Shuyo
Shuyo
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- Shuyo
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+1 please, please don't remove them. I have all the characters unlocked, all the perks unlocked and the new "quests" are so forgettable, that they are only some random extra bp that show up automatically.
I am a completionist and I really want to 100% the tomes at some point, it feels so nice to cross them off one by one.
Playing for something else than just winning with the strongest perks is always appreciated. If some challenges cause difficulties, change them. I get that a plant taking up spawn locations can mess with map generation, and perk changes probably need a revisiting of the old challenges.
But please, it's worth the effort. For new players it's a nice glimpse into the past and extra bp. For veteran players it's a help against bore-out.
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I really get the idea behind Knock Out and on most killers it is probably fine.
But it can't go live like this. I have one reason (there might be more): Artist.
I really like playing as Artist, but Knock Out on her feels rediculous on the PTB.
Every single filler pallet is a guaranteed hit now.They don't drop the pallet? —> hit
They drop it and leave? —> hit
They drop it and stay? —> potential double hitI also noticed, that some loops are just so long (not necessarily large, but long) that Knock Out triggers even when the survivor doesn't leave the loop. (I noticed this on 4-wall-lanes, but there could be more examples)
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With a similar arguement:
Can we change "chasing me" to "killer is on me" or something like that?Everyone can see on the hud that the killer is indeed chasing someone. But "killer on me" could be used for "Searching for me", "following my scratchmarks", "chasing me but from a distance", "proxy-camping me on hook" etc.
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@jesterkind said:
To be specific, I'm not talking about the shift from Exposed to Broken. That nerf(? sidegrade?) isn't something I particularly mind.
What I'm referring to here is the change where one person using StB turns off everyone else's StB. Even setting aside that it's wholly unnecessary for this perk - multiple uses only even can happen in scenarios that aren't actively throwing is when someone's tunnelled - I truly do not think it's a good precedent for someone else's actions to turn off your perk completely.
The gap between solo queue and SWF is a lot more than just perks, obviously, but part of it is that sometimes, a perk you want to use is at odds with your teammates. Think something like Inner Strength not scaling well when everyone brings it, or when someone brings a boon perk.
For that example, unavoidable and just an annoyance. But, if someone using Inner Strength once genuinely stopped you from using your own at all, it'd be far worse, and that's what we're at risk of here.Once per trial per survivor is already restrictive enough, and any perk in the game should be balanced around the notion that "once per trial" means "up to four times per trial, depending on how many people bring it". If that means nerfing the effect, I'd argue that's genuinely vastly preferable to being locked out of using your own perks because someone else used theirs first.
I think multiple Shoulders per game can defenitly be insanely good.
But I 100% agree that it should not go live like this.I would add a secondary effect to it:
"If someone else used Shoulder the burden to steal a hookstate, you can't use this effect anymore. Instead you see the aura of the survivor that used it whenever they are within 32 meters of you."
Something like that.It's not a great effect, but it can help in soloq, doesn't feel as bad as a dead perk slot and doesn't really help swfs.
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The chase mechanic in itself has it ups and downs, but yes, perks that require you to not be in chase should have an extra "grace period" after a chase before they can trigger again.
Maybe something like "When a chase ends, this perk goes on a 5 second cooldown."
I wouldn'r change the whole chase mechanic though. That could mess with way too many things and cause new problems with other perks. -
It would be nice if "Killer is chasing" would be exchanged for "Killer is on me".
Or something like that.
If the killer is chasing someone, everybody can see that on the HUD.
But "Killer is on me" can be used for "Killer is on my scratchmarks", "Killer is searching for me around my gen", "Killer is camping" (If said by the hooked survivor), etc.
And maybe a message "Killer is leaving me". -
i was so confused, becaus I thought they meant EGC as in End game Collapse… whoops.
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I tried this perk as Artist and it's INSANE.
Every filler pallet in the map suddenly becomes a guaranteed hit, no matter what. I even got double taps with it, because knockout doesn't deactivate when a survivor gets damaged.
They drop, I get a direct (damaging) hit with a crow and when they try to use the speed boost from that to get away… knock out -20%.
It's just insane. I don't know how knockout is with other killers (I assume Dredge is also a candidate), but with Artist it's obnoxious. -
@MDRSan said:
I personally only ever play solo queue so that's where my feedback is coming from. I play about half and half killer and survivor but lately have been leaning survivor because of queue times.
The sort of commands and callouts that exist on a chat wheel are really not going to tilt game balance in any sort of direction. This isn't going to be bridging any sort of SWF - Solo Queue gap if that's what people are thinking.
SWFs with comms can call out where the killer is chasing them, not just THAT the killer is chasing them (something the HUD already says anyway).
Asking for a heal doesn't mean anything if I don't know where you are and asking for a heal right in front of me can already be accomplished by being wounded and tbagging at me a couple of times. Want to thank me? Tbag. Apologize for blowing a skill check? Tbag. It's a multi-functional, universal emote.
I'm not even sure what to do with things like 'Help!'. Help with what? Where are you?
Things like 'Split Up!' or 'Repair' are going to have me rolling my eyes and wondering why some random I'm never going to see again thinks they're the boss of me.
'Going for Unhook' might be handy if someone isn't running kindred.
Personally, the only things I wish I could communicate to teammates that I can't already that are simple(ish) enough for a chat wheel are things like 'Killer is camping and I won't be upset if you don't bother trying to unhook me'.
Exactly.
"Killer is close to me" or "Killer searching for me" might be more helpful then "Killer is chasing me". Chase I can see on the HUD. If a killer is on someones scratchmarks or interrupted a survivor that wanted to rotate for the unhook so that survivor now has to hide and can't make it, that's something I need to know."Unhook late" or "don't unhook yet" might also be helpful, when the killer is proxycamping / tunneling. Though I guess you can work around that with "do gens" or something like that.
"Play it slow" or something similar could work, especially in a 3v1. When you and a second teammate reset somewhere safe and the 3rd survivor is not spotted by the killer, you could ask them to stay hidden until the reset is done and then tackle the gens together.
But yes. Heal me, Help, etc will probably not really do anything. And "Let's split up" is something I just do. You only tell that teammates when they follow you around for some reason or when they insist on tripple repair an early gen against legion…. in both cases telling them to split up might not solve the main problem at hand ^^''
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A hotkey or button to quickly enable/disable the whole thing mid game (maybe in the tab menu) would be great. I understand why people would not want their soloq teammates to opt out of it, but the problem is: many soloq players don't know what clean comms are.
I really don't need to hear "killer is chasing me" when I SEE that on the hud.
Or "I go unhook", 5 seconds before unhooking, followed by the unhooked and unhooking survivor having a conversation like "heal me" - "let's heal" - "thank you" - "let's split up" - "searching for a gen".
All that maybe while I try to focus on not getting downed by the killer. I don't need constant messages popping up on my screen while… preferably not dying.
In most situations an intend system wouldn't tell me anything new, bc the HUD right now and a bit situational awareness already tells me what is going on.But! There are situations were I GLADLY would turn on that system. Were I need input from my teammates and expect them to try and reach me.
I'm not against this system at all. I also don't have my mind set on disabling it always. But a QUICK way to turn it on and off mid match would be great.Not just when someone tries to spam, but also when you have 3 very… chatty teammates that commentate their game for me.
Maybe I'm a burnt child from other games that had such a wheel and didn't do a great job and making it unintrusive.
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@Aven_Fallen said:
If hook screams are too loud for you, turn down the volume of your game. It is not worth it damaging your ears just to hear something like breathing or footsteps better if some other sounds are way too loud for you.
Hearing footsteps and injured noises is a core mechanic of the game. I'm not even listening for breathing (I don't hear it, I'm on speaker), but if I turn down the volume to the point where the hook screams are not bothersome, I don't hear distant terror radii anymore.
I'm not sitting here with the volume turned up to the maximum. 99% of the games audio is fine. Footsteps are quiet, but hearable, loud things are loud. Just some hook screams shoot above everything else. Some are fine (annoying and loud, but within reason), but some are earpiercing.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035913#Comment_4035913
I have to ask, especially in a solo-queue game which I predominately play - why do you care what your teammates have to say? If the game ends and they opt to message you or say in end game chat (if you're on PC) questioning your decisions to be in a locker, which it's quite obvious FTTE is in play?
It all depends on the circumstances, which I pointed out in my original comment.
If you are willingly not taking aggro, I can understand the sentiment (even if I wouldn't message someone on how to play or what they're doing necessarily). I don't think FTTE needs to be shown to everyone in a lobby, even then - if you place an icon down, similar to a Dissolution - people will still play the exact same way they play - they will still question why you're doing what you're doing.
So, I really don't see a point of a universal FTTE shown in the corner or whatever proposal you could come up with. If the game ends, they ask why you did such and such, the game will tell them at the end game chat why you played in such a manner. I do not think adding it does anything and if it's again, a situation where your teammates are constantly in aggro and you are denying the aura reading every single time, I can understand the frustration.
People throwing games will go throw games, I don't see it a lot when I play in my own solo-queue games, but I've never been in a situation (and I've done what you have done) with FTTE. At that point, the survivors (which they probably do not do anyways) should look at the perks and be like, "Ah, @Shuyo hid in a locker to deny FTTE." but again, I don't throw games just because I see someone go into a locker.
I agree with about everything you say.
The problem I see is not the words, I ignore those. It's just frustrating when people get so pissed that they try to sell you (or a teammate).
They don't think "that person goes in a locker, that doesn't make sense. Unless... wait, they are the obsession. Could be FttE."
They just think "typical soloq random, rat behaviour, I'm so pissed, mmr put a newbe in my lobby, I'll make sure the killer finds them..."
Yeah. It's mainly a people problem. But just like Rancor, FttE has a risk to bring up situations like this somewhat frequently.
If it would show up for a couple seconds on the right side of the screen only when the very first hook happens, that might help. Like bloodfavor shows up when first triggered. And if that really is such a big nerf for the perk (idk I don't play killers that use this perk well) it could get a slight buff to the exposed time or so.
One specific scenario that felt bad (not bc someone raged):
Killer tunneled the first hooked person, they managed to get away and lose the killer but were on deathhook, the Obsession took aggro and got hooked.
And the deathhook guy became the new obsession. It was sad. They did super well, we others did well and he died anyway bc he had no way of knowing and the obsession had no way of telling.
It feels bad when a game doesn't allow you (/denies you the info you need) to make good decisions. Especially when other perks and people on comms just bypass the problem in 3 seconds.
It might be worth a tweak. And just a tweak, bhvr, pls don't cut down the whole perk.
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@CautionaryMary said:
I mean, let's be real here - if the obsession is hooked and you know FTTE is active then you know yourself that the killer is coming unless you're using something that is blocking the killer's aura reading (Distortion or a situational Boon: Shadowstep) or running Object of Obsession to see the killer coming due to the aura reading facet.
If the killer hooks the obsession, someone screams, most skilled players will know FTTE is active.
If you are consistently the obsession and you are choosing to get into a locker to prevent being exposed (you can counter this, yes by going into a locker or simply standing still and moving when the exposed status effect is halfway (without Vigil) or move one direction and go the opposite direction to throw the killer off from the aura reading) - but I digress! If you, as a survivor see that your team is dropping and dying like flies, you are by definition killing your own team.
That is on you, being a selfish player, by wanting to not be exposed and seeing the hook numbers and choosing to not engage with the killer.
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I will edit and say, this might be a bit blunt - but if you see Feng, Meg, and Dwight all on first and second hook and you have zero - you need to take chase, you need to distribute the hook tallies around.
Being a detriment by simply avoiding the perk as a whole as Meg, Dwight, or Feng dies will cause the game to be worse over time as gens get harder to do in a 1v3 scenario. The only time I would say someone should use a locker against FTTE is: 1. if you are near the killer and need to prevent being downed so early, as you have no distance. 2. Needing to go into a locker to prevent FTTE to apply to you on death hook, you don't become FTTE's new obsession in a locker, as the locker prevents the screams and obsession conversion. 3. It's still early game and your team is relatively fine, Feng got hooked once and you know now FTTE is in play. 4. FTTE is on you and you are currently on death hook to prevent an early out or another survivor dying due to the aura read + exposed status effect.
I don't know, I don't have issues with FTTE unless it's paired with let's say a high mobility killer that can hit you with a basic attack. Nurse and Blight cannot one tap you unless they're walking you down with the basic attack and are not great on them - Kaneki with FTTE can be problematic, sure - but that is a killer specific issue with the perk, not the perk itself.
I don't know how often I have to repeat myself again.
The ONLY problem I see with FttE and the ONLY reason I think this change would be good is:
You start the game as the obsession, you have to go in a locker once or twice to deny an early snowball and your teammates THROW because they are pissed about you "doing nothing but ratting".
That's it. That's my point.
They are upset and frustrated because they don't know. They have no way of knowing that me not being in a locker would bring the killer right to the reset spot / give the killer a quick down close to the hook / or something similar.
And yes, Blight and Nurse don't really do that much with FttE, that's probably why these killers don't use it.
But if you have a teleporting killer, you need to be very careful what info you give them. Kaneki, Freddy, Sadako, Dredge...
You are in a good spot to take chase? Great. No need to hide and wait it out.
I don't know, why people keep saying "once you're hooked, everyone knows". Yes, correct. That's not my point.
There are rare scenarios, where you are the only person who knows and you have to put that into consideration when making decisions. And then your teammates throw the game because they are upset.
That's not the killer's fault or anything. It's just frustrating.
Sorry, if this sounded rude or something, I just feel like some replies here tried to counter an argument I never made. If something I said doesn't make sense to you, feel free to ask and I'll do my best to explain thoughts more precise.
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@sizzlingmario4 said:
I sort of agree but only if used for a save (and pallet saves should count also). Using a flashlight/flashbang while being chased to try to lose the killer should not count as conspicuous
I tried to come up with an idea that can differ these scenarios, but I can't think of something.
It doesn't really matter with the basekit bt, bc you totally can just… not use your flashlight for 10 (now 15) seconds.
But to be completely honest:
I think having to chose between defensive flashlight and ds is pretty rare.
In comparison, people "abusing" the safety of DS to hover for safes is pretty common.If someone can come up with an idea to separate this two usecases, I'd be happy to hear it!
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I'm not suggesting this bc it's hard to tell, if it is in play or bc it's too strong.
The one single situation were it really leads to so much frustration is, when you start as the obsession and manage to get away the first time it triggers.
My teammates CAN'T know about it until I get hooked for the first time. And since you usually don't go for unhooks when being under the effect of friends, there can be multiple hooks happening before you get hooked.
I had teammates that were on comms (3 man group) that "blocked" me in a locker by just spamming spacebar in front of it to "punish the useless random". They traded hooks every 30 seconds, I coudn't really do much but stay away and try not to give a quick down.
Rancor is a similar thing, true. But tbh, FttE and Rancor are the only two killer perks I can think about that have this problem.
It's a niche scenario where this change would actually do something, but in that niche situation it would help a lot to prevent bad behaviour.
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@Elan said:
I hate Ghoul, but I can see some adjustments to make him more fair and more skillfull.
→ Revert leap distance to 16m
→ Revert 1 token lose when breaking pallet
→ Remove deepwound from grab attack
→ Increase time it takes to vault when enraged by 0.2s
→ Increase cooldown before retaining full movement speed after canceling leap by 0.5s
→ Rework mori to be shorter and less punishing throughout the game
→ Cut in half the time a Ghoul can hold tentacles charged
→ Decrease grab attack maximum distance to 6m
At the moment Ghoul is very easy to play and capable of achieving great results without much thinking, which isn't good design.
Good ideas. I had one myself, maybe that would be worth to think about as well?
The Ghoul needs to be withing [6?] meters of a survivor to be able to injure them with his power.
ATM Ghoul only needs to land within 14 meters of a survivor after a first leap to be able to bite and injure that survivor. Which means, he can use his power for mobility AND injuring at the same time.
If he had to leap himself to within 6(or so) meters of a survivor to be able to injure them, he actually had to be somewhat precise with his power.
Consequences:
It can still be hitscan, so people would still be able to get hits at all.
Since he needs to start this hitscan from up closer, it would automatically look less ridiculous, bc he needs to travel less distance between "hitscan happens" and "biting animation happens" - - > less "hitting through the doorframe" moments.
Being enraged becomes more valuable (one additional leap for positioning).
If a survivor gets locked on while further then 6 (or so) meters away, the Ghoul just catches up to them (as it is now when you latch onto a survivor with the first leap)
My two cent.
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Never had this warning showing up for me personally, but a friend of mine got it twice. No safety around the hook, hook in a very secluded corner, Blight dropping everything and racing in the millisecond the unhook happened. You don't make it far. And if you play soloq ( = no comms) you don't even get a warning that the killer left the chase on a different part of the map. Especially with double speed addons, you don't go anywhere.
And THEN you get hit with this message. Game... he would have LOVED to survive longer!
IIt feels like a very tasteless joke.
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Same. I played 3 matches as killer, one as survivor and now I get that exact same message.
Validating my data via steam didn't help. -
This also happens when you go into the void during the halloween update and then back out. Suddenly the fog is so thick and the lanterns are super bright. I also heard it happens on Freddy's Pizza map when entering and leaving the main building.
Any kind of lightning change seems to trigger it. I mostly noticed it on fallen refuge and pizza place. But yes, it's exactly the same thing as in the og's video.Edit: I mostly play survivor; all I said above happened to me when playing survivor. So it seems that both sides are affected.
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https://youtu.be/rhddDrjBn6I
Played as escapist to see if I can get some video clips of this happening.
No sprintboost all match long…
Hope this helps. -
Same here. Sometimes it just doesn't work. The Ada (that just got hit) used her silent rush/speed ability and I got exhausted with 0% haste…
What I also noticed is that if it works, it stutters. Like the whole screen stutters while I sprint faster. When the effect is over, the stutter is over. -
Same here. I reported it via the "report an issue" button on the stats website about a week ago.
At that point only 3 matches out of 10 were missing. But the last few days… the majority of games don't show up.
I even noticed matches gone missing after a while.
Like I played 2 huntress matches 2 days agon, but only one showed up a few hours later.
Today there is no huntress match anymore. The match from before it is still there, 3 other matches from after are still there, the one (out of 10) match from today is there… but the huntress match is gone.
When I noticed that matches are missing, I wrote down my stats and waited to the next refresh.
All matches are counted in the normal stats correctly. They just don't show in the recent match history.
Fewer every day. -
Oh, so at least I'm not the only one. It's stuck at 60 and I also can't pin the quest.
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Edit: I have 5 more killers, that I have only one match with (on record.) The hook/kill ratio on them looks plausible.
It's just Trapper. Maybe the Tutorial kinda made it's way in? -
Why not just disabling the self unhook option for the first 3 (or x) minutes of the match?
Unless you have said perks/offerings of course.
That would affect 95% of all go nexters without affecting any "honest" players. All scenarios in which it makes sense to try to kobe (and/or die faster to give hatch) take place later in the game.
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The main difference in this scenario is that the Terrorradius is non-directional.
Footsteps, gen noises, survivor noises are.
Getting visual feedback for a survivor's injured noises behind a wall would be constant aura read level.
That's also why there is no help for hard of hearing survivors that face Spirit. It'd have to be directional and that would counter her whole thing and would be highly abusable for everyone.
It would be nice though if DBD would have a look at their sound mixing. Some things being super quiet and getting swallowed by surroundings, while other sounds being earpiercing is a bit annoying.
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"While we ultimately plan on retiring The Compendium, we still want those older challenges to stick around for a while."
Don't you dare :'''(
I set out to complete all the books, don't you dare just take that away.
The new Quest system is generic enough to keep players from actually being invested.Don't take away the tomes, they were the most brilliant idea of how to implement quests in an interesting way.
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Edit: The sable was on comms with me and tried to get Alien over to help us down. Not sure if he understood that we are actually stuck
We didn't get crows for some reason
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This place? Happened today (18.04.2025) on the PTB on RPD East Wing against Alien
https://youtu.be/ge-q-9T9pakI saw someone there and tried to push here down, but got also stuck. Alien managed to get us down
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Same. One game worked, but now that error everytime.
Also PC / SteamAlso from Germany
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24.03.2025
Same issue on the normal (old) ormond map. I got Strength in Shadows in Chaos Shuffle Mode.
Note, that the HUD Progressbar is also bugged.
https://youtu.be/aEFM0QIb6RA -
Still happens. My Ghosty just made a photo of Bill with thin air.
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Same here with my Dracula. But I've seen it on survivors as well before. Didn't think about taking a screenshot on those though.
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Bringing the subject a little back to the Nemesis buffs:
I don't mind them really much, but could you please fix the visuals?
I understand, dragging is a thing. Ok. Keep it. But for the love of god, make the visuals match the hitbox.
It's so frustrating to see the tentacle hit the ground next to you (or after the range buff even behind you, don't know if that got fixed by now), and half a second later you get hit.
Frustrating for people that know what's going on, unbelievable for new players that don't.
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Edit: I just tried the normal Soma Cruz (not the deep rift) and I didn't get the bug with that one…
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Same here but in Chaos shuffle. I used the deep rift version.
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Edit: the link to the video, bug starts at minute 6 https://www.youtube.com/watch?v=4BQ7I7lfaZY
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Damn, I didn't search the reports enough. Just made a report for this exact thing. Maybe one of you wants to check the video footage I made to confirm it's the same bug.
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Exacly the same happened to me today. I think, it even is the same locker on Ormond! The Feng didn't seem to notice anything unusual. Or she just didn't pay attention, who knows.
My locker-perks did work, built to last activated. Pressing space (with and without Shift) didn't work obviously.
I played one more game after that and then remembered you might need the logs…
DeadByDaylight.log https://youtu.be/J5ehcAA3QnA


