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drwilburdaffodil

drwilburdaffodil

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drwilburdaffodil
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  • @Rizzo said:

    Could you please attach the logs?

    To find them:

    1. Press the Windows Key + R to open the "Run" command.
    2. In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
    3. Click "OK" - this will open your Dead by Daylight Logs folder.
      • If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
    4. The file called "DeadByDaylight.log" is your log file

    Thank you.

    'ere you go

    DeadByDaylight.log
  • Her camera and vomit cooldown is still bugged as of the midchapter. Making at least 4 killers (pinhead, nurse, pyramid, plague) with unplayable, motion sickness inducing camera bugs. Please can camera/cd bugs get a little attention and love, so I can return to playing killer.

  • Still broken in the ptb and it is really disappointing as I've not been able to play her since last year.

  • I've had this a few times on various killers (most recently plague). It is eerily quiet. If it happens again I'll grab logs.

  • @fussy said:

    Took more time to test it all many times.
    Blight's C33: thank you. This buff open space for more addon combos and by itself it's not awful now. Should be released at this state. Removing hugtech is big L btw.
    Clown: amazing changes. But can we decrease Antidote activation to 1,5s please? It will create so much more situations, where you can express skill and use both bottles to outplay some places. And Pinky Finger just need rework, it is awful now.
    Demo: good, but he feels the same. Hope he will get more than this soon. At least addons and portals could see some work with.
    Doctor: good changes, but he is kinda in the same place, just less addon dependent.
    Hag: still waiting for 4,6 Hag. Still hate her gameplay.
    Huntress: great changes! I know you guys read a lot of crying about her, but stay strong. Especially since you didn't buff her m2 movespeed, she is the same killer as before, just slightly smoother. I still heavily believe that speed with hatchet shouldn't be reverted completely and we can see something in between. At least give her Shiny Pin basekit please. Maybe she might have 6 hatchets in basekit instead?
    Pig: firstly i thought it's great change, but to be fair, now i think that ambush is almost the same. Crouch > leave loop > repeat. It definately more useable in more loops, but overall it's the same experience. Please consider add 5% speed to ambush, or prolong it slightly further.

    hag still doesn't need 4.6, you still don't need to like all killers

  • @nodforkiss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686993#Comment_3686993

    thats not my experience. i usually see 1-2 DS every match. most cocky survivors will bring it alongside with OTR.

    Definitely wouldn't be me running wicked, otr, ds and dh.😶

  • @Emeal said:

    I still think DS should disable Killer powers for 10 seconds, even if it stuns for 5 seconds.
    The reason being that ranged and fast Killers can still close that 3 second cap, Otz proved that in a video.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686993#Comment_3686993

    DS is in a greater spot than most perks.

    It should be either or. Both the increased stun duration and the killer power disabled would be busted and really easy to use aggressively. Already with 3s that is how I use the perk and against most of the roster it is very solid. Also, the incapacitated shouldn't be as long as 10 seconds imo, just like 3-5s after the stun ends.

  • @[Deleted User] said:

    If it's in such a great spot, why does nobody use it?

    https://nightlight.gg/perks/Decisive_Strike

    It is used, I use it all the time, I see it all the time. By nightlight's stats, it is the 17th most used survivor perk out of 137 perks. Also, did you miss the spot where I said it was in a great spot against most, but not all killers?

  • Decisive Strike has been confirmed to be having the stun duration increased to 5 seconds again, but this doesn't address the issue with the perk. With smart positioning of where you choose to die, this perk is already in a great spot as an anti-tunnel tool/nuisance hit-tank tool against the weaker half of the roster. The issue is against the S/A tiers and this change doesn't address that discrepency.

    Keeping the stun duration at 3 seconds but adding an additional affect of a killer incapicated status effect (essentially no m2s for a few extra seconds, but m1s still work) would better bridge this gap. This would make the perk do more against the killers able to just blink/rush/hatchet etc immediately after the stun, but not unnecessarily make the weaker tiers weaker.


  • @Devil_hit11 said:

    I agree. hag should be 4.6. For some reason, dev are stubborn to do that and have this Mint rag & Waterlogged shoe add-on separate.

    Hag did not need her traps to become smaller. I don't like my traps being smaller because it makes your web less prone to getting trigged. what hag needed is hindered effect from Waterlogged shoe to be base-kit and have lingering duration of 2 seconds. that way, if a trap is triggered on the side, hindered effect would still allow hag to tp to trap then m1.

    the previous 4.6 m/s for waterlogged shoe should be base-kit. The add-on would improve hindered from -8% to 15% and increase m/s by 3% but remove ability to TP.

    The traps being smaller is an amazing buff and has helped with her biggest weakness (harrasers and bait triggers). Sure it is double edged and you'll have to place the traps better now, but it is so, so nice for landing hits against survivors who know the trap is there. Maybe they could've had one of the reversed addons stay as an increased trigger size for the people who prefer a larger trigger range.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685115#Comment_3685115

    What if they won't touch m2 strength and will make her 4,6?

    Btw, i watch right now Hag main which was mentioned above and here what he said:

    https://us.v-cdn.net/6030815/uploads/T8QFD635C4BB/image.png

    and then she'd have less counterplay and end up with a higher than intended killrate.

  • As a frequent hag (I'd say probably my 2nd main), please no. She is already in a really, really good place, especially after the buffs. Her killrate sits almost perfectly at bhvr's goal killrate. If it isn't for you it isn't for you (or anyone else), but it is for me and other hag enjoyers and that's okay. In general I'd rather they not 4.6ify all the killers at all tbf, it is a huge balancing task, comes at the cost of the m2 strength, and homogenisation like that just kills identity.


    Also, frankly with the way I play Hag, I have never triggered the 3 gen mechanic despite playing an area (I do whilst playing other killers and playing the entire map though, but that's a tangent rant not related to Hag).

  • @NotJared said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674788#Comment_3674788

    After playing against Strength in Shadows for a few weeks, I've been unable to adapt to the perk. It's frankly incredibly strong, and each player that runs the perk allows my pressure as killer to snowball away.

    Especially when combined with Botany Knowledge and other heal speed-increasing perks, being able to self-heal without a medkit in less than 30 seconds is insane.

    Even when I know players are running Strength in Shadows, making the trek all the way over to the basement as Killer is such an incredible time-waster that it's not worth it just to catch one healing survivor near no generators, especially towards late game.

    Survivors swarm generators like flies, and every time I injure one they just flee away to the basement to heal up and if I follow them I lose the generators, but they're guaranteed a quick 30-second heal to reset the process. This cycle is incredibly stressful to play against.

    This also enables especially altruistic teams to take advantage of the self-heal speed, allowing one person to body block and take hits for others and very rapidly healing by themselves while 2 other players remain on generators (because another one isn't needed to heal, allowing twice the progress to be made on gens while one heals themselves alone). I've been having numerous games where the same player is even able to body block against me multiple times in one chase due to the sheer speed Strength in Shadows allows them to heal.

    Nobody is attributing stressful games to the perk right now I think because it's not as immediately apparent when it's being used as Boons, which make map-wide audio cues when they are in play.

    However, Strength in Shadows cannot be as fast as it is: it's creating a level of stress playing as killer that I've only had matched by the first several versions of Circle of Healing, all the troublesome versions of Dead Hard, and the 6 months Made For This was problematic.

    From playing with it as the survivor I can also agree and I frankly don't understand why I am not seeing it much with how completely free and strong it is, especially when paired with altruistic plays like bodyblocking/ftp+buckle etc. At the very least the perk needs to be changed so you actually need to be in basement (not a toe into steps) and it is more of a risk. Though even then I think it would still be a problem for the same reasons old CoH was.

  • @WitchWalpurga said:

    I like the Unknown so far but there is one thing which is really strange and inconsistent to other killers (dredge especially), after teleporting there is NO cooldown to use your m2 again? I Mean okay, you should not be paralyzed after teleporting but being able to instantly make even more disance up with your m2 power is a bit crazy. So even after reacting to a placed illusion correctly, you are often screwed because he can just fire another shot. This is the only thing i really dislike.

    I think the two powers are intended to supplement each other. In chase against better players you have a very, very small window before weakness is removed and you won't always have time to line up a shot. Against these players you will often have to use the teleport to preserve/pocket the weakness and then fire a grenade from an unknown angle. It's honestly incredibly creative and lore fitting how the power is designed and plays out. If you remove this power syngery/add a cd, better players would just turn you into an m1 killer and it would limit the skill expression the killer currently has.

  • @Leonardo1ita said:

    Please give an icon to Wicked, so your teammates now you have it and don't come to the basement.

    a few perks need this kind of qol tbh, deli and plot twist should also give an alternative colour aura/notifcation

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681239#Comment_3681239

    So by that token it's just another useless perk to add to the pile. Cool.

    Just because you personally cant get use from a perk doesn't make the perk useless.

  • Worth it or not, we shouldn't be messing with passive speed, have we not learned that lesson already.

  • @DrHyk said:

    Wicked: This is too reliant on survivors being hooked in the basement, a buff I would suggest is making it so even if you're second stage; if you are hooked in the basement: you gain a 100% chance to get yourself off hook.

    Geez no. This perk has become a staple of my build and needs no changes (unless bhvr want to give me even longer wallhacks on the killer). It is really easy to bait or even outright force a basement hook. A self unhook is a huge pressure loss for killer and that should be situational. And tbh even without the self unhook the aura reading is really, really solid, especially with an anti-tunnel/nuisance hit tank build. The perk's very existence also acts as a deterrent for basement hooks. Probably my favourite perk released since Plot Twist.

  • With something like 45s between placing them...entirely managable on the survivor end imo.

  • @alpha5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679990#Comment_3679990

    It is not about them being literally hard to see but them being everywhere if you give him an unlimited amount. Hard to see ones as in unexpected so you do not check during the approach or even if you do check there is neither time nor another location to go to.

    Isn't it maximum 4, 3 with the iri addon? Seems pretty limited to me.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678430#Comment_3678430

    I mean you can argue about much stronger the ambush got, but it did get stronger, how would you even reason otherwise?

    Probably because the same issues it had still exist. It is still hard countered by a predrop and highly telegraphed making it hard countered by just leaving the loop and making distance when the pig crouches/uncrouches. It is an incredibly situational chase power that cannot/should not be used for actual out of stealth "ambushes" and can only work at certain tiles.

  • @CammyChameleon said:

    After playing well over 150 Matches as this killer....

    I am very frustrated.

    The amount of effort I have put into learning him with over 5k hours just isn't working. Which is shocking since even singularity felt better than this.

    His power is just SUPER unrewarding and easy to get rid of, but only specifically against good survivors.

    Nearly every chase I play goes like this. I get them weakened, try to align the next shot, they dodge, I wait out the dodge, then I shoot and their weakened goes away right before I hit them. There just simply isn't enough time, and the fact that they keep removing the weakened around walls after looking away, and the fact that it goes away in just 10 seconds is insane.

    It's suffering the same fate as release rework trickster with the 10 second laceration timer. There just simply isn't enough time to follow up another shot.

    I think the best fix without making him overpowered would be to make it take 15 seconds to remove weakened. Just like how trickster had the laceration increase to 15 seconds from 10, and it really helped a lot!

    Other than this, he is really fun to play as the trick shots are nice! Survivors are just mostly not hugging walls anymore though so those are becoming pretty rare. He may suffer the same fate as pig where they think he will be too strong and not get the buffs he deserves.

    Eh, I just disagree. I've also been playing a lot of matches as the new killer. And I've been finding the power super rewarding, especially since you refresh the weakened on an injure now and are rewarded with more time for landing your shots and not taking the free m1 when it is offered. Sure some players have been good at juking the power, especially mid range, but having to earn your downs is where the fun is at. Usually the juke costs them distance anyhow. It is super satisfying landing the UVX in the short window as it feels fast paced and like your skill matters. There's enough time for one shot, which is somewhat similar to artist, missing it does deserve the weakness removal as punishment.

  • I've been running more of her perks and for the same reason CoH and Self Care were nerfed, so should Strength in Shadows. I think it should go back to the old 60% and/or be unable to be stacked with other healing perks. Free self heals that are more efficient than a group heal aren't good for the game. At the very least you should have to actually be in basement on the bottom floor, not dip your toes on the steps for a basically riskfree heal.

  • What huntress needed (and frankly dredge, trickster and survivor locker perks) was a map locker rework. So many maps have huge locker deadzones and make these killers more map dependent than they need to be. The wind up buff is solid, huntress's base wind up was p. painful.

  • Hag very much does not need to be 4.6.

  • @Coffeecrashing said:

    Hag's addons still feel underwhelming:

    1) I think we need -30% trigger range to stop people from doing the "run at the trap while looking away from you" thing, which means we're always using the green rarity trigger range addon, or we're stuck using the yellow + brown rarity trigger range addons... which doesn't feel good. If BHVR doesn't want to actually remove the "run at the trap while looking away from you" thing, then I wish something would be changed so that the yellow rarity -trigger range addon was enough to stop this, so that we aren't stuck burning through bloodwebs for a very specific green rarity addon.

    2) The +setting speed addons feel bad, because setting a trap has 3 phases, and these addons only affect 1 of these phases. The game feels so much faster now, than it did when Hag was first released, and Hag's trap setting speed is so slow that it's a relic of long ago DBD.

    3) Teleport range still feels bad. How can BHVR tell us they don't want killers to find a 3 gen, and defend it the entire game, but still force Hag to have such a low teleport range that she's sort of stuck just defending one side of the map, if she wants her traps to always be active.

    4) Hag being 4.4 is kind of garbage in modern DBD, considering that she often has 0 chase power if the survivor runs to an area with no traps. And if the survivor isn't stuck at a specific loop, then trying to set a trap mid chase just causes the survivor to run away, which means Hag is still not really using her chase power (unless there is a really obnoxious loop that Hag would rather run away from immediately). Can we just make her 4.6, then figure out whatever buffs/nerfs need to happen to balance it out? Trying to run around pallet loops as a 4.4 killer feels bad, if the survivor is really good at hugging the loop.

    TD;LR I still don't feel like Hag is worth playing in modern DBD. And yes, there was a time period in this game, where I thought Hag was really good. But that was long ago.

    No, thank you. Can we not make a balanced killer 4.6 please, she really doesn't need any changes and sits almost perfectly at the intended killrate. I'm still not entirely thrilled at 4.6 trickster.

  • Yep, just chiming in to say it still affects normal gameplay, and blocks generators so far apart from each other that no one could ever consider them as part of a 3 gen. Hell I played a pig match with only Pain Res and a gen blocked purely because it was the middle gen and the survivors were throwing themselves on it.

  • Blast Mine and Head On being able to remove a power that you may very well have once in a match is kinda messed up.

  • Strength in Shadows is kinda problematic. I've been using it a lot and an infinite self heal that is more efficient than a normal heal and stacks with other healing perks isn't good for game health. It completely messes with normal game flow, removing the need for teamplay and coordination. That said, healing bar go weee with botany, resi, desperate measures.

    Wicked has been a lot of fun on a complete anti-tunnel build, 20s of aura reading is nothing to scoff at. Not certain how I feel about the free unhook in basement as it can be forced and is free pressure, but I've been enjoying it, whether it is good for game health we'll have to see.

    Invocation: Weaving Spiders, please I can't take another match of solo queue with randoms running this perk. Not much you can do to fix it as by design it creates a 3v1 for 2 minutes and messes with normal game flow. Maybe when/if other invocations are added it will be worth the slot/time, but for now running this perk is throwing the game.

  • Perfect and I absolutely love the Unknown in everyway as both sides. Juking the power is rewarding. Landing bouncing trickshots, snipes, through-wall shots are incredibly satisfying. The weakened status so far feels like it is in a good spot with time it times to remove, the refresh on injure, and ability to hide to maximise your time to shoot. Maybe things will change as survivors learn the counterplay and get good with jukes and weakness removal, but for now it feels fun and balanced. Since release, I have not been able to put the Unknown down and return to my main, they're just that fun and there's so much potential with them to be discovered.

    I really don't understand the obsession with direct hits, the power is the explosion and you should be aiming for that, not a direct hit. If you get a direct hit, consider where you could've aimed instead to have landed the explosion. Sure, that's going to be a learning curve if you try to play them like huntress, but they're not huntress, nor would I want them to be.

  • Hag changes feel perfect, triggering traps is much riskier now, but the counterplay of baiting a trap is still somewhat an option if the hag isn't quick to react.

    Pig, idk I used to love the ambush, but it is still too situational. Ambush is fun for the rare time it is the right call, but this won't really help her all that much. Predrops and simply leaving the loop and making distance while a pig wastes time crouching and uncrouching will still limit her lethality.

    Clown, I never play as, but playing against has actually felt tolerable for first time since I am someone who easily gets motion sick.

  • No one likes the colour scheme of this map, it's an eyesore and scratch marks, blood and auras blend too much.

  • Too big? How on earth is Toba too big, it is one of the smallest maps in the game afaik.

  • I can see the size being a problem for the less mobile killers, but since the majority of the gens are pretty central it should be manageable. It has been fun so far on both sides and I'm absolutely in love with the design.

  • Linking/removing the sets isn't the solution, banning for harrassment is. Many killers have bought the sets not for malice but because they want to be a monster entity that mimics a creepy, adorable old lady. Or because they want to use gardening sheers with the default as it makes for a sick weapon. Besides the kinds of people to do this would do so regardless, surely it is better to be stricter with the reporting system to actually prevent them from from doing so in future.

    Alternatively could they not introduce partial linked sets where the weapon is not included in the link.

  • The wall openings being so rng makes playing this map infuriating. Many powers cannot be used as normal (wesker, larry, billy etc) and make for a painful time for the killers. Other powers completely nulify the loops (dredge, knight, artist, unknown) and make for a painful time for survivor. Nothing can really be changed about the map to fix its issues though.

  • Probably my least liked of the Autohaven realm since the sheer size/strength forces you to play half the map. I think the size is on par with Disturbed Ward and Shelter woods, which I personally think is past the point of a reasonable sized map. Same as Suffo 1, which side it is depends on how it is played, both are more or less balanced. I know many people like chokehold maps as strategic maps, so I don't think they should be changed much/at all, I just don't personally enjoy them.

  • This applies to all the Macmillan maps, but totem spawns are too easy to see and there's too many common, memorable spawns. If you run a hex build, they will be found incredibly soon into the match and then it is just GG you have 0 perks. Otherwise a decently balanced map and realm.

  • @Tipsy said:

    Large map and has two strong spots on the map for survivors. First main building can multiple safe or god windows. one variation can spawn a literal infinite if the survivors know how to shift tech to lose chase. Shack is connected to maze tile and which often a long wall or a short wall gym making it almost never worth it to chase there as killer. most pallets on map are safe.

    It is one of the smaller maps in the game.

  • Same issue as Disturbed Ward and old Mother's Dwelling, both variants of this map are far too large for most killers to play. Map strength being tied to size is just boring on both sides.

  • Survivor spawns are also an issue on this map. If you've ever loaded into this map with Lethal Persuer, you'll often spawn in the middle of the map, seeing all 4 survivors in separate corners on separate gens. Unless you have Corrupt Intervention, coming back from that purely RNG start is going to be an uphill battle.

  • No one on either side likes this map. It is absolutely horrid to play on for both sides and forces incredibly unfun playstyles. House loops are unengaging and painful unless your specific killer power can play around it. The road is a dead zone for survivors. Killer has to only play the road. Survivors have to only play the buildings. It is also incredibly affected by gen RNG. As killer you are praying you have more gens in the road to make it somewhat playable. As survivor you are praying all the gens are in/behind houses to make it somewhat playable. There is also often a huge hook deadzone behind/left of the main where you physically cannot make a hook despite no anti hook perks in play. Even if I wouldn't consider this the most unbalanced map it is the first map I would delete in a heartbeat.

  • I love this map. It has a fun design, some of my most fun memories of dbd are the survivors taking me to the funfair to goof off. Loops are decent but fair. Gen spread is decent but fair. Size perfect. Honestly a contender for my favourite map in dbd.

    I've seen suggestions of something silly that could be added though. The new map has a pallet that makes the arcade go off, would there ever be the possibility of a pallet that makes the High Striker in the funfair activate?

  • Up there for strongest maps in the game for survivors. Too large by far with the large main pretty central and reachable wherever you are. Gyms into gyms. An unegaging strong main, with 2 god pallets and arguably two too strong windows. The breakable wall you just have to break asap which isnt interesting.


  • @Devil_hit11 said:

    very imbalanced map for survivor. too many god pallets that can easily be chained such as main building, that house of pain, shack. Early game stealth is strong on the map. The map is big for killers because killer have to walk into building then walk out of buildings. The only saving grace of this map for killer to beat strong teams is to hook someone in the main building basement and proxy camp from very start of the game. Other than that, the map looks like 2016 dbd map in term of balance. need heavy tuning down for survivor.

    Oh. I completely forgot about early game stealth on this map. I don't know what it is about this map, but everytime I get survivors stealthing out the entirety of Corrupt, it is on this map. It's also a map where I frequently will end up in a hatch 2v1 standoff, where both the survivors ultra stealth for 30 minutes. 2v1 standoffs are obviously an issue in itself, but they just feel so much worse on Badham.

  • Again, heavily RNG dependent. Which "side" it is is dependent on RNG. Mid map can just be a complete dead zone or you can get some decent RNG with main into log and into some solid fillers. I do enjoy the main a lot when the RNG suits it. The mini boat window as Trapper can't be trapped on the outer side which frustrates me every single time I play this map as him.

  • Both the swamps I absolutely adore the design of (I know I am in the minority here), but they are so RNG dependent. It is less about whether they are Survivor or Killer sided and more about which the RNG landed on as it can definitely be either or. Not a fan of the main on Pantry, I just don't bother chasing there as it is too much of a time waste and too isolated from the rest of the map to even bother. The map size is too big. Killer interactables like Plague's fountains spawn in the far corners of the map and there will be matches where it will be flat out too time consuming to collect your power leaving you as a spicy m1 killer.

  • Possibly my least favourite realm to play in. An unengaging strong main that becomes even more problematic when basement spawns shack and survivors start becoming unhookable/near unhookable. Killer interactables in the worst locations make some killers (plague) painful to play as. These maps have some of the safest and most spread gen spawns, making patrolling gens a nightmare on anyone who doesn't have a teleport. It also has some of the most disgusting filler spawns that can connect all the already strong buildings together. Then to make all the above worse there are 5 variants making familarising yourself with the maps unnecessarily difficult and confusing. It would probably be best to take the most balanced variants and completely cut the rest from the game.

    When I play survivor I don't even feel like I am winning the game here, it just feels like the map wins it for me.

  • I think it is fine to have maps the size of the Yamaokas, it adds flavour to the game having differing shaped maps and they're not unplayably large. It's the maps that start getting larger after these that are more of a concern imo.

  • Overall a balanced map, but it feels too large for the less mobile killers. Whilst the size is roughly the same as the other maps listed (both Yamaoka's), the large main in the middle makes reaching point A from B a pain for the lower mobility killers and makes the map lean survivor sided IMO.

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