mr_Beast_Artist
mr_Beast_Artist
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362582#Comment_3362582
Even if I take your skewed view (which I don't) where 50=12,5. 550 winstreak on nurse and even 200 winstreak on "weak" sadako and 34 on soloQ. Best players there are. Yikes
this is the problem that the killers have 500 victories in a row and the survivors have a maximum of 12.5 ahah this is ridiculous WHERE IS THE BALANCE?
The issue with hooks has been around for a very long time and it devalues the perks and tools of the survivors, since breaking is pointless. With the fact that the killer can throw off the shoulder without being punished.
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@healsoflove718 said:
To solove the issue of tunneling/camping isn't in perks.
Over 70% of our perks already are useless and have no use in solo queue matches.
So if we make an anti-tunneling/camping perk, that won't stop killers from tunneling/camping. The issue will still exist. And why waste a total perk slot to bring that one perk that will stop the killer from tunneling/camping you? I find that a waste and boring gameplay.
The developers need to come up with a whole different strategy that will change the game itself.
A lot of people are either quitting or playing less and less b/c of it. It's unfortunate because this game is actually very fun if you play with friends or play against a killer who actually gets to hook everyone twice (without tunneling/camping) and is not being gen rushed either.
The game should be: Have each survivor hooked twice and 4 gens should be done by then. Leaving the match at 50/50 chance for both the killer/survivor. Then, the fun starts, who makes it alive, and who doesn't?
The game shouldn't be about actually getting all 4 survivors before gens pop or about popping gens in a rush. The whole fun and aspect of the game are being chased by the killer/interacting with the killer/interacting with other survivors, etc.
The whole game needs a rework.
Developers need to build these 2 perks into the base for survivors so as not to waste slots
You need to embed the DS after the hook, this will solve the tunneling issue.
You need to build a self-jump from the hook, this will at least somehow solve facecamping. + Also increase the time spent on the hooks, since the killers know that you will die before the generators are repaired.
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@Nos37 said:
Yes, remove the additional penalty for missed skillchecks.
Use Bite the Bullet's effect and reduce the penalty for missed skillchecks to 1%
There shouldn't be any penalty! I take a perk to strengthen myself and not to weaken
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@JimmyCasket said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360542#Comment_3360542
I did actually address this, you just didn't look through the post.
How do you like this idea - All survivors repair the generator 2 times slower BUT after death, the survivor turns into a ghost that repairs the generator 2-3 times faster, the killer can hit the survivor and he will appear in another place. Such a system +will force the killers not to tunnel and kill the survivors ahead of time. + appear at least some kind of gameplay after death, as it is very boring just to watch! I'm playing the game, not the movie.
I want some kind of interaction after death
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357408#Comment_3357408
Some of y’all just never want to win killer games. That is a baffling idea. 😂
Survivor ghosts that repair at double speed that I can’t pressure…. 45 second gens solo…. Great idea…
Well, you shouldn't kill the survivor ahead of time! Play as a survivor who is just outside the tunnels And it's not fun! After death, it becomes boring to just watch the survivors, you do not influence in any way and this is very stupid. I would be very happy to fly as a ghost and somehow interact with the game. I came to play, not to watch!
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330516#Comment_3330516
Ace's luck perk does stack still actually. It doesn't affect items though
Dit it in a 4 man last week.
4x up the ante
4x slippery meat
4x vigos jar of salty lips
Thats a 56% chance of kobe per attempt or (1-(.44^6)) x 100 = 99.27% chance of success across your 6 attempts for everyone on the team
Too many "ifs" as well as offering perks for ghost chance. The developers have reworked the bleeding and now it makes more sense and it has become stronger. So why not refine or enhance your luck? Many still do not know why it is needed.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328925#Comment_3328925
You know what's really unfair? Nerfing a C-tier killer because they make you unhappy sometimes.
Where do you see a certain killer nerf here? Here they talk about the injustice of the killer instinct and the fact that it cannot be counteracted.
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What if you make it so that it will counteract bleeding, trauma and deep wound?
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@Justinradtke14 said:
Just so everyone knows whenever a person complains in these forms a Dev cries and the games health declines by 1%.
Then this game is already dead for a long time because of camping with tunneling and the developers do nothing about it!
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@DjEnderFox107 said:
I have previously made a post about how survivors should be able to stun a killer who is near a hook by “kicking” them giving enough time for another survivor to same them.
I have another idea on the subject but wanted to make a different post so both ideas wouldn’t get mixed up.
PT2
Giving a radius in which standing or moving too long in this radius will then stun the killer. For example staying in the radius for 10 seconds will stun the killer for however long is needed to be balance. Standing even further away from the hook it will take 20 seconds to stun the killer. The timer can not be reset even when exited from the radius but only reset when stunned. This effect cannot be removed until the survivor is unhooked.
Now this could be a perk or just something that is always in effect like the endgame collapse. I’ll let y’all decide
All comments are appreciated!
I definitely like it! Hell, I even wish it was in the game since it won't affect normal killers, but only toxic campers that kill interest in the game.
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Agree! At the moment, tunneling and camping have grown a lot. For this reason, I began to play the game less often
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@Gandor said:
Devs please fix the map. It's one of the most insufferable and impossible maps if killer brings it. Just slap your favorite build and enjoy your free win.
The only time you can do anything about it is if killer did not expect it. Even in this case - you just have to pray you didn't get one of many killers that hard-counter this map - like nurse or nemesis.
Instead of making the map reasonable, you just reduced the amount of pallets and call it a day. Fix it please. As it stands from now on - I am dodging every game I see the game offering on last spot. It's that insufferable
The problem is a strong nurse, not a map
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@Justinradtke14 said:
What if the moment a survivor is dead, the remaining 3 survivors only need to complete 2 Gens instead of what's remaining? WITH CONDITIONS! HANG ON! Let me finish.
If someone gives up on first hook at 5 gens or DC's then at least the 3v1 is still playable if there's only 2 Gens. Instead of everyone just dying and throwing off the killer's kill rate.
This feature would deactivate after the first 60-120 seconds of a match.
Either this or fill in the guy who DCd with a Bot but someone can still give up on first hook so yeah there's that problem...
It's a good idea to leave 2 generators after the death of one of the survivors. The second idea is not to everyone's liking, for example, I don't want to play with bots or against bots. Look at the many games that have been added by bots, they have rolled down and no one else plays them.
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@Kobolt said:
Astral Alliance
- Press the Active Ability button while standing beside a blessed Totem to call upon the Entity to block it for 80/100/120 seconds, after which Astral Barrier deactivates.
- You bless Totems 30% faster.
The Killer is unable to interact with a blessed Totem blocked by Astral Alliance.
You can only use the Astral Alliance's block effect once per trial.
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BOON: Beacon
Soft chimes ring out within a radius of 24 metres.
- Whenever the Killer or a Survivor is inside the Boon Totem's range, their Aura is revealed to all Survivors within 48/56/64 metres.
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BOON: Silent Ground
Soft chimes ring out within a radius of 24 metres.
Survivors inside the Boon Totem's range benefit from the following effects:
- Reduces the Hearing range of noises related to Unlocking, Repairing and Healing by -8/-12/-16 metres.
- Suppresses the urge to scream from any cause at all times.
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Cautious Care
- Succeding a Great Skill Check while Healing yourself or another Survivor reveals the Killer's Aura to you for 8/9/10 seconds.
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Energy Sink
- Each time you complete repairing a Generator, your Aura is revealed to all Survivors for 8/9/10 seconds.
- Each time you lose a Health State by the Killer's actions(either basic attack or power), the Killer's Aura is revealed to all Survivors for 7 seconds.
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Escapist
Once you escape the Killer's grasp by any means, Escapist activates for the next 10 seconds:
- When you start running, break into a sprint at 150% of your normal Running Movement speed for 4 seconds.
Escapist causes the Exhausted Status Effect for 60/50/40 seconds.
Escapist cannot be used when Exhausted.
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Explosive Device
After repairing Generators for a total of 70/60/50 %, Explosive Device activates:
- Enter a Locker while empty-handed and press the Ability button to craft 2 Explosive Device Tokens.
- Grants the ability to see the Auras of all dropped but not yet destroyed Pallets in the environment.
While standing beside a dropped Pallet, press the Active Ability button to install a Trap, consuming 1 Explosive Device Token in the process.
- The Aura of Trapped Pallets are revealed to all Survivors.
- When the Killer breaks or vaults a Trapped Pallet, the Trap explodes, stunning them, blinding anyone nearby and Breaking the Pallet in the process.
- When a Survivor vaults a Trapped Pallet, the Trap explodes, stunning a nearby Killer, blinding anyone nearby and Breaking the Pallet in the process.
- If a Survivor resets a Trapped Pallet to its upright position, the Trap deactivates on that Pallet.
You can only hold 2 Explosive Device Tokens at a time.
You can only have 2 Explosive Device active at a time.
The Explosive Device is left behind when escaping the Trial.
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Heavy Hit
- Increases Pallet Stun and Locker Stun duration by 1.5 seconds.
Heavy Hit has a cool-down of 40/30/20 seconds.
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Magic Remnant
- Whenever the Killer snuffs out or destroys a Boon Totem, the Killer's Aura is revealed to you for 8/9/10 seconds.
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Mischievous
After you Sabotage a Hook within the Killer's terror radius, Mischievous activates for the next 10 seconds:
- When you start running, break into a sprint at 150% of your normal Running Movement speed for 4 seconds.
Mischievous causes the Exhausted Status Effect for 60/50/40 seconds.
Mischievous cannot be used when Exhausted.
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Pathfinder
Once the Endgame Collapse begins, Pathfinder activates:
- The Killer's Aura is revealed to you for 70/80/90 seconds.
- The Aura of the Hatch is revealed to you when you are within 12 metres.
- You can open the Hatch without using a Key.
- Reduces your Hatch Opening speed by 50%.
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Seer
- At the start of the Trial, the Killer's Aura is revealed to you for 6/7/8 seconds.
- Extends the duration of the Killer's Aura being revealed to you by +2 seconds.
Seer benefits from its own effect.
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Tourniquet
- Reduces the Bleeding frequency by 100%.
- Reduces the creation of Pools of Blood by 80%.
- Reduces the Bleeding-out speed while in the Dying State by 30/40/50%.
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Vital Sign Zero
- Your Pools of Blood are shown in light red and begin to fade 3/4/5 seconds sooner.
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These are really interesting perks and not plagiarism that has been offered to us for many years now. We don’t need 5-20% to something. Survivors need really strong interesting perks like this list. Thank you for the post a friend at the end felt sad because this is not a dev update article.
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@kill4escape4win said:
Simply so if there's a camping leatherface or any other killer with a 1 shot that is camping in the basement we can still apply it's effect from above without risking ourselves to get downed, it only punishes campers so I see no issues personally as a killer main to increase it's range to 8 meters or so to be able to use it when they camp basement.
I agree the range and duration is too short. I don’t understand why they can’t make a range of at least 16 meters? 60 seconds long would be enough. You will ask why? Yes, because it does not work for normal killers, since they will not stand near the hook. I totally agree with removing toxic camping from the game altogether.
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@roundpitt said:
@Behaviour
Please be aware how oppressive it is to play against a face camping huntress with Iridescent Head. You can't save anyone off hook unless the huntress misses (good luck).
Please play-test your game.
This addon is too powerful and completely changes the concept of the huntress. Especially when she's camping, which happens all the time. It seems to me that I should make a condition for the rainbow ax - example 1) the hunter must hunt for a survivor for 15 seconds to activate the rainbow ax 2) The rainbow axe is activated after 10 meters of flight and at close range it is a regular ax for one wound. Thus, the rainbow ax will also be deadly in the distance BUT it will just solve the problem with camping and the abuse of the cheating axe.
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@Nightram said:
Since we have so many survivors now. Can we consider all survivors share the same amount of offerings and add ons and items? Melt them all together to be easier to have what you need for events, training, for survival in game.
On our most used Survivors we have bearly any offerings/items we want left. And we use them up quickly. When we give all the survivors shareable offerings and items and add-ons. And even if you buy items and offerings and add-ons in the bloodweb for one survivor, all the other survivors gets it. They share the value of stacks all together.
For the killers they can share the offering stacks in their loadout.
Since killers don't have the same powers. This can be hard To Equalize. This could be sorted by colors by add-ons of their powers. Melting them together. I see that this will give killers their best add-ons to be a lot of. But in another though, killers you rarely use will have enough. But if you spend a add-on in red for pig. It also removes a a red add-on for all the other killers in the same slot. "This is the same for survivors, you carry a purple flashlight i to the match, and u die. You lose a purple flashlight for all the other survivors since it's the same stack".
This way we can all enjoy playing the game more. When we level up new characters to get shareable perks. We also share the same stack of offerings and add ons and items.
This will be a gamechanger for those who dosen't like to play other characters that has the item/offering/add-ons we want.
This has been asked for a very long time and I don't understand why developers don't listen to their gaming community. I'm glad they want to add auto upgrades but I personally don't need it and general items are the first thing to add. It's such a shame to get a good item for a survivor that you're not interested in, killers are different in their addons, so I understand the idea why the developers did this BUT survivors! After all, they are the same and this is a trash skin that does not decide anything and they do not have unique passives. So combining items for survivors and separate killers would be the right decision.
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@Nightram said:
Since we have so many survivors now. Can we consider all survivors share the same amount of offerings and add ons and items? Melt them all together to be easier to have what you need for events, training, for survival in game.
On our most used Survivors we have bearly any offerings/items we want left. And we use them up quickly. When we give all the survivors shareable offerings and items and add-ons. And even if you buy items and offerings and add-ons in the bloodweb for one survivor, all the other survivors gets it. They share the value of stacks all together.
For the killers they can share the offering stacks in their loadout.
Since killers don't have the same powers. This can be hard To Equalize. This could be sorted by colors by add-ons of their powers. Melting them together. I see that this will give killers their best add-ons to be a lot of. But in another though, killers you rarely use will have enough. But if you spend a add-on in red for pig. It also removes a a red add-on for all the other killers in the same slot. "This is the same for survivors, you carry a purple flashlight i to the match, and u die. You lose a purple flashlight for all the other survivors since it's the same stack".
This way we can all enjoy playing the game more. When we level up new characters to get shareable perks. We also share the same stack of offerings and add ons and items.
This will be a gamechanger for those who dosen't like to play other characters that has the item/offering/add-ons we want.
This has been asked for a very long time and I don't understand why developers don't listen to their gaming community. I'm glad they want to add auto upgrades but I personally don't need it and general items are the first thing to add. It's such a shame to get a good item for a survivor that you're not interested in, killers are different in their addons, so I understand the idea why the developers did this BUT survivors! After all, they are the same and this is a stupid skin that does not decide anything and they do not have unique passives. So combining items for survivors and separate killers would be the right decision.
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@DjEnderFox107 said:
An idea I had in mind to fix face camping would be allowing hooked survivors to stun killers too close to the hook by preforming a kick animation, giving others a chance to save the hooked survivors. This can be worked along with then blinding the killer so killers like bubba or other insta down killers don’t go straight into tunneling the hooked survivor as well.
It would be great to build this into the "Deliverance" perk, as it has a lot of conditions and too little bonus. Rescue from the hook, if you hit the hook before that, then you don’t have a perk, at stage 2, the lower perk is generally useless. And the face camp stun would be a very useful bonus since it won't affect normal killers, only toxic campers.
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@Defend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374538#Comment_3374538
Yeah that's a pretty hot take, I'm gonna have to disagree, because the 3 gen meta doesn't work without these perks.
Killers such as The Knight or The Skull Merchant is definitely stronger in holding 3-gen situations, but without the use of these perks (CoB, OC), the difference is gigantic. I had a match where most of The Skull Merchant's perks were niche (Fire Up, Brutal Strength and one other perk) but they brought COB. At the start gens were flying, easy loops and due to her power most of my solo queue teammates just healed later on (like on final hook). But we we're fools
The 3 gen that she created stalled the game out for so long, popping drones left and right whenever we tried to disable it. Even if we ran away early due to being exposed, all she would due is plop another drone, hit the gen with COB and continue to go back and fourth on two of the generators we were pressuring. By the time we went back the generator was already back to zero. We only got out because the survivor who was being chased stalled long enough for me and another survivor to complete the final gen, but it definitely could've gone longer. If there was no COB we wouldn't have had half of the trouble we did.
he result is obvious, killers have been falling back to these regression perks not by choice but by necessity.
Not as relevant but ever since The Knight was released I have never, ever used any of the gen-kicking perks. Eruption, CoB or OC has never even touched my sweet precious tin man. I've been running Pain Res, STBFL, Corrupt Intervention and a fourth perk that I change every now and then (Jolt, Sloppy, sometimes Infectous). On average I would say I get 3.5 kills, with most of my matches I'm getting 4k's consistently. I don't feel the need to rely on 3-Gen Knight, mainly because there's a small skill ceiling with The Knight that after you know, you become a lot more efficient in getting downs in-chase.
the knight and the merchant cannot be defeated if they themselves do not want it. You yourself write that on average make 3.5 kills and the ideal balance is set to 2 kills. I myself played as a merchant and indeed the tactics of 3 generators are unbeatable. Given that the developers want to make a drone = survivor ahah guys this will not leave a chance for survivors if she had 3 or 2 drones I would say yes it would change the situation. But with 4, I absolutely don't care if 1-2 of them come back to me later
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@Yoshirama said:
I'm not gonna lie, all my matches againts her is the same, place drones in the 3 gens, refuse to chase and once you deactivate the drone she just come back and immediately put it in the same place.
The only way to finish this is give up or wait a whole hour to servers to shut down. I don't know who thinks this game design was a good idea, but having game hostage is just unhealthy for this game
Dear developers, you haven't fixed the main problem of Skull Trader. She selects 3 generators from the start of the game and patrols them, and this wins her 100% of the time. She has 4 drones and doesn't care if 1-2 of them don't come back because you have now made a system (drone = survivor) to win somehow, everyone has to unlock the drones, which is unrealistic. I think that at least 1 drone should be removed for her, and then I'm not sure that there is a chance.
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@King_Viper said:
No point in continuing a game where a player dcs with 5 gens remaining. just end the match already and move on. the match is dead in the water at that point.
Most often this happens when the killer tunnels the camp or is a nurse. I'm sorry I often face this trouble myself but there is no time for anger because why play in a toxic environment?
@martinj97 said:
A solution has been proposed.
I don't want to play with bots. Many games where bots were added have gone down and are dead.
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@Nos37 said:
The amount of health states a killer can chew through makes camping very easy AND rewarding. Even if the rescuer exchange's a down for the unhook, the killer can tunnel right off the hook to get the basekit protection out of the way and down them quickly after.
(This just happened in my last match, and no, it wasn't entitled endgame greed to get everyone out. As killer, I like to use this perk to camp and either deny unhooks or make easy exchanges.)
What if Save the Best for Last lost a token when hitting a survivor within 4m of a hooked survivor?
In my opinion, you need to wean killers from standing at the hooks. So it would be fair not to give tokens near the hooks or even turn off the perk in the 6 meters area
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@Nos37 said:
Bad enough that this perk favors the killer, on average, but with the Circle of Healing meta, it's very hard to get tokens from injured survivors.
Remove the first 2 tokens/penalties. Make it start with the weakest (positive) bonus and earn tokens from there.
I don’t understand why some kind of perk should punish you if you took it. Decrease the reward and remove negative values.
0=0%
1=10%
2=20%
3=30%
4=40%
5=50%
Everything is logical and it will be easier for new players to understand how it works.
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His collider is much larger and he can take a mini step, it's probably worth doing so if the killer is near the survivor within a radius of 6 meters, then after 60 seconds you can go through.
Or is it better to do it with the raven mechanic of the survivor, since the survivor who stands still for 40-60 seconds in a regular game is not real
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@TheycallmeLix said:
I’m so sick of last second switching (or else 10 Killers dodge the lobby and only double Iri Killers stay at the match) and Killers thinking I’m toxic for it, like I have no intention in being toxic in any games but it’s coming to a point I have to force myself to play low prestige cuz Killers BM on hook/nod their head when you get downed or do that cringe ‘hump tech’.. Warning for anyone going for P100, you gonna get the same treatment like many of us P100 do!
Please BHVR, do something about this cuz I’m losing interest in playing if this keeps happening every single game as high prestige!
I agree if the killer sees p100 for four players, then the killer will leave and the game will never start. But if you take n100 one of all then the whole point of playing an assassin is to tunnel or camp you. My friends and I can no longer play our main heroes. Developers why the hell should a killer see our items or prestige? Let him see only the survivors at the fire, this is enough or remove it altogether since we are invisible to the killer and let it be a surprise for him too. WHY SHOULD I BE PUNISHED FOR PLAYING YOUR GAME MORE
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@VaporLion said:
The thing about blight is that on loops even if he does a mistake and slides back he often is so fast that despite the mistake he still gets the hit. Thats just frustrates me as a survivor.
the fact is that "Blight" can control the rebound from the surface itself, yes, guys, it has a bug from the very moment it was added. If you do not look directly at the surface, then you slide on it. need camera player down and then you will get a sharp turn from this surface that will guarantee you a free hit on the survivor. These are not all of its bugs that can be abused.
nurse, well, there’s nothing to comment on here, she’s imbalanced strong and she decides whether the survivors will win or not, with the last update she has only become stronger so I don’t understand why they don’t weaken her
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Yes, it must be disabled, since the choice of a knight or a merchant is a 100% victory. From the very beginning, they can choose 3 generators and patrol them. And I assure you that you will never fix them even if you take the repair speed perks along with the toolboxes and the new part addon. I think this should be fixed because this is the worst bug in the game as it takes hours of your life in a hopeless game that is already solved from the start and the decision of this game - choose a knight and a merchant = you win
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@trxppy said:
Killer Camping in this game is becoming really annoying for and for a lot of players im sure of that. Every one hour of playing this game i face a majority of 3 to 5 campers. For me that's the only main thing i hate about this game. So if you get hooked and the killer decide to camp you well the others survivors will have an easy game while you will not even play your game because of those type of players
I would suggest idk, a system that when a killer is to close to you the timer until you die on the hook stop.
I completely agree! We need to solve the problem of toxic camping long ago
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@笨小孩 said:
- If there is 5 seconds invulnerability after being rescued from a hook, where is there no invulnerability period after being rescued from the pyramid head's cage? Killers can just camp from a distance and use ranged attack immediately after being rescued from the cage, and DS doesn't work either. I cannot even use dead hard or move a step and get instant downed again if the killer times it right. The torment status doesn't get removed after a survivor gets rescued from a hook either, if he was hooked with the torment status (if it is a bug, please kindly fix it). I think its a good idea to give the 5 second invulnerability time from the cage too.
- Just wondering what is the point of the anonymous name feature, because all the hackers/cheaters will just use it to hide their names. Already met a few hackers that just hide their names and they can happily cheat every match.
It seems to me that bhvr has weak programmers and they themselves cannot figure out how to do it.
I am also very surprised why there is no stamina and other bonuses, despite the fact that the killer really always tunnels this poor fellow from the hook
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It's not the fault of the survivors! It's the developers' fault! The knight and the skull merchant at the very beginning choose 3 generators and simply patrol them, dragging out the game for 30-60 minutes. The survivors initially have no chance against them, and the knight and the merchant can simply abuse the victories since no one will ever fix this generator. I'm so tired of these killers and I don't think I'll be back in the game anytime soon. At least until they fix this nonsense.
Nobody likes this kind of gameplay! Why can a knight use his guards to break the generator that the survivors are actively repairing? Why does the skull trader just cost afk and accumulate vulnerability on survivors. And most importantly THEY CHOOSE 3 GENERATORS FROM THE VERY BEGINNING OF THE GAME AND PATROL THEM AND YOU WILL NEVER REPAIR THESE 3 GENERATORS! They have already won! Just take a hero and win! Great game guys! The problem is even that toolboxes with new parts and perks to speed up repairs will not help. The only control against this is to exit this game.
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@ProveKa said:
You have designed an incredible killer.You designed a great killer based on all it does is defend 3 genes and poison the game for 1 hour.2 games in a row ended like this and enttiy kicked us out of the game.Congratulations to the developers for their brilliant minds
It is impossible to win because she chooses 3 generators from the beginning of the game, places drones there and delays the game for 30-60 minutes, and she ALWAYS WINS, ALWAYS !!! It shouldn't be like this and it's just sad.
You need to remove the vulnerability or accumulation, remove the range and prohibit the placement of the drone if it touches the generator.
There is a newcomer in my team of friends who did not give us a chance, although we have P100 for a long time and this is just ridiculous. You can take the toolboxes with the new genrush perk part and YOU WILL NOT HAVE A CHANCE, YOU WILL NEVER WIN IT. This is complete nonsense and needs to be nerfed.
it can't be won and that's just nonsense. The knight has the same problem, but the trader just has an abuse of easy victories
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371062#Comment_3371062
That's why I suggested doubling the range. You can reassure from a safer distance, but only if the killer IS camping and HAS BEEN camping for at least 10 seconds after the hook.
this perk is not visible in games anyway because it is weak.
All you need to do is increase the duration from 30 seconds to 60 seconds and increase the range by 24 meters.
Toxic camping is one of the most annoying moments of this game and it needs to be removed, don't forget that against normal assassins this perk is useless as they won't stand at the hook.
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Yesterday my friend asked me to add a couple of his ideas as he doesn't want to sit on this forum.
Car with a remote control - you can let go of the car while running, it creates tracks in a random direction
Knife - you can stun the killer by stabbing him in the back (pretty crazy idea and I told him that this is possible strong, though one-time, but if you think about it, it is useless during the chase, since the killer will not give you his back)
Radio/walkie-talkie - put 1 walkie-talkie on the floor where you want and you can turn it on remotely, creating noise and distracting the killer.
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I hope this is a new item for survivors?
Because for a perk, it is frankly useless and few people will take it.
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@BlueHorkew said:
Ok, its been almost a week since the update has arrived. So how are the new survivor perks:
- Friendly Competition - Underwhelming effects, feels very weak compared to other options like Deja vu that is easier to get value and gives extra info, or Prove which gives an immediate benefit and bigger reward - D tier - get the adept trophy and try hard gen rush if you don't have other better options
- Teamwork Power of two - To many restrictions (3) for one perk, nerfed version of an existing perk and requires SWF to actually get use out of it - D tier - Get the adept and meme haste youtube videos
- Cut loose - Cool perk, the most fun perk launched, the numbers feel a bit safe and awkward, the restrictive time window paired with the long cooldown makes the perk a bit frustrating to use out of it, while the multiple uses of silent vaults is cool in theory, in practice i don't see many ways to apply the effect multiple times - C tier - Has potential, maybe if gets a buff to some numbers later
- Blood Rush - Like the idea for a new comeback perk like Adrenaline, big fan. The problem is how this perk promotes tunneling and is more devastating for lower tier killers while High tier killers can make the perk a big risk and maybe even signing your death sooner - A tier - Maybe some tweaks will be needed, it's strong but not sure how healthy this is for the game
- Teamwork Collective Stealth - Maybe when this teamwork perks get out of beta they will be worth something, right now just ignore them, to many restrictions, survivors don't stay close to each other for that long or should, i find it hard to see these perks ever being viable (not meta, just viable) - D tier - Get the adept and hope teamwork isn't a new class of perks for survivors in the future
- Background Player - Ah, the perk so obviously toxic and bad that took not even 5 min for everyone to notice it, good rework bhvr, the perk really surpassed my expectations, it's not gonna be meta or anything, but should make flashlight and pallet saves more fun for people that want that play style - B tier - Expect Killers to hate this perk a lot
I consider all the perks of the new survivors to be rubbish, even to say more I did not buy the whole chapter but only the killer because the new survivors .... complete useless rubbish.
It seems to me that the developers have forgotten what good and unique perks are, and in this chapter they have outdone themselves by adding complete plagiarized perks.
They should understand that for survivors, the main thing is the quality of perks and not their quantity.
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@BlueHorkew said:
Just to be clear, this is probably a bad idea. I would prefer them to just buff DS.
But, if Bhvr really wants Off the Record or BT to be effective anti tunneling tools there a simple change that they can make.
Again, probably a bad idea.
But making the endurance from the BT work like Mettle of Man, AKA doesn't put the survivor in Deep Wound.
This change would really nerf tunneling and hard, since you can't hit BT to also get rid of Off the Record.
Again, for the third time, probably a bad idea, i would prefer a DS buff. But, its a thing they could do, if they are brave.
It's so annoying when the killer hits you right off the hook and you run away a couple of meters with a deep wound. So I completely agree that these 10 seconds should work separately without causing a deep wound.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336389#Comment_3336389
-"silent hill has an alternative path to the 2nd floor and I want to run there as a survivor, but they never break it"
If the silent hill path could only be used by killers then I would regularly open it. That map has 2 access points naturally to the upstairs portion. This means if I hook someone near a corner upstairs then survivors have to go all the way to the far side of the map to use the other stairs and then come all the way back to the far corner. This creates pressure.
Some of the breakable walls in DBD are well done; the wall upstairs in Iron Works of Misery is a perfect example. Once upon a time there were 2 windows near that door that were a literal infinite loop (in part due to outdated and broken game mechanics). Before the wall is broken it lets you drop a chase once per game. Once it is gone it is a trap to go upstairs.
You might not have been playing DBD long enough but once upon a time there were no drops in the Thompson house or Iron Works of Misery. Both buildings could be "controlled" by a killer watching the stairs. This was pressure in a similar way because it was possible to keep someone upstairs and unable to do anything while they were up there.
What a joy it is to hold someone hostage at the top yeeeeeeeeee what an interesting gameplay.
Doors should be randomly generated and there should not be such words that only the killer should use this passage.
As I said, it is necessary that both teams can interact with the doors or let them make walls there since no one wants to break these passages
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@Ethromel said:
How is it worth it to use when in order to charge it requires 1.5% of a repair for 20 seconds adding up to 30% only to accumulate ONE PERCENT per 20 tokens which is only 20%, while the generator stops being repaired as Potential Energy is charging up?
What's the e incentive to use it when it can also be lost from a single hit? It doesn't make sense.
I could see it being useful if ALSO after Potential Energy charges it gives a 10% boost to repair to explain the extra .5% requirement when PE is being charged up.
That's just my opinion.
This is not only your opinion, but the opinions of people who asked to strengthen it with PBT. This perk is really useless and I don’t understand why take it at the risk of losing everything + it doesn’t repair the generator during this. What's the point of developers?
You need to make a category like "I want to complicate my game or an empty slot is much better than this garbage perk" where they will be:
perk "Calm Spirit" which is already not popular with players so it also slows you down by 30% ahah WHAT?
perk "No Mither" oh let me die within 3 minutes as the killer sees that I am 1) injured 2) that I can not heal 3) And let him see that I have been using this perk since the beginning of the game. Solution - Your gaming community asked that the survivor at the beginning of the game be healthy and then this perk will have at least some meaning and not ruins for other players.
Well, I'm sorry... the "Potential Energy" perk Guys, I think it's not worth saying that the main goal is to repair the generators and this perk takes the same time from you without giving anything in return so the funny thing is that after the hit you lose it ahah WHAT? I'll say it again WHAT???? This is the worst perk in the history of all games in the world.
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@Rokku_Rorru said:
Hey,
ever since the rework one of the better anti-tunneling perks that was healthy for the game was countered by hemorrhages rework. Either Resurgence needs to be reworked or being hooked could remove the debuffs from the player to allow perks like this to shine once again.
I just thought I'd remind people about this perk being so unappealing since the rework.
I agree that it is high time for the developers to reconsider such dull perks. After they made the bleeding mechanic so cool, all the perks for healing the survivors almost lost their meaning. It is worth remaking them into acceleration or even rethinking in a different direction
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@TenTrillion said:
I'm borrowing this concept from someone. A new gamemode where the way the killer wins is suffering. This is basic, 1 hit is 1 suffering point, flat out. Putting survivors into endurance is 2 points. A fresh hook is 5 points, a second hook is 3 points, and the final hook is 2 points. (These are very basic requirements, and could easily be changed, your game). High suffering (lets say 25 points or more) gives the "entity pleased" message. Killer wins, survivors lose. Survivors escaping killers grasp loses 2-3 suffering, each gen reduces suffering by 2, and each escape by 2. (Again, these numbers are just for suggestions purposes.) Survivors could win by there being less than 10 suffering at the end, and a draw is anywhere from 10-20 points. In this mode, Pips will be decided on.. what they normally are. Chases, faster chases with more hits are more suffering for survivors. Their gens being impeded is suffering. Hooks are suffering, etc. This would HEAVILY discourage camping, as you are just kicking yourself in the foot by doing it. You WANT people to be saved so you can get more suffering. I'd like to hear thoughts down below. This would encourage both sides to stray away from unfun gameplay (camping, genrushing), and would have players interacting more
maybe it's worth then to remove the annoying generators altogether and just add zones in which you have to stand, the survivors get 1 point for every 5 seconds. Killer everything that you wrote on top but remove the hooks! In this mode, you cannot die and the survivors themselves can get up without help and heal in the same way.
This mode will be like a real team battle.
Zones can change every minute.
The killer does not have an ability in the zone or will have a longer cooldown.
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@tomato8290 said:
Like killers, I feel that survivors should have things specific to them besides certain perks. For example, what if Laurie Strode had an increased chance of being obsession solely because it's Laurie. Or what if it was made so that Jake is a little quieter while breathing, or that Jill can open chests a bit quicker. I'm not saying like "increase speeds/odds by 50%" just like 4-5% or so
Yes, it definitely needs to be done then it would make sense to buy survivors. Moreover, we ask only 1-5% to something for the survivors so that they would be really unique and not the usual trash skin for 9000 fragments.
killer - with unique gameplay and different abilities for 9000> survivor - stupid skin 9000 fragments (why the hell is 9000?)
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@HardhatKrugerer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335433#Comment_3335433
Its always like that. When I ask to proof of, if someone is claiming he is TOP MMR, killer is easy in his case and how he never loose. How super easy it is, then he make statements like "I don´t have to proof anything to random guy on the internet" or "Its just a fact... I´m destroying Otz and another elite players but I didn´t upload them, because I don´t like to flex on streamers. :D :D :D That last sentence is true. If you want screenshots of that conversation what he wrote no problem. With name with exact video... its really funny. :D
Why does anyone have to record evidence. Enter the game and play against the nurse! After all of you are killed within 5 minutes, then return and say that you no longer need proof and that the nurse is unbalanced strong.
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@Devil_hit11 said:
glad you made a post about it. I agree it is bad perk. the way perk is designed is that it needs 4 potencial energies to be relevant and it completely sucks otherwise. it is not practical to use in soloq.
In the current stuffy meta of 3 generators, this perk is still garbage. God he definitely needs a buff
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334696#Comment_3334696
Being camped and tunneled to death does not make it fun or rewarding. Casual everyday experience. It does not even feel like you lost to somebody better. And considering the stats it never will - so long as kill rate will be above 50%. It will always be about you lost because the game is stacked against you. I even provided nice example explaining it for which I was called "biased".
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334890#Comment_3334890
Sure they don't. Most of my killer games (and I do play killer too. People want to win sometimes too) end up in 3K or more - or at least I don't loose (2k). I even don't play stronger addons then yellow most of my games and don't camp or tunnel and still win most of the times. Killer is significantly easier then survivor. And it will be that way until devs actually balance the game towards fair 50%.
I completely agree that killers can win without tunneling and camping
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@ChronoSeth said:
The perk currently requires your allies to finish the generator with you to even gain the 5% extra speed. Sometimes they let go of the generator 5-10% before it finishes, completely robbing the perk user of that mediocre boost to repair speed.
Suggestions to help it out is:
- When the co-op repair generator reaches 90-95%, Friendly Competition activates after 10 seconds on all Survivors that participated in the repairs.
- If the co-op repair generator is completed, Friendly Competition activates on Survivors that repaired the generator within a 10-20 second window.
- Friendly Competition activates after 30 seconds of uninterrupted cooperative repairs, its duration is reduced to 30 seconds but only counting down if the repairs are interrupted or no longer done cooperatively.
I think it's worth making it an aura that affects all survivors who are within a radius of 12 meters.
After you repair the generator, you speed up yourself and other survivors by 5%
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@philward1953 said:
Okay, so I have two ideas that could help discourage killers from tunneling, and actively make it worse for them to do so in regards to winning the match.
1.) Implement a MASSIVE bloodpoint deficiency if the killer is found downing and hooking the same survivor within 60 (this can change) seconds of them being rescued. If a killer tunnels a survivor, then the game should maybe take into account the amount of generators left in the trial, and apply a percentage to the amount of bloodpoints the killer would receive from the chase and the hook.
- E.g. 5 gens = 50% BP taken from chase/hook, 4 gens = 40%, etc. (These numbers can be changed obv.)
- I want to acknowledge how there ARE reasonable scenarios where tunneling is key, so I feel like taking how many gens are left is a good starting point. The next thing I would take into account would be hooks using the same percentage method, but I feel gens are maybe doing enough.
2.) A survivor should last longer on hook if tunneled. The same 60-second timer could be used. If a survivor is hooked within 60 seconds of their last unhook, then the struggle timer could be increased.
- Currently, the struggle timer lasts 60 seconds. Maybe if a survivor is tunneled it lasts 70 or 80 seconds.
- OR, and this may be better when it comes to acknowledging reasonable tunneling scenarios, the amount of gens is once again taken into consideration, and 1 gen equals 5-10 seconds
- E.g. 5 gens = +50 seconds/+25 seconds, 4 gens = +40 seconds/20 seconds, etc.
I don't want to pursue COMPLETELY removing tunneling from the game, I don't think that's responsible or correct, but I just think it needs to be DETRIMENTAL to a killer in the early stages of the game (5-4 gens left). I think the notion that a lot of killers have (that they need to tunnel at 4-5 gens left to win) is VERY flawed, and doesn't promote skillful gameplay or learning. I think it's everyone's right to play how they wanna play (obv.) but I don't think an unskillful thing such as tunneling at the early stages of the game should not be very detrimental within the match for the killer.
This is coming from someone who plays survivor and killer mostly equally nowadays. I don't think this suggestion is perfect, but I think it is a good starting point. I'd hate to get a 4k as a killer by tunneling off 5 gens left and see I only cracked like 15k bloodpoints.
*Upon further consideration, the 60 seconds is probably too long for either timer. I'd reduce it to 30 or so. Also, I would for sure NOT have struggle timers increased by 10 seconds per gen. I'd go with 5 seconds per gen. 10 is wayyyy to long.
Also, I'm seeing so many complaints about basekit BT being used for bodyblocking or taking a hit. The point of BT is to make tunneling right off hook just less effective enough so a survivor has the chance to put themselves in a situation to make a skillful or helpful play and not just go down immediately to the killer. Unlucky for killers, taking a hit may be the best play in a certain situation. It only lasts 10 seconds, and a killer can usually wait out the BT or bodyblock the survivor to exhaust the timer in order to hit them without any punishment or discouragement (even at 5 gens, which is where I think the problem lies).
I think it should be done in the base mechanics so that a survivor can hang on each hook for 5 minutes and after hanging each survivor this time will decrease by 1 minute
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@CharBurger said:
most cenobites these days just try to take the game hostage by using the addon to see the box and sit on it all game with perks like hex ruin and undying to make it impossible to do anything all game. This is a poorly designed mechanic for a licensed killer that gets exploited too often
Annoying that the box cannot be lifted at all even when no one is standing on it
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I also don't understand why the developers didn't fix it like with a knight where his guards only attack from visual contact and not from the area. So what needs to be done so that the drone scans only in its area or better from visual contact, since playing in a triangle of 3 generators is not possible even without regression perks
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@ChaosNightmare said:
This is a suggestion. Let Survivors give up if they have been bled out on the ground for a long time. If I'm on the floor for over 1 minute, there should be a prompt to give up and not have a penalty for it. Ther are many instances where the Killer will make it their mission to wait out the full 4 minutes even though there's no one else to hook.
Yes, it's very annoying!! Especially when there are 2 survivors left, it is worth making a hatch already for 2 survivors, but only one survivor can go into it. This will at least somehow dilute the boring hide-and-seek

