VentingSylar
VentingSylar
About
- Username
- VentingSylar
- Joined
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Comments
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I think most of the perk changes are great EXCEPT Borrowed time which I feel really missed the mark. The effect it gives is just way too niche of a use in my opinion. If it helped against legion, deathslinger, and other killers that proc deep wounds then it'd be somewhat decent. But as it currently stands its just not good unless you literally make a whole build around it.
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@MoZo said:
did you make sure you’re in the event queue? the offering specifically says at the bottom: “Only usable when playing Event: Haunted by Daylight.”
omg I didn't even think of that. Thank you.
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20250714160303_1.jpg
Same issue. My game has been stuck like this since 1pm yesterday.
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@Rizzo said:
Could you please attach the logs?
To find them:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.
I did everything you listed but it only showed "Dead by Daylight" and a bunch of backups in the log folder. There was sadly no .log file. I tried searching the other folders but can't find it so I'm not sure where the file would be.
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Maybe this bug is only effecting steam players it seems. As I did the gen today and escaped but it did not trigger the achievement. On steam.
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I love how this thread exploded as I went to bed. Glad to see some heavy discussion going :3
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3224220#Comment_3224220
Now I see.=)
Completely agree, DS right now is just nothing, tbh. I don't know why they nerfed it to 3 seconds in a first place. The only problem with DS was, when survivors were abusing it in the end game to have a 100% escape after being unhooked.
They got rid of the main problem, there was no need to nerf it further.
Believe me, everybody feels the same that the stun should've never been nerfed to 3 seconds.
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@Grigerbest said:
I like the idea, but it still should go off, when all gens are done.
He said it would still deactivate at end game in his post. Just edited my post to reflect that.
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@Mooks said:
There hasn’t been an update yet. Though maybe this is something that doesn’t actually require a client-sided update and is being rolled out to affected players before the midchapter?
That might possibly be the answer
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3220170#Comment_3220170
Well i checked mine and my prestige levels haven't changed.
¯\_(ツ)_/¯
Its supposed to give you 2 extra prestige levels only if the character was level 50 BEFORE the prestige rework. I had every character at level 50 before the update hence why all mine got an extra 2 levels. Well... Except the newest characters from Project W
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@OrangeBear said:
It shouldn't be, it was scheduled for october 11th.
Then why does everybody have 2 extra prestige levels when that was meant for the update?
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@GreenDemo said:
Blast mine got nerfed, just use better together now (for the info part that is)
And wiretap only needs openhanded to be better.
Wiretap doesn't work with open handed, hence why I want its range slightly buffed. If it DID work with open handed I'd obviously have no problem with the range
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3160221#Comment_3160221
Meme? I came up with this at 2 AM high on a monday bro
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@BradQuackson said:
https://www.youtube.com/watch?v=RPdwRqbMfLk
Don't worry bro I got some tips if you want to get better at the killer so you can discover the real weaknesses and counterplay vs better survivors in higher MMR!
FarmerJohn did that meme better
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I love how its almost all insults rather than even the slightest bit of constructive criticism or even suggestions on how to fix nurse. Props to the few people providing actual ideas.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3160121#Comment_3160121
Her blinks were never special attacks. They were always basic attacks. They didn't work with Mettle because of a weird technical classification bug, which had to be fixed. Her base power doesn't need a rework. It's completely balanced.
Lmao in what WORLD is her base power "balanced"? The subreddit, the forums, every big streamer and youtuber for this game have been calling for nurse to be changed. They nerfed Awakened Awareness SOLELY because of nurse and everyone knows it. She's a bottleneck that prevents killer perks from being genuinely good because they might be TOO good on nurse. She needs a complete power rework. Her power is nowhere near "balanced" and the fact that its gone on this long is honestly mind boggling.
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Well what alot of you seem to forget is nurse blinks USED to count as special attacks. But the devs changed them to basic attacks after the initial release of mettle of man, and then never changed it back... So we can always go with the most basic change that kills half the perks she'd be able to use. Or make it build up her power like oni, make her have to work for her power.
Maybe even do like this guy suggests
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/343687/nurse-only-needs-one-change
It's a meme addon for a reason. Maybe if it made her move FASTER than normal, like 120 or 125%, then sure.
Also it should be inversed. As in, you move faster first, then you land a hit, then you get your blink for 60 seconds.
Start her off at 115% and get her power for a minute after each M1 hit. Not a bad Idea.
I didn't say my idea was perfect but small changes aren't gonna fix nurse from being broken. She needs her entire power reworked from the ground up and it needs to happen sooner rather than later.
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@TheWheelOfCheese said:
I was always a bit mystified why rekindling isn't a scoring event, considering that booning and snuffing are both scoring events. It seems like an oversight, and I'd love to see that addressed.
Same. Like forced penance has a score event but pentimento doesn't? its so weirdly inconsistent
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Seriously! Its a meme perk at best. NOBODY asked asked for this nerf. If ya'll gonna seriously nerf one of the funnest perks in the game then it needs to be 33% gen progress like wiretap to activate. 66% of a gen just to lose it if it times out makes a dead perk through and through. Thanks for ruining what would've been a fun combo with wiretap.
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Especially when you again consider that the perk gets ZERO value if the obsession is the one to open the door. Especially in the off chance the last survivor alive is the obsession after closing the hatch.
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Heck if you have no way out and whispers and close the hatch there is 0% chance the survivor will live. So why not buff remember me so its equal in power to no way out and bloodwarden? Before no way out and after its nerf NO ONE was ever using remember me. Cause the devs nerfed it WAY too hard and now there's a perk stronger than remember me even pre nerf and people are saying remember shouldn't be buffed? Makes 0 sense.
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@TheClownIsKing said:
Remember Me used to give 5 seconds per token, so tier 3 used to extend gate opening by 30 seconds, not 24 seconds.
I did not know that. But should def go back to that. And let the max amount of tokens be 8. People say that might be too powerful but they could easily change it so it doesn't work after closing the hatch. Problem solved. But personally I think it'd be fun to let both work after closing the hatch. That way for people who only have 1 of the perks can still have a proper end game perk. People say combining would be overkill but no way out alone already guarantees a win after closing the hatch so why does it matter?
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@Ghoste said:
Considering most people will probably stack No Way Out with Remember Me, reverting the nerf would be overkill imo.
At max stacks, No Way Out is 60s, Remember Me is 16s, and regular gate opening time is 20s. That's already 96s. It really doesn't need to be longer. If they buffed Remember Me, they'd probably need to nerf No Way Out since they do similar things.
I personally disagree. No way out alone is already a free win if the killer closes the hatch. Not everyone has both perks so since they do similar things they should have similar strength for the people who have remember me but not no way out and vice versa. Deja Vu and Visionary are basically the same but work in different ways. Same with bitter Murmur and Dark Sense. Remember needs a buff regardless. Heck I say make each token add 10 seconds so if they get 4 tokens doors take 60 seconds. The perk already does nothing if the obsession is the one to open the door so why not? Or make it 5 seconds each at 8 tokens cause then it'd be like a reverse save the best for last where they have to keep the obsession alive to get the full value out of the perk.
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Another buff I could consider instead of reverting the nerf. They could make each token add 8 seconds to the door. That way its like old Remember Me but you don't have to focus the obsession as hard.
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@I_am_Negan said:
Rancor doesn't activate if you close the hatch only when the last gen is done.
I know that. I'm saying they should change it so it DOES work after closing hatch. Cause if I save my obsession for last. Then I should be able to use rancor after closing the hatch.
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@GeneralV said:
Revert Remember Me? I am in!
Lol love your profile pic XD
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2403761#Comment_2403761
It 100% gives 500 for the blind
I just checked and yeah you're right. But it still should give you points for the stun aswell.
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@SacrilegeGG said:
It does count as both a stun and a blind. If you're doing a challenge that requires either of those, a successful Blast Mine will count as 2 towards the progress. Confirmed it myself.
That's actually really good to know
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@GentlemanFridge said:
It doesn't give a blind score event? I really thought it did.
It really doesn't. You'd think it would. But no.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2054904#Comment_2054904
want to quickly point out oblivious gets rid of TR which undeteactable also does so why cant we have blindness getting rid of red stain?
I mean you make a very fair point.
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@danielmaster87 said:
It doesn't need a buff. Not being able to see where your teammates are is hugely disruptive, unless it's swf which counters everything anyway.
Very true but its also very disruptive to swf. Most games are 2 duos and 2 solos or a 3 man with a solo. Which in those cases they might be able to find their friends but the other players are screwed. 4 man swf account for less than 10% of all games but depending on the map blindness can still cause a lot of issues.
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@landromat said:
Blindness, Haemorrhage, Luck should be reworked into something more meaningful
Blindness could hide killer's red stance because why not
Heamorrhage could regress any unfinished heal
Luck could affect chest item rarity at least
All of those are really good suggestions but hiding the red stain I think should only be reserved for the undetectable status personally. The other 2 suggestions are really good though.
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@Phasmamain said:
Honestly people really underrate blindness. I just think the addons need to last longer ( Looking at you kerosene can!)
I mean I personally do Hex: The Third Seal, with Hex: Undying, Knockout, and whatever 4th perk. It works very well and makes slugging more intense. But like I said it could use some buffs. Having SOME counter to detection perks like Spine Chill other than moonwalking may make more appealing to the average killer.
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@NoOneKnowsNova said:
I'd like it if it reduced the FOV for survivors when effected by it, that would possibly make it worthwhile on some killers.
Interesting Suggestion. That would certainly be different.
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Because of this stupid bug I can't get the "Spilling Blood" challenge done that requires 3 Gold Devout Emblems. And since its the first killer challenge I can't do any of the other ones which SUPER frustrating.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1652963#Comment_1652963
It probably won't go down like this but the Deathslinger fix that makes the most sense to me is:
He goes from a 110% -> 115% killer when his harpoon is not ready and he chooses not to reload.
His quick scope to aim down sight remains as that is the most rewarding part of his kit - just add a delay for when he cancels his aim before he can quick scope again by another 1.5 or 2s so it isn't a constant zoning game to try and close distance rather than forcing him to take the shot. He should be rewarding to take risks not more rewarding to not im most cases since you can swing then still have your harpoon for a follow up - the preferred way to approach a down on DS at the moment when combined with STBFL.
The movement speed buff is to make up for him being a weaker huntress in a lot of regards and help him get around the map even slightly better. Both him and Huntress are 110% but highly skilled Huntresses create pressure with cross maps... Deathslinger has 18m and a smaller terror radius as his only weapons forcing him to run M&A to make even more use of that.
That's what I was saying about his aim, just add a 2 delay before he can scope again and he'll be fine. Don't agree with the movement speed change, that'll just encourage to use his power less and M1 more.
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For ineffective I put Myers as by the time he's hit tier 3 he's usually gen rushed out of existence. He needs a rework for his stealth so it doesn't take so long to build up.
For oppressive I put Deathslinger simply because of how much zoning he does. Y'know how he aims at you so you zig zig only for him to cancel his aim in a second and M1's instead, he gets so much free zoning. They just fixed it for Pyramid Head so he's not as bad now. Now they just need to add a delay to him cancelling his aim.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1627163#Comment_1627163
This ^^^
A player putting aside their personal grievances and bias for the sake of the quality, performance, and balance of the game is something that's rare to find in the dead by daylight community. Standing ovation from me.
Appreciate the love m8 :3 <3
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Also am just gonna put out why I love using fake pallets even though they're weaker than snares. I run enduring and spirit fury with fake pallets and personally love the paranoia that sets in survivors where they start throwing down real pallets early instead of looping them cause they get paranoid that they're fake. There's nothing in this game besides maybe having multiple survivors step in bear traps at the same time that is as gratifying as hitting someone after they throw down a fake pallet. Its just super funny and personally never gets old for me. Hence why I want them fixed.
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@Mandy said:
yeah I'm on Ultra and I can produce it - it's hard for me, cos I'm colour blind so seeing these differences is not the easiest thing :)
But I think we got it at least!
Awesome! I play on ultra as well and as far as I saw it was every map I could tell which pallets which fake and real while asleep as survivor. Glad you guys were able to reproduce it so it can be fixed :D
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@Godot said:
https://forum.deadbydaylight.com/discussion/comment/1627163#Comment_1627163
You're right. My apologies. I've had really bad times against Freddy so it's completely justified, but you're right. I hope they fix it, otherwise it's a useless power mod.
Agreed, nobody wants to use a bugged add-on. Apology accepted :3 <3
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@Godot said:
I don't like Freddy, so this is a win for me. Some people can't pay attention to which pallet they run into anyway, so it's not like it makes a huge difference.
Knowing which pallets are fake DOES make a huge difference, it means you won't spend time looping a pallet that's fake and instead knowingly avoid it. Just cause you don't like a killer doesn't mean you should celebrate them being bugged. I hate Executioner but I don't think he needs to be nerfed.
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@Peanits Is your team aware of this bug?
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Fake pallet is on the left, real one on the right. The fake pallet is notably greyer.
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I just posted a screenshot showing as much. This NEEDS to be fixed
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Can we get a mod to just close this crap thread already? The OP is just insulting anyone who disagrees with them and isn't taking any feedback unless they agree with them.
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Hey devs you got any plans in the pipe to buff or rework sole survivor? I already run distortion and off the record together, but I'd prefer to use sole survivor. But it given it gives no feedback on whether its doing anything or not is why I won't run it and no one ever does.
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Yeah they need to either change it back to how it used to be, lighting up only when it blocks auras. Or make it work more like distortion. It gives no info whatsoever on whether its helping you or not which is why no one uses it. Distortion does when it triggers and off the record you know you're safe as long as the perk is active.
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After reading this post I got curious and went to check all my old lore since I fully completed the first 3 tomes. And its ALL blocked. Between this and the devs deafening silence on the the aura issue I'm honestly beyond peeved. I swear they can't do a single thing right at this point.