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MrT1412

MrT1412

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MrT1412
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  • Just updating this thread to say I'm still experiencing this bug

  • @WalterBlack said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940223#Comment_3940223

    It's a little ridiculous that the victim of the cheating has to go out of their way to then also fill in a long form, upload a video (which doesn't work so → YouTube), wait for a response… At best this system is antiquated, at worst, negligent.

    Of course. I imagine if it were easy to change, they would do it though. Would be nice of them to at least add a link so I don't have to search "player report dbd" everytime.

    Then again, it's not like most players are seeing a cheater very often.

  • The rights to Jason were inaccessible cause of ongoing lawsuits. If we get Jason, it won't be for a year at least.

  • @jmwjmw27 said:

    Not even just the cheater reports, the chat report system is also depressingly bad. I don’t know if they just don’t read them or they have a backlog, but I can report people who use slurs and death threats in chat with no feedback for months, and they are only banned after filling out a ticket (which I should not have to do after reporting ingame for a chat report).

    How is the censorship system so bad that it both misses tons of easy bypasses but also manages to consistently censor harmless words and phrases?

    Can't really complain about people not getting banned if you're not reporting them though. If you don't fill out the ticket, your ingame report doesn't do anything.

  • @FengWhisperer said:

    I'm experiencing the same thing: Most skill checks are fine but throughout a game I will typically get a handful a skill checks that are delayed. Maybe 1 - 5 in a game. It seems like the input is registered late. Meaning if I hit the skill check close to the "great" skill check zone it will probably register close to the end of the good skill zone and I won't get penalized for it. However if I hit the skill check after the great zone, the delay causes it to go all the way through the skill check zone as though I didn't even click anything and cause the generator to regress.

    I am playing this on an Asus ROG Ally X. I've messed with various settings such as vsync on and off, different max refresh rates, switching to low graphical settings (typically I play on medium), FSR on and off and this issue persists.

    If there are any logs that I can collect I'd love to provide data that can help root cause this issue. Thank you very much.

    You can find the game logs in your appdata folder.

  • @Coordi said:

    Hi @MrT1412! Do you have vsync enabled on Dead by Daylight?

    image.png

    I do. Do you think that might be part of the issue?

    As an update, I played this morning with these settings and did not have this issue at all. I haven't changed my settings in months and have had this issue on and off.

  • @TragicSolitude said:

    Dang, PC is experiencing this now, too?

    This has been the case since I can remember on console. Especially Nintendo Switch.

    Seems like they don't even care to fix it too, it's been an issue for so long.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899834#Comment_3899834

    The perk can delay the first death by one or two hooks and that's huge.

    "Can delay" is kind of the key phrase here. It can also get zero value in a lot of situations. Its similar to unbreakable, the perk can absolutely change the course of the game, but whether it is worth the occasional extreme value for lots of games of being useless is an important choice.

    And basically everything in DbD can make a huge difference. Getting to a loop slightly faster, completing a heal, finishing a gen, sometimes little tiny things make a massive difference.

    It's what makes DbD exciting.

    The question here is what about StB makes it wrong? As a perk, it should get value. What's the scenario where the perks is unfair, broken, or makes the game unfun? Because if the answer is just - 'StB for last can be the deciding factor in the game', potentially, yeah, but that's lots of perks.

    I don't think the perk is on it's own problematic, but to say it's not strong because it sometimes doesn't get value is ridiculous. Match where the killer is spreading hooks already have so much in your favor as survivor that you don't need that perk slot.

    It's like saying NOED or No Way Out are weak because you can win matches before endgame.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899796#Comment_3899796

    It doesn't matter if killers still win. I literally see killers complain about that while actually 4King at 5 gens.

    Killers want to not only win, but win with no effort.

    So yes, it might delay the killer win and that's basically the fact.

    Yeah, that's cause most survivors are totally awful at the game.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899796#Comment_3899796

    I've never seen a perk as misunderstood or maybe as misinterpreted as StB.

    The perk only moves the hook state, so if you just tunnel one person, then yeah you might have to deal with 3 hooks on that person, but the perk announces itself, exposes the unhooker, and the person using StB has one less hook state.

    So chasing the unhooker, who literally screams at you that they used it, means nothing changes. You had one hook, and still have someone on second hook... If only you chase the person who screamed.

    StB is a game sense and game knowledge check, which apparently an awful lot of people fail that test.

    Also, in your doom scenario, if all 4 survivors run StB then no one gets any "extra hooks", they're just passing the hooks around for no reason. So apparently this isn't a second chance perk, even by your definition.

    Forcing the killer to spread hooks makes a ton of games unwinnable. While you still have 12 hookstates to win, you no longer have someone dead at 5 or 6 hooks, and the game is lost. There's a huge difference between a survivor on death hook and two survivors hooked once.

    The perk can delay the first death by one or two hooks and that's huge.

  • Perks like Dead Hard and Shoulder the Burden are very literally second chance perks. You get an extra hit in chase, and a third hook state.

    On their own they don't seem too huge, but when you have stuff like that on every survivor, it's a lot of extra time.

  • Nemesis. My most played killer, and still one that I don't do great with.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893319#Comment_3893319

    Really the majority of your matches, which are soloQ opponents.


    You wanna say right now that camping will lose you the game usually?


    Yeah it will.

  • @ChuckingWong said:

    Feel like this is on the same magnitude as everyone freaking out about the 10s hook timer increase.

    And everyone is going to abuse reassurance with it.

    Or plot twist corrupt cancel.

    None of these things happened.

    I mean, don't undersell the hook timer increase. Camping will absolutely lose you the game if you try now.

  • @MoZo said:

    @Mandy Hi Mandy, quick question. Why was nurse not apart of the 40 meter terror radius? She can blink on top of a survivor in a matter of 1-2 seconds and only has a 6 second cooldown for both blinks.

    Nurse isn't actually that fast moving across the map, she has bursts of speed with long cooldowns between them.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893288#Comment_3893288

    Alot of times the only cause was they got found first

    I mean, we agree on this part, although you seem to think it's pettiness the way you describe it.

    Imo, the phase 2 issues of camping, tunneling, and slugging are the core problem here. It's not simply that "the survivor got found first", it's that "the most popular and meta ways that killers play the game mean that the first survivor to be found doesn't get to actually play a well rounded game".

    Everything for survivors encourages will rounded gameplay. You should do gens, assist with recovery (unhooks, heals, mends), interact with the killers power, be chased, and get hooked. You can also opt to interact with the killer, killers perks (hexes, counter play), challenges, altruism, chests, and more.

    But for reasons that's are entirely within the killers control, all of that will rounded gameplay becomes "get chased, hooked, and back to the lobby" for about 5k BP that you had basically no choice in. You got unlucky, found first, and don't really get to play that match. Good luck next game. Every game some nights.

    I'm personally hopeful that phase 2 actually addresses some of these core problems, and the symptom that is the "go next epidemic" diminishes as well.

    And lost a chase.

    Why say this? Not being able to lose a chase might've been true years ago before 6.1.0, but infinites don't exist anymore, maps have been nerfed, tiles and pallets nerfed, tile spawn logic nerfed, and more changes have occurred since then. All of that means that survivors are literally supposed to lose chases by design. Sure, some people may make a mistake and be frustrated, but getting a map with massive dead zones and a single pallet held up by toothpicks can also be frustrating as well as hopeless.

    The game only functions if survivor players have any hope that escape is possible. The fact that "go next" has become this much of a problem is a huge game health indicator that something is drastically wrong. Hopefully, phase 2 can address some of that.

    You got unlucky, found first, and don't really get to play that match.

    I think its an unhealthy view to say that getting tunnelled = not getting to play. Getting tunneled in the best chase practice you can get.

  • @SoGo said:

    All of these are great.

    Aside from the new Eyrie map (what do you mean "double pallets"), as if we didn't have enough issues with it already.

    I assume like the double pallet loops on Greenville, which imo are pretty fun. Not a big fan of new Eyrie maps if they're not gonna address how unbalanced they are though.

  • @Firellius said:

    How will they be able to tell if some is running a Slippery Meat + Luck increase build over just throwing?

    To be fair, is there really -that- much of a difference between the two?

    The luck build is extremely strong. It's essentially free self-unhooks for the whole team since with stacked offerings the odds of unhooking yourself is like 97%

  • @TonTon said:

    This "Rework" feels more like a Fix then a rework or at most a very soft rework being a former Original Freddy main that's what I'd call it.

    I am glad that we can use both snares and dream pallets and even when Survivors are awake but with this rework putting emphasis on putting Survs in the Dreamworld the Dreamworld itself has no danger or urgency to want to cleanse it.

    I would want it if your in the Dreamworld Freddy can just TP to you like Pinhead or Singularity can do instead of just when there just healing.

    Ps why remove TP canceling that was an ok mind game?

    Fake pallets play completely differently, and snares are projectiles now. I think it's fair to call it a rework (even though the devs aren't even calling it that).

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866316#Comment_3866316

    The only issue I see with this rework is how much stuff Freddy is getting. There's a lot going on now. We've seen before that players tend to struggle when killers have 100 passive things going on with their kits. This isn't a mechanical skill thing in this case. It should be a common sense "use an alarm clock before you heal" thing, but there are absolutely going to be teammates who throw games trying to self-care in a corner while asleep.

    I like the changes, but I think there's going to be a lot of frustration directed at Freddy due to bad survivors who don't get filtered correctly by SBMM. This isn't like Skull Merchant where the kit was fundamentally broken. But there's a decision making aspect to Freddy that a certain portion of survivors are going to ignore.

    Yeah it's gonna be rough but what can you do in a team game honestly. There's always gonna be bad teammates, especially here.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866320#Comment_3866320

    I didn’t say bad players, I said casual players. Why do you associate casual with bad? The casual players are the majority of their playerbase.

    Balancing around a tiny minority of your playerbase is never gonna go over well. If you make the game unplayable or too hard to play for your casuals, which are the majority of your playerbase, they will go elsewhere. We all know there’s a HUGE gap between solo and SWF which is why they made so many changes to the game to help solo players ie the HUD ie solo players are a bigger demographic than SWF.

    Casual is a shorthand for bad when you talk about it like this. Good players playing casually aren't going to have issues with any of the Freddy changes. I'm a casual survivor player who will likely die to Freddy many times. BHVR should not be balancing around me.

  • Are we getting perk changes like they mentioned in the roadmap?

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866312#Comment_3866312

    That’s good to know! The issue is tho that the majority of the playerbase ARE casual players. Making it balanced at the higher levels isn’t a great idea. But at least it’s not as bad as I thought, I still think it needs to be looked at.

    I don't think balancing around bad players is a good idea. It destroys balance at a higher level.

  • @SoGo said:

    He only has 5 tokens?

    For both things?

    And (I assume) no add-ons to get more?

    Well that's not good.

    It's only really bad for the pallets. Hopefully they add more pallets and keep the tokens for pallets and snares separate.

  • If you can't have fun when you're losing you shouldn't be playing solo.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865222#Comment_3865222

    The only reason I can think of that this isn't clear is because you're trying to spin this as some kind of "2+2 = 5 so killers need additional buffs" or something.

    No matter what, though, that's not going to work.

    If it's 1v1 only, it's 60% vs 40% winrate, meaning survivors are underpowered.

    If it's 1v4 only, it's what, 50% to 37%? Survivors still underpowered.

    If it's a mix-and-match, it's 50% to 40%, which, guess what? Still means survivors are underpowered.

    It's just a matter of how badly they're getting screwed, is all.

    How many of those killer wins are due to survivors giving up though? I track stats and survivors give up in 13% of my matches (playing killer and 2 man swf).

  • @AmpersandUnderscore said:

    You're correct that they aren't the same thing, and that BHVR hasn't defined a "win" condition. However, usually people are trying to somehow use this information to say that the game isn't leaning in the killer's favor currently.

    Nightlight isn't a full picture, but since the devs don't give us the breakdown of how many kills per game, it's all we have currently. As of right now the breakdown is:

    • 0k: 20.2%
    • 1k: 16.6%
    • 2k: 12.9%
    • 3k: 17.2%
    • 4k: 33%

    So, if we use the common definition that 0k and 1k are survivor "wins", a 2k is a draw, and 3k and 4k are kill "wins", then you still have killers winning about 50% of the time, about 13% of the games are a draw, and about 37% of the games are survivor wins.

    Whether it's the 60% kill rate, or the more nebulous win rate, the game is currently favoring killers in both metrics.

    Tracking my own games, the number of games I win as killer due to people giving up probably makes up the difference between survivor and killer win rate there.

  • Why are you playing the game if you're just gonna give up the second things get tough? Especially in solo queue where you're already putting yourself at a disadvantage?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864863#Comment_3864863

    This and also imo there should always be 2 hooks to choose from. If I pickup a survivor and immediately see their teammate running to a nearby hook with a toolbox... I should be able to go to a different hook if I spotted the sabo play in time.

    This should be true especially since sabo is so strong now.

  • I doubt they'll go for another change. All they needed was number tweaks and that's what they got.

  • @Pulsar said:

    I'm going to say it.

    Tunneling and slugging are unhealthy mechanics that are taken to extremes by portions of the playerbase.

    There should be safeguards against these extremes.

    They are definitely unhealthy and should be looked at, but people shouldn't be pretending that completely removing tunneling and slugging wouldn't destroy most killers.

  • Try dropping chase more. You need to pressure gens otherwise survivors can just drill them for free. Toolboxes are total BS but you can beat them.

  • That should be bannable too??? I don't see how bad behavior excuses bad behavior.

  • There's no reason why they shouldn't remove it other than having to rework luck and slippery meat.

  • @SkeletalElite said:

    I don't think there's a problem with the current DC penalty times, the problem is that is not how people leave the game, they leave by dying on hook.

    And that's not even reportable for some reason. You can't have such an easy way of giving up in a game with such an entitled playerbase and have it not be bannable.

  • Bleeding everyone out and then saying you had a challenge is some very funny bm tbh

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801179#Comment_3801179

    Map offerings should work opposite to how they currently do rather than be removed. Prevents being sent to Macmillan's for the 5th time in a row without an offering.

    They should rework that 20 escapes on rpd achievement if they ever change offerings.

  • It's just way too dark. I wish they made some custom darker lighting setups for some maps and then just had no TR or scratch marks. It would at least be better than what we have now.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789818#Comment_3789818

    i mean if you struggle to get 1 down before 4 gens are done, that is likely a skill issue with killer. my issue with killer is not that i can't get a down consistency before 2 gens pop. it is that the more i play aggressive to get downs around the map, the more gens i lose compare trajectory of survivor objective.

    this means that i can get 3 hooks in 3 minutes and i lose 2 gens. if i continue to fish for another 3 hooks, i'll be at 1 gen left and nobody dead. say on 8th hook, i kill someone, i am at 1 gen or 0 gens left. this means that i can be dominating for 6-7 minutes straight on every chase and i am still losing.

    for that reason, killer are like forced to camp and tunnel because…. they need shortcut objective. like the game based around you 2nd staging a survivor on hook or you tunneling correct people. that is why changes like that 70 second change doesn't make any sense because killer just don't have the time to do their objective.

    this is my thoughts on that stuff.

    A game where the first survivor dies at 1 gen left isn't a dominating performance, but I have a ton of games where I get my first kill then and then continue to get a 3 or 4k because having someone out of the game is a huge power shift.

  • @BEEZzz said:

    I have more of a problem with endurance stacking with survivors.

    Wdym by endurance stacking?

  • Exit gate regression would be great but I don't think Blood Warden needs it. Maybe it could be a secondary effect for Dominance?

  • @TheSubstitute said:

    I think a lot of you are gaslighting him with "skill issue" when the actual issue is matchmaking and that actual escape rates are lower than the official stats due to not including DCs, etc.

    If he's in a 4stack then dcs aren't a concern

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790182#Comment_3790182

    99% of games have a MMR decay system where if you stop playing for a long time you slowly derank.

    That way when you return you can work your way back into things and not get cooked.

    @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790217#Comment_3790217

    Well that's typically in ranked. I do agree that's probably how it should work for dbd as well.

    But since we know it doesn't I'm just confused as to why OP thought they could go out of practice for virtually an entire chapter and come back on top.

    This game does have mmr decay, it's just extremely slow.

  • I have 9 achievements left, hopefully I'll get them by the end of the year but I'm not too pressed about getting them done quickly. A lot of the survivor ones are pretty grindy.

  • Taking into account suicides on hook, yeah it is fair. Play some more killer and you'll see how often survivors just quit the game, inflating the kill rates.

  • @Ricardo170373 said:

    U are dreaming? For me is absolute boring to play SoloQ right now, miserable to play. Every match as Soloq i play agaisnt a most boring killer man, playing like a crazy, tuneling with 5 gens up and my teammates cant loop more than 10 seconds. Its impossible to play solo survivor right now

    Please just take a break from it

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421391/really-thought-i-would-have-seen-a-meta-change

    oppression is weak because base regression is weak. buffing it doesn't do anything. dragon grip doesn't need cooldown. it sucks with 0 cooldown. Darkness reveal has no radius. duration never mattered. it is likely they buffed it only aura reading nurse in midwich to be more obnoxious.

    as i suspected, Babysitter has no pick-rate, so in the end, i was right that it wasn't good enough for players to run.

    Oppression + Surveillance isn't bad in my experience.

  • It's frustrating to see that instead of fixing Iron Will, they're buffing Stridor. Now instead of being a useless perk, it's just a bad perk.

  • @Jacknalls_Paw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754669#Comment_3754669

    They have been literally halving 90% of the maps for years and also adding trash tiles/tiles to them as sort of compensation but ok, maybe this community will never be able to be satisfied until the map is bigger than the shack.

    Eyrie, Garden of Joy, and Badham are all still around.

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