AetherBytes
AetherBytes
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- AetherBytes
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044561#Comment_4044561
Pretty much this. People bought Krasue because she was busted on release, not because she is fun. Now that she is nerfed you barely see her, because she is weaker (but still good, A-Tier Killer), but she is still not fun to play.
As someone who has bought new killers day 1 they come out, I still do not own Krasue on principle.
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@AmpersandUnderscore said:
It's a shame they don't actually listen. I posted about this exact issue years ago, and repeated it nearly every time it came up.
I've never understood the reason people want this change. A survivor without collision can still be the target of an attack, even right now.
This will just add another layer of frustration for killers because the Kate you can't see clipping into your hitbox, but just in front of you, eats the hit with BT instead now.
April, 2023.
You have more chance of hitting the player you want if an unhooked survivor has no collission, just move to the side and swing. You cannot do that if they're physically blocking you.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946957#Comment_3946957
When? From PTB to live, or after it went live? Cause I played against some Springtraps yesterday and they literally outran my sprint bursts… You get no distance running in a straight line, at all.
Good joke. Unfortunately, haste stacks, so you were boosted and sprintbursting making you still much faster than him.
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@HeroLives said:
the change is a lot more balanced. The point is to give you a higher chance to go to map but not guarantee it, or be able to stack it to the point killers had to play an offering to counter it completely or mostly get outweighed. It’s a healthy change.
Map offerings do not stack. If duplicates are played they are ignored (except 4 of an offering beating out sacrificial ward).
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Heads up, you can see when Springtrap is teleporting to you. Look at the nearest door if possible. If the display starts fuzzing like it's losing reception, Springtrap is coming to your door.
Yes, I know this sounds like some crackpot theory, but no it's actually the case. You can also use it to detect if he's camping inside a security door as any door he's inside will fuzz.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949059#Comment_3949059
He's B tier at most, very low A at high level. Especially after the next hot fix scheduled for this week. What you have to consider is that there are a fair few killers who are WAY stronger and way more oppressive.
I'd argue normally he's B-low A, but theres a gap in his skill range where you go from Low A to low S due to the weight of the axe. You can ignore some loops if you're good enough.
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@Madmillennial said:
I just realized auto lvl up was a thing the other day. I've been manually doing it like its a chore until I saw the little icon to the right. I haz the dumb apparently.
I bout did a backflip once I saw that. How long has this feature been in the game exactly? Lol
The multi-level one? Came out same patch as springtrap.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945817#Comment_3945817
”surprisingly.” My guy, every update that gets released is half baked🤣
The PTB actually went rather well (for a PTB at least). Most of the problems are coming from things we couldn't test very well, such as the Go Next Prevention.
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This update was surprisingly half baked under the surface, yeah.
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The bug report may be delayed, I got slapped for trying to post a second post too quick.
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It might not be a bug; Survivor bots usually run basically the moment you start teleporting to them now. It's possible that is a tell.
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32m base
Cloak is -22, 10m.
Monitor is -8, 2m.
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@DeBecker said:
If you reduce trapper to basement trapper you havent even understood anything of this character.
Believe me, I know theres more to trapper than basement, but almost every killer has some advantage over him with less or no downsides. The one thing Trapper could do consistently is lock down basement so theres always at least one person there, but now springtraps grab mechanic overrules that advantage, with the bonus of being uninterruptable.
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@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945471#Comment_3945471
YOU can't throw hatchets over picnic tables.
I can, many can, I've done it, and seen it done. You can also throw over cars.
Friendly fire will not be tolerated.
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@MrOogieboogie said:
Springtrap is one of the fairest killers to launch in a LONG time, but I do think they get to go undetectable for too long, too often. I get it's for the "jumpscare" vibe, but…it overdoes it just a tad. 10 seconds of undetectable is PLENTY. 20 is excessive. Other than that, fun killer to go against with fair powers.
20 is fine. 10 just makes it useless; you either leave on top of them (whats the point?) or approach from another door with a terror radius instead.
20 seconds gives him time to mix it up and come from a nearby door rather than right on top of a location.
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Nothings changed, now they just DC or just run at me to make me hook, or if slugged just deny any survivor healing them.
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Doom Slayer has been explicitly show to be firm, but gentle with other humans. His beef is with demons, not them.
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@LordGlint said:
Could also just give it a lingering timer similar to how survivor boon perks operate once you leave the area. Maybe allow the effect to last for 5-10 seconds after you start moving.
It'd just be annoying to keep stopping and starting to get undetectable though, and the concept is unique.
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You seem to fail to take into account the fact that if LOS is broken, Ghostface instantly loses all detection on him. You can duck behind cover and repeak immedietly.
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Let him directly trap gens or something; take a trap to it, interact, and it's trapped. When a survivor interacts with the gen, it ensnares them.
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Hit them the instant you hook them, they do the short hurt scream instead. Most people know this is a thing so you won't get flamed for it, and for those that don't it should be easy enough to explain in endgame chat.
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Post the video anyway cause I don't believe you; it also still helps identify what the problem may be. Cloud IDs help get the logs of the game, video to actually see what was happening.
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@SeriousRain said:
Lmao imagine First person Survivor, that would be true horror gamemode.
This used to be the OG design. Survivors were in first person, killer was in third person.
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Look, I'm gonna be straight with you. Many killer perks have been nerfed to hell, back, and then straight to hell again. Aura perks are some of the only perks that are still worth running. Nerf those and you will have nothing but gen slowdown every game.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916409#Comment_3916409
What‘s a backend Update?
Very minor bugfixes on a technical level pretty much. Basically stuff insignificant to the players, and not deserving of a patch note (and perhaps too technical to patch note)
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- Fixed an issue where the "Grenade Launcher" Killer master challenge could not be completed.
Huh? Like I get thats the name of a challenge but now I wanna see someone create a pic of Legion with a grenade launcher.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913685#Comment_3913685
Plot Twisting too soon after being unhooked also counts as an unsafe rescue and tanks your rescuer's Altruism score.
So, Plot Twisters out there, please remember that and wait 15 seconds before using Plot Twist after being unhooked.
Understood, will plot twist upon unhook /j
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Basically they removed the "180 flick" but made his actual turn limit 180.
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Heavy Footed; [Survivor] Scratch marks appear more often and more consistently
Anxious; [Survivor] Your breathing noises are louder
Weakened; [Killer] Stuns are 25% longer (Survivor) You are unable to fast vault windows
Panicked; [Survivor] When interacting with an object that has skill checks, you are constantly faced with skill checks (Like merciless storm)
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It was tested in the PTB, but wasn't intended to come out this patch. It's likely coming next patch.
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As someone playing the ghoul I dont want it either
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@justadreampallet said:
I don’t have nerf opinions so I got buffs
Trapper: let him either start with all his traps/ hold more traps/ change spawn locations to be better.
Ghostface: change the reveal to be more accurate. Make the reveal box smaller and more focused on the center along with giving more maps tall grass and small clutter for him to hide, peepholes also would be cool.
singularity: allow him to suck back cameras from a distance and sabotage the emps so they take longer to spawnFor that trapper thing I always see the argument that letting him start with all his traps just means he can forcefully block every approach to a hook, but a lot of people are forgetting that if he's doing that, he doesn't have a power for all his chases.
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Ghoul main here, he needs a tweak for sure, at least shrink or remove the autoaim on his power, I keep hitting survivors with it when I don't want to.
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@ChuckingWong said:
You lose distance.
Not only do you lose distance. If you have something like lithe, even after you have cleared the pallet, you lose that as well.
You're also ignoring context. Other killers cant just hop right after you after an M1 as fast as he does.
Whats actually funny is he doesnt hop after you, he hops ahead of you.
So maybe you're right you dont lose distance. As you never gained any to begin with.Thus the meme i made
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@SeriousRain said:
My current issues with him:
- Enraged mode lasts way too long (outside of chase of currently marked survivor)
- His ranged injury damage is way too forgiving (too big range and maybe shouldn't injure you behind cover)
- His cooldown should be slightly increased/ bit longer to recover after leap
- His ranged injury damage is way too forgiving (too big range and maybe shouldn't injure you behind cover)
The issue here is he ALREADY hit you before you went into cover, but because of the leap and animations, it looks like he got you through a wall. When you get hit, he attacked you half a second earlier, it's only just now actually halting you and causing damage. It's fair statistically, just doesnt feel fair.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903350#Comment_3903350
https://us.v-cdn.net/6030815/uploads/H56SESDXKNQ8/202502-7e4-jpg.jpg
You'll of course have to trust me that it was on Backwater Swamp - it was Pale Rose, I assure you - but sure! What now?
(also im p sure its fine to post pics with custom icons for the killer power, right? content creators use em all the time, like with the blank icons for hens' guess the perk challenge, but hey! if any mods dont want me posting pics with that do let me know)
The general consensus about that is "We don't care, but if it somehow gets you banned no one is going to help you."
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@Aven_Fallen said:
This is intentional and done so that people cannot alter their resolution to get an advantage. Before that some players decided to stretch their resolution.
1920x1200 is not a standard resolution, so the resolution is set to 1920x1080, with those black bars for the rest of it.
As someone who has a widescreen (not for stretching purposes, I play a lot of immersives like Star Citizen and such) it looks so ugly. I understand why, but man we really cannot have nice things because of this community.
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Billy: Using movement to cut a survivor off is a legitimate strategy. I'd be down for increasing bump cooldown, but stopping the sprint should stay the same.
Nurse: Her only form of chase is those blinks. If they don't recharge quickly, she literally cannot chase.
Huntress: I agree.
Freddy: His ability as is can be kinda trash against players who know how he works. His punishment revolves around you doing clocks, not him missing snares/pallets.
Pig: The punishment is built in to the start of her ability; a warning noise as well as a charge that, while active, halts all movement. It either pays off with the hit, or she loses distance from the initial warning.
Clown: Punishment is built into his reload where if he runs out mid chase the survivor basically gets off scot free (or the clown plays without a power)
Pyramid Head: The attack has a ton of telegraphing, odds are the survivor's gonna dodge it. Adding a punish would literally kill his power.
Blight: I agree here, he might need more punishment, but I'd give it specifically to missed rush attacks rather than just running out of charges/timing out the ability.
Trickster: His power require a multitude of knives to hit in order to damage. Punishment is built in by it's degradation; if a survivor manages to dodge and evade the killer long enough, their laceration decreases.
Nemesis: His tentacle is a glorified M1 with a bit more range than a lunge.
Knight: The knight does miss out here; he loses that guard for some time. Sent toe assassin after a player but missed? Now you have to use the carnifex or jailer to chase instead, who both move slower and don't inflict deep wound. Break a gen with carnifex then immediately find a player? Likely gonna have to start kicking pallets yourself till they're off cooldown.
Dracula: I'm personally not sure. On one hand you're correct. On the other, I've never found it a real issue. Probably to do with how dodgeable/blockable they are.
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Run Brutal and Fire up together, it'll change your mind. Pallets get shredded, fire up gives you good window vault down the line as well as other benefits
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tbh I don't think this is a good idea. The current Inner Healing means that you can either use a totem for a boon, or destroy the totem for a free heal (and still lets you heal if said totem was a hex no less, so 2 things in 1).
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@drag27 said:
arachnophobia maybe?
A lot more difficult to do too. Demogorgon only got added cause Netflix provided the model and rigging, so making a monstrous character was much easier.
Though, considering how far the game has come since then, maybe it's far more plausible now.
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3 kills. Simple as that, and works for me since I don't discriminate and just attack whoever I find first.
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Red herring, blast mine, mirrored illusion, lucky star. Great way to troll a killer without pissing them right the hell off.
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imo it needs a buff; either stronger hinder or longer. Also needs to work if you break the pallet before they move out of range.
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Knights guards are not stunnable period.
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@Spirit_IsTheBest said:
It's basically Old Chucky but she has an unlimited turn rate.
I feel like she could receive a buff to her chase kit in a different way rather than going in this route.
Chucky's rush resets the duration on a scamper. OP is suggesting she vaults more like legion, where the power temporarily pauses for the vault, before completing the remaining dash
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The endgame mori has no affect on slug rates, literally none or so little it's easier attributed to a rounding error than an effect. The same people who "slug for mori" are the people who'd just slug for the 4k anyway.
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@ThatRyanB said:
Also, to confirm, when you say you can't access the PTB anymore, is this error message the point at which you aren't able to get past?
yes, though after a few more attempts the game eventually let me back in. Perhaps it was more of a server issue than save corruption?
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Not entirely sure if it counts, but getting Speared by the Deathslinger both makes the hit survivor's profile icon light up and they also lose chase at the same instant you'd hear the shot

