Avatar

PatchNoir

PatchNoir

About

Username
PatchNoir
Joined
Visits
549
Last Active

Comments

  • bro is asking for a real QOL change in the QOL patch, idk if hes delusional or really thinks they will make it better.

    Im all up for the idea but i know they wont do it, just like other QOL stuff that wasnt implemented despite being asked a lot like toggle to disable power vaulting on wesker because you can crouch abuse the windows so the dash hitbox hits the window instead of the crouching survivor.

    Slider for power ADS like Slinger since his ads sensitivity is way lower than the m1 sensitivity (forcing players to only quickshot with pre-aim)

    Fix the chain blinding because the blinding meter doesnt go to 0 after a sucess blind making you reset the blind after a succesfull one just by clicking the flashlight (instead of having to blind from scratch)

    Fix power cooldowns on K actions, like being unable to vault a window as pinhead after throwing a chain for a couple seconds, despite allowing you to move

    Fix houndmaster knotted rope that is butchered and in theory would have been fixed in a month on 2 and now is still broken

    Game audio on gens depending and other stuff

    Animatronic axe throw still showing the weapon on screen while you cant m1, it should be like huntress that once an axe is thrown you can m1 after the K weapon reappears on screen, but on animatronic the weapon appears and you cant m1 for a bit.

  • @Soapy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990148#Comment_3990148

    I know right let me hold their hand as a survivor make them feel safe with a hot blanket and Choco haha

    the changes are here and its worse than what i said lol, crazy how little thinking could have prevented useless coding for bad mechanics

  • ill wait for ptb but in my mind you can basically force the penalty on the K basically because if they slug you there is the get up feature and if they finish you there is the debuff on them. Bodyblocking will be interesting, lets watch what the comp players will do with the changes..

    Funny how a "scary" game will have mechanics for you to feel safe

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984012#Comment_3984012

    220 hours at 360$CAD a month is 8 hours a day at roughly 1.64$/hr. Thats 13.12$ a day, and to put it into perspective if it doesn't sound ridiculous enough already: Quebec minimum wage is 16.10$/hr

    No one in their right mind is gonna wanna work an 8 hour shift, and then another 8 hours to barely get a happy meal

    is this bait or you didn't read the "There are many programmers, game testers, and quality assurance workers in developing countries who work for very low wages because their currencies are devalued." part?

  • I know a lot of people who would play for 220 hours monthly for 360 Canadian dollars and provide reports on top of that.

    If you put it on paper, it’s a job that isn't expensive, and you don’t even need to worry about too many legalities since you aren’t technically “employing” anyone. There are many programmers, game testers, and quality assurance workers in developing countries who work for very low wages because their currencies are devalued.

    Essentially, you would be helping people sustain themselves while paying a low cost for their services.

  • @CoolerBleend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971081#Comment_3971081

    Except it's not a fact. Vigil is not bugged. It no longer increases recovery rate of status effects, it just removes a flat 40% of the duration.

    https://us.v-cdn.net/6030815/uploads/6RYM9AYWV446/image.png

    insane how it was a balanced perk and pretty well used, then we nerfed sloppy to increase healing perks strenght, then we buffed vigil to break the balance again + buffing heal again.

    This one perk hard counters freddy snares, clown pink bottles and you dont even know its in play + it works for everyone near the user, also it absolutely destroys weak perks like haunted grounds

  • @albertoplus said:

    I don't really understand why survivors are able to weaponize OTR by getting in front of the killer when healed and being able to tank 2 hits?

    If you are healed to full, you are definetly not being tunneled. I could argue it should be the same for DS.

    It is not that easy as "just hit the survivor", as now is not enough to hit them once but twice. Hell if they have DS they can still tank a 3rd hit, knowing that being down will not be a problem at all, while their mate and the original target can keep chaining loops forever.

    Its a lose-lose situation for the killer. Also yes the survivor weaponizing the perk is not doing gens, but probably their two mates are. If you keep with the chase it will last a hell tons of time. If you decide to leave the chase then you have already lost time in it and leading into nothing just because the survivor could tank an extra hit that he shouldn't be able to.

    The worst part is that im not even trying to tunnel, i am actively trying to get the other survivor but i am being punished by one of the "anti-tunneling" perks.

    not only that but while they have hook endurance they shouldnt have any collision at all for killers. Basically you can use OTR,DS,BT as weapons to get out of the hook and bodyblock super strongly with the hook haste on top of it.

    I love that we talk about chasing the rescuer, but the rescued just keeps getting into your way until you eat the ds or slug them, also these antitunnel perks should deactivate once another person is hooked, in high mmr you will constantly see someone come back full life to get aggro just to still have OTR or DS even after you hooked, kicked gens and such. Now its worsened because resetting is FAST

  • @StalkingYou said:

    I'm not even going to talk about whether she's strong or not (I'll just say I don't think she is) because some killers can be weak and fun at the same time.

    But as someone with over 2k hours on this killer, mained since release, I actually think she is in a worse state than her original version with the 100 second TV cooldowns.

    The long and the short of it is that survivors can disable 75% of your power with no downside to them and it just feels like crap.

    Sadako has 3 components: her stealth, teleport, and condemn.

    With a 1 second interaction, a survivor can completely nullify the teleport and make the condemn aspect basically useless.

    This would be fine if there was actually a downside to doing this, but there is none; taking a tape prevents her from teleporting to your generator, and makes it so it's basically impossible for her to try and condemn you because at any time you can run towards your target TV and remove 3 stacks. The only way for her to get rid of that tape is to chase and hook you as a mouse 1 killer. It's funny how easy, free, and beneficial it is to get a tape compared to how hard it is to remove it from a survivor's inventory. It's also funny how you have to hook people in order to have a chance of condemning them, probably the most counterproductive thing in the entire game.

    Oh, and when you do actually use a TV, the game plays a global and, if close enough, directional sound queue showing exactly where you're coming from. And she still takes 3 business days to emerge from a TV. So much for "surprising survivors" I guess.

    I'm not saying the survivor should be screwed either way by punishing them if they take a tape and punishing them if they don't. I'm also not saying that we should bring her old global condemn version back because I know people will say that this version is better than what it was. But as of right now her power is completely dictated by survivors. It doesn't take a 4 man swf to counter this killer as all you have to do to counter her is go to a TV and hold a button for one second. A player with 2 hours can do that. I honestly had more fun with her original release version because despite the TV's having a 100 second cooldown, you could actually USE them.

    Again, you can have your own thoughts on whether she's good or not but I'm just disappointed that this killer's power is disabled for free and without any afterthought from the survivors for the majority of the game. And that the chances of BHVR revisiting her is very low as they've already changed her like 4 times. The current version of her is just so unfun to play.

    Sadako and spirit have a passive phasing that could get looked into too, the blinking actually helps sadako in chase (since she doesnt have a wraith lunge) but its unreliable. Also i wouldnt mind if she walked through pallets and windows while invis, since she does take time to manifest that is enough to vault back or loop around.

    It might be personal but her lullaby is almost inaudible for me without the heart indicator, but with the indicator on she basically isnt a stealth killer anymore, just like freddy. Imagine how bad ghostface would be if he activates night shroud but you would have the black indicator anyways…

  • @Brimp said:

    For those who don't know vigil is currently bugged to be 66% faster recovery of the slew of status effects instead of 40%. I would unironically go as far as to kill switch it because if every survivor is running it… The average status effect duration would be cut more than in half.

    You know the forums are cooked when bro post a fact and get ratioed for saying the truth, also vigil should not stack + not work on killer powers like freddy

  • @SpringMyTrap said:

    https://us.v-cdn.net/6030815/uploads/VCT3BV4TZVKE/image.png

    not bodyblocking playstyle, not "killer you have to loop because you cant run from them", it actually is "the killer you just die against because power autopilots every aspect of the game".

    yeah, i give up, nuke him

    its a bug, he should only mark the survivor OR jump after. its a bug because both are happening. Sometimes the devs are wrong/didnt undertood the situation

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966868#Comment_3966868

    If you are stunned, and then get stunned again, it's a stunlock because you are locked into a stun animation. If you are blinded which causes a drop, then get stunned again for whatever reason, it's a stunlock because you are locked into a stun animation. This is the literal definition of a stunlock.

    The issue is that 2nd blind does not lock you in animation or does not extend the duration of the initial stun animation. While your definition is true, it does not match the situation of being chain blind.

    If a survivor can constantly blind a killer and that killer cannot move until it stops, that would be stun locking. You cannot point to a situation where that is true in DBD.

    the chain blind sometimes happen when you are not locked in an animation, thats right BUT since it uses the already pre filled meter of the blind it is not humanly reactable (if this word exists), you can see one of the examples i provided in a youtube cut.

    In that video the first blind was unavoidable due to the pallet breaking, but the second one was undeserved and far off the killer POV but it worked due to the meter already being prefilled

  • @Mr_K said:

    If you can't move then what's the point of not getting chain blind? Worst case you get the full duration once you regain controll.

    yeah idk why people use glasses, seeing is overrated…

  • @Madmillennial said:

    Me? Lately? Pig...

    She's weak. Yeah. But man is she fun. Lose or not. Going against vets or noobs i 100% get scares on all sides. If you play her stealth right idc who you are or how good you are. You get surprise hits and freak outs. So fun. Idc about winning with her.

    With her its about being smooth.And its so much fun. However.... nobody boops the snoot anymore

    I feel thats dying or dead now :(

    freddy, he was decent before getting changed to bad pallets and projectile, his height had a good hitbox on lunges and bro was a trap killer without the awful setting up.

    Sadly we got butchered and now have a projectile that is hard counterd by vigil since the rework, is actually weaker than snare + the pallet is actually detrimental to us since it stuns + has a long setup and explosion timer with bad radius to hit.

    I also play legion but you know, old killer, everyone knows how to counter, basically you will get a power hit on someone camping an unvaluable pallet, will get stunned out of power and play like an m1 bot…

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965055#Comment_3965055

    If someone is running fixated vigil sprint burst champion, they still move faster just shining the flashlight and moving away while regaining exhaustion than staying in range for 2 chain blinds. Same without champion/fixated, even with the range add-ons you’re better off leaving the blind range than chaining twice. Lightborn directly counters blinds and shadowborn would give the killer speed to catch up to a chaining survivor that just wasted their distance.

    All perks with blinding on the survivor side (champion, residual) also have a cooldown on use, so you’re not re-applying their effects with a chain blind anyway.

    As for audio, I mean listen to the survivor movement after scenario A and you can tell where they will be saving from and interrupt either with your power or an M1.

    https://youtube.com/clip/UgkxQKfgFqXbD5dv2SthxaAI-hnHLznUJc78?si=i1sCpIErZvQVJjh9

    So? basically free escapes + sprint burst distance, no scratchs no hearing…

    I have literal compilations on this, hooking animations, stun animations + for the guy that said the FL blind didnt get far without grip for it to be a problem… Imagine how nuts this is with grip.

    Also on this clip no vigil,residual or built to last was in play…

  • I play since 2016 and i am a freddy main, yes i play a lot of legion my brother. Hes my second most played killer with a 63% kill rate according to dbd stats

    Kaneki mending is shorter than legion, he just has the skill to cut pathing with power to bodyblock windows and pallets

    imagem_2025-07-15_173759461.png

    @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965014#Comment_3965014

    Hes a better legion?

    Do you play legion? I do just for context.

    Their powers, their mobility, how they have to play around pallets/loops, their map pressure, their speed…, their counterplay isnt the same (kaneki doesnt really have one, at least you can block the next feral)

    You cant even risk feral frenzy on a stun like you can with Kaneki's power. You dont care if you miss with his power. Funny enough you miss with his power behind terain and you get the hit anyways.

    You cant even make it to the next loop WITH SB, Overcome, Lithe against Kaneki.
    You 100% can for legion.



    Nothing between kaneki and legion are even alike.


    Finding the mend part between the two and then saying "better legion" is just not a correct thing to say.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965020#Comment_3965020

    I have bad feeling you will get stoned here by people effected and suffering hard from ghoulphobia.

    i try to be fair in most threads, on release everyone was selling and some still sell the idea that animatronic is OP, and i think its just a cope because we wanted him a lot

    Ghoul enfuriates most players because of the cheap free hit, most bad players hate to stay injured so they heal he comes back and injures again, generating frustration. We buffed healing perks because of that but anyone with experience knows how insane 3+ heals on a kit x 4 Survivors is crazy pressure wise, and it hurts mostly weak hit and run killers like sadako,ghostface,wraith but doesnt affect nurse,blight,ghoul as much.

    So killers to avoid getting slammed gravitate to nurse,blight,ghoul generating these community problems, while most of the killer roaster is rotting.

    Another example is people loving to go against bubba, then you go play bubba and after some games is just people running Windows of Opportunity pre dropping all pallets to not get chainsawed, and only after you break 14+ pallets you can play the game (if there are gens left) and if you run bamboozle. Another thing that blight,ghoul,nurse can ignore/deal with pallets…

  • @jmwjmw27 said:

    For case B, that’s two chain blinds max (the second one happening right as you regain control of your character) and has no reason to be removed. Any blind perks would be triggered by the save anyway, and you’d make more distance leaving after the first blind than staying to regain exhaustion. Allowing the survivors to chain blinds after a save allows them to help mask the direction the saved survivor took at the cost of free distance they could have taken.

    There also is counterplay both in the form of lightborn and shadowborn in this scenario. As for case A, using your ears allows you to make the “free save” a hook trade as it would be if you weren’t blinded anyway.

    the fixated vigil combo is blinding getting the extra speed walking away while blinding if you only blind standing still its just wrong, also its wise to assume the saved person will w key away anyway since they are hurt. Besides lightborn shadowborn doesnt help that much match wise because the ideal play is not getting blinded.

    "Any blind perks are applied on the save", true but you are resetting them and increasing value from the extra blind after the first one. Or you waste a perk slot on lightborn or suffer, if franklin goes live without charge depletion it will be super bad for the games overall.

    Using audio to counter FL saves is kinda of a niche scenario because of course you will not pickup if you hear someone close… Still we have background player in the game wich counters any hearing you may have, once someone falls on the open you have to pick up and risk a blind or leave them there and risk 2 chance perks. Thats why experience killers slug so much, we dont know how many things are into play until they happen

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965028#Comment_3965028

    Casual =/= Bad

    Casual players will eventually reach the soft mmr cap and be put with people with thousands and thousands of hours who play exclusively 4 slowdown Ghoul/Blight and so on.

    It's not laziness, Ghoul has genuine problems that need addressing and people do have legitimate complaints. Nobody's saying he's impossible to beat or that there's nothing you can do at all times. They're saying he's frustrating to go against, too rewarding for too little effort and has aspects that remove a lot of survivor agency in a chase (Like an undodgeable hitscan attack)

    Thats what im saying casuals arent bad and will learn to deal with him overtime, and i also said that besides the free hit he doesnt have a consistently down confirmation, he is just a better legion because the dash allows you to bodyblock pallets and windows, while legion is just a guy with a knife after the power attack.

  • Still logically shouldnt the blind meter reset after a succesfull one?, 1 chain blind can do a lot distance wise (not agains high tiers, but a pig or plague really feels it)

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965016#Comment_3965016

    well the end result is make everyone skull merchant tier because at the end of the day that's all complaining will lead to

    Wait for the PIG crouched buff OP comments flow in the next patch, while vigil are countering freddy snares and clow bottles for A LONG TIME

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965020#Comment_3965020

    Acting like it's easy for casual players to play like people who play this game every day for a job is quite unreasonable

    so why butcher skull merchant since casual players cant hold a chess? why change knight working AI. Casual players actually consume a lot of youtube videos and they are not looping ghoul properly because they dont have the information on HOW to do it. Its not like they arent skilled enough for it…

    Also casual players will be in a low mmr enough to get some diversity of killers in their trials, so asking for a ghoul change in the forum is just laziness to learn counterplay, because you need some decent mmr to constantly face blight,ghoul,nurse

  • @SpringMyTrap said:

    what stops you from looking down?

    anytime im getting chainblinded is because i neglected to do the counterplay.

    did you actually read the post? you cant move the camera on case A and B… Said it multiple times in the post that in chase you can easily look down….

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965014#Comment_3965014

    Calling a character who leaps across the map in 2 seconds, cancels power on a dime and hits you a "m1" is not remotely accurate.

    I dont wanna say youre bad at the game but its looking like that in this comment, same thinking as wraith op because he bodyblocked the pallet or the window.

    Ghoul is actually easy to loop for a long time, he jumps windows slow enough for you to go around it and fast vault.

    His power fully recharges every pallet broken so W key away.

    If he dashes you just look to WHERE he is going, its for you or the pallet/window? IF its YOU its safe to jump window/pallet or drop pallet, if its WINDOW/PALLET just run away from it (like we do when nurse charges tp for too long running into her), because he will be stuck going the other way and cancelling power.

    Other than that just watch competitive players looping him, hens posted a video today holding a ghoul EASILY for 2 gens and escaping, you need to learn how to loop every killer as survivor, loop a nurse like its a trapper and it will be a bad time….

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964867#Comment_3964867

    They have to have a downside somehwere, nerfing the S-Tiers will only promote healthier killer variety.

    two cases 1- everything is bad and we dont wanna play anymore.

    or

    2- S tiers go down to A tier and will still be better than the other 20+ killers in the game stuck in garbage tiers

  • @killer_hugs said:

    You know I've probably played against Ghoul as much as anyone. And this killer from my matches is the one that I see the most players disconnect against, or give up against, or just not even try against. Like the quality of matches against Ghoul are so bad that the moment I hear his terror radius I just have to roll my eyes because its gonna be one of those games.

    We can talk about whether or not Ghoul is overpowered but if you think about Legion who was never overpowered people still hated going against that killer. And Ghoul is being played at a much higher rate than I've ever seen Legion being played at. And Ghoul is stronger than Legion has probably ever been as well regardless.

    So here's the issue. With Ghoul too many things are free. Ghoul disregards any distance you ever make as a survivor. There's literally no getting away from this killer, ever, if they just refuse to leave you alone. Ghoul gets free injuries on top of it and injuries that also force you to mend and waste additional time.

    Plenty of killers have "free" movement although none to the extent Ghoul does. And plenty of killers don't have difficulty establishing initial injuries although not to the extent Ghoul does (outside of Legion when the entire team is grouped up in the same area).

    And then you combine with the ability to totally disregard god pallets. And the fact that perks like Bamboozle and Blood Favor also activate off their power creates for just a miserable experience for survivors.

    But the strongest element that Ghoul has especially in regards to facing a typical Solo Queue team is just the ability to engage against multiple survivors frequently. This single aspect of Ghoul, or of any killer, is the strongest thing you can have against Solo Queue because it lets the killer easily find who the weak links are and chase them out of the match. It's just that simple. If you can engage frequently with multiple survivors, the matchmaking doesn't do a good job of making sure everyones the same skill level, and there's usually 2 survivors that aren't very capable in chase, so you just chase them out of the match.

    And while Skull Merchant was bad, like probably worse than Ghoul, she wasn't a franchise killer. And at least that made her easier to address and to change. And also players could more easily just DC and "go next" against her, which BHVR has attempted to take away from us as an option. So we're kind of in a bad place, with no real way to show BHVR just how frustrating this killer is, and all we can do is make posts like these and hope BHVR turns an ear to us.

    They probably will, but will whatever changes they make actually address the killer in a way that makes it fun to play against? That's a tall order for this Killer who in many ways has a very overloaded kit. And if you're gonna chime in to say "it's not that strong!", well that's far, far from the point.

    people are mad that it feels cheap to lose a healthy state and i feel that too, the first hit is so dumbly free. But if you really look into it he is just a better legion since after the first hit he is m1…

    Another thing is people dont like rush chars that can apply pressure and he can travel fast in the map, the hate is that and the players will grow up to accept it, changing ghoul is basically merchant 2

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961096#Comment_3961096

    Yeah, I'm happy about that change tbh

    Remember when people would just spam ads and never shoot because it actually worked better 😂

    the ads spam problem was on getting out of ads to fast (cancelling aim), im saying he could wind up the aim faster and have a personalized sensitivity while aiming, right now since we dont have this accesibility people are just using more DPI in mouse, like blight players do to curve more

  • when i play vecna i dont fly over windows and pallets that much because it insta disable the fly skill, and until you hit the ground the will vault back to the other side before you land, on this video he just hit feng in 0:38 because after he goes over she keeps running instead of vaulting back

  • @TheTom20 said:

    With such an ever growing roster, I was wondering if there are any players who have never gone against certain killer or killers?

    no but im on a streak of 100 games without seeing all perks, the only perk remaining is calm spirit lol, wonder how long it will take to see one. Most seen perk is windows of opportunity 40% chance to have at least one

  • @Mushwin said:

    So, okay I very much was in to minds of Casting of Frank Stone (and yeah this is based on opinion) I watched one of my fave YouTubers play it, and no it isn't CaseOh :D I very much did not like what I saw/watched. Bare in mind I have played Until Dawn, The Quarry, I have also played all The Dark Pictures Games, I have loved them all, some more so then others. But, the very thought of DBD sort of inspired theme game, I struggled to get on board with, very much saw it and was like nope. But just played the new silent hill 2 and was needing a new game, I thought so okay lets play ten Earth pounds, play it for the Hubbie who had more hope in this game then I. I am going to say I am very much enjoying and loving this game, it's like those other games I have played, the journey and decisions. It's like a Goosebump book where had to choose things etc, so yes can go back in the book but not the game, I can say I am very much enjoying it, I very much hold my hands up and say I didn't give this game a chance but now I am very much happy too and love all the Easter Eggs and things related to DBD.

    sadly it felt too poor when you have previous experiences with games in the same genre, like life is strange,until dawn or the quarry. Personally it feels it have the same quality as "man of medan" or anything from the dark pictures production.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956900#Comment_3956900

    You bring up a good point about surfacing information like this to players in-game. It's absolutely feedback I can make sure is shared with the team.

    While it's certainly not ideal to be body blocked for this much time, this is one of the circumstances the AFK Crows system exists to help address, and we'll be sure to let the team know if the timing for this to occur starts feeling like its on the long side.

    hey bro youre doing an amazing job in the forums and i really feel im being heard, idk if you are a newly hired because i dont remember your name in the last couple years. Thanks for being present.

    @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956900#Comment_3956900

    Yeah they doubled it. They did the classic BHVR thing and overfixed an issue.

    Even so, the timer is still under the 4 minute mark. You could of got out.

    Either way, body blocking in this manner is banable and I hope you reported them.

    Yep did an ingame report with written explanation, i hope they increase the typing limit though, it would be good to be able to review the reports after a measure is taken, they just give some vague feedback. But im working on a revamp to the report system and will post the draft on the forum when its finished.

  • @Mr_K said:

    AFK Crow System Update

    Survivors are considered AFK when not interacting within the last 10 seconds.

    While AFK, Survivors accrue AFK points, during which crows gradually begin spawning above the Survivor, beginning with 1 and capping at 3.

    AFK points increase more slowly while moving or while in proximity to the Killer.

    After 90 seconds, the Survivor reaches 3 crows and Loud Noises trigger at regular intervals.

    Additionally, the Survivor loses collision with other players for 10 seconds.

    Completing interactions removes AFK points.

    Crows are removed as AFK points decrease.

    This system is disabled when the Hatch spawns or when End Game Collapse is triggered by any means.

    Additionally, the Survivor loses collision with other players for 10 seconds.

    so basically you lose collision if you get 3 crows but we increased the crow timer by DOUBLE recently, and being near the killer, like in a bodyblocking situation makes the crows take LONGER to come?

    How do we expect players to figure it out on trials without reading the patchnotes? its better to naturally remove collision if you are touching the killer for too long (like my last comment) waiting for crows is unreliable at best and until you get them most people will just DC

  • @calem said:

    Opposite effect for me. I love running Lethal and I am seeing 3-4 survivors spawn in the same area consistently.

    the bug is map dependant, try some squared maps like coldwind offering

  • @Reinami said:

    I suggest as killer you try running lethal persuer. Most games now, (with all 5 of us running bloodpoint offerings, so no offerings changing it are in play) survivors just spawn like they used to. I don't think it is actually working right.

    it isnt, and you can still spawn in the middle of tha map facing the wall. Sometimes they spawn right 4 man, but often you will get 2x2 or 3x1, if you get the 3x1 spawn and happen to find that 1 solo guy you will mostly lose the first gen in 45 sec

  • @TiredDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956487#Comment_3956487

    Agreed but Party Hat actually got buffed, not that it makes it much better though considering the only reason you'd use it is to more easily trigger Foxy's Hook, Chica's Bib, or Endo CPU, aka his most problematic addons I'd argue.

    yep the changes butchered the animatronic, he already got pretty much nerfed from the ptb, and even there he was an A- killer, now he is just a B, i made a HUGE post while he was in the PTB with changes to make EVERY SINGLE ADDON good before release and if you read it they did pretty much the opposite.

    Again since im pretty experienced, watch the statistics go boom with Endo CPU + guitar. Because these are the ONLY usable addons still…

  • sounds like it, but if it is intended it should come up in a official page, otherwise just shut it down, funny how it gets used more and more once these bugs happens

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956395#Comment_3956395

    Off topic, but how do you play with those filters? It's actively worse than the base game lol.

    not my video lol, i play mostly on ps4, but on pc i use the nvidia shader because i play freddy and it gets dark on borgo and some other maps

  • Update: after doing some trials on bots the perk really isnt showing the yellow hook stage until you hook the shoulder the burden user, in the past once you had used the perk you would scream and automatically show the golden counter, but RN it only shows after the user get hooked.

    If its not intended or in the patchnotes, just kill switch the perk until a fix comes out, it does not need explanation on why its a bad idea to leave it be while its broken

    Video RN:

    https://www.youtube.com/watch?v=a4-7qFZSwLs&pp=ygUTc2hvdWxkZXIgdGhlIGJ1cmRlbg%3D%3D

    Video of it working as intended: https://www.youtube.com/clip/UgkxxC3MhHtTkXDhWUSaeF16RQV5wHKBNGlz

  • @TimberGoingDown said:

    Afaik, the yellow hook indicator doesn't show until you hook the person that used the perk.

    so its bugged ? because ive played against this perk multiple times since release and it always appeared after being used from both killer and surv perspectives.

    If its only appearing after hooking the person that used shoulder the burden then we have a bug and should killswitch the perk. Ill test some trials on bots to see if its bugged.

    sadly steam already recorded over the old footage, but if i have any updates im gonna post on the thread

  • @Mat_Sella said:

    The fact that he cant break pallets after his m2 weakens him massively. by the time you're free to break the pallet, they already are about to remove the final chain.

    Cool, we can use his power to force them to drop pallets to ensure their safety…but their safety is ensured because Pinhead cant break the damn pallet!

    yep, sometimes its so safe that you can just slow vault over the loop and he has to go around or break the pallet. For me sometimes he is a glorified clown, besides the box hunt his power is harder for the same effect overall

  • @Rapid99 said:

    I don't think I could play this game without reshade. Idc about its advantages, I just like color. The game genuinely looks AWFUL without it. It's just dead, everything is the same color. And things that are meant to be colorful get drowned out entirely. Reshade let's me crank that up and actually not want to gouge my eyes out while playing.

    as a console player its so fun to play freddy on borgo for example and not see anything on basement or in the castle… This game have all colors in the same tone so its hard to differ one green to another…

  • @SpringMyTrap said:

    Sure, but survivors cant repair more than one generator at a time.

    And the game does not reward nor punish for escapes. They're just something that exists.

    Just put both sides on a timer they cant properly snowball with and change win condition to hooks.

    i would be way happier if gen times get less crancky, i or at least we didnt had one pallet into another back to back the whole map, we should reduce pallet spawns and not make a window spawn in a straight line from one loop to another, also refine hitboxes on maps, there are some insane invisible edges that stucks you middle chase

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951561#Comment_3951561

    I can’t believe that survivors can crouch walk in a small part of the map for 8.5 minutes before they get 1 crow, and 12.5 minutes before they get 3 crows.

    I severely hope that when the phase 2 changes happen for camping, tunneling, and slugging, that BHVR has the same mindset that they did with the AFK crows, where the changes are so small that they are barely noticeable.

    Math:

    1 crow = (120 seconds / 0.25) + 30 seconds =510 seconds = 8.5 minutes.
    3 crows = (180 seconds / 0.25) + 30 seconds =750 seconds = 12.5 minutes.

    yep, as it was before i never hard crows, RN they just hard nerfed to what is was before basically…

  • @Aven_Fallen said:

    This is intentional:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/505-8-7-0-steady-pulse

    Pre-equipped Loadouts

    • Characters now have a pre equipped perk when first unlocked.
    • Characters now have a set of pre equipped items and add-ons to ease learning about their gameplay.

    thanks you all

  • @4thdslip said:

    Go next prevention was being exploited by other players who were forcing it upon survivors via tunnelling. If you were "playing normally," then odds are you weren't getting tunnelled or targetted by players in this way.

    makes you wonder how rare it is to get tunneled, when i was on low mmr i just ate all chases until i die since the game would end in a 3 escape, on high mmr they just drop the change the instant you get into a strong loop

  • @Rickprado said:

    Although i understand how frustrating can it be to face someone using Windows of Opportunities since it raise the skill of the survivor by just using this perk, i think its one of the healthiest perk of the game and should not be nerfed.

    WoO just exposes how bad some maps are. If someone can drop a pallet and run to another safe pallet, its more and issue of the map than an issue with Windows perk.

    i think they would rarely rebalance the whole map, windows should just work with some cooldown so you look at the loop tiles before getting chased because m1 killers are the most affected by the handholding

  • hapenned to me today, got stunned and blinded, tried to vault the pallet blinded and it started the breaking animation, then it stopped and i could only hit the rest of the game but everytime i hit the game would refund the hit…

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947892#Comment_3947892

    Would disagree. It had 5% before and was barely used. It got used a lot when they made it permanent instead of only being active for 60 seconds at the start of the Trial. The 1% they added to it did not really cause this.

    so the devs might have made it permanent due to visionary already having a cooldown on gen aura? because if you really think about it doesnt make sense visionary have a side effect (cooldown) when dejavu is way stronger and doesnt have any.

    It would me way more balanced to put the timer on dejavu and remove from visionary

  • remember when we had 3 sec ds? it feels like that in terms of distance, if you get axed and he has a slight haste you cant do much if you dont have a window or pallet right between you.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947889#Comment_3947889

    We all know the real reason its used.

    Need to prevent that 3 gen but those darn Devs keep hiding them.

    since 3 gens are like the downfall of coordinated teams + its free speed it might be that, the felix perk gives aura too (or the leon perk) and nobody uses them. One person in a swf having that dejavu to damage the 3 gen strat is a good trade, like that 1 guy having unbreakable or vigil.

  • @sizzlingmario4 said:

    Tbh I would approach this more on a case-by-case basis. Rather than making all of these effects time-limited it would have been better to only target specific ones that were strong. I think some of the stronger effects (such as the Nurse Mangled addon) should remain time-limited, but many of the weaker sources of these effects should be reverted to lasting until healed. I do agree that the heal vs. anti-heal balance is in the survivors' favor right now.

    botany resurgence goes hard rn

‹ 1 2 3 … 10