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MadDragon

MadDragon

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MadDragon
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  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029052#Comment_4029052

    As a Killer, I dont think I would assume Red Herring if I saw a loud noise notification. If I saw it on a locker sure.
    But most of the time, structures are in the way. if the Killer is smart they might not fall for it more than twice.

    However that is much better than Zarina running from a Gen to a safe place to activate the perk on that gen IMO.

    If you run to random notifications in the distance you're wasting a lot of your own time. And time is super important as a killer. I can get the idea of wanting to make perks like Red Herring more useful or better, but this is one of the few "utility" perks that's actually useful as is.

  • A killer seeing a notification on a gen is not going to assume anything besides a blown skillcheck, or one of their perks activating. A killer seeing a random noise notification away from gens is going to assume you're trying to waste their time and ignore it, more so if it keeps happening. And if they see it was on a locker they're just know it was Red Herring.

  • BHVR has said they won't ban for a crosshair, but they won't revert a ban that EAC caused. So as long as you're not messing with files or injecting something into the game, you're fine. Some overlay on your game isn't going to get you banned.

  • @brewingtea said:

    Even if you need to trade right before 2nd stage you can progress the game a LOT.

    But who should go for the last-second save?

    If you said, "Everyone goes, because there's no way for solo queue to communicate." then you finally understand the actual problem.

    I mostly play survivor, and the majority of that is solo-q. It's completely possible to coordinate without coms. An easy and common example; 2 people on a gen, or one on a gen and one in chase. You get the unhook.

    There's too many variables in a match to even answer this effectively. That's the whole fun part of survivor, changing things up and adapting to your match.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013593#Comment_4013593

    No, its more if BHVR does something they have a reason to do it. And if a person has the opinion that a thing that BHVR is changing is bad, then they have a point that is IS bad. Because even the developer is doing something about it.

    Simple as: If BHVR thinks something need changing, it probably does.

    You're just ignoring the verrry long history of changes that needed to be reverted because they were either completely unneeded or just insane. You just keep saying "if BHVR does x than x is good." I love DBD and I don't think BHVR is actually that bad or anything, but they do make mistakes. A lot.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013502#Comment_4013502

    No actually, you DID imply it by saying:

    BHVR constantly thinks things are problems when they aren't, and doesn't address problems when they should.

    That implies you think you know better, if your say now you you don't know if you know better.
    Then feel free to rephrase your expression, Maybe like this:

    It feels like BHVR often focuses on issues that don’t seem as important to players, and overlooks some that really impact gameplay.

    The only thing you can prove, is how you feel about it. You have absolutely no credible data for anything other than your opinion.

    So yeah, you bet your hide on that Ill take BHVR's word on what they want to change or any random opinion you have.

    You're missing the whole next part of that paragraph where I state examples that corelate to what I said. And no, that doesn't imply that. You're ignoring 90% of what I said.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013490#Comment_4013490

    You are thinking about this the wrong way around, If tunneling was not an issue and no players could possibly be proven in statistics tp have quit over it, then why would BHVR do anything about it? BHVR's response in the past was to do nothing about it.

    My own logic is clear: If BHVR says they want to do something about it, its probably worth doing something about.
    They have other things to do, so why do it? for fun? for no reason?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013491#Comment_4013491

    BHVR constantly thinks things are problems when they aren't,

    Problem is you cant prove this, you don't know what the stats show. You dont know what the results of the Surveys are do you?

    I rather believe BHVR knows what they are doing, rather than you know better than the developers.
    BHVR has made a great game I have enjoyed for 8 years, What have you made? nothing???

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013493#Comment_4013493

    This is so flawed, im sure if tunneling was as much part of the game as looping was then people would have adjusted to it better. But they have not and now we are here when its way way better to do something about it than not.

    I never said I know better than the devs, and I gave clear examples of what I meant. It has been an issue with the game for years.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013483#Comment_4013483

    You are right, WE dont have statistics. And for the Survey, I dont think they are asking for what you think they are here, likely only the active player base. But BHVR does have the statistics and given the response to tunneling they rolled out, I would say its likely alarming. If the game designers realize they need to do something about it then what really is there to consider for us?

    What does it take for you to consider there might be a problem with doing something about in Dead by Daylight?

    For me:
    All it takes is for BHVR to want to do something about it then its very likely a problem big enough to be worth doing something about.

    What do you need to think its worth doing something about?

    BHVR constantly thinks things are problems when they aren't, and doesn't address problems when they should. Even with something like the CR livestream, a problem they said wasn't a thing for a years is suddenly ruining a huge collab for them. The infamous flashlight era that only got nerfed when Cote played a game live. BHVR not wanting to add colorblind options (and being quite rude about it). Etc.

    Killers and perks also randomly get reworked or changed massively only for the changes to be thrown out because they were horrible. Recent examples of that are Artist and Xeno.

    Just because we get a patch that's trying to "fix" something doesn't mean it's an issue.

    And the tunneling and slugging reduction patch doesn't even address WHY killers do that in the first place, either.

    It's also near impossible to understand why people are quiting. You're not filling out a long survey everytime you uninstall the game. And the people that quite the game for good aren't going to social media to complain about, they're just dropping the game.

  • @redheadbeauty said:

    Most matches are like this. Camping and tunneling galore. Some slugging mid to end match is fine ,but all of this is happening at 5 gens. As survivors, we are supposed to team up and get the objectives done but if we get unhooks or attempt to take chase, we then are singled out after they sacrifice the initial survivor they were tunneling. And then there are two survivors with most of the gens remaining, if not all of them. Then it becomes a "hatch" game if one is lucky. Dbd is my favorite game but lately, I've had to stop myself from uninstalling it. It's that bad. Behavior needs to do something and fast. Unless you're an excellent looper or you neglect hook saves and stay out of the killers radius, it's a miracle to survive a match.

    If you're getting, or letting some else get, tunneled out at 4~5 gens then someone is unhooking WAY too early. Hooked survivors have a timer, you don't need to insta pull, you can progres the game instead of aggressively playing for the save. Even if you need to trade right before 2nd stage you can progress the game a LOT. And when you unhook/get unhooked, don't heal under hook, stealth away or find resources, take a hit for the unhooked person, etc. There's so many games I've been handed to me as killer because people unhook so fast or literally while I'm still there.

  • "Create a separate mode/private matches where map selection is unrestricted"

    You can already chose maps (and their variants) freely in custom games. Been like that forever.

  • Variants aren't a thing anymore, McMillan doesn't have that many maps anymore. And I'll take harder achievements over either side using maps to make builds super annoying or unwinnable against. Or simply guaranteeing a map that is overwhelmingly in their favor constantly.

  • I've been having really weird times during matches where my connection stops for a second and rewinds me back into place. Discord and such lags briefly too. Doesn't happen on any other game I play either. Been happening nearly every match for a couple days.

  • It doesn't really matter. Just p100 a character you like. :)

  • This has happened again through the day today while playing with a friend. It sucks so much of the fun out of the games and just makes us not want to play anymore. This so needs to be addressed.

  • You don't get it from one or a few DC's. If you constantly DC you'll get a penalty. You're not getting a queue penalty from your power or internet going out once in a blue moon. Also it's temporary, ranging from 30 seconds then upwards of minutes. Only increasing in time if you keep DCing.

    If your internet is so faulty it gets dropped nearly every other match then there's some serious issues there. Also, if you're about to head out for work, why are you queueing for a pvp game??

  • As best as I can remember, interactions that are worded like "screams and shows their aura" will do their secondary effect, but something like "screams then becomes the obsession" (friends till the end) won't. Same with Doctors power, you can stop the scream but you can't stop his power.

  • 2~3 survivors working on a single gen is infinitely better for you than them immediately spawning on 3 different gens and progressing them all while you're in your first chase. That first gen might go by faster, but would you rather 2 or 3 gens being nearly done instead?

  • Yeah, I love saying things like "good chase" and sometimes it censors "chase" or I can't say some characters names. Just censor all the naughty words and make it a toggle like every other modern game with a chat. It's wayyyy too censor happy.

  • @murgunstrumm said:

    So I've recently started playing Dead by Daylight and have been enjoying every minute of it, the reason I started playing is because of YouTuber, John Wolfe.

    Well, I started watching content by YouTuber, SpookyLoopz, because he was in a couple video's on John Wolfe's channel. I've been watching a mix of older and newer content by SpookyLoopz and noticed something odd that I haven't experienced myself and I'm wondering if this was something that used to be part of the game in 2023, or if the content creator was cheating: In some of his videos as killer, you can hear the hatch sound before the hatch has been opened.

    One of the video's I'm referencing is

    https://www.youtube.com/watch?v=LYfbkb_TezA



    Not accusing or alleging anything, I'm just wondering if killers could hear the hatch before it opens, when there's multiple survivors alive?

    Thank you.

    I've re-watched the video. Are you talking about stuff like at 6:11 (https://youtu.be/LYfbkb_TezA?t=371)? That's the sound of a nearby Boon created by a Survivor. There's also times you'll hear a faint whispering in a few of his games from the perk Whispers (makes sound/high lights the perk when you're within a set range of a Survivor).

  • @murgunstrumm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999317#Comment_3999317

    I'm wondering specifically if the killer could hear the hatch when it's not open. I know about the old issue where the slight increase in elevation could tell you where the hatch was located, but I'm wondering if killers could hear it when it's closed.

    I'll have to watch the video again and get timestamps to show what I mean. I'll follow up soon.

    No, you can't. You never could. In some really old versions you could see it (and even older, you could leave in it after a few gens). But there's also a million different bugs every patch so it's not impossible for something like that to have happened. Wouldn't be a useful cheat anyways.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994257#Comment_3994257

    These aren't bad changes though. Yes, it would be a shame if killers ended up in a bad spot and it took months for BHVR to do something about that, but these changes are definitely healthy for the game. Also, I wouldn't be surprised if killers already got buffs after the ptb if people that actually test these changes agree that killer will be too weak.

    That's not the point. You said if Killers end up being too weak, it can just be changed later. We shouldn't have to see heavy handed changes like this and just hope Killers like Hag, Trapper, Legion, etc. get buffs months down the line to compensate. These changes won't hurt Killers that are already really strong because of mobility or map pressure, but anyone lacking that gets hit pretty hard.

  • @ad19970 said:

    It's honestly hilarious how many people are losing their mind already over this update without having even tried the changes. And if killers end up being too weak, BHVR can still buff killers in healthy ways, like increasing the numbers of the rewards that killers get when hooking a survivor that wasn't the last one hooked.

    But most importantly, these changes will create a much more healthy foundation for DBD, where tunneling and slugging aren't as overpowered anymore and playing in a fun way is more effective now. Further balancing can then happen down the line.

    I'm a bit tired of having to deal with bad changes and waiting months~ for something to be "ironed out."

  • The main issue with all this is it's so heavy handed. Survivors get an extremely long duration of incredible buffs off hook, and Killers get punished if they don't kill Survivors a certain way.

    The buffs to the person getting unhooked are fine, but it seems way too long for what they're getting. This is just saying you CANNOT target this person. They can see your aura and your perks have no effect on them. I honestly wouldn't care about it if it was just a bit shorter.

    The anti-tunnel punishments have 3 major pain points:
    - They both affect Killers who are NOT tunneling
    - They punish you for taking advantage of a Survivors misstep (i.e, death hook survivor steps in a trap, sacrificing them results in a heavy penalty)
    - They punish you for doing your objective

    Neither Survivor nor Killer should be punished like this for doing their side of the objective. Survivors shouldn't get hookstages or gen penalties for progressing too fast, and the Killer shouldn't risk punishment (and a game loss) for playing effectively or taking advantage of mistakes.

    This also all does nothing to address why Killer's tunnel and slug. It all comes down to pressure on the Survivors and trying to slow down gens early to mid game. These artificially make the Killer progress the game later without securing Kills, making that issue worse.

    And to top it off, this doesn't help "weaker" Killers/Killers that lack good mobility. Even with slightly reduced effects this MAJORLY helps the stronger Killers who don't rely on tunneling anyways. A little bit of haste and an easily negatable aura read isn't doing anything for Ghost Face. But it sure is going to do a lot for Nurse. I'm tired of Blight by Daylight and this isn't going to help lmao.

  • @CLHL said:

    Antigen nerf… Yeah, that would help spreading hooks lol

    I was told we'd get perk updates to help with these changes. </3

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987916#Comment_3987916

    Total stomps are getting more and more common in my experience. Personally, I think 2v8 is going the way of 1v4 in that it's "balanced" around average Killers vs coordinated SWF and everyone else can kick rocks. At that point, it might as well be MMR.

    Idk dawg, most of my survivor matches we usually get around half the lobby out unless the Killers are really coordinated.

    @YamamuraVideoRentals said:

    I think at the very least, they need to change it so that survivors only get a catchup bonus for DEAD survivors.

    Survivors that merely lose a hookstate or two are just as effective as ones that haven't, plus they get skill unlocks and no longer have their aura revealed.

    If we have to have this style of mechanic I'd like something like that too. I don't think this specific style of a catch up mechanic is all that great though. It mainly punishes the Killers for doing "too well" (or rewards Survivors for not doing well enough), but if they fall behind it does little to nothing to actually help.

  • While this isn't an overall great idea (unless I'm misunderstanding), I can at least give props for coming up with an idea that doesn't involve heavily punishing the Killer or giving the unhooked Survivor a get out of jail free card.

  • Invalid invite link, generated logo, promising cash prizes, DBD tournament with no bans? Seems completely legit to me.

  • Deliverance, Wicked, and Slippery Meat all only work on first stage since that's the only time you can unhook yourself (save for anti-camp during struggle).

  • Yeahhh just chalking this up to a typo. Killer instinct is also suppper bugged lmao.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984240#Comment_3984240

    Okay, I even double check and yeah, it was 9th hit.

    So this change is really confusing

    That's what I'm saying lol.
    Confusing change log.

  • @tes said:

    It was needed to hit 7 people before u can down for your 8th hit.

    That’s not a typo

    That's not how it was when I played, and I just watched a video from last iteration where it needed 8 hits and the 9th downed (like I said above).

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984221#Comment_3984221

    Terrible take if it can't even get you the pickup in time even when you get them last second don't even add it in the first place it's completely pointless right now.

    Anyway Devs Fix it

    You did not read the first half of my reply lol.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984217#Comment_3984217

    Then what's the point of even adding it if it doesn't even help you?

    Its probably just so issues don't arise from powers that affect both sides and a survivor leaves the game. Again, it'd also be pretty unfair for you to simply see someone in the exit gate and get a completely free down/kill. That would be horrible balancing for all of these killers.

  • Both Weskers and Houdnmasters don't last long enough either, its just barely enough wiggle room for survivors to escape. None of them need a "oh you're in the exit gate? thats a free kill for me" mechanic. I highly doubt this isn't intended.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    So, wait… The bug that let you have infinite use of toolboxes with Potential Energy was bad enough to Killswitch the perk, but Streetwise letting you stack infinite charges on every item (including toolboxes) isn't?

    @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884

    Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.

    It takes a player a little but of time to find 1 chest, then use Streetwise to constantly increase charges. It takes no time at all.

  • You might have a Tome challenge active that's doing this, there's a few for both sides that do this.

  • Do you have it from your Steam Family or something? You don't count as owning the game if its from someone elses library that's in your Steam Family. This isn't an issue with the game, its an issue with Steam itself. More so since you're having other issues.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959207#Comment_3959207

    Bodyblocking against any killer does work, if he's carrying someone to the hook. And it does happen (even in soloQ) if you are trying to desperately save someone on death hook (but sure enough it's questionable results-wise and huge gamble for game being just over).

    As for what to do - someone just reminded me in another post of old hatch mechanic. Partially return of this mechanic for last 2 survivors would actually resolve the issue. The thing being - if there are just last 2 survivors, the game is for all intents and purpose over if there's more then 1 gen left. The only exception is if you have little bobby with 5hrs experience trying to catch literally Ayrun while the other survivor does gens (so never). And the idea for return the hatch - if there are just last 2 survivors left, then make the game actually still interesting. Give out long-enough timer for killer to actually try to chase. Say 1 minute (or maybe 2?) + killer would get killer instinct for 1 second every like 10s so that it's not just boring hiding in the whole map. If killer can't catch survivor in that time, then hatch spawns and is open. If killer then shuts it down (and all the generators did not get completed in that time), both survivors get immediately killed. If one of the survivors escapes (and not all generators are already completed), the other one gets sacrificed immediately.

    This is not even unfair provided you don't take survivors as a team (which it isn't truly a thing in soloQ) - it's just last 2 survivors got unlucky in matchmaking with their other 2 teammates who can't chase at all. So mechanic like this would still heavily favor killer, but it would actually keep the game spicy and give a chance to last 2 survivors for something to try out instead of waiting for inevitable death fiddling their thumbs and waiting (also this scenario happens quite often whenever killer outright stomps survivors without slugging them).

    No, they said body blocking for a hook save. Not to prevent a survivor getting hooked. Unless its just worded poorly that means someone is already on the hook and you're trying to get multiple people near the hooked person against Bubba (which you never want to do).

    So killer brings a hatch offering, sits on where it would spawn not allowing survivors to do anything, waits 1 minute (not enough to do multiple gens), and gets 2 automatic free kills? Why would you kill the survivors if hatch is closed and not let them get the gates like normally? There's plenty of times where a teammate or I have gotten an escape (or a 2E) after a really bad game in EGC.

    This is also too unfair for the survivors and anyone that isn't aware of the mechanic isn't going to understand why they can't out-hide the killer. The game doesn't need more complicated mechanics to deal with edge cases, its bad enough to learn about the game already lol.

  • Being able to go across a large map in a few seconds can really help, you just have to understand where the doors are going and wait to know if Spring Trap is doing something else (like entering chase).

  • I completely understand that it could be seen as a bit unfun for some people, but realistically, what do you want done here? To prevent something like this you'd have to punish the killer for slugging when a game is considered "over" and there's just you two left. That's just unfun design and gameplay as a whole.

    If the killer is doing something like this just do objectives to force his hand or end the game quicker.

    I do like the kinda RP you can do with killers since they're so unique in their own ways, but not everyone's playstyles are going to match. You'll have a slugging Nurse at 5 gens and a Demo that never slugs or even hits gens. If the game was this quick and he wanted his 4k, I don't see it as unsportsmanlike like. Annoying? Sure. But nothing warranting a report.

    Also this is kinda off topic but I'm confused by what you mean by body blocking for a hooksave against Bubba. He's probably the only killer you DON'T want to do that against lol. He can down your entire team with one chain use of his power, including the person off hook with endurance.

  • @Valimure said:

    Sorry the person above me was a bit rude.

    While I would love to see proxy camping made completely unviable, it's utilized by killer players who have no idea how to create pressure. My advice would be to use that against them.

    Especially now that people cannot struggle on hook, it's perfectly fine to leave them for a bit. Do gens for 20-30 seconds and see if the killer starts a chase with someone else... *then* go rescue.

    If they're proxy camping, punish them for it. Do the gens, then rescue at the last moment even if you have to trade a hook state for it. At most the killer should only get a single kill this way.

    Also, a lot of killers will return to hook even if they are currently chasing someone else. Don't heal under hook.

    Proxy camping has its place, but hard focusing it as a strat is bad, yes. You don't have to be negative about newer or less experienced killers doing this lol. The only issue is that a lot of survivors play into it like tunneling or normal camping (instead of ignoring the hook and doing gens). Good advice to go for gens and save closer to the end of their struggle phase.

    You can struggle on hook, you just can't self-unhook during your first hook state. The counterplay to this and tunneling is the exact same from before that change went live.

    @RafterMaster said:

    Why are you still allowing them to camp inside their door? Cancelling their power and unlimited no TR is a bit much.

    This isn't jump scare, it's just getting stupid. Where's the speed adjustment when not holding axe you promised?

    No wonder people just gen rush. It's all getting quite dull.

    If you mean camp inside a door near a hook, the survivor will still get anti-camp from him being there (like Drege in a locker or Singularity hiding around a corner in a bio-pod). Cancelling his power, as in his axe or his doors? Forcing your hand for either once you go for it would just punish him for no reason.

  • If you have access to your BHVR account, you can go to: https://account.bhvr.com/account/personal-information (your email is listed here). If not, you'd have to try recovering your password for your emails you use and see if it sends a recovery to one of them. Or look through your emails for a conformation email for when you linked your PS account.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951508#Comment_3951508

    Ok that makes sense. But if I win or lose in Masquerade will my MMR change?

    It doesn't go up or down. You stay the same. You'd skyrocket in MMR otherwise.

  • They've always taken a bit long to get resolved, but I assume BHVR's support team has had an unbearable load for awhile. It took almost 2 months to get back on a cheater that was holding a game hostage awhile ago. 😞

  • You don't see people write about it that often anymore because its just been common for the game, only getting somewhat worse with larger updates. Even streamers like Otz with an extremely beefy computer have constant stutters.

  • MMR is a bit different for events, in some like 2v8 it just doesn't apply and others its less of a factor (iirc). Killer queue times in the event have been pretty slow too so your MMR bracket will get widened pretty quickly when you start searching for a match.

  • The mori system was re-worked a little bit ago, you can always mori the last person in the trial now so the mori was retired. It was also changed somewhat recently that if one person is on hook/dying and you down the other survivor you can mori them without waiting (if there's only two survivors left).

  • @NaveR said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953823#Comment_3953823

    Just got 28 cakes when bulk spending on a single prestige, so… either they changed that, or the logic you described was a coincidence.

    I'm far from the only one that was pointing it out, so if its not happening anymore there was a server side change.

  • @crystalkitti said:

    Don't think this is a bug. Been this way as long as I can remember; quite sure it's intended! it's been used by many, many people and shows up in tons of videos.

    @Amanova said:

    It was always like that, not a bug for sure

    Oni's 180 flicks wasn't considered a bug until someone reported it here, many years later, so.

    It's obviously not intended (and is one of the many animation bugs) it's just never been a big issue lol.

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