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tyantlmumagjiaonuha

tyantlmumagjiaonuha

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tyantlmumagjiaonuha
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  • In this mode, being chased as a Survivor isn’t much fun. Sometimes, by constantly using powerful pallet loops and occasionally triggering the 2016 Sprint Burst, you can force the Killer to give up without ever taking a single hit; other times, in a 2-on-1 situation, you’ll be taken down with no chance of escape. In short, it’s an extreme either-or situation: either you dominate, or you get dominated.

  • I remembered that before it was nerfed so drastically that it became useless, if you used "Franklin's Demise" to attack just one person with the M1, you could immediately tell who was connected via voice chat.

  • If they can't fix it, fine—but at the very least, they need to make the design usable in-game. Otherwise, it's just too terrible to be a "killer" feature for paid content.

  • In a meta dominated by two powerhouses—where most players use Splint Burst and some occasionally play DH—I feel that adding Lithe to the lineup mentioned above has created a more diverse meta than before.

    Furthermore, I believe that if Balance Landing—which was nerfed in the past because it was too powerful on certain terrains—were given an appropriate buff tailored to the current meta, we could create an even more diverse Dash Park meta.

  • Up until the PTB phase, I thought he was a very difficult killer to master, but a rewarding and challenging one.

    However, I gave up on him when the developers began considering implementing warning prompts that even survivors who weren’t paying close attention to the game screen could avoid. That’s because no matter how much I practiced, my efforts might end up being for nothing.

  • Thanks to Vigil, something that used to be seen in only about 1 out of every 100 matches now happens in at most 3 out of every 100—but the fact remains that they lack the power to be effective killers in modern DBD.

  • I was surprised that no one on the development team had ever played Pyramid Head before.

  • If this nerf is allowed, then from now on, we’ll need visual highlights and alarm sounds for Trapper’s traps and Huntress’s axe—among other things—to warn inattentive Survivor players. Similarly, to warn inattentive Killer players, we should make Survivors who are preparing for a Sprint Burst glow, and display warning icons and play alarm sounds above the heads of Survivors while DS or OtR effects are active.

  • At the current pallet density, you can keep your distance from Ghostface by knocking over pallets first, so it’ll still be tough even with the buffs mentioned above. It needs a fundamental rework, like Shape or Nightmare.

  • I think the only way to prevent the Totem from being disabled 30 seconds into the match—and to eliminate the ability to permanently block its destruction by making Survivors scream or disrupting them in some way during the match—is through a rework or by adding some kind of block to the Totem system using the base kit that the devs love so much.

  • I think this statement, intended to be considerate of players who haven't seen this screen, is the culmination of the developers' efforts to create a situation where players don't have to think at all when playing as a survivor.

    As with the chat wheel scheduled for future implementation, I think it’s perfectly fine that the game is rolling out a steady stream of features and considerations aimed at players who lack the ability to judge what their teammates are doing or what they themselves should be doing—since this game isn’t a serious PvP title but rather a party game meant for everyone to have fun together. However, this consideration is extremely limited for the other faction—the Killers. Ultimately, Killers are often forced to do everything at once—defending generators, chasing the Survivor right in front of them, and disrupting heals—and there are simply too many matches where tunneling or camping ends up being the optimal strategy. As a result, matches tend to become monotonous for both Killers and Survivors.

  • It was overkill for a single park to serve as a counter to various Killers’ special abilities and to reduce the duration of the Survivors’ strongest perk’s drawback, so it’s no surprise it got nerfed. If anything, it was overdue.

  • While I already believe the HUD visuals are sufficient as they are, if the developers determine—based on these new features—that the four survivors are able to keep track of who is doing what (such as repairs, rescues, and chases) and are coordinating effectively, I would like them to use that as a basis for adjusting low-tier Killers (Killers that move at 4.6 m/s and lack warp or high-speed movement abilities).

  • I think the current specifications and intent behind anonymous mode are fine as they are. If I had to make one suggestion, it would be to make past ban histories visible even when using anonymous mode.

  • With no new content or balance adjustments, there’s nothing new to offer. For Survivors, it’s just a game where you focus solely on generating power and escape in 5 or 6 minutes, while Killers just frantically run around the map playing a “pallet-breaking simulator.”

  • @Rogue11 said:

    I've heard several times how gen regression / slowdown perks have been nerfed so hard that they're all basically useless. Yet, from official/unofficial stats and personal experience, they are still incredibly popular. So I decided to list them out and compare their original effects to their current effects to see just how "useless" they are. I also threw in a column for any changes in patch 6.1, as it is largely agreed to be the most consequential balance patch in the game's history. All values were taken from

    https://deadbydaylight.wiki.gg/

    as it seemed to be the most comprehensive as far as perk history and updated to current patches.

    https://us.v-cdn.net/6030815/uploads/XAOJ4E4CBCE7/image.png

    Overall, I find the reports of the deaths of gen slowdown perks to be greatly exaggerated, with them only appearing nerfed when compared to a single period of time when for a few months, killers could indefinitely stall matches (gen kick meta).

    Note: Some perk changes are omitted as there have of course been many smaller balance patches over the course of the game. This includes some significant perk states such as 200% regression Ruin. I didn't want to create a spreadsheet with 20 columns, and whether its 150 or 200%, the current Ruin remains stronger than its original.

    That’s because there are no other Perks that can serve as substitutes. Perks that assist with chases are, of course, valid options, but relying on them alone would cause the gate to open in five minutes, so you’re inevitably forced to bring Ruin & Undying—which is inherently unstable—or PoP, where you can’t be sure you’ll have time to kick.

  • Before moving on to PTB or patch notes, I’d like the staff in the departments responsible for game balance—if not everyone, then at least those directly involved—to play five games each as both Survivors and Killers.

    Wouldn’t someone have noticed if even one person had played as Chucky—who can’t interact with warp portals during the event and can’t play properly—or as Region, who gets hit with poison while her ability is active? How on earth did an unbalanced event like this Banquet event—one that builds up frustration on both sides—end up being held?

    Also, please address the balance adjustments that clearly only took one side’s feedback into account—such as Survivors being able to carry food even after Dessert Time starts, while Killers have their poison taken away; or Region being nerfed without any mention in the patch notes, yet Survivors’ Unbreakable Pallets, item-granting Warp Portals, and Instant Beer continue to be allowed.

  • Conversely, from a survivor's perspective, which perks are considered acceptable for the Killer to use? Shattered Hope and Undone?

  • "How about we grant items with attractive add-ons—like a 'Baked Camembert' portal? The Skull Merchant? We're out of budget for a rework on her, so just leave her be."

  • 1000016936.jpg

    Since the Region Obsolescence patch, gaps have been appearing frequently where only Survivors can pass through and Killers cannot. Was this update also intended to make the Banquet event more fun?

  • Hey, Mandy. It was obvious to everyone that the poison mechanic in “Region” was a bug, so there’s nothing we can do about it. The wait time for the Survivor Queue will get even longer, but that’s about it.

    But what’s up with Chucky not being fixed in the latest patch?! Is the glitch where his poison gets sucked into the ground, or the fact that he’s too short to enter the warp portal, actually intended behavior and not a bug???

  • He ranks among the strongest Killers in 1v1 chases (even after being nerfed), and his short stature makes it easy for him to provoke mistakes from Survivors—which might be why he’s garnered so much unnecessary hate.

    From a 1v4 perspective, however, he’s a low-tier Killer who applies little pressure across the map due to his slow speed and long ability cooldowns.

    Overall, he’s weak against survivors who play by the book and try to complete tasks to escape through the gate, but he’s incredibly strong against outliers who prioritize chasing the Killer or triggering light stuns. He’s a poor, unfortunate Killer who’s been subjected to a series of unfortunate nerfs—including having some of his abilities stripped away—simply because he was disliked by casual players.

  • @Mandy

    When transitioning to the dessert phase, was it intended—rather than a bug—that the food you were already holding didn't disappear and could still be used afterward?

    I found it strange that when I’m on the Killer’s side, my poison is confiscated once the Dessert Phase begins, but when I play as a Survivor, I can still use invincibility, invisibility, and dashing even during that phase.

  • @Mandy

    Have the developers ever actually pulled off a "killer play" using the Baked Camembert setup in a match? If not, I’d like to see them play it live on stream.

  • Since this is a PvP game, there are four other players on the other side of the screen. While everyone has their own opinion on whether a match was a good or bad experience, I believe that disconnecting and leaving—which significantly impacts the experience of the other four players—is behavior that should be penalized.

  • Since hanging a survivor on a hook (strictly speaking, the act of being rescued) carries significant disadvantages for the Killer, slagging has become a common strategy during matches, even without the need for a specialized build.

    I think the most significant recent milestones have been the implementation of “Shoulder the Burden” and the ability to visualize Perks among Survivors. These changes force players to spread out the number of hooks they use, so simply incorporating OtR, DS, or “Babysitter” into that strategy buys you a significant amount of time. I’ve been playing this game for many years, and I feel that the current meta is the one where slugging is most effective.

  • It’s incredibly frustrating that Gen’s placement bias when placing event objects has been the same for years—we’ve been repeating the same mistake over and over. Is the reason the “Déjà Vu” perk hasn’t been nerfed even after the 3-Gen system was implemented because they anticipated this kind of situation?

  • With this kind of setup, there are always three food items lined up on the table. Plus, if someone gets injured during a chase, an instant heal and a buff trigger immediately. A standard 4.6 m/s Killer wouldn't stand a chance.

  • It was a disheartening event that instantly revealed everything said in the 10th-anniversary developer interview to be nothing but hollow lies.

  • I’ve been playing since 2018, and on the Asia server, Survivor queue times are usually long, whereas Killer queues are instant—except, of course, during times like the week a new Killer is released or when The Clown is bugged.

  • There are just too many minor changes—which seem like nothing more than an attempt to create an alibi for buffing the Killer—and the accompanying nerfs to the add-ons. In particular, Ghostface and the Doctor have been nerfed overall, including their add-ons.

  • Instead of incorporating parts of add-ons into the base kit to improve stats, shouldn’t we finally move away from the practice of weakening add-ons or rendering them useless?

  • While his ability is effective at disrupting Survivors during medium- to short-range pallet and window loops, recent spawn patterns have resulted in pallets and windows clustering very close together. As a result, even if the Doctor lands his ability, Survivors can easily reach the next object. Like other M1 Killers, he is a Killer whose effectiveness is heavily dependent on the map and spawns, which is unfortunate.

  • @ThatRyanB said:

    Hey folks! I wanted to pop in with some extra context on this to give you a little look at the dev side of things. The timing of when the Killer power icon is shown is a tunable on our side, which means we can make adjustments to this if needed.

    We'll be closely watching PTB feedback to keep the team informed about how folks are feeling about this in case adjustments from the PTB are needed!

    I feel this is a terrible practice that not only leads to disconnections from parties that don’t want to face high-tier Killers, but also robs Survivors of the joy of trying to figure out who the Killer is based on visual and auditory clues once the match has started.

    I felt this in the way the HUD visualizes actions as well. It’s because that tense, thrilling experience—where you’re hanging alone on a hook but have to decide, while scanning your surroundings, whether to trust your teammates and cling to the Gen or go rescue them yourself—and the surprise of seeing the Killer’s or your teammates’ auras thanks to certain Perks, have been lost.

    Of course, solo survivor gameplay has improved dramatically and is much more accessible now. However, the heart-pounding excitement that used to define the game—the tension and the need to make split-second decisions in high-stakes situations—has been lost. There was a time when I spent hours every day playing, thrilled by the drama unfolding in every match and the highs and lows of my own decisions, but nowadays, DBD has become filled with matches that feel more like monotonous tasks. It feels like a chore because there’s too much information available and too few unknowns. Granted, sharing teammates’ Perks and item builds is something you could already do when playing in a party, but making the Killer type visible is taking it too far. Please don’t take away any more of the joy of strategizing or the tension of the match from the Survivor experience.

  • We just achieved the Kindred base kit last year by visualizing the AFC gauge, and now you want more training wheels this year? Solo survivor play has become comfortable enough in the last two or three years.

  • I don't know if it's a reaction to how difficult it was to play as anything other than certain killers last year, but this event is far too difficult to play as a survivor. They should pause the event and do maintenance until they improve the gas station spawn logic.

  • @DarkStrife said:

    Killer mains, what would happen if today all current survivor mains would quit? Like all current ones.

    To be frank, many players who play as killers also play as survivors, so even if survivor-only players stop playing, I think you can still play as long as you don't mind the long match times.

  • Not only has there been no response to reports of players using blatant speed hacks or cheats that prevent being picked up or hooked since the start of the year—let alone before the Blood Moon event—but I feel like the number of cheaters is increasing day by day rather than decreasing. BhVR should explain to users what measures they are taking against cheating.

  • If you play custom matches, you won’t have to face the Killers or Perks you dislike.

  • In the current patch, spreading hooks without tunneling is frowned upon because it amounts to handing Fast Track tokens to the survivors. Whether the survivors try to take them or not, just like with DS and DH, the mere presence of these hooks in the environment is enough to put them on high alert.

  • I play a variety of PvP games, but nowhere else do you find a player base that quits as frequently as DbD survivors. Of course, there are players on the Killer side who quit when their totems get destroyed in 30 seconds or when they’re constantly being targeted by the group, but that number is probably less than a tenth of the survivors who quit.

    Despite matches lasting only 5–10 minutes, BhVR is solely to blame for fostering a player base that can’t stick it out until the end and quits immediately whenever they get frustrated. They should bear some of the responsibility for this.

  • Just like the pre-rework Ruin, there’s always been a sense that BhVR has viewed getting a “Great” on skill checks as an extremely difficult feat since way back. Otherwise, there’s no way to explain this Fast Track situation. Right?

    P.S. Along with Fast Track, I’m really feeling just how strong Déjà Vu is again in this update. Was it a lie when they said they were just temporarily applying a speed buff until the 3-gen system was complete? Déjà Vu is still being used all the time in gen rush builds.

  • @ThatRyanB said:

    This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.

    All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!

    After just one day of playing, I could already tell that this perk is disrupting the game balance—for better or worse. By the late stages of the game, spreading hooks—and by extension, hooking survivors—has become a major risk for Gen’s defense. Just like DS and DH, it looms as a constant threat that must be watched for, even if you don’t know whether the survivor has the perk equipped.

  • @ThatRyanB said:

    One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.

    Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?

    This isn’t limited to Trickster—it’s something I consistently notice with all 4.4 m/s Killers. Especially for Killers like Trickster or Huntress, who lack teleportation or high-speed movement abilities, if Survivors manage to hide effectively or notice your approach early enough to retreat, it takes longer to engage in a chase, and the Generators progress accordingly.

    While we can use perks like Aura Visualization to reduce wasted movement time and close in faster, certain maps make it easier for survivors to hide or dodge knives behind cover. As a result, Trickster is more susceptible to map conditions than other 4.6 m/s Killers. In that regard, the map recently implemented for Trickster is the worst possible match for him.

    Getting back to Trickster himself, it’s a shame that the Cut Through You add-on’s effects changed from the PTB. It used to be a fantastic add-on that could mitigate the 4.4 m/s drawback by leveling it up and maintaining it.

  • In online games where you share time and experiences with others, that is not acceptable. That's exactly when you should go to civ.

  • I wasn't sure if it was true that Survivor Queue takes longer during North American server nighttime hours, so I tried playing via VPN at a different time than usual. Sure enough, it took 7 or 8 minutes. And that was solo. After waiting this long for the game to start, it's truly incomprehensible that someone always disconnects and leaves right away.

  • It feels like they're running different games for each region. Playing Killer on the Canadian server means waiting five minutes before a match starts, only for half the Survivors to get annoyed by something and disconnect. Playing Killer on the Asian server means finding a lobby in five seconds, but you're constantly matched with aggressive Survivors who use DH, OtR, and DS offensively every single game.

  • I play LoL, Overwatch 2, and Valorant too, but no game other than DBD has this many disconnects and griefers. Too many players fail to consider that there are actual people on the other side—both opponents and teammates—sharing the same time and experience. Those people should stick to solo games like Civ or Minecraft instead of playing PvP.

  • @まうっす said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033064#Comment_4033064

    This is a tunnel? But he killed other survivors along the way? The definition of a tunnel on the NA server is weird.

    Regardless of the process they went through, if they decide they lost or feel it wasn't fun, they'll complain to their opponent. To do so, they'll infinitely expand the definitions of tunneling and camping.

  • Against high-tier killers with mobility like Nurse or Bright, I think it's necessary. However, when you activate that type of DS against killers like the 4.4m/s ones or M1 killers, depending on the duration, the match is pretty much decided.

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