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th3

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  • @Wezqu said:

    In my opinion only thing they need to do with the abandoning option is to add 10 second delay on the option to abandon so we get rid of the last go down insta abandon. Like it happens in almost every match when last get downed and this would just let the killer do the mori and if they don't do it in that 10 seconds the options appears and survivor can abandon. Currently how it works can annoy killer players and in reality does not make sense you can do it instantly.

    Why does it annoy killer players? Genuinely curious why this would be the case.

  • @Leon_van_Straken said:

    Rework won´t happen but you could buff him like this.

    1. Put his stealth Audio down, I mean he should be with Myers one of the best Jumpscare Stealth Killers in the game and it is kinda annoying that good Survivors know you are there when every Killer with undetectable got better stealth…
    2. Make it that you have to see his mask to reveal him so that people can´t run behind him and making him powerless.

    That reminds me of when survivors deep wound depleted cause the killer intentionally didn't look at them so chase wouldn't trigger lmfao.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033080#Comment_4033080

    They are downvoting to send the idea down to beHehaviour 🤗❤️

    because we know Bhvr won’t watch it and think they need to remove the rock as well on that tile to make the twitter complaints stop.

  • The correct term would be subjectively not objectively, unless people have the raw numbers they cannot be objective about anything since they only have a personal experience with.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981012#Comment_3981012

    That's not a valid implication. "Literally all" means "Literally all".

    At this point you are arguing semantics while completely missing the point that has been spelled out for you. I’ll phrase this in a way you hopefully understand.

    Your original comment said that ghoul had a “giant list of nerfs” going from the PTB to Live and then two hotfixes later as well. My reply was pointing out that those “changes” from the P-T-B to L-I-V-E were not actually nerfs which contradicts your point.

    There is no point continuing this further since you are just not replying in good faith. Hopefully this helped clarify why you are wrong but if it is intentionally misunderstood then that’s unfortunate.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981000#Comment_3981000

    Are we really supposed to believe your statement of "Literally all of those were buffs or sidegrades" is true?

    "LITERALLY ALL"??????

    If you bothered to actually read what you said then it will make sense.

    Your original comment which I replied to said this:

    Ghoul literally had a giant list of nerfs going from PTB to Live

    I replied by saying this:

    Why are we pretending that all of the changes from PTB to Live were nerfs. Literally all of those were buffs or sidegrades…

    Now if you look at the implication of this sentence it implies that from all the changes made in the PTB to LIVE they were not nerfs. The point of this was to sharpen the reasoning used since you simply included the changes made in the ptb-live and the changes in the hotfix as your example of:

    a giant list of nerfs going from PTB to Live

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979853#Comment_3979853

    How is “Reduced Reticule aiming on Survivor detection for grab-attack by 94%” a buff or a sidegrade?

    That was the aim attack locking onto a survivor despite you looking at a completely different object. Now that change allows ghoul to grab and leap towards a spot close to the survivor and get the decreased cooldown with little option for the survivor. This is opposed to the survivor getting either deepwound or the killer getting a longer cooldown.

    BTW even if its more of a sidegrade than a buff, you focus on that over me simply saying that your "giant list of nerfs" from PTB to LIVE wasnt even true…

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979150#Comment_3979150

    Patch 8.6.0

    CONTENT

    • New Killer - The Ghoul
      • PTB ADJUSTMENTS
      • The Ghoul
      • Increased the base sliding effect from 0.4 seconds to 0.8 seconds, on par with Anteiku Apron effect.
      • Decreased the Tentacle Vault time at pallet from 2.0 seconds to 1.5 seconds to be at the same time as Tentacle window vault.
      • Retuned the Tentacle Swing system to minimize the power interruption during swings or dealing around obstacles.
      • Decreased Enrage Countdown Timer from 60 seconds to 45 seconds.
      • Decreased Countdown added Time Bonus when completing a perfectly timed grab-attack from 30 seconds to 15 seconds.
      • Addon Kaneki's Wallet: Increased the window bonus time from 1.0 second to 3.0 seconds.
      • Addon Anteiku Apron: Decreased the sliding bonus effect from 100% to -50%.
      • Addon Broken Chain: Increased the decrease Cooldown bonus from 20% to 35%.
      • Addon Satchel: Increased the Third Kagune Leap bonus speed from 20% to 30%.
      • Addon Taiyaki: Increased Enraged Mode Countdown bonus Time from 10 seconds to 15 seconds.
      • Addon Hinami's Umbrella: Rarity changed from Rare to Very Rare.
      • Addon Red Spider: Rarity changed from Very Rare to Rare.
      • Addon Yamori's Mask: Removed the Healthy requirement from the activation.

    Hotfix 8.6.2

    THE GHOUL

    • Reduced Tentacle range from 16 meters to 14 meters.
    • Reduced Enraged mode time from 45 seconds to 40 seconds.
    • Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
    • Reduced Reticule Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
    • Reduced Reticule aiming on Survivor detection for grab-attack by 94%.
    • Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
    • After breaking a pallet, if the Killer Power is not in cooldown, power goes into a forced cooldown equal to a single Leap usage.
    • Addon Fresh Coffee: Changed rarity from Common to Very Rare.
    • Addon Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
    • Addon Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
    • Addon Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
    • Addon Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".

    Ghoul literally had a giant list of nerfs going from PTB to Live, and then another giant list of nerfs soon after in a hotfix. There wasn't any "let's wait and see" for all these changes.

    Why are we pretending that all of the changes from PTB to Live were nerfs. Literally all of those were buffs or sidegrades…

  • since the 9.1.0 update my stats have been delayed anywhere from an hour to 3 hours later before they actually show up in my recent games.

  • @cogsturning said:

    The first bug fix for the FNaF chapter was what, a week later? It'll get fixed.

    I run Streetwise on my gen build with a toolbox but I use Built to Last so it's like I'm doing the slower, ethical version of this bug. I wouldn't exploit something like this. Gross if a lot of people are.

    Its extremely easy to not exploit it, if they do then its 100% intentional abuse (in the interest of not saying how to do it, just if they do then it wasnt on accident)

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963159#Comment_3963159

    "The correct play of hiding"? So if killers do "the correct play of slugging", they shouldn't be punished?

    I see. You are just being intentionally obtuse. Why is this even being brought up when your entire message was ranting about the AFK crows and not the slugging?

    BHVR declared excessive hiding as problematic survivor behavior, and intended for the solution to be AFK crows, but then people complained so the entire AFK crow mechanic got nerfed into uselessness.

    People complained because you got AFK crows while performing actions on gens, totems, gates, healing other survivors, chests, and crows while hiding from the killer during no way outs timer.

    The correct or best choice for a survivor while No Way Out is active is to hide, which under this system was giving them crows despite actively participating in the game.

    I've seen a grand total of ZERO survivors revealed by AFK crows, ever since they were nerfed.

    There's an argument to be made that the timer was changed to be too long but given that it was changed in a hotfix that's expected. However, this system is just flawed and really should be more complex than it is.

    I'll entertain the blatantly "whataboutism" of your reply though I don't think it'll ever be good enough.

    With this hypothetical anti slug change coming in phase 2 there is zero indication that the change will in any way punish killers for slugging in the normal course of gameplay. The last change that "negatively" impacted killer gameplay in this manner would be the Anti-Face Camping mechanic. This "punishment" of having to stand up to 16 meters away actually benefits killers more since it gives them more clear lines of sight on survivors coming in to save their teammates. Proxy camping has always been way more beneficial for Killers to apply pressure than face camping and this change provided the negative feedback necessary to incentivize killers to move away from the hook to a position that arguably is better for them than just sitting right in front of the hook (before there was no "negative" feedback. i.e. a consequence for their action in game).

    The comments around the Anti-slug changes have almost consistently been expressing that the focus of the mechanic is aimed at the "excessive" slugging rather than punishing the killer for slugging that is a necessity (under a pallet and what not). Given how the AFC mechanic has been a tool that encourages "proxy camping" over face camping which is better for the killer anyways I am not expecting anything that isn't a net positive for the killer at the end of the day. But who knows, maybe the real issue is shoulder the burden and how that punishes the killer for breathing.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962936#Comment_3962936

    The issue was supposed to have been fixed in phase 1, with the AFK crows. The whole point of the AFK crows, was that it was supposed to punish survivors that were excessively hiding, which is why it was called "hiding prevention".

    BHVR declared excessive hiding as problematic survivor behavior, and intended for the solution to be AFK crows, but then people complained so the entire AFK crow mechanic got nerfed into uselessness. I've seen a grand total of ZERO survivors revealed by AFK crows, ever since they were nerfed. And I'm STILL stuck searching the entire map when all the remaining survivors decide to excessively hide, but the AFK crows are so useless that they never reveal these survivors.

    So people getting crows while working on objectives or doing the correct play of hiding during no way out was a good thing? Are you being intentionally facetious?

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954077#Comment_3954077

    Yeh look at all the 1-2ks, that is defo my experience as well. As if all killer collectively went worse since last update. I keep blaming it on the 'anti go next', cause what else can it be? With every new killer release, they have actually been overperforming if my memory serves right. This is not the case with Springtrap…

    Yeah it could have some effect on the results, but also the number of times I've had killers who both dont and do know how to play is impacting it. It could also be from backfilling into lobbies that there is a disparity.

  • This is literally a troll on twitter baiting lmfao.

  • image.png

    Definitely been escaping more and more lately

    image.png

    I've been abusing vigil with STB when games get dicey with attempts at tunneling but usually I run this but I added Botany since its more consistent than We'll make it. Ngl only matches where its been super hard was running into that 1k win blight guy

    image.png
  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945963#Comment_3945963

    It's kinda funny that ppl are still gonna ask for proof, even tho its perfectly possible now… ppl will still not believe you :D

    The thing you have to understand is that my build specifically, most killers will rarely, if ever chase. I hope I don't start a trend, even tho I'm pretty sure it alrdy is. I see many ppl use this build or a variation of it. and I hate chasing it myself. That is also why my longest chase time is so low. Cause I rarely get real chases.

    https://us.v-cdn.net/6030815/uploads/6717X3G94G88/59-25.jpg

    https://us.v-cdn.net/6030815/uploads/HQTRAU2U5YRT/perks.jpg

    image.png

    enjoy viewing the stats my most played is Kate overall but Thalita is catching up

    my build is pretty solid too

    image.png
  • image.png

    I was surprised, and my main killer has a higher KR than my average at 83.4% so that was funny to see. For survivor I beat the average escape rate so i'm content at where it is

    image.png

    I don't think these are 100% accurate as I assume I might be missing some data.

  • You may have to link your platform account if you haven't already, since its showing the stats of your bhvr account and not the platform specific one.

  • @Aven_Fallen said:

    I am mainly surprised by how low the hours seem to be. Since it only tracks the time in the actual trial, I realized that I spend A LOT of time not really playing the game but being in the Lobby or Loading Screens.

    Killrate is what I expected, most of the time around 60%, slighly above. My most successful Killer is one of my most hated ones (with Hag, I knew I am decent with her, but around 70% Killrate was a bit surprising). Not surprised that Singularity was my worst Killer, I am too dumb for it.

    image.png image.png

    It's just plain wrong for me lol. Seems to only track back to Kaneki's release in terms of the numbers you see. I'll update this tomorrow since it takes 24 hours for synced stats to update.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937895#Comment_3937895

    no for survivors before ptb goes live it's a draw for them but if killer abandons it's a loss essentially

    so if you abandoned with all bots you "draw" even though they dc you have to play with bots or nothing counts besides bp

    if survivors hide for 10 minutes to wait you out and you abandon as killer it's a loss

    image.png

    Is this confirming that people never read patch notes?

  • That would require them to do something, and we know how much people like to complain when they could just end it by forcing someone out.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909186#Comment_3909186

    Wait, Hope combo is because of the Ghoul being busted? You mean the perk that only activates when the gates are powered? How are you finishing 5 gens against a busted killer? (Or) How are you escaping a killer once the hatch is closed?

    How does it make sense burning two perks slots for this?

    I run Hope, MFT, Resilience, and Deja vu as my "anti-ghoul" build. Usually get value from 3/4 for the majority of matches and sets me up for success in endgame sometimes. I shifted away from exhaustion perks so this build when I'm against a killer who gets easy injuries is pretty solid. As for how I'm making it to endgame/finishing gens against Kaneki, deja vu and a heavy reliance on map rng is all i can say tbh.

  • @Na1ts1rhc said:

    https://us.v-cdn.net/6030815/uploads/FO4S254GZ8CE/image.png

    " If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity. "

    Huh? Someone smarter than I, please explain. How does one rekindle 5 totems simultaneously?

    It means if there are 5 totems lit at the same time, rekindled is what they are referred to when you activate pentimento on the broken totem.

  • Looks interesting but the nerf to haste stacking is way more impactful than hindered. Aside from the obvious example of Hope + Made For this (only meta recently due to Kaneki being stupidly busted) it nerfs the teamwork power of two perk (which still sucks I never see it) and Blood pact. Oh also it makes Dark theory even worse somehow.

    Everything else looks cool i guess.

  • The base BP gain is absolute ######### for interacting with the event.

    in Blood Moon Comment by th3
  • What BP? There is basically no BP in matches right now, yet again another missed mark consistently from the devs.

    in Blood Moon Comment by th3
  • @MrMori said:

    I just checked the wiki. I was under the impression that obsession perks guaranteed that the user would become the obsession unless someone else also brings an obsession perk, but it actually just increases the base 25% chance each survivor has. Exactly how I don't know, but it's not a guarantee that an obsession perk user becomes the obsession, even if no one else brought an obsession perk.

    https://us.v-cdn.net/6030815/uploads/EUUV2P0RSYJN/7b05229379-fbc4-4655-b91d-15573117c4cc-7d.png

    I would assume that if there is a single obsession chance increasing perk, like DS in play, the chances of ther person that brings it becoming the obsession is 5/8 (62.5%), and 1/8 (12.5%) each for the other 3 survivors. If it stacks additively, this makes sense.

    Or maybe it's 50% chance like th3 writes, if it works multiplicatively.

    Think of it like this: Each survivor in a standard 4-player match has a 25% (1 in 4) chance of becoming the Obsession by default. Perks that modify Obsession chance do not guarantee that a specific survivor will be chosen; they only adjust the base probability.

    For example:

    • A +100% modifier doubles a survivor’s chance, increasing it from 25% to 50%.
    • A -100% modifier removes their chance entirely, reducing it to 0%.

    If only one survivor brings a perk that increases their Obsession chance, their odds improve relative to the others, but the selection remains random. The game still follows the rule that all survivors contribute to the overall probability.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893080#Comment_3893080

    No, the part that was changed a while back was to make it so there was ALWAYS an obsession. The way these work is listed here:

    https://deadbydaylight.fandom.com/wiki/Obsession#Chance_Modifiers

    DS increases your chances to be obsession by 100%, so it should always make you obsession.

    Think of it going from 25% to pick that survivor to a 50% chance. The increase of 100% applies on top of the base chance per survivor which is 25% / 4 survivors.

    Also, the new and supported wiki is the wonderful site of deadbydaylight.wiki.gg rather than fandom since that is not maintained anymore!

  • Probably assumed it was Tier one myers and dc'd

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891821#Comment_3891821

    What skill issue commentary? I didn't even discuss the chases or anything, just that it's weird to give up on first hook immediately against a killer who is almost universally considered fair in chase.

    The reason I mentioned 'skill issue' commentary is because these kinds of complaints often carry an undertone that the problem is with other players rather than the game itself. Even if you didn’t explicitly discuss chases, the way the post frames players giving up as irrational or baseless makes it feel like another 'players are bad' discussion rather than something new. That’s why I found it low quality and downvoted it—it's just the same frustration being voiced again without adding much new insight.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890620#Comment_3890620

    No clue, but then again... 4 ppl have downvoted my original postwhich is kind of telling.

    People can downvote your post for any reason they want. I downvoted your post because reading the same complaint over and over again with more speculative "skill issue" commentary is low quality in my opinion.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883261#Comment_3883261

    depends on the vault spawn, if the vault is next to the stairs, you can't get there as killer (unless you are playing Legion or Wesker maybe?

    If the survivor is able to get up there then there is path available.

  • You can reach it by going to one of the balconies and going from there onto the staircase.

  • @jasonq500 said:

    During my games with skull merchant I still see survivors dc/self unhook whenever they see her even after the nerfs

    Makes me wonder what was the point of nerfing her if people are still gonna dc no matter what

    I'm aiming to play devil's advocate with this response.

    The nerfs didn't really change her overall power from what it existed as a chase-oriented tool, it just made it way weaker of a tool. If the survivor disliked her power for how it incentivized the killer to play, then it doesn't seem like anything changed. The power can be strong and fun to play against, just like it can be weak and not fun to play against. This excludes the people who just rage quit for whatever reason, but the common explanation on these forums for the dc's/self-unhooking is almost exclusively spoiled survivors who don't learn the counterplay almost 100% of the time. There needed to be adjustments to Skull Merchant, and I personally still dislike her power even with the nerfs. The nerfs in my eyes didn't address the frustrating things that I disliked and I don't think the nerfs were done to reduce the number of dc's but instead adjust the killrate. The killrate was excessively high and even removing hook suicides didn't lower it by much so clearly there is something there that needs to be addressed.

    I only hope they make good healthy changes that improve the strength of the killer while making sure her kit is less frustrating/complex to go against.

  • What BP gains, they are non existent this time around.

  • @[Deleted User] said:

    I don't necessarily think it has to do with perks. MMR has been active for 3 years now. Most players' MMR is going to be more or less settled at this point unless they recently started playing.

    Just my opinion, but I don't think anything will change with the DCs and giving up unless there are foundational changes to the flow of the trials themselves. It's getting worse because the game has been out for 8 years and players understand the game more than they ever have. The result of the trial is often more or less locked in within the first few minutes. It is rare to see survivors make a comeback. It happens a bit more on killer in my experience, but it's still unlikely for either side to come back from behind in a trial without the other side making massive mistakes.

    Point being, if you're a vet player with thousands of hours and you've seen it before in the first minute of a trial, you might know with 99% certainty that the next 10-15 minutes are going to be a complete waste of time if you stick around. And one of the biggest flaws with this game is the insistence on forcing players to play through terrible games where the outcome is decided 10 minutes ago. Games are supposed to be fun, and I will never fault someone for valuing their time.

    It's up to the developers to make the trials feel worthwhile. I don't have a solution. I'm not a game dev. But I can say that 30-50% of my trials on any given night feel like a complete waste of time, like I'm just watching a pre-rendered cutscene. I'm probably not the only vet who feels that way.

    this is exactly my feeling on this.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809592#Comment_3809592

    To me it's more like hit and run, which is a cool strategy, but doing it with this add-on is way the heck slower (more boring), and works on solo way more than it does SWF. So I don't think it's that healthy.

    I don't even mind hit and run, I've just found with my games against SM myers its the hovering around the hook. That's the part that kills any sort of 'scared' factor i might get.

  • Scratched mirror Myer's devolves into the killer just waiting outside the anti-face camping range of the hook and going after whoever goes for the rescue. It is a boring stupid addon that is only scary for the first 2-3 games. Then its just a matter of "oh which corner near the hook is he hiding behind".

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806492#Comment_3806492

    3-gens weren't holding the game hostage. Survivors' lack of skill and team play were holding games hostage. Do the 2 furthest gens, shift W when the killer comes anywhere near, and don't get hooked near the 3-gen. That's all you had to do. Now there's a handholding mechanic with gen blockage because, "the killer kicked the gen too many times."

    So the playstyle of attempting to hold a 3 gen until the server closed being a skill issue on the survivors part is so delusional. The 3-gen strat that was the issue was the method that attempted to stall until the server closed, and frankly even when i do hold 3-gens I win them before the gens get blocked.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808737#Comment_3808737

    Every time I hear: - "Play for yourself" when it comes to survivor gameplay - I always see it as a crouched Claudette hiding in lockers waiting for a hatch. :D

    I mean, even if you "playing for yourself" - you still need to participate in unhooking, repairing, taking hits for teammates, flashlight saves\pallet saves (if possible), etc. Team play - is the nature of survivor gameplay.

    This is how developers want us to play as a survivor.

    If thats what you think of that's quite limiting. There's more depth to that sort of decision/playing that matters when you have a lot of time played.

  • Neat thing about this game is you can choose to play with your team and increase the overall chance of survival or strike out on your own and play for yourself

  • @jajay119 said:

    I feel like BHVR have clearly broken the fog and haven’t addressed it.

    Now they’ve made the maps smaller and fixed the scratch marks I think they need to compensate by going back to the early vibe of darker maps and more fog. No daytime naps either - unless it’s an offering but I’ve never understood why maps like ormond and cold wind were moved to daytime maps on a game called dead by DAYLIGHT.

    They changed the reagents to increase "mist" so its clearly an intentional change.

    I hate it so much, the reagents barely do anything even when combined.

  • @ObsidianButterfly said:

    Kill rate means absolutely nothing and does not show how strong a killer is. Case and point: Nurse and Blight have the lowest numbers, but are the strongest in the game.

    Merchant only had a 70% because survivors kept going AFK or run into her on purpose to suicide on hook, which massively inflated the number higher than it should be.

    They did state the current kill rate was 72% in the pre ptb dev thing on discord, and even accounting for first hook suicides it was around 68-69%

  • I've only had draculas in wolf form hump me. It's hilarious but like yeah sometimes wish they knew how to fetch.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797886#Comment_3797886

    A limited time game mode doesn't have to be perfectly balanced.

    But it has to have enough semblance of balance that people want to play it. Even the devs said they were surprised that people (survivors, largely) stopped playing the first iteration of lights out within a couple days, because the balance was so far off it simply wasn't enjoyable in any sense.

    Just curious cause I love reading over the devs comments on all the new things they are trying, where did they say that about lights out?

  • Just wish there was a point to having brown, yellow, green, and purple rarities of medkits since they are all the same. Clutters up the bloodwebs and just feel pointless. I think removing brown and yellow medkits would be better while revisiting some other items like keys and maps to improve their usefulness/versatility.

  • I think it would be fair to note that survivors didnt just complain about the mode, no one was playing it resulting in long queues among the reduced amount of players that were in the modifier. Obviously, changes were directed to try and incentivize players to queue survivor since killer queue didnt have any issues getting people to play

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797362#Comment_3797362

    …but you'll still be able to see when Distortion activates?

    Only once. Then you have to go and get into a chase which will most likely end up with you hooked. This is assuming the killer only runs one wall hack perk or add on and you manage to escape the killer before it activates taking distortion away you won’t know if they have any other wallhacks on you until the next time you get chased.

  • @th3 said:

    I love having the only option to understand that the killer has wallhacks on me is a licensed perk now. Especially with how bad distortion is now.

    "only option to understand". For a massive majority of aura revealing perks/addons without revealing what they are, and that number is increasing after this next update. I'm just not a fan of the paywalled options now that distortion has been changed.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797268#Comment_3797268

    Distortion still works just fine though, you just can't be immune to auras for the entire game anymore.

    Not what I was complaining about

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