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SixShotOcelot

SixShotOcelot

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SixShotOcelot
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  • That's fair!

    I have noticed a trend toward listening to community feedback more so than in the past. So, I am hopeful that they will continue to listen community feedback more and more moving forward.

    And, if they plan to go against an overwhelming community opinion, maybe share with the community why they are going that route.

  • @Crowman said:

    If you're just going to quit out games during the first two weeks of a new chapter release, don't play during the two weeks after a chapter release then?

    You always have custom bots to get familiar with the power.

    Agreed! Getting experience with new killer powers has been low key something that keeps bringing me back to bot matches both on PTB and on Live build when new chapters released.

  • @Mandy said:

    This looks like only the text is updated, not the perk in game

    DBD: THE BEST WINDOWS OF OPPORTUNITY BUILD - YouTube

    SOLO QUEUE VALUE! - YouTube

    Are you sure?

    I don't think it is just a text update. Here two videos of players using the recent (pre-alien chapter) version of the perk (Windows of Opportunity) and the videos clearly have Windows of Opportunity never going on cooldown.

    Additionally, if it is just a text update, could you please let us know when this change took place.

  • Hey dude! Just wanted to clear up some potential misinformation you appear to have come across or be under the impression of.

    1st - "season reset" has NOTHING to do with MMR and the matchmaking system. It is merely a "grade reset" and the grade gives you bonus BP each month for killer and for survivor.

    2nd - Stating, "mmr is based off of your best killer" is also incorrect or at least phrased in a misleading way. But incase I am misinterpreting what you meant I'll state both how I read it, and my understanding of how it works (VAGUELY! as no one other than devs actually knows, they just claim to).

    • How I read it: Your best killer = blight. Your Blight mmr = 2000 (literal random number). Thus every other killer has an mmr of 2000.
    • How I believe it works: Your best killer = Blight. Your Blight mmr = 2000. A new player plays Singularity (and killer) for their first match ever, there mmr starts at 0, and begins to increase every match until they get to the mmr they should be at. You play Singularity for the first time, your mmr for Singularity does NOT start at 0 but also does NOT start at 2000, instead maybe it starts at 700 or 1000. From there, based on the result of your match AND based on the mmr of your opponents, your mmr for Singularity will increase or decrease.

    3rd - only playing 4man p100s sounds like the least believable exaggeration. I am genuinely sorry if this is actually happening, but I'd legitimately need to see a fully streamed play session to believe that.

    4th - mmr is only accounted for before a game lobby is created. Thus, if a lobby is created, then everyone but you(the killer) and 1 survivor leaves, the mmr plays NO ROLE in who fills those 3 survivor spaces. They could be your region's most cracked players, or some random players who don't take their matches seriously.

    If you want to play your favorite killers, just play them. If the players your matched against aren't fun for you, play both matches. Or play with goals other than winning, like improving at chase or macro gameplay.

    One thing is for sure, if you don't find the game (or atleast killing) fun, play something else(or survivor).

    Hope this clears up some of the misinformation. Also, please feel free to correct any information I have gotten incorrect here. I'd like to know where I am misinformed as well!

  • This is really good!!! I'm really impressed by a lot of your fundamentals! The pose is fun and exciting, but you still nailed the figure/structure! Plus your values and contrast are really eye catching!

    Awesome work!!!

  • @Mandy said:

    Following Steam's weekly maintenance on Tuesday, players borrowing DLC characters via Steam's Family Sharing feature reported losing access to these shared characters, leaving only the DLC owner with access. This change is in accordance with Steam guidelines; if both players own the base game, DLCs are not allowed to be shared through Family Sharing.

    https://dbd.game/44lMf2F

    If you have purchased additional cosmetics for a DLC character which you no longer have access to through the in-game store, please be assured that those cosmetic items are still associated with your account and will be waiting in your inventory if you decide to unlock the character.

    I have an update

    Thank you for the information, quick question regarding additionally purchased cosmetics for shared DLCs.

    If we have purchased cosmetics for a DLC lost through Family Sharing and have no intention of ever purchasing that DLC again, is there a way to get our Auric Cells refunded and the cosmetic removed from our account?

    If so, what is the proper protocol to initiate this circumstance?

  • I really appreciate the specific survey and would love to see more mini-surveys that are more direct/targeted for a specific top.

    But I definitely agree.

    The very first thing I noticed was in the example perk was that they misspelled "exhaustion" which feels like the main type of issue that should not be present in this survey due to the topic. Any other survey, a typo/misspelled word is a free pass. But not on a micro-survey designed to establish better communication of how perks are explained in-game.

    When they ask you to rank the 4x examples "stating" the same information in different ways, I personally would have preferred a discussion/explanation of the differences. Rather than needing to find the differences myself. Since they all are for the same example perk, it makes it difficult to ascertain how well they convey the information.

    Alternatively, if they want to stick to not explaining, I think they could have used 4x slightly different perks but varying the style/way the perks are explained.

    Perk 1: "When a survivor is hit by a basic attack they suffer from blindness"

    Perk 2: "Basic attacks apply mangled"

    Perk 3: "Survivors injured by basic attacks suffer from Exhaustion"

    Additionally, I wish they provided a place for "response" feedback rather than all multiple choice and ranking. Such as:

    1) "Any other thoughts" text box that every other survey receives at the end.

    2) Allow comments on the forum post promoting the survey.

  • @Emeal said:

    What's the Source on the Power being completely changed mid development?

    To me Singularity seems like a Killer that uses Cameras to become a Nurse like Killer, the Killer functions like it should, I just think the Killer is way to complicated and they have skimped on QoL features that could make the Killer better to play in order to enforce making a very hard Killer to play.

    I absolutely agree!

    Before Dbd, R6 Siege was my "main game" until it jumped the shark.

    The Singularity brings aspects I miss from that into DbD. Mainly the constant juggling of managing your location and pulling out surveillance devices regularly for map/player knowledge.

    More QoL features on Singularity would be very welcome. But, I am do enjoy the power a ton!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518116#Comment_3518116

    that sounds really cool. like a time-stop character.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518348#Comment_3518348

    Although, I am curious how this has worked in other games. Do you know of any example in 3rd or 1st person PvP games where an enemy can relocate & reorient the camera of a player? Not a top down/isometric camera-based game (I understand this is a mechanic in many MOBAs such as LoL and DOTA2). But this is not comparable.

    yeah roadhog in overwatch. it is not instant teleport but concept of pulling someone is that. dbd has it as well. deathslinger. maybe it could work as idea if you gave survivor's invisibility like you shoot someone and they teleport back to a random approximate location. that is little bit like reverse spirit.

    True, but "pulling" still feels less disorienting on the receiving end than a full teleport. Its a closer comparison than Pinhead but still not comparable enough.


    I'm still open to seeing it. But, I also trust a game developers' input that that particular aspect felt bad.

  • Interesting! I am glad you find it interesting, and I definitely agree it would be unique. Unfortunately, just because something is interesting or unique doesn't make it good. :(

    I feel Pinhead is a bad example of comparison, because like the Live Singularity, the Killer is in control of teleporting, thus they know to expect the location and more importantly the POV change. Why complain about something you have complete control over. The issue is the disorienting nature of an enemy player having the ability to relocate you at will.

    If survivors, automatically relocated Pinhead as soon as they began solving the cube, regardless of Pinhead's choice, I guarantee Pinhead players would be complaining like crazy.

    Although, I am curious how this has worked in other games. Do you know of any example in 3rd or 1st person PvP games where an enemy can relocate & reorient the camera of a player? Not a top down/isometric camera-based game (I understand this is a mechanic in many MOBAs such as LoL and DOTA2). But this is not comparable.

    To me, this feels like a mechanic most PvP game devs avoid. But, show me a game where it's done well and I'll re-evaluate my perspective! ^_^

  • I believe the devs did mention the power was changed at some point during development. Who's to say whether it was early, mid or late-stage development. But I recall the devs saying originally, rather than teleporting to survivor, the survivor was teleported to the killer. However, I believe they said that was much too disorienting on the survivor side.

    Overall, I personally really like the power. It's a bit much at first, but you get used to the playstyle. He definitely has a high skill floor though, which I think is the main reason he is not played much. I had to play quite a few bot matches just to get the hang of it.

    Do you think you would enjoy being teleported by the killer and to the killer, on top of having know idea which way your facing or where on the map you are?

  • @shiroo said:

    ...because if Killers can just easily remove one player at the start of the game by hard tunneling then what's the point of this format anyway?

    I haven't seen this much tunneling at 5gens in a long while...it's actually crazy. In soloQ this is pretty much game over. Not to mention often the moment someone gets tunneled they DC or just give up making it even easier for the killer.

    Like, I don't care if some players like low effort easy quick games...play how you want...but this is essentially a complete waste of time for 3 other people. This is not about fun, this is about basic core design of the game. It's not up to the killer OR survivor how fun the game should be, it's up to the DEVS...step up your game.

    Or maybe introduce some "easy difficulty" queue with only 3 survivors...IDK...

    And no, before anyone says "just use OTR" - that is not a solution. Perks should not be a solution to poor game design.

    Clearly your upset about tunneling, but what aspect are you trying to solve? Please don't just say "Game Design".

    A. Time spent in a 3v1 match: As 3v1 is easier for killer so the match ends quicker than a 4v1 in which someone is tunneled out?

    B. 4th player (tunneled player): Since player tunneled out doesn't get to play, don't involve them in the game in the first place?

    Your post is not very specific with what your issue with tunneling is or how you feel making the game a 3v1 addresses it.

    Personally, I have very little tunneling in all my soloq matches. And when someone does get tunneled, it typically guarantees we can get at least a 3 out (killer's loss). Additionally, if you don't care about losing, sometimes you can get some awesome coop moments with randoms to save the one being tunneled and get the 4 out!

    Also, what is this "This is not about fun, this is about basic core design of the game. It's not up to the killer OR survivor how fun the game should be, it's up to the DEVS...step up your game."?

    "This isn't about fun" but "it's up to the devs" when discussing who it's up to regarding "how fun the game should be". The immediate contradiction is perplexing.

    Is this post just satire, and I am completely lost in my believing it to be genuine?

    I am very interested in the aspects of tunneling you find most frustrating and the solutions (multiple if you have them) you think should be implemented to mitigate the issues you feel are prevalent with tunneling.

  • @MikaelaWantsYourBoon said:

    Devs are Blights mains?

    Someone on management team loves Blight?

    His costumes are selling crazy good , so he is moneymaker?

    We all are wrong about him, he is weak killer?

    Devs don't want to piss off Blight mains?

    Nerfing Pig is more important then nerfing Blight?

    Ok, that's all i can think. What you guys think? Why Blight is always ignored when it comes to nerf killers? It's fine to nerf killers like Billy, Freddy, Slinger even poor pet Demo. But why when it comes to nerf Blight, devs are afk'ing.

    I'll answer all of these in order, then give my personal reasoning.

    1. Doubtful, I assume most devs want to leave work at work. Even if they did, they'd need to get higher ups/bosses to approve. Seems incredibly unlikely.
    2. Nah, same as above.
    3. Nah, Feng Min's cosmetics are literally equivalent to printing money. And they are about as transparent with that as they can be without outright stating it. Additionally, I'd argue survivor cosmetics are generally easier to design than killer cosmetics. Also, if a killer's cosmetics had monetary pull equivalent to Feng, it would be someone you see more frequently like Huntress or Wesker.
    4. This one had me laughing! Great add!
    5. Doubt they care, most patches they piss off a large portion of player base (no matter how great of changes they make). Plus, those who agree with changes (or aren't pissed) rarely speak up.
    6. Another great add!

    I genuinely just think it is because the numbers they use to track him don't support the nerf. I think the combination of on-going collected data reflecting Blight's pick rate, kill rate, maybe even survivor DC rate (and any other stats I am missing) don't warrant a nerf as they may indicate he is where they want him to be.

    Some killer(s) will always be the strongest. But if they are not over played, they may not need a change. I'd argue a nerf for a balanced killer who is played CONSTANTLY (Ex: Wesker) over a nerf of an OP killer I genuinely rarely, if ever, go against (Blight).

    That said, I think the lines of "what is too much abundance" should vary based on the killer's strength. Example, if Wesker and Blight were both extremely prevalent, then Blight should be adjusted well before considering adjusting Wesker.


    Just my opinion on the matter! Great discussion, thanks for the topic/post!

  • @FreddyVoorhees said:

    I wonder if its coded to appear different to different mmr levels.

    I believe it is based on my remembrance of the devs saying that prior. However, I do not recall where/when that was stated.

    My personal experience supports this though.

    M-F my evenings are 100% killer after 6 or 7 pm. However, when I queue up with my friends who rarely play, I get 50-100% survivor during the same time window as long as we grouped up. My assumption is the only difference is the calculated MMR of the group.

    Theoretically, it could just alter based solely on party size. However, that seems unrealistic in my opinion.


    Edit: Someone already answered you and I missed it.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516013#Comment_3516013

    Not sure I follow, but it works something like this:

    • You search for a match.
    • The game tries to find you a match with other people close to your rating.
    • If a certain amount of time has passed and it can't find you a match, it slowly starts to expand the search range.
    • The range expands until you find a match OR until it has expanded to the maximum range.

    It doesn't prioritize anyone in particular, but the people who would notice it most are the people on the very low or very high end of the spectrum since there tend to be fewer players at the extremes. Since there's far more people around the average skill level, it's not common for the matchmaking system to expand much- if at all- before they find a match. But that said, the maximum expanded range means that players on the super low end and on the super high end would never be matched together, no matter how long they wait.

    Thank you for always explaining the MMR system when it come up, it is very helpful ad clears many misconceptions.

    I am curious, would it be feasible to have a 2 system matchmaking where players can control their matchmaking preferences in settings.

    Setting 1: Prioritize Time - Literally the present system, unchanged other than the "always improving updates" you mentioned.

    Setting 2: Prioritize Rating - A system where time is not a factor and you are only matched once players at your rating have been found. Due to the way lobbies and backfill mechanic work, if a player left the lobby, the whole lobby would need to break and the search would begin again.

    This way players can have their cake and eat it too. Personally, I'll always choose the present system. But, this wuld allow players who state "I'll wait however long, as long as it's a well matches game" to actually do that. But, it won't force it on any player. Additionally, if the player is in control, they should have nothing to complain about.

    I do realize this could be unrealistic if you invest the resources into an implementation/system such as this and +90% of the players stick to the present system.

  • Everyone seems to be discussing why they nerfed Demo via this addon. My perspective has been the opposite. Why are they "buffing" another killer via nerfing Demo?

    I feel Alien fills a similar role to Demo, and in an attempt to increase sales and playrate (and overall success) of the Alien chapter/killer, they want Alien to be the more appealing option. Nerfing Demo feels like it could potentially, drive some Demo enthusiasts to Alien.

    I am not saying they need to do this to make Alien successful. What I am saying, is they could make it even more successful.

    Hopefully, enough people will voice feedback regarding the nerf for them to revert it (or not release it to live).

  • @Ariel_Starshine said:

    Oh, I think it's to help make up for a lack of people playing the role.

    But then again I find that contradicting, as my niece plays on the switch, I'll be on PC. Her bonus on survivor will be 100%, mine will be 0%. If I join her I get her 100% bonus.

    So I've actually no clue. I can't play killer really as I vomit from first person, so I just stop playing when my bonus goes away :)

    I think you're partially correct. I don't think the system is as binary as "what side in the game needs players? Give that side BP Bonus!"

    While BP bonus is to help incentivize players to play the side "in-demand", I don't believe that is the full story. I believe that the devs have explained it also takes player MMR into consideration. As well as server location.

    This is why when I log in at night, I may have a bonus for playing killer, but streamers in Europe may have bonuses for playing survivor.

    Or with the example involving your niece. You likely have a higher MMR than your niece(assumption based on her playing on switch), but when you join her, it probably averages out (or atleast considers both of your MMRs), thus leading to you receiving a different BP bonus based on your new lobby's MMR.

  • Wait! I want to change my vote! I voted Bruce Wayne b/c I didn't see any Arnold characters... so my response was "LAME!!! no Arnorld, guess I'll just pick batboi....". Then realized, I don't know any character names of Arnold's roles. Looked up this Dutch guy and realized that's who I wanted the whole time.


    If you can edit the poll, you should add the actor's name known for playing the character next to the character name for people like me.

    ie: Dutch Schaefer (Arnold Schwarzenegger)

  • This is a great post:

    I'll categorize killers in my rotation, however, category 1 will directly answer the prompt.

    Category 1 - Always Fun Favorites/Always in rotation: Demo, Knight, Twins, Artist

    Category 2 - Fun Playstyle, weak outcome (thus lower frequency in rotation): Ghostface, Dredge, Skull Merchant, Pig

    Category 3 Fun b/c Strong, but playstyle is ok: Blight, Wesker, Hag

    Category 4 - Never played, so even if they are fun I wouldn't know it: Huntress, Spirit, Myers, Freddy

    Category 5 - Don't play due too little practice: Pinhead, Nemesis, Pyramid Head

    ***Newest killer always has a slot in rotation as it finds its category. Singularity, at the moment, is quickly movie from category 2 to 5.

    Thanks for such a great post and discussion!!!

  • Are there multiple "random perk" tome challenges? If so, is this issue specific to a particular challenge or all random perk challenges?

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464615#Comment_3464615

    So you are saying it's my fault for being tunneled because I was playing as a character I love, partially because he has cool glowing tattoos and is easier to spot? It's like saying to a claudette player it's their fault for being tunneled, by playing a black character against a racist. Come on, man. We should be able to play the characters that we love, whether they are black, or glowing. Neither of these justifies targetted harassment. If anything, the killers should be thankful that I'm playing a glowing character, rather than someone with a P3 or dark cosmetic, for the purpose of being easily hidden. I did not do anything to provoke the killer during this match.


    No! I am absolutely not saying that!

    WHOA! That was an extreme jump in thought process. I believe that comparison is a False Dichotomy, something used in arguments to incorrectly draw comparisons in a way that is not accurate. It's a type of logical fallacy. A logical fallacy is defined as "common errors in reasoning that will undermine the logic of your argument".

    Stating a character is disadvantaged because they glow (literally in the dark!), is not the same as stating a character is disadvantaged because of their race. If anything, characters models being darker (cosmetics etc.), are known to provide stealth benefits to make being found more difficult. This aspect (glowing tattoos) is separate from the killer player and their intentions.

    In your comparison, a hateful and racist individual playing killer is completely in control of the toxic and hateful intent.

    Summary: In your game, all players could have played with good intentions despite someone being tunneled out while no one else was hooked. In your "racial -based comparison", a player is NOT playing with good intentions and is purposefully trying to spread hate and bigotry. Absolutely not comparable!

    Bringing this conversation away from that topic, and back to the main topic, there are still 4/5 listed points you blatantly ignored.

    What I am saying, is there were actions you could have taken to mitigate the likelihood of the outcome you are so clearly upset by. So instead of blaming the game/devs, you could either roll with the punches and let it go, or adjust accordingly and make different gameplay and cosmetic choices. That's all! No, jumping to CRAZY CONCLUSIONS, or drawing RADICAL COMPARISONS.

    I said "what I am saying". If you disagree, that's fine. But, please don't twist other's words into something they are not.

  • Couple of points I thought were worth mentioning (mostly based on OP's post and image).

    1. While you were tunneled, you also were present MOST of the match since your team managed to complete 4/5 generators.
    2. You're using bond! From my own experience, bond is one of the best perks for avoiding being found from the killer, especially when on death hook. This is because, if the killer is chasing a teammate, you can see them running at you and either get a head start to runaway or hide.
    3. You're playing a character that literally glows and complaining about being tunneled out of the game. It is not the killer's fault that your character is easier to find than Feng, Jake or Leon.
    4. You say the killer only has to deal with one health state of an unhooked survivor. But, you have a mostly used yellow medkit and inner healing. Plus 2x injured teammates, most of this plus the fact that 4/5 gens were done, would infer that you had the time/opportunity to heal yourself atleast one of the times you were unhooked.
    5. The image shows what appears to be a losing match for the killer. 3v1 with 4/5 gens done and the last at 60%. Honestly, the killer probably would have had a better chance of winning if they hadn't tunneled. So, it seems the killer's choice to tunnel you may have lost them the match.

    Being tunneled to death sucks. But there is a vast difference between being the only one to die/be hooked all match, but still having a full match vs being tunneled out at 5 gens, less than 2minutes into the match.

    I'd be very interested in seeing the full video of the match.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462459#Comment_3462459

    I find it to be a significant issue particularly because of how ds/otr were disabled in endgame to prevent so called "free escapes," you may not have had an issue with those, but I can tell most people definitely have and bhvr did, and they should take same issue w free kills imo. The "free escapse" provided by ds/otr was only a difference of one escape/kill, in the same way free kills can be defended for only being a 1k, free escapes can be defended in only making a difference of a 1k, making a 3 out (killer loss) into a 4 out (still a killer loss). Also imo there is more than bubba who can do this, not a lot more, but billy can, trickster can, plague can, and some other killers with some vile addons. Just out of curiosity tho, what stuff that killers can do are you referring to exactly?

    This is quite the discussion.

    Whataboutisms and comparisons seem rather misleading, especially the way you are trying to draw conclusions and compare.

    First, let's discuss, the not-so-subtle Title Issue... that isn't exactly in the title. The fact that DS/OtR were nerfed to be disabled during end game. I was under the impression that around the same time BHVR/devs nerfed NoeD to also be significantly weaker in endgame. Thus, both killer AND survivor had perks that the COMMUNITY felt were overtuned in endgame nerfed. I will say I have no weight in whether DS/OtR should or should not be active during endgame. However, I do think this balance and comparison should be more compared to NoeD revealing itself in endgame opposed to your comparison with a face-camping bubba.

    Second, WHY Bubba???? Literally, why is Bubba the only killer who is "guarenteed free 1K" as you say? I'd argue that MANY other killers can also guarantee 1k through face camping. I understand that his power allows easier immediate post-unhook downs. However, any other killers can also have easy post-unhook downs.

    High Mobility S-tier killers? - Nurse? Blight? Spirit?

    Killers that can "ignore" base-kit BT? - Pinhead (+addon)? Deathslinger?

    Killers who can locked down a location? - Trapper? Hag? Twins (to some extent)?

    Why is it all just Bubba hate? He is probably one of the most mid-tier killers.


    Thanks for the interesting discussion!

  • I can't even with these posts.

    TEMPLATE:

    "Polite Greeting to Devs."

    "X-players are doing Y-thing that is negative (cheating, exploit, toxic etc.). I would know as, yes, I am an X-player. It is not fun for EVERYONE." (*glad they can speak on behalf of everyone/majority)

    "You should fix this devs"

    "polite admission that I am wrong if devs say so."

    "polite salutation to devs with gratitude"


    Is this some freaking template or equation? I legitimately feel every post typed this way is the EXACT same, regardless of topic/issue.

    It is possible to politely and respectfully give an opinion without trying to generate the same BS post.

    Simply say.

    "Hey Devs, Wesker is an awesome and super fun killer to play as and against. Although, similar to blight hug-techs, I personally find the techs and intricacies of Wesker's power slightly unfair and unfun to go against. Could you please either address these or disclose what is intended and encouraged, and what is unintended/exploitation."

  • I always appreciate posts such as this requesting an alternate mode or event game-mode (not just event in-game mechanics). At the same time, I am tired of the request for 2vs8. Its uninteresting and has a ton of flaws.

    In response to the quote in the title, "I feel like a lot of people want it", that is a terrible reason to do something. Just because a population of people want something, does not mean that their "want" would be healthy or good for whatever their "want" effects (for this case, the game of Dead by Daylight). People want some pretty bad ideas in general.

    However, regarding 2vs8, it seems obvious that as others mentioned, balance would be a nightmare. Who is it even fun for? Wouldn't every match boil down to: 2 killers single out 1 survivor, then either camp them to death or have 1 killer facecamps and the other pressure gens? The ideal strategy for 2 killers is one of them barely playing by camping.

    Unless by 2vs8 you mean 2 survivors, 8 killers... I would entertain that discussion. I still don't think it's a good idea, but it has more potential than 2 killers vs 8 survivors IMO.

    However, I feel I should provide positive feedback or an alternate solution. Personally, I think 3vs3 (2 survivor+1 killer vs another 2 survivor + 1 killer) in a king of the hill style game to control generators would be far more interesting.

    I previously made a post discussing this idea if you are interested in further details.

    Alternate Game Mode - 3vs3 is better than 2vs8 — BHVR

    Thanks for the original post OP! Also, your name is great!!!

  • @Ghoste said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443539#Comment_3443539

    I'm still amazed people play DBD on Switch. I mean I sometimes have performance issues with the game on PC, so I can't even imagine how it must struggle on an underpowered console like the Switch. What's the FPS like? Maybe 20-30?

    Haha its pretty bad... Maybe pretty is under selling, its really bad. BUT! It is playable! It does get 20-30fps, but the problem is it lacks stability and consistency. My wife plays on Switch and started right after they added crossplay. Overtime it has gotten worse and worse. Especially with reworked maps. The swamp maps perform best presently as far as I have experienced. We are hoping cross-progression (Nintendo Switch <-> Steam) still comes sometime so switching to PC could be a viable option.

  • Depends who you are.... I actually found the opposite true. The news and hype for End Transmission really overshadowed any interest I had in TCM. I keep trying to engage with TCM open weekend and the content with it, however, it seems rather boring and uninteresting compared to End Transmission and Year 8 announcements.

  • Question(s) regarding this chapter:

    What inspired the devs to be so ambitious with the various elements in this chapter? How has community feedback (from however far back) influenced the development of this chapter?

    Map: Everything about the new map is quite different! Alien vegetative jungle environment! Very colorful and saturated aesthetic!

    Killer: First "robot" killer has so much organic material than expected! This caught me of guard, but I love that direction and feel it lends much more to DbD's horror.

    Killer Power: Interacting with vertical walls/structures is VERY new for killer power and player gameplay. Additionally, the first surveillance killer with "cameras". We have been speculating camera-based killers forever, but this never would have been what most would expect from a "surveillance-based killer power".

    The directions chosen for this chapter were risky, but worthwhile!

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443539#Comment_3443539

    I think it's pretty clear they don't take Switch bnto consideration, unfortunately.

    That is fair... Although, I will say it seemed that regarding console platforms and cross-progression, Nintendo Switch was the closest we have gotten (at least based on direct communication). Bringing Switch Cross-progression to Steam would definitely help the lack of consideration the platform receives.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443491#Comment_3443491

    "How did you take Xbox one and PS4 into consideration when designing the chapter?"

    Please don't forget Nintendo Switch! There are still dedicated Nintendo Switch DbD players!

  • I just want to add my own two cents to the discussion.

    1st - I have found that the most successful way to change this (atleast from my own perspective and ingame experience), is to be the change you want to see in the game's player community/behavior.

    -If you think its unfun when all the otherside does is "sweat to win", then this feels less bad when you stop caring about winning.

    -If you think the players always harass in chat, simply say something nice and leave (or turn off chat/leave before its shown).

    2nd - People are allowed to played games both for fun and to win (and they can do both at the same time).

    -Some killers (Ex: twins) might need to slug no matter how unfun it is for the otherside. Slugging is fun on twins because you are hopping (literally) from chase to chase as victor staying engaged with many players. This is also, arguably, the only way the twins have a viable chance to snowball and win. This is often miserable for the survivors.

    3rd - Your rant will likely do more to perpetuate this player behavior than to help. So unfortunately, your best bet is probably playing a different game.

    If you hate the community, you should honestly not play this game. Or atleast, only play bot matches and customs with your friends so you can enjoy the aspects of the game you do enjoy.


    Personally, I am genuinely impressed with how the devs have been listening to the community more and more as of late. I think the incoming "report feedback system" will do great things from the perspective you're experiencing. That way when people are outright racist, homophobic, etc. and are reported, you'll receive notice if they are punished/banned. Unfortunately, you can't stop people from just "being mean" but that is not isolated to dbd, hell that's not even isolated to multiplayer video games. The internet is full of people looking to be mean behind anonymity, but that's not the game's fault. Nor the devs. Nor the majority of the DbD player base.

    I sincerely hope you are able to enjoy DbD again or whatever game you go to instead.

  • @Mandy said:

    There are no plans to remove the DC penalty.

    DC penalty exists to discourage players from disconnecting and to give a cooldown period for those that quit out of rage/anger. This isn't going to change with the implementation of bots.

    Two follow up questions on DC penalty:

    1) Is there any chance of "Specific Repeat DCs" having an increased penalty? For example players who always DC against Nurse or Skull Merchant.

    Regular system: 1st DC = 30sec ; 2nd = 2min ; 3rd = 5min etc.

    What about players who DC any time they play Nurse? Say they have not DCed in a week, but they have DCed against 10 nurses in the last month. Could players such as this have a permanent(or long lasting) increase DC penalty for specifically DCing against the Nurse?

    2) Is there any plan (that is discussable) regarding early game "killing self on hook", similar to DC penalties?

    Thank you very much as always for the communication & information you provide!

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430676#Comment_3430676

    It was not officially confirmed this way!

    though it is a very likely to be true guess 😉 sources that would proof this would fall under leaked stuff and is not allowed on these forums and anyway not official sources..

    Ahh, that's fair! Thank you for response and insight!

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430641#Comment_3430641

    Likely the stream was meant to be on a later date and the devs didn't feel the need to announce the stream date yet since it was still far off. Then on the day when unofficial things were circulating the internet, we get an announcement for this Friday is the stream.

    It's way too coincidental. While there is a possibility the stream was always meant for this Friday, it seems very unlikely given the timing of everything else. Of course we'll never know the exact answer and this is the best guess anyone in the community can really give you since the devs will never touch a discussion about unofficial stuff.

    Thank you very much for this detailed response. It was quite informative! It does make plausible sense granted the circumstances.

  • @sasnayahdrezka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430583#Comment_3430583

    it was planned to be next tuesday but was moved cuz of leaks

    Is this confirmed or speculation?

    If it's confirmed, could you please provide the source?

  • @That_One_Friend said:

    I would assume because the mass majority of anniversary content got leaked. If I was BHVR I would be bummed and not want to celebrate as much cause everyone knows everything.

    This does not acknowledge, nor answer, "why they did not give us information regarding the anniversary stream event prior to today".

    Why not let people know Friday (May 12th), "In one week, Anniversary Stream Friday May 19th! Keep an eye on twitter for more details to come"?

    or "No confirmed date however the DbD Anniversary Stream will be on a Friday toward the end of May".

    Literally any information that is more than 1.5 days advance notice would have been appreciated.

    Again, I am trying to understand "why a decision was made to withhold communication with the players regarding the timing of when the Anniversary Stream would take place", NOT "why actions were taken after 'X' happened".

  • This is a discussion about the details regarding the anniversary stream, when its takes place, and why that information was given with such short notice.

    I'd like to avoid any discussion pertaining to what the stream may or may not include, as this is both not the purpose of this discussion and also is against the guide lines of this platform(DbD forums).

    For the record!

  • @Mandy said:

    It is now official. We had to wait for verification processes to be confirmed, it's not as straight forward as might initially appear.

    Finally this has become a reality, believe me we're all happy about this and that we're finally have DbD on Steam Deck.

    Thank you very much! This is extremely exciting!!!

  • I'd have to agree.

    However, there are two things I thought he gains from survivors cleansing the infection.

    1) Survivor objective slow down through killer-power based side-objective to survive (gets people off gens. Is it enough to counter the extra hit? probably not)

    2) Killer instinct for tracking (since zombies are so RNG based, I'd argue his tracking of cleansing survivors is more consistent tracking)

    I'd love to see them remove/tweak the infection cleansing mechanic without removing those benefits from him.

    That being said, I am also one of those who is tired of RE killers/characters every match. So, I'd rather some other characters get more love.

  • @Jejune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419512#Comment_3419512

    I look at him center of the screen. Last game I was like sneeze distance away his entire form in the middle of the screen and the game didnt even start "revealing'" sound the entire time I was looking at him.

    Gotcha! A common issue I have seen with GF reveal and personally experienced is blocking the reveal with you own character's model. Could this be the issue? It's easy to not meet all the reveal requirements (location on screen, amount of GF occupying space, direct line of sight, distance, etc.) while feeling like you are doing everything correct.

  • @Jejune said:

    Whats the point of the match if I dont trust the game to reveal him. I am literarally dying to make sure he is in fact revealed and run into ######### on the map.

    What exactly do you do to make Ghost Face revealed?

    Please be specific. I struggle with this too and am curious of if it's a similar issue.

  • @Milo said:

    New game would be a + but yeah the queue times.

    Also like few problems (that would be probably easily fixed) that I can think of the top of my head:

    • What happens when opposing survivors meet on a generator?
    • I assume everyone would have infinite hook states? I wonder if people would heal.
    • Also camping+tunneling could be really good, even better than in normal game mode.

    Great potential issues:

    I had some solutions in mind for these despite my lack of realizing they were issues.

    1st point - generators are first come first serve, so whoever gets there first. (This could be interesting as a team's survivor(s) could request their killer to come pressure the other team off or go find a different generator.)

    2nd point - I was definitely thinking infinite hook states. This allows constant gameplay from all players.

    3rd point - Tunneling would be less of a problem due to infinite hook states. Additionally, by camping, the killer is forfeiting all potential pressure to get the other team off generators. Additionally, since I feel killers should be able to unhook their teammates, face camping can't deny an unhook. Since a killer could unhook in their face.

    The only "new interaction" in my opinion should be killers unhooking their team. I definitely don't think killers should be able to "injure/damage" each other. Those aspects would make this concept far too messy.

    For more information:

    I don't think killers should be able to interact at all, other than seeing one another. If possible, I think killers should never have collision with one another. If killers could body block each other, that seems to have a potential chance of exploitability. If its not doable, simply let them have collision and leave it as a reportable offense.

    Thank you for the feedback!

  • @DaddyMyers_Mori said:

    Ok, I am usually hard against any new modes, because it would completely screw queue times, but this sounds fun.

    It will never be implemented, because it would screw queue times.

    But I would try it for sure, because this sounds really fun...

    Your issue is simple, current ratio is 4:1 and there is already not enough killers.

    For this, you would need 2:1. But I feel like it would get worse with more survivors.

    Basically without chance, sadly. Sounds fun.

    I would want them to implement steam workshop, so we can create this for custom lobby at least.

    Thanks for the feedback!

    I do agree that player/role ratio could potentially pose an issue for this style of game mode. However, there are two reasons I don't think the potential ratio issues will as bad as speculated.

    1st - I think many devoted mains may try other roles. For example, I am the only one in my friend group who regularly plays killer. Others will only play killer role in Kill Your Friend customs. However, I know my group would all be down to play killer as long as we were queuing and playing together.

    2nd - I think the queue should match 3 players against 3 players. Then once the lobby has formed, one player is assigned killer on each team, then players can roles swap between each other. That way, if some gets killer and wants survivor they can switch. This eliminates roles from the matchmaking process and leaves it to the match (or premade) team to figure out.

    Unfortunately, I also agree with you that it will likely never happen.

  • @PowZapBamWoofMeow said:

    Title. Don’t say “you 3 genned yourself” because that’s not always the case. Sometimes you have no choice.

    Im not saying killer doesn’t deserve a chance or to win.

    But survivors can’t do ANYTHING against 3 gen especially against certain killers.

    Create some kind of 3 gen busting perk.

    OR prevent gens from spawning together like this.

    It’s not fair. It’s not fun. Simple as that. There’s nothing to do but die and forfit the match.

    Christ this game is a mess.

    "Create some sort of 3 gen busting perk" - Didn't they already with Vittorio's "Potential Energy"...?

    If that's not good enough, you could always combo it with other perks that also speed up gens: Prove Thyself, Hyper Focus, Fast Track, OR a combo I like is Ace in the Hole and Plunderers.

    There seem to be a ton of perks which can counter 3 gens. Maybe not a single individual one (except Potential Energy).

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405983#Comment_3405983

    I was not using Self-Care in the example, I was using a Medkit to heal yourself. That comes with 33% speed decrease, as opposed to Self-Care which heals at 30% speed (a 70% speed decrease). Both sets of maths are correct

    Ahhhh, my apologies for my misunderstanding. Perfect, thanks again!

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405015#Comment_3405015

    Self care add a negative modifier that brings you down to a speed of 0.35c/s which is independent of the medkit speeds

    16 / (1.5 * 0.35) = ~30.5s

    @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405158#Comment_3405158

    I believe they were referring to using a medkit, which now has a 33% speed decrease when healing yourself, since that's what I was using in my initial example.

    I was not referring to medkits in that example. Simply Self Care + Botany.

    So someone's math is still off, as GoodBoyKaru's 1st example of only self care was a 24sec heal and LeFennecFox's example of Self Care + Botany is a 30sec heal which makes no sense since only self care should be slower than self care + botany.

    Thank you both again for helping me try to understand the match behind heals/heal perks/medkits/etc.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404664#Comment_3404664

    Any action speed in DBD is calculated by the formula below (it looks complicated I promise it's easy):

    Action speed = Total Charges / 1 * (1 + (positive modifiers + positive modifiers)) * (1 - (negative modifiers * negative modifiers))

    Let's take healing. It needs 16 charges. At base, that's 16 / 1 * (1 + (0)) * (1 - (0)), or literally 16 / (1 * 1 * 1) = 16/1 = 16 seconds.

    Healing yourself comes with a 33.3% speed decrease, meaning that then becomes 16 / 1 * (1 + (0)) * (1-0.33)

    Again, this looks complex, but take it one step at a time and it's very simple.

    16 / 1 * (1) * (0.67)) = 16 / 1*0.67 = 16/0.67 = 23.88s. In practice, it equals 24 seconds, but for the sake of my keyboard and thumbs I'm not writing out an infinite number of 3s.

    So, what if you use Botany Knowledge to heal someone else?

    16 / 1 * (1+(0.5)) * (1-(0)) = 16 / 1 * 1.5 * 1) 16 / 1.5 = 10.67 seconds.

    Worth noting, as mentioned above, positive multipliers are applied additively, and negative multipliers are applied multiplicatively. Hence why in the initial formula, positive modifiers are added and negative modifiers are multiplied.

    I wrote this mostly on my phone + had to rush to help my brother set up his xbox, so if you have any other questions just let me know and I'll explain as best I can.

    Question: Should there be parenthesis for everything that is not the # of charges?


    For your examples, what if we combine them? Is the correct equation the following?

    16/(1*(1+0.5)*(1-0.33)) = 15.92

    Thus, Botany Knowledge + Self Care = standard heal?

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404664#Comment_3404664

    Any action speed in DBD is calculated by the formula below (it looks complicated I promise it's easy):

    Action speed = Total Charges / 1 * (1 + (positive modifiers + positive modifiers)) * (1 - (negative modifiers * negative modifiers))

    Let's take healing. It needs 16 charges. At base, that's 16 / 1 * (1 + (0)) * (1 - (0)), or literally 16 / (1 * 1 * 1) = 16/1 = 16 seconds.

    Healing yourself comes with a 33.3% speed decrease, meaning that then becomes 16 / 1 * (1 + (0)) * (1-0.33)

    Again, this looks complex, but take it one step at a time and it's very simple.

    16 / 1 * (1) * (0.67)) = 16 / 1*0.67 = 16/0.67 = 23.88s. In practice, it equals 24 seconds, but for the sake of my keyboard and thumbs I'm not writing out an infinite number of 3s.

    So, what if you use Botany Knowledge to heal someone else?

    16 / 1 * (1+(0.5)) * (1-(0)) = 16 / 1 * 1.5 * 1) 16 / 1.5 = 10.67 seconds.

    Worth noting, as mentioned above, positive multipliers are applied additively, and negative multipliers are applied multiplicatively. Hence why in the initial formula, positive modifiers are added and negative modifiers are multiplied.

    I wrote this mostly on my phone + had to rush to help my brother set up his xbox, so if you have any other questions just let me know and I'll explain as best I can.

    You rock dude! Thank you!

  • How can One calculate Heal speed. I am interested in calculating various combinations of perks and/or medkits to see the various "self healing" specific options and how long each takes. (for simplicity, you can leave out the medkit as I am most interested in how to calculate speed)

    Ex: Self Care, Botany Knowledge, Better than New, Desperate Measures, Streetwise (+medkits of course), etc.

    Combo Ex: Self-Care+Botany Knowledge; Self Care+Streetwise+Brown Medkit, etc.

    Thank you very much for the information from the first answer provide, it's very insightful!

  • Great idea! I had a similar idea I posted about here:

    No Map Repeat System, what about for Killers? — BHVR

    Personally, I don't think BP is enough of an incentive. Additionally, something that was pointed out to me, is that this already exists in the form of Dailies. They are more difficult to complete than simply playing a killer, but they still "reward BP for playing as a specific killer".

    I think it should be used but by offering iri shards (even if it is not a lot). And also be less specific than dailies, simply play as X killer. As you suggested, I like the idea of ~3 killers having this bonus. But unlike your suggestion, I don't think it should be random and instead based on killer frequency at your "approx. mmr range".

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