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  • I just came to the forums to report #2. I just experienced it as well; I didn't know if the spatial audio problem was due to using the security door cameras or traveling through the door, since I did both right after the other, but there is a definitely a problem with the securities doors screwing up the spatial audio.

    For the entire duration of the map after I used the door, the sound of the generators always came from a short distance away from the right ear no matter where the generator was in relation to my character and the camera. My own footsteps when running always seemed to come a distance behind me through my left ear, making me think I had someone following me the entire time. The killer's audio was not in sync with where they were, my character's grunts when injured, the sounds of me being unhooked, etc. Nothing was correct. I even hoped re-doing the security door might fix it, but it didn't. Very disorienting. :(

    I'm playing on a PS5 and using an Arctis 7p headset.

  • Behaviour seems determined to sabotage their own game.

    I love DBD. I purchased it on PS4 when it first came out but I was always playing some other game and never got around to actually popping the disc in and playing it until the PS5 version was released in late 2020. From that point, I was hooked. I have all the DLC, I've clocked in at least 4k hours, it's the game I primarily stream, I've never missed an event and have always completed each rift pass.

    And it's been the rift pass and the events that have been my major motivator to keep playing, because they had always been an achievable goal. At 70 tiers, the Rift was perfect. At 85 tiers, it was a little more of a time commitment, but it was manageable. At 100 tiers, it might just be time to start saying goodbye to DBD.

    Fact of the matter is that I'm just a little over a year away from turning 50. I've got a full-time job, a non-gamer girlfriend who needs attention, and…well, other interests besides DBD. Although I enjoy the occasional online multiplayer game, I'm primarily a single-player gamer. I like my narrative-driven games that I can pick up, play through from start to finish (along with getting the platinum) and then move onto the next game.

    DBD was great because I could pick it up during an event, or at the start of a new Tome tier, and complete my objectives before heading back to whatever epic single-player game I was going to work on next (or that I put on pause to play DBD.) I never felt stressed because I knew I could take periodic breaks away from DBD to play other games or focus on non-gaming aspects of my life and I would still complete the Rift before it ended.

    I don't feel that way anymore. Now there are 100 tiers, each of which require 100 fragments (up from the very manageable 10) and you can't even get fragments from leveling up? That goal of completing each Rift now feels unachievable because it feels like we have to constantly play non-stop now if we want to finish the Rift. I already have a full-time, I don't need another one. And when a game starts feeling like a job; when your goal stops becoming achievable, it might just be time to walk away.

    Behaviour needs to understand there is such a thing as "Too much of a good thing." Making us devote so much time to a single game will cause burn-out and push us away from continuing to play that game. I love DBD, I don't want to be pushed into getting sick of playing it. :(

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920750#Comment_3920750

    No. Just no.

    Breaking 5 dull totems, just in case the killer might have NOED, is absolutely sandbagging the entire team. NOED is less than 10% chance of even happening, and an even smaller chance that multiple survivors would die from it. Usually it just gets 1 kill at most.

    Meanwhile, there is a much much larger percent of games, where breaking all 5 totems is a complete waste of time. There's no massive value in those games. The team would have been better off if you had just repaired generators instead.

    Yeah, there are a lot of games where the killer doesn't use NOED, I can admit that. But to me, I get a sense of satisfaction after the match when I see they brought NOED and know it didn't go off, so it's worth it to me. Even more satisfaction when I see they're a fellow streamer and I go into their stream after the match and playback the VOD to the moment they realize their NOED didn't work. It's hilarious listening and seeing the confusion on their face. But like I said, I use Detective's Hunch, and I've gotten very adept at being able to immediately locate where the totems are the moment the gens pop, so it takes absolutely no time to get rid of the totems just incase if it adds to my enjoyment of the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920640#Comment_3920640

    And that is the biggest gap between solo q and SWFs. In solo q, we have people that are sandbagging the rest of their team, by doing things like spending 5 minutes just walking around breaking totems. It's bad for the game. How can solo q survivors feel like a team, when it's acceptable for survivors to actively sandbag their team like that?

    I wouldn't call breaking totems sandbagging. I specifically run Detective's Hunch in all of my survivor builds because I cannot even begin to count how many times my entire team has made it out alive because the killer's NOED never went off due to me busted all the totems before gens were done. If you're wasting the entire match avoiding gens because you're hunting totems without something like DH to help you quickly find them, then sure, that can be detrimental to the team, but if you can take out all of the totems between gens, that's a massive boon for the team.

    My biggest sandbagging gripe when playing solo is when your teammate is being chased by the killer and he specifically runs them to where you are, causing the killer to now focus on you instead. And it's always when you're over 90% done with a gen. When you start to hear a generator being worked on, or you see the gen's aura due to my Blast Mine, that means lead the killer AWAY.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920572#Comment_3920572

    it's going to be the one survivor who has been down the longest, who is likely very far away on the map at this point

    Do i need to say again, that NO, he won't be very far away. Because, AGAIN, it is a 4man flashlight squad, that all runs TOGETHER
    I know that 45s basekit UB was abusable too. That's why that idea got scrapped. But your idea is abusable too. And 4 man flashlight squads aren't the only way

    What about 2 survivors left, both camping the pallet? Pick up ⇒ Pallet save and run to the next pallet. Can't down them both. Damn, you can't even realistically bleed them out, since they can just heal tech each other and that stops bleedout timer

    Upd. DAMN, i just realized something now. They don't even need to camp the pallet. They can just heal tech each other anywhere on the map and there is NOTHING you can do to stop that (outside of a few killers with specific powers). That's even more abusable, than 45s UB. Well, i guess you can abandon after 10 minutes?

    First off, 4man flashlight squads are RARE. You don't cater to the 0.00001% of players. As a killer main with over 4,000 hours since late 2020, I haven't run into a 4man flashlight squad in probably two or three years. Second, it doesn't matter if they all run together. If you end up knocking down three of them, you can start picking them up because that fourth person isn't going to be able to blind you on his own, especially if you pick up the survivors facing away from the sole standing survivor. The moment he realizes he can't blind you on his own, he will run away to save himself and will be across the map.

    If there are only two survivors left and you down one under the pallet, pick him up. If the other survivor gets the pallet save, then break the pallet. Once you've taken that out of the equation, you don't have to worry about it again. There's only so many pallets they can use, they're just biding their time. When I'm playing killer, I'll even let survivors get a pallet hit on me during a chase just so I can remove it from the map. Only takes a couple of seconds to break the pallet and then you're back in the chase without having to worry about it again.

    They can heal tech each other as the game is now, you don't need anti-slug measures for that to happen.

    And if it really becomes that abusive that the players are just trading slugs back and forth like you believe they will, then all they have to do is implement an anti-slug timer, where if the same survivor gets auto-raised three times within two or so minutes, their anti-slug immunity is disabled.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920346#Comment_3920346

    i agree with the idea of making turbo slugging less abusable. But your solution creates an abuse for survivors, that actually forces killer to slug all survivors till bleed out. That's why it's hard to implement antislug/tunnel/camp mechanics. It needs to be done in such a way, that survivors can't weaponize it

    I see this method as the least weaponizable way possible. If you remember when Behaviour was first planning their anti-slug mechanic, they wanted to make it so that if a survivor was not hooked within 45 seconds of being downed, he would immediately go back from dying to injured. THAT was weaponizable. The dying survivor could just crawl under a pallet and wait out the 45 seconds while his teammates stand by to get the stun if the killer tries to pick him up. And let's not forget your fear of flashlights. Just wait out the 45 seconds because if the killer tries to pick you up within that time, your teammates will blind him.

    My method avoids those issues. You don't get free health state back after 45 seconds, you only get a free health state back if every other survivor is down. And it's only the first person who was slugged, not all the teammates, so the killer isn't going to be swarmed by survivors with flashlights, it's going to be the one survivor who has been down the longest, who is likely very far away on the map at this point. There's also nothing stopping the killer from putting two or three survivors into the dying state and then start hooking them, he just can't put ALL the survivors into to the dying state at the same time. Surely you can avoid being blinded by a single person with a flashlight to start hooking survivors.

    And I'll be honest, I'm least concerned with turbo slugging as much as the toxic gameplay tactic of slugging the last two survivors on the map to secure the 4K by preventing survivors from finding the hatch. The hatch exists for a reason, to give the last survivor at least a chance to make it out alive and it the way the game was designed. It annoys me to no end when the killer cheats and abuses the system by slugged me and making me lay there doing nothing because he needs to hunt the last survivor first to make sure they don't get hatch. By making sure that the last two survivors can't be slugged at the same time, it ensures a fair game for the survivors by allowing them at least a chance of finding the hatch.

    Edit: Fixed Typo

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920346#Comment_3920346

    No mither? Unbreakable? Exponential? Their own team mates? I think there are many ways to counter slugging.

    I stand corrected. I always forget about those perks because of the very specific conditions required to use them (getting lucky enough for fall in the boon's radius, Unbreakable's 1-time limit, and No Mither making you Injured 100% of the time.) So yeah, I guess there are some perks that can help counter it, if you're willing to put up with the limitations.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920313#Comment_3920313

    No, that survivor, and any other survivor won't need to run across the map, since it will be a 4man flashlight squad, that on purpose runs together, not even trying to split up. Good luck hooking anyone. They can even do gens in your face and you won't be able to stop them. I guess they will bleed out eventually (or complete all gens, i'm too lazy to count time for that)

    As many times was said here, both by killers and survivors - "i should not be forced to run certain perks to counter this"

    No, you're right, you shouldn't be forced to run a specific perk to counter toxic behavior, but you shouldn't be able to employ toxic behavior in return either. Two wrongs don't make a right. You know very well what you can do to counter a 4-man flashlight squad, but you'd rather complain about your right to make the game unfun for everyone else than simply do the logical thing to prevent them from making it unfun for you.

    I run Lightborn every single match with every single killer. I think it's fun. I've encountered flashlight squads and I've mopped the floor with them and laugh my head off doing it as I imagine their jaws dropping when they realize I have Lightborn on and they have no other skills to help them get through the match. And I think to myself, "It serves them right" because they brought it on themselves by using toxic gameplay tactics.

    But I also can't abide killers using toxic gameplay tactics either. At least killers have a perk to defend against flashlights, survivors have nothing to defend against slugging.

    Edit: Fixed typo

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920166#Comment_3920166

    Exactly as i understood this
    Guess what that injured survivor can do? That's right, he can flashlight save
    You down him? Cool, now the second slugged survivor goes to the injured state. Oh look, he also has a flashlight

    Do you see where this is going?

    First off, that survivor would need to make his way back across the map to manage to blind you in time when you slug that final survivor. Second off, what you're basically saying is to NEVER hook a single survivor EVER because God-forbid you might be blinded by a flashlight. If you're that paranoid of flashlights that you need to slug every single survivor you come across, then you're beyond hope. I don't know what to tell you. For the rest of us who don't like to be slugged by toxic killers, it's the perfect solution. Just like Lightborn is the perfect solution against toxic beamers, but apparently that never occurred to you. Can't go through life being afraid of every possible scenario.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920071#Comment_3920071

    i'm talking about your example, where "if all 4 survivors slugged, the first downed survivor gets immediately picked up"

    Scenario 1: The killer first slugs Dwight, then Nea, then Kate. The moment the killer puts Sable into the dying state, Dwight immediately springs back to the injured state because he was the first survivor to be put in the dying state. Should the killer put Dwight back into dying state before he gets a chance to revive anyone else, then Nea returns to injured state because she was the next in the queue.

    Read it again. Slowly if you have to. I did not say he gets picked up, I said the first slugged survivor immediately springs back to injured state. Here, let me drop it down a few reading levels for you.

    Survivors exist in several states. Healthy is when they have not taken any damage. Injured is when they have taken one hit and are still able to run around, but they are bleeding and make noise. Dying is is when they are laying on the ground and all they can do is crawl. With me so far?

    Once the killer has hit three of the survivors twice and put them each in the dying state, and he has refused to pick any of them up to hook them, the moment he puts the fourth survivor into the dying state, then whichever survivor was slugged first will automatically return to the injured state. It means they immediately get one health state back, stand up and can move around again, to try to heal their slugged friends, etc.

    Do you understand it now?

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920025#Comment_3920025

    And you end up with 4man flashlight squad all running together. You can't hook anyone, since at any given moment one auto-picked up survivor can blind you. They can literally do gens in your face and you won't be able to do anything

    What are you even talking about? I never said anything about auto-pickups. Besides, that wouldn't happen if you were smart like me and always use Lightborn.

  • As someone who plays both Killer and Survivor, I don't have a lot to say when it comes to the Killer issues because I've thankfully never encountered any survivors who refused to do gens. However, I really don't like the "anti-slug" solution presented here.

    As things stand right now, it doesn't directly reward Killers for slugging, but it doesn't punish this behavior either. There's nothing to discourage slugging -- the killer doesn't care of the survivor abandons the match, after all, it's easier to deal with their replacement bot if it comes to that. No harm, no foul.

    This would be a better solution. For the following scenarios, imagine there are four survivors, Dwight, Nea, Kate and Sable.

    Scenario 1: The killer first slugs Dwight, then Nea, then Kate. The moment the killer puts Sable into the dying state, Dwight immediately springs back to the injured state because he was the first survivor to be put in the dying state. Should the killer put Dwight back into dying state before he gets a chance to revive anyone else, then Nea returns to injured state because she was the next in the queue.

    Scenario 2: Dwight is dead, Nea is hooked, Kate is dying. The moment the killer puts Sable into the dying state, Kate immediately springs back to the injured state. Should the killer put Kate back into the dying state before she gets a chance to revive Sable or unhook Nea, then Sable goes back to injured since she was the next living/unhooked survive in queue.

    Scenario 3: Dwight and Nea are dead, Kate is hooked. The moment the killer puts Sable into the dying state, it doesn't matter because she's the only survivor on the field and the game should know enough not to automatically bring her back to injured.

    Basically, there should never be a situation where all the characters on the field (not dead/not hooked) are in the dying state, and the moment that all the characters are put into the dying state, whoever was dying the longest (current first in queue), returns to injured to give them a chance to unhook or revive the others.

    I feel like this is the best deterrent to stopping slugging if the game literally will not allow all characters to be slugged at once.

  • We have 33 different killers. And hundreds of thousands of players each day play the game. To make sure that every five of them are different is extremely doable. Also, keep in mind that when they did it with maps, there were less than 40 different maps. I find it incredibly hard to believe that so few people are playing killer at a given time that they can't do this.

    Edit: Added previously forgotten word "were".

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200321#Comment_3200321

    That is a very good point, the current version gives the Killer the choice. The dev proposed nerf removes that choice.

    I would say the emblem part is ultimately a non-issue however, since it isn't required and only yields monthly BP rewards. When you are playing with a gimmick, emblems are typically not that obtainable anyways. When I run my shaman hex build the match is a feast or famine in terms of emblems and outcomes.

    What gimmick? Devour is part of my standard build. I always use it and get Merciless just fine. The emblems/merciless are kind of important if you want to make Iri 1 rank before the 13th. I mean, that is kind of my goal when playing the game.

    1. Get Merciless Victory
    2. Reach Iri Rank 1
    3. ???
    4. Profit
  • I'm all for anti-slugging, but it should be situational and not a blanket across the board 45-second timer.

    So say I'm a killer and I knock down a survivor right before they reach palette. Their first instinct is to crawl to the palette so one of their teammates can drop it on the killer the moment they're picked up. The way the game is right now, if a teammates approaches you as you're going for the pickup and you see them, you can smack them and they'll usually run away so they're not downed while attempting the save. With this new system in place, there's nothing stopping a group of survivors from wasting your time for 45 seconds by approaching and running away from all directions, giving the downed survivor plenty of time to self-recover and escape.

    And anti-slugging becomes extremely problematic during the final stretch of the game when there's only two survivors left. Based on my experience playing both killer and survivor, it seems like in 99% of the cases, when there are two survivors left and one is in chase, the other one will run very far away and hide in a locker until their teammate is dead, basically sacrificing their own partner in the hopes of getting hatch. Being able to slug that second to last survivor while we hunt down the final one is practically essential to be able to get a 4K/Merciless without them being handed the hatch. Heck, when I'm the second to last survivor left and I'm hanging on first hook hoping for a rescue, and I see my last teammate hiding out walking circles in killer shack, my thoughts aren't, "I hope they find hatch," instead I'm thinking, "I really hope the killer thinks to check the lockers at shack to get this freakin' coward."

    I feel like the 45 second timer should be in play when there's three or four survivors in the match, but deactivates when there are only two survivors left, and it should deactive when the survivor is within close proximity to a palette. It keeps things fair for the survivors to not be stuck with a slugging killer, but also keeps things fair for the killer to not be trolled when he's trying to pick up a downed survivor or robbed of his 4K/Merciless Victory.

  • I worry mostly about being able to achieve Merciless Victories with this new system in place. As we know right now, Merciless Victories requires a certain minimum number of hooks. If a survivor ends up dying on his first hook because other survivors don't rescue him, then the killer never gets those other two hooks that may be required for his Merciless count and gets Ruthless or Brutal at best. This will be a big problem in the new system because if you hit five tokens in your first five hooks, then that will remove too many possible hooks to allow you to get Merciless.

    Aside from the fact that sometimes you don't want to mori survivors. I run Devour for the Exposed factor. Even after hitting five tokens, I don't use the mori, I just continue hooking to play out the game to it's natural conclusion. The only time I ever use the mori aspect is when a survivor runs into a dead zone where all the hooks are too far away to carry them and you have no choice but to mori them to stop them from continually wiggling off, or if I'm up against a particularly toxic survivor and want to give him a taste of his own medicine. We should have a choice of when to use the mori or not based on the situation. But now it seems like more of a punishment to both the killer and survivor if the game forcibly removes players too early.

  • I just found this thread because I did a search on the name of this Daily Ritual to see if anyone else is having problems with it, since I just tried it twice and it's not making any progress for me either.

  • As a killer main who occasionally plays survivor, I can genuinely say that the one thing that has made playing survivor even an ounce of fun for me was the addition of blast mines. But this nerf really just makes the perk completely useless at this point and stops my desire to play the survivor role dead in it's tracks.

    Too many times, if I set the blast mine when I see the killer coming close and then hide/run away, the killer simply ignores the generator and chases me all across the map until he's hooked me, and by that point, the mine has already deactivated (even if he did go back to kick it afterwards.) And because so many killers use perks like Jolt which lets them regress gens automatically, they never even bother to take that detour to kick the gen anyway. With flashbangs and flashlights, when you use them on the killer, there's a very good chance that they'll work in your favor since it depends on your own skill in either when and where you dropped the flashbang or your abilities in aiming the flashlight. With the Blast Mine, it's entirely luck based depending on if the killer themselves decides to kick the generator instead of first pursuing the Survivor.

    The fact that you could reset it if the killer never touched your gen gave you an opportunity to maybe get some use out of it. Especially considering how long it takes to enable the perk to begin with. I could see ways to fix this issue, such as:

    1. Blast Mines taking less times to build, like maybe if it took 50% of a gen instead of 66% to build one, or
    2. If you could stack more than one Blast Mine in your inventory at a time and thus start the progress towards a acquiring a second Blast Mine immediately after the first one is created, or
    3. If you could begin the progress towards a new Blast Mine the moment the first one is set (rather than after it explodes/times out.)

    I feel like any of these options could make the perk somewhat useful again, but as it stands now after this change, it's pretty much a worthless perk. And that's unfortunately because I was starting to enjoy playing Survivor on occasion.

  • I guess the problem with that, is we don't know exactly which player is the hacker, nor do we have a unique name to associate with them. It's not like the end screen shows their Internal Name#1234 type of name, it shows the name they use on their console/PC. Console is probably easier since only one person can have a name on a specific console, but PC players can have different names depending on which storefront and change their name on a whim.

    I want to believe it was probably the survivor that escaped the moment the match started, but I'm not the type to point fingers without definitive proof. Besides, isn't the point of clicking on the thumbs up/down icon after the match and going to Report for Exploit supposed to be the way to report a specific player? They really should have a generic "after match" button for telling Behaviour "This game was hacked, look into this."

  • @Daniel28 said:

    The killer should be able to get blinded even if they have it, but it's at 75% light proof. They Nerfed Iron Will and Calm Spirit for survivors. It would be fair, from if not.... The DEVS OF DEAD BY DAYLIGHT are playing favoritism towards killer and don't give a DAM about survivors... it's only from I had couple games where I had Flashbang, and Blast Mine Perks and it's totally not fair that 1 perk nulls my 2 perks and I should be rewarded other perks If they are useless, or just make Lightborn only flashlight proof and not perks

    First off, Lightborn does NOT nullify Blast Mines. Second, don't talk about your perk slot being wasted for bringing in Flashbang to a Lightborn fight when you have survivors breaking hex totem right at the start of the match and the killer never even getting a chance to get anything out of them. It's all part of the game, you roll the dice, you bring a flashlight, or a perk that's useless, or a hex that gets cleansed right away, Oh well, thems the breaks.