefit of new perks and mechanics as well as removing the bots that turn on rapid fire keys.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351435#Comment_3351435

    Or maybe, just maybe you're on that hook because of you. Its not always your teams fault that happens. You're not so perfect at the game that any negative situation defaults blame to someone else. No one is. If you think struggling for 20 more seconds for a few more BPs is worth the whole team losing then you're the one being selfish. Now you want the last survivor to unhook you so YOU can have a chance to escape instead of them even though you were the one on that hook and not them. Being a solo que survivor doesn't mean you should treat your team as just a tool for your own gain.

    i put that in quotes on purpose, but anyway i disagree with your logic. asking a stranger to give something up for your benefit is silly.

    but that goes both ways.

    it's your choice to spend the that 20 seconds being too scared to save your teammate and forced to hope that you find hatch before getting caught.

    it's their choice to stay alive or not.

    that's part of what makes the game interesting.

    i get that a lot of people see this game as a 4v1 team survival game and it's fine to think that way, but it's not.

    this game is a social experiment where the killer is the common enemy and the survivors are the dynamic pieces. escape is only 1 option and escaping doesnt mean you win.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351416#Comment_3351416

    And this is the problem. You think a better outcome can come from a situation that is very likely going to favor the killer. If you're already in this situation then you probably aren't going to be able to hold off the killer long enough to complete 2, 3 or 4 generators before the killer finds you. You got hooked with gens left needing to be done with only 1 other survivor left. Why should I think you will be able to make that situation better?

    "why should i let you leave without me? might as well earn some bloodpoints. if you save me then i might get another chance to run around for 2 minutes. or i might be the one to escape instead of you. there's no tangible reason why i should give up. i have nothing to gain. i'm a solo survivor and you're some random that should have been doing gens while i was pallet stunning and baiting. but nope you couldn't even finish 3 gens. how did i end up on hook? because i used all 13 pallets. how did you end up on final hook? cause you're bad. everyone knows this. i would have never even been on hook if someone had been doing gens instead of hook farming.

    as it stands i'm sitting on an iridescent chaser, a gold altruism, and a silver lightbringer. only thing i'm losing out on is survivor because my team is bad. why would i give up more points when i can just tap skill checks for another 20 seconds"

  • @KateMain86 said:

    I've played this game long enough to know a hopeless situation when I see one. When there are 2 gens left to do, the 3rd survivor is on their 2nd hook and you're the last one who is on your death hook and injured then you're both probably not escaping. You can try, but I've never recovered from a situation like this where we both escaped. At this point most of the pallets are used and its much easier for the killer to find you since they know the hook is a hot spot and there is only 1 other survivor left to worry about. In my opinion the best thing to do in this situation is for the hooked survivor to give up so the last survivor has a fighting chance of escaping. I ALWAYS do this because I know were both not making it out of there. I have given up on hook to give the last survivor a chance at the hatch more times than I can remember. It just feels like the right thing to do. Struggling on the hook in situations like this just feels like I'm helping the killer and making it that much harder for the last survivor to escape.

    I've noticed that a lot of survivors lately have been struggling on hook in situations where it was impossible for them to escape. Some situations there will be 4 gens left to do and they will still struggle on hook knowing that even if the last survivor saves them there is no way they are both escaping. It almost feels like they are trying to make sure you don't escape also. Maybe they feel like if they don't get to escape then neither should you. Its very selfish and the crazy thing is I have actually had people call me selfish for even suggesting that giving up on hook was the better option in a situation where its impossible to win. Survivor players really need to stop being so irrational in these situations and read them better. There are times where you need to realize you're not all going to escape but you can at least give the last survivor a fighting chance.

    What do you think? Is it selfish to struggle on hook in a hopeless situation or is it better to give up so the last survivor doesn't have to evade the killer for a prolonged period of time?

    it's selfish and i'll keep doing it. so save me or die with me.

  • @Lynxx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349831#Comment_3349831

    That's the thing - it doesn't even prevent that from nearly half a map away.

    it does. if the killer isn't running grip strength perks.

  • @RainehDaze said:

    I've consistently gotten 0 screams out of it. Which is... something.

    you make 8 survivors scream from hex face the darkness?

    so first… choose trapper

    you equip the knight’s perk hex: face the darkness.

    Then you equip insidious.

    then you equip the bloody coil and iridescent stone addons

    then you join a match.

    you injure a survivor.

    find your hex: face the darkness totem

    stand beside it and activate insidious

    wait 75 seconds

    profit.

    if survivor heals, repeat the process.

  • @xoMadii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351308#Comment_3351308

    Using perks and attempt to Kobe isn’t the same as killing yourself in hook (making attempts, and then hands off the controller/keyboard for second phase until you die).

    I don’t agree that MMR punishes poor sports, it just sticks them with newer/less experienced players which only ruins their experience. Newer players are much more likely to quit the game altogether over more seasoned players lol

    the struggle phase was meant to be optional.

    this is why swf was a bad idea.

    now the game requires optimized 4v1’s instead of being a free for all with optional teamwork.

    it’s a matter of perspective.

    this game is simply a grief simulation. Killers are griefers and survivors are lone wolves. You get more if you work together, but you’re more likely to succeed if you hide and wait. This was the game concept.

    now everyone is hung up on required teamwork.

    ———

    new players that are trying would rise in mmr compared to players that aren’t trying. So again… it’s a non-issue.

  • @supersonic853 said:

    Ive been spending the time to learn her as a console player. Ive gotten pretty good at her and can go against good survivors pretty easily. But a good bit of the time im told "wow, congrats, you have good headphones" or stuff like that. Kinda makes me feel like the time spent to learn her is kinda insulted and pushed down to that. Do you think she's very easy? Like i know shes no nurse but she was fairly difficult when i started.

    She’s considered “hard” by the system.

    so in theory she’s easier than nurse, hag, twins, blight, cenobite, executioner, and oni.

    and the other killers are either as hard or easier than spirit.

    but that’s only if you agree with the system.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351248#Comment_3351248

    total silence in nightfall would be terrifying for survivors I need that.

    I need strobe lights and hard bass spirit.

  • @[Deleted User] said:

    So this forum is basically 80% killer 20% survivor that’s wild how can the devs get accurate feedback from this if it’s that big of a difference what’s even the point of this forum seems like Twitter would have better feedback ????

    The sample size of this poll is too small to jump to that conclusion. It’s not like everyone on here has voted. 😵

    edit

    it’s also neither mandatory nor pinned.

  • @luvcraft said:

    Discussions about how the Skull Collector was obviously supposed to be Predator but the license fell through got me thinking about the other "original" characters who I suspect came about the same way. So here's my list:

    • Leatherface ➡️ Billy (of course, they later got the rights to Leatherface and had to add him with a slightly different power, and I think they did a pretty good job)
    • Scorpion ➡️ Deathslinger ("get over here!")
    • Xenomorph ➡️ Twins (this one's a bit of a stretch, but you can see it if you squint. 😁)
    • Joker ➡️ Trickster
    • Predator ➡️ Skull Merchant

    I don’t see the twins one. And deathslinger is based on something else I’m pretty sure.

    spirit is based on the grudge archetype.

    trapper is likely jason. Jason is a commentary on societal pressures and revenge

    wraith and nurse are based on traditional western ghosts

    meyers is meyers who is based on the freudian psychopathy theory

    doctor is almost a 1 for 1 to the outlast character.

    hag is an excuse for hex totems. possibly an early adoption of sadako.

    huntress is a furry. Just like pig.

    the rest are memes.

  • @xoMadii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351269#Comment_3351269

    Attempting unhooks with perks/challenges is extremely uncommon, most of the time it is done as a way to avoid a DC penalty.

    Yes, you are correct there is an increased time penalty whenever someone DCs but it doesn’t help with anything. DCing/Killing yourself on hook immediately is so common now that I easily have more games with DCs than not.

    Life circumstances is fine, no one DCing over IRL things is going to do it frequently enough to be shoved into a bad sport lobby. The point of bad sport lobbies is to punish frequent offenders by lumping them altogether.

    You’re also right about to being selfish and not helping the team, but these guys don’t care about helping the team lol

    simply put I don’t agree with punishing players that hook pogo outside of the expected mmr penalty that should technically already be happening. Assuming this game has mmr to begin with. This would act as a “bad sport lobby” without the need for any added effort.

    dc’ing already has a timer penalty. So this is a non-issue.

    the grey area of hook escapes exists regardless of player intention. I still run ace from time to time and play hook ward with kindred, slippery meat, up the ante, and kinship. So at least one player in the community does try to unhook themselves.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351269#Comment_3351269

    I'm pretty sure most killers really hate it when survivors give up. You're just going through the motions at that point. It's not interesting. Maybe that's just me though. I'm the opposite of stoked when someone gives up.

    It’s definitely not the most exciting way to play, but then again neither is dealing with locker campers or 2 minute gen rushers so pick your poison.

    personally would rather have the devout points and adept potential for a hook pogoer than a disconnect that robs me of both.

    i can only speak for myself.

  • @Cannolinator said:

    i feel that tunneling and camping wont go anywhere unless you remove the mechanic and impact of killing survivors. the game would have to change from getting kills to hooks. but i thought of a way taking aspects from competitive dbd to do this. you can make it a hook based point system, here's what i came up with that in mind:

    -2 points for 1st hooks

    -1 point for every other hook on the same survivor 

    -.5 point if hooks are back to back on the same survivor

    -10 total hook points to end the game (as a placeholder value, would need to be tested)

    -gens slowed down if survivor is on hook to make up for survivors not dying (% decided after testing)

    2 points on fresh hooks to reward the killer for chasing everyone. to deincentivize tunneling you reward half a point (.5) instead of 1 point so a killer CAN tunnel but they're less rewarded for doing it so it'd take longer to reach their goal and since there's no death then the survivors can still play and help their team by distracting the killer. since survivors cant die new survivors wouldn't feel as bad starting out.

    but there's a problem, not being able to kill survivors makes it very difficult for killer since you cant massively reduce their productivity. so there would need to be a debuff, maybe if a survivor is currently hooked the gens get slowed down till the survivor is unhooked (at least 30 - 50% or more, something that's impactful enough to make survivors need to unhook their teammate but not broken. idk yet). possibly if a survivor is hooked back to back times the gen slow down would be lessened to again disincentive tunneling (idea thanks to TheWheelOfCheese)

    with these factors the bleedout and hook timer would be removed since survivors cant die, thus making camping worthless. unhooking yourself would still be on first hook and maybe if the unhook attempt fails maybe a debuff happens so there's a risk still ( 3 attempts only, slightly additional slower gens maybe until unhooked?). also maybe making it so that killers powers cant be used or deactived within 8 meters of a hook so hook trading isnt as easy (bubba obviously). but once the hook total is reached, all remaining survivors in the trial die. so if any survivor escapes they wont die if the total is reached. of course some perks would need a rework. i would love to hear any suggestions to this idea and will edit my post

    I wouldn’t play the game if i had to take a math exam every match just to figure out when the game was going to end.

    kills are fine.

    if tunneling IS such a terrible mechanic then buff blood lust, make thanatophobia base kit for killers, and make it so that continuously chasing the same survivor without getting a hit in and hook camping inside of kindred radius degrade all emblems and blood points. Not just chaser and devout. Then increase the reward for devout when you hook a new survivor.

    give nurse a different perk to make up the thanatophobia base kit change.

  • @WashYourHands said:

    Pop Goes the Weasel, now Eruption... Two "killed" generator regression perks.

    Jolt and Pain Resonance do x% of total repairs. Call of Brine and Overcharge are different in that they increase regression speed, and an added 5% regression of total repairs for Overcharge if failed a skill check.

    Because of this, I expect Call of Brine, Overcharge, and Pain Resonance will be by far the dominant generator regression perks (and the ones who want a little extra regression will also equip Jolt) post 6.6.0.

    Now if this suggestion is approved, this'll greatly boost Call of Brine and Overcharge's popularity, requiring a rebalance too.

    Fundamentally, killers will move along the chain of un-nerfed perks, and I'm wondering where and when the developers will take action.

    in regards to the question in the title - no.

    perks should not be required to fit a specific set of universal rules.

    that ultimately leads to stale and boring gameplay.

    the more niche every perk is the more options will seem available. Universally aligning perks to a specific theme like having all hex perks be token based or all scourge hooks be in the same location, or all healing perks provide bloodpoints… these things make the game dull and decisions begin to come down to simply choosing the best perks.

  • @xoMadii said:

    We need a bad sport lobby; DCing is getting out of hand, and the only true fix is a bad sport lobby. If increased DC penalty times worked, they would’ve worked by now. I’ve seen people post 8+ hour DC penalties and laugh as if it’s a joke.

    Tons of other games successfully have bad sport lobbies, we can too. Killing yourself on hook immediately should also count as a DC, and players with proof of holding the game hostage, etc should qualify for a bad sport lobby too.

    I would much rather longer queue times than instant match ups with games that don’t even last 5 minutes because someone DCs immediately.

    Don’t like the killer? DC

    Don’t like the fact that the killer downed you? DC

    Teammates took longer than you feel like they should have to unhook you/complete a gen etc? DC

    While we’re at it, NOBODY remaining in the lobby should be able to depip, it should be an automatic safety pip ideally with some sort of incentive.

    so… i play r6 siege and league of legends. Both have honor/reputation systems.

    the way disconnects work in dbd is simple. If you disconnect during a match you get hit with a matchmaking ban for a certain amount of time. I’m not 100% sure, but i think it stacks if you do it multiple times within a time frame.

    however, as far as killing oneself on a hook goes… slippery meat builds, self unhooking challenges, busy lives, and various other perks and mechanics that go into the thought process of “do i try to self unhook” and “do i bother struggling”

    …I don’t think these things should be punished. Because technically they already are. If you choose to attempt a self unhook and succeed you unhook yourself which is actually a challenge. If a player fails then they die quicker. And if they choose to not struggle then their emblems and bloodpoint gains are reduced in survival and unbroken.

    and at the end of the day survivors always have the option to swf if you really need that try hard team.

    killers benefit in almost every regard when a survivor rage quits except when it comes to adepts and 4k sacrifice specific challenges. So you’re really only hurting your teammates and yourself as a quitter.

  • @Styrix said:

    I’ve been playing dbd for abt a year and probably played like a total of 5 hours of killer. Today I decided I felt like becoming good at spirit, and I feel bad at the end of every game. I’m playing super fair and very cautious to tunneling but I’ve still been getting 3-4k’s every game. I’ve decided that my MMR on killer is probably really low, and the survivors having all yellow perks shows that. I need bloodpoints one way or another so I have to kill survivors but I always feel super bad, know that if I was in the game I’d be probably pretty unhappy as they must be. Long explanation but I just wanna know if I’m not alone on this.

    That just means you’re too emotionally attached to the other players. You have to be able to think of them as npc’s that you need to farm. So farm them. Pick up your harvesting scythe and start reaping. Once you embrace the grind you will embrace the killer main mindset and all will become clear.

    the entity was right. Killing is fun. 🙃

  • @TragicSolitude said:

    I've already had numerous matches today where I was literally the only survivor to ever touch a gen. It's nice to know for sure the match is boned.

    Yeah. Feels like survivors are boycotting escapes or trying to sandbag these days. At least 1 afker or rage quitter per game now it seems. Not sure why.

  • @Chiky said:

    Playing survivor is boring. I just hate it and do it only for the challenges.

    I agree. Choosing killer i get to set the stage. As a survivor i’m just a pawn in someone else’s game. Very rarely is that fun for me.

  • @EQWashu said:

    I play and enjoy both a lot, it just depends what I'm feeling for the most part. Lately I've been feeling a Killer itch, so I've knocked out quite a bit of Killer rift challenges lately. Though If I'm feeling survivor (or friends want to play), then I'll spend some time trying (and yeah... usually failing lol) to survive.

    I know it sounds crazy, but escaping as a survivor isn’t mandatory. It just pads points into your survival stat which is blood points and your unbroken emblem which will typically be silver or gold.

    if you’re doing generators or winning chases for 3 minutes or so in a 5 minute match even if you die you still get a decent amount of blood points and ranking.

    so it’s really about perspective when it comes to playing survivor. Though escaping sure does feel nice when you’re trying to not lose your purple medkit.

  • @[Deleted User] said:

    Dredge and Haddie main

    Dredge is fun. Wish its addons were a bit more… interesting though. I think every killer should have a meme addon and dredge is no exception. Where’s the seizure causing rave music nightfall perk? Or john cena hillbilly sound effects?

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349831#Comment_3349831

    Perhaps that was the case when every hook that wasn't a basement hook could be perma-saboed. Thats not the case anymore and killer behaviours show that; namely, unless you go down near the basement hardly any killers bother to hook you down there anymore. Even then, they'll often even choose the inevitable exterior shack hook as it's quicker for them to get hunting again.

    I've noticed a hell of a lot more killers managing to get you half way or more across the map to their chosen scourge hook with no issue since this change. Whilst I agree you shouldn't get off every time killers shouldn't be able to take their time and saunter round the map with flagrant disregard of repercussion either.

    I’ve not noticed this issue. The issue I’ve noticed is survivors going afk at first down and therefore putting them into the basement is easy.

    i can only speak for myself, but boil over and breakdown+deliverance builds are good enough to prevent hooks in corners of the map.

    on top of those builds there are hooks that killers would rather not put you on that i have experienced being forced to used due to players struggling.

    i have no idea how skilled you are at the game, but if other players can cause me to panic hook then I don’t see why you shouldn’t be able to unless it’s your build or perhaps you’ve been facing agitation+iron grasp an irregular amount of times.

    IF i want to play a quirky anti body block build i will sometimes run agitation+iron grasp+mad grit+awakened awareness or forced penance. Then i simply find the most defeated player in the game (trust me. Some of you survivors are the biggest of sore losers I’ve ever seen) that goes afk on my should at first down, tunnel chase them till they give up then down them and walk around with them on my shoulder attacking other players dumb enough to body block for an afk player.

    that’s been my experience.

  • @Phasmamain said:

    So boon totems have been a part of dbd for over a year now so I thought it was about time to have an overall discussion of their inclusion and how they have affected the game

    There’s currently 4 boons in the game being Shadowstep, Circle of healing, exponential and dark theory. I can say that only 1/4 of these totems are a well designed perk so let’s go from best to worst

    BOON: SHADOWSTEP

    Shadowstep is the only boon I would consider well balanced. It gives a strong effect that has utility when close to and potentially far away from the killer but doesn’t feel oppressive from the killer’s perspective. 24m is a perfect range from it and it always feel useful to set up

    Honestly nothing I would change about it

    BOON: EXPONENTIAL

    Exponential is where the problems begin. As a boon it already comes with the restrictions of having a set up time and limited range. When within that range it has a decent effect but in most matches it falls short. Killers don’t always slug and even if they do you have to make sure to die within its radius. If the killer notices this trend then they’ll simply listen out for boon audio and snuff it before you get up

    Also worth noting that it makes twins almost unplayable as if they needed to be kicked down anymore

    BOON: DARK THEORY

    Boon dark theory is one of the worst designed perks in DBD if I’m being honest. When within boon range all survivors receive a 2% move speed bonus. Problem is this can’t be buffed as even 5% to 7% could be too much. Movement speed should be very rare for perks and adding it to a team wide totem is just not a good idea

    This one just needs a full rework with a new effect

    BOON: CIRCLE OF HEALING

    Last but definitely not least is Circle of healing. COH’s problems begin in the very nature of the perk. It has 0 risk because it’s most effective when placed far away from the killer which is counter intuitive to how boons should work. It provides too much value to the whole team while lacking the risk it should inherently have

    I’d argue that it also needs a full rework too. It’s the only boon that is meta and should not be how they are designed

    So can boons even be fixed? To be honest I don’t really think so. There’s a lot of inherent issues to their balance and how they give their effects to everyone on your team. Not only that but having multiple meta boons would lead to 1 survivor in a 4 man running them for the whole team which would encourage tunnelling the boon user out of the match

    What are your thoughts on boons and do you think they are good for the game as a whole?

    I think boons are a good concept. Logically that was the next step with totems for interactions.

    the execution is debatable, but the concept isn’t flawed in any way. It’s a part of the trial therefore both killers and survivors should have perks that utilize them. Boons are the counterpart to hexes. Of course there are still the “destroy all totems” survivor perks and the base kit of destroying totems. Killers being limited in that regard is an optional balance decision.

    so nah i think it’s fine as a mechanic. Tweaking needed? Maybe. But the mechanic isn’t an issue.

  • @fratto said:

    For me this is lookin like a pass, genuinely a very underwhelming chapter in almost every way.

    I’m genuinely more keen for eruptions incapacitated removal than the the new chapter itself. The perks seem to just encourage farming your teammates and tunneling, Killer seems to just be a 3 gen. I pray there is an excuse for this quality

    But it’s okay, I’m sure we were deprived of content this update because anniversary has something good planned… Right? …right?

    i never buy grind to earn content.

  • @SMitchell8 said:

    I don't see ANY camping at all. Tunneling is at a bit of low for me too. It must be an MMR or time of day thing .....

    I genuinely can't remember the last time I was heavily camped on the hook or saw a face camper.

    camping isnt as popular in the winter or cities.

  • @LadLord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350578#Comment_3350578

    It's not even that build... but thx for the tip, I might use that one in the meanwhile...

    literally... you reload and then just start throwing them back to back. the survivors start to panic swerve constantly and probably think to themselves "when is this rabbit going to run out of ammo ffs"

  • @DwightDwigt said:

    Currently, although some players are able to make use of Reassurance, the 6 meter range limit largely defeats the entire point of the perk.

    In most instances, if you're within 6 meters of a hooked survivor, you might as well just go for the rescue.

    Also, it's a no-brainer that you shouldn't have to go partway down the basement stairs in order to be able to activate this perk on a survivor hooked in the basement.

    Extending the range of Reassurance would synergize beautifully with Kindred and allow Reassurance the full utility it deserves.

    idk. i use reassurance when i sprint up to the hook, realize too late my teammate is being camped, reassure the teammate, then run off with the killer on my tail.

    edit

    OR

    if they're near a generator i reassure them, work the generator for a bit (or cleanse a totem if possible) then unhook them. because a survivor on a hook is safer than one running around getting slugged.

  • @LadLord said:

    I almost always have to spend like 200-300k bloodpoints, to get 1 purple add-on for my Huntress.. and she is unplayable for me without that.

    But the bloodthree only give me everything else, that I already have like 50 of... it's like it feels what add-ons I like and is trying to force me to play other styles... but if I do, I lose 19 of 20 games, without my dear add-on.

    And I've also notice I get send to the same maps like atleast 4-5 times in a row, the map changes from day to day tho. But even when I lose with 4 survivors running out, I still get the same ######### map 4-5 times... why? no wonder people get frustrated... or is it just me?

    you shouldn't be abusing the 8 hatchet build. shame on you. (cough cough. how i got adept huntress)

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327489#Comment_3327489

    Basement hooks are not Scourge Hooks without monstrous shrine

    right, but if you're running scourge hooks without monstrous shrine and iron grasp then you're kinda shooting yourself in the foot in my opinion.

    personally i think all scourge hook perks should include the basement hooks, but that's just my opinion.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349249#Comment_3349249

    I suppose that's fair if your expectations are high like that lol

    But if you had to pick one, which is the MOST boring out of all

    ill have to run a montage of them reall fast. let me check and get back to you...

    final judgement for the executioner and inexorable stare onryu.

    they're both extremely boring because at least with the early moris they had alternate viewpoints for survivors and killers. later the moris seem to stopped having the extra effort put into them with the clown having the most unique mori in that depending on your character's sex the clown will choose a different finger. but newer moris - like spirit for example are the same regardless of viewpoint and offer little in terms of content.

    pyramid head and sadako have better moris outside of the two i mentioned, but the exections for their powers are underwhelming.

    a lot of people have said trapper and wraith and such, but those moris actually had distinct viewpoints for survivor and killer. so i find them more entertaining than... blight whose kill is still the same regardless of which player is killer.

  • @LooeDbD said:

    like if 2 people are following a person being carried is there double the effects or can only 1 person affect the one being carried?

    nope, but if one person is running breakout and one person is running flip flop and one person is running a body blocker build, and one person is running boiled over and the killer isnt running iron grasp+agitation...

  • 1 person has 2 minutes of life on a hook. that's enough time for 5 gens and gate to be opened if you were able to run the killer for a minute before going down.

    getting camped is a skill issue. run kindred.

  • @leviivel said:

    I just wanna say, this chapter IS NOT RUSHED. stop crying that it isn’t some robot. This chapter definitely has flaws yes. But it feels like the lot of you are just crying over such small stuff.

    1. this killer was not meant to be predator, BHVR is not gonna do heavy work on a license that they haven’t even fully secured, even if they were working on a predator chapter and it was pulled, it wouldn’t have been at the stage where this chapter would have to get completely rushed. If a license really got pulled that late, the license holders would get their own legal problems.
    2. the power is not rushed, Ya’ll just complaining it’s weak. The power isn’t even “badly designed”. A bad power design is something like pig, buffing her is extremely hard cause, even small changes can make her very strong. Meanwhile, skull merchant, making small changes for her wouldn’t immediately break her. ALSO, you guys are saying this is rushed but, the power works very well and fluid, weak yes, but not rushed.
    3. her lore, yes, I agree it’s mediocre, if not bad. I like what they tried with all the manga stuff, but it’s way too simple and doesn’t explore her getting into robotics and building and all that stuff (unless, she meant to be a literal capitalist villain and she doesn’t even build her own stuff, but that would go against the map and trailer so idk).
    4. her Mori, yeah that’s complete trash no excuse there lol.
    5. the lack of new map: BHVR LEGIT STATED IN THE ANNIVERSARY BROADCAST THAT WERE ONLY GONNA BE 2 NEW MAPS WHY THE HELL ARE YOU EVEN SURPRISED? not to mention, maps take a while to build from scratch, and, shelter woods gets updated + 2 maps are getting reworked, so there’s still something in that department.

    finally, just wanted to mention this chapter has 2 survivors and one of the longer length CGI trailers. I get you may not like “sexy girl”, but the fact people think this whole chapter is horny bait is so sad.

    nobody complained about Vittorio being the most BLATANT case of horny bait, but as soon as this one female character who isn’t even blatantly advertised as being sexy (COUGH COUGH Vittorio). I don’t dislike Vittorio either, but there’s some MASSIVE hypocrisy going around in the community right now.

    please stop complaining because the killer’s visual design isn’t in your liking, not every character design you will like.

    eh. i just hope they include a maskless version of the killer for free. the mask is just so terrible. looks like aluminum foil that's been bedazzled and stuck to a covid mask.

  • @BlueHorkew said:

    With this question, i am not asking which killers are the strongest, i am asking which killers do you think are the best in terms of strength, health and fun. Basically killers that don't really need any changes to their base kit or add-ons

    This is all a bit subjective, but i am bit curious to know the opinion.

    For me:

    • Hag
    • Huntress
    • Plague
    • Demogorgon
    • Oni
    • Pinhead
    • Artist
    • Dredge
    • Wesker

    Do you disagree? Do you think there are more killers bhvr shouldn't touch, do you think some of this killers need to be touched, being that a buff or nerf?

    idk. personally i think hag could use a buff for her hex totems because adept is stressful on her. but that's in a vacuum scenario.

    trapper could probably use a buff in the spawn logic of his traps.

    nightmare is... eh.

    pig could use some love with making her traps more reliable. i've been saying for years they could just remove the requirement for a gen to be activated. egc shouldn't counter pig's power.

    shape is fine.

    wraith might be overtuned.

    nurse is up in the air.

    doctor is overtuned.

    huntress is so-so

    hillbilly is fine

    artist feels clumsy around killer shack

    ghostface lost a lot of power with the addon changes - might be undertuned.

    clown is visually unappealing

    legion still feels wrong idk why

    nemesis needs better base zombie ai and change the addons to increase zombie count.

    mastermind is whatever. his addons are a bit counter productive.

    dredge's addons are situationally dependent

    spirit is close

    oni might be okay.

    the rest i don't own.

  • guess these people never see the deliverance break down no mither build.

  • @Espshiva said:

    So I would consider myself a fairly decent survivor, but I have recently found that it is almost impossible for you to break out of a struggle anymore, I run a fairly decent build, boil over, dead hard, tenacity, and flip-flop. I hit the great skill checks on boil roughly 95-100% of the time, try to get myself as far from a hook as possible when in a chase and also try to get up high for the bonus 33% from the drop, I also run oaks (when I have them) to distance the hooks, and I have been getting hooked almost everytime with or without the killer running iron grasp, is it something I'm doing wrong or my team mates, or is anyone else experiencing this also?

    the point of wiggling is to prevent getting put in the basement. not to escape a killer's grasp every time.

  • @Halloulle said:

    I'm perpetually puzzled by the packet loss as well. On certain networks I have it as well -- but even then only for DBD. I run tests, they say ping and packet transfer is all good and dandy. I start some other online multiplayer game and all is good. I start dbd, I get the packet loss icon. -- So it has to be dbd, right? --- But then I change to my phone as a router and it's all good again in dbd as well. I don't know where the connection is/how this is even possible -- but dbd, and only dbd, seems to not like that specific network. But it sure is very annoying.

    probably a node is down on the pathway to the dbd mega server. you can try routing through a different node and it might help, but that's a whole can of worms.

  • @biscuitboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349695#Comment_3349695

    Don't really think it's a server outage, and I don't use VPNs when I play games. Could be an issue with my ISP although I have to admit it's kinda weird I only get that on DBD. I could try calling them and explaining what's wrong... As for the wires, there's absolutely no damage to any wires or the router. I do use wired connection and I have for a very long time now... Could even be the ethernet cable I use that faulty but then again why do I only get packet loss on DBD? I've even done a couple of packet loss tests and it basically shows no packet loss... Player population couldn't possibly be the issue as I'm always playing with my friend and I'm the only one to have issue.. It also could be a hardware issue but everything is working correctly and every other game is running smoothly.. No fps issues (not even DBD, my fps never drops below 120) no network issues in online games, nothing.... It's literally just DBD. And yeah I know what packet loss is but also I do not get high ping which is weird, I get ~40 ping every game which is pretty standard, but the game keeps showing the packet loss icon and I do feel it when I basically do anything except work on gens.. It doesn't even feel like high ping or like I have crazy latency it's just the weird movement.

    oh. yeah no. that's dbd servers then. you're all good on your end.

  • @biscuitboy said:

    Lately I've been experiencing packet loss almost every game. Not ping, packet loss. Whats worse is nothing I tried doing works I tried configuring my router, windows network settings, factory reset the router a couple of times and yet I still keep getting the packet loss icon while in-game almost every match. Its very annoying as it feels laggy while in chase the de-sync is just crazy annoying. Even when I play killer I get it (well obviously). What's weird is DBD is the only game I experience packet loss on. Please help this is getting very frustrating!

    could be a server outage or a vpn routing issue. could also be a dns issue at your isp.

    isp's are varied so if you've changed products or if they've undergone new management or have modified their product in some way you could have a poor fit service.

    and of course there are natural disasters or damaged wires and such. those will affect your service - like a node that is faulty.

    i used to work for an internet and phone company. it's really hard pinpoint what's wrong even with tools unless the customer knows a decent amount about how internet works.

    for example wifi makes it worse. not every game uses the same kind of data transfer types or server system so there are times when you might have issues on one but not the other.

    it also matters if the service you're using is down or having maintenance.

    and at the core of it all is player population.

    so - to be honest... there are a lot of variables.


    what i can say is that in your home all you need to do for a quality match is ensure you have a wired connection (wifi is terrible for gaming) make sure your modem/router isn't damaged by running a diagnostic test - opening ports isn't necessary on most modern routers and modems. and check to see if the servers are experiencing issues in your area.

    if you play on pc you could also be experiencing packet loss due to hardware issues.


    for clarity sake packet loss is missing data. meaning something isn't being transferred from your location to the next. ping is about the back and forth of data. if you're experiencing packet loss then you typically experience ping issues as well.

    the combination of the two is how you get latency.

  • @Maypie said:

    Even with the changes, SoloQ feels practically impossible to win in. And the wins I do get are extremely hard-fought.

    I've documented my games for the past 100 games of SoloQ and found that overall, there is a ~74% loss rate, almost irrespective of what killer is selected or how seasoned they are at the game.

    I'm not even a new player - I have like 1.5k hours on record in DBD, mostly survivor. A year ago, two years ago, this problem was not nearly as much of a thing. Admittedly, then it was somewhat survivor-sided, and even in SoloQ I'd win a lot of matches fairly easily.

    Now however, the game is virtually unwinnable in any SoloQ lobby. It's come to the point where I now have to use Discord DBD group finders to even enjoy playing this game as survivor because killers are just in too strong of a spot right now. It feels like verbal communication (his scourge hook is here, I'm bringing killer to main, he has these perks, etc.) is the only way to offset this reasonably.

    I don't know if killers feeling stronger relates to the perk meta or potentially other changes that have been made in my absence, since I'm coming back in these past few months after about a year of not playing, but it's quite frankly ridiculous and makes the game way less fun to play for me as a survivor main.

    I never much liked SWFing, but it feels absolutely non-optional anymore. Oftentimes my SoloQ games don't even go lower than 3-4 gens before we're all dead. As somebody who has played lots of SoloQ survivor across many years in many metas, this feels like it's probably the worst it has been in some time.

    Am I crazy, or is this the case? Because my recorded game stats seem to indicate this as well.

    it depends on how you determine a win and how you calculate fun.

    so really it's a personal perspective thing.

    also not saying 1.5k hours isn't impressive, but a year break is enough time to lose your skills and fall behind. so it could be that as well.

    i personally play for pips, challenges, and achievements. i'm mainly a killer player, but i tend to play solo survivor when i get bored.

    the current matchmaking system doesn't seem to account for skill (though i could be wrong) and rather seems to just put players together based on demand and connection stability.

    my experience with solo survivor tends to be this - people are afk and die, swf's refuse to help the odd person out and will let you sit through 2 hook cycles while they gen rush, new or bad players are like lead weights and landmines when you come across them, and killers are simple enough that as long as you know the map you can pallet smack them for days.

    if a team is optimum in their gen rushing a match can be finished in under 3 minutes. but that requires players to avoid instant downs and getting cornered. like i said - new players or bad players make that go from 2.5 all the way up to a possible 470 seconds. or almost 8 minutes. you can tell wheb you're in a crybaby lobby as players will kill themselves or go afk.

    but i get bloodpoints all the same and sometimes i escape through hatch or whatever. i recommend bringing an aura perk just to see what others are doing and take note how many players either try to get themselves killed or try to kill other players when you're soloing. you'd be surprised how sadistic survivor swf's are.

  • @Pulse1 said:

    If I buy a skin piece with Iridescent shards, will I get a discount as Auric cells?

    i personally don't think you should spend money on skins when there are a ton of killers and survivors to buy. unless you're buying the legendary skins or event exclusice ones. in which case those are cool. the base skins aren't worth investing shards into. but if you truly don't want to buy characters then...

    yes i think so 🤷🏻‍♂️ roughly. but not sure since i don't know what outfit you're referring to

  • checks notes...

    i'll get back to you on that.

  • i've played mortal kombat for years. all of the moris are boring.

  • yep.

    edit

    (no clue)

  • clearly the character model is meant to be the female from the predator movie. so she was likely the survivor. the killer kit is exactly what i'd expect for a predator kit. me thinks the mask and outfit was added as a way to make a survivor seem like a killer last minute and then the claw was added from the predator to make the mori work.

  • @Bran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348791#Comment_3348791

    Yeah, even with the avengers game, isn't Spider man playstation only?

    So it would really go down to how are the put into the game because as their own characters is probably out of the question due to the perks they may have. Playstation exclusive skins? Doubtful.

    playstation has to ruin all the fun with third parties.

  • @axonn360 said:

    I honestly wasn't expecting to see the such negative reception the new killer is getting. From what I can gather a lot of it has to do with a perceived bad design, peoples expectations being way too high, and supposedly bad gameplay. Has any other killer received this type of attention in the past? I'm fairly new to the DBD community so a lot of this discourse is new to me.

    every killer gets hated on to some extent. this killer is exactly what one would expect predator to play like tbh. the only variation that might have existed? thermal vision that is on a cooldown meter, but who honestly would enjoy that?

    It takes a lot to actually stand up to some of the more exciting licensed releases like meyers and ghostface. even freddy - who gets trash talked all the time now - was considered amazing.

  • @Snowflake_Syndrome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348943#Comment_3348943

    Adept achievements are bugged right now. Sometimes they unlock and sometimes not.

    Personally I'd wait until BHVR fixes them whenever the next update is (hopefully).

    theyre still bugged 🤦🏻‍♂️ughhh i thought they were fixed. k. posting it in bugs

  • @Chocolate_Cosmos said:

    Since it's meta for a while and you can see this perk every game on at least 1-2 people, what is your opinion on this perk? Are you happy with it? Don't care about it? Dislike it? etc. Do you think it needs any change?

    i think the exhaustion and healing effect should be removed. it should read like this

    "When gates are powered you break into a sprint at X value of speed for Y amount of time. during this period you have enduring"

    edit

    i would also be fine with it having a debuff cleanse effect. Where you're immune to debuffs for the duration as well.

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