zonkednb
zonkednb
About
- Username
- zonkednb
- Joined
- Visits
- 1,785
- Last Active
Comments
-
@Anti051 said:
One less way to spam loud noise notifications at the killer.
C'mon dude is this really the concern?
I find locker hopping obnoxious as killer but this change was unneeded and there are absolutely valid plays a survivor can make with it, especially against Mori killers and the dreaded Nurse. Really don't need to be removing even the most niche counterplays to her.
I suspect this was unintended. They probably moved a bush two feet to the right on coldwind and broke lockers somehow. Every change they make is like moving an image in Microsoft Word. -
This is funnier than it has any right to be.
-
I see the similarities, but they'll remain different enough that I'm unlikely to abandon Springtrap, although I am probably going to play a fair amount of Jason too.
Projectile arc changes play massively, as Springtrap can use orbitals to overloop. This is kind of unique to him, but comes at the cost of the range advantage Jason has.
Jason's impale has a cost to it even if you hit, should you hit in a bad location and not pin into a wall, as it gives survivors distance immediately on top of their usual ouchie speed via knockback.
Springtrap's reload is largely manual and from anywhere with a decently short cooldown. Jason's is map dependent and you bet survivors will eventually figure out ways to path to make it hard for him to consistently have power available. I suspect Jason will see more M1 play, it'll take a few weeks at least to see if this is true.
Springtrap has better long-range mobility but worse short range. Jason will likely be stronger on smaller maps and better at holding 3 gens even at moderate distance, whereas Springtrap can choose which gens to defend based on door placement, and if final 3 are split across the map, it's less of an issue.
Springtrap has his grab which makes downing after hitting with his projectile very reliable. it also bypasses pick up keeping you safe from flashlights entirely and much harder to pallet save against.
I predict Jason will be overall a stronger killer, and will probably get higher value for less input, but good Springtrap players will still play Springtrap and get value. Addons will probably differentiate them further (At least I hope, I like Springtrap's addons as I feel they are substantially varied. -
@SLENDER4DBD said:
Ok so I had a dream last night that the new chapter is gonna be an original killer that had a lamp for a head and they were a stealth killer that had no terror radius and could sneak up on survivors and send them to two different realms: hell and even worse hell.
I think I'm a prophet of the Lord so what do we think is this gonna be the new chapter or what
(/j)
New Killer: The Lamp
New Survivor: 'I' from Pixar -
@PapaEmeritus69 said:
We're playing a game of cat and mouse. Think about Tom and Jerry. Jerry is always cheeky and teases Tom when he gets away. Survivors feel empowered when they stand at the gate and get to teabag and point. They don't know you , they just know that moments ago you were hunting them and trying to kill them. So it's not personal or anything. Honestly, its part of the game and people should just accept it or ignore it. Hitting on hook, teabagging, clicking, w and sing, nodding, pointing. They're all similes of each other and so far from anything that could be considered actually toxic.
I commend you for being chill and letting people escape or at least giving them the chance but most of the time you can't communicate that. If they get hatch, they're going to consider it outplaying you and might give you the bags or say ggez at the end of the game. You'll be ok. We all will brother.
If you're on PC, hit them with a solid GG at the end and tell them GLN and move on. This stuff isn't worth dwelling on long and you will just start to resent and hate this game.
Best mentality.
The limited communication ingame means your best intentions may be read poorly.
And, if you are feeling a little disgruntled over the BM, saying "GG" and moving on is communicating to the instigator that you are so unbothered by them you're going to close out the game like any other and move onto your next without thinking about them, without having to prove to them that you're not mad.Do this enough, and survivor BM will literally stop affecting you at all.
-
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080564#Comment_4080564
Oh dang, yh that sounds like a solid perk combo. I don't have tapp but I'll have to keep an eye on the shrine for that one lol, must really go off on maps like midwich and gideons
I use this combo sometimes, it's pretty good but pretty stressful if you're a bit of a boomer like me and struggle as the skill checks get more and more frequent/difficult.
Not to mention the pressure when someone comes and joins the gen you're on while you're multiple stacks deep, knowing it's only a matter of time before you miss and they leave in disgust. -
"I just lost a game and I'm upset about it." - The post.
-
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080469#Comment_4080469
Is there currently an underlying reason for slugging? A lot of people were quoting fast track but that's been changed now.
As killer literally the only times I'll slug are if: i know my victim will struggle put thanks to a sabo play so I drop them to gain a little pressure instead, with 2 left if I'm sweating the 4k (I only ever do this for adepts, achievements or challenges) or if I down someone who's on death hook and I'm intending to spare them.
There isn't really any overriding reason that I can think of for slugging as a standard tactic unless you're playing twins. It's not particularly fun and it often backfires. Had a deathslinger who was trying for the 4 man slug on gideons yesterday. He ended up losing so many potential hooks to us reviving his slugs we ended up getting 3 out.
Reasons I've slugged:
- I suspect DS.
- I know which gen is being worked on and suspect it'll pop before I get to hook.
- I know a survivor is nearby and think I'd get more pressure downing them too, then hooking both.
- I'm in a spot where I can't dodge a flashlight save and need to check for survivors hovering for it and drive them away. Might commit a chase if the person I find is in a bad spot.
- The guy was sandbagging his team (running through map predropping all pallets, failing skill checks on purpose, vault spamming near people trying to do gens, bodyblocking teammates in chase). I let everyone else go.
- I'm losing badly and need to throw a hail mary in the late game in the hope for a snowball (rare).
- I'm sparing the person I downed as I'm winning too much and want to double hook everyone before confirming kills.
- I can immediately enter chase after downing someone (they led me to their team which is their fault).
Reasons I haven't used to justify slugging:
- I want to make the game less fun for my opponents.
- I want to get a 4-down early game without considering macro elements.
- I have a build dedicated to it.
- I'm scared of hook/unhook perks my opponents may have.
- Bleedout kills are more fun for me.
- I want to suppress hatch and get a 4k (achievements and adepts do not interest me.)
I feel like the way I regard/employ slugging is the healthy option for the game. How prolific slugging has become as a tactic for easy wins (specifically on mobility killers), as well as how notorious it is in the discussion space has led to me getting abuse for what I feel are perfectly valid, non-cheese reasons to slug someone. I've only ever multi-person slugged if I keep downing people right next to a new chase, which I feel is more the fault of the survivor than myself. I've never built for it or gone in with slugging in mind.
From a survivor side, I've only come across it a few times, and most of the time they don't succeed quickly enough, and give up, consolodating a hook. Admittedly they were bad, so that helps, and I fear coming across a competent player doing this one day. I don't feel like it is every single match like people say. We have a flair for the dramatic. Not to downplay that 4-man slugs are absolutely unhealthy for the game and need to be addressed, though.
What I don't want is the 'healthy' slug options to become unviable because you cannot commit to anything after downing someone. I don't want to go through a set of NPC states: Down > Pick Up > Go to hook in every instance, even if that is the vast majority of my downs at the moment.
Basekit unbreakable maybe not, but maybe if >50% of the survivor team is down/hooked, one player (excluding the most recently downed) is offered the ability to recover when at 95%, biased towards the player that was downed first. That'd make 4-man slugging effectively impossible unless you accomplish it insanely quickly and find time to hook, but also keep a tactical slug an option. -
You know, I stopped thinking about map boosting but noticed I was having so much more fun in 1v4, and wondered why. You've just reminded me, and I think it is the map variety being more even handed again.
Although, my first game after a 1.5-week break from playing killer was Delusion. Rough start, but it recovered quickly enough. -
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080321#Comment_4080321
Mood. I really wish more people played demo, I play against them so rarely. But yeah it's so much more of a tactical killer. Glad to know I've got at least one more person running demo games 😁
I admit I'm a filthy Springtrap main, as he's another killer that I feel isn't as puninshed for taking a moment to think, but I'll happily admit Demo does this better.
The thing is, it requires a level of skill/familiarity with how to play Demo. If you're not great with portal placement, then you won't get the value you need, so survivors won't feel the need to clear them and boom, you're stuck in the efficiency arms race again. Once you get past a certain threshhold, I think Demo's design accomplishes what it needs to well. -
<3
Fully agreed. Games like this tend to be the best against any killer, but I feel Demogorgon is super well designed for facilitating this. Its power is decently effective in chase, but you can bait it, counter it, or give away a pallet at the cost of not getting the stun not as much distances as you would from other killers, making the game progressively more difficult. I'm always thinking against Demo, as opposed to hoping for an inexperienced player on certain high mobility killers.
Its portals are a worthwhile secondary objective that slow the pace of the game down, as you either get survivors leaving gens to deny you, which takes time, or you have free reign to hop onto key pressure points at a moment's notice. This does actually allow for Demo to be a bit more choosy than other killers with a set up element.
Demo deserves more play and certainly more credit. Even Wesker, king of 'fun' killers gets more haters than good old flower puppy, and if Demo was around more I feel more people would be writing up love letters like yourself.
I really should play more Demogorgon. Thanks for the reminder. -
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080257#Comment_4080257
Feel like killer is the opposite problem though, you pretty much have to run meta perks on a killer. Sub par killer perks just straight up don't work well and won't trigger much, giving you little or no advantage.
I agree with @CorgiSploots. Killer is more stressful to me personally, but I feel you can make just about anything work so long as you play well. Regression is a nice bonus to buy some time, but the best pressure available is downs. Currently my build is anti-heal Springtrap, Sloppy, Thana, Nurse's and a free slot, using Ripped Curtain, and despite no gen regression by default, even against good teams it mounts good pressure due easy free hits from certain doors. The only killers I feel pigeonholed into certain perks on are set up killers, specifically Trapper and Hag.
That being said, there's definitely a litany of killer perks that are so situational they border on an empty perk slot.
-
@ShanoaLegendaryPlz said:
I'm probably not alone in that i've managed to finnish all the challenges, did all the achievements, got every character to atleast p3 for their perks, and managed to get several p100 characters (going on 9).
And for me the game tends to have its very "dry" phases in between chapters where you don't really have much to do besides the dailies, and the odd day a new page of quests come in that take you a day to finnish.
I often wonder what drives players to keep playing in between events/game modes/chapters when the flow of bloodpoints is at its slowest, but then i also remember theres players still trying to unlock everything and havent even played as 80% of the characters etc.
It would be nice if there were something worth earning during the dry phases as even the rift feels tied to dailies and quests while slowing to a crawl without them.
Aside from that^ we saw how badly the opperation health attempt went back in september, and i had to wonder if dbd stopped making new chapters for 1 full year, and picked the game appart fixing things like:
- The spaghetti code
- A graphics overhaul of all characters/cosmetics/assets/maps/lighting/power effects etc
- Mass bugfixing
- Quality of life improvements
- Matchmaking
- Customisation options (moris/cosmetic parts/legendaries etc)
- Network issues
- Penalty system changes (like detecting if you disconnected yourself manually or your internet stopped working)
- Stronger anticheat systems and better reporting system
- Balance improvements
- And anything else that could help the game improve into a more modern form
IF they spent a whole year doing these things instead of making new chapters, would the game die or would the players stick through it all like they do during dry phases?
I'm not speaking to the severity of the penalty system, that's another conversation, but the problem with having it detect if your internet went down vs you choosing to disconnect is the fact that this has been a thing for probably about 20 years, and it just created a punishment-free way to ragequit by pulling your cable for 10 seconds or so, which is why this is less common these days.
The other things I largely agree would be nice.
But I'd prefer them to hire a team of contractors or something to plug away at this in the background at the jank while they continue releasing new chapters. New chapters keep the game alive, and going dry for a full year I feel would not only (potentially permanently) harm the game's cashflow, I also think you underestimate how tough it might be to have nothing new to look forward to.
Problem with my suggestion is that it's likely a considerably expensive venture, and spending money to reinforce the quality of a prioduct is not in the remit of any 2026 business, let alone BHVR. -
@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080154#Comment_4080154
The counterplay for Sadako is extremely easy. Just keep the TV next to your gen off. The problem with Midwitch and some other maps is that TVs are sometimes on the other floor.
That said not many survivor apparently know the counterplay. Its really easy to get moria against the average team. And good Sadakos get high winstreaks and performed well in the last Hens-showcase.
I just wish there was a viable way to make countering her power to apply decent enough pressure that it was actually a choice survivors had to make. Make it take longer or something. It'd make her viable against survivors that know how she works, as them denying power would net you more time to M1 chase, but make her even more a noobstomper by having an even more significant knowledge check to stop her running wild with condemend. Fundamental design issue.
The only positive I had in my 7 or so trials I ran with her was the fact that I knew where the survivors were, because it was wherever I couldn't teleport to.
I like that she has a unique power with a different approach to achieving a win. I dislike that it feels very much like the survivors decision whether you get to engage with that or not, and there's no compensation for her if they say nuh uh. -
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079997#Comment_4079997
Well the devs clearly dont respect the killers time or effort its clear to see in how perks are made for each role and how the abandon system works. As a killer I cant just leave it have to waste my time looking for the survivors to push them out while survivors can just abandoned at the smallest thing the only way killer gets to abandoned is if all the survivors already left. Its clear the devs care more about survivor then killer objectively.
Again, everything you are saying is straight up the same thing these creators I can't name say. You've gotten yourself ragebaited and have created a villain out of the devs over something that isn't a big deal. There's no nefarious hand-wringing happening at BHVR, writing up the "All Killers Now Have No Arms & Legs" chapter while hugging Sable plushies. Killer is the power role with control of the gamestate and is the side that can potentially control the entire game experience for the other. Abandon options were added for survivor as minority of players would use the power of Killer in bad faith. Sad but true. In an ideal world abandon wouldn't be an option at all, as to me it's a cop-out, but we are not in an ideal world.
But, because a killer has control of the gamestate, they cannot be held hostage the same way. It takes a few seconds, maybe 30 tops, to go hit them and force them to leave. Or just go break some walls/pallets for blood points if you don't want to bear witness to someone crouching at you. That is not comparable to a 4 minute bleedout.
Are survivor abandon prompts too lenient at the moment? In my mind, yes, but creating systems to detect when an abandon would be fair to give, vs when it should be penalised, is difficult in a game as dynamic as DBD. It'll no doubt be refined bit by bit. -
I'd be fine with this, but maybe have it cost a portion of his power, maybe 1/3, instead of setting it on full cooldown. That way scampering can't be used as you describe, but also isn't so costly that it never feels worth it.
-
@Domicci said:
I play both sides with a 60/40 split killer sided sense killers have diffrent play style while survivor is just well all the same just different skins. This game can be fun but more times than not its just frustrating and mainly on killer. the toxicity in the game is next level and nearly always comes from survivors i have only had toxitiy come from killer in the form of bming and thats all. survivors is the clear power role in the game they have all the tools to basically screw over killer if they arnt playing an s teir or a+ tier killer. survivors is just easier by a large margin then killer and the second chance persk are so frustrating making it so the killer has to do vastly more on top of already being on the back foot in nearly every match. swf are another thing discord gives them such and advantage its not even funny ant completely negates killer perks and some killer powers completely the should be restricted to 1 perk for the team so if someone has ds they are the only one to have it. the game just doesnt respect the killer at all their time or skill is basically meaningless comapired to all the pallets second chance perks and hand holding the survivors get. survivors act like it takes infinit skill to escape and love to bm and tell the killer to off them self so freely and i still after reporting everyone that says this stuff havent seen any bans come from it.
now on to cheating my god does this game need a replay system. so many games i feel i cant catch some survivors and they slowly gain ground or know exactly where i am at all time. as for obvious cheating i have ran into 5 one killer and flying xeno and 4 survivors one that could intently get them self up one that did all the gens to 99 when the game started another that was playing the flash and the last could fly. its insane how many cheaters i saw in just 100 hours and that was just the blatant ones.
things i think this game needs. they should tell you whos in a swf at the end game so you know if you lost because of coms or miss plays. we need a replay system bad.
I don't want to presume too much, but 100 hrs in and you're speaking like this makes it look like the almighty algorithm has served you rage-baity DBD content where the creator does nothing but spit venom about the game and all its issues, and some recent frustrating games have made you fall back on their opinions instead of your own to rationalise how you feel. Due to forum rules I cannot name any names, but there are certain killer content creators I know of that do nothing but endlessly repeat those exact same talking points over footage of them absolutely demolishing with a mid-low-tier killer.
Don't get sucked into the hate train. Don't start getting tribal. You are highly unlikely to be playing at a level where the kind of things they are talking about even apply at 100hrs.
Complain about proven cheaters though. They are absolutely a problem. -
When I first started playing the game properly (which was only at the start of this year, I might add) I was mostly matched with other babies. During this time, the game pace was a lot slower. They spent time actually finding generators, meanwhile I spent time finding them. I could down them quickly, sure, but then it took me a while to get into the next chase, during which some gen progress may have occurred.
The lack of overall player knowledge in these lobbies made the game feel entirely different. I could be a lot more methodical, trying to think ahead about where I might be most likely to find someone to chase. When I did find someone, usually I was catching them a little off guard and the resulting panic made the game feel like an actual horror asym, instead of a game of competitive tag. I think, ultimately, this is the experience the devs build for, despite it not being the experience of 90%+ of the modern playerbase.While I prefer the faster pace on the survivor side, as it challenges me to be efficient, and every extra second I buy in chase feels like a victory on its own, hitting a decent enough MMR on killer that I'm matching into good players has made me play killer less. It's not because I want easy games overall, it's just because killer is higher stress, requiring more mental energy that I don't have most days after work. While hyper efficiency is a fun challenge on survivor, it's just stressful on killer. Every second I spend doing anything other than 2-tapping someone feels like a loss, and one bad call could cost me the game.
I still enjoy killer and the game overall, but I miss having a second to think about what I'm doing. -
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079762#Comment_4079762
Oh when I use blast mine I clear as MUCH distance from the gen as possible so killer doesn't realise I was the culprit. Tends to lead to getting tunneled if I dont 🤣
Still cackle like a goblin with a stick of dynamite when I see the noise notification 😈
Then you are stronger than I am. I am the survivor that sticks close to watch it happen.
I'm also the survivor that will 99 a gen then trap it, just so I can finish right in Ghostface's ghost face during his stun animation and be the first thing he sees when his vision comes back.
I deserve the resulting shiv between the ribs, but I can't help it. -
-
He's not OP.
He's not unfun.
I get why people want to play him.
But I'm… Just… So… Tired of him in 2v8. He's guaranteed every game at the moment. If I'm killer my buddy is a Wesker. If I'm survivor I'm running away from Wesker. Switch to 1v4, I recognise that terror radius, it's Wesker.
Sometimes the burn marks on my toast look like Wesker.
I hear a smug chuckle at 3AM, it's Wesker under my bed.
Went cloudwatching with my partner, every cloud was Wesker. When I tried to point this out to her, she too, was Wesker.
Help. -
@HoodedWildKard said:
My most hated killer perk is a toss up between franklins and NOED. Bloodwarden never bothers me any more since me and my team learned to not open gates when killer's about to hook.
As for survivor perks? I reserve a special hatred for blast mine. Maybe because I tend towarda gen kick builds. Doesn't stop me taking a perverse glee when I use it against killers though 🤣
The best thing about Blast Mine is I don't need to kick again with Nowhere to Hide to just know the survivor is nearby. Kinda like an arsonist always returning to the scene of the crime, a Blast Mine user is always going to watch the fruits of their misdeeds. Mirrored Illusion is the same.
-
@TropesDaMan said:
how strong are twins? i generally hear they are one of the strongest killers in the game but rare to see due to bugs and no one liking how they look
Twins are very strong, but against seasoned players they rely a lot on gamesense. Knowing where survivors that you can't see are likely to be and what they are likely to be doing will inform a lot of the decisions you make around leaving someone slugged vs hooking them, when and where to use Victor etc. Without that, if you only focus on whichever survivor you are directly interacting with at a given time and give no thought to the others when choosing what to do next, Twins tend to progress the game a little too slowly.
I've had Twins games where it seemed doomed to a 3-4k due to how fast downs were happening, but the player kept trying to slug and get someone else instead of consolidating their hook, meaning that, while the game took like over 30 minutes to complete, all 5 gens were done with only 1 survivor on death hook. -
@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079706#Comment_4079706
boy i bet your the fun one at parties eh? and your always coming back to them (couldnt help myself)
No pizza for you!
-
@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079719#Comment_4079719
i see well i dont have many hours and im going off what others say my bad
You'll have your own perspective as you play more. Some people find certain killers harder than others, whereas others don't see the hype around the supposedly busted killers. Killers also vary in power level depending on the skill of the players in the lobby. Don't take community consensus as your own gospel, though, you might be surprised at where your own takes end up.
Plus, as a newer player, I think it'd be more interesting to see where you place killers based only on your own experiences with them, as most discussion of killer strength revolves around the top few% of the playerbase, presuming high skill from both sides. -
Springtrap.
I got him as a meme during a custom game with friends.
Then I imprinted. He's a great jack of all trades killer that makes me feel like I earn pretty much everything I get, without being obscenely punishing, if I mess up. He also has a lot of opportunity to capitalise on skill, with his doors allowing you to see immediate results from macro gameplay choices, and his axe's orbital potential giving plenty of micro skill expression.
But he's not braindead either, because he's fully counterable from a survivor side. I don't feel like anything I pull off with him is cheap, unless my first door teleport happens to catch a clueless survivor that shouldn't have matched into the same lobby. -
Iron Will. Sprint burst probably costs me more games, but Iron Will takes away so much passive info. Also my forum picture should give another reason I don't like it.
As a survivor, Hex: Blood Favor. Sure, it can be cleansed, but so many killers get a relatively easy first hit that you'll usually have to deal with a no-pallet chase at least once per game.
Honourable mention goes to Lethal Pursuer + other aura reads on Nurse. At least those games are over quickly. -
I wish there was something done about this. I fully understand why people dodge, because they see the set up and have plenty of experience to predict it's not going to be a fun game, but by dodging all they are doing is handing a potentially bad game to someone likely even less suited to cope with it.
I'd rather eat a difficult game than break the matchmaking entirely.
Plus, if I don't play against playstyles I don't like, I won't learn how to deal with them and never be able to handle them no matter how many hours I accrue. -
It very matchmaking dependent. If I'm against middle to lower-skill survivors, then generally it's a pretty okay map because they'll almost always wedge themselves at one of the many abysmal 50/50 pallets through the map.
If I'm against good survivors that know the map and where to go, it's possibly the most frustrating map in the game. -
@Wezqu said:
Well the advice I give to you is not really duking as I just usually run him like most killers on loops try to keep objects between me and him as he has the same problem as Blight. Not being able to go around solid long wall of objects that easily. Don't be afraid to hide when he is in his power. I feel like most of the time people don't do that and that is the main mistake most of them do. I would let him waste his power than get any value out of it. Yes this usually prolongs the match some what but in the end if he does not get downs with his power he is not really going to snowball at all. Best counter to him is to avoid him when he has his power. I know this is not possible most of the time but in the end I don't see any reason to give him more than one down in his rage as often he pops it when he finds a survivor. At least hiding after he downs the one he was chasing so he can't benefit more out of the rage.
Thanks for answering!
I do try to stealth when he's in power to deny as much momentum as I can, but as soon as I'm spotted it's like there's nothing I can do. Maybe I should work on my overall looping skill, but he curves around obstacles so fast that my unc reactions just aren't enough :(.
I suspect turning that tight is harder to do that it looks, so I respect the skill, but it still feels like there's no play to make other than hoping he messes up. -
@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079015#Comment_4079015
Its a joke post he is not serious. Its running gag to state Pig is getting nerfed in different situations. Like if they buff something someone goes "They nerfed the Pig again". Its not really even funny and has lived out of being that.
Pig's comedic value got nerfed :(
-
- In the event of vagueposting, apply context to affected area.
-
@ChromeRegios said:
So, why? In Epic games while Launching the DBD game, this happens? and yet the server isnt down nor the platform im using it on. (PC) so… what gives? any reason to this? Maintenance? what?
I've had similar issues on Steam lately. Restarting the game after quickly resetting my network connection usually resolves the problem. It varies from failure to initialise to being booted from queue because Anti-cheat couldn't validate my profile.
-
@MrMori said:
It's not considered cheating and this post from their official reddit account exists basically encouraging third party crosshair usage if you feel like using it.
https://us.v-cdn.net/6030815/uploads/6A0AECVYYZUE/image.png
I think encouraging third party solutions instead of just implementing it into the game is a dumb solution and that there should be a crosshair option available in-game instead. It doesn't have to be on every killer, just ranged killers, and it doesn't even have to be enabled by default if thats the devs "vision" of how killers "should" be played. Same with aim dressing/autoaim by the way, that should have an option too.
Such an easy change to implement but I guess it's not happening. Maybe they're afraid of certain killers getting "too easy" and overperforming if you give them a crosshair in-game, but come on, it's such a basic quality of life feature, why isn't it in the game yet?
'Avoid gamey-ness"
… Trickster, arguably one of those most in need of a crosshair by default, literally has videogame level up sounds blaring constantly. I try to extend the BoD to the devs more than most but reluctance surrounding crosshairs is some kind of eldritch, unknowable logic to me. -
@TamaraLatte said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078713#Comment_4078713
The thing is, sometimes killers will try to convince you that a person was cheating, just because they lost.
I was playing with my partner (sitting next to me) and four of us escaped. Straight away the streamer said my partner and one of the solo survivors were cheating in a duo. I explained I was a duo and could see his screen. He then accused me, my partner, and the solo player of cheating. I just laughed it off because I knew he was doing this to save face in his chat.
Subtle cheaters have people paranoid, I swear it. I got accused of having instaheal cheat and I'm screaming "Autodiadact is right there" in the postgame lobby. I guess they saw me luck out with 5 stacks and 2 skill checks, which got the heal off before they got to me, and that was enough for them.
I've also seen people call things sus without outright confirming when they've been beat. I've hugged a rock against a huntress and had people hit me with a "Hmmm" after because they let me greed the pallet 6x over.
Subtle cheating is way more damaging long term than the obvious trolls, because it erodes trust and gives some players struggling with their ego an out. And, in total honesty, I've had some killer games where I've been very unsure about the frequency I was losing 50/50s. Could be pure luck, could be walls. A proper banwave cannot come soon enough. -
Don't perks already fulfill the role of minor abilities? This would essentially be adding 3 more perk slots?
Not to mention how many charms are gated behind codes and timed events.
I prefer the current system, where wearing a charm that matches one the killer has gives you an increased chance of being given hatch. /j -
@RavenBirb said:
why when I play killer I go against a p100 4 stack 9/10 times ?
is there an explanation or are killers just made to suffer, thanks
I feel you. This kind of thing can burn you out pretty quickly.
Matchmaking in this game is an inconsistent black box, and it does not take much to hit the soft cap. This means that, if you play even mildly competently after your first hundred hours or so, you'll be squaring up with 10k hour veterans from time to time. Sometimes you get very unlucky with this and get a string of these kind of matchmaking gut-punches in a row.
Obvious SWFs get dodged by a fair few killers as well, and when this happens, backfill for an incomplete lobby is likely more lenient than regular matchmaking.
Finally, we remember those games much easier than we remember games that were more balanced. Negativity bias and whatnot. -
@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077787#Comment_4077787
Lol when one of them goes to heal someone they can say " You've got red on you."
Boon: Winchester
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem
Soft chimes ring out in a radius of 24 metres.
If all alive survivors remain within the totem's radius for 300 seconds and do not move, all generators immediately complete.
"Take car. Go to mum's. Kill Phil, grab Liz, go to the Winchester, have a nice cold pint, and wait for all of this to blow over. How's that for a slice of fried gold?" -
@MrBuffalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077746#Comment_4077746
I'm agreeing with OP's point with The Judgement BM power thing.
If this was any other game I would have agreed with you and thought "Oh yeah its a funny bit about funny pointing and taunting" but this is DbD and this game has a certain context when it comes to the community and how they feel about "pointing, T-bagging and standing in the exit gate" for this instance we'll talk about how certain killer players react when survivors stand at the exit gate.
A forum post was made a while ago and there have been many like it where that killer player was complaining about a match they just had about survivors standing in the exit gate and asking them to just leave. I told them he can just hit them out and force them out that way if it was bothering them that much. Their response then was about how its for "the survivors ego that they miss the hit". Just them making the killer miss a swing at the exit gate pissed off that player so much they made the effort to go to the forums to talk about "survivor ego's and toxicity" and unfortunately most players were agreeing with what that OP said.
So with that ramble out of the way. I think this part of Judgements power just doesn't sit right with me as it just looks like the devs are siding with these players that complain that a survivor was doing something they deem "toxic" but at the same time when a killer is toxic like with what this OP's post is about the survivors are either told to deal with it or what happened to OP and you just stop playing because that kind of match would just ruin the game for everyone.
JUST TO PREFACE THIS. Im not saying one side is more toxic or than the other or this us vs them mindset. I think both killers and survivors are honestly as bad as each other. Toxic and bullies for no rhyme or reason.
I genuinely do not believe the Devs thinking here runs that deep at all. They're aware of the trend of this way to taunt the killer, and think the killer with the vibe of holy retribution would be a little more on theme to actually respond to that mechanically. And, quite frankly, I think seeing this actually get value in a game would be funny. It's not a serious mechanic designed to sway the match or have a playstyle built around. It's switched off entirely by not doing two specific 'BM' things.
Again, if this change was specifically to stop the bagging/pointing/beckoning overall to make killers happy, all killers would immediately get a tier of bloodlust when this happens as a baseline, or the survivors would just explode or something. Survivors remain free to do this to every other killer in the game, though. -
@ShanoaLegendaryPlz said:
- Critters
- The Thing
- The Blob
- Screamers
- Starship trooper bugs
- Predator
- Zerg (starcraft)
- Tyranids (warhammer 40k)
- Glacius / spinal / sabrewulf / hisako (Killer Instinct)
- Jurassic park velociraptor
- Terminator (T-800 and T-1000)
- ED-209 (Robocop)
- The Leprechaun
- Pumpkinhead
- Hellsing ultimate
- Lady Dimitresqu
- Cthulhu / Dagon etc. (H.P Lovecraft)
Are all the killers off the top of my head, since xenomorph is alredy in.
as for survivors id go with survivors from
- X - files (i love that show too)
- Turok 3
- Dino crisis
- Parasite eve
- Blood-C
- Future Diary
- Elfen Lied
- Aliens and Alien resurrection legendaries for Ellen Ripley (Bishop / Analee Call)
- Shanoa and Simon Belmont as legendaries for Trevor
- Akame ga Kill
- X - Com
- Shaun of the dead
- Fatal frame
Sorry for the long list, theres still much to hope for.
Shaun of the dead is an actual elite-tier survivor concept. Fully on board.
-
@Icaurs said:
The killer main entitlement is so much worse and I am exhausted by it.
I just played a match against a Trickster that embodies everything I HATE so much about the normalization and entitlement of killers. I understand, not all, but it has gotten to a point that I just cannot justify this anymore.
In summary I played a match where I played very well. Avoided the killer, saved all my teammates correctly and did the objective. My build was head on, quick and quiet, blast mine, and mirrored illusion. So I use mirrored illusion on the gen to get the killer's attention and then blast mine to stun, and if I don't have time to run I enter a locker and use head on if they check. A build I am very fond of.
Well the match goes very well for the trickster and has hooked everyone twice, except me. My teammates decide to give up and throw themselves at the killer and they all go down. Now I could give up also, but I decide to try for hatch, I go to a gen further away and start repairing to avoid the crows spawning. The killer picks up the survivor and lets them wiggles out and gets them to show me where I am. The killer finds me and after a loop hooks me camps me until the auto unhook activates then downs me again, repeats and dies. He then lets the other 3 escape and and match ends.
In the end game chat, the killer proceeds to accuses me of the following to justify this.
Not doing the objective.
Not helping my teammates
Toxic behavior
Hiding
Dragging out the match "Not giving up when they did."
I PLAYED EXACTLY HOW KILLERS WANT ME TO PLAY
No meta perks
Didn't give up
Didn't taunt.
If this was a one off instance, I could laugh it off and move on. But this has seriously became the norm. The killer entitlement is just disgusting. I know, there is survivor main entitlement. I know this exists, but I can deal with survivors. Survivor is like rage quitting, meh, fine I can deal with that. But this cannot be allowed to remain.
I am tired of this, I am tired of the killer mindset they can do nothing wrong and survivors just need to "Get good"
The new killer "The Judgment" is coming out, and part of the power is made gained by survivors pointing at the killer building "Sin"
The devs actually sat in a room and said "Let's have the killer get its power when being pointed at because that' upsets people" Now there a survivor perk that is just a buff to killer' "Boon steadfast" because we are so scared to come up with a new perk to shake up the survivor meta. a
What about the anti tunnel? What's going on with that? OH we listened to like 3 killers and canned the entire idea.
And now to get told how entitled I am, how I deserve this, and how everything I said was wrong.
Good Night.
I'm sorry that happened to you. I've not much to say on your experience because it sounds like it sucks, and clearly came from a total misunderstanding on the part of your team, should your recount be accurate. I won't lie that I've been a survivor in a game where one teammate has no hookstates, with everyone else on 2, and wondered whether or not they were hard ratting. I never call something like that out without hard proof, though, because otherwise you end up with this kind of situation.
Clearly, someone made the call too early, others agreed, and you were unfairly targeted as a result. As killer, I've let 3 out and killed 1 in the event of a deliberate sandbag. I've also had BBQ & Chili reveal someone edgemap hiding from very early in the game, and hunted them down for doing so, but only to spread hooks in a game I was clearly going to win regardless of how I played.
The other players here likely thought they were enacting justice.
I do disagree firmly with one part of what you said though:
The Judgement's power interacting with known survivor BM is not a result of killer entitlement so much as it is an acknowledgement of the silliness that takes place in the game. It's entirely counterable by simply not emoting or bagging in the killer's face, something that was never an optimal play to begin with. If it was anything other than an on-theme joke, they'd apply this mechanic to all killers to appease people upset about BM. They are not doing that, however, so it's quite clear that's not the thinking behind this addition. -
Powerwise he feels very balanced. He seems decently strong and does well, but I never feel like losing to Freddy feels cheap or like any part of his kit is a crutch.
I think his good balance comes from the unfortunate fact that his kit is kind of boring. As it stands it's a very unambitious take on the idea of him being a dream demon that hunts you in your sleep. He's basically an antiloop killer with a gimmick secondary power in the form of his pallets. Funny when they work though.
Aesthetically, he's my least favourite killer in the game. He was the star of a post of mine about petty reasons to dislike a character, as I hate going against him purely because of how ass his presentation is. Negative personality, suffering from early-chapter syndrome badly. -
@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077063#Comment_4077063
Reloading Killers can be slightly reworked to have a passive ammo regain allowing Dredge to come in. Krasue should be possible since shrooms just spawn in the open.
Honestly that might be worthwhile. I feel Huntress struggles to keep up in 2v8 unless she's cracked so a passive reload would be nice.
As for Krasue 'shrooms, yes they wouldn't have conflict in the spawn logic, but is there anything in the game that allows for carrying 3 items at once?
In 2v8, you'd get Flashlight, Vaccine and Glowing Fungus all at once, potentially. I suspect this will be trickier to implement than one would imagine given every file in this game is the TF2 coconut PNG. -
@Dwight_Fairfield said:
Legion. Not because of their snooze of a mending simulator power. It's their lore.
Between the four of them this bunch of uppity teenagers have only killed one person. What the hell does the Entity see in them.
The lore we got should have just been the first muder they committed together. The fact that their timeline goes directly from the first kill to entering the fog just after burying the first kill makes their behaviour in the realm confusing. It's even indicated that some of those that partook in the killing felt pressured to.
If we had gotten just an extra couple of paragraphs saying there were more murders just for the fun of it, with hints that each member of legion is doing it for a slightly different reason (some feeling in too deep, others enjoying it, others trying to prove themselves) then it would have set them up for the realm 100x better. Just enough for us the picture the descent from impulse to madness. -
To my understanding we can't have any more killers with stations because we have Nemmy and Wesker taking up that spot with their combined vaccine/spray system. To bring in another killer with a map element they'd probably have to remove both the RE boys to replace them with a single killer. That won't go over well, even if I'm absolutely fed up of dealing with the zombies.
That rules out Pig, Springtrap, Plague, Xeno, Sadako, Freddy, Singularity, Henry, Vecna.
Additional items may also present a problem, as we already get those from Wesker/Nemmy and tellingly, if both killers are present this will default to the spray instead of a mix of both items.
This rules out Krasue (maybe).
We also can't have any locker killers due to conflict with Huntress' reload.
So no Dredge and no Trickster.
Myers and Pinhead are out because expired licenses.
Pretty much anyone else is possible, at least from my layman's perspective. I imagine there are more challenges to getting them to function correctly and balance them properly than I picture, because I have no idea what kind of spaghetti the devs have to work with these days. -
@Your_Dad_Playing_DbD said:
I’ve had zero crashes since the new update (I’m on PC) and I haven’t heard of anyone else with the same issue as you
While I haven't had the issue of a particular killer crashing the game, the new update is absolutely less stable. Predominantly post-match crashes when trying to continue out of the lobby. Hasn't happened for a couple days now, but there's definitely some jank after the full engine update. (Also PC, brand new build, all up-to-date drivers)
-
@Galafure said:
i think that the entirity of my point is nullified. Considering that almost every icon identifying someone is a killer icon or killer perk icon. It seems that killers want to trash talk survivors no matter what. But this is dbd forums.
Why do you presume that someone that has a killer icon only wants to be in the chat to talk trash?
That says way more about you than it does any of us. -
@PyramidFootLicker said:
Henry from Stranger Things manly because as a villain from the show I absolutely hate him, his backstory makes no sense timeline wise, he died in the most unserious way to the main cast, that entire final season was poop from the butt. Now paired with all that ST fans get pretentious about his name saying he's the true Vecna as if Venca isn't just Vecna. Henry is not Vecna the little kids named him that because they play DND which is where Vecna is FROM. Demogorgon gets a pass because it literally doesn't have a true name in the show apart from what the kids call him. Plus his ingame power and mechanics are so boring, why doesn't the clock deplete full when interacting with the music tapes? You might as well do a gen if you're not being chased he gets you back into the otherworld anyway if he hits any of your other teammates twice. Useless killer, stupid useless character.
Additionally, Skull merchant feels like a waste of time killer, in the sense that she is the laziest killer I've ever seen design wise. Her cadence is boring, walk is stupidly weird with how much distance she covers compared to how her steps look so she always looks like she's gliding on the floor and her mori is terrible. Doesn't help that stan twitter has people so delusional into thinking she's iconic in some way. She's a flop through and through, EVERY other female killer is leagues above being iconic compared to skull merchant.
As for survivor, Ace mains because they annoy the FAWK out of me intentionally not taking hits because they want to get a save with a flashlight and his stupid smile and those speedos and his weird build he's just so gross.Yeaaah, the Vecna debate really brings out the D&D oldhead in me. I'm happy to see more people either into the hobby or tangentially aware, as they're a prospective shot at another member of the community; I'm not a very exclusive person. That being said, there have been people who have come into DBD via Stranger Things and have outright said the The Lich is 'fake Vecna' which is just too much. Henry is named after that guy. Like that's THE guy.
Maybe I'd tolerate it a bit more if I liked Stranger Things, but after Season 1 it just wasn't for me. The mystery was more interesting that the actual plot.
Ace is catching a lot of flak in this thread. Ace mains really out here doing their best. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076306#Comment_4076306
Indeed, appreaciate the open mind. Obviously not every perk mentioned is sorted in the same category. Let's dive into exhaustion and other perks tied to it. It's clear that those perks make you very hard to catch with no mobility killers while high mobility killers have no issue with that. Which already pinpoint that weaker side shouldn't be disentivized to play because of spamming exhaustion perks. That's reasonable. A lot of second chances perks noted above have high impact on the outcome of the game with again punishing mostly those with lack of pressure built in their kit. Making those perks activatable would link them more into other options that require some set up as well as decrease it's versatility with no requirements. I went maybe a bit too hard on deli, might be enough to take two tokens instead. So overall idea is to keep the perk truly a menace while also limiting their free usage or make it's secondary effect a little bit more reasonable. As I said I'm fine with people not willing to discuss but at the same point leaving just "good lord" or "no ty" isn't anything leading to deeper conversation is it… if anything is not fully clear just ask…
Haha 'Good lord'
Yeah that was me, specifically about an unrevealed Springtrap doing 50% gen progress on kick if I recall. All due respect that was extreme.
I understand where you are coming from, particularly with how different perks are more punishing for certain killers (read ones that cannot immediately catch up after losing distance), but I don't necessarily agree with the severity of the nerfs you've put forward or if some of these even need a nerf. Dead Hard, for example, is fine where it is. You can mindgame it with Trapper fairly consistently.
The others I have less thoughts on because despite knowing they're powerful, they're not often the source of ire in my experience. I'll slug someone that has DS and not slug someone that has a recovery perk such as if they're inside Expo or have No Mither (lol). UB is fine because it's one-time use. You slug someone with it once, then you know they're good to slug again if you need to.
Vigil needs work definitely. It outright kills some killer kits and has a horrid synergy with exhaustion perks. Maybe making it more specialised would help. -
I'd say that Medic is fine. The healing burst has a very long cooldown and forcing its use out of two separate players for the value of one injury, which you can easily get again, isn't that much of a problem.
Plus, every time you pressure one of this hypothetical duo, you're pressuring both, meaning you're taking a quarter of the team off the gens essentially for free. If those two want to stick together, it also means they have to both go for unhooks together, sacrificing efficiency, or ignore hooks meaning their best-suited job is not being done by them. It's a funny meme strat that I don't think is as strong as people think, epsecially when 2v8 is already a chaotic mess.

