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Pukenplag

Pukenplag

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Pukenplag
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  • Lmao thank you so much.

    Sometimes you can only wonder what they have to do to the code for a random 3d pole to appear in the loading screen. Perhaps the kill switch is attached by code to a metal pole in the background of the loading screen.

  • Does anybody have a screenshot of it because I can't play right now and I'm afraid I'll miss it lol.

  • I'm all for accessibility, but there should be some lines drawn. And one of them are phobias, especially in a horror game.

    I used to be deeply arachnophobic. I would go into panick attacks just by seeing pictures or hearing about spiders. Until I decided it's stupid to let this control me. And I worked on it, learned more and more about spiders and came to love them. Am I still scared about species I know are venomous? Yes. But I don't get dead scared anymore, I just look at them from afar with interest and admiration.

    It's for me senseless not to add cool killers because there are phobias related to them. We already have Clown and Plague for example. And I know for a fact I'd be sad if Plague never existed because of emetophobia.

  • @francesinhalover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934553#Comment_3934553

    You forgot vecna speed Boost /spirit /weskers / hoyndmaster. For Dracula.

    I gave Vecna a pass because it is still a unique kit despite abilities being not completely innovative.

  • @Rapid99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446220/why-is-almost-every-new-killer-just-chase-ability-teleport

    Sadako has the unique condemned mechanic? The bigger problem is BHVR's horrific balancing and them making the condemn mechanic essentially useless and a thing survivors can freely ignore for 90% of the match.

    Back then BHVR hinted towards a "psychological horror" route for Sadako, which made me very intrigued, as she doesn't chase any victims or even appear too much in her movie. But then we got what felt for me like a quite basic killer. Not that I didn't like her, it just felt like a wasted opportunity.

  • @JamaroToto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446220/why-is-almost-every-new-killer-just-chase-ability-teleport

    I'm begging to bhvr for them to include a spider in their game who should have unique and fun abilities that's related to webs, tripmine snares and eggs as traps. There needs to be something new on the table for once.

    Watch the said spider killer have the power:

    M2 - shoot web to pull survivors in

    Lctrl - telport to location traversing the spider realm

    We after all don't have Deathslinger with teleport, so let's get that too.

  • @Mikeyboi1225 said:

    In the last two years, three of the nine killers introduced had a chase and teleport ability.

    While I will first have to say THREE such killers in 2 years (on top of the existing ones) is A LOT, let's analyse the killers and see how unique they were

    • Singularity - chase and teleport, but a unique take
    • Xenomorph - Demogorgon with a different counter mechanic, chase power is literally a copy of Nemesis/PH
    • Chucky - Pig but small
    • Unknown - another projectile damage killer, with a teleport, so he falls in the chase+teleport category, but not completely a copy of another killer
    • Vecna - weird one because technically chase + semi teleport, but a very unique kit overall so no complaints here at all
    • Dracula - PH/Nemesis/Xenomorph (wow, they're getting many) + Demogorgon/Chucky + a more unique ability
    • Houndmaster - budget Deathslinger
    • Kaneki - unique
    • Springtrap - Huntress/Xeno/The other 10 killers with either a projectile or short ranged hit ability + Demogorgon/Dredge/Xenomorph/Sadako/Any other teleport

    6/9 killer either copy of others or not unique

  • @Wiccamanplays said:

    Using Myers as an example of a good or interesting Killer design is seriously questionable. He's appallingly weak when he's not using his strongest addon, at which point he's still weak on most maps against competent Survivors but wrecks newbie teams who don't know how to deal with him yet. And his power is literally just looking at Survivors.

    I'd much rather have a killer like Springtrap, who does have some wacky addons but whose fundamentals are powerful and interactive for both sides, than more dash slop or a F-tier byzantine mess like Onryo.

    My whole point was specifically that despite him being weak, he is still fun. With something as simple as staring at survivors, they built some of the most interesting addons and playstyles.

    The issue again is that Springtrap with this power already exists. It's just a slightly different xenomorph or demogorgon, depending on how you look at it.

    @adam1233467 said:

    Because it's better that they release a killer with a ability than a tier C killer who only has stealfh in his kit, every killer nowadays needs an anti-loop and some kind of mobility, if he doesn't have any of that he's automatically bad.

    sorry, but it's not cool when the new killer is only m1 and doesn't do anything else, I understand that it's always the same thing, teleport, anti loop, etc, but the killer to be good he needs that, unfortunately that's how it works.

    And my point is that I don't understand why the killer NEEDS to be good. Why can't we have fun, innovative designs, that can fit their own niche? We just have the same killer added to the game every 3 months, with simply a different default skin. By that point, stop adding them in the first place if they're another charcter with different looks.

    But truth is, they haven't even exhausted the plain designs yet. Why not have a killer that just shoots out a projectile that they teleport to once it lands, granting a burst of speed thereafter. It's simple, and only thing that comes close is Nurse.

  • @Cetren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934168#Comment_3934168

    Yes, a killer needs to be viable to be fun for many of the people playing the game. I think a big chunk of this has to do with DBD's lean towards a competitive nature as well as people being really sore winners in this game. Saying its fun "if you get past the competitive aspect" is ignoring the whole reason why many people do not like playing non viable killers.

    Also Doctor is not one who I would cite as having a fun power. I'm not sure I've ever heard anyone load in excited to face a doctor, and I always dreaded matching up with him because he is especially oppressive against newer players, which makes it really hard to encourage your friends when they're new to the game, while at the same time being somewhat toothless against a competent team. You cite Myers as being fun but I don't think he's representative. There are tons of other unique killers they've added that people hate going against. Pinhead, twins, hag, trapper, skull merchant, knight. Playstyles that cut against the grain of an engaging chase based match just aren't as well received. They're frustrating, and some have been perceived as downright cheap or unfair from people playing against them (such as SM and Knight).

    I don't mind if they keep adding killers with a relatively similar formula because it works. Most of these killers are fun to play as and against. And the pick rates and complaints that people do (or do not) make against the killers is sufficient reason to believe that continuing on that path is the right choice imo.

    I don't know, I'd MUCH rather have unique killers that can satisfy different playstyles than have Demogorgon added for the 6th time but with a different franchise and skin covering it.

    And fun is subjective. It heavily depends on what you're looking for in the game. Are you looking for just cat and mouse competitive worlds championship? Then sure, the infinite demogorgon killers they've added will satisfy this. Are you looking for diverse gameplay? Then other killers will satisfy that.

    If I'm playing for a healing build, then of course I'll hate versing a Plague. Does it suddenly mean she is bad design because instead of teleporting she can keep people broken?

    Springtrap is right now just xenomorph, demogorgon, dredge, unknown, huntress, all combined again. It's just insult to injury that they went specifically with an axe to be thrown, like could it be LESS unique?

  • @GeneralV said:

    Pukenplag!

    It is good to see you again, dear friend! How are you doing?

    I must say I agree completely here. Personally, I liked the doors and the security office, but the recycled Huntress aspect is so underwhelming and disappointing.

    It is the same problem that has been plaguing Freddy since his rework in 2019: not having a unique power.

    Omg GeneralV, happy to see you too! Doing great!

    You reminded me how interesting killer powers were back in 2016-2017. There was never a matter of them being "meta", they just had very interesting unique designs. Killers like doctor (who nowadays would've been made to instead of madness just injure by building up electricity or something like that, plus a teleport to hallucinatios) or old Freddy, who despite being bad, was still incredibly unique.

    @Cetren said:

    Because mobility without chase loses micro and chase without mobility loses macro. Unless they fundamentally fix how the game is played (not possible at this point with how the game is balanced) they are both essential factors of a killer feeling good to play as.

    That's part of my point. Do new killers NEED to be viable to be fun? Myers is bottom tier yet he is one of the most fun killers because of how many play styles he gets; if you get past the competitive aspect, he has a very fun power. Doctor has no mobility, but a power that is very interesting and oppressive, to the point he is viable without a teleport.

    What I'm saying is, they could go a route with a killer where they're completely unique, not necessarily viable, but instead bring a breath of fresh air.

  • I will voice my honest opinion. People don't want meta shifts, and it's for a good reason. The game's been the same for so long, that we've gotten used to things. The nerfs BHVR provides are not really nerfs; rather they are just straight up removal of content from the game. DBD isn't the type of game where balance changes are constantly made. Heck, our update cycle is a once in a blue moon releases. This makes people unused to meta shifts and clearly unhappy.


    Want to know what the meta will shift to? Gen rushing (no more healing, while CoB and PR are nerfed), while solo q will become unbearable since solos will panick when healing won't be an option anymore.

  • @I_CAME said:

    Everyone knows the 24 second healing change is crazy and won't last. Sloppy Butcher will have like a 90% pick rate so every heal will effectively be 30 seconds. Good teams will just bring even more toolboxes and bnps to compensate. They'll sit on gens despite being injured and gen rush even faster now that regression has been heavily nerfed. Solos will panic and have no idea what to do when they are always injured. The version that hits live will not be 24 seconds and I expect it might even get completely removed when they realize how big of a change this is. The medkit nerfs and CoH nerf were enough to fix healing. All the 24 second heal does is make OP killers even more OP and makes solo queue even worse.

    You pointed out the exact issue. These changes only force a gen rush meta (combined with PR and CoB nerfs), while also making solo queue more unbearable (because Claudette_Morel_2015 won't stop self caring even with Coulrophobia, Leverage and SB applied on her at the same time).

  • @Chadku said:

    "The whole point of bringing a medkit is healing yourself. This means all self healing builds (you know, those fun ones where you stack healing speed) are now almost dead."

    It´s almost like negating a killer´s work within 10s is busted.

    It was a build dedicated entirely to healing fast. You needed quite a bit of set up for desperate measures, and you would have no perks for anything else.


    It's kind of like saying a killer using an endgame build is busted because they can negate the survivors' work. In order for that to happen, the killer can possibly lose all the pressure in earlier game, and when they finally reach endgame, having only one hook is gonna be pretty hard to recover from, even with 24 endgame perks.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360309#Comment_3360309

    https://us.v-cdn.net/6030815/uploads/SM8RG476GGCT/image.png

    DBD was the most fun for me when it was completely random assortment. Every month was a complete rank reset and a fresh slate. If you were good you won a lot. If you were bad I imagine you lost a lot. If you had been away from the game for a while you went back to "baby" ranks so you could relearn everything from the ground up if necessary.

    The current MMR system feels like a struggle. You run faster and harder to get ahead only to stay in exactly the same place.

    It is 100% a worse feeling to play DBD in 2023 compared to say 2016, 2018, and 2021-2022.

    You can lose 20 games in a row and nothing changes. You're still in roughly the exact same place and it sucks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360821#Comment_3360821

    -"The softcap is not easy to hit"

    Show us our MMR ratings if we want to see them. Let me be clear here : I am not accusing you or any of the BHVR staff of lying but I have played other games where the staff of that game did in fact lie to the audience. If you show me all the numbers then I can find the truth for myself. There is no chance for deception as everything is right before my eyes. Since you don't want to give me details I can only assume that you are hiding something. What do you have to hide? Show us our numbers if we want to see them. I think you hide MMR for two reasons

    1. Forum bragging / forum invalidation. People would say things like : I have 2000 MMR so I am right and you have 800 MMR so you know nothing. If this sounds ridiculous it is and the community would not stand for it.
    2. DBD puts people that should not be playing together way more often than is healthy because it makes for "fast games". Overall the MMR system is designed so that it punishes people who are good but not amazing.

    Also I have to disagree about the softcap being easy to hit. Then again I have been playing this game for 6 years so I am in the minority.

    -"Even if this is the case, the old system did not have any separation between Killers"

    The current system is flawed because if I am above an invisible number I cannot see then all of my killers are set to a higher invisible minimum level where I can never really have appropriate level matches to learn a new killer. Maybe I want to learn Hag? But I can't ever really do that because I will never have time to build fundamental skills against new players who are appropriate matches for having zero knowledge of Hag.

    Learning against an opponent requires a minimum specific distance. If the difference in skill is too great there is no opporunity to learn anything. You just get crushed no matter what you try. The current system needs to change. All killers should have a completely independent MMR that is set slowly over time by winning from the base invisible number. Since all MMR is interlinked all killer MMR over the invsible 1200 ranking should be reset to the initial rating.

    By the way : we know the cut off points because the hackers tell us what they are. Do you see how disingenuous that feels? We can only learn the truth by listening to cheaters that are telling us the rules you hide from us.

    -"The system exists in a void. You never see it."

    The problem is that the players feel it. Matching making in DBD feels terrible. Do you know how ridiculous it would be for people with a 1200 Elo in chess to play people with a 1600 Elo? DBD says whatever 1600 is the same as 2000 - yolo.

    That is completely ridiculous. The magic cut off number of 1600 is too low.

    The system is designed to favor speed over accurate matches once we hit 1600 MMR. This makes the game feel completely gross to play over that number.

    I'd like to issue you and the entire DBD staff a challenge. Give everyone at BHVR an account "zapped" with 2400-3000 MMR. See how much fun it is to play at the upper end of the MMR spectrum. Spoiler alert : it sucks.

    Rules for the challenge

    1. You must use addons/items with equal frequency. In other words you can't play pinky finger clown a second time until you have played through all the other addons (or played a game "skipping" some playing with none).
    2. You may not play Blight or Nurse as these killers have such a massive advantage over every other killer.
    3. Play games for both killer and survivor. It doesn't need to be 50/50 but give each a fair number of games (lets say 10-20 minimum over the month).
    4. You can use whatever perks you wan - go wild. Pro tip: you'll want to use meta perks.
    5. Get good - or you will suffer during this "event". But acrually that's the point - DBD at high MMR is an incredibly fun experience that makes me not want to play even though I really love the game. In short the game is ruined because I have to play a certain way because of my MMR.

    -"The matchmaker starts...."

    The matchmaking in DBD feels bad. We can't really know for sure because we can't see after the fact if the Blight we were playing against was +200 MMR or -200 MMR. You hide this information from us in what I feel is an attempt to hide at just how bad/inaccurate the Match making system actually is for some players.

    Absolutely amazingly well-put!


    MMR is to me still a very bad addition. Did I like ranks? No, not really. I didn't play enough each month to reach the ranks I deserved, so I was hoping SBMM will give me fair matches once and for all.


    Unfortunately, it is very bad. I was, in all my honesty, expecting a very intricate rank-up system, considering how long it took. But instead it used a terrible metric to measure if you're good at the game. All the matches are extremely random. One game you get pros, one game the status icons are blank all the time.


    Unfortunately it seems, BHVR has no intent to make changes. They seem to be unbelievably proud of their work with SBMM and refuse to acknowledge all the issues.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361176#Comment_3361176

    That is a fair point.

    Also it would be fair to point out that antibiotics should be used sparingly to begin with since mutations that build resistance to antibiotics can occur.

    It also bothers me when people fail to make the distinction between a virus/plague and the disease, since the diseases are the direct result of the initial virus infection, and while diseases can have the property of viruses (since they are heavily tied together), they are vastly different considering they are measuring the point of infection and it's effects on the body (e.g. viruses are when the first viral matter enters the body and leaves the body into a new host, while diseases are used to classify it's current state in a host and long term effects).

    Antibiotics kind of have to be used for plague. It is highly lethal amd caused by Y. Pestis, a species of bacteria.


    But yeah, I'm also annoyed by the distinction between diseases and pathogens not being made. People went through a pandemic and never learned that COVID-19 is a disease, not a virus, which is actually called SARS-CoV-2.

  • One of my pet peeves is the same as with Nemesis.


    Why are vaccines used to cure? Vaccines are used for prevention. Also, plague vaccines are barely ever used, and only exist in a select few countries where there's a higher risk of plague, but they also seemingly aren't very potent. Plague is just treated with antibiotics these days.

  • I hope we won't get any more RE chapters. It's cool once, but then it gets tiring and boring.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359795#Comment_3359795

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359798#Comment_3359798

    There's a difference between, "Oh, well, their new and need to learn mechanics" and "most of this perks value comes from new players not being able to handle it at all"

    Same situation as old Ruin.

    When it comes to situations like this, it's of course best to rework the mechanic like with ruin. But most of the time, new player feedback when it comes to balance is extremely unreliable. This is because I definetly remember countless threads made by new players complaining about trapper or pig saying how it's sooo hard to counter them and asking for nerfs.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359677#Comment_3359677

    Its definitely gatekeeping.

    Unfortunately for you it seems, new players feedback is valuable. If they feel that certain mechanics are too punishing, we should look into that and consider changes.

    One current example is Overcharge. Very punishing to new players, not so good against more experienced players.

    I'm sorry, but new players first need to learn mechanics. It's only normal for you to not know to play a game when you're new. But when all your feedback is regarding parts of the game where you just need to improve, changes shouldn't be made on it.


    I recently started playing LoL and of course I am very bad. But hey, whenever I see something that I don't like/find OP, I first remember that unless some pro players say it's op as well, it's my own fault and I need to learn and improve.

  • @Peanits said:

    What purpose would this actually serve other than encouraging elitism? One person's opinion is no more valid than someone else's just because their MMR is higher. Both of you are people playing a video game, we should be doing what we can to ensure that both of you have a good time. To say that only someone who's among the best in the world should have a say would imply that the opinions of the vast majority of people playing in the middle of the pack don't matter, which is incredibly selfish.

    I really can't begin to stress how rare it is for someone to be near or above the matchmaking softcap for MMR. Far more people claim to be 'max MMR' when in reality, there's nowhere near that many people up there.

    That said, that's what the community team is here for; to take feedback from everyone, including the people who are up there.

    This isn't about elitism. It's about who knows the game better and can tell what works and what doesn't for balance. Why should the new player that complains about Pig being OP because he died to her trap have a say when it comes to game balance? New players know neither mechanics nor counters. They just find everything OP.


    As the OP said, a balance team composed of good players also ensures nerfs/buffs aren't over the top.

  • To anyone confused: it's been there until around last year or 2021. They removed it because killers could bodyblock the stairs.

  • @GoodBoyKaru said:

    Now, I'm not saying that I told you so, but

    https://media.tenor.com/g8dBmJgkgAMAAAAM/well-told-you-so.gif

    I feel so good knowing I supported you and it was true 💅

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316044#Comment_3316044

    I was just making sure since I saw the Meg clips and had two Meg perks with two global perks. Didn’t know if it was like that back then.

    I do remember during the weekly dev streams there was a proposed idea around 2016 Christmas for teachables to be available only at level 2 for the other characters. However that was scrapped for very good reasons.

  • @GannTM said:

    Correct me if I’m wrong, but back then teachable perks could only be used on the character they’re assigned to back then right?

    Hmmm as someone who knew the game from before steam launch, I really don't remember that being a thing. Maybe in very early versions, but 90% sure teachables were accesibile for all characters as far as early access.

  • @TheArbiter said:

    You can't discuss bans on the forums

    It's not a ban, it's a technical issue.

    in EaC Comment by Pukenplag
  • Lightborn and @#perk_franklinkdemise_name_alt are my most hated as survivor. It sucks so bad when I finally get a good flashlight/medkit and then I get to have it destroyed/rendered useless.

    As killer, probably head on and deception. Idk it's just annoying to me, I feel disrespected as if I were a bad killer to fall for that.

  • @GentlemanFridge said:

    Y'all are forgetting it's the weekend. These things have nasty habit of showing up when BHVR is not in office.

    Except it happened way before the weekend.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313612#Comment_3313612

    I would say it's easier for Solo Q to counter AFK pinhead compared to AFK pig if only by the fact the only way to counter afk pig is to 99% gens and then pop them immediately so the last guy can get hatch. But by the time solo q would realize there's an afk pig, a gen is likely already done. Also this doesn't really work if 2+ people got unlucky to have their key in the same box.

    AFK Pinhead slows the game down a lot, but solo q has more than enough time to figure out what's going on and deal with it since there's no threat of ever dying to pinhead.

    I don't disagree that it's griefing, but honestly I'm unsure if anyone was or will get banned for doing this.

    I don't understand why you keep defending this strategy. It is not something that has any place in the game. At no point should any team have to spend 45 minutes to do the gens because the killer is AFK.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313048#Comment_3313048

    It's possible to cleanse ruin during chain hunt. Though it would require a bit of coordination with other survivors as someone would need to body block chains for the cleanser.

    AFK pinhead sucks to face (luckily I haven't dealt with it personally), but it doesn't seem to be that common of an issue, because there's no actual end goal to it. AFK Pig had the end goal of actually killing someone although it wasn't guaranteed.

    Are you joking? This is literally solo queue we are talking about. Not everyone has the game knowledge to think about body blocking chain hunts. By the time a solo q team would coordinate to do anything, the 1 hour mark is hit and the game ends.

  • @GentlemanFridge said:

    I mean, if he's just standing on the box, he's not stopping gens, is he? Slowing them down, sure, but you can still do 'em.

    Except if he is using ruin.

  • This is exactly what I was thinking. There's Gigabytes of code behind this game, the slightest bug/overlook isn't an immediate indicator of them losing the license.

  • @Steakdabait said:

    people really do just love forgetting what BHVR said in the pass. They said they are looking to rework twins soonish

    Switch cross progression has been coming soon since 2 years ago.

  • @イエローミント said:

    I don't know why this is pleasing....

    If we can see the actions of other survivors who are acting separately in a horror movie, that would not be interesting for the movie.I think it is the same in games.

    I think the fun part of the game is not knowing what other people are doing.I frequently play Survivor in solo queue and I think such a feature would seriously detract from the gaming experience.

    This feature is not well received on Twitter in Japan.

    Well, that is for Japan, probably because you enjoy the horror aspect of the game. However, you have to understand that most people worldwide don't find this game scary at all. It is played competitively, with no link to how scary it is. Also, balance shouldn't be ditched for the sake of the game being scary.


    As a general note: why is suddenly everyone worried? Solo queue has long been accepted to be extremely unfun and unfair due to bad teammates ruining the game. When we finally get a change that will help and everyone is happy about, suddenly killers are weak and will be affected?

  • So is the old site never coming up again and this is the new one? Because unfortunately the old one still pops up first for me and I actually found this one through a link I saw in a Twitter post.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286236#Comment_3286236

    Why would this be bad? Seems kinda weak honestly. Like the idea but like FTP you're just opening yourself up to be tunneled.

    Because this isn't a perk you use mid game. It's something you use to secure that everyone gets out of the game late game. This would be especially powerful with swf. Just imagine playing anything other than Bubba or Nurse and it's EGC. You hook a survivor, they all swarm them and save them, the one furthest away from you activates One for All, and now you can't fo anything to them. All of them have endurance and you are forced to send one of them in deep wounds before being able to down anyone. By that point, it's too late to do anything.

  • Here's a perk concept that should never come


    One for All:

    Your empathy is so strong that you are willing to sacrifice youself for the sake of others.

    After fully healing and safely unhooking any survivor, this perk becomes active.

    Once per trial, while One for All is active, press the active power button to give the endurance status effect to all survivors within 12 meters. The effect is cleansed for all other survivors once one goes in Deep Wounds by activating Endurance.

    You become broken for 180/140/120 seconds after activating One for All.

  • @Mandy said:

    The whole purchase with Auric Cells when they come back is not something that we've stated - please do not spread misinformation on this platform.

    Considering behaviour isn't giving any information on this and is just using scummy business tactics, I wouldn't call this misinformation.

  • @zarr said:

    Wallhacks are basically impossible to "prove" with third-person footage, which is also why they're the most popular "subtle" cheat. For experienced players they are fairly easy to notice, such as with survivors playing tiles in ways that would get them mindgamed all the time (rather than sit at checkspots where they can react to you with good timings and view angles, they sit dead in the middle of the tile where they can't see anything but still always have maximum distance whatever you do), or with killers going for the most unintuitive pathing/predictions or of course just finding you in places they have no business being. If you are experienced and good at the game, you will have an intuition for these things. Problem is you can't get a wallhacker banned manually since there's no guarantee even with multiple highly questionable instances.

    I know for a fact there've been wallhacks around for years that are still not detected by EAC. We have to hope that BHVR improves their anti-cheat measures significantly, and/or that they work on a replay system, which with cheating could be much more readily identified and reported.

    I think a major issue with hacking is that I'm pretty sure they can't do anything about yotube videos showcasing hacks. I was disturbed to have a video about modifying files and cheating recommended on my recommendations a few months ago. That's when it struck me how easy it is to access these things.


    Isn't sharing hacks actually illegal irl? If it isn't, it certainly should be. There's no reason I should ever have a hacking tutorial pop up in my recommendations without anything I can do about it.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256051#Comment_3256051

    Me too. And it swells my stony killer heart with pride when I get accused of wallhacking and can then point at the Garish Makeup kit, Amanda's Letter, Awakened Awareness or I am all Ears :>

    So this killer had:

    Plaything

    DMS

    Tinkerer (ONLY ONE GEN GOT DONE!!!)

    STBFL

    Outside of tinkerer, that could absolutely not pop considering we only once got a gen to the threshold, there were no detection perks.

    There was no way on Earth that guy could just down someone, walk directly to the other side of the map in the most random corner, hit someone, then when the person goes behind a wall, this guy perfectly readies his sights to the exact position of the survivor to shoot from behind a wall instantly. After that, they imediatly zoom to another ranodm corner where they have no issue once more downing a survivor.

    I think that passed the limit of luck/guessing.

  • @Bot_Salvo88 said:

    First off, check what perks and add-ons people run. One time I got called cheater while using the perk Spies from the Shadows as killer (bird perk) that detects the exact location of a survivor when they scare a crow within 32 meters I believe (maybe 36)

    Well that's the deal. The had no detection perks. Only slowdown. Yet, they were perfectly capable to pin point everyone's location non stop.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253007#Comment_3253007

    This isnt pay to win. this is the cost for the game plus all DLC in the game. The game is still about skill not "i have these perks i get an instant escape/4k"

    If there was a way to buy a 3rd or 4th health state as survivor...thats pay 2 win.

    Or pay for a weapon for all killers that are insta down m1 attack...thats pay 2 win.

    Simply paying for created DLC is not pay 2 win and people need to get off their high horse who complain about the cost of a game. If you can't afford it then don't play it. if you don't like that also don't play it. This is a company out to make money and if they didnt charge for DLC that they spend months upon months on then the company would go out of business very quickly and we would have no game to play.

    But perks are in game advantages. And those 258€ will cut thousands of hours of grind. That is a species of p2w.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253001#Comment_3253001

    I have literally every killer and got all the unlicensed ones with shards playing about 30 minutes a day or so. And my nephew got Legion after just a few weeks using shards. Your 12 hour a day estimate is way off.

    My 12 hours a day estimate is what we call a hyperbole.

    But in all honesty it's not a hyperbole too much. With an actual calculation, getting all current paid characters in the time between two chapters requires 1015 hours of gameplay, which translates to 11 hours a day.

  • @LazyClown said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252981#Comment_3252981

    Just play the game and stop complaining. You players are getting ridiculous, not the devs or anyone elses fault that you're too lazy to earn.

    Lazy? Maybe think about how I don't have TIME to play to earn those things? Most people out there have jobs, school, family etc.

    Also, for the record

    Screenshot_20221103-075630_Steam.jpg

    For my country, that is more than half what a better than average salary worker is paid a month. And a better than average salary is barely enough to live with current prices.

  • @dugman said:

    Only 6/20 of the best survivor perks are available without purchasing the DLC, and merely 3/20 of the best killer perks are available without DLC. 

    I'm not sure what perk lists you're going by for those stats but out of curiosity I'll use Nightlight's top 10 pick rates and assume the most picked perks there mostly line up with the ones you think are the "best".

    Survivor Perks
    • Dead Hard - David King (not licensed)
    • Windows - Kate (not licensed)
    • Circle of Healing - Mikaela (not licensed)
    • Adrenaline - Meg (not licensed)
    • Prove Thyself - Dwight (not licensed)
    • Lithe - Feng (not licensed)
    • Off the Record - Zarina (not licensed)
    • Kindred - generic
    • Sprint Burst - Meg (not licensed)
    • Resilience - generic

    So literally all the top 10 survivor perks are either generic or can be gotten on characters which are unlockable with free shards.

    Killer Perks
    • BBQ and Chili - Leatherface (licensed)
    • Scourge Hook Pain Resonance - Artist (not licensed)
    • Jolt - generic
    • Call of Brine - Sadako (licensed)
    • Save the Best for Last - Meyers (licensed)
    • Lethal Pursuer - Nemesis (licensed)
    • Corrupt Intervention - Plague (not licensed)
    • Eruption - Nemesis (licensed)
    • No Way Out - Trickster (not licensed)
    • Hex: NOED - generic

    So five of the top 10 killer perks are in licensed killers that require money to buy (Nemesis has two of them). The rest are either generic or on characters that can be unlocked with shards.

    Setting aside the fact that you don't actually need ANY of the above perks to win, and even assuming for the sake of argument you get a significant advantage using these over other perks, the fact is you can literally get all of them totally for free by unlocking the corresponding character with shards. It costs 9000 shards to unlock a character and if you play a few matches a night you'll get 9000 shards in about a month give or take (That's about how much I play and I have no problem saving up shards for all the killers that can be bought with them.) And that's also ignoring that you can spend shards at the shrine to unlock perks as they become available there (which I've also done occasionally for my survivors.) So personally I don't think any of that falls under the category "pay to win" since you can get almost all this stuff for free over time and it's debatable whether you even need any of it at all to "win". It's more like "pay for more variety" than "pay to win".

    I always laugh when in p2w arguments people use original paid characters as free to play characters. THEY ARE NOT FREE TO PLAY.

    Considering the current rate we are getting new characters, a new player would NEVER be able to unlock everyone without spending like 12 hours a day playing.

    In your case, you used 7 perks locked behind either a paywall or a tedious grind. That means 63k shards for their respective characters.

    That's a whopping 245 hours worth of gameplay. 245 hours of ACTUAL gameplay, not staying in menus or anything. And that is not counting the actual grind for bp that everyone has to face.


    Meanwhile, someone who just pays the money will need 245 hours less to get the meta perks.


    And let's not talk about how I didn't even count the fact that the meta will change, maybe causing those 63k shards you grinded for to mo even give you a good loadout anymore.

  • @LazyClown said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251666#Comment_3251666

    Personally i think you have a skill issue or have become entitled. Some killers take way more time to process there abilities and others you can just pick up and play. You could even say the same thing about survivor perks. If you see these things as pay to win in DBD you are completely blind since the game has always been based on procederal generation in the first place.

    Damn, nice aggressivity, didn't know a different pov can hurt you so much.


    You also missed my point entirely, I literally didn't speak about difficulty at all.

    @Entitled_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251666#Comment_3251666

    WHo said locking wins behind a paywall ? I literally just said the 3 top killers are original characters and you don't have to spend a single cent to play as,,I can accept the term "pay to skip grind" though but P2W nowhere near

    P2W means YOU MUST put money in the game to reach a certain point or power level

    Unless I can't read, that's pretty much what YOU said.

    And pay to skip grind is another breed of p2w. For dbd, it's not as bad of one, but look at a game like clash royale as I said in an older comment. You could 100% win without op characters and you could 100% unlock all the characters by playing. But because of the grind being so tedious and based on luck, people who just spent thousands got everything right off the bat and dominated f2p players.

    Since by your logic, p2 skip grind isn't p2w, a game like CR isn't p2w either.


    It's not that dbd has as strong of a p2w mechanic as other games, but it is there mostly in the form of perks. Many, but MANY VERY usefull or outright op perks are locked behind a paywall. The shrine is also not even close to a "fix". The 4 perks rotation worked when there were 33 perks as when it was released. With the current hundreds of perks it's extremely stupid. It's been over 2 years since SH and we've had no Soul Guard in shrine (a good perk). Over an year and no lethal pursuer and I'm not sure about eruption (very good perks). Before the nerf, BBQ had appeared like 3 times (meta perk)

    Those were just some mere examples. They absolutely should rework the shrine. Currently it's a disastrous counter to p2w and buying anything from it is a scam.

  • @Entitled_survivor said:

    I'm sorry to inform you BUT top 3 killers are all original characters you can get for free by playing the game,,,and survivors are just skins ,,P2W means YOU MUST put money in the game to reach a certain point or power level,,,If anything dbd is really free to play friendly outside of the game's cost of course and even if you wanted licensed characters ,chapter often go in really good discounts

    @LazyClown said:

    This is not a pay to win game due to the shrine of secrets alone. You get rewarded in dbd the more you play and the more you want to learn on how to actually play the game on both sides.

    P2W isn't exclusively locking wins behind a paywall. It is also granting advantages in gameplay to people who paid. If they were to make trapper the only killer unpaid, by your definition, it wouldn't be p2w, because you can still 4k as trapper.


    Also, when characters granting you a power that makes you more likely to win are locked behind either a tedious grind or a paywall, that is also p2w. You can't possibly say that in the hypothetical scenario of Nurse being paid, a new player who pays for her will not have bigger chances to win than another new player who doesn't pay for her and instead grinds for hours.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249833#Comment_3249833

    No you don't need meta perks on Nurse you can go perkless Nurse and be fine.

    Perks don't win you games if you gave a new player the best perks and said go get a 4k against people that know how to play,that wouldn't happen would it. But in a pay to win game you could spend the money to skip the grind and the skill.

    On your list the first paid killer is like 5th they would have to completely nerf a chunk you the roster for a licensed killer to be to.

    Licensed characters have to cost money because it's part of there deal that's how it is.

    Blight, Spirit, Plague etc are all paid. The option of shards isn't favorable for your point, since that requires either grind or paying to skip the grind. And when the grind is required to win (as in, the best killers with a now nerfed nurse is a paid one), skipping it is p2w.

    And for the record, perks can win you games. It's not that they are required for winning, but they provide an advantage. P2W isn't solely about being impossible to win without paying, it's also about paying providing an advantage.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249490#Comment_3249490

    The definition of pay to win is paying money to get access to the best stuff. The best stuff is free is not pay to win

    It doesn't matter if your friends good with PH or whatever they are not the strongest nurse is.

    Accesing the best stuff earlier is still p2w. I could play nurse as a new player, but without some meta perks (which many happen to be licensed), I will be on a considerable disadvantage to another player who buys those characters for easier access to perk.


    I can currently theoretically unlock hyperfocus (not ENTIRELY behind a paywall). But the question is: considering I'll probably have to wait 2 years to, won't I be at a disadvantage to someone who simply bought the dlc?


    And to bring my point again: if nurse would be nerfed, what would happen then? Blight, spirit, aritst, plague, oni, ph, etc are all paid. Huntress, the next best free killer after nurse, comes behind many paywall ocs and even licensed characters. Isn't that p2w?

  • @Mandy said:

    I would completely disagree with the pay to win aspect, as someone has already mentioned, the strongest killer in the game is free...and there's no denying the fact that she's the strongest.

    What you're talking about is wanting to play the other characters, because you or your friend are better with them - that doesn't make something pay to win as you can still "win" without those characters. Playing the game unlocks more things, you can unlock characters/perks with shards etc as well as some cosmetics - this of course encourages gameplay, but it's definitely not about paying.

    But then this stirs the question. Should Nurse be nerfed, what would then happen? The next free killers after nurse are far behind other paid ones in a tier list.

    Does this mean Nurse should forever stay the strongest just for the sake of the game not being p2w?

    Even if something is unlockable through grind, it's still P2W. I'll give Clash Royale as an example, since the game is notoriously known for its P2W mechanics. People who didn't pay could get to higher arenas, but you'd need to play for sooo long, to unlock stronger characters. Someone who paid got them right off the bat, quickly winning their way to high arenas. F2P players could unlock the op characters too, but it would take so long it was basically impossible to win for the first many hours.

    Considering many meta perks / good perks are locked behind a paywall, it's p2w. Yeah, I can still get Superior Anatomy without buying RE PW, but, I could as well have to wait 3 years for it. Should it become meta sometime, I would be unable to get it without money.

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