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VortexVentamy

VortexVentamy

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VortexVentamy
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  • I know this is a minor thing but I wish there was even more information within it. Specifically, the range / radius of special attacks. I first thought about this because I read an add-on for Judgement saying it get's 10% larger, but I did not know how large the pillar was by default. I wish I did not still need to go to the wiki for simple numbers. Same with Executioner, the width of the Judge
    0 comments 0 views last activity
  • I want to start of by saying real quick that I do think there are too many offerings in the game and to summarize a previous discussion I made; I think a lot of offerings could be condensed either as bloodpoints (50%/75% in all categories) or bundles in the bloodweb that give like 2 or 3 offerings like blueprints or realm offerings. Now, the idea. With the removal of tome challenges I think it i
    0 comments 1 views last activity
  • Just wondering cause I swore before we lost the Event rarity that event items would not "upgrade" and just recharge the item. But I might be misremembering. Also, can we please get Event Rarity back? It makes so much more sense than what we have right now. A "Rare" Banquet Med-Kit (as well as every other Event Med-kit) is equal to an Uncommon meanwhile the Toolbox is actually equal to Rare. An
    1 comments 51 views last activity
  • There has been a slowly rising issue where after spending millions of bloodpoints you barely get one specific type of item, which makes sense given how many items there are (more-so for survivor). I bring this up because I bulk-spent 3 million blood points for our most recent survivor Shane and got 5 add-ons for a single item. It makes sense but still feels bad. I know this is a minor issue bu
    0 comments 41 views last activity
  • Currently the value of compromise perks is extremely situational at best, and I think the idea of them is really interesting. I would love to see more, but right now it is kind of annoying to try and run. With that in mind, I feel like the easiest solution could be allow two gens to be compromised. I think that is a fair number that would boost activation just a bit but not an insane amount as
    3 comments 61 views last activity
  • Typically every map in Dead by Daylight with a main building has a typical achievement of "complete a generator in ____ on ______ and escape" but I was surprised to see this not the case with our most recent map Trickster's Delusion. At first I thought maybe it was a bug and then I saw it did not exist. I have been thinking about this for a while and have been wondering if there is a reason for
    5 comments 131 views last activity
  • I want to start off by saying my opinions may or may not resonate with others and I would love to have thoughtful debates in the replies. This discussion stems off the comment of no live design changes with chapter releases but I mean no disrespect from that decision, if I am misunderstanding anything feel free to correct me. First off, I do not think there should be major balance changes wit
    0 comments 31 views last activity
  • Wanted to make a quick post about the animation; I think it's neat but I really wish we had some toggleable options in regards to it. Toggle to turn off the animation Simple and sweet, I know some would like this and to be honest I am not sure if it is already in the game… Toggle to add dynamic speed change Was kind of sad to not see the dynamic animation be added, so I think a toggle woul
    3 comments 41 views last activity
  • All in all coming in I want to say I think diminishing returns is a GOOD idea. However, right now the idea feels bad because no perks got changed. This this discussion, I only have two main suggestions. Diminishing Returns should maybe decrease by 25% or mix it up slightly with the second option. While a little less intuitive, I feel like this will at least promote pairing at least two perks
    2 comments 41 views last activity
  • I feel like tags are a great way to compile information and suggestions, so I feel like we are heavily limited when the only tag options are "Killers," "Survivors," "Perks," and "Maps." I propose more tags to be added which would not only help us categorize but also the admins organize posts. First and foremost, I feel like there has been a recent call for Quality of Life. So I think we should h
    0 comments 2 views last activity
  • There has been some—unreliable cases—where the exit gate blocking from Ghoul biting actually does allow me to down the injure survivor and pick up. However in most cases the cool down is too long to actually grab a survivor. What is the point of it blocking the exit gate? Does it worked better for survivors already marked?
    1 comments 122 views last activity
  • Hi, I'm Ventamy. I'm someone who actively talks about this game with friends and would like to share some of my ideas with others to get their opinions. I have talked about some suggestions in the past, being Killer Tags, Killer Power / Attribute Info Revamp, and Killer / Survivor Journals, which can be read in the link below if interested. https://forums.bhvr.com/dead-by-daylight
    3 comments 61 views last activity
  • I don't know a better way to start this than Dead by Daylight needs genuine quality of life features added for the whole game; these features shouldn't necessarily affect gameplay. There are three suggestions I would like to propose, ranging from easy to implement to difficult to implement. Background I have played Dead by Daylight for around 6 years now (since Deathslinger) with around 2.8k ho
    3 comments 111 views last activity
  • SUMMARY OF THE ISSUE: Sometimes, supposedly random, both (confirmed by me) Jailor and Assassin get stuck some time in chase, either at the very start or middle of chase. PLATFORM: Steam STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: No real reason; main things to note is it first happened on Fallen Refuge during the endgame. VIDEO: Recording didnt work but please see the images.
    0 comments 11 views last activity
  • Introduction This is a bit of a continuation of my opinion on Wesker from a discussion post titled "State of Wesker" but here are some things I would like to see. Currently, I feel like Wesker has fallen behind compared to more recent releases, especially The Ghoul who has almost double the recharge rate of his tokens while enraged and faster token recharge and consumption in general compared
    16 comments 417 views last activity
  • When Wesker first released, it was the most interesting release we had in a good while. Not only was it the first sequel chapter, but it introduced a specific type of dash archetype that the fans seem to really like. And honestly, it was great. However, over the years as we have gotten more killers to fit this niche in various ways, I notice a decline in enjoying playing Wesker. As patches have
    14 comments 471 views last activity
  • SUMMARY OF THE ISSUE: - Certain walls stop Pyramid Head's Punishment of the Damned attack. This could be due to PH's attack having elevation restrictions or because the walls are considered the edge of the map. PLATFORM: Steam STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: - Play as Pyramid Head on Lery's and see which walls work. More notably I noticed this happen in a doorway while in
    0 comments 31 views last activity
  • I would like to start this off with the reason I am writing about this. I was playing Ghost Face and was curious on what his cool down was, so I went to the DbD wiki only to find that the power cooldown shown had to be incorrect as I remember it being less than 20 seconds, which was what was being shown in the wiki. Looking in the change logs, I find the correct number of 17 seconds. I would li
    0 comments 25 views last activity
  • I understand why some killers like Chucky cannot be spun, and even why killers during animation cannot be spun. But why can't Xenomorph be spun around and inspected in the menu? It works perfectly fine in the shop so I don't see the issue. Edit: Same with Rize. Is there any reason for this?
    1 comments 11 views last activity
  • Very simple discussion, and I would like to hear what other people think about it. After playing Springtrap for a while now, in my opinion, I would like to see some buffs to his power. Notably I would like his power to promote orbitals but thats not a simple numbers change nor what this discussion is about. I believe Springtrap's axe grab range should be longer as that would allow for more i
    1 comments 21 views last activity
  • With the Anniversary coming up soon, I cannot help but think about how by default new event offerings have been adding +1 chest. Which is fine on paper, but then I think about how it interacts with killer powers. Killers like Xenomorph, Sadako, and even the latest killer Springtrap will be affected by these additional chest spawns. With all the effort going into this chapter, I must worry on i
    3 comments 81 views last activity
  • First off, I like it! Kind of… my main issue with it is that it feels a bit clunky to switch between abilities and teleporting. There are two things I would like to advocate for; smoothness and add on readability . Smoothness Freddy rn is great but I do wish that things were smoother, for example when placing a Dream Pallet it will end the concentration and I would have to hold the powe
    1 comments 41 views last activity
  • So something I noticed while playing Myers is that there is a lot of "stutter" between not stalking —> stalking —> not stalking a survivor. It feels pretty bad. I was wondering if a speed curve would fix this issue and if it could be added? Or is this just a bug?
    4 comments 41 views last activity
  • So this started around the Dracula chapter but my game has always ran fine but for some reason now, especially when I first start up, the main menu is so laggy to traverse. As in I select a different character and it takes a decent amount of seconds to switch. Even when just switching between character list and loadout is there a fraction of delay. Just wondering if that was just me. After a fe
    1 comments 121 views last activity
  • One issue that I find myself going to is sending Snug on a search, either the snapping to a gen is too strong or too weak… but I think there is a really simple solution for this. By default when searching, it should send out like normal. However, if you want to snap on to an objective that should be done by holding the secondary power button (or CTRL for PC players). This separation ensures t
    0 comments 11 views last activity
  • So currently Invocation: Weaving Spiders and Invocation Treacherous Crows (the only two we have) are set to different power buttons (the only two power buttons have…) Is this intentional? Is there going to be two different sets of invocations that only work with those buttons or… how are invocations going to be done in the future? Just wondering! Thought they would work like boons and the sym
    0 comments 22 views last activity
  • To start off I really like the idea going on, but ignoring all the bugs one of the biggest prevalent issues is that Houndmaster's cool downs are inconsistently long. If Snug came back immediately, the normal cool down would be acceptable. However because Snug has to properly return to even start the chase cool down, plus in many cases we are running away from Snug trying to catch a survivor, th
    0 comments 32 views last activity
  • ISSUES: 1 - Many times Snug, when sent on a chase, will sometimes get stuck on something even if that line was shown to work. This includes pillars, edge of a haybale, stuff like that. 2 - Commonly after completing a Search, Snug will get stuck and not listen to the command. 3 - Sometimes Snug will fail to Search and get stuck (mainly when through walls with a multifloor map) 4 - Rarely S
    0 comments 61 views last activity
  • I get it, it might mix up a phasing spirit. But in the matches I have had this in, I have caught the bot 100% of the time as the locker animation not only plays but I can hear it close. Why were bots trained to hide in locker as spirit phases? or… are they working under the idea that "the killer is coming, gotta hide!"
    0 comments 11 views last activity
  • PC — Consistent IF DONE RIGHT If pounce "hits" the corner of the object he will pause and fail to do the second pounce. This will always happen and is much easier to do on sharper corners (here I was unlucky cause I was aiming for the gen)
    0 comments 12 views last activity
  • This tile is located in front of shack. Survivors can go through while killer cannot. Unfortunate :(
    0 comments 12 views last activity
  • So far, I am LOVING the Nemesis change, however there has always been one thing I would like to ask; moving some of the tentacle range increase to tier two. To put it simply, the 0.5 meters added in the most recent update I feel should be applied in Tier two. That, in my opinion, would feel much better and give Tier 2 an extra bonus compared to Tier 3 being many, many buffs all at once. Though
    0 comments 21 views last activity
  • This occurred when I; placed the blood moon charm on the third slot went out to change charms on survivors went back into killer to change that slot to a different charm. Side note: putting the charms on the search was a bit of a silly decision
    0 comments 11 views last activity
  • So far this only happened one game and was not able to replicate it since, but my theory to how it starts; something to do with teleporting right after transformation I did it while going from wolf to bat then quickly teleporting Note: it lasts for the rest of the trial, though I'm not complaining as it is nice to see the world. To describe it, it basically turns off the filter when telepor
    0 comments 32 views last activity
  • PC — Happens every game consistently, survivor side. While making a Patrol Path the survivors can hear it clearly as it sounds like the Knight's footsteps play in place of where the path is going, making it incredibly hard to actually surprise survivors with a guard.
    0 comments 11 views last activity
  • PC — To put it simply the shop does not show all collections, most notably being the Mech Collection which is a collection of weapons. Though I do have a question on why it is not a bundle offered as it mainly is killer weapons… Are all collections not suppose to be in the collections tab?
    0 comments 11 views last activity
  • Something that always bugged me was that, while The Good Guy was given a grace period to prevent double tapping, why hasn't the Lich's flight ability? I find myself accidentally tapping the button twice due to either trying to do it fast or twitching. Please, if there could be a grace period that would be much appreciated.
    0 comments 11 views last activity
  • Already, I want to start off with saying I still do not like this map, the loops go into one another too well and it is really difficult. That aside… The issue lies in an invisible wall stemming off the patio of the house, which affects everyone. It is pretty thin but definitely noticeable. Tried to screenshot but it is invisible!
    0 comments 11 views last activity
  • In the past, the only map that actually had variants was Badham. This was fine due to the fact that each one was numbered, allowing newer players to still learn that the maps are different. With that in mind, why are the newer map variants not numbered? Personally, I do not like the variants for a multitude of reasons Newer players will have a harder time learning new realms/maps Increa
    0 comments 3 views last activity
  • I want to start off by saying I am not too big of a fan of the new character select screen, but I am adapting to it. There are MANY things that can be improved but I specifically want to talk about the green check mark when a character is clicked on. First of all, I initially do not see a point in this as there is already a white outline on the character; in addition to the character being shown
    1 comments 81 views last activity
  • I am sure everyone can agree that the new select screen is… new, to say the least. Though I think rather than just saying revert it back there should be some aspects talked about why they are bad. First off, thank goodness the amount per row was taken back to four. This keeps the "4 killers a year" symbolism nicely. However… with the latest killer/survivor being taken to the front, it messes up
    0 comments 142 views last activity
  • Anytime I try to play Xenomorph at the start of the trial the game is just laggy. Ie; choppy and freezing randomly. It fixes itself eventually but is still a bit annoying.
    0 comments 11 views last activity
  • First bug, "Double Pallet" located in the tile front of main building. Not tested to see if both pallets worked BOTH PALLETS EXIST Aura shown with Mage Hand, possible visual bug? Next, Floater Pallet. Tree I guess just spawned weird. Finally, the Spectator Bug! This was on PC, upon switching to my fri
    4 comments 182 views last activity
  • I've reported this issue before and supposedly fixed it by uninstalling and reinstalling dbd. It fixed it for a bit but it occurred again and I do not know why. I tried validifying files without uninstalling but that didn't work. I do not know what is wrong or what is causing it. This is before the "click to start"
    1 comments 31 views last activity
  • As someone who likes to know my stats and started WAY too late, I humbly ask that the end gen count and number of times each survivor was hooked individually is displayed at the end screen when the game is over as I feel like that could be some interesting information to know. Mainly for the killer side really to see how many hook states on individual survivors were gotten, plus due to it being
    2 comments 21 views last activity
  • I am just trying to open DBD and for the past 3 days it keeps freezing on a specific moment after the anti-cheat has finished loading and the screen with the DBD logo and 2 loading entity circles spin, except they do not spin and are frozen. I cannot close the tab and am forced to restart my entire PC. I will uninstall and reinstall to see if that fixes the issue.
    1 comments 332 views last activity
  • I can only assume this is a bug because of how disorientating and awful it feels to aim with and the fact that it appeared one day, but when sending the possessed chain the FOV increases dramatically, causing disorientation and a bit of motion sickness. It's really upsetting cause I liked playing Pinhead but I stopped for a while, only to come back to this. I hope this is fixed soon in the futur
    0 comments 11 views last activity
  • To start off, I am not saying that Realms should not have more maps added to them, I think that is actually a positive. What I am saying is that the variants such as the ones recently added to MacMillian Estate have more negatives than positives. 1: Map Knowledge - It is no surprise that a new player will not have every map memorized, so it is important to have a static shape with important ma
    0 comments 21 views last activity
  • PC - Steam After a single game of Lights Out, the first game I have played on DbD today, the game froze on the loading screen and forced me to restart my computer to do anything else. Perhaps it is because I tabbed out suddenly, though I do not know why this would cause an issue as I have done that many times before.
    0 comments 11 views last activity
  • Without a doubt killer powers are vital to the game, and with that comes teaching the player how that power works. Yes, the power descriptions do work as they do right now but with one simple change they could be made exponentially better. The main thing I want to focus on are the inconsistencies of power descriptions and what I would like to see on most, if not all killers. For starters, I act
    0 comments 113 views last activity
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