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@Xendritch said:
I mean she also has to basically guess in order to do that without aura perks. Also she seems kinda bad close up because she minimum distance before the beam activates is wider than some loops so she almost seems designed to chase from a medium distance. This might be the most unique killer we've gotten in a minute and I'm predicting she'll be hated for it.
Her chase is completely fine, there was a post about it not notifying survivors well - that's it, this post is asking for that to be improved, not for the killer to be nerfed.
In the current version of this killer, the easiest way to play is to use four aura perks and try to hit the survivor from afar; it's much easier than using her ability during a chase. That's the problem, as I recall: it turns a strong, complex, and balanced killer into an unpleasant piece of crap that hits you out of nowhere. She literally can hit you from opposite side of map
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@kin said:
For a killer with such a powerful projectile, she's very poor at alerting survivors what far away from her about her attack.
In pursuit, her extremely fast beam is balanced by the fact that a survivor can see where the beam is coming from, but a survivor who sit on long distance from killer won't see the circle because the beam will be called far away,which makes it difficult or almost impossible to dodge, especially if you're repairing a generator, for example.
So she's well-balanced for pursuit, but her map control is a bit underdeveloped; and instead of an interesting killer, we get an unpleasant sniper what hit you from nowhere
I simply meant that the developers should work on ensuring that all survivors who might be damaged by the ability receive a notification, if necessary. This problem exists, but it can be easily solved without nerfing the killer. For example, by making the thunder sound more directional, or by showing the circle's aura a second before activation if the killer is more than 20 meters away from the circle. It would just be a little better at notifying
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@MashedBroccoli said:
omnipresent evil should not have a cooldown, drcula’s batform doesn’t and neither does wraiths, he can’t hurt you in the form and there is a delay between how soon he can hit you after leaving his power. If you get hit its your fault for not positioning yourself properly.
His scrap piles are fine we do not him to have the same issues as huntress and trickster. Infact wince we’re on this topic huntress dredge and trickster could use more locker placements - just keep them away from pallets and windows please.
No only crouching should keep you hidden any conspicuous action or movement should reveal you
the unhook protections you describe are too strong and can be weaponized since it is based on time. I say ALL killer powers should be disabled in anti camp range.
He has a subtle cue you just have to actually pay attention to your surroundings
coroners coffee is a bad addon anyway could make it make it worse won’t matter since it only helps if the survivors have put them selves in a bad position anywayDeputies badge should be nerfed or out right changed it is busted
This anti-tuneel isn't overpowered, it just allows him to instantly kill the Surv and removes the ability to wound two at once. He can still wound with the spear, but the survivor isn't immune to the spear's damage, only to the spear getting stuck, so Jason can't kill him outright. and he doesn't have a normal hint, it would be really good if it worked on all floors and on all maps, because Jason can teleport across floors, and not all maps have that much grass
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@Jonkler340 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095724#Comment_4095724
It doesnt work on every map. The coldwind for instance has so much jumpscare spots, everywhere you go there's a filler. It can work in a map like campbell where there are stronger loops and less fillers. Either way i still think it's annoying that he can cut his losses after missing a spear that fast.
This is not a problem of the killer, but of the poor balance of the mapsI sincerely don't understand why they are so different in terms of effectiveness for one side or the other, it's complete nonsense.
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@NeverSolus said:
"A few" is not 10, my man. You're not calling for a 'few' nerfs, you're calling for every piece of his kit to be nerfed. I'm all for nerfing Jason a bit, but this would be overkill and just put Survivorss back in the non-stop ghoul relay as Jason would become unplayable with this full allotment. Which, I mean, suit yourself I guess?
Deputy's badge should definitely get nerfed. Coffee was already nerfed. Red smoke not appearing on totems would just mean Jason's would stop running Totems, which if that's what you want again suit yourself.
The 'immunity to knockback on unhook' is a nah for me. As long as survs can body block with endurance, they should be available for punishment for those choices. Jason's tunnel ability does need to be fixed somehow, but more off-hook protections is too much. Body blocking with endurance is already an issue, encouraging it on a given killer is just goofy. Though off hook getting stuck immunity for 10 seconds does just make sense to me.I'm sure the developers should definitely work on the location where he can take spears, since sometimes they're very close to each other, and sometimes it's 1x40 meters. It would be better for everyone if they fixed that.
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@Jonkler340 said:
They need to add a cooldown to the OE power after missing a spear. Jason players miss the spear, if they can't find ammo they simply hide immediately after missing, get their spear, then restart the chase, potentially breaking a dropped pallet too. It's the cringiest jason gameplay. You can't make distance on him and you can't tell where he's going to go, so you're just hoping for good loop RNG as a survivor.
OE allows the survivor to win the distance. The survivor has brains and doesn't run to a pallet or window while the killer is in OE. People do this to me all the time and it works.
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@Xendritch said:
I think in a vacuum Jason's powers are all fine but after giving this enough time I'm realizing making mistakes on Jason basically doesn't matter. Miss a spear? Reload at a scrap pile or hook that are literally everywhere with a reload time that makes Huntress jealous while having more range than slinger while basically being 115% the whole time. Survivor make too much distance? Go back into mist form and catch right back up. Did they make too much distance again? Well your cooldown is 5 seconds so go right back into mist form. Didn't protect a 3 gen? Doesn't matter with his mobility. Survivors know the counterplay to mist form and you can't find them? Well you can basically just stay in mist form forever and force them to do something or else you're all stuck there forever.
I am okay with Jason being able to do everything he can do but this handholding is dumb and outplaying him doesn't feel good because any advantage you get is minimal because Jason can basically reset the situation anytime he wants. This feels like ghoul again but this time the skill floor is higher for sure but this time BHVR has provided an escalator for anyone that struggles reaching it.
My personal opinion on Jason is a bit of a mixed bag. I think his ability punishes him just fine, but using Omnipresent Evil during a chase isn't the best idea. You can easily lose the survivor and give them distance out of nowhere, especially if they're pulling away from where you might teleport.
I mean, if he uses up all spears, he have a risk to losing a survivor, and there are usually 3-4 of spears nerby to chase, and even then, it's random, since there might not even be any nearby.
The knockback after spear hit can actually give the survivor an advantage, for example, moving them closer to the shack, putting you as a main at a disadvantage as a killer. You have to think about when it's best to throw and when to try to catch the survivor with Omnipresent Evil.
Besides, I think his spears made slow enough so that his effective range isn't too big.
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@Colt45m said:
They already slowed gens down and this update is barely going to effect anything. 120 seconds to slug? If you leave someone down longer than that you deserve to lose the down. lol
The problem is that this update ignores moments when the killer has no choice but to try to deal with those who came to save the survivor. You probably haven't noticed, but this tweaker doesn't reset after a second fall; they don't say anything about it, meaning lose-lose situations are still possible for the killer, with proper playstyle from the survivors.
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@DeBecker said:
Completely eradicating tunneling is still the best way for the game. But devs refuse again to do something worrhwile. Its actually just another example for double standards to be honest: while they dont want to limit killers gameplay its still fine to let killers limit survivor gameplay.
these systems should not punish, they should give the losing side an opportunity to win back, the very first one was close to this, but went too far with the punishment. The killer dominates too much, give a buff to the survivor, and if the survivor dominates too much, then give it to the killer, I believe that such systems should work like this.
The problem is not in camp, tunnel or in the swf, but in the very pace of the game, it is broken, the killer comes to this decision most often when he no longer has any options due to the fact that the survivors repaired almost all the generators in the first minutes of the game. -
@Boingo said:
Playing devils advocate if the old Anti tunnel changes and Pallet density update went live it would have been unplayable for most m1 killers and only S-Tier would have had a chance. But now not at all these new changes barely help and the pallet density is under review and pretty much people agree only a couple maps like Haddonfield deserved the update and I'm sure the other map changes will be reverted
Well, I was talking about the same thing. If they continue, the survivors will become invulnerable and, in fact, the killers will win only because most of the survivors do not know what to do, the game is already close to this state by mow
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@DeBecker said:
You have literally nor argument for that.
a large number of pallets on the cards greatly worsened the life of m1 killers, and this is a fact, as well as the first version of the antitunel was very tough on the killer (maybe it will be, who knows, maybe this is not the last option. And all buffs for killers from this system are severely limited, when as a survivor can still use all the bonuses and is limited only by time in fact). They removed the killer's ability to grab surv from the hook, which weakened the camp. They increased the survivor's dying time on the hook. They have relatively recently returned fast jumps (before that, for many years there were only slow and medium jumps). They made an anti-triangle. They made an anti-camp and an anti-slug.
You probably haven't read the patches, but somewhere with Nicolas Cage, you've received quite a few improvements in quality of life and direct buffs. If they continue in this spirit, they can really make victory against experienced survivors who know the mechanics impossible. -
@ElodieSimp said:
It just shows how overpowered killers are, especially if there are two running around. All it is now is a killer paradise slugfest. Wish we didn't have an event tome around it, that is unfortunate.
In fact, the killer is as strong as the survivors playing against him are weak, the survivors who know how to play are much more difficult to catch. I would say that the problem is that absolutely no one is trying to explain to them what to do, except for the guides on YouTube and most of the information needed to win is very easy to skip.
and this mode simply multiplied everything by 2 , no longer, if you can fix the generators and at least a few of them can run from the killer, the victory will be for the survivors. The fact that the player does not know how to play and does not know something that should help him win is purely his problem
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@GolbezGarlandGabrant said:
I heard there was a security breach with EAC? Does that mean playing DBD made my PC compromised?
No, but be careful, there have been cases where the ip address has been leaked through dbd.
For example, someone hacked PTB Portrait of murder, which is why the ip of people playing regular matches, leaked
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@MaTtRoSiTy said:
I was on a break when this DLC came out so still struggling to learn how to counter them.
Other than not dropping pallets much like Huntress/Nemi unless dropping for stun/early and running them to the turrets to put them on cooldown, I feel like the tail is very difficult to avoid.
Any tips would be appreciated as I get wrecked every time I verse them
you can run as soon as you hear his terror radius, then he'll want to spend a lot more time on you because of the small tail radius. In fact, the distance, the windows closed with +- high textures and earlier dumping of pallets/stun can help. I wouldn't count on it for turrets, they work well only when there are 2 of them and there may be only 4-8 pieces on the map.
If he gets to you at a distance of 5 meters, only luck and the ability to predict will save you.
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@KateMain86 said:
The new killer has too much control over chases. The fact this killer can teleport around and down you with a ranged splash damage attack makes chases completely unfair against this killer. His ranged power should not be able to down you. Being able to injure you is fine, but the fact this ability can also down you is too much power to deal with. This is always the problem with new killers. They are given way too much power at the start which ends up being a miserable experience for survivors. This killer has too much in its kit and needs some tuning. I'm already dreading playing against this killer and I am getting him every match.
the shooting part of his power is literally the most balanced. yes he can shoot at you at speed 4.6 and he has an explosion, but he needs to hit you from 3-4 to infinity times to knock you to the ground
yes he can apply damage through walls, but you, as a survivor, can move away from the walls a couple of centimeters/get away from the explosion earlier so that it doesn’t cause it Well,
what can we say that if you constantly look at him when you are infected, this killer will have only 3 seconds to shoot at you. to beat him, it’s literally enough to take advantage of any convenient moment to look at him, which is what experienced survivors already do. If they learned it, then so can you, especially considering how important this skill is in the game as a whole.
If we talk about the teleport, then this is the controversial element. Everything is fine with the shooting part of this killer
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674028#Comment_3674028
He actually can choose the location, when the yellow edge gets bigger you just have to tap the power and it gets reset, as long as you don't charge it completely you nearly don't get any slowdown and if you do that over and over you can choose where to put it
But after that, he will need to wait about 25 seconds (maybe more....I did not find a recharge of illusions in the wiki) to repeat this, from which the usefulness is still quite relative, especially if he makes a mistake. Although he can apparently speed it up by by applying this effect using its power
But his shooting ability is certainly something more average than strong.
But the ability to remove them completely still makes it worse than the same sadako TVs. It's just that if he puts them down and leaves, there's a chance that he won't be used at all, and it seems that his teleportation has the longest recharge time of all, namely 25 seconds
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@17hille21678 said:
The long range attack doesn’t need to be as accurate because the exploding radius and with Huntress you have to be more accurate with your throws
Even through he doesn’t get to choose his teleporting location, teleporting is kinda op and there’s other ways to make him look creepy/scary and still be fun to play against and as to scare your friends in custom game
but he can't choose where to put them + survivors can break them. This is one of the worst teleports
but despite the explosion, he needs to hit the survivor 3 to 4 times to knock the survivor to the ground.
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@17hille21678 said:
Ok hear me out, I know this long. I like the Unknown, great concept. But, I personally don’t think a killer should have a long range attack and a teleportation ability. I as a survivor feel like he just comes off as a knock off huntress with better abilities because he doesn’t have to even be accurate with his shots. I feel like he could have something other than a teleport, maybe something like the scurry he does in his selection screen. That would be terrifying, but he would be able to scurry in a straight line kinda like how the blight or hillbilly does. So then it’s not too overpowering. Something like that idea would be cool. I do think his character is cool/creepy but I feel like he could feel better to play against and be just as creepy if he was slightly different.
he can literally be beaten by looking at him for 10 seconds continuously immediately after he hit you with the ability.And don't say that this is impossible, most maps have empty spaces where you can press shift+w and it will definitely take more than 10 seconds to catch up with you. And his ability recharges in 7 seconds, he will have extremely little time to shoot at you again. Just use every overlooked texture, ilm constriction for looping (there are extremely many of them by the way)and places where you can't hit the walls to LOOK at him safely and he won't do anything to you despite the semi-useless teleporter.
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@Iron_Cutlass said:
The action of nodding is using the muscle and tissue within your neck to move the vertical position of your head (and face by proxy) up and down; which is normally associated as a way of saying "yes", showing approval, and/or saying hello.
(Idk why I thought it would be funny to write a full description of what nodding is despite the fact that literally everyone knows what it is.)
Anyways. Dredge, Demo, and Xeno have the best nods in my opinion:
- Dredge's nod just looks goofy with its long neck.
- Demo looks, adorable? Idk, it's odd to describe but Demo nodding just has an effect that no other Killer has.
- And Xeno just has the long eggplant shaped head that makes it look goofy but enduring at the same time.
What about yall, which nod is your favorite?
pyramid head. He have the most unique nodding animation
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@Atom7k said:
From my personal experience I always had collision with the killer when trying to pallet save or something like that.
Some time ago I was standing in shack between the generator and a window. So my body should block this path. Yet a survivor appeared out of thin air and performed a flash bang save later claiming you can walk through the killer when he picks somebody up.
I tried to recreate it with friends but nobody was able to walk through the killer. I simply thought he was cheating and went on. Today I saw a video from Ayrun doing exactly that. He ran right through the killer and performed the flash bang save.
I am confused now on how these collision boxes work now as I never was able to walk through a killer.
Perhaps the killer does not have a carrosion hitbox when he first starts picking up a survivor. After all, at this moment it is impossible not only to blind him, but also to stun him with a pallet, which, of course, is not necessarily explained by the lack of a hitbox, but perhaps this is so.
Also, the killer does not have carosis: During couldown after a successful hit on a survivor.
Some killers: Such as ghost face Machel mayers, do not have carosis when they accumulate a stage, you can also safely enter the model of teleporting killers before they fully appear (though I only know 1 example and this is Freddy)
Sadako also has no corrosion when she is in the ability and Spirit.
something like his if I'm not mistaken
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@gatsby said:
New Perk Idea-Noise Cancellation
You are inflicted with the Oblivious Status Effect for the duration of the match.
The Killer cannot inflict Status Effects upon you and will always be revealed by your Aura perks regardless of Undetectable.
When you block everything out, you can really tune in.
the part where this peru prohibits the killer from applying statistic effects is too strong, because it makes the abilities absolutely useless: Unknown,SM,Chostface,Shape,Clown, Doctor and possibly Plague,Artist,Trickster,Freddy, Knight, Singularity,Sadako (I don’t know, they count whether the effects are status effects, but if so, then this is some kind of horror) potentially this perk would beat too many killers to exist
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@sinkra said:
Something I find interesting about this whole debate is I've seen many killer mains justify the 60% kill rate and say it's good, but not a single survivor main who says it's good. BHVR's reason in their own words is this
We try to keep Killers near a 60% kill rate on average to keep matches relatively even and support the horror theme of the game, where the Killer is a force to be reckoned with and the survival is not guaranteed.
Presumably their intention is to make the game enjoyable for most survivors, because It doesn't make sense that they'd want to make the game fun for killers only who are just 20% of the playerbase at the expense of survivors. So that must mean they believe it's more enjoyable for survivor players to die in most matches "to support the horror theme of the game", and that most survivor players do not want a 50% kill rate.
I want to ask, are there any survivor players here who agree with BHVR that a 60% kill rate makes the game more enjoyable for them than 50%?
why do you want the killer to kill at least 1 survivor in only 50% of the matches? Not 4, but at least one.
Kill rate is not win rate. Escape rate is also not the overall win rate of survivors, it means that 40% of the time at least 1 survivor escapes (for some, it turned out the percentage was higher).
In fact, we don’t know exactly how many killers usually kill survivors or, conversely, how many survivors escape. We essentially have extremely useless, meaningless statistics on which you also base your conclusions on this. On the survivor side, some killers are too dependent on RNG to draw any conclusions
. Not to mention the game is extremely unfriendly to beginners (there is not even proper training)
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@Basti2k said:
Hello, I have a question
Why does a surv have to take an anti tunnel perk with it?
who the killer can tunnel even without a perk
What I don't understand is why a killer can tunnel without a perk and I have to play anti tunnel to prevent it from happening
It should also be made difficult for the killer to tunnel
because I also have to waste a perk space to avoid being tunneled
Feel free to suggest to me what you can do about it or have any suggestions
i have a few questions to
Why can survivors repair generators without a perk? And force the most killers in the game take perks that slow down the game? Why can survivors blind the killer without perk,and force the killers to take lightborn. BECAUSE
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@MikeStev said:
https://us.v-cdn.net/6030815/uploads/QMQHD6T3AO9K/pinkie-finger2.png
English is not my first language, but I think there is a difference in the description of this addon on the website and in-game.
in-game there is a line "Decrease Maximum carried bottles amount by 3"
If based on the in-game explanation, it means that if Clown get buff basic bottle increase to 6 (latest developer update), then it does not affect this addon because the maximum bottle remains 3.
I think developers will delete this add-on in ptp. They'll touch add-ons of these killers that's for sure
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@Azulra said:
I'm not even joking- A lot of people don't seem to like the changes for all 3 Huntress, Pig, and Clown which should be an instant red flag to them that they messed up with these changes.
For me this is what I think about the changes:
- Clown's changes are fine, but have the problem of him getting 2 more bottles when he has his Pinky Finger addon meaning you're indirectly buffing an already hated addon.
- Huntress' changes are fine with the extra hatchets and faster move speed while aiming, but the problem is that Flower Babushka already gave +10% windup speed so by making her base-kit windup speed 10% faster that means that you're actually buffing this addon even though you're saying that you're nerfing it to compensate for the buff.
- And Pig's changes are just simply not justifiable at all in the slightest. Her core power is her traps instead of her Ambush yet you're wanting to make her less reliant on her core power which makes zero logical sense. You're making her even more reliant on already heavily reliant addons due to the +30 seconds you're adding to her timer. And, worst of all, these changes to her DON'T EVEN FIX her core problems with her Ambush and crouch/stealth capabilities such as the issues of 1) her moving slower than the survivors while crouching and you can't use the Ghostface argument to even try to justify that because Ghostface doesn't even need to be crouched for his stealth to work whereas Pig does so she doesn't even have that option, 2) whenever she's charging up her Ambush she gets glued to the floor which is what makes it so bad to use in chase to even begin with since it gives survivors plenty of time to get away to a safe spot, and 3) the absurd roar she does while charging her Ambush is what COMPLETELY DESTROYS her stealth since that audio is directional and gives survivors a very early warning to her presence.
It will be funny if at the PTB it turns out that all these changes were just a small compensation for tougher and more serious nerfs. At a minimum, we possibly will have a massacre of addons.
with just a couple of changes they can worsen the experience of a potentially interesting chapter, thanks bhvr
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@felipesegatto1 said:
survivor is in a terrible state and the devs not only ignore us as they say it is our own fault. there is gonna be a point where no survivor will want to play with these incessant and abusive nerfs from the last 2 years
ok, this is the fault of the developers’ lack of desire to teach survivors and force them to learn. And plug holes in the foundation of games . Holes such genrush
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@felipesegatto1 said:
100%!! survivors desperately need some buffs and 50% escape rate at all MMRs
In about 43% of games, at least one survivor escapes. And about 60% of the time, the killer kills at least one person. this is not necessarily a victory. I think this is actually a great statistic.
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@Xernoton said:
The purpose of this thread is not to shame BHVR or anyone else in any way. This is just a post with a few things I've noticed about DBD and things that happened in the past. What do you do with this information? Absolutely nothing.
1) Out of the 34 killers, there are 3 that have been reworked twice. Hillbilly, Sadako and Skull Merchant.
2) Freddy is the only killer to be countered by Adrenaline.
3) The Pig once had the fastest carrying speed in the game. Apparently that was because the game took parts of Huntress' code and applied an incorrect multiplyer to her carrying speed.
4) Nemesis is the only killer, that still can have his power countered by flashlights.
5) Freddy can technically be countered by medkits and Self-Care because it allows you to heal yourself and get a skill check, which you can fail to wake yourself up.
6) If it took an average of 10 seconds to buy an entire bloodweb's worth of nodes, it would take you about 13.89 hours to get to from prestige 0 to P100.
7) The stun duration of Decisive Strike used to be affected by Enduring. This was changed in patch 3.0.0. Prior to that it had been nerfed from 3/4/5 seconds to 3/3.5/4 seconds in 1.3.0 and buffed to compensate for Enduring in patch 2.6.3.
8) Before its nerf in patch 4.5.0, the perk Hex: Undying could protect other hex perks up to 4 times.
9) Technically speaking, Hag and Sadako are the fastest killers in the game. When a trap is activated Hag's teleport can be used instantly, which means she can move a set distance in close to 0 seconds (depending on how long it takes for the game to register the input), the same logic applies to Sadako. That puts their speed close to infinity.
10) A former BHVR overlord once compared DBD to hockey, which the community immediately turned into a meme.
11) The Pig once had a 28 metres terror radius. This however was later on increased to the normal 32 metres for consistancy reasons. Apparently the devs wanted all killers with the normal 4.6 m/s movement speed to have the same terror radius. However, we now have 2 exceptions to this rule. Wesker (40m) and Sadako (24m).
12) In an attempt to fix cosmetic glitches, the devs broke the shop instead without actually fixing the issue. There was a time when locked sets could be glitched to combine them with other cosmetics on that character. The fix however only made this harder while also allowing players to combine any outfits they wanted on their characters in the shop. This created funny things like headless Legion (Lost Mascot with different head cosmetic).
13) Not so long ago there were rumors about Leatherface aka Bubba leaving the fog and that it might be connected to the TCSM game. It was later on revealed in a Twitter post (or I suppose it's X now), that he was here to stay. With a picture of him face camping a Dwight.
14) Regarding to the community at the time, there were multiple games that were supposed to kill DBD. Among them: Soul at Stake, Identity V, Resident Evil: Resistance, Last Year, Hide or Die, Friday 13th The Game, Evil Dead: The Game and The Texas Chainsaw Massacre. However, DBD is still very much alive and doing better than any of these.
15) Michael Myers, The Cenobite and Pyramid Head are the only killers in the game that weren't taken by the Entity. Michael Myers just showed up (don't ask, the guy was killed multiple times and still came back), Cenobite came into the fog after Dwight found and opened the Lament Configuration, which kind of just showed up as well and Pyramid Head was invited. This lead to some players speculating that Pyramid Head may be stronger than the Entity herself.
16) Although never confirmed, there are theories that Nea is the Entity.
17) Detective Tapp has a scar around his neck, which indicates that he was taken by the Entity only moments before he would have bled out in SAW.
18) Maurice the horse has 3 eyes. He was given the third eye by the Entity because he was blinded when entering her realm.
19) Dwight is the only of the 4 original survivors, that was not changed in his ethnicity or character model during development.
20) There are 2 ways to hear the entity speak. Using the perk Whispers and being afflicted with tier 3 madness.
21) Up until patch 1.4.0 killers could not actually regress gens in any way.
22) In this game's 7 years life span only 3 characters had ever been removed for anyone who did not own them at the time. Steve, Nancy and Demogorgon.
23) This supposed horror game is so unbelievable scarry that the community came up with popular memes like Boop The Snoot and Demodoggo.
Feel free to share your own random facts.
1. Killers can hit survivors through fences/railings
2. Previously, a balanced landing removed the stun after a fall permanently, which opened up huge spaces for survivors in terms of endless abuse on some maps
3. PTB "portaint of murder" was the first PTB for which a bugfix was released.
4. Michael Myers can accumulate a stage only for 1 survivor at a time (if there are several of them, then the stage accumulates from the closest one) but previously he could for several
5. Previously, STBFL and Unrelenting were a meta that completely removed killer cooldown as a phenomenon
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@Quizzy said:
Shadowborn. A new reworked killer perk giving more haste opportunities for killers. But the moment a survivor gets a new haste perk, nerf it to oblivion. Can't have these pesky survivors running too fast in these trials. Matter fact. We need a perk that breaks these survivors legs altogether so they can't run at all. Yup. Make it happen!
and even this perk, unlike MFT, has activation conditions that will not be activated in every chase or even match, and activation of which can be prevented simply by not blinding the killer (oh yes, the killer will not even be able to see some part of the effect). This perk cannot even be compared with Mft.
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@Azulra said:
I know that the PTB hasn't gone up yet, but I can already see some issues with this new system.
The new gen system needs to be made to where perks won't contribute to it because Ruin could be easily abused by the survivors by repeatedly letting their gen get damaged by Ruin so that it can no longer be damaged by anything and Surge can also potentially be annoying with this new system.
On top of that it's potentially gonna make some killers feel like they're being backed into a corner which may result in killers tunneling and camping way more. This could also make some people feel powerless because one of the two objectives for killer is to defend the generators, but if they can't even be allowed to protect a generator then what's the point? They'll just have to sit next to the gen to camp it which isn't a healthy decision for the game which, as I said, is gonna make some people feel powerless.
Y'all really should've just gone with the idea that some people were making where there's a cooldown on the damage generator action or really just anything else besides that.
survivors cannot abuse ruin because it is NOT CONSIDERED a regression event because it does NOT immediately take 2.5% or more of the progress of the generator when active, but simply begins regression. This system will essentially work only on kicks, taking 5% and everything that immediately takes a certain percentage of the generator's progress. In fact, ruin may be the only reliable tool to hold the triangle, and then only for killers like blight freddy xeno, well, killers who can effectively drive survivors away from generators and protect hex. In fact, the developers have again pinched the weak killers, who will now be able to win back from the triangle only with great luck and with 1 perk, and do you know why they did it?
I guess they're trying to create some kind of "honest killer meta," remember the last meta perk we got. "Friends to the end" is literally a serious incentive to play "honestly".
However, I did not quite understand whether the Grim Embrace effect works every time you hang a unique one for the first time, you ate only once in principle, but if the first option is correct, then friends till the end will complement it even better and considering how they treated 3gen and that in the future they will touch mangaled, then the "honest" style of play will become not only complicating the game for themselves, but also one of the few effective tactics, because in other ways they will simply be forbidden to delay the match and win.
In short, one thing is for sure:It will be "more fun" next
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@HerInfernalMajesty said:
There has been a lot of discussion surrounding the role of Killer and whether or not it should or shouldn’t be the power role. On one hand you have these supposed Killer win streaks that frustrate people. On the other hand this game is a Killer power fantasy so a Killer bias is absolutely to be expected.
Therein lies the conundrum. How much power should the Killer have? Should the Killer be a threat, but not enough of a threat to lock one or more Survivors out of a game? Should the game go to a scoreboard type of game without eliminations? Wouldn’t that destroy what the game is about?
What about when Survivors are the power role? It does happen; is this an allowable prejudice? If the Killer is stronger then surely the Survivors should enjoy the spoils of their victory, sore winning and all.
However, the difficult truth is that Killers do not want Survivors to escape, and Survivors do not want Killers to kill. In a game that contains a Killer bias should it instead be a Survivor power fantasy with a Survivor bias? After all, (I say this sarcastically) why put the fun of one person above the fun of four?
The Survivors if playing correctly can beat the Killer. There exists a pathway to victory. This tells me that ultimately teamwork itself is the power role. The problem is that it is difficult to manifest the discipline required to achieve this teamwork. Impatience, selfishness, lack of awareness etc. get in the way of Survivor victory.
If the Killer bias of 60% kill rate were to go away, say down to 50% or lower, would DBD still be DBD? Personally I am of the mind that no it will not be. In my opinion the reward feedback loop of this game thrives on difficult escapes. There is an element of challenge in escape since it does not come easy. It keeps players coming back for more. When escape is achieved it feels highly rewarding. If escaping became easier I believe this whole game would unravel and deteriorate.
I get it, losing doesn’t feel good. When you as a Survivor know that you are better than the Killer as an individual it feels awful to lose to someone you know is below you in skill. It feels awful leveraging all of your skill for your team only for them to let you down and get you killed. But again, that is the nature of this asymmetrical team game. Anything different than this would change the game so drastically that it would be unrecognizable.
Should the Killer feel like the power role? Should the Survivor feel like the power role? If there should be no power role what would that look like? 50% escape rate? Would increasing escape rates cheapen the joy of escaping? Can this game survive if escaping felt blasé?
PS: This isn’t even getting into the idea of retaining the horror theme of the Killer being the main threat, which some individuals believe can be sustained even if Killers were to lose their 60% kill rate. Again I personally do not believe it can.
in my opinion, this killer should be something that sets the rule for the game from which survivors should play, not the other way around, because killers are the main source of content in this game, the more varied and interesting it is, the better, and whether the survivors die in the match or not , the most important thing is the match itself, and not its result, will the survivor be unhappy if he dies in the fight against an interesting killer, in an interesting match? I don't think.
but at the same time, the survivors, of course, must have a way to defeat the killer, but not too strong. All these divine windows should not exist, generators like what determines the phase of the match (such as 5 generators early, 3 mid 0 late game) should be taken under stricter control, as well as the time spent surviving in the match (there should not be an opportunity to ######### in the first hook and the tunnel is also a problem) so yes.
If you perceive dbd as a party game in which people come primarily for emotions - killers should be done as the side of power, with all not even the most balanced decisions.
this is a terribly controversial answer to a controversial question
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@Okelly23 said:
Playstation 5
Chucky is overpowered and when he attempts to hit me he misses and still gets me I will not be playing ths game anymore
This accurs everytime I play
Any attack by any killer stops doing damage only when the killer gets back into his usual position, this isn't Chucky's special feature, he just has too special attack animation.
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@Game4Fun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607954#Comment_3607954
It seems like they give us a great perk and then take it back when we start to get the advantage of these killers
They gave the assassins a great perk called Ultimate weapon to weaken it after six months. As soon as the killers get a great perk, they start complaining about it and as a result, the developers weaken it after 6 months (Friends till the end is an excellent candidate for such a fate). Honestly, such situations look like a pre-planned plan
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@Game4Fun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607936#Comment_3607936
It couldn't be that free if people still going down and very few people use it
there are 4 survivors, not 1, and there is no point in 1 of them being able to resist the killer extremely effectively during the chase, you will fall 100%, and you will be 100% early sooner or later, in fact, this perk prolongs your chase for free,just because of something that will happen sooner or later
this way Play with your food, which requires starting the chase 3 times and throwing 1 survivor,
Rapid brutality, which gives an advantage in exchange for a strong negative effect allowing those who survive to better gain time before hit and is almost completely useless without STBFL whose nerf is on the way. And even the old argument with UW no longer works here, and the argument with the tunnel is that the DC buff is on the way too. That's all, this discussion doesn't make sense.
This perk was just another mistake that they weakened to make a new one, but the same mistake, you betray their decisions too much.
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@Game4Fun said:
Why did y'all nerf Made for this knowing killers had blood lust and other perks that speed them up are y'all doing this on purpose or y'all showing this game is killer sided
read the description of killer perks. Most of them either have difficult conditions for activation, or a limited duration of action, a serious negative effect, when the mft had none of this, it just prohibited the use of perks such as Dh Sprintboost, in exchange for reducing the effectiveness of the killer's speed by 20%, which extremely critical if the survivor is not a pathetic idiot and knows how to play. MFT is a strong free advantage like the old Dh.
and bloodlust can be turned off, unlike mft
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@SoteloSama said:
Lately it seems that most survivor perks have been getting nerfed. The latest one , MFT. I get it , fine , nerf it , but then you keep UW with its 30sec "cooldown"? Come on. Make it longer? That it only activates after you get a hook? Only 1 person can scream? Doesnt work endgame to slug and find the last survivor? Like this is all simple stuff but nah. Its not OP right , instead lets nerf a perk thatll extend chases by a bit. If you dont agree that DBD favors killers youre obviously the one benefitting. I dont see any fairness when killers can block palettes and windows for long periods of time and survivors only get speed perks to only have them nerfed.
literally in the next major update...they will fulfill a few dreams of the survivors, in the next 6 months they will weaken the UW. JUST WAIT!
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@pigslittlepet said:
I have no issue with them removing the playstyle of spawn in, choose 3 gen, kick gens, only hit survivors if they are inside your 3 gen, never pursue outside the 3 gen. But what I don't want to see punished is situations that arise throughout the game. Survivors 3 gen themselves very quickly and as killer you have no choice but to retreat to the 3 gen or you lose the game. Also what about certain maps such as the one sufo pit veriation, sanctum of wrath, or azarov's resting place map where if you leave one side of the map you wind up going on a tour of the world and losing any chance of winning. Don't punish killers with a new system just because of bad map design.
I would appreciate it if you took these situations into account when designing this new system. Ty
I think that the goal of the developers is not to fix the 3gen problem (in fact, this is just a symptom), but to completely prohibit the killers from winning in such a way that they will serve to change the demogorgon and hag in the next patch, because they will most likely die after solving the 3gen
And I believe that the developers are trying to eradicate this problem so that it no longer restricts them, besides 3 gen is the most terrible thing in the game.
Perhaps the hard tunnel or strong killers will literally become the only way to win at least some adequate survivors, and that is why the DC will be strengthened.
The killers will have a very fun six months
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@bloodyknife said:
please serious answers
Doctor: Nerf madness and possibly a shock therapy buff so that he is less dependent on addons, which are likely to become useless. I think if they seriously take up the processing of this killer, they will most likely try to remove all the unpleasant elements from him according like the special skillchecksany case, I advise you to expect that to some extent it will be nerf.
And the clown is most likely another nerf of the finger and an improvement in the quality of life for survivors when playing against him (not necessarily a direct weakening) and a buff of practically useless yellow bottles (most likely an addon will be implanted with a prolongi ng effect)
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@DH3206 said:
I believe they appear when he is in undetectable state, and you see footsteps near you. I can't figure out what that purpose is, other than get you nervous he might be near?
Or is there something else for those visible footsteps?
Normal footsteps: If he is 16 meters away from you and you see his hitbox (it is slightly larger than the model), you will see footsteps showing where he is. It seems to work like this
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@BooperDooper said:
At the moment they can easily mindgame and there's nothing you can do as you just can't see where he is.
I think the easiest and most balanced fix would be to make the ghost permanently looming over chucky, but if he's in hidey ho mode the ghost is gone to keep the stealth aspect where it should be. Then I think he'd be pretty perfect.
When a survivor sees Chucky's hitbox, he sees footprints that are designed to compensate for his height. And if they try to fix this problem somehow, it will most likely be an enhancement of this mechanics. Don't expect anything more.
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@Astel said:
Please give your opinion.
Weak, boring, forced to play stuffy for the sake of victory, a killer who is also terribly easy to play and without any special features...he ranks second in the top of my not favorite killers, right after the new sadako, about which I can say exactly the same
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588806#Comment_3588806
Yeah…I did notice you’ve changed the text multiple times
yea i changed the text because I realized that this is not just a bad joke, but too bad a joke to exist
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@BooperDooper said:
wat
idk:D
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@D0NN1ED4RK0 said:
Is this a trolling post?
No, the mft is really weakening here, as is off record. This is just an exaggeration and a stupid joke. Yes, it seemed funny to me to give rework mft for a total nerf, and then write that everyone who does not think so after reading it does not know how to play.
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@kin said:
nerf:no longer grants haste, but simply increases the speed of movement
Removed endurance after healing an ally
It is activated only after you have been taken off the hook
Turns off under the same conditions as dc
The working time of the park is limited to 30 seconds
Buffs for compensation:
Extends the endurance time after the survivor is taken off the hook for 20 seconds
Movement speed bonus increased to 5%
Just try to say that this is not a nerf. IF YOU THINK SO THEN YOU'RE JUST NOOBS WHO DON'T KNOW ANYTHING ABOUT THE GAME
off record
No longer grants endurance, but shows the aura of a killer for 5 seconds after you are taken off the hook
And this is a complete murder of the perk, and everyone who doesn't think so is a noob.
yea this is just a bad joke
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@Lakshya01 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587182#Comment_3587182
Don't hide meta perks combination build behind multi characters fun builds, it's not fun it will create a build that gonna turn match one sided,
Ds,dh, offtherecord, window this is a meta build for survivors
Pain,deadlock, eruption, currupt build that almost every killer use these perks
If all teachable perks exclusive available for the perticular characters none of players can use all meta perks together. It will greatly help in better gameplay experience & lore to.
They will not improve, it will not make the players stop playing seriously, and with a serious game there are a million problems, the solution of which is perks (they are crutches again) This will just make a huge number of characters absolutely dead and unsuitable for the game, because most of the characters do not have useful perks and you will just see the situation. a similar situation for killers (when people often play for strong killers), but much worse, is that what you want? it's really a bad idea
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@Lakshya01 said:
There is a way to stop players who ran 4 meta perks in order to win the game but it can be stop by just making all in game teachable perks exclusive to those characters players have to use that character to use those perks this way there no need to keep nerfing survivor & killer perks in order balance the game.
most of the mata perks in the game are crutches pinched to solve certain problems (off record fights with the tunnel, pop fights with the genrash) besides, it will remove one of the most interesting parts of the game -building. Not being able to open perks for all characters, players will also not be able to create fun builds, not to mention that such a change will make a huge number of characters on both sides unplayable. This is a bad change
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@Lrogers36 said:
Wiggle bar is pointless i think it needs improvement , like its pointless to Wiggle....
only if they remove the main buildings and reduce the number of pallets to ~10 on each map, and move them 20 meters apart from each other. wiggle shouldn't be useful as long as the survivors have looping and the ability to stall for time in the chase. Why should a survivor who knows how to loop killer still have a chance to get out?
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@Fërgesë said:
What perks are next for the chopping block? Pain Resonance? Sloppy Butcher? Unrelenting?
Can't wait.
I think they will be change painres because his nerf is persistently demanded by survivors, and if some side is demanding something (especially beginners), then it will happen sooner or later. tested on my own experience . but the UW will definitely weaken, that's a fact.
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@Mrdillybean420 said:
crazy how all the killer players want to have more mechanics but being a survivor i can point out that the killer can run have a 2.5 meter lounge while hitting and they can knife the air while falling down chasing someone and being able to turn while hitting and being able to use their second perosn like the "twins and the knight" maybe take in to consideration that a survivor player has to do more then a killer has to.and all we ask as survivors is to be able to do more like have a dodge system just something a little more since the killers want more
that is, it would be interesting for you to play against and for absolutely identical killers who do not bring anything new to the game? You're the strangest person I've ever seen.
and against most murderers, everyone has already come up with counteraction tactics, learn to play.