YayC
YayC
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Just take it alittle bit serious, but if you win/lose base your feelings off other factors. E.G. if you're killer sucks on a particular map, losing doesn't feel as bad.
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Onryo's UI is currently bugged in the PTB. When a survivor gains a stack of condemn there's no visual for it on the UI. Please don't push that to live :)
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@Nicholas said:
How in the world are the two exclusive limited-edition cosmetics not animated? If there was ever a badge and banner that deserved to be animated, it is this set. This is extremely disappointing, especially considering that the badge could shimmer gold and the banner could have Sable, The Huntress, and The Entity moving. Now, what I hope the devs do is animate and retroactively update the existing banner and badge in our inventory, and make them Ascended. Everyone is disappointed, and if not, near-universal disappointment. A few streamers today also expressed their disappointment.
Spending £200 on a special collectors set alone should be worth the animation. Add ontop of that it has been delayed multiple months at this point, there's no excuse for it not to be animated.
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I miss fighting for the envelopes.
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@HolyDarky said:
Personally, I wish the developers would keep it at 7% but add the additional effect that it also triggers when you break a pallet or wall normally. This would make the perk overall better but also much more reliable on maps, especially the on the window-orientated ones like The Game or Hawkins.
Otherwise, if it's not possible (for whatever reason), it should be back to 10% since it has a fair activation condition but also relies on maps, situations, and tiles.
This would render game afoot useless.
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@Naxete said:
I’m unable to improve as a survivor in Dead by Daylight. I keep watching people on YouTube or Twitch who seem to play effortlessly well, and it frustrates me a lot. I don’t know how to make decisions about when to stay in a structure or when to leave, and I struggle to recognize each map’s structures. I have about 3,000 hours, almost all as a survivor (I started playing killer in November 2024). I never play SWF, always SoloQ (I understand this is important, but it shouldn’t be decisive for improving my individual skill). I know and use the looping techniques we all know: hugging structures, keeping distance from the killer, going full W, tanking for teammates, trying to play each structure well... But NOTHING, I struggle immensely to improve.
As a survivor, I have better and worse days, but I never feel like I’m actually improving. I don’t know what to do to level up. It’s very frustrating...
You struggle to recognise map structures because BHVR keep changing the tiles every patch so they are infuriating to keep track of. Staying in structures/leaving is on a killer by killer basis. If you're playing VS a M1 killer for example and you break LOS and you know there's other resources near it's better to leave to waste time on the killer mind gaming themselves on the previous tile.
If you're playing against a Ghoul/Blight and they have tokens, if you leave the loop you're likely going to die. Likewise if you play into a ghoul and they don't have tokens and you've thrown the pallet it's a good time to move from the tile. It seems to me your struggles are less about tiles and more about not knowing the best counterplay against different killers. Which to improve on, I recommend you play the killers so you can see first hand their weaknesses.
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@BOJIK_102RU said:
And Ruin STILL GOT BUFFED! How is it fair? You're just bullying survivors at this point.
I ask for OTR and Hope nerfs revert.
P.S. If you think that Hope should be nerfed because of 110 killers, how about we nerf all killer haste perks so they give less bonus to 115 killers? This only be fair in your point of view, right?
Are we just going to pretend other killer nerfs didn't go through that were done for the changes like the deerstalker one?
Also what on earth does the hope nerf have to do with the last changes? They reverted (randomly) changes that had to do with the tunnel/slug changes, hope has literally nothing to do with those changes.
The same way they didn't revert the buff to clairvoyance because they reverted the changes, the two have nothing to do with each other.
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Name checks out
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@Leonardo1ita said:
"
- Decreased base duration of Slaughtering Strike to 0.5 seconds (was 0.875 seconds).
- Decreased maximum bonus duration of Slaughtering Strike to 1 second (was 1.125 seconds).
"
Also this, already in PTB:
- The Shape has a 24m Terror Radius and moves at 4.6m/s.
JUST…WHY BHVR…WHY.
This is ridiculous, just ridiculous. Now Myers is actually worse than pre-patch, without the strong redeeming quality of the lunge, which was the only strong thing going for him. Now he's unironically worse.
How to fix this: buff the lunge massively, or do something else. Make the numbers stronger, as they were before the patch.
TLDR: buff Myers ASAP.
People said that it felt like a dash not a lunge after BHVR said it "would be more like a lunge".
So BHVR decided to nerf the ability to "feel more like a lunge" completely missing the point. Now not only does it not feel like a lunge BECAUSE IT'S NOT A LUNGE, but now it's even worse to try make it feel like something it can never possibly feel like.
- Decreased base duration of Slaughtering Strike to 0.5 seconds (was 0.875 seconds).
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@Xord said:
Regardless of the power level, non licensed killers tend to be played a lot only very close to release.
Kaneki Was (and still is) worse than her and yet was played a LOT for like 2 weeks.Ghoul is not stronger than her
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@CSight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988428#Comment_3988428
https://youtu.be/dk159tmwWSw?si=FMTI_Pfw57g4cUoi
This was taken on Xbox Series X on September 18
Might be a platform issue then. On PC, it goes dark during the demanifest animation but then returns to regular brightness
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@Emeal said:
First, you need to remove the animation when switching to Slaughtering Strike. Get rid of it. It was unnecessary and makes his power nearly useless by giving everyone time to set up a pallet stun.
No thanks, one of the main reasons Old Myers sucked was the 99 gameplay.
Here in Modern Dead by Daylight we give Survivors a chance to gain some distance or a fair warning before giving the Killer such a Powerful Tool as Slaughtering Strike.Please BHVR DO NOT remove the Cooldown it isnt fair to new people to find an undetectable Killer and then boom instantly dead. The average player does not want to play against that.
Second, you need to remove the cooldown to Slaughtering Strike. It already has an induction, it doesn't also need a cooldown.
Absolutely not, with a little practise you can easily hit Survivors very fast with Slaughtering Strike. Having no cooldown would make Killers who master this skill insufferable.
Here is what BHVR should do instead of doing changes this soon, Look at the statistics not only at Player Feelings.
Myers is definitely stronger than before and way more action-packed. Loads more actions or progress per min.We are seriously complaining about old myers now lmao.
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Can confirm it's terrible to listen to without tinnitus. Was one of the first things I noticed.
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BHVR, PLEASE. Remove the tier 3 animation atleast on tuft of hair, it's feels so terrible.
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This. Give people a 100k bloodpoint bonus for going in all random perks then make it stack for others going in random. So for example, survivor 1, survivor 2 and the killer go in with random perks, they all get 300k bloodpoints automatically but not the players who didn't.
Not only will this reward you for doing it making it much more likely to happen, but it benefits the game in 2 ways.
- More variety. God forbid we might actually not see the same 8 perks every single match.
- Gives new players a chance to experiment. These players don't have all the perks, this would allow them to play with level 3 perks and try out new perk combinations while earning bloodpoints to level up their characters.
It would be a change that benefits all end of the MMR spectrum which is very rare to happen.
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no
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@solidgamer44 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994615#Comment_3994615
######### is even this response? I never claimed otherwise, keep being a negative nancy bruh you sound like a very fun person to be around ngl.
So you come in with a reply to try and downplay and make fun of people who are legitimately worried about changes destroying the playability of something we enjoy in a game, turns out you were incorrect because YOU didn't read the patch notes and now you're saying you never claimed otherwise while calling me a negative nancy. Lmao, you should probably read what you initially wrote.
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@solidgamer44 said:
Do you guys work at BHVR? We still don't have the ptb or even specific notes just very bare bones soon to come to PTB announcement at this point.
Where are you guys getting this information? Doomposting is up to lvl 500 at this point honestly.
Seem's like theres so many insiders that already know the PTB test is gonna be completely cooked, and there's no shot if the patch is so bad theres massive blowback that's gonna go live… surely… oh wait the clown changes!
No we can just read and understand how our killer works and it turns out, she is infact dead. Wow, who woulda thought.
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@dbd900bach said:
Given the detail in the paycheck notes and not all details being revealed, plus certain killers being limited in the base kit aura reading, I heavily doubt that the devs just outright ignored killers who bypass the hook stages.
Plus, I feel like this is highlighting the issues with Sadakos weaker kit which needs to be buffed and changed anyways after so many reworks. The new system was not designed for just Sadako, and it shouldn't be disregarded just for her. It can be tweaked to account for her ability to kill survivors without relying on hook states, but reacting this way is kind of freaking out over something we don't remotely know enough about until we actually test it on the PTB servers.
It's been "highlighted" by every sadako for a year and a half and it's been ignored every time.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990408#Comment_3990408
While I agree with you that spreading condemned and getting condemned kills is still the true depth of Sadako's gameplay, the tapes are more than just 1 second of slowdown.
You have to find a TV which isn't deactivated and then take it to the TV which is the furthest from the one you got it from. So it's only a 1s interaction to put the tape in but you still have to run across the entire map, assuming you were able to quickly get a tape in the first place.
You spawn in, you go to generator, there is a guaranteed tv on generator. TV's don't turn on for 30 seconds. You get Tape when TV turns on costing you 1 second. You now are free to pressure the gen for the next 70 seconds. TV turns back on around 3/4 of the way through gen, walk 3 seconds, do the half second interaction to turn it off, finish gen.
You now have a tape and 1 stack of condemn. You need to do another generator, the deposit TV is NEXT TO ANOTHER GENERATOR. You walk to deposit tape and immediately jump on the generator next to you. You have 70 seconds of free pressure on the generator. TV turns back on and you grab the tape by camping it around 3/4 gen progress like before. Rinse repeat.
If you've gained enough stacks of condemn to where you need to cleanse, that was because you mismanaged your condemn. The counterplay is so easy that you should never find yourself at more than 4 stacks of condemn
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@Emeal said:
Uhm… no her power is Tape Slowdown and Teleport. The Mori is for when Survivor fail to fix their tape charges.
No it's not, the mori is what makes Sadako unique and is the only thing Sadako has going for her. Why on earth would you play Sadako for her Teleport when Dredge exists who has a teleport that doesn't go on cooldown for 45s when she uses it or 70s when the survivor DELETES HER ABILITY TO TELEPORT alongside Nightfall and ACTUAL ANTI-LOOP...
A 1 second tape interaction is not slowdown.
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@[Deleted User] said:
Read the patch notes again! That penalty only applies for the last hooked survivor.
Meaning: you chose to tunnel and kill someone off even though you have buffed basekit Barbecue and could go chase another survivor.
If you read the patch notes properly, paying attention, it’s 10/10. I’m hyped up for the next chapter!
You need to read them again.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
This has nothing to do with tunneling. Sadako kills people without getting to 6 hooks. Doing so now gives survivors a permanent gen speed bonus. Countering the tape mechanic means Sadako will no longer be able to regress generators. Both of which kill Sadako.
- Added new effects that disincentivize tunneling:
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@CatInDisguise said:
I dont know if it counts as fixing high impact issues, but id love to see an addon pass for sadako (again lol) since their last one didnt change that much and arguably made it worse (iri videotape). Although looking at the long list of killer issues and other killers that could use an addon pass its unlikely.
I mean their addon passes just consisted of nerfing the meta addons even if they were fine (ring drawing being a big one that's useless now) and leaving the rest untouched even though they make no sense anymore after 9 reworks. The only exception is video tape copy.
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@CSight said:
The brightness bug when Sadako is demanifested is fixed on all maps except Lery's, its still very dark when demanifested on that map.
When I tested it I didn't notice it. It goes dark during the transition but returns to normal so this could be a platform specific issue.
@Skitten56 said:
Great list. Hopefully BHVR will take a look into these issues. On a side note, is Reiko's Watch still bugged. I've been avoiding it but maybe I missed it getting fixed on the patch notes.
@CatInDisguise I'd love to share my thoughts regarding her add-ons. Her add-ons definitely should get looked at. I don't want to derail the thread too much though so I'll just voice my thoughts on the 2 main ones.
Rickety Pinwheel and Sea-Soaked Cloth
When they reworked her and changed her counterplay from being avoid pick-up up tapes into grabbing tapes, they really made Rickety Pinwheel and Sea-Soaked Cloth add-ons pretty useless. Now any half-decent survivor will grab a tape the second they see a TV aura while on a gen, and given these add-ons only work within 8 meters of powered TVs, they are basically useless.
Fixing this issue I don't think is very hard. They can both be reworked to be functioned when a TV was either not powered, or for a fixed duration after a survivor pulls a tape from that TV.
Iridescent Videotape
I love the concept of this add-on where you trade condemn pressure for mobility. However in reality against knowledgeable teams it just means you have no condemn pressure and no mobility. Survivors just have too much control over her power if they know what they are doing. Without the slowdown from condemn pressure, you'll basically never have a useful TV to teleport. Strong survivor counterplay is reasonable when she has condemn pressure, but with this add-on the counterplay is too free and too punishing to her.
I think there are varying solutions to this issue. In short BHVR needs to make the counterplay more restrictive and difficult to survivors when running this add-on.
One option would be to limit how often they can grab tapes, such as not letting them turn off or interact with TVs other than their tape drop off TV while that survivor is holding a tape. Another option would be limiting their info on TVs, such as removing the auras of TVs with the add-on, or hiding the auras if the survivor is holding a tape. A 3rd option would be to make it less punishing for Onryo by reducing the TV cool-down for TVs turned off by survivors from the current 80+ seconds to instead something like 45 seconds.
The last option which I doubt BHVR would put effort into would be to give it some functions of the original Iri-tape. Make it so that when hitting a survivor within 8 seconds after manifesting, 3 random TVs turn back on. This would still allow survivors to have the strong counterplay, but also reward the Onryo for getting hits by resetting some of those TVs on long cool-down. Also we would get that amazing sfx back into the game.
Reiko's watch is doing what it's supposed to, but the time you're meant to be invisible isn't as high as it should be because the base invisibility is bugged.
With Reiko's it's 1.3 seconds instead of 1.5 seconds it's meant to be. But that's still higher than what it's supposed to be basekit (even if it's only by 0.1 seconds).
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@CatInDisguise said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988267#Comment_3988267
Holy ######### i just reviewed my footage to check if im just imagining things but it happened more times than I realised
https://youtube.com/playlist?list=PL-nIkQyCYF0lqWn7W4EUb5bnNbErdUIDr&si=RvrWTewi9e-Pkrrv
Here's a playlist of all situations Ive encountered. Am I missing something ?
Sadako doesn't push condemn only onto the TV she teleports to, she pushes condemn to ALL TURNED ON TV'S when she teleports.
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@UnicornMedal said:
It's how modern games dither hair to look more realistic, but DBD's engine doesn't really bring out the full potential in my opinion. The models look great ported to other games though.
No game does it good because the dither is base on AA and every modern game uses FXAA or TAA and never the good ones. So you always need to choose between hair/foliage looking like a pixelated mess or your entire screen looking like someone has smeared vaseline on it with ghosting and motion blur caused by the TAA/FXAA so no matter what you choose something always looks terrible.
I'm getting really tired of it honestly, I miss the days where everything looked sharp and clear.
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@YouShouldBeAshamed said:
You have to apply the appropriate map pressure by teleporting with the TV, use perks that show you the status of generators being worked on. Don't chase a survivor that is cooking you on a single loop. There is nothing wrong with this killer's ability, the problem is in your strategy.
Each killer has unique gameplay, you have to learn their strengths and weaknesses. Play to their strengths instead of claiming their power is too weak.
It doesn't take much effort as a killer to be honest, just use better perks, stop using merciless storm. Decide if you want to slug, camp, or chase, and use perks for counterplay.
Killer side is OP when you rub a few brain cells together and drum up a strategy that plays to your killer's strengths.
It has nothing to do with strategy. She's the only killer in the game where survivors can completely shut down her power with 0 downside, there's a reason both 1.0 and 2.0 had downsides to grabbing a tape and that's what 3.0 is missing.
Just because half the survivors in the game still don't know how her power works, doesn't mean she's a good killer.
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@tes said:
If it’ll be bug fixes, I hope they’ll adress Houndmaster and Wesker
and god damnit, someone fix phead flicks already…its all flicks. Dracula's are broken too
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@Alen_Starkly said:
They are receiving their 2nd nerf, limiting the use to 2 charges. The first nerf already made them terrible, basically worthless. This 2nd nerf is putting the nail in the coffin of their worthlessness. They are a really bad item, that does nothing for you. If you have no plans on undoing at least one of these nerfs, then please remove fog vials from the bloodwebs/game.
I'm glad you attempted to make a good new item, but this ain't it. I don't want my BP to be wasted on worthless items, I'd rather they go to medkits, toolboxes, or flashlights. You know, the stuff that actually does something.
Also, unless you plan to buff the success rate of map offerings, please remove those from the bloodwebs as well. Map offerings are currently useless and not worth running. I could spend 10 matches running a map offering and not getting a map I want, so I'll rather run a BP or a luck offering. I don't want to pile up worthless stuff in my inventory. I want my bloodpoints to be spent on useful things.
So please, either make Fog Vials and Map Offerings viable, or remove these worthless things from the bloodwebs. I don't want stuff that's not worth running and does nothing for me.
The first nerf didn't make them useless at all, they were still extremely strong if used correctly people just kept throwing the non iri ones in a killer face in the open, running in a straight line then complaining they did nothing.
This second nerf however has completely killed them. They inherently don't guarantee value, even though you can get a very high success rate out of them (mine was in the 80%-90%), only getting 2 per match is simply not worth it for value that isn't guaranteed.
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Sadako needs more than some lightweight changes. A big part of the issues come from the recent rework where on the PTB everyone said she needed a couple buffs but for some inexplicable reason, BHVR went and nerfed her.
We're now in this state where she is all over the place and so many people have so many differing ideas that I don't think anyone can agree on exact changes.
Condemn Lock
I agree full Condemn lock needs to come back but for a different reason. The whole reason condemn lock as a mechanic was made was to encourage Sadako to not slug but since 3 stacks does nothing you might as well slug. If it takes me 2 hooks to lock in a meaningful amount of condemn, why would I bother condemning them? Half the good perks in the game activate after a hook so condemning someone at 2 hooks hinders you more often than not since you lose out on perk value, so much so if someone is condemned and 2nd stage I don't even bother actively chasing them to condemn them.
Condemn as a mechanic is good for killing people at 0-1 hooks so if I down someone without a tape at 3 stacks or more of condemn, it's in my best interest to keep them slugged. It builds me pressure, it allows me to get further hits on people going for the pickup, it allows me to keep pressure on the condemn when they are picked up and doesn't grant the survivors 2nd chance perks which is the next issue.
If you do hook someone as Sadako and they are at 5 stacks, 3 get locked in. You want to keep those other 2 stacks but what is the first thing they will do? Go try and do a tape run. Not only this, but there is no way for you to deal with them grabbing a tape, they don't lose their 2nd chance perks AND there is no downside to grabbing the tape. Meaning it's in your best interest to prevent them grabbing the tape which means tunnelling them off the hook which leads onto your point.
So not locking in all stacks both encourages you to slug AND tunnel those you do hook immediately, the very 2 things the whole mechanic is meant to counter.
When all stacks were locked in, you could just ignore them off the hook for now knowing that the condemn was locked in. They weren't then encouraged to immediately do a tape run which again, you can do nothing about and there's no downside to doing meaning you're not then encouraged to immediately pressure the unhook to prevent that situation or create unpressurable situations like a survivor with DS holding a tape.
Lullaby
It needs to be reworked in some way, idk about removing it but it showing on the visual heartbeat is a joke. You literally need to run undetectable perks on the stealth killer to actually have stealth. It's so bad that running stealth perks on her against good survivors buys you insane value because they are all so used to her not being a stealth killer that when you are undetectable, you get free grabs and hits all the time.
Add-ons
Iri-tape is the tip of the iceburg, her addons have been butchered from 9 reworks. Every addon that was "meta" got butchered even if it was fine (2nd version of ring drawing was perfect, now it's useless). While addons that actually needed to be adjusted were left untouched and no longer work with her kit. The oblivious/blindness addons, VCR, tape editing deck (literally nerfs you), Reikos watch were all left to rot. Then the addons that needed adjustments like distorted photo, telephone, clump of hair just never got touched despite all being completely useless.
The only one made actually useful from being useless was video tape copy.
Also another thing, why can she be seen from 32m away while demanifested? Freddy has a similar mechanic but doesn't show up until about 10m while you're awake yet you can see Sadako walking at you across Midwich while demanifested with a directional lullaby. What's even the point of the mechanic?
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@Defnotmeghead said:
So, the dude gets basically auto aim on survivors giving a guaranteed hit.
Then why does he have a 5 second window to align his auto aim? Wesker has a similar mechanic, not auto-aim, less distance, not a guaranteed hit, 2 seconds.
5 seconds is enough to walk around an entire shack wall and still align the hit. Why not reduce that window to 2 seconds? What's the genuine reason of it being 5 seconds?Last time I checked, Kaneki still can't injure with his 2nd attack.
Wesker can, so while Kaneki's first hit is free and Wesker takes more effort, kaneki then can't use that power to directly cause the second hit unlike wesker so it needs to have more forgiving times because it's less universal.
Wesker also doesn't need to grab onto the environment while ghoul does just to use the power in the first place which can take time to align unlike Mastermind meaning you need more time to do it.
His power is also less precise compared to mastermind, when you dash on wesker you know exactly where you'll end up if you have knowledge with him making the follow up much easier to know where to pre-aim. Kaneki slides along the floor, bounces around like a pinball and does whatever the physics engine decides making it much less predicable to use and therefor, much less reliable to get a follow up immediately.
Also if Ghoul fails to grab onto something, they get put into a mini cooldown which happens ALL THE TIME because the grab mechanic on the environment is extremely janky just like apparently half the kit. So if they made the time short like Weskers, you would constantly be getting grab validated whenever you tried to use the skillful part of the power and make him extremely frustrating to play (a reason he has to auto aim as stated by the devs).
Also I don't know what Kaneki's you're playing with who can walk around the entire shack while moving slowly between power grabs but if you want to make a point, massively exaggerating things doesn't lend well to your whole argument.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/452972/lampkin-lane
It wasn't even too unhealthy in its revamped state before its size reduction. It still lacked pallets, it just had alot of windows is all, which they said was corrected (in which they fixed by shrinking the map and removing one of the houses
If you're talking about the first rework it was unhealthy. It's buildings windows were exceptionally broken and created problematic loops for the entire match.
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Alot of the newer characters are using Unreal Engine 5 hair not the legacy hair (which is a solid model). This new hair relies on anti-aliasing in order to look passable because that's just how the way it's rendered works, the anti-aliasing smooths it out and blends it together and is something alot of modern games are doing with both hair and foliage (much to alot of peoples dismay). If you want a comparison, Rick and Daryl are using UE5 hair while Michonne is using the older style of hair.
The switch hardware was outdated when it released and that was 8 years ago, the hair looks awful because the switch cannot use Anti-Aliasing I would assume because the framerate would get even worse. As a result, your hair is looking the way it does.
PC also has this if you don't use anti-aliasing (like myself), I hate the use of Unreal 5 hair because the form of anti-aliasing this game used is the worst one available meaning the entire image becomes blurry. Characters using this new hair include Rize, Witcher collection, the newest Ada skin, Rick and Daryl. If BHVR went back to the old way hair was done, you wouldn't have this issue.
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The big boat one is fine, it's the one with a main building that's the real issue imo. Main is so broken that there's literally no reason to chase there and it takes up so much of the map that you end up only playing in half of it.
Then because killers never chase there, it just ends up in this weird stalemate with 5 good players where you constantly run to main to reset and the match ends up lasting 20 minutes.
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@HexPectoPatronum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958646#Comment_3958646
Where do you read something about a buff? It only says "Updated Déjà Vu".
They already confirmed it's not getting a buff and it's from the bottom of the perk bit that said and I quote "DEV NOTE: We’ve adjusted values on a few perks that had low pick rates to help buff them up. In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes."
I couldn't think of a way it interested with the maps/keys at the time so went with the only other option of them "help buff them up" which considering they buffed vigil the other patch which was is seen about as much as Deja, led me to believe it would be buffed.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958646#Comment_3958646
To confirm, Deja Vu is not receiving a buff. It's one of the perks that we're adjusting to account for the updates to Survivor items.
Okay that's good to hear, thanks for the clarification!
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Why is Deja getting a buff lol. You said you were going to nerf it once you addressed the 3 gen situation back when you initially buffed it, never nerfed it and now it's getting a buff lmao
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It is there though.
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@Mazoobi said:
I wish the perk had a bonus effect of recovering from exhaustion faster i.e 10 or 15%. It would still be thematic for the perk
When vigil exists, the last thing that's needed is another exhausted recovery perk.
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Bare in mind you literally need to do this for the adept achievement unless you enjoy completely RNG hatch offs. It's actively encouraged in the current state of the game if you want to do the achievements.
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If you look at it objectively, it goes both ways through different ways. Survivor needs a spread sheet for how to counterplay each killer and needs to constantly keep up to date on reworks buffs and nerfs, while killer needs a spreadsheet for how many endurance effects, exhausted effects and "second chances" are in the game.
If you're a new player getting into either role, is exceptionally difficult to understand what's going on half the time when on survivor you're playing against 35+ different killers on a million different maps while on killer literally anything you do you can be hit with an endurance effect or a perk that mitigates what just happened with effects that literally contradict what the tutorial tells you.
If we're talking perks survivor has had many more meta shifting perks in recent patches. There hasn't been an actual meta defining perk since Ultimate Weapon which got completely dumpstered after a couple of months and is now borderline useless (tell me when the last time you saw someone running UW since they nerfed it). Haywire seemed like a perk that might encourage some variety, instantly got nerfed. Same thing happened with unbound which wasn't even meta, just usable and now it's been nerfed for no reason.
In order of release from when I started playing, Knight, Skull Merchant, Singularity, Alien, Chucky, Unknown, Vecna, Dark Lord, Hound Master, Ghoul and Springtrap have come to the game. That's 33 perks added to the game and of those 33, unforseen, nowhere to hide, face the darkness, Ultimate Weapon for about 3 months, friends till the end and weave attunement are the only perks that have actually seen consistent use and of those only weave attunement and ultimate weapon actually genuinely shaken up the Meta.
Compare this to the survivors and their perks added added in the same timeframe.
Vittorio, Thalita, Renato, Gabrial, Nicolas Cage, Ellen Ripley, Alan Wake, Sable Ward, Yazar, Lara Croft, Trevor, Taurie, Orela for 39 perks added. Of those, background player, made for this, dramaturgy, scene partner, champion of light, strength in shadows, finesse, shoulder the burden, duty of care and do no harm have all seen good use. Of those, Finesse, Shoulder the Burden, duty of care, do no harm, scene partner, dramaturgy, made for this and background player all substantially changed up the meta and in some cases straight up broke the entire balance of the game in BGP and MFT's case.
This idea that the killer perks are somehow more impactful than the survivor perks is just flatout false if you actually look at the perks and the impact they've had on the meta and while some perks are better on some killers than other, the impact it has on the game doesn't even come close to some of the meta shifting perks added to survivor recently.
"but there’s a growing imbalance in how that content affects the two roles. Killers benefit from the additions without much downside, while survivors are increasingly burdened with having to adapt to a wider and more complex threat pool."
Other than what I just explained which has forced killers to adapt to the never ending meta shifts, there's also the changes/buffs to old perks. Ever since the medkit nerfs, BHVR has been buffing healing perks almost every single patch and not just small buffs, huge buffs. Right now reset speeds are completely out of control and resets are happening faster now than they were during the COH meta (I am resetting my teammates in literally 7-12 seconds depending on their hookstate).
I feel like you've not played a fair amount of both sides so aren't seeing the bigger picture for both sides (I'm not trying to insult by the way).
Overall, what we're experiencing is survivors are getting meta shifting playstyles and perks while killers are getting a bigger variety of killers and more reworks than ever before. Survivors are needing to adapt to the constant amount of killers and their numerous reworks (sadako has literally had 7 different versions in that past year and a half while Skull Merchant is on 9 not including the upcoming one) while killers are needing to constantly adapt to the endless amount of meta shifting perks and playstyles that can and will completely uproot matches without you actually knowing they're in play.
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Unbound was pointless before because it only found value when you stacked it with another perk like a vault speed perk.
At 10% haste, they finally got it to a point where it was good on it's own (I could get hits with it as a M1 killer) which is how perks should be. No longer needing to be stacked just for it to be usable and now it's been nerfed back down to a state where again, you need to stack it for it to be usable on a perk effect that isn't even consistently usable (some maps have barely any vaults that you can use effectively so sacrificing 2 perks for vaulting is not worth it).
This is why the killer meta is so stale, the second any perk becomes slightly viable it instantly gets nerfed. It wasn't even being used like ultimate weapon when that dared to be viable, I have come across a single legion using it since it was buffed, why was it nerfed? Same with batteries included which was EVEN WORSE.
BHVR, we need more variety not less, please revert the Unbound nerf.
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@bashfulboog said:
PUHLEASE!!!! Either that or let us change individual key bindings!! (Instead of having one key decide so many different things) I am so sick of checking behind me to see where the killer is, and because my camera is facing towards a locker, I am prompted to quick hide instead of vaulting. Usually I remember to flick my camera around to avoid this, but it isn't something I should have to do! It's incredibly frustrating.
Also please fix how ping affects gameplay. I am very clearly outside of the locker, two feet planted firmly on the ground, and Chuck still gets the pull animation. I could've had a much longer chase, instead it was snuffed out because of things I cannot control. Feelsbadman.
Should be for everything too on both sides. You shouldn't be locker hopping when trying to vault and killers shouldn't be picking up when trying to pallet break/locker open or vaulting when trying to pickup. It's not like we are running low on bindable buttons for controller and especially keyboard to have different buttons bound for specific things.
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You know killers need to deal with similar things too right? Getting Rapid brutality is a nerf for 99% of the killer roster, doesn't mean it should be removed. That's literally the entire point of chaos shuffle, you play the hand you're dealt and do your best to overcome it and that's what makes chaos so fun.
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@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
Absolutely fantastic to hear. Thanks for the update!
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Was literally about to make a post on the brightness bug. Can confirm this affects both lerys and Gideon meant plant, while you're demanifested the whole map goes dark.
I use filters but below you can see how gideon used to look while demanifested and how it looks now;
Picture on the right is how the map used to look while demanifested.
Without filters, it makes certain bits of these maps almost pitch black as seen here on lerys
For contrast, it's supposed to look like this
That's how it looks while manifested and how it should look in general.
Here's another example for lerys while demanifested
Here's how it's supposed to look
Here's an example on gideon of how it currently looks
This is how it's supposed to look
Again, though all my testing the only maps that seem to be affected are Lery's and Gideon.
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Could we get some update on the issue please BHVR? Whether it's being considered to be addressed or anything, thank you.
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@Cribear said:
Killers shouldn't know if a survivor is replaced by a Bot. I just had 2 games in a row where multiple players where replaced by bots and in both cases the Killer decided to take the game hostage and not kill the last bot until he catches me. One of these games lastet 40 minutes until I DC'd. Most Killers can probably find out if someone is a bot, but they shouldn't have help by the game.
You literally self reported you also held the game hostage by not touching a gen for 40 minutes.
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Fishing net is okay because windows is hard meta. If they bring back more than 3 condemn stack locking in, it would actually be a super solid addon. She needs basekit changes rather than fishing net changes.
The TV projection turning back on addons are both 10% (hence their values). Just buff both of them to like 20% rather than adding a secondary effect to them.
Instead, rework iri tape back to 1.0 iri tape, right now it's literally the worst addon in the game.
As for others, all purple addons need a buff because none of them are worth running.
Distorted photo (aura read when you manifest within 16 meters) needs it's line of sight requirement removed. Wraith gets perma aura read on people for simply being cloaked with his addon, Sadako needing to manifest to get the aura read is already a downgrade, let-alone also needing the survivor needing to look at Sadako for it to activate.
Tape editing deck either needs a rework or survivors need to have a downside to holding a tape. The removal of a downside has made this yet another addon the actually nerfs Sadako by giving survivors free TV's to turn off.
Telephone needs it's time increased. With Dark Theory getting a buff, it makes no sense this addon be active for such a short time. It's the worst hinder in the game and is useless in almost every scenario before the haste changes, now it's completely useless.
VCR gets countered because of TV aura's. TV auras either need to be removed or they need to only be visible under certain conditions.
There are others like clump of hair. Another one where again, the basekit range should be lowered. It makes no sense that Freddy's visibility at range is shorter while you're awake than Sadako's is constantly. Running this addon on Sadako still give you twice the visibility range that Freddy gets basekit, it's just silly.
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Alot of the brighter colours on cosmetics like reds on Rebecca's new outfit and Claires Jacket really dull and muted now too and it's unnaturally shiny.






