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XtremeDBD

XtremeDBD

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XtremeDBD
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  • @AnUrbanLegendx47 said:

    I think ... despite if your hit by a power or not, nothing should be able to stop you from leaving the gate if it's open except blood Warden or a particular perk or power that holds survivors back. Pinheads chains can hold you back until broken, .... death slinger, holdmaster, Victor if uninjured, maybe some more or not. But survivors have it hard enough in solo q until the win percentage is pathetic. It's a terrible experience unless you go in with smart teammates. There isn't even a party system so you can opt to stay with people you did good with after the trial. Killers are OP because of how terrible solo Q is. I'm talking one lone survivors doing now but gens on a team of 4. And 3 other people are goofing off while you do strictly the objective. Without good teammates single survivors don't stand a chance.

    There is counter play, but the killer vs survivor experience is bad. I've been on both sides. Killer first then survivors. Survivors have such a terrible experience. And if your new to the game, you don't stand a chance. Devs....simply saying abandon or go next doesn't fix the problem.

    With pinhead though, being downed while chained makes the effect linger. Why does this not happen for Houndmaster or Kaneki? It's so weak, it might as well not even be a thing for powers anymore, just exclusive to the incapacitated effect (or just for pinhead and twins essentially)

  • Its a plus for new players, its not supposed to impact people who already understand how the lobby operates

  • @Mandy said:

    This was A/B tested recently with positive feedback from those who were involved in the test - which is why it's been implemented. There's no plans to show team mates perks in the lobbies, given the issues around lobby dodging that would likely occur.

    Can lobby dodging not be allowed anymore? Like once you get into a pregame lobby, you can't leave? That would be nice, but if you guys were to do that the mmr would need to be fixed so teammates actually understand what they're doing and not trying to do Archive objectives or something (also make a casual and ranked gamemode)

  • @SomeGuy1246 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909508#Comment_3909508

    So basically, you lose / break the disc —> You cannot play DBD and your whole progress disappears ? Or you can play another disc, insert it and it's okay.

    The save progress remains, Its just that I'll have to get either a new disc or play the game digitally.

  • @SomeGuy1246 said:

    I don't know about console but on PC (Steam, Epic games store), you don't need to link your DBD platform account with BHVR. It's only useful to get 4500 free iri shards and being able to cross sync your progress on different platforms.

    I would assume if you have DBD in your console library which is an account and only intend to play it on console, you don't run any risk but maybe I am misunderstand the "i play with the game disc". So you don't have it in your library and you have to insert it in your console to play ?

    If true, I would be a bit worried ngl

    They are both in my library and show an icon indicating that it has to be played via disc, since i don't digitally own dbd

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909431#Comment_3909431

    Which is? What do you mean? I'm sorry, I genuinely didn't understand what you meant.

    Survivor is way better compared to killer in this mode

  • Just did that recently to get more consistent wifi (it did not work) I've tried it since then but ill try it again and see if it works

    @buggybug

  • @SomeGuy1246 said:

    I don't know about console but on PC (Steam, Epic games store), you don't need to link your DBD platform account with BHVR. It's only useful to get 4500 free iri shards and being able to cross sync your progress on different platforms.

    I would assume if you have DBD in your console library which is an account and only intend to play it on console, you don't run any risk but maybe I am misunderstand the "i play with the game disc". So you don't have it in your library and you have to insert it in your console to play ?

    If true, I would be a bit worried ngl

    I wanna do that in the future and get the shards, though i apparently do not own thr game according to my BHVR account

  • Its the stronger role by a landslide sooo, free wins

  • Is anyone going to help, or does no one know what im talking about?

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909108#Comment_3909108

    Of course gens are going to fly if you're only chasing one Survivor. That means two or even three Survivors are on gens. Shouldn't you be stopping them?

    Chasing others means you're not stopping the amount of gen speed at all. If you can force someone out very fast, then its pretty much wraps for the survivors. There needs to be a healthy in between that stops these playstyles

  • @Pulsar said:

    Didn't see anyone posting this yet, so here it is.

    The 8.7.0 Update will be here before you know it, so let’s take a look at the notable gameplay changes you can expect from next week’s Public Test Build, including improvements we recently shared as part of our Quality-of-Life initiative. 

    You may notice that in this Developer Update, we haven’t included the crunchy numbers associated with certain changes. Without the context of a PTB to dive right into, specific value changes can be difficult to contextualize in the form of a blog. Stay tuned for the PTB Patch Notes, where we’ll share the precise values that are changing! 

    Read on for all the details: 

    NEW FEATURES 

    https://us.v-cdn.net/6030815/uploads/SJUK4JI2YX2K/new-quests-system.png

    • [NEW] Added a Quests menu to centralize all quest-related content in one place. 
      • This replaces the Daily Ritual, Tome Challenge, and Event Tome systems. 
    • [NEW] Quests are organized into distinct groups, including Daily Quests, Rift Pass Quests, and Event Quests. 
    • [NEW] Quests do not need to be selected to be considered active. All available quests are eligible for completion at all times. 
    • [NEW] Upon completion, players receive quest rewards automatically without needing to return to the Quests menu. 
    • [NEW] Added Milestone Quests, which reward players for completing progressively higher amounts of common in-game actions (i.e. hooking Survivors). 
    • [NEW] Added the ability to pin multiple quests for easy reference in the Lobby and Match Details screen in-game. 
    • [NEW] Quest notifications can be toggled on or off via the Graphics options menu. 
    • [CHANGE] Updated verbiage to use the term “Quest” instead of “Ritual” or “Challenge”.  

    DEV NOTE: If you caught our latest livestream, you know what’s up – if not, check out the recording here for all the details on the new Quests system! 

    Our intention behind this system is that – win or lose – we want Trials to feel even more rewarding for players, making in-game tasks and rewards easier to engage with. What this means for you is that you can complete multiple quests per Trial, you can pin quests to easily reference them in-game, and rewards are unlocked automatically to minimizing the amount of time you spend in menus, among other things. Checking things off your to-do list should feel snappy and rewarding, and that’s the feeling we’re aiming for here! 

    https://us.v-cdn.net/6030815/uploads/ZPJ4O870TSWW/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/KSK4H3T0AJ5A/archives-2c-tome-and-rift-changes.png

    • [NEW] Extended the number of levels in the Deep Rift and increased the number of available outfit variants within it. 
    • [NEW] Updated the final Rift tier – following the Deep Rift – to act as a repeatable source of Bloodpoints. 
    • [CHANGE] Moved access to the Archives from the Lobby main menu to the bottom-screen menu.  
    • [CHANGE] All Tome lore in the Compendium is now unlocked for all players. 
    • [UNCHANGED] All existing Tome Challenges can still be completed for Bloodpoints and their page completion rewards. Note: They will not use the new Quests system, meaning they must be activated – one at a time – and redeemed once completed. 

    DEV NOTE: Alongside the new Quests system, we’ve also adjusted some of the game’s other menus and features. With the Rift, we’re really excited about how quests will make progression more streamlined and are happy to share that we’re adding even more content into the Deep Rift to spice up those level-ups. 

    While the Archives and Compendium will remain accessible in-game, Rift progression moving forward will be handled through the Quests menu, so you’ll likely see less of these legacy spaces. As a fitting way to show our respect for them, previous Tomes and their challenges will remain available for you to work through, and all lore is unlocked to let you walk down memory lane. 

    https://us.v-cdn.net/6030815/uploads/ARW3RS9D3WJD/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/TSVVBFTH9B18/perks-preview-in-lobby.png

    • [NEW] Added a widget highlighting a player’s own Perks in the pre-game Lobby. 
    • [NEW] Newly unlocked Survivors and Killers come pre-equipped with a Perk in their first slot. 

    DEV NOTE: There's a lot of info that newer players face when opening the game, so we want to highlight the importance of Perks for them. This widget uses a visual effect to let players know if they have unused Perk slots, making it easy to jump to that menu with a single click. 

    Pre-equipping a Perk for newly unlocked characters also helps ease players into the game, ensuring they won’t be at a disadvantage in their first Trial if they miss the Perks menu. 

    https://us.v-cdn.net/6030815/uploads/GG1A78SZ50H1/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/WPH61P6PGN12/pre-equipped-items-and-add-ons.png

    • [NEW] Newly unlocked Survivors come pre-equipped with a small set of items and add-ons, as well as some extras in their inventory. 
    • [NEW] Newly unlocked Killers come pre-equipped with a small set of add-ons, as well as some extras in their inventory. 

    DEV NOTE: Similar to the above, as we look to the future of Dead by Daylight, it’s important that we re-evaluate players’ first steps within the game. It’s not always clear that they should check a newly unlocked character’s loadout before entering a Trial. 

    Giving these items and add-ons to newly unlocked characters allows us to highlight the basics of a character’s kit, giving players something to use in their first few Trials. 

    https://us.v-cdn.net/6030815/uploads/YB1TGINA3T9B/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/4EL1NLMLDGSB/unhook-spam-prevention.png

    • [NEW] Each Survivor can attempt to unhook another Survivor 3 times. On the next attempt, they cannot cancel this interaction. 
    • [NEW] Each Survivor's individual unhook attempt count resets when the hooked Survivor exits the hooked state. 

    DEV NOTE: It's not lost on us that unhooking can be used by Survivors to grief others. While we know there can be strategic reasons to cancel an unhook, this isn’t something that should be occurring over and over. 

    By setting a limit on this action before it becomes uninterruptable, our goal is to ensure well-meaning players have the flexibility to change their tactics on the fly, while also preventing others from using this action for griefing purposes. 

    https://us.v-cdn.net/6030815/uploads/P358ZBDXLO0A/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/0GQHDLXCJS6T/improved-skill-check-safety-net.png

    • [NEW] Added an additional window of time in which a skill check will be nullified when letting go of an action as the skill check pops up.

    DEV NOTE: We’ve all been there. You get off a generator just a fraction too late and BOOM, you trigger a failed skill check. As a result of your feedback, we’ve added a slightly extended grace period for letting go of generators and healing actions. This should help reduce the frustration of a rogue skill check alerting the Killer, without being so generous that you can be careless with your actions.

    https://us.v-cdn.net/6030815/uploads/CSGODU168RVW/devupdate-frame.png

    KILLER UPDATES 

    https://us.v-cdn.net/6030815/uploads/6MUCQADSS8RW/the-houndmaster.png

    • [CHANGE] Decreased Dog Chase Command vault speed. 
    • [CHANGE] Increased Bloodpoint rewards for all Deviousness scoring events. 

    DEV NOTE: When vaulting, Snug feels a little fast given how his animation plays out. This can feel off and leaves Survivors with very little time to react. We’ve decreased Snug’s vault speed slightly to better match his animation, while giving Survivors a little more flexibility while being chased around pallets. 

    We’ve also seen your feedback that the Houndmaster’s Bloodpoint rewards need a little buff. We’ve doubled the reward values of all her Deviousness scoring events to help bring this in line. 

    https://us.v-cdn.net/6030815/uploads/ZKC07HL9LLEX/devupdate-frame.png

    STATUS EFFECT UPDATES 

    https://us.v-cdn.net/6030815/uploads/SMOBZN421N00/haste-and-hindered-stacking.png

    • [CHANGE] Haste no longer stacks with other Haste effects. 
    • [CHANGE] Hindered no longer stacks with other Hindered effects. 
    • [CHANGE] Updated status effect widgets to display current Haste and Hindered values (this can be disabled in the game options). 
    • [CHANGE] Updated select Perk descriptions to change base movement speed adjustments to Haste or Hindered effects. 
    • [CHANGE] Introduced small buffs to Perks which previously relied on stacking. 

    DEV NOTE: Historically, stacking status effects like Haste and Hindered, as well as base movement speed changes, has led to circumstances where certain Perk combos (Made For This + Hope, anyone?) ended up far more powerful than intended. 

    By streamlining these effects, you’ll only ever move as fast (or as slow) as the highest Haste or Hindered effect currently active (note: the highest value of these two effects will still interact with each other). Our intention is to limit instances of overtuned combos, while making their effects easier to understand, especially as we welcome new players to the Fog. 

    Stay tuned for the PTB Patch Notes, for an overview of the Perks that will be receiving small buffs to account for the removal of this stacking. 

    https://us.v-cdn.net/6030815/uploads/SXHVG90M2FHM/devupdate-frame.png

    PERK UPDATES 

    https://us.v-cdn.net/6030815/uploads/L3TRUWBYLMHQ/hex-pentimento.png

    • [CHANGE] When a Totem is Rekindled, Survivors’ healing and repair speeds are reduced. This effect is increased for each additional Rekindled Totem. If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity. 
    • [CHANGE] Survivors cursed by this Perk see Rekindled Totems’ auras within a small radius. 
    • [CHANGE] Hex: Pentimento no longer reduces recovery speed from being downed or gate-opening speed. 

    DEV NOTE: It's no secret that Hex: Pentimento’s repair speed debuff is its strongest effect and main draw. With this change, we’ve moved away from giving the full power of this debuff at 1 Totem. Instead, gradually increasing healing and repair debuffs give this effect a more gradual power curve. This preserves its focus on slowing Survivor progression without being too dominant at 1 Totem.

    As for aura reading, our goal is to help support solo players who don’t have the benefit of teammates to help with Totem callouts.

    Pentimento looks wild. That is all.

    I do not like Houndmaster's nerfs lately. First she loses her anti escape machanic and now she can't even punish survivors who predrop pallets? Most unnecessary changes, truly one of the worst chapters ever

  • @Nicholas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908349#Comment_3908349

    They have nerfed gen speeds and perks, and the tunneling remains rampant. Some (perhaps most) love to tunnel, but that's the reality. Even when The Killer isn't faced with genrushing or any gen perk, they still tunnel! People get tunneled at five generators. People get tunnelled at all stages of the match. Further slowing down generators won't accomplish anything concerning tunneling.

    When? Cus it seems like it only gets faster and faster with each update. Tunneling is something no one feels good about doing, but its the only way to win the match when gens can be completed every minute on average

  • @hermitkermit said:

    Anti-tunnel changes are coming soon, so just hold out a little while longer. Tunneling is fun from the killer perspective because it's a quick way to win, and many have fun mostly when they win.

    Its not fun, we do it cus we have to if we want to win

  • Read the latest comment and stop bandwagoning blindly

  • @Dlcollett22 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908650#Comment_3908650

    I’m not gonna argue with you your downvotes says it all and he will be getting nerfed soon anyways so cope harder ❤️😭🫵🏻

    Meanwhile the guy with more downvotes and alot less experience on forums is talking

  • @Atsuka_Anarchy said:

    It also sucks that both sides don't get items aside from the bloodshot eye that can only be for that event.

    Survivors get bloodsense maps, but thats it

  • @Dlcollett22 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908349#Comment_3908349

    “keep greeting more survivor sided” meanwhile the new killer can hit through walls without a cooldown

    Wow, one killer thats almost completely countered by genrushing, AND you can double back on his catch up swings. Idek why i put him as a severely overtuned character, hes more beatable than Nurse. Also "keeps getting more survivor sided" is what i said, idk where you got greeting from. And don't act like Kaneki isn't about to get nerfed, the backlash hes getting is massive, hes going to be the next Chucky

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908345#Comment_3908345

    As I said before sometimes tiers means nothing s a b c z whatever, everyone is different some people can handle some killers better than others hence yes my point why I have no personal issue with nurse or blight compared to others like singularity.

    Ok, well personally and publicly, Nurse and Blight are massively overtuned

  • @Nicholas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908349#Comment_3908349

    They have nerfed gen speeds and perks, and the tunneling remains rampant. Some (perhaps most) love to tunnel, but that's the reality. Even when The Killer isn't faced with genrushing or any gen perk, they still tunnel! People get tunneled at five generators. People get tunnelled at all stages of the match. Further slowing down generators won't accomplish anything concerning tunneling.

    Tunneling only happens because killers know how fast survivors can pop gens. They're also completely unaware of gen progress while chasing, they just assume they can't defend them since theres so many perks that make them way faster so theres no point

  • @LinkToReality said:

    I have noticed that I always seem to get really low amounts of BP when playing the ghoul compared to what I'm used to with other killers and after the matches I've had a look at my emblems and notice a real lack of points in Deviousness. Which is weird as I sling myself around a lot and make sure to get enraged and maintain it. This last match I played I got out with 509 points into Deviousness while having an average of 5k in the other categories… I've never seen anything that low. Are his score events broken?

    Houndmaster also has this issue. Its like they knew they were dropping him as a busted killer and said "######### it, we nuke his bp gain to the ground"

  • @chronicdreamz23 said:

    I play DBD pretty much everyday and mostly as survivor. Not sure whats been going on lately but the past few weeks, whether its me or another survivor, the killers have just been tunneling non stop. Might just be getting unlucky and facing very sweaty killers, but its just taking the fun out of the game. Something needs to change or people will simply stop playing this game. I cant even see how tunneling is fun from the killers perspective.

    Same for genrushing. If they're going to buff anti tunnel, there better be a nerf to gen speeds coming with it at the same time. Otherwise this games just going to keep getting more and more survivor sided

  • Idk why but since yesterdays event release, it feels like vertically aiming up doesnt prevent kaneki from swinging towards a survivor rather than grabbing them directly. Pretty annoying but is that just me or did he get some shadow nerf/buff?

  • @buggybug said:

    Ngl have no problem with nurse or blight compared to far more other killers like over tuned singularity.

    Lary is not overtuned, Nurse and Blight are. Thats why they're S tier

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907887#Comment_3907887

    just because you didnt get a perfect result on your first attempt doesnt mean it isnt problematic.

    ... its really not. That could just be a skill issue on your part

  • @Shroompy said:

    So unless Im missing something, grabbing a tape prevents you from grabbing a jerry can.

    Idk about you but thats kinda ######### up

    This isn't as busted as people think, just instantly transport tapes and crank out blood gens when tvs are disabled. Then the remaining ones you just keep turning the tv off until the gens done since you don't need to travel far and wide to get fuel. I tested it out yesterday after someone pointed her out, and i got a 2k 10 stages, really not that busted

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442209/how-to-reduce-op-killers-why-nurse-and-blight-are-so-oppressive

    honestly this speaks to how weak the other killers are. i'd rather the lower caste of killers get buffed up rather than bhvr busting out the nerf bat whenever survivors complain

    One would argue the opposite, S tier killers are too common because they're the only ones who can beat survivors with all their resources. And some people only have fun when they win so ofc they're going to play these killers to garuntee it. What should happen is Nurse, Ghoul and Blight get nerfed and so does survivor, cus they're all too unbalanced and break the game's core machanics

  • @terumisan said:

    apparently that's intentional

    was gonna say thats literally in the event rules

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907259#Comment_3907259

    ""Essentially it would be unchanged for high mmr, but stronger for solo queue/low mmr. Players know how to determine gen spawns, their teammates positions anyway in high mmr, swfs being on calls and using clock gives them alot more resources with more useful perks to use over aura perks"

    You think most swf are literally doing clock call outs? Let's be real, that is a very small fraction. It would not be unchanged for swf at all. Also you gave only a nerf, how would it be stronger for solo queue/low mmr?

    "Blindness in itself just promotes slugging against solo queue survivors, its a pretty overtuned effect that does alot for no reason"

    There's nothing inherently wrong with slugging at all. You're trading gen slow down for hopes that the time spent finding teammates will waste a similar amount of time. How is it a lot, "for no reason". You don't get Blindness for free. Just like literally every other status effect it requires you to run a perk, addon, and/or do something to activate it.

    "If blindness were to be changed, it should have a complete rework, something that makes you actually blinded or impaired. Only concept i can think of is making objectives invisible at a certain distance, WHICH in turn makes auras of gens, totems, etc unreadable"

    That's why I asked what other changes we could do to it and you said nothing, just nerf it. Also, a reduced sight distance as you're suggesting would cause the exact problem you currently say the perk has, it effects solo queue more than swf.

    Because they now have the ability to see their teammates still? Location being something swfs can generally tell to their on call teammates anyway, making blindness useless

    The third seal applies blindness the second you get hit, which on most maps wouldn't be a problem, but on some finding a totem is really hard without auras. Fearmonger applies blindness for doing a gen, the literal objective punishes you. only in solo queue of course

    Nerfing it is a change and a really needed one. The status effect is super outdated. Besides its not like thats going to hurt the status effect too much, newer players will still be dying since they don't know any spawn logics or location logic anyway, and high mmr will be left unaffected

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907184#Comment_3907184

    So nerf blindness for killers at higher mmr because of bad players? Yeah sorry don't agree at all. Also while blindness is much worse against swf it still has a lot of impact in my large sample size of games.

    Essentially it would be unchanged for high mmr, but stronger for solo queue/low mmr. Players know how to determine gen spawns, their teammates positions anyway in high mmr, swfs being on calls and using clock gives them alot more resources with more useful perks to use over aura perks

    Blindness in itself just promotes slugging against solo queue survivors, its a pretty overtuned effect that does alot for no reason

    If blindness were to be changed, it should have a complete rework, something that makes you actually blinded or impaired. Only concept i can think of is making objectives invisible at a certain distance, WHICH in turn makes auras of gens, totems, etc unreadable

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907124#Comment_3907124

    Weaker vs swf, yeah, but does nothing? Definitely not, still a strong effect even against them. How would you buff Blindness to compensate for that heavy of a nerf?

    You wouldn't buff it, just help the solo queue experience by not allowing survivor auras to be hidden. A good SWF is completely unharmed from being blind, which makrs the feature useless

  • @Blueberry said:

    What's everyone think about some new status effects we could introduce for perks or killers? If you've got any great ideas, please share! Can be survivor or killer ones.

    On a related note, how's everyone feel about Deafened? A status effect that's barely been used in the game. Would we want to see more of it?

    Is there a current status effect you think hasn't been utilized enough and we should see more of it, or one that needs improvements/changes?

    Other than Deafened I feel like Blindness is a very under represented status effect as far as perks go. I personally wouldn't mind seeing both show up more in perks or killers.

    Blindness needs a nerf. If shouldn't hide teammate auras, that only hurts solo queue and it does nothing to swfs

  • @Blueberry said:

    Whenever a Survivors takes damage, Forever Entwined gains +1 Token, up to a maximum of 6/7/8 Tokens:

    • Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.

    How do y'all feel about this perk?

    This just looks so bad to me and I can't think of any scenario someone would want this. Like why does it even have a requirement in the first place for a bad effect? You could just save way, way more time running many other perks.

    I think it needs some additional effects if anyone has ideas. For just those effects it currently has the numbers would have to be made on the verge of silly to be relevant.

    "What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of. "

    Another idea could be giving it a smaller number that also reduced hit cooldown.

    Please share your ideas!

    I've found it very useful for countering any form of save since your timing is always changing, plus its just really smooth feeling to use, even if its not the best perk

  • @kit_mason said:

    It's very strong. The simple act of forcing a 4 hook spread is incredibly strong, after all, but it does require proper play to use it well, which most survivors simply aren't capable of. So it makes sense you mostly see people throw with it.

    I would never take a stage for a solo queue teammate, only because i know they're not going to last long enough anyway for the trade to be worth it. I've never used the perk other than for adept, and i never will

  • Spawn logic hasn't been added yet. Its probably coming in the next ptb though

  • @Chiky said:

    i want it to work more than once per game lol

    u mean you'd want to be death hook for a teammate? Bruh thats crazy

  • @WolfyWood said:

    • - Kaneki Power
    • - Easily Dodgeable

    Lol.

    Soon to be, but that does nothing anyway since the timer doesn't last long enough

  • @AmpersandUnderscore said:

    So, they specifically added the knights iri add-on to be base kit, which blocks the gates if a guard is on you. Active pig hats prevent escapes except by hatch. Slinger's harpoon is arguably anti escape as well, since they can just drag you away. Freddy has a mini blood warden add-on.

    Kaneki's current iteration of their power is absolutely not dodgable in the exit gate area. You're a sitting duck with no cover against auto aim. And they can hit through the two posts that exist in some exits currently as well.

    But even with all of that, you're seemingly under the assumption that survivors are just teabagging at the exit. (There's certainly times to wait and make sure everyone alive is ok before leaving, without being toxic... that's called healthy sportsmanship and teamwork). You still have to traverse the exit area and escape even if you're just immediately leaving. Why should a close call default to a kill?

    Im only referring to exit gate blockers only, not powers that misplace survivors. The problem is they're too short, like Houndmasters got gutted to 1.5 seconds, what is that gonna do? 3 seconds is barely even enough time to down and pick up a survivor at the gate, and you better hope mo ones there to heal tech.

    Kaneki isn't dodgeable yet, but with the massive backlash hes getting, hes 100% gonna have his aim assist toned down, but even then, majority of that anti escape timer is just you recovering from the secondary attack.

    Its not a close call if the machanic is there in the first place, they want you to keep survivors from leaving with the power, but the numbers are too short to do anything on basically all killers with the machanic in place.

    By default with their abilities, 7 seconds of anti escape should be added if they failed to avoid getting hit by a chain or snug or the kagune or whatever power holds them in the trial.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906790#Comment_3906790

    It's not hard, but many survivors won't do it any it still wastes time.

    You're not actually gonna get more pressure before gens are worked on, its just going to take longer for gens to begin to be worked on

    So it takes longer to even start working on gens, but you don't have time to get pressure? How that works…

    Also an issue of Kaneki is basically noone is healing and many survivors are using resilience. So it's kinda unique to him and few other killers, then simply result of his kit.

    Because you're going to be looking for the survivors.

  • @PetTheDoggo said:

    We will see if gen speed is going to be an issue after changed survivor spawning system. That's the main issue in my opinion.

    I mean its not jard to stealth and split up, thats just countering corrupt basekit. You're not actually gonna get more pressure before gens are worked on, its just going to take longer for gens to begin to be worked on. That does very slightly benefit setup killers, but otherwise its not enough

  • @DragonMasterDarren said:

    I've been enjoying Kaneki a lot, and I was very thankful that BHVR didn't change him outside of making the slide addon basekit when the Chapter went live. But while I personally haven't really seen any issues with him outside of general jank and hitbox problems, it's not exactly much of a secret that Kaneki is highkey one of the strongest killers in the game. I don't really have a issue with this, except for the other fact that Kaneki is incredibly easy to pick up and get good results with.

    Let's just quickly compare Kaneki's ease of use to the other big top-tier strongest killers.

    Hillbilly has to play around the existence of objects, understand what he can and can't curve around, play around loops in a much different way to a standard m1 chase if he wants a chainsaw down at a loop, can be juked in areas with elevation by ducking under him when he's above you, and has to get used to the Chainsaw's turning.

    Nurse is very overrated in terms of how "difficult" she is since you can just slap on the Flannel addon and some aura reading perks and let them take care of 90% of the work for her, but she still has to learn the distance of her blinks, what the best ways of blinking in chase are to actually get a hit, and how to handle survivor mind-games when they break line of sight.

    Blight has to learn what he can and can't bump into, how best to line himself up to get a hit at loops, what loops he can and can't use his power at, and can also learn things like bump logic or whatever nonsense "tech" the community finds. I do hate Blight a lot ever since they made his power extremely sticky and clunky but I can't deny that his skill ceiling is pretty high.

    Wesker has to learn how to line up and use his bounds at loops to get hits, hitboxes of objects to actually slam survivors against, when vaulting with his power is worth it, and how to use his power in areas with low amounts of objects so that he doesn't just throw a survivor and waste his time.

    Kaneki, in contrast, is able to get around the map almost as well if not better then Blight or Hillbilly, gets the first hit practically for free because of his incredibly generous lock on, can cut survivors off from resources at the push of a button with minimal effort required, gets a faster Bamboozle for free because of the Red Centipede addon, can vault over pallets and windows faster then Manual Scamper Chucky when Enraged, and doesn't even need to care about Endurance perks because he inflicts Deep Wound for free, at the cost of having to deal with MFT in every chase.

    While I do think people overblow exactly how strong Kaneki is, one thing that is definitely not overblown is how easy he is to play and how little effort is required to actually get good results. I still say that Kaneki is weaker then Nurse and Blight and probably on par with Hillbilly, but there is no denying that he is way, way easier. Which poses a bit of a problem, Kaneki has both a high skill ceiling, and a low skill floor, which is fine, however he suffers from the SM 2.0 problem of being able to get good results with minimal need to actually get good.

    I don't think this means we should just make Kaneki much weaker, a strong killer that's easy to pick up is not a bad thing, but he should have to actually work for that strength just like everybody else does. So with that idea in mind, here's how I'd change Kaneki.

    1. Remove the auto Deep Wound and make it something that only happens to already injured survivors that aren't Kagune Marked. This gets rid of 2 problems, Kaneki's ability to ignore Endurance perks, and his weakness to MFT. I'm not a fan of how easily Kaneki can tunnel, nor am I a fan of the idea of picking a perk specifically to counter one killer, so getting rid of the instant Deep Wound would solve both of those issues and make him need to chew through two health states normally like everybody else
    2. Make it so that Kaneki can't cancel Kagune Leap in mid-air. I feel like Kaneki currently is able to negate a lot of his intended slowdown by cancelling Kagune Leap while he's still jumping, so just making it so that he can only cancel it when he's done leaping and his feet are back on the ground would give Survivors a bit more room to breathe.
    3. Increase the cooldown of Kagune Leap, currently Kagune Leap's cooldown is either 8 seconds outside of Enraged, or 7.5 seconds when Enraged, I'd change this to 10 seconds outside of Enraged and 12 seconds while Enraged, just to give Survivors more breathing room.
    4. Make the lock on less egregious. I completely get wanting to make a power like this easier to use on Console, but currently Kaneki can hit people he isn't even looking at after getting across the map in 10 seconds. Plus there are so many instances already both online and that I've seen personally of a Kaneki accidentally grabbing a survivor when he meant to grab something next to them to cut them off, making this less forgiving would not only make Kaneki less annoying to play against, it would also promote actual skill expression and let good Kaneki's not accidentally grab survivors they don't want to.

    So yeah, that's how I'd change Kaneki, like I said, I think he's fun and don't think him being strong is a bad thing, but I do definitely agree that he should be harder to play in exchange for that strength, and these given nerfs would be how I'd make that happen.

    G'night

    Kankei can't stop perks like off the record or dh, i was swfing when my friend has otr, got hit by power and still had endurance. Its there to make tunneling harder still

    His cancelling power mid air is fine, but his attack cooldown needs to be increased and his speed should be increased to compensate

    Don't change his cooldowns, they're long anyway

    Aim assist to vaults and survivors should be reduced alot (hurts the killer and survivors)

  • What has worked for me so far is completely ignoring using pallets, the 1st hit is super easy to get so never waste resources. When you are injured and he trues ti follow up swing, double back to a pallet, he'll go on cooldown for 5 seconds when using 1-2 leaps in enraged.

  • @Dwight_Fairfield said:

    You'll have counterplay once they give him some cool downs.

    His cooldowns are healthy, he needs number nerfs on his attack range and his post leap attack cooldown

  • Side note; i hope one day theres no such thing as tiered killers. Though balancing all 39 killers to be the same strength will be next to impossible with all their designs fundamentally being flawed in some ways. Like, imagine if all killers sat at A tier (for the most part, all should be capable of averaging 3 kills). DBD, The Online Symmetrical Horror Game

  • @Thusly_Boned said:

    I would leave reduce the leap speed nerf from 5m/s to 2.5m/s (so 12.5)

    I totally agree with reducing the lock-on detection range by at least half, maybe more. It needs to stay, but not in its current absurd state.

    I disagree with the rest to varying degrees.

    I would add reducing the range of the leap (when grappling to a survivor only) by 40-50%. I would leave the leap when grappling to objects (for traversal) largely alone. That's a big part of what make him fun.

    I would limit the infliction of deep wounds to leap attacks only when enraged

    So if we drastically cut down the auto aim and halve the distance at which he can leap to a survivor, I feel like that would greatly reduce the around/through objects hits and hits from obscene distances. I think those two changes are the most important, and would make him feel a lot more fair.

    And the deep wounds on every kagune leap hit is too much. Limiting that to enraged mode hits makes more sense. Or even remove the deep wounds altogether.

    I think he can be nerfed to a place that makes him feel fair without relegating him to B/C tier; I think having another A/S tier killer who isn't Blight/Nurse/Billy/Wesker would be a good thing long term, even if it's hard to see that in this moment where we're all just sick to death of him.

    Thats pr good actually, when you say reducing the grapple range to survivors, is this in regards to grab attacks and initial leaps? That could be really healthy for avoiding getting hit quickly, but it still gives the killer fast, non reactable movement. I say, we keep that shorter attack range you mentioned and also reduce the killer's leap speed and slide speed, with their durations increasing so they still get the mobility people crave

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906249#Comment_3906249

    I dunno, feels like increasing the basic attack cooldown and increasing sliding duration does the opposite: not only are you stopped from doing anything for longer, if you're not enraged or didn't go the full three leaps, you're now locked into an unchangeable slide… which is trivially easy to read because it doesn't allow for adjustment. So, again, it doesn't work as soon as anyone gets to a loop, only wide open areas. Which Wraith and Legion already do.

    Nyoom = going really fast. I'm pretty sure it started as onomatopoeia because cars.

    U can cancel slides, did you not know that? You can end your power the second you land, which is how these follow up hits are happening. Also the last leap never has a slide, Kaneki will just go to the direction of the cursor when you leap

  • @RainehDaze said:

    I mean, you'd remove any hope of ever using the power to secure downs except in an open field, which would give us "Legion, except you trade info and ability to spread pressure really fast (circumstances permitting) for nyoom".

    Not exactly, it essentially forces pallets faster if you want to live longer. You are faster when ending power, but you can't just insta tap anymore, so this would promote bodyblocking interactions, or "skilled and knowledgeable" plays. So not like legion, a stronger legion is what this killer is rn, and idk any people who want it him like that. Also outta curiosity, what does "nyoom" mean?

  • @Vlarian said:

    I've just come back to dbd after a year+ break, and all my games have been against the ghoul. What I can't put my finger on is how it's power works. It seems all the killer needs to do is look at me and I get deep wounded.

    How do I counter this?

    The initial hit is definitely easy, just like legion, but the follow up swings are what needw to be learned to counter. From my experiences, the best thing to do is: not drop pallets since he will easily injure you regardless, double back on follow up swings towards a pallet while hes on cooldown (5 second grace period). I've done this against a few ghouls and have gotten up to 2 minutes of chase, and pretty angry reactions from the killers via hook bm

    He still needs to be nerfed obviously, but this has worked a lot to make my chases last longer against them. Potential nerfs/buffs I'd like to suggest are:

    • Reduced leap speed from 15m/s to 10m/s
    • Reduced Survivor and vault lock on aim assist (this actually hurts the killer more than it helps once you're chasing an injured Survivor and accidentally swing to them directly causing a massive speed penalty and the full power cooldown (12 seconds normal, 7.5 seconds enraged)
    • Increased time until the basic attack becomes available post leap to 2 seconds
    • Increased movement speed post leap to his base movement speed of 4.6m/s
    • Increased slide duration to 1 second
    • Decreased slide speed to 15m/s
    • NEW/BUGFIX (not sure if this is actually a thing or not already, but i have a polished idea on how it could be) - You can now move as the ghoul is actively pulling himself towards you to initiate a grab attack. Snagging his kagune on a object will stop the grab attack from occurring, but will still inflict the kagune mark countdown. The ghoul's power will go into full enraged cooldown and he will maintain base movement speed, still unable to attack for 2 seconds as previously stated

    With these changes, his first hit becomes more preventable through giving more reaction time and Reduced aim assist, but he is still able to maintain his mobility through Increased durations. His catch up is more effective speed wise, but he can't just insta down people anymore due to having his attack back so fast, giving survivors a chance to make a pallet or window

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