What Are Your Top DBD Hottakes?

I'm wondering what people's hottakes are in DBD, here are some of mine

-I'm glad Dead Hard is "dying" (pun intended)

-I want to see Jason Voorhees and Alien added

-Get licensed cosmetics for some old licenses (Freddy, Michael, etc.)

-Give each killer unique lobby and chase music

-This game isn't dying

Comments

  • Matchmaking isn't real and this is a hill I will die on

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402292#Comment_3402292

    As someone who knows nothing about the FNAFs creator, I assume they have actively spoken out against LGBTQ community, correct? I'm just guessing here

    Either way, yes I agree with you that FNAF shouldn't be here because of that

    I'm not sure if I'm allowed to talk about it but yes.

    They gave money to some rather unsavory groups of people.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402296#Comment_3402296

    I'm not sure if I'm allowed to talk about it but yes.

    They gave money to some rather unsavory groups of people.

    Thanks for the info. I think I get the picture now

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402086#Comment_3402086

    Back when pain res used to have a loud noise notification,i had never seen it go off on my deadlocked gens.It might have gotten changed,i might be missremembering things idk.

    https://streamable.com/ic759l i even got a video for you mate.The burden of proof is on you at this point.

    I'm sorry, i don't understand what you were trying to prove here

    You hooked someone while a gen is blocked on the other side of the map. How does that video prove if it was affected or not?

    If you were looking for a loud notification that hasen't been in the game for a year now.

    I'll see if i can get a custom match with one of my friends to test it. If it doesn't work then i'm reporting it as a bug. There is zero reason why jolt would work and pain res wouldn't

  • Not really, people aren't telling the full picture here.

    He donated to people in power who happen to be anti lgbtq but that was not the reason he donated to them.

    Sadly enough Amerika has such a terrible system that if you support someone on one thing you can't finance it without financing everything those people support. He wanted more attention to the military as he was afraid of terrorist that were still a treat at this time. And you can probably guess for yourself who had to support to make that happen

    Not going to go too in depth as that's not really the point of these forums but there are enough video's explaining it. Matpat's is a good one as he stays pretty neutral.

    People often fail to mention he donated over 25.000 dollars to lgbtq. It's not Scott's fault he lives in a country with a broken system

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402311#Comment_3402311

    Not really, people aren't telling the full picture here.

    He donated to people in power who happen to be anti lgbtq but that was not the reason he donated to them.

    Sadly enough Amerika has such a terrible system that if you support someone on one thing you can't finance it without financing everything those people support. He wanted more attention to the military as he was afraid of terrorist that were still a treat at this time. And you can probably guess for yourself who had to support to make that happen

    Not going to go too in depth as that's not really the point of these forums but there are enough video's explaining it. Matpat's is a good one as he stays pretty neutral.

    People often fail to mention he donated over 25.000 dollars to lgbtq. It's not Scott's fault he lives in a country with a broken system

    Hasn't MatPat made like 30000 vids on FNAF?

    That's hardly a neutral stance.

  • The foundation of this game is broken... and BHVR doesn't want to change it

    Hook timers are soon to be longer

    Maps will be changed again (for better or worse... IDK)

    There will be more OG chapters then Licensed

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402319#Comment_3402319

    Hasn't MatPat made like 30000 vids on FNAF?

    That's hardly a neutral stance.

    The video he made about scott is neutral.

    It's been a while but in it he stated the facts and didn't pick a side.

    I'm not going to say Scott didn't do anything wrong. At the end of the day he did give money to people that could have been very hurtfull to LGBTQ

    Just reminding people that they shouldn't only listen to black and white statements but atleast attempt to find the truth that's in the grey zone inbetween before making judgement

  • Not all killers are sweating their balls of when they 4k. That might just be them playing casually and MMR stuck you with a higher MMR killer, leading to a slaughter

  • Solo queue is fine. It’s only issue is how bad the matchmaking is but that’s required to be bad because of how unbalanced the game is as it covers up the problems.

    Spirit takes more skill than 3/4 the killer roster.

    We should be able to see our own MMRs and in post game lobby of others.

    SWF should be visible in post game lobby.

  • @IWasLrft2Die said:

    -old hex ruin was fine and borderline weak because totems are in terrible spots

    -myers is underated. His mirror addons are great and his tombstone addons are Overrated. Yes you get a 4k but your score is awful

    -dcing should be handled differently. If killer disconnects, survivors max out survival score and it's considered an escape and you keep the item you started with along with whatever item you are holding when killer disconnects. If survivor disconnects, survivors scores are 30% greater (no cap) at the end and the killers gets all 3 hook counts for the disconnected survivor. 1st DC for the day 20minute ban, 2nd 2 hour ban, 3rd 2 day ban, refreshes after a week.

    -flashlights aren't nearly as good as some of yall make it out to be

    -there should be more hooks on most maps. Too many deadzones.

    -clowns yellow bottles are worthless.

    -keys should have another meaningful use

    you keep the items, and even the add ons w/o ace in the hole if the killer dcs i'm pretty sure

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401944#Comment_3401944

    you keep the items, and even the add ons w/o ace in the hole if the killer dcs i'm pretty sure

    You don't if you pick up a different item. you lose your old and don't keep the new one

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401944#Comment_3401944

    you keep the items, and even the add ons w/o ace in the hole if the killer dcs i'm pretty sure

    Unfortunately no. If the killer dcs when you aren't holding your original item it's lost (if they have say franklins) and I'm pretty certain you also don't get a new item you pick up either

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402143#Comment_3402143

    You do realize that some of these streamers are live for HOURS at a time right? All to just get 1 good game to be able to post on their YT

    Its like Apex content creators, they just post their highlights, not the dozens of games they failed beforehand.

    The keyword here is SOME. As in, there are some streamers, that get constantly matched with weak opponents so often, that it’s a bit questionable if the problem is matchmaking, or if the problem is the streamer purposely lowering their MMR, for “better content”.

    And we’re still not sure if “community SWFs” also break matchmaking, because when streamers SWF with 3 community members that might be low MMR, does that drop the overall SWF MMR enough for the streamer to matched with easy games where they can loop the killer for 3 generators or more?

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402393#Comment_3402393

    Unfortunately no. If the killer dcs when you aren't holding your original item it's lost (if they have say franklins) and I'm pretty certain you also don't get a new item you pick up either

    didn't know that you don't get the item you found in the trial honestly, i was today years old

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402396#Comment_3402396

    didn't know that you don't get the item you found in the trial honestly, i was today years old

    I think you do if you hold onto it the whole time but if you aren't holding onto your original item you are SOL

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402143#Comment_3402143

    Problem is that MMR still doesn’t even equal skill, we need some adjustments (not only Kill-/escape based but also number of hooks, chase times, chase wins/losses), and then it would already be enough if there was some indication in the endgame tally screen if your opponents were in your mmr range or higher or lower - without specific numbers.

    MMR works. It seems like everyone forgot that when MMR first went live, it heavily favored matchmaking accuracy, which caused certain streamers to no longer be able to win streak, and some of them even just quit the game for a while because if they can’t constantly stomp over their opponents, then they don’t have any “good content” for streaming.

    And the only reason people can get high win streaks again is because they relaxed MMR to favor queue times more than they used too. There were even multiple MMR tests where they tried various ratios of “good matchmaking” and “good queue times”, and what we have today is a result of those tests, because this is what the community wanted.

    People don’t really want better matchmaking, since that just means “every game is sweaty”. What they really want is easier games, which is the opposite of what an MMR system tries to do.

    We also know MMR works, because the stats BHVR released showed the killers being very close together for kill rates (certainly closer than most fighting games).

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402143#Comment_3402143

    Problem is that MMR still doesn’t even equal skill, we need some adjustments (not only Kill-/escape based but also number of hooks, chase times, chase wins/losses), and then it would already be enough if there was some indication in the endgame tally screen if your opponents were in your mmr range or higher or lower - without specific numbers.

    MMR works. It seems like everyone forgot that when MMR first went live, it heavily favored matchmaking accuracy, which caused certain streamers to no longer be able to win streak, and some of them even just quit the game for a while because if they can’t constantly stomp over their opponents, then they don’t have any “good content” for streaming.

    And the only reason people can get high win streaks again is because they relaxed MMR to favor queue times more than they used too. There were even multiple MMR tests where they tried various ratios of “good matchmaking” and “good queue times”, and what we have today is a result of those tests, because this is what the community wanted.

    People don’t really want better matchmaking, since that just means “every game is sweaty”. What they really want is easier games, which is the opposite of what an MMR system tries to do.

    We also know MMR works, because the stats BHVR released showed the killers being very close together for kill rates (certainly closer than most fighting games).

  • Okay, prepare for some searing hottakes:

    • Legion isn't that unfun to play against
    • Dead Hard is still going to be a top tier perk next patch; it will be just like in 6.1, its usage rate will plummet and then recover over time
    • Both sides should be able to see if and which Survivors are in a SWF group, in the lobby
    • Skill Checks would need to be reworked into an RNG mechanic to balance Perks involving them
  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402286#Comment_3402286

    MMR works. It seems like everyone forgot that when MMR first went live, it heavily favored matchmaking accuracy, which caused certain streamers to no longer be able to win streak, and some of them even just quit the game for a while because if they can’t constantly stomp over their opponents, then they don’t have any “good content” for streaming.

    And the only reason people can get high win streaks again is because they relaxed MMR to favor queue times more than they used too. There were even multiple MMR tests where they tried various ratios of “good matchmaking” and “good queue times”, and what we have today is a result of those tests, because this is what the community wanted.

    People don’t really want better matchmaking, since that just means “every game is sweaty”. What they really want is easier games, which is the opposite of what an MMR system tries to do.

    We also know MMR works, because the stats BHVR released showed the killers being very close together for kill rates (certainly closer than most fighting games).

    Sorry. But no. This MMR needed to settle for everyone which needed time which would explain the different experience after release and then after some time.

    Or do you have a source that says they actually relaxed the MMR later on?


    also, the statistics don’t really show us the reality at all. We don’t see variance nor standard deviation. Nurse literally has the lowest killrate in high MMR which even the devs stated shows that we can’t rely just on these numbers alone.


    i agree that many people want easy games - though that’s not me and not everyone that complains about current Matchmaking, and this kind of generalization isn’t needed.

  • Hag is the most overrated Killer.

    Versing a good curving Billy isn't fun because you just die anyway as if it was a Blight.

    Plague is the worst designed Killer. Eliminating a quarter of your gameplay is a horrible way to handle things.

    Coal Tower is not balanced.

    Current NOED is still very much a free win the game perk in a lot of situations and is a far more unhealthy perk than DH ever was.

    SWFs should have to repair an extra gen and 4 SoloQ randos should have one less generator, but unironically.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402438#Comment_3402438

    Sorry. But no. This MMR needed to settle for everyone which needed time which would explain the different experience after release and then after some time.

    Or do you have a source that says they actually relaxed the MMR later on?

    also, the statistics don’t really show us the reality at all. We don’t see variance nor standard deviation. Nurse literally has the lowest killrate in high MMR which even the devs stated shows that we can’t rely just on these numbers alone.

    i agree that many people want easy games - though that’s not me and not everyone that complains about current Matchmaking, and this kind of generalization isn’t needed.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/B9SDLMUAF5CG/mm-test-results.png

    Over the past few weeks, we’ve run a series of short matchmaking tests based on various feedback we’ve received. These ranged from making the matchmaker faster, stricter, various combinations in between, and yes, even disabling Skill Based Matchmaking and reverting to the old Grade Based Matchmaking. 

    We want to start by thanking everyone who took the time to share their thoughts about each of the tests. While we’re able to track things like queue times behind the scenes, your feedback is invaluable when it comes to finding extraordinary cases and for getting an idea of how these changes feel rather than how they perform. Thank you! 

    We’ve kept the details of the tests a secret until now as to not influence feedback, but since the tests are over, we’re ready to dive in and share some details on what was tested. But first, we need to explain what each of the changes mean. 

    Fair warning, this is going to be a long and very technical one!

     

    Variables 

    We have a bunch of settings which we can tweak behind the scenes. Here’s a quick rundown on the ones we changed during the tests. 

    The first is maximum range. When you search for a match, we try to find other players who are close to your rating (within 50 points). If we aren’t able to do so, the search gradually expands until we’re able to find you a match. By default, this is set to 500 points away from your own rating. This is so you’re guaranteed to get a match after waiting a while, though it may not be the fairest. 

    The second is expansion time. This is how long it takes to reach the maximum range. By default, this is set to 5 minutes. 

    Then we have a few switches we can toggle. These are: 

    Bidirectional matchmaking: Normally once one player has been waiting long enough, other players can be pulled into their match (as long as they’re within the maximum range). Bidirectional matchmaking requires both players to have expanded enough to encompass each other for them to be pulled into the same match. By default, this is off. 

    If this sounds confusing, don’t worry, it’s complicated. Here’s a little chart to clear things up: 

    https://us.v-cdn.net/6030815/uploads/6C9DPL3ANQZK/bidirectional.png

    Each player’s actual rating is shown in red, and their current matchmaking search is shown in blue. 

    • In Example 1, Player A’s search has expanded to cover Player B, but Player B has not yet expanded to cover Player A, so they won’t be matched together. 
    • In Example 2, both players have expanded enough to cover each other, so they can now be matched together. 
    • When we use the default (unidirectional) matchmaking, both examples would be eligible for a match. 

    Grade visibility: This one’s nice and simple. We can switch off grades in the post-match screen since they typically aren’t used for matchmaking. This doesn’t actually have an effect, but we were curious to see how people feel about it and how it affects their perception of matchmaking. 

    Grade Based Matchmaking: We can switch off Skill Based Matchmaking entirely and instead use Grades for matchmaking. For folks who joined us recently, this is roughly how the matchmaking worked before the introduction of Skill Based Matchmaking. 

     

    The Tests 

    And now, the part you’ve been waiting for: Just what exactly was tested each day? We’ll also share our expectations and how they matched up to the results. Quick disclaimer: We’ll be talking a lot about averages in this section. If this doesn’t line up with your experiences, don’t worry, we’re aware that things can vary depending on a bunch of different factors (time, region, role, rating, etc.).  

    For the first three tests, we did not expect much of an improvement. These three were meant to test individual variables and see the effect they have on matchmaking. Afterwards, we started to mix these variables to see the impact they would have together. 

     

    March 28 

    Test: 

    • Expansion time decreased to 1 minute (from 5 minutes) 

    Expectation: Faster matches, particularly for players in off-peak times, though the quality of matches would be lower. 

    Results: As expected, wait times dropped significantly across the board (faster than any other day), especially for the players on the extreme ends of the rating spectrum. The quality of matches on average did not change a whole lot, though some players may have noticed a larger gap in skill levels. 

    Kill rates noticeably changed on the ends of the spectrum, with high rated Killers becoming more deadly and low rated Killers having a harder time. This is likely due to players on the ends of the spectrum being paired with more players from the middle. 

     

    March 29 

    Test: 

    • Maximum range decreased to 250 (from 500) 

    Expectation: Slower matches, especially for players with extraordinarily high/low ratings and/or in off-peak hours, but higher quality matches in general. 

    Results: Like we predicted, wait times did increase for players on either end of the spectrum, although players in the middle did not have a noticeable impact on matchmaking times (on average). Overall, this test only slightly reduced the average rating difference compared to a non-test day, though curiously, players on the far ends of the spectrum may have seen an increase.  

     

    March 30 

    Test: 

    • Enable bidirectional matchmaking 

    Expectation: Longer queue times for players in off-peak hours & players at the extreme end of the rating spectrum, but fairer matches for players that get matched quickly. 

    Results: Longer queue times were an understatement; some players were experiencing exceptionally long queue times (15 minutes+). This is because there weren’t enough players to match them against in their region & skill level at the time they were playing, and players who were ‘close enough’ to their skill level would not get matched with them unless they also were unable to find a match. 

    This is longer than we’d ever like anyone to wait. To play it safe, we cut this test short and altered it a few hours in. A hard cap was added to switch back to the default unidirectional matchmaking after someone had been waiting for 5 minutes. This cap was used for all future tests where bidirectional matchmaking was used. 

    Of all the tests, this one reduced the average rating difference the most, cutting it by roughly a third. However, the long queue times make this a fairly unappealing solution. 

      

    March 31 

    Test: 

    • Maximum range decreased to 250 (from 500), expansion time decreased to 1 minute (from 5 minutes) 

    Expectation: Players who already get quick matches may notice a slight drop in quality, but players on the far ends may find matches quicker. On the other hand, the lowered range may limit the pool of players to match with on the far ends of the rating spectrum. 

    Results: Queue times for Survivors were faster across the board, but Killer queue times had no noticeable difference. In terms of kill rates, on the mid-high end of skill groups, kill rates dropped slightly (closer to 50%) while the lower groups remained mostly the same. This test also earned the second biggest reduction in average rating difference of all the tests. 

     

    April 4 

    Test: 

    • Maximum range decreased to 350 (from 500), expansion time decreased to 1 minute (from 5 minutes), enable bidirectional matchmaking 

    Expectation: Matchmaking may be slower for some players, but the quality of matches should be improved. 

    Results: Survivor queue times were faster across the board, while Killer queue times remained mostly the same (with the exception on the far low end of skill ratings). Kill rates, meanwhile, climbed slightly at the highest skill levels and remained mostly unchanged at the lower end. The average rating difference didn’t decrease noticeably with this test. 

     

    April 7 

    Test: 

    • Maximum range decreased to 350 (from 500), expansion time decreased to 1 minute (from 5 minutes), enable bidirectional matchmaking, grades hidden 

    Expectation: More or less the same results as the previous test, as all the variables are the same. 

    Results: We were curious to see what kind of impact hiding grades would have on the feedback we received, since grades are no longer used for matchmaking (though they can give the impression that they’re a measure of skill). For this test, we ran all the same variables, only we hid grades as well. This way we could compare feedback to the previous test to see how grades affected the sentiment. 

    To our surprise, the overall feedback appeared slightly more positive with grades hidden. When directly comparing opinions from folks who left feedback on both the April 4th & 7th tests, we discovered that the feedback was usually the same if not better when grades were hidden. We opted to leave grades hidden over the weekend. 

     

    April 11 - 12 

    Test: 

    • Switch to Grade Based Matchmaking 
    • (April 12th only: Show grades) 

    These tests were added later as we started to see more speculation about the tests. Occasionally someone would predict that one of the things we were testing was the old matchmaking system, and we figured hey, why not give it a shot?  

    Expectation: Matches would have a lot more variety in player skill, very similar to the old Rank Based Matchmaking. We also expected to see the average grade difference to fall dramatically. 

    Result: As we suspected, reports of one-sided matches started flooding in. We can also confirm this on our end; the average kill rates for this day saw the most dramatic change yet, with the highest skill levels rocketing up to roughly 80% (>3 kills per match on average) and plummeting to around 20% (<1 kill per match on average) on the lower end of the spectrum. The average grade difference, however, decreased significantly, as expected. 

    Now to be clear, this is not quite the same as the old Rank Based Matchmaking. For starters, grades reset all the way back to Bronze I while ranks only reset one colour tier, and it’s not possible to lose grades anymore. We wanted to give it a fair shot, so we specifically set this test as close to the grade reset as possible to give people the largest window to settle into their grades. (This is also why the last day was cut short: We didn’t want to leave the test running over the grade reset since that would have everyone matches against anyone.) 

    Furthermore, a 1-2 day test is not the same as leaving it on for an extended period of time. Given more time (and the ability to lose grades), we expect that people facing far too difficult opponents would eventually have their grades drop to a place where they’re more comfortable, while folks who are consistently overperforming would climb. 

    Ultimately, though, this highlights a big issue with using grades (or ranks) for matchmaking: A very experienced player who just hasn’t played a lot lately can very easily be paired against players that are new to the game. As we’ve learned in the past, grades/ranks are a stronger indicator of playtime than skill. 

    This test was very polarizing, but interestingly, we started to see more positive feedback when we started showing grades again. This indicates that there’s definitely a strong connection between seeing grades in the post match screen and the sentiment about a match. 

     

    Learnings 

    We’ve learned that the strictness of the matchmaking and the quality of the matches is without a doubt linked. Looser conditions had a notable effect on kill rates, opponent variety, and also the feedback we received. While the larger variety in opponents was appreciated by some, there was an opposite reaction from others who were now struggling in tougher matches. Simply put, on the other side of any casual match- where one player can win without trying- is a person who’s having a bad time despite trying their best. 

    On the other hand, the inverse is also true. Stricter matchmaking brought the kill rates closer to the middle, but many found the matches to be too competitive to enjoy. While folks in the lower groups of skill rating would have fewer unfair matches, the higher end of skill groups ended up in tough matches filled with meta perks & Killers. 

    These tests overall highlighted two distinct groups: 

    • High skill players who want more variety in their matches 
    • Lower-mid skill players who, understandably, don’t want to get destroyed by high skill players 

    The biggest takeaway here is that going too far either way is never a one-size-fits-all solution. What we’d often notice is how some players loved a particular test because they were seeing more variety in their opponents, but at the same time, those same tests were also frustrating to a lot of people who were suddenly getting matched with people way better than them. Neither person is wrong in this scenario: Each of them just expects something different from matchmaking. 

    Lastly, we have discovered that hiding grades on the post-match screen definitely influences the feedback we receive. We suspect this is for two reasons: 1) Long time players who may have missed the matchmaking changes could still thinking that grades are used for matchmaking. And 2) Some players still feel like grades are an indicator of skill in spite of not being used for matchmaking. Most importantly, however, we found that there was a lot of support for hiding grades, so this is something we’ll be considering as a permanent change going forward.  

     

    Next Steps 

    With all these learnings in mind, we have a solution that will improve matchmaking for both groups of players. We will be making the following changes shortly: 

    • Reducing the maximum range 
    • Reducing the expansion time proportionally (so it’s no faster or slower than before) 
    • Lowering the effective cap for skill ratings 
    • Removing grades from the post-match screen for the foreseeable future 

    Why these changes? 

    As mentioned in the learnings, we found two dominant groups: 

    • High skill players who want more variety 
    • Lower-mid skill players who want even matches 

    In order to make both groups happy, we first need to isolate them from each other. To do this, we’ll reduce the maximum expansion range. This will help keep players of similar skill levels together, reducing the number of one-sided matches. The majority of players fall in the middle of the spectrum, so there is still plenty of people to match with. Additionally, since it seems like the expansion is happening at a good rate, we’ll be adjusting the expansion time proportionally. 

    Next, we need to consider how this will affect the high skill group. Reducing the range would mean less variety. Fortunately, we have another variable to tweak that solves this issue perfectly. For the purposes of matchmaking, we have a “cap” for skill ratings. Although your rating can continue to climb beyond this cap, you’ll be treated as if you’re at the cap for the purposes of matchmaking. This is in place to prevent the best players out there from climbing to a point where there’s simply nobody to match with. 

    By lowering this cap, we’re able to expand the pool of players in high skill matches, leading to more variety in the opponents you face. One match may be very close and competitive, but the next may be a little more laid back. This will also ensure that queue times don’t grow longer at higher skill levels. 

    Lastly, we’ll be removing grades from the post match screen. When we originally hid grades during the test, we saw a lot of people asking for this to be made permanent. Additionally, long time players who may have missed the news could often think that grades were still used for matchmaking, leading them to feel like the match was less fair than it actually was. These, combined with the generally more positive feedback during the tests while they were disabled, were enough of a reason for us to disable them for the foreseeable future. 

    For the future, we’re still hard at work implementing various improvements to the matchmaking system. These include making Survivor ratings team based rather than personal (so dying heroically to save everyone else isn’t as punishing) and improvements to backfilling lobbies to prevent players from outside of the acceptable range from being pulled in. These improvements will take longer to implement, but rest assured, work is already underway on them. You can find a full list of changes we’re looking into in our January Developer Update. 

     

    Once again, we want to thank everyone who took the time to leave feedback throughout the tests. Understanding not just how the matchmaker performs, but also how it feels is incredibly important for us to make improvements. As always, we’ll be keeping a close eye on the matchmaking system moving forward and making small adjustments as necessary. Please keep the feedback coming! 

    The Dead by Daylight team

    Direct quote from the above link.... "By lowering this cap, we’re able to expand the pool of players in high skill matches, leading to more variety in the opponents you face. One match may be very close and competitive, but the next may be a little more laid back. This will also ensure that queue times don’t grow longer at higher skill levels. "

    And the statistics are fine. They show that the popular DBD tier lists are super garbage for the majority of the players. It really doesn't matter if the top (less than 1%) can overperform with Nurse, because the majority of the players will never reach that level, and the majority of the players shouldn't be seeing the top (less than 1%) Nurses often enough to be a problem.

    When people talk about tier lists, they should be caring about whatever the tier list is for the MMR range the matchmaking system often places them in. Having 1 tier list, that is based off of 6000+ hour competitive players, doesn't help the majority of the playerbase, that will never even reach the MMR soft cap.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402000#Comment_3402000

    Due to the politics surrounding the game and its creator, I disagree.

    BHVR has shown support for the LGBTQ community, adding FNAF would be a complete 180 and a clear sign of total moral bankruptcy.

    Oohh, right, in that way. I would agree, but isn't Scott Cauthon completely divorced from the franchise now?

  • Title might as well be:

    "say something polemic to spark discussions. I'll go first"

  • Hag didn't need a chase music. This game isn't dead as you think. Prestige shouldn't be shown and neither should ranking.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402086#Comment_3402086

    Back when pain res used to have a loud noise notification,i had never seen it go off on my deadlocked gens.It might have gotten changed,i might be missremembering things idk.

    https://streamable.com/ic759l i even got a video for you mate.The burden of proof is on you at this point.

    Just tested it with a friend

    So first of you were right. The blocked gen did not lose progress cause of pain res.

    The interresting thing is that the next highest unblocked gen did get hit. I had no idea it worked like this! Pain Res looked for the highest progressed gen, saw the blocked one, skipped it and when the the highest progressed after that

    I have no idea this is intended or not but it is kinda a funny interaction. Thanks for letting me learn something new

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402096#Comment_3402096

    Just tested it with a friend

    So first of you were right. The blocked gen did not lose progress cause of pain res.

    The interresting thing is that the next highest unblocked gen did get hit. I had no idea it worked like this! Pain Res looked for the highest progressed gen, saw the blocked one, skipped it and when the the highest progressed after that

    I have no idea this is intended or not but it is kinda a funny interaction. Thanks for letting me learn something new

    Yeah,it seems to be looking for an available,non blocked gen to proc on.Im curios if it can pop a gen in the same frame it gets blocked.Glad we were able to confirm a common interaction!

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402292#Comment_3402292

    Oohh, right, in that way. I would agree, but isn't Scott Cauthon completely divorced from the franchise now?

    Isn't the Jeepers Creepers guy also completely divorced from his franchise?

    And yet, nobody wants to touch that license either

  • @Sometimes_Sage said:

    Okay, prepare for some searing hottakes:

    • Legion isn't that unfun to play against
    • Dead Hard is still going to be a top tier perk next patch; it will be just like in 6.1, its usage rate will plummet and then recover over time
    • Both sides should be able to see if and which Survivors are in a SWF group, in the lobby
    • Skill Checks would need to be reworked into an RNG mechanic to balance Perks involving them

    Fat disagree on the SWF being visible on lobby (postgame would be fine ig)

    But upvote 'cause you're the only one I'm seeing giving some love to my guys Legion =D

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402562#Comment_3402562

    Isn't the Jeepers Creepers guy also completely divorced from his franchise?

    And yet, nobody wants to touch that license either

    Yep. I'd also say that the license has been on a rough patch for a long time even aside from the creator...mostly awful films

  • Trickster is still an inconsistent killer that needs adjustments

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402085#Comment_3402085

    Victor is awful gameplay on the survivor end though. Everything else you said seems like it would also leave little skill expression on the survivors end.

    Maybe it's a bias about victor being a guaranteed health state because you have to be on console or such to miss his ability but I just don't see him being fun to play against ever.

    I mean the same argument of 'horrible survivor sided gameplay' can be made for nearly any of the top 10 Killers. "Blight just bumps until he hits you, Nurse just teleports on you and hits you, Artist/Pyramid Head just zones you and free hits you, Spirit just goes invisible and hits you, Plague/Oni just has your team feed the Killer their power and they get free hits on you, Wesker just moves too fast to respond and hits you, Huntress just lags and gets free hits (that were clearly misses) on you" etc. I don't quite think Victor is a free hit unless all the other Killers I listed (and arguably more) also have 'free hits'. (Other than a laggy Huntress, she legit gets free hits lol)

    As far as Twins in general, similar to Pinhead, are rewarding Survivor teamwork, and punishes soloq mostly. When you coordinate to hold Victor hostage, stay healed up, duo on gens across the map, and so on, the Survivor ended Twins gameplay is a breeze. The difficulty is how it forces you to rely on your teammates more, (not too dissimilar to Plague, Oni, and Myers for that matter) and one slip up can lose you the match.

    As far as the 'toymaster'/remake Chucky concept goes, that was a napkin idea. It clearly would need to be ironed out and make sure it is interesting and fair. Are the 'toys' a consumable resource you reload? Do they build up charges over time? Do the speeds need to be altered? Is it fine for the helicopter to counter windows, but lose to pallets? Should the helicopter instead be a map 'teleport' ala Demo portals or Sadako TVs or Freddy gen TP? Should the train break pallets faster instead ala Oni/Demo/Blight mobility attack options? Should the basekit doll have a stealth function or lower TR? Should there be slowdown in the kit in the form of Survivors sabotaging the transformations? They are all ideas, and imo it is better to have more ideas to refine, than fewer to be stuck with.

    Also BHVR feel free to use any of the above ideas for Chucky or an OC Toymaster (if OC I just ask you make him/her an arrogant brain in a jar, that would be friggin' sweet.)

  • The DBD Twitter shouldn't be responding to people who are being blatantly negative for twitter attention with passive aggression

  • @Smoe said:

    Old Billy was one of the most boring and unfun killer to play against and overheat made him more tolerable.

    he was bit too strong back then after they nerfed most of the maps and buffed killers, but they nerfed him too hard

    Maybe not really hot takes, but:

    • there will never be a vital competitive DBD scene because this game isn't made for comp, that's why the tournaments have to create so many rules and ban lists
    • the next patch will be survivor sided, because the nerfs to gen regression perks weigh more than the self-heal and DH nerfs. Too many maps are save af, so that you can't take advantage of injured survs. It will benefit killers who didn't need help while the M1 killers won't gain that much
    • MMR is a unfun and inappropriate concept in a game that wants to be a casual party game and where the Devs refuse to properly balance things
    • the game's main problems are in it's core, that's why it will never be properly balanced. You have to overhaul the whole concept of DBD to make the game more fair and erase unfun strategies like camping and tunneling


  • @solidhex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402067#Comment_3402067

    he was bit too strong back then after they nerfed most of the maps and buffed killers, but they nerfed him too hard

    Maybe not really hot takes, but:

    • there will never be a vital competitive DBD scene because this game isn't made for comp, that's why the tournaments have to create so many rules and ban lists
    • the next patch will be survivor sided, because the nerfs to gen regression perks weigh more than the self-heal and DH nerfs. Too many maps are save af, so that you can't take advantage of injured survs. It will benefit killers who didn't need help while the M1 killers won't gain that much
    • MMR is a unfun and inappropriate concept in a game that wants to be a casual party game and where the Devs refuse to properly balance things
    • the game's main problems are in it's core, that's why it will never be properly balanced. You have to overhaul the whole concept of DBD to make the game more fair and erase unfun strategies like camping and tunneling

    he was bit too strong back then after they nerfed most of the maps and buffed killers, but they nerfed him too hard

    Personally, i'm fine with the fat nerf he recieved. Because of it, i've rarely ever face Billies anymore in my games and if i do, it's a once every 5 months or more, which i'm honestly happy with.

  • Playing survivor is harder than killer. I can relatively easily pip up as a killer. At the very least it is exceedingly rare to de-pip on killer. Even if I play an equal number of games as survivor the results are clear. It is much harder for me to pip up as a survivor. It is not uncommon at all for me to de-pip as a survivor and pipping is much more difficult. A double pip as survivor for me is a near miracle. I simply do not understand the pervasive idea on these forums that killer is harder to play than survivor.

  • -People who want FNAF/Springtrap in Dead by Daylight overwhelmingly outnumber those who don't.

  • Hag needs a buff after these changes, prove thy self is slightly overrated, dead hard is unhealthy for the game but not overpowered in its current state and borrowed time is slightly underrated.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402096#Comment_3402096

    Just tested it with a friend

    So first of you were right. The blocked gen did not lose progress cause of pain res.

    The interresting thing is that the next highest unblocked gen did get hit. I had no idea it worked like this! Pain Res looked for the highest progressed gen, saw the blocked one, skipped it and when the the highest progressed after that

    I have no idea this is intended or not but it is kinda a funny interaction. Thanks for letting me learn something new

    not sure, but blocked gens don't lose any progress with jolt, eruption or regression either.

  • @Adjatha said:

    Not particularly hot any more, but sure:

    Pyramid Head is MASSIVELY over-hyped. He is, at best, a B+ killer. He's the tallest and loudest killer in the game, his attack gives survivors an absurd amount of wind-up warning, his torment trails are 100% in the survivors' control to avoid, and he has the single worst set of add ons of any killer.

    The ONLY reason people like to pretend he's A (or even S) tier is because people massively over-rate his cages. And that is because it shuts off the most common crutch perks survivors lean on. If you're at all decent at playing survivor, you will never be tormented (and thusly never get sent to a cage) and there are zero things that PH can do to prevent that.

    But, because he's so wildly over-hyped, he got significantly nerfed right after release, and his addons have never received the massive overhaul they so desperately need (and probably never will).

    He isn't overhyped or overrated, otherwise everyone would talk about and play him.

    His Add-ons are hot garbage, that we can agree on. I did a pass on his entire kit on my discussion page.

    He is still one of the best zoners out there, often times leaving Survivors with no other options than dying if the Killer is competent.

    I won't talk to much about flicks as they're probably a bug but those make his PotD far less predicable. Other than that, pallets aren't safe against him so that makes him automatically better than most. Other than that, his PotD still has potential to get even the best Survivors, alone from his threat of zoning, it'll often times leave Survivors defenseless.

    His cages are overrated but still offer a tunnelling option some other Killers don't get.

    Anways, I'd still say he's a decent mid A Tier Killer with a strong basekit power.

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401920#Comment_3401920

    He isn't overhyped or overrated, otherwise everyone would talk about and play him.

    His Add-ons are hot garbage, that we can agree on. I did a pass on his entire kit on my discussion page.

    He is still one of the best zoners out there, often times leaving Survivors with no other options than dying if the Killer is competent.

    I won't talk to much about flicks as they're probably a bug but those make his PotD far less predicable. Other than that, pallets aren't safe against him so that makes him automatically better than most. Other than that, his PotD still has potential to get even the best Survivors, alone from his threat of zoning, it'll often times leave Survivors defenseless.

    His cages are overrated but still offer a tunnelling option some other Killers don't get.

    Anways, I'd still say he's a decent mid A Tier Killer with a strong basekit power.

    Yeah id agree with this...he probably has the worst addons of any killer tbh.

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