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krazy_ivan

krazy_ivan

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krazy_ivan
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  • I agree that Fog vial has indirectly buffed haste perks and vigil since it's used to reduce exhaustion cooldown, Vigil= exhaustion perks was a problem before but now Fog vial exacerbates the problem

  • It would be unfair for the fog to completely blind the killer. It CAN blind the killer in some instances especially when you can use haste to get away fast but I've had some survivors pop fog right in front of me when I play killer and I can still see them since I'm almost on top of them, they only lose me after they gain haste from my injury and only if they bother to loop me even a little bit but if they run in a straight line I'm still going to see them.

    I like that Fog has to be used smartly and not as a free escape every time even if the killer is on top of you. Like I said used with haste/exhaustion perks or to create an aura dead zone to prevent aura reading when unhooking or healing would be better ways to use it.

  • I've been playing nemmie just to give survivors the zombie experience, sadly I don't get a lot of Michonnes or Ricks in my lobbies, I have to back out of lobbies a lot just to be able to get ricks and Michonnes, only seen 1 Darryl so far

  • Thank you, I thought I couldn't possibly be the only one experiencing lower frame rates after the last update, some actions in particular like turning fast or distant survivor auras make the frame rate very low

  • Has there been an update on when roughly they would implement P100 rewards?

  • I've been suggesting this for a while as well. With the growing killer roster, the old blanket statement of "Just play the killers to understand their counterplay" isn't going to cut it anymore. Every new chapter should come with a tutorial for the new perks as well as killer power explanation WITH counterplay examples as well as map walkthrough with possible gen/totem spawns

  • @Marc_123 said:

    https://us.v-cdn.net/6030815/uploads/64P6JQ7CX33T/big-naughty-2-jpg.jpg

    :-)

    I wish you could hide with the leaf in game. He crouches and hold his leaf in front.

    That would be even better!

  • I think a better way to explain what's happening is to say that the game is becoming more and more unwelcoming to casual players. Was it ever? that's hard to say, arguably it was easier to play when there were only 5 or so killers to have to learn their counterplay. Naturally, as we all expected and asked for the game to offer more so that it wouldn't become stale, more killers were added to the roster.

    Because as you suggested, there are more killers and add-ons being added to the game every few months, so I would say it's only overwhelming if players want to only play as survivor while not doing anything to try to learn the gameplay involved. As this point it's unrealistic to expect that you can be a survivor main and expect all aspects of gameplay to be immediately obvious to you. However, if you take the time to learn the killers and their counterplays even if you don't ever want to play killer, it's still more than possible to be an effective survivor and even have fun while doing so, but again, not without effort on your part.

  • agreed, and ALL legendary skins should come with banners, cards AND charms of at least Ascended rarity

  • @Gh0st2317 said:

    I agree. I think there should be some sort of penalty granted for constant high pings. I went against a bunch of killers who had 150-200+ ping and their hits landed when it shouldn't have. Unfortunately, this won't be prioritized as BHVR needs to address other issues. But this definitely needs to be sorted out.

    High-ping due to VPN abuse should be looked into, however there needs a system for working out players with high-ping due to bad servers or match making placing them into other regions, otherwise it would be unfair to punish players who are not using VPNs

  • This is the only killer achievement for which I was left scratching my head on how to complete, thank you for clarifying!

  • RPD is a mixed bag, with chained strong loops in the map core as you pointed out and dead zones for miles on the map edges. It's a beautiful map that does great service to RE fans and attention to detail enjoyers alike, but it leaves a lot to be desired in the balance department.

    in Rpd Comment by krazy_ivan
  • Very surprised to see very few Legion replies. I have managed to hold on to a good part of my positivity and I don't hate going against most killers (mostly just hate toxic behavior, not the characters), but I find Legion just tests my patience and positivity, the never-ending mending simulator is just an exercise in futility and the fact that a lot of teammates just give up halfway through the match makes going up against Legions even worse. I think I'd rather play a game called Sisyphus Simulator.

  • @terumisan said:

    i don't have one. incompetent teammates are more soul crushing than a specific killer

    Thank you for saying this! a lot of times matches can still be fun and exciting when the team is competent and tries their best, even against painful killers

  • Some will dismiss these posts saying "it's already been fixed there's nothing wrong" so I'm glad there are people willing to post these issues because they are definitely still occurring. I can vouch personally crouch tech works against blight as well and have witnessed others using crouch tech successfully against demo and Billy recently.

  • @Frost139 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941243#Comment_3941243

    Yes, BHVR's kill rate data they just posted showed at low and high mmr Freddy is at 69% kill rate, Sadako is at 69%, twins are at 69%, at high mmr blight and nurse are 69%. Mandy has stated they aim for 60% for each individual killer not just an average of 60 across all of them. So clearly many killers are well above that benchmark and some amount of change would be necessary to fix that

    Even with some killers being above the 60% killrate benchmark the overall escape rate is well within the 40% rate (and higher in some cases), meaning overall kill rates are within the 60% mark, and highlighting that there are WAY more killers below the 60% target kill rate than there are killers above it.

    I do agree SOME changes are warranted, but not across-the-board changes that would effectively nerf the full killer roster as is being suggested. Some healthy changes might include nerfing the overtuned killers such as nurse and blight, however this would also mean buffing those killers currently below the 60% killrate target. Do you have any suggestions that would help balance the game for the rest of the killer roster that is under 60% kill rate, assuming your changes were to be implemented?

  • This situation can be handleled in different ways, assuming you're going against a competent team and you don't think they're on gens and they've shown to be aggressive with their altruism, then the best you can do is "fake" the pick-up, with ghostie and pig it's much easier with crouch or putting on party hat on the slug, but for most other killers it's not so simple unfortunately.

    You unfortunately have to patrol the area around the pallet before picking up, if you strongly suspect someone is around but you can't find them then it's best to leave the slug on the ground and go pressure gens or other survivors, same goes for flashlights or flashbangs, you just have to keep your head on a swivel and use your best judgment on when to pick up and when to slug.

  • Absolutely agree, in many instances tunneling/camping to secure hook stages or kills are due to a killer having had to chase a survivor for 2 or 3 gens simply because they had RNG and god spawns in their favor

  • I don't agree simply because I think emblem gain based on chase should be separate from dealing with the tunneling problem, a chase should count as a chase strictly for BP and emblem rewards

  • Also add lockers to locker deadzones please! (I'm not Dredge btw, honest!)

  • @Frost139 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941201#Comment_3941201

    The survivors are losing way more now, BHVR's latest kill rate post show killers are now reaching even 70% kill rates, which is well above their stated goal of 60%. I think 60% makes sense but 70 is out of control and it would go along nicely with the other changes

    dbd-stats-q12025-survivorescaperates.jpg

    Based on the escape rates as of March 2025, the highest overall kill rates would be 60.6%, and the lowest 51.8% depending on group size. Maybe the 70% kill rate you're referring to is for a specific killer? if that's the case then maybe it's a case for an adjustment to that killer's abilities or add-ons specifically but it wouldn't warrant the changes being suggested in this thread which would affect all killers across-the-board, even those with much lower kill rates.

  • as a 50/50 surv/killer player I don't agree that these should be implemented, faster gen/heal speeds and self-repairable pallets would be a gross imbalance in favor of the survivors

  • agreed, experienced players will learn when to effectively use the doors much as we've learned how to counter other killer's powers (ex. solving lament config when pinhead picks up a slug, 99 mend against legion, etc).

  • I agree that Artist does not deserve a nerf, at high MMR the main complaint of players is that they're tired of constantly going up against the Nurse-Blight-Wesker trifecta, and if nerfing those is out of the question, then why not bring other killers up to par with them for variety's sake?

    I get artist can be oppressive for new players but learning how to counter her is very possible and can be extremely rewarding, the focus should be on helping new players learn how to counter killers, not nerfing noob-stompers

  • Alternatively, I would suggest 100% achievement should be allowed to be completed with the core original or non-licensed chapters in the game, and each new licensed chapter should have its own separate completion.

  • @nexuspi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939447#Comment_3939447

    I play killer often myself and fully understands the desire to get a 4K. That’s exactly why I mentioned changes to the hatch system — because I believe some level of slugging is understandable and even strategic.

    However, when a killer refuses to pick up a slugged survivor until they are nearly bled out — or even forcibly revives them right before death just to keep searching for the remaining survivor — that I can not understand.

    It becomes toxic behavior that shows no consideration for the other player's experience. Is securing a 4K really worth dragging the game out like that?

    I partly agree because I've played some games where we're all slugged and we weren't being toxic, yet on the other side of the coin plkenty of times where the duo or swf is being super toxic and i can see where the killer might want to have freedom of expression as well

  • @MadDragon said:

    Shoutout to that one guy that's down voted every comment lol.

    That's commitment… to what, who really knows lol

  • Agreed, please BHVR the issue of hackers who blatantly stream their hacks and sell their services at the expense of the community cannot be ignored any longer, it's time to hold streaming platforms accountable as well and perhaps it's time for BHVR to consider legal action against streaming platforms that cater to hackers and allow them to sell hacking services

  • @SoGo said:

    So... You go into fatigue anyway?

    Because that is basically just aiming into the floor while blinking.

    This is actually a good way to address giving nurse the ability to cancel a blink, to keep things fair she should still go into fatigue when cancelling a blink but not having to actually blink, nurse players will still have the ability to aim at the floor when blinking

  • @YayC said:

    Could we get some update on the issue please BHVR? Whether it's being considered to be addressed or anything, thank you.

    Yes please, this issue simply cannot be ignored any longer

  • I'm on the fence on this one, There are other perks that do this and having one perk take the place of two would be unbalanced imo, I think the "skillcheck meta" as it were is in a healthy place atm

  • @nxcre said:

    Yes, I know. But I feel it's unfair to allow killers an FOV slider and survivors can't do anything remotely close to that.

    Even with an increase in FOV for killers, their POV is strictly limited in comparison to the elevated 3rd person POV survivors enjoy. I'm still able to FOV tech killers daily even after the FOV slider implementation so I think calling it "unfair" is quite a stretch.

  • I'm grateful there are some in this community that care enough to make necessary and detailed suggestions like this one, thank you so much!

  • @varnium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936429#Comment_3936429

    How is it a win if no one escape?

    If there's 3 gens left and one die due to tunneling, how can they all possibly win?

    3 survivors with 3 gens left has a win rate of just under 5%. Eventually all will die. But even if they managed to escape, then that would mean the killer is an idiot.

    I never said no one escaping was a win, I said if you lose but 3 escape it's still a win even though you got tunneled. If this is your concern then run an anti-tunnel build and waste the killer's time. By definition if the killer is tunneling you they can't tunnel anyone else so use this to your advantage.

    5% win-rate at 3-gens for 3 survivors is interesting, can you share a link to this stat?

    3 survivors at 3-gens is difficult but 2 survivors escaping is more than doable which is a tie. However you say all will die, and I agree this is possible in solo-q when you have players that don't do gens or 3-gen, or just give up or throw tantrums and go-next, in which case the blame is on these players for not playing the game and not the tunneling killer.

  • You have to remember a personal loss is not always a loss, you can die but your teammates escaping means a win.

    I got tunneled several times last night, sometimes I escaped, a few others I didn't in spite of the team taking hits etc, it happens. However my team escaped because a lot of the time the killer got so mad at me that they decided to tunnel me and ignore the rest of their objectives, which translated to a loss for them. If this happens you have done your job and really is the best scenario, escaping is just the cherry on top.

    As others said changes are coming but tunneling will still happen, learn to loop and waste the killer's time when this happens.

  • The filter is too clunky and very easy to circumvent by simply doing

    T

    H

    I

    S

    I agree it's time to just remove the filter, it's an adult game and we've all seen and heard curse words, if they want to implement a racial and homophobic slur filter then that's fine otherwise let's get rid of the clunky filter

  • @ChainsLogic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932279#Comment_3932279

    Crouch tech has been fixed a couple of patches ago, that's why it isn't mentioned here.

    I know that it was SUPPOSED to be fixed but it still works in some instances/maps so in reality it's not completely fixed.

  • I dont think it's up to BHVR to bring another AoT collab to the game unfortunately

  • Also bring back jerryl

  • The only one I would agree with is shift-tech, the chase mechanic needs a rework for sure. I would also add crouch-tech needs to be removed.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932099#Comment_3932099

    Having chest opening speed at 6 seconds for example would still be a long time for opening them and very much beneficial to the killer. With 2 basement chests + 6 normal chests and 6 seconds opening time, you get 48 seconds slowdown. Currently you get with 3 chests and 8 seconds opening time 24 seconds.

    If they just increase the amount of chest on maps without any changes people would ignore them, because items from chests aren‘t worth it and opening chests is a waste of time. If you want slower gens, survivors should get something in return.

    I never said anything about slower gen speeds. The fact is increasing chest opening speeds is not beneficial to the killer since survivors would have access to time-saving items such as better med-kits, toolboxes, and flashlights,.

    As I have already explained opening chests currently and moving forward should carry risk with it and a possibility of losing time, gambling that the survivor might gain a time-saving item, this should not happen risk-free for the survivor. Giving survivors even more items for speedy heals, speedy gen repair speed and hook/pick up denial with no buffs to the killer side is NOT beneficial to killers no matter how you try to spin it, end of story.

  • @Mooks said:

    With that when you hit someone you just look left at the portraits and see oh shes second hook, i should maybe not kill her now and go for others

    be honest, do you think thats what the majority of killer Players would do? I think more players would use this information to secure the kill - and we already see many content creators and players that say they want to tunnel one out (no judgement here, i do it too and it is often the smart way to Play the Game)


    though I also think that those Players that really want to tunnel will remember who they have hooked and don’t need this hook count anyway so I am more neutral to this idea, could at least be tested I guess

    If we're being honest then we have to admit that killers that want to secure a kill will just camp and tunnel and this playstyle doesn't currently need any help from a hook-counter, The hook counter will proportionally help killers that want to spread out hooks more

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931723#Comment_3931723

    Survivors opening chests and wasting their time is always beneficial to the killer, because they aren‘t on gens. However items in chests have to be worth opening them, which currently isn’t the case. More often than not you get a green key or a grey toolbox, that are worthless (especially without addons).

    Chests are a healthy way to slowdown gens if they were better. This is why I don’t think chests need any downsides.

    Aside from that if they buff chests a lot more perks become more worth it on both sides. Survivors/killers might be more inclined to running chest perks when they are a bigger part of the gameplay loop, which benefits both sides and increases variety in matches.

    Chests wasting survivors time only works if chest opening time is kept as it is or in the case of introducing more chests per trial, reducing opening speed, only then would it be beneficial to killers.

    Keys and other items are going to be reworked soon so this alone will increase the usefulness of the items received when opening chests in the future. As for getting a brown toolbox, that is part of the gamble of taking the time to open a chest, you make the choice to either invest in putting progression into a gen, taking the killer on chases, or opening a chest which might yield you a lower tier item, that's just part of the risk you take, giving survivors top-tier items on a silver platter is not going to help balance at all.

  • I have seen different scenarios, some where the killer turns friendly when bots appear, others where the killer plays as usual, so I don't think this change would be warranted tbh

  • Map offerings are more often brought for 2 reasons: for duos/trios/swfs to have an advantage over the killer, or to outright grief/bully the killer. This being the case it's the killer's prerogative to play as they please when they see map offerings, if they suspect a sweaty/bully playstyle then you can't blame them when they respond in kind.

  • I don't see why not, if anything he needs a buff in 2v8 and a fix to his reveal mechanic in general, He's fine in 2v8 but clunky and needs to be worked on moving forward

  • Too many of us enjoy 2v8 to just get rid of it outright and I think having the ability to still play vanilla 1v4 during these events is great for those that don't enjoy the events as much, however I think 2v8 should only come twice a year at most, and the other modifiers should not come around so often either, I feel like the modifiers are becoming too routine.

  • I agree and BP spending speed should increase

  • I don't agree with this although it would be fun for survivors but this would give them too many tools during a trial in addition to the items they already bring, if you are to add more chests the chest opening speed should be slower, NOT faster for balance. Opening chests for a higher rarity item should bring some risk of being found, otherwise why not just have the items sprinkled randomly on the ground at that point.

    Sadly I don't think fixing sadako's and Xeno's control/tv spawns is high on BHVRs list and in particular these changes would be atrocious for these killers as it's a known issue that during some events these killers get affected the hardest by having less spawns, and there has been little to no effort made to either confirm this issue much less fix it.

  • I get why you would want this buff as it would give the saboteur the advantage of not only preventing a hook state but also prevent gen regression or aura reading, but in general perk buffs that indirectly nerf other perks leads to tricky situation and in this case I don't think it's balanced or fair

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