n000b51
n000b51
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I don't know if "Residual Manifest Need a buff" but I know that perk doesn't work as expected anymore.
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A lot of positive & constructive mindsets in this thread ngl.
I guess whatever happened to you, can happens to everyone else.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118041#Comment_4118041
It looks like they just reworded it. You had "DC" which was called "Abandon" in game. But then you had the "Free Abandon" which was also called "Abandon". Now the "Free Abandon" is called "Surrender" which it was already called in the code (on the stats site).
Simple like that… Thx
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118125#Comment_4118125
Ah so we got Survivor Rulebook for 2V8 now
'Killer's argument' from 2019…
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@colossusqw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117958#Comment_4117958
The issue with Nurse is she does not really play the game. The design problems start when the killer is exceptional at bypassing pallets and other parts of the gameplay loop, whilst having no way of competitively engaging with regular chases.
What I'd do would involve some hefty nerfs for her ability usage in chase, mixed with some buffs for her regular chase, forcing nurse to actually engage with pallets and window loops:
- Buff: Increase base speed to either 4.4 or 4.6 (This is crazy, but hear me out)
- Change: Blinks are no longer on a charges system, but have a cooldown post blink.
- Change: Post blink cooldowns are larger depending on if you used one or two blinks, + if you used a blink attack.
- Nerf: Post blink cooldowns do NOT recharge automatically, instead the nurse needs to hold CTRL to manually go in fatigue and is locked in it until the cooldown is over, to then receive back the blink ability. (This severely punishes stopping to recharge blinks mid chase, rewarding trying to finish a blink attack with a regular m1 chase)
- Nerf: While charging a blink, the nurse cannot see any player auras. (This part is to reduce the prevalence of aura reads as a way to not need to understand survivor pathing and play around it)
What this would do is quite simple:
It would keep blinks dangerous and scary, but it would completely stop the nurse from being able to reload them mid chase. Instead, blinks become a valuable resource to be used sparingly in nullifying a loop or catching a player offguard. The nurse would be actually usable in regular chase, but would need to actually engage in the chase to down you instead of waiting for the recharge and blinking you down. It would make her vulnerable to all the pallet dropping and window vaulting that constitutes regular ingame chases for the first time ever.Not bad ideas… however, no main nurses will be agree with these changes, naturally. But I understand the research & development.
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Vaults are an infinite ressource although pallets aren't though. Add to that, the windows aren't present on every maps.
You forget WoO gives to survs more info than just where the pallets/windows are available: during match you can identify where are the breakable walls still present on the maps (very useful on Meat Plant where some deadends are hidden behind a 'gold pallet' for example), where the killer is currently looping & where are the empty spaces…
All the info will be gone as soon as this perk will be changed… -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117062#Comment_4117062
Pick yourself zanshin and do it. :)
I'm trying but Denuvo doesn't make it easy.
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@Elan said:
Standard map has about 25 pallets. Should be 15 pallets imo to be balanced. Would also make killers like Bubba or Myers much better rather than predropping breaking simulator
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117047#Comment_4117047
MacMillans, Coldwins Farms, Borgo, Trickster's Delusion, Crotus, Autoheaven, Eeriye, RPD…
Did you really count them all between yesterday & today ? I've never counted so many on all these or I should count them again to see it by myself… Or we don't count in the same way…
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@legi0n said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117047#Comment_4117047
just stop responding to him bro, he is here to ragebait people
I can reply, but his 'ragebait' as you called it is the pure truth: @lovlor has right, Meat Plant has more or less 22 pallets that you can count with Zanshin Tactics for example. It's the easier way to notice how this map is FULL of pallets (good or bad) whereas Midwich has just a defined number of pallets & vaults that it respects your 'standard': 17 pallets, 3 vaults, 3 breakable walls . Just like RPD…
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@Triglav said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117010#Comment_4117010
I think we should focus on your logic instead. What do you think should happen? You think survivors should continue to get more action speed bonuses across all actions when they get injured? You think that when a survivor takes a hit they should go faster and faster with no penalty?
My opinion is worthless to you so tell us then what you think should be done instead to make this game more fun for killers while making survivors go faster? I hope you can tell us.
I can't tell you what it should happen, my broken english doesn't allow me to argue a lot with you about that. And it wasn't MY logic. I just can tell you Meg with her Resilience was created at the time where survivors were facing of just M1 killers like Trapper, the Wraith, the Nurse or The Doctor. In this time, you didn't have - as survivor - to deal with all the ranged killers with all the indetectable effect & instant tp everywhere on the map. The killer has to commit chase when he has found someone, to hit & to down him before to hook the survivor.
In this time, when this perk was created, the devs probably have a very different idea about their game, what & how difficult are the chases & their objectives. -
@Triglav said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116999#Comment_4116999
I'm glad too. I don't expect anyone to listen to me, the devs can do whatever they want at the end of the day. If it gets to be too much I can just quit and move on to another game.
We definitely don't need a perk that covers multiple actions and gives out bonuses for just losing a health state though across so many actions.Why not ?
Can you list all the different effects that a killer can apply on survivors ?
Killers still have some (old) perks that it can apply 2 or more effects on survivors tho'.
If I understand correctly your logic, 1 perk = 1 effect only ? -
Or let the Hillbilly for those to know how to play him without external assistance.
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To listen to you, all old perks for old characters need a nerf. Glad you don't work as advisors for BVHR…
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k, no idea who is this dude.
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"The difference between a Billy with Engravings and Boots and a Billy without is night and day. There is hardly ever a time that I see a Billy without them"
It's hard like almost all old killers without add-on BUT it is not impossible… You just have to… LEARN it first, it doesn't require too much tho'.
Nowadays people, you know… they don't have time to waste for that: they want everything, all immediately without effort… -
… you're late, it's just the nurse with the skin from Darkest Dungeon… *rofl*
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"A lot of players would love this"
Who exactly ?
"Killer like Azrael, the Angel of Death"
At the first glance, I thought you suggested Azrael, the cat of Gargamel from the Smurfs lol. Never heard of this biblical figure until you called it here…But survivors can already face of the Judgement & I think it's fairly enough.
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Fog Vials are just good enough to use under the hook &/or out of chase.
The Fog particles requires a lot of graphic resources & this feature is very greedy for that low visual effect & gameplay improvement… -
When you are playing Apex Legends, you can switch from the menu which server - location & latency, you want to play on.
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No, the point is: now 1 survivor can stun 2 killers with 1 pallet. That is new !
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I'm still playing in Low graphic settings without Antialias & I'm glad these options are still available in 2026 & personally I will use them as long as I can.
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Surprising, the Denuvo produces so many & various effects depending of the hardware & others. But I'm really curious to know if it actively fights the cheats as it is pretended to be. But it's hard to tell…
Finally the basic Easy Anti-Cheat wasn't so bad even it was useless again cheats… -
This funny thread remember me all the bugs we have discover with the locker, until this patch. And I can tell you, I will be glad if they just reverse some changes made recently & secretly before to complexify more these lockers mechanics…
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115458#Comment_4115458
It has never been nerfed in its existence. It has been buffed everytime they changed the perk. They never added the cooldown it was on the perk from the start they changed the values first and then they removed the cooldown totally. There has not been anything that would be called a nerf on it ever.
Well, as I use it since 2018, I perfectly remember an attempt from the devs to change this perk tho', because you already have this thread about this perk (complaints about this perk aren't new).
Also they have a countdown for a short while, reduce or expand the distance of the visible auras. Then they remove it bc nobody used it anymore.
https://deadbydaylight.fandom.com/wiki/Windows_of_OpportunityPatch 3.0.0
- Buff: halved the Cool-down durations from 60/50/40 seconds to 30/25/20 seconds.
Patch 5.3.0
- Buff: removed the Cool-down altogether.
- Buff: changed and increased the Aura-reading effect from a fixed 20 metres across all Tiers to a variable 24/28/32 metres.
I guess you aren't playing this perk or the game in this time period…
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115343#Comment_4115343
How was it nerfed?, I genuinely don't know.
Devs put a cooldown of 20 sec. on it… then next they remove it again… if I recall it correctly.
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@Wezqu said:
Windows needs a nerf not to be made basekit in any way.
Already nerfed tho'.
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"Why doing this tests on live servers and not in a ptb?"
Legit question. -
Fair thoughts. Thanks for sharing it with us.
The "Vote down" are so hilarious btw.
@ReviveMeMaybe :
Just take a break: as new boosted killer, I think we will see less & less Judgements as soon as the Denuvo's patch/fix will be released (sooner I hope ?…). I mean, for now, this killer is new, buffed to the bone, no coutnerplay. But in few weeks, the hype about this uninteractive killer will slow down probably.
It happens often in this way when a new killer is out: "he has to be strong to be played"… bc killers are leading the dance in this game. -
Already suggested 8-6 years ago…
Not everyone likes this perk as survivor (a lot doesn't need it at all, it's situational) & tbh there is a better perk than this 'Windows Of Opportunity' rn.
And for killer, Corrupted Intervention isn't required for all killers.
So for these reasons, I think your suggestion isn't good enough to be justified… -
@Carth said:
The problem with this is permutations. E.G it sounds like you are picturing it solely from a "I want to ban these 2-4 killers". But in a 4 survivor match that is 4 * (2-4) = 8-16 killers banned. That is a LOT of the roster. Add in queue dodging and MMR matching and it turns into a total rats nest of "what is your queue time going to be based on you and your teammates bans, as well as the current snapshot of killers in queue (E.G. What if you have a ghoul banned but there are 15 killlers "waiting" but they are all ghouls? What happens then?)"
Technically, the timer gives a good indication to anticipate it. If 15 ghouls are waiting, queue time will be higher. If it's too high for them, they just have to switch to another killer. Ghoul killers should adapt their playstyle to the requests too, they can do it.
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@BloodBehemoth said:
https://forums.bhvr.com/dead-by-daylight/discussion/471961/can-we-select-a-few-killers-to-not-verse
I'll make you a deal. You can choose to opt out of lobbies containing a handful of killers if I can opt out of lobbies containing SWFs.
This deal is a good one. But it will never happens neither so whatever. Nice try tho'
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"The Core Loop Stays the Same: Survivors do gens exactly like normal. However, even if all 5 gens are slammed out in 4 minutes, the gates are locked until the clock hits the 10-minute mark."
You just forget when the killer is AFK (often in low MMR for instance), nobody wants to stay 10 minutes long until the next match.
If 5 gens are slammed out in 4 minutes, the matchmaking has a problem & the trial is already over. -
"Has no one really ever complained about this?"
Legit questions require legit answers. But answers from BVHR requires patience, a lot of patience…
But we did, we complain about it & we ask for answer as you do. Almost all your complains & requests are already in the forums into the suggestions section. We just have to wait 10 years for minimal changes & improvements. Sometimes wishes are granted but in most cases, you aren't heard.
Finally, when time has past, new players replace the old ones, questions are forgotten & no more ask to BVHR… -
@CodeInThePit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114253#Comment_4114253
Man, that video is terrifying. Those green and white pixels flashing before the black screen are classic signs of a severe VRAM and GPU artifact collapse. Denuvo’s insane overhead is forcing the display drivers into such a critical timing delay that the graphics card is hitting the emergency brake to save itself from physical permanent damage
Yes, exactly this. I'm afraid for my hardware !
The thing is with Denuvo, my game crashes even during a custom trials against bots. Until the next patch, I'm avoiding more penalties trying to play in this way. -
https://www.youtube.com/watch?v=5IscFsjLG64&feature=youtu.be
Video about these constant & repetitive kicks… For now, I serve my sentence as punishment to try to debug when it really isn't my job… -
Ok thanks.
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@Reinami said:
In the Survivor rulebook™ it is bad if the killer slugs for the 4k, or doesn't "be nice" and let one go at the end, but for some reason when survivors stomp the killer, they never let the killer get a pity kill, they always HAVE to play as toxic as possible to get all 4 out. Why is that?
Just asking questions.
It isn't entirely true : I've already seen some survivors want to have a last juicy chase against the killer when the 5gens are done but it is rare. When the killer downs him during the EGC, it is always up to him to let the last chased to crawl up, to pick him up to hook him or to drop him on hatch.
But as I said previously, it happens only in 'fun' games that are very rare ! -
@Louxx said:
https://us.v-cdn.net/6030815/uploads/U3CY1YPH064A/screenshot-5.png
https://us.v-cdn.net/6030815/uploads/HP45EVE30JT4/screenshot-6.png
the reason why we need middle east server
yes please.
Playing with teammates with 132ms or more is unaceptable ! -
I've so rarely met Myers without his famous Tombstone Piece…
Tbh reworking only this add-on (or removing it completely) will be the easiest & fastest thing to do… -
'[…] to repeatedly slide over pallets, creating constant visual and audio notifications that disrupt the match. Such actions harm the team and create frustration.'
These notifications can be heared & seen by the killer only. It doesn't affect the 'team' but it only affects the gameplay for the next chases…
Anyway, such behaviours can't be solved by penalties as exponential as they are… -
No idea… You've got a red icon at the left side of the screen (above the 'Exhausted' one) but I have read anything about this stuff…
Maybe is your Aura revealed to killers by some actions ? Or maybe your Special Ability is ready for use ?
This stuff occurs on the 2vs8 mode only, so whatever… -
Aw ok then. Thanks for your reply.
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2 list of effects ⇒ why 2 distinct lists ? It is a lot of effect to learn.
Very complicated to know & identity all of these effects…Some are unique but globally there is a lot of similar effects = slower movements or slower repair/healing.
But what is his main special ability: Temporal Preservation ? -
I can't tell. How can we call that ?
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So just don't aim the butt' but the feet instead.
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Yes, indeed, great captures.
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@mahiroa said:
A while ago, an adjustment was made so that the in-game rating would no longer drop, but since then, I feel like I've seen more deliberate and malicious players idling and disconnecting.
Honestly, it's so ridiculous that the fate of this game is in the hands of these bad players. I've seen dozens of posts on this forum saying, "I couldn't win the game because my survivors kept disconnecting. They should nerf the killer." For some reason, it's always the killer who gets punished for dealing with the bad players. Survivors, please don't disconnect, we're going to nerf the killer... lol
Being hung from a hook and disconnected, not being able to turn on the generator and disconnected, being disconnected because the strategy they tried didn't work, being caught and disconnected after running into a locker... I'm sick of it. Players who abandon the game for such trivial reasons should be penalized with a lower rating. That way, we can provide the safe and secure generator repair simulation game they want, along with the doctor who leaves the game forever.
Remember, killers can disconnect too. It is not exclusive to survivors.
And killers gameplay's certainly take a big part of the survivors disconnection… It is just an endless fight without solution: since the game is released, disconnections become a thing more & more frequent… Penalties should reduce that but you know where we are now… -
lol yes indeed, you are right @Science_Guy : killers have perks & stuff to show locker auras, survivors have any…
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'Are you also experiencing almost constant packet loss at the moment?'
Yes, it can happens until 33% of the games. It is a common issue somewhere…
This icon informs you 'someone' (the killer or a survivor) has a problem. It shouldn't hold for too long but sometimes it doesn't disappear from the HUD all the game long. -
When she TPs on a TV, it takes less time for her to TP than survivor to take the tape. This even cancels the tape action.