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WashYourHands

WashYourHands

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WashYourHands
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  • These stats literally mean nothing to us because we can't see our MMR. I love stupid useless facts!

  • because all the survivor mains who're braindead and want to abuse stupid mechanics bring flashbang

  • I'm just gonna hop on the lighborn meta train and ride it out until something happens. so stupid we have to resort to this. i see flashbangs every other match i swear

  • perhaps, but it's not BP's fault. they need to make flashbangs not able to blind you when you are facing walls

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773109#Comment_3773109

    I'm just giving you advice by showing a different playstyle, since you look too worried about saves. Just slug and then you should never be worried anymore. Besides, slugging is stronger than hooks.

    you are correct. i slug when i find an opportunity to punish greedy survivors, but sometimes i have to pick up — then i find out that they had BG + flashbang then everything i've done up until that point was for nothing

  • @Neaxolotl said:

    It's already half killed IIRC

    wdym

  • @Rudjohns said:

    Equip Knock Out and Infectious Fright. You can swap Infectious with Ultimate Weapon, you just need to open the closes locker after a down
    Use some add-ons that can cause Mangled and Blindness. If you can't then use Sloppy Butcher. You want to delay the healing as much as possible. For the remaining perks use something for chases. Enduring and Spirit Fury is a nice combo

    Always slug and never hook anyone

    equipping 2 perk slots for something you cannot predict is stupid. i do not always want to use UW. why is healing important for BP? I see no connection. slugging is boring for killers and survs.

  • @kosaba11 said:

    Lightborn counters Flashbang. Background Player, frankly, isn't that hard a perk to deal with - haste is useless if the killer can keep their eyes on you.

    equipping 1 perk slot for something you cannot predict is stupid. keeping LOS on a player with BP isn't guaranteed

  • I thought about it some more. Nobody seems to get my point. My point is not about how weak or strong individual killers are or how they play in a match. I'm talking about very specifically the time it that takes to charge up the special attack of killers — more specifically, the quickest special attacks, which are Xeno, Demo, Nemi, Slinger, PH, and Huntress (actually she too has a charge time >1s; I didn't notice).

    Bear with me. I'm imagining my "control" test to be a killer with 100% precision (not accuracy) chasing a survivor in an open world with no objects at all. When the killer charges up their special power, they will both create a sound and animation which lets the survivor know what is coming.

    When the distance between the killer and the survivor is beyond lunge range, if the charge time of the special attack is quick, the survivor must react with either crouching or sharply turning in an attempt to dodge; keeping on running forward without doing either is not a smart choice. Thus, this knowledge is used by killers to fake their special attack, canceling it, and hoping the split second of the survivor reacting to you charging your power is enough to close the gap to get a lunge hit (or more favorable special attack). You must however also take into account the time it takes to cancel the charge. Faking is best done on Demo with 0.64s maximum and Slinger with 0.6s (and potentially Huntress because the Wiki doesn't say the time it takes for her to pocket her hatchet) to cancel. Because they have both charge and cancel times of below 1s, the slowdown of killer's speed is negligible when faking.

    The other killers with fast charging, but slow canceling (Nemi and PH) still are a big threat. If we look at the approximate 6m for a lunge attack, most killers would rather take the m1 than use their power when a survivor is within that distance. Thus, we will take the minimum distance for a special attack to be 6m, and calculate accordingly how long it takes for the attack to travel.

    Funnily enough, Nemi's tentacle is 5m at tiers 1 and 2, and 6 m at tier 3 — so loosely speaking, it's better to not use your power at all. 😂

    PH's attack however if I am interpreting the Wiki correctly, at 6m will take 0.75s to travel plus 1s more to charge up the power in the first place, meaning a survivor at 6m has 1.75s to react to PH's power.

    I will comment in a future date a response to my findings above; I can't in this post because it is late and I want to go to bed. 😂

  • I thought about it some more.

    Nobody seems to get my point. My point is not about how weak or strong individual killers are or how they play in a match. I'm talking about very specifically the time it that takes to charge up the special attack of killers — more specifically, the quickest special attacks, which are Xeno, Demo, Nemi, Slinger, PH, and Huntress (actually she too has a charge time >1s; I didn't notice).

    Bear with me. I'm imagining my "control" test to be a killer with 100% precision (not accuracy) chasing a survivor in an open world with no objects at all. When the killer charges up their special power, they will both create a sound and animation which lets the survivor know what is coming.

    When the distance between the killer and the survivor is beyond lunge range, if the charge time of the special attack is quick, the survivor must react with either crouching or sharply turning in an attempt to dodge; keeping on running forward without doing either is not a smart choice. Thus, this knowledge is used by killers to fake their special attack, canceling it, and hoping the split second of the survivor reacting to you charging your power is enough to close the gap to get a lunge hit (or more favorable special attack). You must however also take into account the time it takes to cancel the charge. Faking is best done on Demo with 0.64s maximum and Slinger with 0.6s (and potentially Huntress because the Wiki doesn't say the time it takes for her to pocket her hatchet) to cancel. Because they have both charge and cancel times of below 1s, the slowdown of killer's speed is negligible when faking.

    The other killers with fast charging, but slow canceling (Nemi and PH) still are a big threat. If we look at the approximate 6m for a lunge attack, most killers would rather take the m1 than use their power when a survivor is within that distance. Thus, we will take the minimum distance for a special attack to be 6m, and calculate accordingly how long it takes for the attack to travel.

    Funnily enough, Nemi's tentacle is 5m at tiers 1 and 2, and 6 m at tier 3 — so loosely speaking, it's better to not use your power at all. 😂

    PH's attack however if I am interpreting the Wiki correctly, at 6m will take 0.75s to travel plus 1s more to charge up the power in the first place, meaning a survivor at 6m has 1.75s to react to PH's power.

    I will comment in a future date a response to my findings above; I can't in this post because it is late and I want to go to bed. 😂

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771354#Comment_3771354

    Or literally any aspect of them, basically they are underperforming

    that's not the point of this particular discussion

  • @Neaxolotl said:

    It's fine, if anything all that needs a buff, not everything need to be catered towards survivor's fun

    you think charging time should be buffed?

  • @Crowman said:

    Given that none of the killers listed are even that strong, I don't think they really need any nerfs.

    We can use Nightlight's stats https://nightlight.gg/killers/ which may not be perfectly accurately are generally close enough:

    Xeno: 52% KR

    Demo: 52% KR

    Deathslinger: 54% KR

    Nemesis: 51% KR

    PH: 52% KR

    I don't think we should be nerfing killers over your personal experience.

    You can't say it's a nerf without trying it first… Having increased movement speed while charging isn't something to be ignored. Again, it's my proposal.

    Just because a killer has a 50% kill rate doesn't mean they didn't get 8 hooks. Kill rate doesn't matter in pro games; only hook stages, and I think it goes the same way for fun matches.

    What do you mean my own personal experience? You've never played against these killers before? Every player who have have experienced this.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771173#Comment_3771173

    there is one single attack that remains impossible to react. Two if we count a mobility skill, that one being nurse's blinks. The other one is Xeno's tail.

    Xeno's tail strike is only remaining impossible to react killer power. it doesn't need nerf. in truth, it needs buffs like add-on to increase radius or reduce successful cooldown. Unfortunately they won't buff it. if they do, they'll probably nerf his tail in process making him less fun to play.

    Deathslinger still awaits his redemption. they gave him a lot of changes but nothing really has return the fun factor for him. He is also not very effective either.

    demo, nemesis and pyramid head's attack are not strong. none of them need negative changes. if anything, Demogorgon and Nemesis should break pallets faster. they're kinda weak killers at least compared to current billy.

    Demo might get something for his portals, at least reddit ama had a question regarding buffing demo's portals. I suppose we'll see when that buff shows up.

    Xeno has a 0.2s tail attack according to wiki. You don't think that's crazy?

    Deathslinger is "not very effective" because he's like Legion; can get Survivors into Deep Wound easily, but struggles to get downs because they can use the environment to break free.

    Why are Demo, Nemi, and PH's attacks not strong? Please explain. My proposed change may not be so negative; can't judge without testing.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422542/change-killer-special-attacks-that-take-1s-or-less-to-charge

    In Demo's case, it's nearly impossible because his Shred has the hitbox of a bus

    As someone who not only enjoys playing Demo, but also plays against them a decent bit… crouch.

    Imagine Demo's hitbox in the shape of a diamond or plus sign, if you are at the edges while standing, it will hit you, but if you lower your hitbox, it will not hit you since Shred's hitbox will travel over you. In fact the hitbox shape even lets you crouch underneath it even from a direct hit as long as you are at a lower elevation and not directly next to the Demogorgon when Shred is used.

    Not only that but Demogorgon's Shred has a lot of objects with awful collision you can easily abuse; rounded objects, hooks, pallets/breakable walls, and vines/bushes have the worst collision and can be used to avoid Shred. Eyrie of Crows is probably the worst offender of this, since it literally has all of the things mentioned prior.

    And on top of all of this, Demo's Shred has not only a visual cue but an audio cue to indicate to the Survivor when Shred can be used; Shred is not an instant hit either, it has travel time which also contributes. Shred, when you consider the charge time, even takes just as long as a pallet break and M1 when you consider the cooldown/recovery.

    The Demo can use Shred without fully charging it but you get less distance which can make the difference between getting hits and not, or you can intentionally shorten the range of Shred to get them at the edge of the hitbox and get free movement slightly faster. However this aspect is fine since it requires a large amount of skill, timing, placement, and requires the Survivors to mess up really bad to pull off; quite literally Ive seen no one complain about this part of his power.

    Demo's Shred has a lot of counterplay, and leaves a lot of room for mindgaming both sides, and I can understand if you dont enjoy facing against Demogorgon since they are not for everyone… but outright lying or spreading misinformation about the collision area does not strengthen any of your points.

    I was not lying or spreading misinformation; you took "hitbox like a bus" literally. Thank you for clarifying what the shred hitbox looks like.

  • @VomitMommy said:

    When you want to talk about game sense, then start using your own and simply predict.

    For all of them you can quite easily tell, when they will use their attack.

    You can react to everything in DBD after Deathslinger was nerfed.

    Nerfing special attacks to force more killers into M1 sounds incredibly boring to me.

    50/50s are the worst kind of predictions in the game. Yes you can tell when they will use their attack. Yes you can react to it. Using only m1 is a stupid idea.

    I don't think you get the point.

  • there is no entitie's "claw" that kills him in endgame. the game doesn't finish. i am forced to leave the match.

    image.png
  • because he can't do anything, he holds the game hostage

  • same thing happens on shelter woods. there's a massive area spanning from the mid gen to around the outside of the compound. you walk on something invisible and you end up "floating" over the ground. my feet aren't even touching the fern below me.

    image.png
  • Saying For the People Buckle Up was rare is crazy

  • They're just risk takers trying to unhook themselves; I don't see the issue 🙃

  • The charm selection panel looks like it was added last minute lol. I liked having larger portraits. If you're gonna make it 4 per row, make your character smaller on the right?

  • i confirm this happened to me in 2 separate instances

  • @adam1233467 said:

    This is not a bug, this gen can spawn and make this a dog pallet

    since when have you noticed this happening? i've never encountered it since they re-released hawkins until now

  • @MaddieMage said:

    Honestly BHVR will likely reduce the community challenge requirements again but even if they don’t, I don’t need the entire level 3 to get all event items so if I don’t finish it, I won’t be bothered

    @Nazzzak said:

    It's probably "unheard" of because BHVR have dropped the community challenge requirements in the past to make sure the community reached it. They'll do it again too if needed.

    hm i never knew about this

  • The fact no one here knows about the insta hit tech is astounding

  • lmao you're analyzing this way too much

  • @poujh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417593/bardic-inspiration-not-rolling-a-d20

    it appears on its perk icon when you activate it, do not confuse it with the big dice roll you get when opening a magical chest against vecna, this is not a bug

    i did confuse it like opening the magical chest… i'll check it out.

  • is the survivor in cage of atonement misalignment unknown and/or am i the only one experienced it??? every time i've been caged i've been floating in a random rotation next to the cage since 8.0 (and possibly before; can't remember)

  • probably the best info perk if the survs don't know what they're doing which means it shouldn't be nerfed

  • i think the exit area is an underutilized part of maps in a development standpoint. it's seen as "a safe spot" where if you're healthy you can teabag and do whatever you want because you'll get a guaranteed escape (with some exceptions) or you're injured and you run up to the exit and stand there putting ghost pressure on the killer and forcing them to hit you to escape. end games are non-existent anymore (if you don't use perks) because you can see how much progress the last gen has and stand at the exit to open it immediately.

    what do y'all think of some mechanic like the entity blocks the exits if a survivor stands in the area beyond the gate for x seconds or the exit gate becomes shut if a survivor stands in the area beyond it for x seconds at which point if they're not escaped they become sacrificed or some other idea…?

  • possibly the first location not worth using freddy's illusionary pallet on

  • i grabbed a surv from the library portal and it broke the portal permanently sealing it lmao

  • can confirm this happening. in my case, one pallet was upright and the other was down, so i had no idea what state the pallet was in. i was stunned by the surv making me think it's a visual bug only from the killer's pov?

  • can confirm game became unresponsive after playing a vecna match on gideon. had to force close the game.

  • can confirm vaulting as survivor sometimes doesn't give a sound. idk how to replicate it; it just happens randomly.

  • so no one knows how to get it?

  • circle doesn't spawn in the main room basement

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608944#Comment_3608944

    I’m sorry, but you’re not making any sense. They made him more skillful to play by removing a mechanic of skill expression?

    Blight doesn’t have a high skill ceiling? lmao

    That tells me all I need to know.

    It requires more skill to be more precise when slice n' dice-ing, and manipulating the survivor's pathing in your favor. Expressing skill and being skillful are not the same.

    When did I say Blight doesn't have a skill ceiling? Read it again. The fact that you're being offended by another player's opinion in a video game tells me all I need to know. Continue to live in your delusion.

  • @HugTechLover said:

    You just had to go and strip the mechanical skill from chucky, and absolutely ruin his m2 with this 90 degree cap.

    I put 23 prestige’s into chucky with plans of taking him to p100 because his skill ceiling reminded me of blight. Guess I’m going back to blight. :,)

    Very sad decision you guys made. Very sad indeed.

    If you're so skilled, make 90 degrees work. A skilled Chucky shouldn't have to flick 180 degrees in the first place. If you need 180, it's because the survivor was skilled or you dashed past them. Arguably this change made Chucky more skillful to play. I'll absolutely continue to play him. However, I can understand your frustration if you put in "23 prestige's" in 16 days for your main during that time to be changed.


    I personally believe Blight simply is difficult to play for beginners and doesn't have a high skill ceiling -- just higher than some other killers -- but that's another discussion. I am looking forward to his changes.

  • I can't imagine the devs thought of this 2 perk combo when they made the change to Buckle Up (because it has literally no counterplay whereas the other perk combos you all listed do), so I called it an exploit. Regardless of whether you agree or disagree of my opinion -- it doesn't change the fact it is overpowered and must be changed immediately. I still stand in saying Buckle Up should not trigger from For the People, and you're actually required to use the healing action to heal to full health.

  • You're the 2nd guy apart from myself in 2 days to complain about them. I made a thread about it and offered a fix here https://forums.bhvr.com/dead-by-daylight/discussion/399794/remove-buckle-up-for-the-people-exploit#latest

  • I posted about Buckle Up + For the People not 2 days ago. I agree it must be patched immediately. My suggestion for a fix is on this thread. https://forums.bhvr.com/dead-by-daylight/discussion/399794/remove-buckle-up-for-the-people-exploit#latest

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605657#Comment_3605657

    The problem is that the killer dont have a 0.1 sec kick, it takes 1.8 sec.

    The survivor as it is not just have to touch it.

    https://forums.bhvr.com/dead-by-daylight/discussion/399600/remove-ability-for-survivors-to-tap-generators

    My suggestion is that killers gets a mini overcharge as basekit --

    " Survivors interacting with a regressing Generator is faced with a difficult Skill Check.

    Failing that Skill Check instantly regresses the Generator by 2/3/4 % of its maximum possible Progression in addition to the default Progression penalty.

    ^ This part is what im suggesting becomming a killer basekit

    While the following effect is left out and requires killers to run with the perk it self :

    Spoiler Spoiler Warning ▲ ▼

    After Overcharge is applied to a Generator, the following effect also applies:

    Increases the Regression speed from 85 % to 130 % over the next 30 seconds.

    Not a bad idea. Arguably the skill check part of Overcharge is more useful than the incremental regression in certain circumstances. BUT another beef I have with Overcharge is that you can tap the generator AND complete the skill check while running away, whereas any other time you leave a generator while getting a skill check, you'll damage it. Doesn't make sense. I'm going to make another topic about this.

    I also had an idea that you are unable to repair a generator while you are pressing the run key, but I still think survivors will adapt quickly and tap like it never happened...

  • @Archael said:

    So if survivor tap the gen, its better to kick it again, its faster than passive regression

    Yes it's undisputed that kicking a generator is faster than natural regression. However, let me ask you: imagine if there was no passive regression. Do you think spending 1.8s to regress 2.25s of progress is worthwhile? The regression is where the value is.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/399600/remove-ability-for-survivors-to-tap-generators

    Isnt that each kick removes some progress from gen? around 2s of progress? So actually each tap to the gen is worse than living it if killer decide to kick that gen again?

    if my math is correct, a generator kick regresses 2.25 charges which equates to 2.25 seconds of regression. So net is 0.45 seconds.

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