dangersmymidd1ename
dangersmymidd1ename
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117125#Comment_4117125
Not just the last few months. it's always been if the hit connects on the killers PC it counts. I cant count the number of times I've been hit after stepping away from pallet drops, 5+ from vaults or even 15 foot knifes when a power falls short. All cause the kill had high ping for a east lobby.
It's a different issue I'm referring to - that the pallet is not dropping at all even when I have the prompt for plenty of time. Only started happening recently.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120085#Comment_4120085
I hardly disagree. I think Ghoul is very easy to the point where he's unhealthy for the game but that's hot topic since his out. If all killers have to work for injuries and downs there shouldn't be killer who injures you for free with no counterplay just by looking at you, same with his dash into instacancel into another free hit. Also his window to leap onto someone is incredibly long. But apart from that I think that people underrate how hard killers are it's all the mmr reset pairing you with people who play once in a while against killers playing win or die tournaments. I swear for 9 years I'm playing I've never had almost every game of killers with the most busted possible loadout to make win almost impossible.
You're right, it's the MMR reset, just a couple more weeks and solo queue will be a utopia.
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@NyxVaultX said:
Listen up, community, and hopefully, someone at BHVR is actually reading this. I’m NyxVaultX, and I’m writing this because let’s be totally real for a second: most of us have a massive love or hate relationship with this game. In fact, let’s lean closer to hate right now. Most active players are completely miserable, veterans are dropping the game in waves, and the daily loop feels like an exhausting chore. I’m one of the few players left who genuinely still loves DBD and wants it to survive, but I am done pretending everything is fine.The new Player Intent wheel is a cool little Band-Aid, but it’s not fixing a damn thing. It patches a symptom; it doesn't cure the disease. If we want this game to stay alive, and if we want to give the people who quit a real reason to actually hope and come back, we have to stop settling for minor perk tweaks. We need to lock the heck in and demand actual structural changes to the game's foundation. If we don't stand up and voice this together, the game we love or hate is just going to keep falling apart. Here is exactly what needs to be checked and balanced right now:
1. Stop Balancing Solo Q and 4-Man SWFs the Exact Same Way: It doesn't work and it never will. When a hyper-coordinated 4-man squad on Discord abuses a strong survivor perk, BHVR immediately guts it. But that nerf absolutely destroys Solo Queue players who have zero voice comms.- The Fix: We need a dynamic system where perks adjust based on lobby coordination. Running a heavy meta build in a full SWF? Those perks take a minor efficiency hit. Solo Q player just trying to survive the night? Those perks stay at 100% baseline strength. Stop punishing solo players for the sins of SWFs. (too poetical)
2. Lock in New Player Barriers & Show Us Our Exact MMR Numbers: Look, BHVR made for the recent Chorus of Sin patch that finally changed MMR to track in-game actions instead of just escapes. That was a good step. But right now, matchmaking is a total "Wild West" disaster. Brand-new players are constantly getting thrown straight into the meatgrinder with thousands-of-hours sweat-lords, which completely kills the new player experience and forces rookies to uninstall.
- The Fix: We need a strict matchmaking barrier that protects low-hour newcomers from veteran lobbies. To make this actually work, BHVR needs to show us our exact MMR numbers. Stop hiding the rating behind a curtain. If we can see the literal numeric value of our skill bracket, the community can actually track if matchmaking is functioning, and it stops the game from silently ruining the newcomer experience.
3. Add Base-Kit Fixes for "Unfun" Playstyles and Toxic BM: We don't need more perk counters; we need base-kit mechanics to stop the toxicity on both sides. Period.
- The Fix for Slugging: If a killer commits to leaving survivors bleeding out on the ground for an entire 1.5 to 2 minutes straight, a base-kit "Concede" button should automatically activate so our time isn't completely wasted.
- The Fix for Toxic BM: Implement a 4-second cooldown on crouch-spamming and flashlight macros whenever a survivor is within a 16-meter range (Terror Radius 2 or 3) of the killer. Let’s eliminate the cheap provocations that turn matches into toxic tantrums. We should also remove endgame chat since this is also one of the biggest problems, and, on consoles it's a good thing, so why can't PC players get the same thing as consoles?
We want to fight for this game, but BHVR needs to show us they are willing to balance the actual foundation of DBD, not just scramble the meta every mid-chapter. Let’s raise our voices, upvote the thread, and force them to make it right before it’s too late. Shoutout to the Health Checkers. Finally, I want to give massive credit to the content creators, Fog Whisperers, analysts, and everyday community members who are actively doing the heavy lifting to check this game's health. Whether you are running data scrims, making analytical breakdown videos, or calling out the broken state of the meta on these forums. Thank you. You guys are the reason this game has survived for a decade, and you are the reason players like me still have hope that it can actually get fixed. Keep making noise.
Written by NyxVaultX.
Tags: @DeadByBHVR, #DeadbyDaylight, #FixDBDGPTZero AI Detection
Model 4o
We are highly confident this text was 100% AI generated -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120063#Comment_4120063
Survivors were just used to win so much, but new killers are very powerfull and need skill to be beaten, survivors can't accept it.
It's more like killers got so used to easy wins that all new killers have to be designed to need only the IQ of a tadpole to get a 4k with their eyes closed.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119671#Comment_4119671
I mean who would have fun going constantly only against top tier killers with most sweatiest builds, not me. I'm kinda bored from survivors too. And mainly because my teammates are just not good enough to gain some time :) 70 % of the games someone dies 15s into the game into pain res, dms because someone can't leave a gen into grim into clock into another quick chase and so on. MMR reset just made not wanna play survivors anymore especially when I end up with teams who will drain me even lower into lower mmr. And to be honst from some teams I'm suprised how bad they can even be but sadly all my friends quit the game by reasons such as Ghoul, Krasue and some reworks they just didn't like.
The whole point of MMR is to match players with similar skill, but hardly any skill is needed to dominate with the more recent killers and OP perk combos shown on YouTube or TikTok. Of course you can always get some bad teammates but I'm not exactly cracked myself, so every nerf to survivor hurts even more when you are just an average player.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119816#Comment_4119816
I am tired of talking with people who have no ability to discern or analyze.
https://us.v-cdn.net/6030815/uploads/ZGAUQ4D1XPQ0/image.png
You want to analyse one-time situations staged in a SWF along with data from NightLight which is completely inaccurate.
None of this proves anything, and 99.99% of games are not like this
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I also want to add that this version of Insidious allows standard killers to travel ~36 meters at the start of the match Undetectable, as well as every time they pause for 2 seconds during the entire match. This works with powers like Spirit's phase walk meaning she becomes Undetectable every time she exits a phase under 8 seconds.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119442#Comment_4119442
If you think holding m1 on a gen is equal to knowing how to use your killer power + understanding loops + understanding macro then I don't think we're ever going to agree what counts as thought and effort.
For the Judgment it's hold M2 towards the gen aura then press M1. Not even a skill check there.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119403#Comment_4119403
Defienetly remains of genrush was touched with this patch and with reworked stake out killers complaining about genrush will no longer have justified objections. Yet I believe killer players should understand that in modern DBD having gen effeciency is equally as important as quick chases and while sitting on gens isn't very interactive it's major aspect defying whether you will get enough pressure on gens before momentum denies recovery from that anymore.
Gen rushing is now basically the only chance to possibly escape. Maybe 2-3 gens are completed in most matches I play these days. Official stats showed only 50% of matches ever have all 5 gens completed.
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Scavenger will only get a buff if they ever change it. Anyone who has tried it knows that it is pretty much useless.
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On demand Undetectable with no prerequisite other than standing still - from a free general perk - is really not a good idea. No need to learn how to mind game if you can just be Undetectable at every loop. The "stinger" sound from Insidious now also doesn't play to warn survivors. I was camping a gen behind a wall with Dragon's Grip, that down was far too easy.
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@BruceCampbell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119355#Comment_4119355
Agreed.
At least Hyperfocus now is braindead free/needs actual skill.It always did, just Stake Out made it more accessible to other players, at the cost of a perk slot and a perk from a licensed character. In fact Hyperfocus is also licensed so there is now far less incentive to buy the following DLCs:
Resident Evil Project W (Hyperfocus)
Saw (Stake Out)
Nightmare on Elm Street (Vigil) -
Discord is no replacement for the forum structure. Also depending entirely on 3rd party proprietary systems is not good for business nor for users' privacy.
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Killer Perks in this PTB were heavily buffed, we all know a few percentage points make all the difference. Additionally the desire to make perks have their own identity seems not to apply, with adding multiple extra benefits to perks like generator regression. With the attack cooldown buffs plus extra haste, two-tapping is even easier and feels undeserved. I am not looking forward to playing against some of these perks in the live game, and would not run some of them as killer as they are way too easy to use.
Compromised Generator Perks: These have been over-buffed. 3 generators is guaranteeing value in end game with minimal effort, and also means the counterplay for survivors is all but removed. With 1 generator there were tactics needed to bait the survivors into completing the compromised generator, and survivors that paid attention to the SFX/VFX could try to avoid that generator to deny value. 2 generators would be acceptable but still a major buff. The dev note said for the buffs "the work should be worthwhile" but then they took the work away too. Machine Learning was already strong even with Diminishing Returns.
Bitter Murmur: Unnecessary buff, free Lethal on this perk now
Deerstalker: Again now a 50% Lethal on this perk, which already has issues ( )
Fire Up: Was already a good perk, you can definitely feel the difference now too. Might be a little much.
Game Afoot: Did not test, but the Haste is a lot now.
Spies from the Shadows: I'm not a Spies user so can't comment on whether this is a good/needed change.
Unbound: Less haste for significantly longer is way more beneficial to killers. There should be a cooldown on this at the very least..
Help Wanted: It was always a bit of a mid benefit, but now it is way too much. Uncounterable Ruin multiple times per match is also unnecessary.
Machine Learning: Already a really strong perk - the Haste is way too much and with 3 generators, end game activation is basically guaranteed. Does not need a buff.
Dark Arrogance: Too much. If the attack recovery buff was activated on a stun, understandable. Then it would be a "bonus gained in return" - but you don't have to get stunned to have the bonus all match.
Dead Man's Switch: I'm not a DMS user so can't comment really, and did not experience it on the PTB as survivor.
Dissolution: Nice to have a nerf to this cheese perk
Hex: Blood Favor: Good change to basic attack, but it should still help with pallet saves, that's a bit unfair
Distressing: Fine, I suppose.
Dominance: It didn't seem to work properly in the PTB for me, they didn't scream. But it seems like this perk will now give a lot more value and slow down. I'm not sure I like the aura reveal though.
Hex: Nothing but Misery: I understand the activation reduction but the Hindered was already enough. If Windows was buffed with vault speed because of this, remove the Windows buff and this debuff too.
Hex: Thrill of the Hunt: Did not get a chance to try this on the PTB, but it sort of seems like Thrill has now got the cleanse cancelling effect built in, and provides guaranteed slowdown against all totem speed buffs. Need to see how it works in practice.
Insidious: Not a good change. The on-demand Undetectable got me a number of hits I should not have, combined with I'm All Ears on tall loops. Removes the need for skill or mind games to hide your red stain on loops, and the stinger SFX is also removed. 2 second linger, maybe.
Knock Out: Way too strong, I could see that I got many hits from this perk alone. Some loops like 4 lanes, main buildings are more than 10m and Knock Out is just a guaranteed hit or down. Filler pallets are even more deadly than they were. You stay you die, you leave you die.
Ravenous: Understandable buff, it was not that great.
Scourge Hook: Monstrous Shrine: I am happy that it has been reworked, and appreciate the debuff icon so the survivors can make an informed decision. For a free general perk this is pretty strong now.
Shattered Hope: Aura of the boon totems should not be shown to the killer. Again this removes any work for them to look for the boon if they want to remove it. The interesting part of boons for survivor is trying to find a location killer may miss more easily. The extra blocking effect is understandable, though.
Superior Anatomy: I didn't try it but one time use was a little niche. The cooldown should be longer though.
Undone: Anything is better than it was before. It is unclear how the regression amount will be calculated when combined with Pop, though.
Unrelenting: I feel this is too much, especially for a general perk. Again I got hits I should not have when using this.
Whispers: A good buff to a general perk making it that bit easier to traverse the map.
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Anti-healing already got a significant indirect buff with Vigil being removed, not sure if this is needed.
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+1 very charming suggestion
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Generally: Survivor Perks with number buffs are nothing groundbreaking, but the perks that were reworked are mostly disappointing nerfs. I managed to try almost all of the perks. Healing perks needed buffing not only to take into account Diminishing Returns but also the lack of any way reduce Hemorrhage and Mangled effects now Vigil is gone.
Road Life: Since there is still a bug with higher frequency and back-to-back skill checks since 10.1.0 PTB ( ), testing Road Life did not reflect how much value it will realistically provide once the bug is fixed. But I liked the effect and appreciate that the devs have made an effort to improve it.
Better Than New: The buff makes this a more realistic perk to bring for support builds, and the deactivation condition still seems like a reasonable trade off.
Empathic Connection: A nice buff but nothing groundbreaking
Flow State: Also a good buff because it was just sitting in that maybe/maybe not mid ground for Boon builds. Now it's more of a maybe.
Friendly Competition: I didn't try this but was never a fan because of the activation condition. Feels like only a very slight buff because you lose time looking for the next generator anyway.
Object of Obsession: Not worth the increased speeds, and a nerf because the killer has more chance to see your aura.
Blood Pact: Haste should be buffed to 10% considering all the killer Haste increases, not sure how this perk doesn't qualify for a buff. Still very hard to get value out of in Solo Queue. Having the aura of the teammate that also has the haste would be a great buff. It would be much more interesting if when the Blood Pact survivor unhooks, the unhooked survivor becomes the Obsession, which has both upsides and downsides.
Boon: Illumination: The re-booning speed feels a bit over the top. If you split this buff with the base booning speed, it would be much better. Also please figure out a way to differentiate generators highlighted by Illumination and those highlighted by Boon: Steadfast.
Borrowed Time: Very niche effect and removing one of the few altruistic anti-tunnel perks left is a bad decision.
Calm Spirit: Finally.
Dark Sense: I tried this and for a new player the extra effects might not be that useful. You see the pallets and windows, but that effect is over by the time the killer is actually on top of you which is when you need it. Also since this perk is meant for new players it should be immune to Deerstalker.
Sole Survivor: I understand the idea to ensure the Sole Survivor user takes part in the match. However the scenario of the other players escaping through the gates and then taking the hatch is not one that happens in solo queue all that often. If the gate is open it's much easier to find and escape through that. Also fellow teammates will often stay in to help. The aura-reading protection is heavily nerfed and basically useless now. If anything it needed to be buffed to cover the entire map without the time limit. The generator speed also helped for getting the achievement where you complete the last generator and escape through the gate.
Do No Harm: Skill check increase makes very little difference to the perk. If it made all healing skill checks more frequent it might be more interesting. Or adding something like a Bite the Bullet effect on a missed skill check when the person being healed has Hemorrhage. That would fit in with Orela too.
Windows of Opportunity: Unneeded double nerf to this perk. Nobody wanted extra vault speed on Windows. Fine if there has to be a cooldown but show pallets too. And it enters cooldown on a slow vault as well which is ridiculous. Survivors have no basekit information other than their hooked or dying teammates. On the other hand if a killer had to bring a perk to see all hooks…
Five Moves Ahead: Also unneeded nerf. The first new perk in a while on the survivor side that was actually good and liked, has to get a nerf for no reason. It's called Five Moves Ahead not Five Pallets Ahead.
Pharmacy: Great change, it was needed.
Plunderer's Instinct: Also great change to the range and opening speed, makes total sense.
Premonition: I didn't get the chance to try this in the PTB but given the rework of Stake Out, it provides an alternative to Fogwise now. However the cooldown seems excessive considering Alert has none at all.
Self-Preservation: Unnecessary change with very weak motivation. Would be interesting to see what percentage of matches have 4 Self Preservation equipped in normal MMR. Killers return to the hook anyway, when there is a big explosion to tell them to. Another perk that finally had a good amount of value during the match targeted feels bad, man.
Shoulder the Burden: Single use seems reasonable but deactivating if a duo or three-man wants to protect themselves instead of another survivor is really not the way to do it. If I bring a perk I should be able to give my hook state to anyone, it's mine to give. Broken for 2 mins is also a lot worse than Exposed. Hardly anyone used Shoulder in solo queue and these changes will just reduce it further and gives the green light to killers to tunnel. All these kinds of changes just reduce the dynamic nature of matches and eliminate surprises and turnarounds.
Slippery Meat: Since Luck Builds no longer work anyway, this is an interesting change. The benefit is not immediately obvious but might be with other combinations.
Small Game: This could reduce totem location knowledge rather than improving it. Small Game made it so you were "hunting" a bit (hence the name), but now you are just seeing. Also, this eliminates the only perk in the game that helps find totems when a survivor is affected by Blindness. If the old effect can be activated when the survivor has Blindness, that would be great.
Solidarity: A good change so you get occasional value even without another healing speed perk.
Spine Chill: The vault speed was already on cooldown by the time the killer reached me when I tried this a few times… not great.
Stake Out: Terrible change. Range requirement and the possibility of an immediate -14% on an Overcharge skill check makes this a killer perk now. Stake Out was good to help those players who cannot hit great skill checks all the time (which is most of us). If you were using Hyperfocus without Stake Out it was more than likely you were cheating, so this nerfs Hyperfocus into the ground too, even when it was already nerfed with Diminishing Returns. Now perks with great skill check requirements are even more restricted to those with better hardware, latency, FPS, refresh rate etc. And it will take like 6-9 months before most players realise so they will be missing a ton of skill checks.
This is Not Happening: Understandable change to help new players on all skill checks. The great skill check zone going from 3% to 4% of the circle was and still is negligible.
Wake Up! : A needed buff to make this more worth running, but again even more useless if everyone is dead.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119430#Comment_4119430
do you know tool box give gen skill check 40% chance per seconds?
if don't have toolbox or 1234
Hyperfocus will not work well like this.
and do you forget this change?
But this is not Scavenger, this is Road Life from PTB.
If you want to waste your time asking for Scavenger nerfs go ahead, nobody uses it.
Also - the first video looks like it was made recently - skill checks have been bugged for over a month, normally you don't get so many repeated skill checks back to back.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119427#Comment_4119427
finishing a generator solo in 45 seconds is totally normal.
Scavenger accounted for like 3% of that generator, the rest was Commodious Toolbox with speed add-on, and Hyperfocus where the person hit every skill check. Theoretically possible but nothing to do with Scavenger.
Oh and the second video had old Streetwise and the killer AFK feeding Stake Out tokens permanently. Very realistic.
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Wow asking for a nerf to Scavenger is really scraping the bottom of the barrel, that perk is already buns.
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I'll be honest I used to be a Ghoul hater but these days I am happy to see him with killers like Jason and Judgment in the game.
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@BruceCampbell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119266#Comment_4119266
At least now "exploiting" Hyperfocus is skill dependable, but I still think this perk should not work with any other that change skill checks in any way.
Unfortunately it again means that higher skilled players and those with better hardware, latency, etc will be the only ones to benefit from Hyperfocus now.
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Anyone who thinks This Is Not Happening has any value, does not play survivor.
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If The Judgment is not heavily nerfed soon it will cause real damage to the game.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118910#Comment_4118910
Every now and then I get reminded that white ward is also a secret offering. Ill see it at the end score screen and get a giggle when I brought Franklin's that game.
Talk about schadenfreude
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Full luck builds were fun, but fun is not really allowed in this game anymore. Diminishing returns brought down the odds to a maximum of around 16% which is of course basically nothing.
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@Dkiddeh said:
Good afternoon,
So me and the GF are thinking about purchasing DbD on the switch 2, now I know there is currently no plans on upgrading the game for switch 2. However, with nintendo discontinuing switch 1 support as of February 2027.. does this mean the game will become unplayable on the switch 2 as well?
In short.. are we safe to buy the game and keep playing after februari 2027?
Nintendo are not dropping support, they are just going to stop selling Switch 1 consoles.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118960#Comment_4118960
That's difference. Undetectable is not op, elusive is. Killer is one player, survivors are group of 4. They should have perks with minor effects and killer should have the big gamechanging ones.
So games should only change in the killer's favour?
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@Boons123 said:
There are some perks in this update that have improved interaction with chest, and even perks that were not mentioned in this update.
But what still puzzles me is why the developers don't add more chests by default? If the developers want to encourage interaction with chests to the point that they nerf Dominance so that survivors don't get punished for touching the chest, then why don't they add more chests?
You only have 3 chests on the map and one of them is in basement, so you only have 2 chests scattered across the map.
I mean, you can use a coin to increase the number of chests, but that requires you to buy it. It's not a good design to have to use a coin just to be able to use chests perks for fun and good use.
Adding one chest, is that too much to ask??
You can say that chest is useless and all that repetitive talk, but that's not what I'm talking about in my post.
It would be nice, but would cause issues with the coin offerings. If used alone, the cut coin killer offering makes it so that the only chest on the map is in the basement.
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No, since the buffs are not related to the healing speed, which is already capped at 100%. And the hook stages are how many the person has at that moment, not cumulatively.
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I don't like the Insidious change, it again removes any need to develop skills for mind games and hiding the red stain - now you just stand still for a couple of seconds for free Undetectable. And they said Windows was "autopilot"...
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Yes, for all my adepts or challenges where I have to escape I use hatch at main. Because there are multiple and varying spawns on different maps for main, it's a good way to learn them too.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118842#Comment_4118842
But you can't count it in this way. If you use flashlight, you move at significantly low movespeed. If you have champion on it makes you have more meters ahead which in the end result in reaching another loop much sooner.
Survivors run at 4m/s. If you are shining a limited use flashlight using Champion of Light you travel at 3.39m/s. How are you getting more meters this way?
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118694#Comment_4118694
Let's not pretend y'all weren't complaining before that and will continue to complain in the future after the revert.
And rightly so! The game should be enjoyable for everyone not just a few.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118766#Comment_4118766
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118776#Comment_4118776
Champion of Light is survivor version of Knockout. Perk that so many people complain about "the buff". + It gives haste on top of that so it creates even more distance. Low tiers get nuked by it, high tiers don't care. Finesse is the same issue. While killers with high pings (most of my games) will hit you anyway, killers with good pings are robbed once evey 30s.
I'm not going to engage further on this topic other than to say that the Haste from Champion of Light applies while shining the Flashlight, which equates to 3.39 m/s - not even standard survivor running speed and is therefore not contributing to any distance gained.
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Also I am understanding it right that with the "End Trial" option, once the killer has slugged everyone and they all "Surrender", the killer doesn't need to clean up their own mess by finding and hooking the slugs?
If so, this is would be a perverse incentive for killers to slug for an even faster 4k without the inconvenience of actually sacrificing them to the entity.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/472433/background-player-rework
Champion of Light, Background Player, Power Struggle, Finesse and many more unhealthy perks will hopefully be touched too. I agree that Background player is very oppressive and should receive complete rework, but elusive isn't it. Make it oppossite of OG version. When you unhook survivor, they gain 150 % haste for 3s. They can choose whether to get away or heal under hook. Of course must be deactivated in EGC.
Why not just remove flashlights and pallets from the game instead? Easy fix.
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+1 Please don't remove this unique challenge system, it means there's always something to try out and give a bit of a side quest to a match. The rewards don't need to be charms or banners, they are just a bonus. I am sure it brings variety to the game in a subtle way. And glyphs are unique.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118705#Comment_4118705
I thought it was fixed in PTB? The skill checks weren't that frequent like on live servers there
No it's still there, that's why people think Road Life is OP. Actually the back-to-back skill checks have been present since the previous PTB, I reported them on August 7th:
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Right now Road Life can't be properly tested because of the bug with too frequent skill checks since 10.1.0.
Stake Out update is terrible, too difficult to activate and the extra progress is not worth wasting a perk slot for the very possible missed skill check and -14% progress. Stake Out was basically only used to help with Hyperfocus because of the faster spinning skill checks. Not everyone is good at hitting skill checks, let alone greats. Issues with latency, hardware (FPS, refresh rate, controller latency) etc all contribute to being able to hit the great or not. A common way to identify possible cheaters is when they run Hyperfocus without Stake Out, because the average player can't get value out of Hyperfocus without the help of Stake Out.
It would be much better if it kept its original design but if they must nerf it, make it increase the great zone to about 5-6% when the player has a token. Then it's not completely free. It's another example of a licensed perk being completely changed (like Vigil). I mean Tenacity is not a bad perk but I bet the vast majority got Detective Tapp for Stake Out.
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@Xendritch said:
I still don't know how people struggle against her, saw her for the first time in over a week last night and didn't go down once. Like as long as you play safe and don't greed anything and keep in mind what perks she's most likely running she really isn't that bad.
Then up close if you just keep your pathing unpredictable she can't hit you.
BHVR just stated that the kill rates skyrocketed with the last change, and that the Judgment is a "growing issue". I am sure there is a way to spin that to align with "not that bad", and "don't know how people struggle against her", though. Go on, have a go.
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Yes I am sure it will, since it is a community skin. You might have to wait until next year though.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118645#Comment_4118645
What does that matter?
What matters is that they were able to weaponize the anti-facecamp system to be able to unhook themselves. This is certainly not an intended feature of the anti-facecamp mechanic.
It matters because anything is possible if you have a whole team coordinating to stage a YouTube video. Just because something can be done, doesn't mean it happens in normal matches.
By the way I am not asking for the anti-camp to be increased, just commenting on how it works.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118624#Comment_4118624
I think they did try it and it made maps like the game,midwich, basically the 2 multiple floor maps difficult to play on because it went through floors so a killer could be downstairs and still give progress. So I wouldn't say its deserved to be downstairs of midwich and still give someone a whole floor away progress.
I think this is how it still works - because it works in the basement. On those maps where it goes through floors, the same mechanic of survivors being nearby also works. The only times I regularly see the Resolve bar being full is when the killer is clearly camping (usually to their own detriment).
What I would like is some improvement like adding more immunity after self-unhook, because if you are facecamped and jump off in their face, you can still be downed again very quickly if not instantly.
Also they need to remove the timer being paused when a teammate is slugged by the hook. That is definitely abused by killers dumping the body under the hook to stop the timer.
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@Angy_Quentin said:
It's pretty difficult to implement a change that keeps killers from proxy camping, because survivors can use this mechanic for free self-unhooks. There are already people who use the current mechanic for free self-unhooks by looping around the hooked survivor.
Incentives to chase and leave the hook are the better way to go imo.
This doesn't work because the timer doesn't go up when there is another survivor nearby. Anytime the Resolve bar fills up, it is more than clear that it is deserved and not "free"
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@supersonic853 said:
I mean all the 3 slug abandon did outside of those cases (which is rarer than what im about to say) was have people literally purposefully run at you over and over to get themselves downed 3 times so they could legal dc. It told them "hey heres a good way to throw the match and get to abandon thus not getting you a dc or matchmaking penalty for throwing" so id rather slug gets addressed on its own and hopefully with proper feedback now that abandons arent messing up the data they can see that and fix it long term.
You had to be left to fully recover by yourself or by a team mate twice, and then be slugged again. Believe me this is the saving grace of bad solo queue games. If the stats are so high on people abandoning like this, it just shows how necessary it actually is.
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This change just kills the perk and makes it niche. Borrowed Time is a DbD staple with history, make it stay true to the (mostly) original purpose, helping your teammate.
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The game knows when survivors are in a party. One use per party would achieve the nerf that they want, and not handicap solo queue (who hardly ever run StB). If I bring a perk to help a weaker teammate, I should not be denied that just because a duo coordinates to keep themselves safe, for example. The hook stage is mine to give.
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There is something wrong with the Frankfurt server.
Survivor has no BP bonus yet the estimated killer queue is 1h 15m