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Also read in another post that the huntress skin being quiet is not intentional and has been raised as a bug
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@HamsterEnjoyer said:
Wait whats the huntress advantage?
THe new skin the lullaby is very soft due to it being a deeper voice. However, you can turn on the visual heart beat and see the lullaby through that letting you the huntress is close. So i wouldn't consider it pay to win as there is a way to detect it.
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They need to fix this rubberbanding issue. its becoming a major problem in games
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This is the error im receiving. Im now hit with a 60 min penalty
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Is there an ETA on when these will be fixed? They are there for one match and gone the rest of the time im in the game.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3235453#Comment_3235453
Except it’s not two days. It’s one day and x number of hours until 11am EST the following day.
The issue is the confusion comes in when it says 1 day and you wait the 1 day and its still not available. most people will see 1 day and think 24 hours later, not 1 day 14 hours
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@Bot_Salvo88 said:
When it says 1 day it means 1 day, 23 hours and 59 minutes.
yes, but is 2 days, not 1 day. 1 day from that point it will be available.
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Ive had a lot of matches between yesterday and today where the killer DCs as soon as the last gen is completed.
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i didnt get anything today or yesterday
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either a dwightcrow or neacrow charms that a majority of the community already have
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@jamally093 said:
Seriously they remove the whole scream thing because more then likely DMS would constantly go with it and not even a month later they just put the scream back in so what was the point in the first place to do it.
They readded the effect you get off the gen with PR because of Call of Brine where on the rare occasion someone would get 40+ skill checks because PR would proc on that gen when it was above 90%
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I am also having this issue
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I do like the fact they added a button so we can see the entire cosmetic not just the piece.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3224874#Comment_3224874
Wait whats that last one? Also isnt max game length now only 2 hrs or 5 min in egc
game time is now 1 hour or 5 minutes after EGC starts. To prevent hackers from holding the game hostage.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3224918#Comment_3224918
They added a cooldown to flashlights (which I personally don't like, but can't do anything about it since it's for accessibility)
They presumably fixed the problem with hooked-survivor-bubbles that prevented people from using Kindred efficiently.
They reduced the maximum time of a game to help prevent hostage situations from cheaters.
They made having two challenges possibles, which was not an "issue" exactly, but was very much asked for.
They presumably fixed the issue of incentives not being given at the end of the trials under some conditions.
And a lot of smaller bugs, can't list them all.
I think it's already nice :)
There has also been a lot of people that wanted a quicker way to get through the BW. They could have at least added that like they did the archive challenge selecting.
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@HugTheHag said:
I mean, we do get some nice quality of life stuff. People are always saying BHVR should take the time to fix issues rather than push for content endlessly.
Also, always nice to see Hag get some love.
What exactly did they fix?
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There a few things in this one.
-Flashlight changes
-New Hag Music
-one of the items letting hackers take the game hostage
but yeah...other than that nothing of real value
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@HungrySnek said:
"We banned already so many players and we are constantly working on new ways. We will bring you all these things in the next months"
Ah yeah everyone is seeing how much you are fighting against Hackers and how fast they get banned. (It's not like there are per day multiple Videos of New Hackers and hacker bots who stream the whole day and not get banned and even if they are getting banned they can just make a new account)
Oh and yeah nice we are getting things that every other game company could program in a few weeks at the end of the year only for the Hackers to Bypass it because you already told them now what you are working on.
They can ban the hackers. The issue is, Hackers have multiple tools and multiple accounts. If they do a hardware ban, they use a HWID spoofer to change their HWID to get around it. They ban an account, they 100s of back up accounts they acquired when the game is on sale or when it was free on epic.
Im sure the anti-cheat team is doing everything they can to ensure the game is safe from hackers and cheaters.
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Why is everyone worried about SWFs or Sabo squads? Can no one see how this is a good change for Solo Q survivors or does no one care? Its happened to me more than once as a solo survivor that im slugged for 4 minutes because the SWF doesnt want to help me up or the killer goes hunting for the 1 other survivor.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/347992/trying-to-figure-out-why-people-are-upset
This isn't taking into account the fact it will never be 45 seconds - it will be 22 seconds every single time.
And swfs will weaponize it.
Everyone is worried about swfs. What about how this is a good change for solo q players that get left slugged by swfs. Are they supposed to stay slugged for 4 minutes because the swf doesn’t want help them?
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/3201451#Comment_3201451
If you remove slugging as a way to build pressure for killers, you'll most like will see an increase of camping and especially tunneling, fun right?
The whole point is there are teammates around and having someone down should promote teamwork to pick him up... let's not pretend that survivors are routinely slugged for 4 minutes, because except some very niche scenarios a survivor very rarely stays on the ground for more than one-two cumulative minutes per match, and still they have the ability to move towards teammates to get help or under pallets, so they're not out of the game.
You dont always have a full team. People DC, go AFK, if you are Solo q you tend to get ignored. However most times i see killers slug is when they already have a 2 K and they slug one survivor to go hunt for the other.
I have been slugged at 2k and left to bleed out because the other survivor just hid lockers while I bled out. Why should I be slugged for 4 min because my team mate is hiding like coward instead trying to help just because they want hatch.
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For Solo Survivor, this is a good thing, for killer facing a SWF, this is definitely a bad thing.
As a solo survivor, i cant count how many times ive been left slugged because "my team" didn't want to come get me.
From a killer facing a well organized SWF, this is defiantly going to be abused where after downing one survivor, a teammate can come up and lopp the killer giving the downed survivor time to get back up and run away
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@Pepsidot said:
So do you not pick yourself up faster with Exponential or Unbreakable anymore? I don't get it.
And I don't see the point of removing Mori's from Devour Hope and Rancor just because this new Mori mechanic exists, I don't get that change either.
Not sure what to think right now because I'm confused about a lot of it and these are some BIG changes. I have so many questions like, if a Bubba chainsaws an entire team, the game instant ends? Whereas before maybe someone could have used deliverance or unbreakable?
Is the Mori triggered automatically? Why? This means no more slug races at exit too, right? ...
You do pick yourself up faster still. It increases recovery speed and it does affect the time to pick yourself up.
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@CosmicScarab said:
More base kit survivor perks and nerfs for killers, fun. Expect a lot more camping and tunneling in the future if these changes go through.
I didnt see any nerfs for killer. What Nerf is coming for killer?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3200158#Comment_3200158
It would be pretty quick, but going down near Exponential is easier said than done, and the time you spend crawling to it is time you're not recovering. Bearing in mind that the Killer hears the boon when within range, they could easily kick it before they walk away or judge whether or not it's worth the risk of leaving you slugged. It ends up being pretty situational. Whether or not you think that's worth two perk slots (maybe a third for Tenacity) just in case the Killer slugs you, I'll let you decide.
My question is what about the add-ons that allow for Mori's like Myers Tombstone?
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3200153#Comment_3200153
Where is this info about slugging coming from?
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3200145#Comment_3200145
Yes but didn't they say the speed you recover affects the 45 second timer?
No the recovery speed overall is quicker. you cant pick yourself up except for 45 seconds after being downed
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Actually, they are removing that from unbreakable.
Perk Updates
With both the Mori and the ability to pick yourself up now part of the base kit, a handful of Perks that grant these abilities will need adjustments. Therefore:
- The ability to pick yourself up has been removed from Unbreakable, Soul Guard, No Mither, and Boon: Exponential, as this is now part of the base kit.
- The ability to Mori Survivors has been removed from Rancor and Hex: Devour Hope, as this is now part of the base kit.
In addition, some of these perks will have changes made for the PTB. However, since this is an early preview, the in-game descriptions have not yet been updated. These are:
- Unbreakable: Now increases dying self-recovery speed by 80/90/100%.
- Rancor: Once all generators are powered, the Obsession’s aura is revealed for 5 seconds, and they are permanently inflicted with the Exposed Status Effect.
- Hex: Devour Hope: Once 5 tokens have been earned, any Survivor placed on a hook is instantly sacrificed.
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@SuzuKR said:
The 61% number means basically nothing anyways.
I started using NightLight.gg recently. Granted my personal escapes be below the 39%, but the overall was 61/39. Those stats are for overall amongst all skill levels.
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@Yankus said:
I try to avoid steam players because so many cheat. I had a game where I couldn't catch a Meg that was just running in a straight line while I was on a 115 killer, they showed up as cross play so I couldn't avoid them. Something was obviously off about her but it was whatever, maybe she was a God Meg. As soon as the game ends she starts talking in chat and it's just like of course she's on a free epic account...she wasn't using any super obvious cheats besides being about 5% faster without any perks that provide that. I always give them the benefit until I see that there are no perks on any survivor that provide haste.
Please don’t bunch all steam players together like this. I play on steam as a survivor and have to deal with hackers too. Some are from steam, some are from epic. It didn’t help that they gave the game away on epic for a week, allowing these hackers to get hundreds of accounts created so they can hack the game.
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@Yankus said:
I try to avoid steam players because so many cheat. I had a game where I couldn't catch a Meg that was just running in a straight line while I was on a 115 killer, they showed up as cross play so I couldn't avoid them. Something was obviously off about her but it was whatever, maybe she was a God Meg. As soon as the game ends she starts talking in chat and it's just like of course she's on a free epic account...she wasn't using any super obvious cheats besides being about 5% faster without any perks that provide that. I always give them the benefit until I see that there are no perks on any survivor that provide haste.
Please don’t bunch all steam players together like this. I play on steam as a survivor and have to deal with hackers too. Some are from steam, some are from epic. It didn’t help that they gave the game away on epic for a week, allowing these hackers to get hundreds of accounts created so they can hack the game.
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Nice
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Cheaters and Hackers are an epidemic in this game. BHVR cant just come out and say what they are doing to protect against the hackers and cheaters. The worst thing they do is put this game on sale numerous times making it easier for people to get numerous copies of the game to continue the cheating if they are banned. There should be 30 minute time limit on games, not 2 hours. A single match in DBD should not take more than 30 minutes.
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Killers have an issue with WoO and survivors have an issue with Lethal Persuer. sounds like a wash to me
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Yes reporting is still the same, but why is it on the players responsibility to provide the video evidence. Most players do not record their games when they play. So why is it our responsibility to record and provide the proof of cheaters and not BHVR or EAC?
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Well the killer ones can be done naturally. Most of mine are like injure 4 survivors with Virulent Bound as wesker or level up evil within 4 times as myers. The survivor ones are rarer to get and its like open the exit gate as Claudette or be chased by killer as Jill. Just wish there were more survivor dailies and they had more variety.
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/ABLEV9MKUVMG/image.png
First time i've ever seen this since they went live. Anyone else?
Ive seen this before. It usually means they have the perfect amount on both sides.
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In my last 26 matches:
Doctor and Huntress are the most common
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@Cybil said:
Just realized I haven't seen any Huntress use this add-on in months. Is anyone getting it regularly still? Used to be almost every Huntress used it.
Like I said in my post. I see more tombstone and infinite Teir III myers than I do Iri Head huntress.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3193249#Comment_3193249
Half-decent Huntress with Iron Maiden. One is more than enough.
HOw is a Iri head huntress any different than a Tombstone myers, or a starstruck Nurse, or any other killer that has an instant down ability?
With iti head hatchets all they can carry is one and they have no way to increase taht amount. IF they miss, they have to reload every time and you get significant distance.
I rarely see an Iri Head Huntress and if I do see one, they miss more than they hit with it.
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I have seen killer incentives. It’s just when I’m normally in bed sleeping in the off-peak hours of the game. Maybe when they finally decide to fix solo q, it might be more likely switch throughout the day.
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@WipeIncGamingYT said:
Very well written. And sorry, you forgot about the swf vs solo q issue. There are tournament swf teams that stomp almost every killer, even full time streamers, that make a living from playing video games.
My opinion is that average high MMR killers have to be buffed to be able to compete against average high MMR swf. And then solo Q has to be buffed. One way to achieve this would be reworks of maps. Get rid of too many paletts.
I am saying this as player who plays 90% of matches as survivor. There should not be a thing like free unhooks or free escapes. In my opinion survivors have to earn their escape (and their points). So 47% was way too high and 39% is much better.
I agree with some of your points here, but why should I as a solo a survivor be punished because my team
a) leaves me on hook and refuses to unhook me
b) they are scared and run off as soon as the hear the terror radius with no killer in sight
c) are more worried about completing their challenge than doing the objective and escape.
d) Sacrifice themselves on first hook because they don’t like the killer
I had a couple matches tonight where I did 2 gens, and recused people of hook and the only gens that competed were mine because everyone else ran and his when they heard the terror radius.
escapes shouldn’t be the only thing that’s towards mmr. I’m it saying people should have free escapes, but I shouldn’t be penalized a die in 80% of my matches because I’m stuck with others that don’t want to work as team and only care about themselves
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Ive just had 5 matches where I was the only one doing gens. Dont know why the others are so scared of gens. As soon as they hear the killers heart beat, they run and hide. So no, survivors are not a team even though they should be. Its everyone for themselves. Im sick of being other survivors leaving the Solo q survivors out to dry and do everything themselves.
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@EternalSinOfCain said:
That stats should always have Killers be in that range because first of all : Escape should be rare, not the norm. This is a survival horror game, where's the "Survival and Horror" when you're living half or more of the time? Secondly : You need to account for the reality of how the game plays, not what you "expect" the game to be played like.
After 6 years of DBD I would think the devs have noticed the trends among it's Survivor player base. That the biggest trend being chief among them is simple : Survivor players tend to do stupid things that get them killed.
Such as :
- Trolling the Killer
- Trolling each other
- Rage Quitting leaving the rest of the team down a player(s)
- Killing themselves on hook on purpose cause they didn't like the map, Killer, Perk didn't work, ect.
- AFK
- Bringing sub-optimal perks
- (This is the biggest one) Trying for REALLY stupid plays at the end.
Number 7 is the biggest skewer of stats. Millions of deaths can easily be attributed to survivors just NOT LEAVING when they could have, and should have. What would have been EASILY a 3 man escape, turns into a 3k or 4k. All because the Survivors JUST HAD to go back for the ONE DUDE who got caught at the end. They hook bomb a killer and pay the price.
Basing the games balance on survivors doing optional stupid plays is NOT a good idea. You're putting the Killers at the mercy of Survivors doing the dumbest, most sub-optimal, and frankly "I'm a whiner" plays in order to get anywhere. Meanwhile, Survivors that don't, just PUB stomp Killers cause they aren't going to do stupid crap like that.
You forgot one. Survivors who do nothing all match because they need to do a stupid tome challenge like bring only Self-Care and escape so they tend hide all match. Or hide with 10m of killer for 120 seconds so they arent helping the team do anything. Where Killer challenges are the natural flow of their game for example put 6 survivors in the dying state, hook the obsession 3 times in one match. Where with survivors we get challengs like stun the killer 4 times in one match so we have to camp pallets or not work on gens and hunt down the killer just to get a chase.
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@ThiccBudhha said:
I do not even know where the hell APAC is, but I would assume occam's razor applies and that region prefers consistency over viability, which is fair enough. I just gave up on that perk, though. I am a sociopathic narcissist and even I do not run it. Lol. Take that as you will.
APAC is Asian Pacific.
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oh yeah the game feels real "balanced" with all the DCs, suicide on hooks, tunneling, and camping. Solo q feels real balanced right now.
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I wonder how much of the 61% is because of tunneling and camping?
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@AcelynnBen said:
i think the escape rate is so low mainly because survivors keep killing themselves on hook or dcing
that and hatch escapes dont count as escapes.
They have come out and said hatch is a null when it comes to MMR
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189668#Comment_3189668
Which is 1.5 survivors escaping on average. There are still games where the survivors escape with 3 or 4 survivors. There's just less 4 man escapes.
What would actually be problematic is if there was 75% kill rate as it would mean that killer is winning every single game on average. Which is what got reworked Freddy nerfed.
60% Kill Rate/40% Escape Rate is still close to 2 kills/2 escape on average with a slight favor on the killer. Which is fine for an asymmetrical game where the killer is a single player versing 4 survivors.
and that is not balanced. 53/47 was balanced before the midchapter. 61/39 is not balanced
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189638#Comment_3189638
61% translates to around 2.5 kills on average. The complaints are stemming that killers are getting on average half a kill more. It's really not the end of the world, but 61% looks like a worse number than spelling out 2.5 kills.
With changes to end game to favor killers more, no more end game ds, what is likely happening is games that would have likely ended being a 0K are now ending as a 1K as the killer is more able to secure that single kill than before.
The number that is more concerning is the 39% escape rate for survivors. How is it that balanced?

