MaddieMage
MaddieMage
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It literally just got nerfed so they couldn’t stack anymore which was MORE THAN FAIR as stacking was way too OP.
I swear some of you just want survivor to have nothing but garbage perks so you can cakewalk to 4Ks every match. You literally just got killer buffs to tunneling and you’re still calling for survivor nerfs.
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@Necromonicon said:
I feel like the real explanation is really simple. We know they're still planning on implementing the anti-slug and anti-tunnel changes in some form. Off the Record and Tenacity changes were pushed onto live because they probably just didn't want to put in the work to change them back. Off the Record was reverted because many people used it and were outraged by the change, but it was always "Revert OtR" with maybe a Tenacity mention in the comments. It's not popular enough for them to put in the effort to revert it and then change it back when anti-slug changes return.
Yes but even in the PTB for the anti slug stuff they said we were supposed to have the ability to crawl and recover at the same time. No matter what, it needs to be put back but they won’t tell anyone when.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016739#Comment_4016739
I strongly recommend not engaging further with who you are trying to communicate.
In about a dozen thread now, that same person has basically derailed the threads and riled up a bunch of people to the point where some threads got closed. Dozens of people have tried to get through to them, but we always just get repeated the same things in slightly different words forever. You won't get anywhere except get roughly the same thing repeated to you.
I just started putting people on ignore. I’m not gonna keep talking in circles
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016702#Comment_4016702
Did you try playing custom games, to make sure those games weren’t crashing? Because that doesn’t involve other people, so if you’re having a lot of game crashes then you should have started with that first.
And the point of your post is you want the DC penalties to be changed for everyone, just because of your specific issue. You should still be getting real DC penalties even if you are troubleshooting issues, because you’re still DCing in a lot of games, regardless of it’s intentional.
And you said you were troubleshooting issues, so just leave the game open while you troubleshoot the issues. And if your penalty times are getting big, then maybe you should be spending more time troubleshooting before trying again.
I never said I wanted DC penalties changed for everyone. Not once did I say that. I asked WHY the specific change was made that made it so you had to stay logged into your game for their timer to run out.
I’ve been playing this game since 2020. The DC penalty timer was changed very recently with the go next prevention which made it so that if you had a timer, you now have to stay logged into the game for it to run down. It did not used to be that way. Before if you had a penalty, for let’s say an hour.. you could log out of the game and go watch tv for an hour then come back and your penalty would be gone and you could play again. That was your “cool off” period for ruining the games by DCing. Now they changed it to where in order for your penalty to run down, you must keep your game launched and sit in lobby while your timer runs down.
THATs what my complaint is about. Why is BHVR making people sit in their game lobby like a child in the corner forcing them to stare at a lobby screen for the duration of their timer? Whether you stay in game or log out, you’re still being banned from playing their game until your timer ends and that’s supposed to be the point of the penalty. This extra step of having to stay logged into feels like being petty or punishing for the sake of. Like “we don’t want you to be able to go play another game and have fun while you wait for our timer to run out. You have to sit here in your corner (corner being the game lobby) and think about what you did until your time is up.”
That’s the point I’m making. That’s silly and absolutely stupid imo. You’re not playing the game regardless of if you’re logged in or not so it just seems like an extra step to punish for no reason. Now they want to control your ability to have fun elsewhere outside of their game if they’re currently punishing you in their game? Thats weird full stop. I had a friend decide to take a break because after Dcing for like 4 matches, they obviously were not enjoying it/raging and decided to step away. They logged off for 3 days, came back and when they logged in, their 15 minute DC penalty was still sitting there. Waiting for them to sit in the lobby for 15 minutes to wait it out.
I’m sorry for the novel but I’m trying to make it clear what my complaint is because I don’t think you’re getting it. I’m not advocating for removing or lessening the times of the DC penalty. I’m simply asking why this extra step was added that was never in the game the entire time to begin with, and only seems to be there to infantilize the games playerbase.
I’m not gonna continue to reply to your responses about my troubleshooting because it’s not relevant to my complaint. How I chose to troubleshoot is my business and I’m not complaining about the fact that I received the DC penalty. I knew it would likely happen and I accepted it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016570#Comment_4016570
Frequent game crashes is not a legitimate reason for DCing. If you are having major internet problems, then you shouldn’t be playing a team PVP game, because you are ruining the entire game for your teammates each time your game crashes.
I’m gonna give you the benefit of the doubt and assume you don’t see or comprehend what I posted. I wasn’t DCing. My game was crashing due to tech issues and I couldnt fix the issues without queueing up for the game to figure out if I was fixing the issue as the game was the only thing that kept crashing. How am I to know if I fixed an issue and can play the game again unless I try to play the game? I should just stay off the game without knowing whether or not I fixed the issue? You under stand how troubleshooting works right? (My game crashing also means there was a bot left for my team which is what everyone here advocated for when people used to be able to just give up on hook and leave their team with no one but I digress.)
And again I’m not advocating against DC penalties. I think they’re good and I’m not mad that I had them. That was not the point of this post whatsoever.
Just gonna copy and paste my response to someone else as it applies here: “Are you aware the new reshade update is causing peoples games to crash? I didn’t have that issue but I did have an issue where I was troubleshooting and in order to test whether my fixes were working I had to, guess what? Boot up and play a game to see if the game would no longer crash. When the game crashed I had to go back and try another fix. Then test again and try another match to see if it crashed. Thats why I had the 15 minute penalty. I couldn’t tell when a fix worked until I tried the game and had it not crash. Trial and error.”
I swear it’s like some of you only read the parts of a post you want to read and reply to that while ignoring the actual point of a post. Thanks for the engagement but I’m just gonna put people on ignore and move on from this. 😆 Have a good day.
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@Sava18 said:
I love queuing survivor and being stuck in a game that's insta lose due to a teammate for the next 5 min. The rest of the survivors and the killer monotonously playing out a game no one wants to be in. The dc penalty isn't even that harsh.
I love a 3rd of my matches being a void in my irl time.
Also the timer doesn't tick down while off the game so you actually are penalized instead of queueing one OW quick play game before hoping back on to do the same garbage.
Also the you have to rage quit/ruin games on repeat to incur any sort of real penalty as the guy who got 1 upvote and 10 downvotes said, you all are just outing yourselves. You gotta be a repeat offender and then some to get to this state.
clearly you don’t know how this game works as game crashes on your end and dedicated server crashes do cause dc penalties. Some of you are just outing yourselves as not understanding what’s been going on with this game in the past year.
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@jmwjmw27 said:
Call me cynical but I do not believe OP at all that they got 15 minute penalty from “repeated crashes”.
Right now the DC penalty is super lenient and you can disconnect from multiple games (reportedly 4-5) before even receiving the 1 minute penalty.
If you’re at a 15 minute penalty, you’re either ragequitting and not telling the truth (My theory) or you have crashed over 8 games in a row now and still keep queueing without stopping to try and fix your problem.
As for the question you stated in the OP, logistically there’s no reason for it to work that way, I’m assuming that is a bug since you’re apparently crashing/quitting and not launching again until later, maybe it would only apply the penalty then? Probably unintended.
Its always funny how people always wanna assume you’re lying & rage quitting when there are legit reasons for repeated crashes. Are you aware the new reshade update is causing peoples games to crash?
I didn’t have that issue but I did have an issue where I was troubleshooting and in order to test whether my fixes were working I had to, guess what? Boot up and play a game to see if the game would no longer crash. When the game crashed I had to go back and try another fix. Then test again and try another match to see if it crashed. Thats why I had the 15 minute penalty. I couldn’t tell when a fix worked until I tried the game and had it not crash. Trial and error.
Not everything is as nefarious as you’re making it out to be. Have a good night
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016505#Comment_4016505
I didn’t miss any point. I read every word of it and I stand by my reply. You’re still ruining other people’s games even if it’s unintentional. The penalty is meant to punish people who are doing it intentionally, and for those who are not doing it intentionally, to force them to fix their crashing issues before returning to play.
Again, you are missing the point. Im not arguing against DC penalties which you seem to think I am.
Im asking why we can’t be logged out fo the game for our penalty. That never used to be that way until the recent changes and it’s silly. Whether you’re logged in or out of the game you’re taking your penalty because you can’t play the game regardless. So why make people stay logged in for their penalty to run out? That just seems petty for the sake of being petty.
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@Khastrx said:
Likely so people who were intentionally DCing couldn't just log out; go play some other game/activity, and then come back with the penalty timer back at zero. Of course it's kinda silly in some ways because if the person DCs again, the penalty is just going to be even higher anyway. The penalty system is kinda flawed and a poor attempt to cover up all the other issues…
but that’s my point. Why do they care if you log out to go play something else? You’re not playing their game meaning you’re taking their penalty regardless right?
It just feels like “If you want your penalty gone you’re not allowed to go have fun elsewhere! You just sit here and think about what you did!” That’s so weird to me
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@I_Cant_Loop said:
Just don’t DC and ruin other people’s games. Problem solved.
Thank you for completely missing the point of the post, especially as I said game crashes cause dc penalties too. Have a good day!
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011860#Comment_4011860
if youre getting downed in 10 seconds after a stun, that's not ds being bad. even against a nurse, unless its an open field or you're just unlucky. getting downed in 10 seconds right after a stun should not be the norm.
DS is such a strong perk for antitunneling. even if you dont use it. the killer may slug or simply ignore you just because it exists
Again I’ve seen more value from OTR than DS and I’m sticking to that opinion. I’m also not going to engage in the implied argument of “get better at looping to not be tunneled” (“that’s not DS being bad”) when we literally have a second completely busted killer that just got released that can tunnel freely. Yes you get 3 seconds but with killers already being faster than survivors and running haste perks, 3 seconds does jack most of the time. And again we have to consider maps with dead zones and the strength of the killer you’re going against. DS is not a better replacement for OTR by far. Have a good day
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@[Deleted User] said:
why are people exaggerating so much? survivor is pretty good this patch with the hotfix nerfs and insane pallet buffs. there are many perks and strats against tunneling and otr was more of a bodyblock meta perk than a real antitunnel perk. use DS if you have it, it's so much more effective as an antitunnel.
The pallet buffs were beyond ridiculous and should be reverted. Saying that as a survivor main. DS does nothing. Yes they stun and get 3 seconds to run before being run down again and going down within 10 seconds. I’ve seen people get more anti tunnel value out of OTR than DS by far.
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@angel_pellegrino said:
I have to wonder if it's because they're still in the process of changing them (it's on the backburner) or because they do intend on making at least some of the anti tunnel-anti slug changes in the future so they're holding onto the perk alterations?
If this is the case then they should say so. One of the biggest issues I keep seeing complained about over and over with the devs is the horrible lack of proper communication to the community. If that’s the case then why not give people a new date for the changes? Why not tell us exactly what you just said? “The future” is very broad and with the fact that they did severely weaken some of the best anti tunnel and anti slug perks survivors have (while abandoning nerfing some killer perks and going thru with some killer buffs) it comes off as them saying “here have a free for all on tunneling and slugging until we decide to finally implement it, but we aren’t going to tell you when.” (while also releasing an extremely overtuned killer that tunnels ruthlessly and effectively. )
Personally tho I think it’s ridiculous and unfair to change perks that help counter what BHVR has acknowledged are unfun and/or abusable game mechanics (while still buffing killers/abandoning some killer perks nerfs) without anything to replace it and then not give any concrete info on when they’re gonna come back around to it. -
@Mandy said:
Off the Record was always on our list for changes, even without the tunneling solutions tested, we were aware on how the perk was able to be weaponised and felt that 80s Endurance was a pretty long length of time, it's part of why when adding it back, we've halved the duration so it is still strong in a situation where a player is being tunneled but it will be in a healthier position which won't allow it to be weaponised in the same way.
Thank you for replying but now you’ve just given me more questions.
- If off the record was always going to be changed despite the anti tunnel, why wasn’t this on any roadmap? Previously you all released roadmaps announcing changes that were coming to certain perks. Where was that at on the roadmap? Because honestly it just looks like you guys are making changes to perks Willy nilly with no explanation OR it looks like mistakes are being made with no acknowledgment of it.
- What about everything else my post asked? What’s the deal with the other changed perks and why were those perk changes pushed thru without the anti tunnel/slug when it appears that those changes were happening BECAUSE of said updates that didn’t happen?
- If off the record was always going to be changed despite the anti tunnel, why wasn’t this on any roadmap? Previously you all released roadmaps announcing changes that were coming to certain perks. Where was that at on the roadmap? Because honestly it just looks like you guys are making changes to perks Willy nilly with no explanation OR it looks like mistakes are being made with no acknowledgment of it.
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Please don’t. I need a break from 2v8 and chaos shuffle
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and also her fungus that we need to remove infection are spawning in inaccessible areas of the map so we can’t get to them
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All day yesterday I had nothing but Krasue tunneling off hook at 4-5 gens. They absolutely buffed tunneling while nerfing the strongest perk survivors had to counter it and the tenacity nerf without the full anti slug change is absolutely ludicrous. At this point it feels like we can’t get one single update without major problems and no quality testing before they push this stuff live.
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It would be nice if they could be clear about PTB dates so content creators can plan their schedules instead of having to scramble last minute to figure out whats going on. People work normal jobs and wanna plan around these things.
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Glad to see the kidnap tech removed but the issue with ghoul is that his auto aim/aim assist is still broken. I’m still getting his bite attack through and around walls when he has no line of sight on me.
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yeah I won’t be running the fog vials anymore. Guess they will just sit in the inventory collecting dust.
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@ThatRyanB said:
I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):
- What is one change that would increase your enjoyment of the Map item rework?
- What about for the Key item rework?
Give us back the weaved ring add on. I also used the weaved ring and milky glass because keys are so hard to get in the bloodweb so this helped me keep my item whether I died or used it on hatch. Now if I don’t survive the match my key is just gone.
Maybe you can clarify but the patch notes made it seem like if you use the key on hatch then it doesn’t consume the key anymore is this correct? If so then I’m fine with milky glass being gone but weaved ring is an add on that I specifically collected that are now useless.
Also the pink maps used to track totems and all killer items and now it seems like you’ve made all the maps only have windows of opportunity value as base and we now need add ons for everything else. Thats useless to me because if I wanted to see vaults and pallets I’d just run windows. I used maps for the ability to track items not pallets and vaults.
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@xCakeStick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974085#Comment_3974085
You're not wrong that knee-jerk reactions exist in the community, every game has emotional players. But to imply the majority of feedback is childish or invalid because some people overreact early is a huge generalization. The problem isn’t just people crying 'nerf' on day one. It’s when well-documented bugs, design flaws, or mechanical oversights, often backed by video clips, user testing, and repeated threads — are ignored across multiple PTBs and still go live. That’s not 'children fighting over a blanket.' That’s a broken feedback loop.And about 'giving it time for data': that’s valid in terms of balance, sure. But this isn’t only about balance. People flagged technical issues, stuttering, micro transitions, and design regressions during PTB, and those are still pushed live. Those aren’t things you need a week of data to fix, they were already visible. Winrate stats can only show part of the story. Just because something isn't statistically OP doesn't mean it's well-designed, fun to play against, or healthy for the game long term. Community feedback fills in those gaps, if it's actually listened to.
Exactly, perfectly put.
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@ThatRyanB said:
Speaking more broadly to the "just remove the system" comments, I can understand where feelings like this come from. It doesn't feel great to be in a situation where you receive a warning, especially if you haven't done anything to warrant this.
For that reason, if this is happening for some players, I want to help get to the bottom of it so we can understand a) what's happening and b) why it's happening. That way, the team can make informed decisions on how to how to handle this. But in order to do that, we need evidence.
My job here is to advocate for the wants and needs of the community, so if I'm asking questions about what you encountered, it's often because I want to share those experiences with the team to back up the things you're passionate about. It's rarely as simple as saying "players don't like this", but with detailed feedback, positive changes can often be explored.
I get this but in the meantime this system should be turned off again. People shouldn’t be getting penalized while it takes the team however much time to investigate and brainstorm on this issue.
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I’m seeing this too. Only getting the same 5-6 maps over and over. There are maps I have not seen in weeks.
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@PigWithTvs said:
mori or not the killer can just hook you know….i really don't get the point u are trying to make
the second mori was added so killers don't have to wait 10 hours for the other survivor who is on hook to die in order to mori you, and how is the mori system bad exactly, it makes no diffrence its just instead of getting hooked u get moried
as I just said above… Because ever since the first finisher Mori was implemented killers don’t hook anymore in my games. They stand over the slugged survivor waiting for the hooked survivor to die so they can get the last Mori. In those cases, I’ve successfully unbreakable and used soul guard to take a hit and run for hatch. Sometimes I made it sometimes I didn’t. The point is the ability was there for you to try.
Taking that away takes away interesting and exciting last ditch gameplay that the devs previously said they liked having in the game. That’s my point.
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@TheArbiter said:
I'm confused because even if they removed the ability for the killer to mori you, they still would've made it to you before your unbreakable finished and hook you anyways? What does removing the ability to mori here change
Because ever since the first finisher Mori was implemented killers don’t hook the slugged survivor anymore in my games. They stand over the slugged survivor waiting for the hooked survivor to die so they can get the last Mori. In those cases, I’ve successfully unbreakable and used soul guard to take a hit and run for hatch. Sometimes I made it sometimes I didn’t. The point is the ability was there for you to try.
Taking that away takes away interesting and exciting last ditch gameplay that the devs previously said they liked having in the game. That’s my point.
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@[Deleted User] said:
Problem is, while you might kill the rat & I certainly would, way too many killers work with them & let them go, especially when its down to two survivors.
Multiple games this anniversary down to 2 killer lets them wriggle off & they head straight to me, (which is basically right there because I always try pick up!)
If im slugged or picked up with 2 left be sure I'm heading as far away as possible so other survivor knows don't come this way! But again as long as its rewarded players will do it
Exactly this. Way more killers will work with the rat than not and it sucks when the killers then let the rat go. I always get a good chuckle out of matches where the killers take the rats bait and then kills the rat after to take the 4K. I always tell people “they’re gonna kill you too they just want you to help them get the 4K” but they don’t listen. Serves them right.
Bottom line if we are down to a 2v1 and I get found first I’m gonna take the kill and let my teammate go for hatch. When the killer lets me wiggle down I’ll just sit on gens until they pull me off, bleed me out or kill me. I also like to take the killer across map to lockers I know they’re not in and point at them just to waste time for my teammate to pop a gen or hide. 😆 I’m not giving up my teammate cuz I’d rather one of us at least get out. But when it’s the reverse and my teammate gets found first they always bring the killer to me, hoping to be spared, and more often than not the killer kills them too.
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@[Deleted User] said:
Agreed, I always give hatch or gate to last survivor (unless its steve or leon sorry they'll have to leave it to luck of the entity)
Far from a new player 16,000 hours+ but since the mori came in the number of killers i've seen let survivors almost leave just to mori them (usually gate) has dramatically increased.
I don't mind dying personally & prefer mori death to the hook & I doubt many players have that in mind while running off, but some probably just don't wanna boost mmr with a gate escape.
That second comment is also why a lot of players don’t trust it when the killer appears to be giving you gate or hatch. If you’re gonna kill then just kill then but the stuff of making them crawl to hatch just to mori them on it or letting them open gate and downing them to crawl to edge of gate just to mori is just meant to be a jerk. It’s just wasting peoples time trying to get to their next match when you could just take your kill and move on.
And these are the same killers who will then complain about survivors teabagging at exit gate. If you don’t like it done to you then don’t do it to others. But unfortunately this community doesn’t like to follow the “treat others how you want to be treated” mentality. They like to take the anger from players in the last match out on people in the next match.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959198#Comment_3959198
the 3 highlighted gens from deja vu are applied to maps and they are removing that since maps are getting reworked. basically nothing is changing gameplay wise about deja vu unless u ran it with a map consistently for some reason.
oh I never ran maps with Deja, I only ever ran it as a standalone perk any way
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yeah a lot of these conditions are way too much for what you get, especially for the an for use perks. The only perk I see myself running out of the new ones is conviction. The others will never see my loadout.
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@Mandy said:
Hey all, we are looking at this - finding which is the best way to do it.
Thank you! I appreciate you replying and letting us know 😃
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@Rudjohns said:
What add-ons are going to retire? Would be nice to spend them all right now lol
A bunch of key and map add ons are being removed because of the way the items are changing to use charges instead of time. I literally have hundreds of each add on for both of these items, some of them I intentionally farmed because they were my favorite ones to use.
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@Mandy said:
Can confirm, it's the less known secondary effect that's being changed on Deja Vu - the perk is not being buffed.
what’s the secondary effect that’s being changed exactly?
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@Munky said:
Note that this also could be just cheaters, not the actual servers. Cheaters have the ability to crash the match server at will. It is always very suspicious as this happens at the end of a 12 hook game or something… just saying ;)
This is true but this has been going on for a long time and there’s always an increase in it happening every time there’s a new chapter or game update. Yes cheaters do this but the vast majority of the time, my money is on server issues on BHVR side
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The entitlement over other peoples offerings is hilarious to me. Killers tunneling out people who don’t bring pies and now this.
Nobody is going to force anyone to bring offerings that benefit you nor should they. It’s not other people’s fault that you’re getting tunneling out at 5 gens. Also the totems and chests are part of the event and how survivors max out their BP gains. That’s just how it works.Dont get me wrong. Does it suck? Yes and it’s especially frustrating for an event where everyone is trying to grind BP especially because it’s unnecessary. I’ve played many matches where the killer killed everyone without tunneling off hook every match and we all cleaned up. My point is that no one owes you their offering no matter how the match goes.
I say this as someone who always brings the pies because yes it does benefit me and everyone else to do it. But you’re not entitled to it.
Also if the chest and totem stuff annoys you just go play the regular event queue. I played regular mode yesterday for 3-4 matches and I was still getting 200-225K per match with the pies.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946242#Comment_3946242
Why was it deemed necessary to begin marking players as "AFK" when they are actively playing the game? There are myriad reasons why someone wouldn't be on a gen for a minute at a time (multiple expose perks, killer instadown powers, traveling across the map to unhook, slugging for the 4k, just to name a few).
Why is this intrusive system considered an improvement when 99% of the time, the only situation where "excessive hiding" occurs is when 2 survivors are left alive with multiple gens uncompleted? Why not have this system active only in that situation and disabled once either survivor is slugged/hooked (to avoid further encouraging slugging for the 4k)?
THIS is exactly what I said in the PTB feedback!!! This system should NOT be implemented at the start of match. The extreme hiding that killers were complaining about was when there were 2 people left with multiple gens and they were hiding waiting for the other person to die. This is why I said the afk crow system shouldn’t kick in until at least 15-20 minutes into a match. An average match can last around 15 minutes and that gives time for people to actually play the game and use stealth, which is part of the game.
They have a server timeout limit of one hour meaning if the match isn’t over in an hour then the game ends. If there’s a one hour time limit already then What would be the big deal of waiting 15-20 minutes for the afk mechanic to kick in? That way it addresses extreme hiding in 2v1s and still allows people to play the match normally at the start.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946220#Comment_3946220
Not trying to sound argumentative, but as yet we've not seen one video where players have received crows through normal gameplay - we've not replicated in our tests, nor on our own games on Live, nor have our Creators. That's why we need this video , we need to see the lead up to when crows were gotten. Without having some hard evidence that there is a problem here, we are very limited in what we can do.
Here’s one instance
https://www.tiktok.com/t/ZTjWq9K9C/ -
https://www.tiktok.com/t/ZTjWXTjY5/
Another video showing more Reddit comments on issues people are having
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@ThatRyanB said:
One important caveat here is that if a Survivor is actively moving or close to the Killer, the rate at which these AFK points accumulate behind the scenes is greatly slowed. This means that players should still have ample opportunities to opt for stealth where necessary.
It's not lost on me, though, that we're seeing some reports of folks who say they're receiving crows in the course of regular gameplay. The best way we can help relay your experiences to the team is through concrete evidence, so if you've encountered this, please do share video footage of this with us, ideally including the 2-4 minutes of footage before the crow shows up. This way, we can provide much more detail on the specific gameplay that led to this circumstance.
You guys didn’t seem to test out any of the perk combos against this system. People are getting crows trying to open exit gates because of no way out and remember me combo.
We gave you guys tons of feedback on all the ways this could go wrong in the PTB, it went live anyway and now people are saying “this is what’s happening which we told you would happen in the PTB” and now we also have to go out of our way to record and upload video for you guys. Did no one test this out on your end at all?
The hundreds of comments across multiple social media platforms of peoples experiences isn’t enough? All these people arent just making this up.
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943336#Comment_3943336
Wow your second paragraph sounds exactly like survivors sitting in the exit gates for the entire EGC so the killer can watch them teabag and run out. Almost like the devs should do something about that!
The fact that you guys keep pretending like teabagging at gate and slugging and bleeding out are the same thing is hilarious. The Devs on here have already said that it’s not the same as the killer has agency to force survivors out or force an endgame mistake that gets you an extra kill or two. You don’t have to stand there and watch them teabag. Go break pallets and farm points or force them out with hits which also gets you points. Survivors being bled out have no agency to do anything. Thats from the devs.
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Had someone in a match refuse to down me until the last person died on hook so that I couldn’t abandon. Told me they wanted to force me to stay to see the mori because “it’s not fun to mori bots I want the player to be there for it.”
It’s very clear to me that many people are mad about this because being able to abandon takes away their power trip fantasies of forcing people to stay in and watch them get off on being a sore winner.
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@100PercentBPMain said:
this years been better to small streamers, what do you mean? killer content hit a drought with 2v8 but small survivors have been around it all year.
I've found a couple random qt 3.14s thanks to the last drops
Im not talking about killers vs survivors. Im referring to DBD content creators and streamers
I’m referring to a couple of things. The issue of the twitch shirts being locked behind the creator program that requires you to have 10K followers to be considered for. Many many smaller creators already earned the shirts and were told last year they were gonna give clearer guidelines for how to receive them. Turns out those clearer guidelines are that they’re now locked behind the 10K follower required creator program essentially Gatekeeping them from smaller dedicated creators, some of whom, already have the shirts and won’t receive any new ones.
The 10K goal for all the other stuff in the creator program makes perfect sense. But locking a cosmetic behind all that instead of making a smaller tier requirement for people who just wanted the shirts could have been done and wasn’t. There are many dedicated creators who have spent thousands of hours and money on this game, who have been loyal but just don’t have an arbitrary number to show so they’re being gatekept out of cosmetics that many smaller creators already have access to anyway.
And now on the biggest release of the year when viewership is gonna skyrocket, twitch drops, something that’s been known to help increase engagement and viewership for lots of smaller creators.. is now being locked behind the creator program.
They could have waited and done creator program-specific twitch drops to celebrate creator program gamers at a later date, which would have made more sense since they are currently on a 4-6 week delay on applications for the program as it is. So you’re using these drops to celebrate people being accepted into the program, when you still have a huge amount of applicants waiting to be accepted? Make that make sense.
That means creators who are very likely going to be accepted into the program but just haven’t been yet, are also locked out of these Twitch drops, along with smaller creators who need the promo, during… again… the largest chapter release of the year.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/446234/i-dont-think-go-next-prevention-will-work
"The same thing that's already happening when we prevent them from doing Go Next: Survivors will go AFK or sabotage their team."
They will get penalized and a disconnection penalty. Throwing the game is a reportable offense such as intentionally blowing up gens and throwing all the pallets.
I believe you might be overthinking this a bit too much. All the obvious ways to go next the system will be able to detect that and actively punish players for this.
As of right now go next reports don't do anything, but they will when this hits live I presume. The most frustrating thing right now in SOLO Q is the people who just Go Next. Its terrible. I am glad this feature in coming into play to help prevent that. I am sure down the road Luck offerings will be changed.
Throwing the game for other survivors is just inconsiderate. You ruin their experience to have fun.
Yes but how do you know the person blowing the gen isn’t just bad at the game and missing skillchecks? We are about to have a huge influx of new players in this game and if blowing skillchecks and throwing pallets is considered against the rules then all these new players are gonna be hit with unfair DC penalties. I can’t tell you how many times I ran around the map throwing pallets as a new player because anytime I was in the killers terror radius I thought I was being chased. I also had bad internet and constantly played on 100-120 ping so I blew a lot of skill checks.
I don’t see how this works without penalizing new players or players with bad connections.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932544#Comment_3932544
So in the past if the Killer went for the 4 man slug they were forced to bleed out if they wanted to ensure a win, because Survivors could 4%. Now the killer is allowed to hook and end the game quicker, without risks. 4% are just randomly the killer getting screwed over even when they played perfectly. Removing them is healthy.
If one 4 percent totally screws the killer out of decisively winning a match then you weren’t decisively winning to begin with. I’ve 4 percented many times and we still all died. But sometimes we make a comeback. Thats how the game goes. A 4 percent means a chance at 4 percent out of 100. You shouldn’t be getting screwed that badly with a chance that limited.
Also going for full 4 man slugs is part of the problem of this game anyways that they’re about to address. Sounds like you just don’t like any tiny thing that prevents you from going full 4K with your chosen playstyle and that’s a you issue. You chose to play that way.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932592#Comment_3932592
Genuine players are currently unfairly punished when teammates Go Next, and there will be less genuine players unfairly punished after Go Next is in the game, because the main reason why Go Next is so popular is being removed from the game.
Those "great 4 percent moments" are the reason why I'm stuck slugging in a lot of games. I'm stuck bleeding people out, because if I place them on a hook, then they might 4%, but if I bleed them out on the ground, then I'm 100% guaranteed to win.
Those "4 percent moments" are mostly just punishing killers that are trying to be nice to survivors, by hooking them instead of securing their win by slugging.
Those 4 percent moments are 4 percent chances out of 100. If you’re losing games so badly that a 4 percent destroys you to where you “have to slug” you were probably already losing the match more often than not anyway. You’re not “stuck” slugging anyone you’re just wanting that full 4K rather than being okay with getting a 2K or 3K. That’s on you.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932572#Comment_3932572
A big part of the Go Next problem is that survivors have a quick and easy way to ragequit, that bypasses the DC penalties. The upcoming Go Next solution absolutely makes that harder.
Zero people are saying the goal is to 100% get rid of absolutely everyone in the universe that wants to Go Next. The goal is to reduce the percentage of games where this happens.
I’m also not saying that the goal is to get rid of it 100 percent. What I am saying is that this is going to unfairly punish genuine players and as someone above said, it removes so many great 4 percent moments that happen in this game, many that have turned the tide of matches and made them more exciting. So we’re making the game less exciting now to punish a minority of the player base who again, are likely still not going to contribute to the match in any meaningful way by being kept in the match.
I really hope this doesn’t happen but right now it doesn’t look promising
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@sleepy_knight said:
The 4% has given so many great moments. Would it be possible to not remove the attemps but instead if they fail just remove the timer reduction? That "punishment" is the reason why people can leave early in the first place.
Exactly. There have been so many great 4 percent moments in this game that are going to be gone now just to “punish” bad players who are still not going to contribute to the match anyway once they get unhooked. The vast majority of people trying to go next are not going to contribute just because you prevent them from leaving the match. I can’t tell you how many times I’ve unhooked people I saw trying to “go next” and they just stood there off hook and went afk or they ran around just sandbagging and spam throwing all the pallets.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932544#Comment_3932544
to be honest slugging at 1-2 gens left isnt "toxic" thats just strategizing since then your chasing 1 survivor 1 is down on the ground and then another one has to come get that one up wich means at most 1 can be on gens
I’m not saying slugging at 1-2 gens is toxic. I understand that because if you’re down to those gens you’re trying to get pressure. My complaint is that this new mori update is making it so that if a killer slugs two people and takes one to a hook and is waiting over the slugged survivor, for the hooked survivor to die, to get that mori, this removes a last ditch effort for the slugged survivor to get up and find hatch. I see tons of unbreakable and soul guards in my lobbies now because of the slugging meta. The person in this scenario could have used unbreakable, taken a hit with soul guard and gotten the endurance to take a chase because the person on hook was hitting their skilll checks trying to buy time. I’ve even asking my own SWFs to “hold on” so I could get my unbreakable/soul guard and try to get up and even save them from hook. In the new Mori scenario, the killer can go right back to the slugged person and insta Mori and it’s over, removing that last ditch attempt for a possible comeback.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932544#Comment_3932544
We learned from the survivor abandon button, that most people don't care about rare scenarios.
When survivors got an abandon button that immediate shows up when the last survivor reaches the dying state, I didn't see a bunch of survivors say "what if I had unbreakable, and my teammate abandons before I can use it"??? The vast majority of survivors were absolutely fine with getting their instant abandon button, even if there were rare scenarios where the game "really wasn't over yet".
Yeah and this is an issue cuz I’ve had that happen to me and I’ve seen plenty of players complain about it as well. I’m just not a fan of reducing this game down to “it’s a 1v4 where the match is “over” when two people are left.” What’s the point of playing the game at that point? If the last survivor still doesn’t have a chance at an escape for that last Hail Mary then why bother? It takes away the tension and excitement of the game if my match is over when two people are left.
And people complain about “going next” and this kind of stuff is why people do it. Because there are so many mechanics in this game where as soon as one or two things happen people see the match as being “over” so they figure why bother? This is encouraging that.
Also the go next prevention is still gonna penalize genuine players more than the bad ones because yeah they can’t take themselves out on first hook anymore but as soon as they get unhooked what are they gonna do? Nothing. Run at the killer, stand there and let the killer down them, alt tab out and walk away while they bleed out. People who decide they’re not gonna play the match out are not going to be forced to play a match that they decided they don’t wanna play, so they’re still not gonna contribute to the match. Maybe they don’t go afk to avoid a DC penalty, but I’ve seen people just run around the map, spamming wall vaults, throwing all the pallets or just cleansing totems and opening chest to kill time until the killer takes them out. Not contributing to their team in any way.
People have said this here plenty of times but until they address the reason for the go next it’s not gonna change anything. Yes a small amount of people go next because they’re just mad they got downed first but that’s not the majority of the playerbase. And now making a mechanic that increases the chances of ending the match in the killers favor at a 1v2 scenario, effectively removing any ability for a last ditch comeback, is just gonna increase the “go next” mentality. I’m interested to see how people react when killers are waiting in these 15-30 minute queues for a 5 minute match when the match is over at a 1v2 or even sooner when everyone insta abandons for a 4 man slug at 4-5 gens.
Lastly it’s interesting that survivors are more and more having to equip perks to be able to engage in certain styles of gameplay. We have to equip perks to prevent slugging, prevent camping, prevent tunneling, now we have to equip perks to be able to take a genuine shot at a 4 percent. Meanwhile killers still get basekit tunneling, camping and slugging. Those tactics take zero perks or add ons to be effective.
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So I’m ALL about the go next prevention. But restricting 4 percent changes to only being allowed with perks or luck offerings removes all those times when someone was able to 4 percent when the match was nearly lost and made it so the survivors were able to reset and stage a comeback. This is basically saying once you’re on hook you’re just there and until a teammate can get to you, IF they can, since slugging everyone out is the new meta.
Four man slugging is still a huge issue in this game so now when killers go for full slugs which tends to happen when there’s 1-2 gens left, the chance to 4 percent and make a comeback is gone unless we waste a perk slot.
I don’t mind using perk spots for certain kinds of gameplay but equipping a perk for the “chance” at a 4 percent and not a guaranteed 4 percent is a waste imo. So now everyone has to equip deliverance and hope that they’re not the first person hooked so they can get that save and get value from their perk?
Honestly this was my fear with go next prevention: That is was going to unfairly penalize genuine players just to punish the bad ones. And this does penalize genuine players and takes away their last ditch effort to get an escape and that happens quite a bit in my matches.
Also the mori update is going to penalize survivors who run unbreakable. If the killer can just simply hook and go right back for the instant mori, that takes away their chance for the survivor to use unbreakable/soul guard to pick themselves up while the person on hook is still struggling to buy them time. Whose idea was this? Lots of gamers are running anti slug builds lately to counter the slugging meta that the devs encouraged even more with the finisher mori, and now you guys are making it easier to cancel out any ability to counter a slug and try to make a comeback.