LeFennecFox
LeFennecFox
About
- Username
- LeFennecFox
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I've gained gray hairs reading these forums, but average person here is still 20x better than the users on the sub/discord. I'll miss having pointless arguments about topics the devs would never see anyways.
-
@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116659#Comment_4116659
Everyone with a tiny bit of gamesense says so. For ages.
Aura perks don't get enough hate for being free gamesense
-
@ShanoaLegendaryPlz said:
Id say not many ever enjoyed playing against scratched mirror myers. Besides the streamers that enjoy it for jump scares, to the average player its one of the most tedious and annoying playstyles especially on an indoor map. Like playing against a legion with permanent frenzy mode. Ive even seen some rounds take almost an hour to finnish if its a small enough map.
Its simpler to loop but it forces chase onto everyone at all times of the match or feeling like you cant sit on a gen while injured as they just hit and hide and come back when you arent able to make it to something fast enough.
Yep proper play especially with no communication means neither side is doing much on indoor maps. I think there is a big disconnect where killers don't realize gimmick builds can be just as obnoxious.
-
@lovlor said:
Nerf judgement
Revert SB OR Vigil
Revert off hook protection, no one wanted elusive
Nerf Celestial Witness OR Nemesis(perk)
I think we should deal with the killers that abuse aura too well before nerfing a perk that's fair on most killers
-
Remove her mangled addon and the aura thing
-
Imagine trying to learn the new community killer and they just drastically change parts of her kit every single week and then add in a very obnoxious bug as well. This is on top of 2v8 murdering killer queues giving people even less incentive to pick them up. I think I'll come back to this killer a few weeks later. I can already tell this is gonna be one of those killers that is perma hated and dc'd vs even if they end up nerfing because of bhvr tier balancing.
-
They listened and now the only weakness which was having bad first chase delaying zealous at start is gone. This killer is now giga super SSS tier and is immediately a threat in chase.
-
@100PercentBPMain said:
for killer, Finesse. I hate the Finesse+Lithe pair more than I did SB+ Vigil. Finesse encourages not engaging with the killer, and pairing it with Lithe can stall ramp up killers like Oni or Nemesis for potentially the entire match if the entire team is running it. Which I have seen consistently for years.
As survivor I can't stand DMS, Deadlock, Lethal Pursuer and Pain Resonance. I'm just gonna go against the grain and say I've never minded Noed I love end game shenanigans
Finesse is such a silly perk it's not necessarily OP or anything just feels bad. A very quick first hit turns into 0.0001m miss because of finesse on my honest 20ms ping. At least it isn't backloaded like old dh resi spinechill people use to use.
-
No my killer games feel awful and sleep inducing. I try to take chase with the 1-2 competent survs and the others manage to get 1/4th of a gen done and a dull totem.
-
If this killer was even slightly more accessible to people it would probably kill the game
-
A lot of it comes down to good macro play so uhh yea trust your solo queue teammates to not hand you over to killer by unhooking too early near them impossible challenge. If you can avoid being hooked first you can run deliverance and them eat some yummy food while they camp you and then unhook after they wasted 99% of your first hook thinking someone is coming.
-
Unless they secretly fixed it at same time as flashlights vigil still works against all status effects it did previously. I'm not sure why they've never tried to make it only work for the survivor using it.
-
I have a lot of complaints about gens but survs stacking on them has never been one of them outside of old prove
-
@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114336#Comment_4114336
Ultimately, now killer is the casual role if you like to win a lot.
Survivor is the hardcore role, where you expected to lose most of the time.
Killer has always been the better role for winning only have to focus on yourself instead of 3 teammates of varying skill levels and people crying about swf every game were usually really bad. Now that a lot of the extreme scenarios you used to go against are gone it's way less frustrating and solo queue has only really gotten worse due to killer perk design.
-
Hyperfocus is just a net negative for the game that gives cheaters some wiggle room to hide behind. It's also either gets no value or you're consistently popping gens insanely fast because of killer choice. Doesn't help that we keep getting skillcheck bugs that give too many every few months.
-
Add back actual strict mmr so I can face real players instead of ones with sub 1 hour playtime (actually happened to me yesterday). The real problem this game has is good survs have 0 incentive to waste their time on loading up a match of solo queue where johnny, rick, and todd last 20s in chase so you lose no matter your skill level.
-
She has no mobility and we have gen kick limit nowadays. It's a slog to play vs but she's definitely not some unbeatable instawin killer. If they have thanat one person should cleanse and focus on gens away from the 3 gen to avoid infection. Everyone else just works on gens and preruns because again she's a standard 115% 99% of game.
-
you'd be feeling good intentionally sniping people that are actively engaged with the game.
Doing the main objective of the game is "not actively engaging with the game" now?
-
Constant stutters and low framerate makes playing anything requiring precision impossible. Like the other user said instead of trying to catch cheaters after the fact we need server validation on a lot of things so they don't even have the tools to play with. If the only thing they could do was see killer through walls it would naturally reduce number of cheaters.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113768#Comment_4113768
I've only ever seen it happen once that an extra shrine appeared. The main problem is where the survivor is deposited in relation to the killer, I think. That and that Nurse's Calling will reveal them immediately when being healed. Maybe rescuing individually but far away would be a reasonable compromise.
Survs can also glitch into sanctum main and other parts of maps very finicky.
-
There is anticamp it's just badly designed on top of bad map design. It's a very small range but if you're in that range it starts spamming new shrines in order of distance every few seconds. If you've ever walked close enough to a shrine you heard the audio warning for more than 2s you probably activated at least one new shrine. It's very punishing and at the same time useless because you're a ranged killer that can shoot at people as they're attempting to reach it without even giving a small % of anticamp.
-
If they make it so that the furthest shrines are activated, and the
survivor rescued spawns outside the Terror Radius, it would go a long
way to improve gameplay against the Judgment.There is already anti camp for the shrine, but map design leads to some situations where they spawn like deep in corners of suffo pit. You have to cross normandy beach to reach them and the killer is able to control a 3 gen without even being close enough. It seems to be about 12m or so and the statue gives an audio indication you're close then it starts adding statues by distance every few seconds.
Giving too much safety for shrine rescues just heavily punishes you for exiling. I would rather them look at adjusting the anti camp range/strength + spawning them too close than give people the ability to unhook 3 survivors across the map in a quick interaction. In my testing even if you're chasing another surv near one for 2 seconds it will instantly start spamming new locations it's very aggressive in a way too small radius.
-
@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113559#Comment_4113559
Yeah there's not much of a point in it imo.
I will say prelobby is a nice buffer time though for people that have to quickly get up and do stuff. Might just cause a lot of people to start AFK more/longer than usual at start of match. That is way worse than waiting longer for people to actually be back.
-
@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113348#Comment_4113348
Zealous actually isn't that great atm. You get two main bonuses from zealous.
1. Beam gets 10% bigger which considering this is only a 0.3m increase and you can get a 50% increase from just running order of inquisition is quite underwhelming.
2. The curve which is only active for 0.3 seconds currently which is incredibly undertuned.
So putting this together I could actually see this build being quite viable with how underwhelming zealous currently is.
I heavily disagree zealous vs no zealous is a different killer. You are much much harder to dodge in chase, have more uptime on pressuring the map, and the beam size is just a bonus on top. The order of inquisition heavily nerfs you into being exclusively a ranged sniper and the size bonus comes at the end of the beam giving more reaction time to survs instead of just spawning a larger beam close to the gen.
-
Hearing ear destroying surv screams more often is not what I'd want
-
Depends on how easily they can break LOS and in those scenarios it just turns into a game of reads which a lot of killers have to do anyways
-
@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112966#Comment_4112966
C tier is reserved for weak killers that don't even really have a power and are powerless at strong tiles.
This killer has an attack that pierces all obstacles and can hit multiple survivors at once. And built in moris and hook bypasses.
This killer is never, ever dropping below S tier unless heavily nerfed.
I'll give you somewhere along A tier depending on how much better survs and judgement mains improve. S tier just a different world though and she rightfully doesn't slot into nurse/blight levels
-
@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112931#Comment_4112931
Shadow Step and A Place For Us are both very good against Judgement on aura reading, if you're looking for perks to try out to counter those builds specifically. Inner Strength is also quite good against both the aura build and as a solid payoff against her more totem focused playstyle. While not necessarily a counter in the traditional sense, Object of Obsession also lets you very quickly figure out what aura reading she's on and hit her with an "I'm getting my aura revealed? No, WE'RE getting our aura revealed" playstyle that is surprisingly strong against her given how slow she is to actually traverse the map. We See You can also be decent payoff, but can really backfire if she's on Deerstalker, so be careful on that one.
Boons can be kinda rough with thrill hex builds going around. If all the good spots are hex totem spawns or you get interrupted 90% to blessing a dull it really sucks.
-
Crazy to think it's been one of the undisputed kings of exhaustion (ignoring small window of background player) for over a decade may you rest in peace queen
-
It would make exiling more than 1 person at a time kinda a throw. If I happen to down 3 people really quickly and exile them then last person across the map gets them all out and they get to full reset safely.
The risk is there because being able to get 3 people off hook with a really fast interaction is strong. I do think map rng can make it really obnoxious though needs looked into. Had a few games where I had a nasty 3 gen and the statues were in the corners where survs have to storm normandy to reach them.
Saving exiled survs would need a way longer interaction and/or be limited to 1 use per statue before being disabled for a period.
-
Skillchecks are bugged to appear more often or even overlap at times probably someone abusing that with gen focused builds
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112597#Comment_4112597
How do you know this?
Is this speculation or has BHVR released official ranges on this data?
Unless they did massive changes to soft/hard cap since last time people have datamined it's accurate. If you played during the initial rollout of mmr when they didn't have soft cap you could wait 30+ mins if you won too much. I believe dowsey waited multiple hours in queue to even get one match in while winstreaking on twins.
It's either force people including their content creators to wait excessive queue times for a 'fair' match or sacrifice match quality for people to actually get games
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112510#Comment_4112510
It should do the opposite honestly. You should gain more MMR points because of certain playstyles. Same with hard tunneling. I've done my fair share of full team slugging when everyone was injured, out of position, and easy to nab. This should raise my MMR even more because I'm not approaching the game casually in these cases. Sweaty tactics should make you sky rocket.
But I do fear it's the opposite if they're going on your ability to spread hooks. If that's the case, the wincon should also be changed to hook amounts.
They can skyrocket your mmr all they want but the soft cap is so low it won't matter. The skill difference between actual cap and soft is massive so matches will just be mixed. It practically only exists to keep just freshed installed players out of the pool and if queue times are bad enough well they get in anyways.
-
@PupAdmiral said:
Is it just me… or is Divine light far too telegraphed? I dont know if its just a skill issue - which it may well be, but it feels almost impossible to catch people off guard because they see it coming a mile off.
If you think im wrong, what do you think i may be doing wrong???? I do try and hide it behind walls and such before just launching it out but no luck….
May also be me but I feel like cause she quadrupedal she feels so clunky to move on some of the tighter maps
It's like artist crows where you can basically always avoid it but gives her a ton of map pressure. They can nerf sniping gens for unaware players more go for it just make it more reliable or have more outplay potential at medium-close range (fully or partially revert curve window). Feels like a lottery machine way more than any other ranged killer
-
How is krasue the same thing? Krasue was absurdly easy to pilot and oppressive in chase. People are going to complain about the new killer, the new perks, the new surv no matter what.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111906#Comment_4111906
BHVR has a history of hiding changes under bugfixes. It's one thing for them to decide that they would rather a perk or character work differently. But acting that it has just been bugged for years and that they finally fixed it has been a weird ploy to hide these kind of changes.
Also the scary possibility that it was so low priority they only just now got to it, but it was considered a bug forever ago.
-
I'm sure pumping your post through AI will magically convince everyone
-
@AliceNull said:
Why are we pretending that counting to 10 is a particularly difficult skill or that this is going to meaningfully increase how often people get hit after endurance? Most of the killers who have hit me pre-15 on the boosted duration did so because I was going to make a tile and they wanted to negate the possibility of dead hard or ds+locker plays, not because they misjudged how long it lasted.
Until they fully commit to making tunneling near impossible and balance the game around that it's just a stop gap. If a killer wants to tunnel and your teammates don't know when to unhook you will eventually die.
-
@Arcturus said:
I think honestly we'll have to see 1. when the new MMR settles and 2. when people actually get used to the killer on both sides whether the killer is overtuned or not. For right now I think it's fine (although I personally have gripes with some of the aura addons)
2026 and we still don't just make killers like this or nurse blind while charging power.
-
@ChaosWam said:
I get so many complaints, survivor or killer, about playing 'too serious' and whatnot, or playing against/with people who ARE way too serious and toxic in endgame chat that when I get lobbies like this… I'm fine with it.
I'd rather have a goofy farm session every once in awhile to break up the monotony.Yea because there is nothing monotonous at all about farming. Just triple hook me and send me on my way to an actual match of dbd. It's 2026 spending 20 minutes farming is not more efficient than just playing another match unless it's those people sniping each other with farming setups.
-
A part of me is worried about the state of his current collision. Quite a few tiles especially ones on the amazingly developed maps where your power just isn't usable. 4.4m/s and zone breaking being nerfed are good changes but I would take another nerf just to get billy size collision.
-
@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005013#Comment_4005013
I agree.
If Nurse were released today, plenty of people would complain that the killer is too weak. Unfortunately, many players expect to be getting consistent 4Ks after their first five matches at the latest.If that doesn’t happen, the calls for buffs follow.. same old story.
This killer actually has very high potential, and if things stay as they are, we’ll see it over the next few weeks as people min/max the mechanics.
It's more perplexing because her skill floor is low and the ceiling really isn't there. You follow the same game plan on 99% of tiles & the insane thirdperson fov means you almost always know what the surv is doing even if they don't see you. She's like kaneki if getting a down was way easier but the first injury took like 6s instead of instant.
-
@OrangeBear said:
Projectile has no counterplay and her chase is very oppressive. She's basically like OG chucky but better because she is faster overall and has no cooldown on her attack. It's ghoul release levels of devastation.
Yeah… it's hard not to feel anything but numb as a survivor anymore.She is what people THOUGHT ghoul was on release week which is very worrying
-
@Fluffyxox said:
Everyone? Who is everyone? The consensus from the PTB was shes around A tier. You're just making a bad faith argument. Very few players actually played on the PTB and with any new strong killer, people are going to suck at looping her day 1 on live because nobody knows what is safe and when its not. At least wait a week before complaining.
What looping? At worst she has to 60/40 at some fillers any slightly long loop you auto lose. Only counterplay is bodyblocking which is same as 99% of killers and shouldn't be a requirement to not last more than 15s.
They removed her collision for 0.6s during head form attack that made certain fillers tricky to play, reduced start up, increased turn rate, and added buffering for a slight increase on scamper time. M2 still has no real punishment for missing and m2 into m1 for some reason not delayed more also reduced transition into body her only downside. Headlong flight got more charges, has surv collision, and you can vault now.
-
It doesn't matter and should have happened forever ago
-
They actually made a great change removing haste stacking just for it to get reverted because 1% of the playerbase wants to use their gimmick build once a year
-
Luck is just a pointless gimmick would be nice if those perks/offerings became something useful
-
@HuskyDogLover said:
They did listen to the feedback that was given during the PTB, so it had some value. But I really don't understand why most of the bugs that were reported went ignored…
If the patch wasn't ready, then delay it. I think most will understand (and appreciate) if the patch gets delayed by a few weeks while it receives some polish.There really isn't enough time from PTB to live to fix all of this. The main pressure they're gonna have is with sony/microsoft/nintendo since you have to pay money and have the update/patch certified by them before it goes live. Could also be licensing problems when you tell them x dlc is going to release on this date then it doesn't happen.
-
They're just a lame item that you pop before the killer gets close enough and it either wastes a ton of their time or the killer is able to guess where you went so it does little. I think more visual clutter/hiding stuff was not what survivor needed.
-
It's pretty bad I'm gonna be honest. You play the A to S tier killers and the game can play itself in the average match most of the time. You play anything weaker than that and you will be fighting for your life against drama finesse, sb, 1-4 vigils, strong healing perks, still strong toolboxes/medkits, and strong anti tunnel/anti slug/anti camp.
For added measure throw in every killer that have had multiple game breaking bugs for years. Throw in killers that have been gutted and left to die until they get reworked 999 years later.
The only thing keeping these killers functional is the fact solo queue is still the most miserable experience ever and matchmaking is as wide as clown. Can we finally get some sort of ping system, basekit aura reading, or premade chat prompts?