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smappdooda

smappdooda

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  • As I said elsewhere, I think he should lose his haste after a spear throw. It's a minor tweak that would make him less frustrating to go against.

  • I think he should lose haste after a spear throw. That would be a good balance change without impacting him SEVERELY.

  • If they intend to keep it, it should not have an AOE or only affect 1-2 others not EVERYONE.

  • They are distracting and quite frankly look "cheap". Looks like something from a mobile game. An off toggle would be nice.

  • Please please PLEASE add I-frames after the first blade injury state like you do for almost every other health state loss. Too many trickster players just come back to hook to get free downs and injures because there is no delay between injure states with their power. It's EXTREMELY frustrating to play and would help new players a lot to understand how the game works. The inconsistency is frustrating.

  • I love all the hardcore players saying "skill issue" like they are the gods at this game forgetting that there are casual players which make up a majority of the player base. Not everyone can commit to 1,000s of hours in this game and "git gud". Step outside your bubbles and realize some aspects of the game are just un-fun to go against on both sides. (The the devs have said many times it's about having killers that are fun, not oppressive like nurse but here we are…)

    For those that have all this "knowledge on counter-play" but don't show any examples of YOU doing it in real time, your arguments are weaker. Please show us your counterplay skillz. Show us all how it's done.

  • I do wish they had kept in the not knowing when someone was unhooked options like they do for 2v8. That would reduce a LOT of hassles.

  • @MechWarrior3 said:

    Its just their way of saying a spider killer is not in the cards, with the killers they have released over the years I doubt it has anything to do with Phobias. Its a horror game. It should be treated as such. All cards are on the table at this point.

    It's weird because they teased a spider creature years ago in the rift.

  • Do you know WHY it's like that? Because people abused it and WILL abuse it. You just gotta deal with it.

  • @Abbzy said:

    They nerfed range of leap, grab distance, vault speed, enraged time, hit with power after vaulting reduced range and added token loss after breaking the palette then make it doble the time, fixed biggest issue kidnap tech, what else i missed. Some players still think he is top a-tier sorry but i dont think he is above drac, larry, billy. Now he needs more precision more than before and he cant brute force you like before and he must down you with m1( only one of three ways how he can down you, the other two are survivor mistake and big misplay) and chase you down like legion, yes he can catch up with power but not after breaking paletts and indoor maps are his weakness.
    The distance change and grab range for survivor is ok but they would need to revert more( vault speed, recharge time after token loss when breaking palett) to not make him less capable then he is now ( he is one of few killers who got nerfed a lot in short time others are chucky and xeno).

    Yah yer right this is TOTALLY fine… https://medal.tv/games/dead-by-daylight/clips/kq7PsW5HxJ_fKNW3R

  • @YayC said:

    The Issue Explained

    This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.

    The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:

    https://www.youtube.com/watch?v=s0G9U2B-Ctc&

    Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.

    https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png

    The door beside me and the door in the distance infront will be useless for the entire match.

    https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png

    The door off in the distance is so far aware from main that there is never a reason to use it.

    https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png

    Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.

    Why this is Such a Problem

    This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.

    Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.

    I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.

    How We Attempted to Fix the Issue

    We had 2 ways to try and deal with this problem

    • We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
    • We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.

    Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?

    Potential Fixes

    The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.

    • Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
    • Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
    • Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.

    Final Thoughts

    Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.

    This is a very well presented and thought out explanation of an issue. Good job!

  • My friend and I were just talking about how 2v8 really highlights just how much of a slog the regular mode is now. 2v8 is so much more fun on both sides. I would be down for hooks to go away and become cages in regular mode. It would help mitigate camping and tunneling since you don't know where/when it happens. (you could find them obviously but have the cage move)

    Going back to regular mode is just… unbearable right now with Ghoul players being Ghoul players and just certain aspects that felt so nice in 2v8 not being available in regular mode and I prefer killer role. I would gladly play 2v8 exclusively if it was a regular mode, even as killer.

  • @Almo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909825#Comment_3909825

    There's a problem with player motivation here; the mori becomes more important than the main goal of the game. That's fine, if it doesn't hurt someone else's game experience. But being slugged for 3 minutes while they hunt the other down then wait for them to die on the hook so they can get the mori is a problem.

    The slug for the 4k is a problem, but at least once they're on the hook it's fairly safe to finish the match so the slug doesn't spend as much time waiting.

    But for the mori, the other must die first. That might mean 140 seconds of waiting for the full hook sequence.

    The issue should be fixed through some kind of motivational system, not just letting people quit. If someone has to invoke the menu and hit quit to fix a problem in the gameplay, that's an issue in my book. It's better than nothing, to be sure. But a real solution should be found.

    I had submitted what I thought was a good idea to combat slugging through the feedback channels on the backend but I know game companies RARELY take outside ideas.

    The basekit Unbreakable was obviously flawed but what if players had to A: work for it and B: it happened when killer doesn't expect it. The concept was called "Hope Springs".

    When a player gets knocked down and left, they refill their recover meter to "get help", and then they are able to see a "hope spring", which would essentially be the same as when you mark something with a map (you know the glowing light beam feature no one uses?) Hope Springs populate in the center of main jungle gym tiles. So a survivor could crawl to that spot and get themselves up as if someone helped them that last little bit.

    This has a few benefits:

    1. It works Lore wise because the Entity feeds off hope. (hence the name)
    2. It makes perks like tenacity more appealing to use because it gets you away from the killer faster and helps recovery.
    3. It incentivizes the killers to hook because they know the players can get back up but it makes it harder to predict when and where.

      If you see a player crawling to a tile, you know you have to do something about it. Sure you could wait and hit them again after they get up but if they have something like soul guard or another perk that gives endurance, you chance that being an issue. (or hope springs give you endurance but that might be a bit too much I think? Not sure)
    4. It's a new mechanic that adds a new layer of gameplay.

    I am sure people will poke holes in this because welcome to the internet but as a designer of live action experiences, I feel something like this is a step in the right direction.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290

    the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.

    Then let a killer bot do those things.

  • On this I agree. I have been hit around corners no where near a pallet while facing the other way. I'd love to see the hitbox wireframe in action on how a pallet works.

  • You're not alone and anyone saying it's aura read, you are always notified when "revealed" in 2v8. I think some people miiight have some extra tweaks they trying to hide but doing a bad job.

  • @[Deleted User] said:

    There is a 0.5 second buffer that will technically stop you from going down within that time; from what I understand about the system if you are still within his damaging hit box during the buffer, when it ends, you won't take further damage until you leave the hit box (although this may have been a bug).

    Gotcha. So it was a "Fix" in name only. Ok. They might wanna re-look at that.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407482/nurse-counterplay

    From a thematic standpoint it does not really make sense, because she can teleport through walls, why would dropping a pallet interact differently?

    Because better gameplay should sometimes trump "lore"? Also, at this point, so much theming plot holes exist why not add one more.

  • @mikewelk said:

    That's a good thought!

    Thanks! Kinda weird to hear someone say that on these forums but I will take it ha ha.

  • It would be so funny if the killer could just walk out the gate. "Aight... I'mma head out then".

  • It needs counterplay like not working in lockers.

  • Welcome to chapter release day. The super sweats come out.

  • @TragicSolitude said:

    I think putting on Mindbreaker should get that done, as long as the survivors touch gens.

    What they said. I got it within the first minute of the match using mindbreaker.

  • Personally I think players should be able to stun Nurse mid-blink with a pallet. It would be a nice counterplay and require a bit of skill.

  • I just played that Clown Challenge and chose to slug for the 4k (which I hate doing) and even apologized in the chat for doing it. (Shockingly, they didn't care and just said bad things to me.) I am not a fan of these kind of things that encourage the more questionable habits of the game.

  • Happened to me as well. Couldn't figure out why I couldn't re-light the highlighted totem.

    20230801032916_1.jpg


  • @Sharby said:

    https://us.v-cdn.net/6030815/uploads/GT791WXADZ8K/bubba.jpg

    Just adding on another example, dude failed the facecamp and then tunneled THEN facecamped again, gave this excuse.

    Why even play killer lol?

    Been asking myself that question a lot lately....

  • It's because gens fly too fast and MFT has made end game chases almost untenable. Kill one early, better chance of not getting shat upon.

  • Very few take PTB serious and no console players. Against real teams he can be very weak. Fun does not equal wins and after a while losing multiple games in a row negates any "Fun".

  • Oddly enough, blastmine with Lightborn stops you from getting your "blind the killer" challenge done in the tome. Found that out the hard way the other day.

  • It's because he is SUPER unfun to play as. All gimmick with little to no payoff. As usual they went too safe out of the gate and well...

  • Reducing the range would be nice but also the cooldown of a successful "tag". Far too many times do I tag someone working on a gen, they activate the EMP and go back to the gen and I have to wait for a far too long cool down to fire another "tag".

    I feel it would be fair to make the tag cooldown SLIGHTLY shorter than EMP activation so you could at least teleport to the survivor and they still remove their tag. A nice trade off. Right now the EMPs are just constant power negators.

  • I suggested an idea where, in camera, you could hold down a button to "Speed up repair" like how survivors can speed up EMP boxes. It's a trade off of time vs effectiveness. It would also give some uncertainty to how safe you are as survivor. You have no idea if it's offline for 60 seconds or 30.

  • @illNicola said:

    Title says all.

    The Singularity is boring to play, with a weak power and I think a lot bugged since even if I can see a surv with the biopod, if the surv has a finger hidden behind a rock or wall, the biopod doesn't target the surv. I managed to win without using Singularity's power, only used the biopod like cameras. With what I saw, its power is top tier for camping, but for everything else is D tier.

    The new map is abominable. Orientation is impossible (which as far as I understand is what the devs wanted, congratulations they have fully succeeded), it is too huge and the central gen is practically a gift.

    So, basically: 3 original chapters, 3 disappointment. As expected, it's sad to say, but I expected it. And it's so sad because I love Singularity's design, IT'S SO CREEPY.

    So, what other players think about this chapter? Are you happy about the Singularity and the new map? I didn't mention perks since both Singularity's perks and Gabriel's perks (the new surv is Gabriel right?) are useless

    20230613143952_1.jpg

    Can't lock on to the booty. I wonder how much of a survivor needs to be visible for that to work. Feels like old stalk mechanic.

  • I had a couple games where it happened too but doctors weapons is notoriously deceptive. I run the baseball bat so I know the ACTUAL length of the weapon.

  • So no more DC-ing for hatch when slugged then? I wonder if the bot will take over from the "downed" position or if they re-spawn elsewhere.

  • I just got a sweat squad with Artist who I have played maybe ONCE in the last year. Something is definitely "off".

  • @Shroompy said:

    If it does, Id prefer to have the choice to either snuff or break the totem

    This! Why not THIS? Give the killer a choice.

  • It favors bad ping over good ping I have found. So download some movies while playing I guess?

  • I play mostly soloq and yes, the biggest killer is your other teammates. I am usually last man standing but I bring perks that help me get there and survive (sometimes). Spine chill, distortion, low profile, Kindred, etc. If you find yourself in this situation a LOT bring perks/items that help you find hatch or open the gate faster. If you often die before that, embrace playing stealthy. You can usually find time to heal with the right info and good game sense.

    May the odds be ever in your favor.

  • @Dustin said:

    I feel this is one of the updates where BHVR had the absolute best intentions but there's a few things I don't agree with.

    The removal of burning killers should stay as it gives survivors something else to do other than be chased or repair generators. It also provides rare teamwork moments. I feel it should just be added to more killers because again - it gives survivors something to do and sometimes yes you'll have a rogue survivor follow you while you're in chase but they're not doing objectives. Flashlights eventually run out of juice and if they're doing it too much adjust charges don't remove an interaction.

    Regarding Hag specifically she's just a problematic killer who should get a rework. The fact that flashlight interaction is being removed with traps yet a new mechanic was created specifically to destroy traps is silly. Especially now that you have to crouch walk over to a trap. You may have infinite times you can do this now but it takes forever to approach a trap without Urban Evasion and that's the issue with Hag - Her kit when she is doing well promotes camping and prolonging the game because setup outside of the web of traps she makes is not only discouraged but punished. Hag should be reworked and also her traps should be destroyed in hook proximity if a survivor is hooked just to be inline with other killers. No one is going to enjoy having to crouch walk across a web of traps to unhook someone and go through a cycle of hook trading.

    Circle of healing should allow self care and not stack with items because that's what was making it over the top is working with items. Now it's useless if you don't have an item on you.

    Hillbilly should only get buffs - I'd love to see a single person argue that Billy is common enough to warrant an engraving nerf. Yeah there are some cracked Billy players out there but it's so rare to consistently get good chainsaw downs with him. If a Billy main came in here and provided proof I'll retract this part but I would be surprised if anyone agreed with it.

    I do see the rest of the changes to be good for the most part.

    I've always thought the fix for hag was to make it where her traps didn't trigger while crouching AND walking over them. Only running trips them. I think that could add some interesting counterplay that doesn't feel oppressive (and I like and play Hag just so you know).

  • @H2H said:

    🦀🦀🦀🦀

    This is my favorite reply ever on this forum.

  • Ah I see your point. Your argument is well thought out and raises many good counter points. I bet you got high marks on your debate team.

  • With the rise of Adrenaline, I think it's time to remove the healed off the hook aspect of that perk. It gives you three effects stacked together and they said they don't wanna do that with other perks they changed in the past. You get caught and hooked, you shouldn't get a free health state for that, especially with basekit borrowed time now.

  • They also left the easily exploitable main building window in the RNG rotation. Seems it was visual update only and not gameplay.

  • I play chill until the survivors don't. Sometimes it bites me in the ass, sometimes not. It does get old losing a bunch of games ina row because I don't wanna camp and tunnel players into the ground to secure kills but then I turn the game off and go do other things.

  • There is a way as killer to get up there. (Wiggle against the back right corner of the wagon a bit) Also, report them.

  • @UnluckyDucky said:

    This has been an issue I've noticed for quite some time and it's getting to the point where I almost don't want to play anymore because it feels game-breaking.

    As the title says, unresponsive pallets.

    I have MANY, many, many, many many clips of be being PERFECTLY within the middle of a pallet, within reach--and the button to throw pallet just DOESNT APPEAR. I've even tested this by going up to a pallet out of chase, and just kind of walking around it until I see the pallet button pop up and its weirdly a LOT harder than I think it should be. Like the hitbox of where my guy, Jeff, has to be for it to spawn feels insanely small. I play pretty blended, and when I'm killer I see survivors crouched down camping a pallet and they're able to pull it down from that position. When I try to do this, out of chase ofc, the button doesn't spawn. I have to stand up, walk back and further, go into the pallet, and THEN pop there it is. It makes 90% of my defense as a survivor completely invalid. Even when the pallet drop button does appear, I'll hit the space bar--nothing. Hit it again--nothing. HIT IT AGAIN---aaaaand the killer hit me. Granted this is a span within like 1 second as im mid-chase, so from when I reach the pallet, go through it, pass it--my character had the command to throw pallet 3 times. Didn't throw it.

    Like IDK what to do at this point. It's so infuriating. Like I can stomach SO MUCH but taking away pallets, my ONE agro/defense against a killer is too much. Dont tell me to try flashlight saves, Idontwannatalkaboutit.

    Is there something fatally simple I'm missing here?

    So I have this issue a LOT. No idea what causes it. The prompt just doesn't appear. It's SUPER frustrating. I don't mind being outplayed UNLESS it's by the tech I am using. I haave noticed the better your ping, the more you get robbed of things as the DBD servers APPEAR to prioritize bad ping over good ping. Dunno if it's true but it FEELS that way constantly.

  • Seems the same size AND the terrible abusable bottom floor windows are still there in the main building. I just went against someone who would just run to main and use it over and over again. Must be nice to have something that has no counterplay like eruptio... oh wait...

  • @Wowie said:

    It is extremely difficult to play nice with a fun, unique build these days unless you plan on sweating hard or losing very quickly.

    It's a shame because I used to love running off-meta perks and weird builds on lower tier killers.

    Survivor is fun right now, though, when you're not getting tunneled or camped or bled out.

    I think they need to stop adding things to basekit primarily, and simply focus on bringing back the fun sandboxy feel that the game used to have. This comp focus will eventually kill the game.

    Same. Trying to play casually is just a no go. Losing to gen speeds going at lightning speed 5-6 games in a row is just not fun. "I wanna get better with Wesker" (5 minutes later, gens done) "Well I guess not today".

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