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averagemikaelamain

averagemikaelamain

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  • @Skitten56 said:

    Edge map pallets are a joke. Remove.

    Edge map pallets are actually great for gameplay and NEED to be kept. They provide lockers for killers like dredge and give the edge of map deadzones at least some thing for survivors to work with. If BHVR makes the map larger again, which they 100% need to do, then these edge tiles are perfect for the role.

    Street needs CONSISTENT LOOPS - WITH A WINDOW. the middle of the map should not be a perma dead zone 2 minutes in.

    Street should 100% be stronger if they plan to keep the map size. Idk about a window but more pallets for sure. Then again, BHVR should just restore the map size.

    Main building RNG is worthless or pretty good - The back window should not be treated the same as the front window,it's almost a non actor.

    100% agree. The houses were nerf hard as they should have been but I don't think the back window should factor into the rng. Should just keep both windows always available or just perm block the back one.

    Inside and overall most pallets ARE TOO WEAK. They also need to be taller loops so anti loop powers dont just completely invalidate them.

    A lot of the pallet are weak which is fine generally when the map is big enough as it helps balance out map size. Small maps get stronger pallets and big maps get weaker ones that are more spread out. However, BHVR is bad at balancing maps it seems. For the size of this map and how weak the houses are now, the pallets should be a lot stronger. BHVR should really just increase the map size again though.

    The map also should be a tiny bit bigger,with less dropdowns.

    Map size should be fully restored to what it was before. Since the houses are a lot weaker not, and the pallets that exist are either weak or easy to make into deadzones, there is no need for the map to be so small. I feel like restoring the old map size while keeping everything else is the best way forward.

    The zone to the left of the house is still a deadzone,it needs a regular tile to spawn there,or something.

    Absolutely needs something there. Ideally it would have a house spawn option if they restore the map size. If they do not go down that route it needs a pallet or 2 for sure.

    No,no,remove edge map pallets. Add Z-walls and those lockers. Love the Dredge love.

  • @tyantlmumagjiaonuha said:

    The problem of low volume in Huntress is corrected in less than a month, but the problem of low volume in Ada is left unresolved for over a year. Is it allowed because it is only one killer player who suffers from the glitch? Or is it a non-issue because the survivor is getting away with it?

    Babes,the survivors have been left with a nerfed iron will that on half the survivors does nothing because they're so loud. Please stop with the conspiracy posting…

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713321#Comment_3713321

    yeah. Either they are making it seem too complicated or someone else is making it seem too easy.


    keep in mind that the sounds in this game are very prone to issues and bugs, and there is on top of these adjustments also perks/other features influencing them.

    I don’t think it’s as complicated as the devs say and warrants a much time as they take (if they even work on it anymore)

    But.. I also don’t think it’s as simple as you try to make it out to be with all the variables… also especially considering how the community always try to talk the devs down and make it seem like everything is so ez

    To be clear I dont think working on anything code wise in this mess of a game is easy - this specifically is REALLY easy. Not mentioning anything else about the game.

  • @Mooks said:

    will also leave this here from another thread.

    I do think people are downplaying and simplifying issues they don’t truly grasp themselves. These kinda adjustments can easily result in distorted sounds and there is also a subjective layer to all of it (eg higher voices being easier to notice than deeper ones)

    Again, not apologizing but looking at it a little bit more reasonable and not acting like a toddler would be able to do it better and faster than the devs.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708175#Comment_3708175

    We are NOT adjusting volumes by amounts that ever would remotely distort the sound. You already hear the level "distortion" that would occur in game when you have IW and you crouch or sit in a locker. There is nothing. This just doesn't apply here.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713239#Comment_3713239

    even then they have different injured sounds not only one per survivor. And again, plenty of survivors to adjust - also including licensed ones which may need to be approved by the license holders (though maybe not as balance changes should be possible without approving but we don’t know exactly)

    You're vastly overstating how difficult it is to edit audio files. I've done it plenty. You could teach a person with ZERO knowledge prior to do it efficiently in sub 1,5h.

  • @Mooks said:

    can only share their answer from the Reddit AMA

    Q: Are the levels of injured sounds and panting survivors emmit gonna be normalized soon? Different characters currently get vastly different outcomes on mindgames depending on who they are because of audio, ultimately pushing players towards certain few characters. Signed: An Ash and Jeff enjoyer

    A: We are very aware of this concern! We've investigated this recently and discovered it isn't quite as straightforward as we hoped, but putting on our detective hats and digging into it further. -Mike


    I guess it’s easier to get two (or three counting Huntress, Baba Yaga, Were-Elk) sounds to a same-y level than all of the survivor sounds (which are plenty of different survivors plus plenty of different sounds - normal breathing, injured, infected, sprinting, crouching, locker, etc pp)

    The only sounds they need to change is the injured moans and they just need to stabilize them TO A GIVEN VOLUME. That is OBJECTIVELY not hard. Locker/crouching is also not a different sound. It's a loudness modifier.

  • Edge map pallets are a joke. Remove.
    Street needs CONSISTENT LOOPS - WITH A WINDOW. the middle of the map should not be a perma dead zone 2 minutes in.
    Main building RNG is worthless or pretty good - The back window should not be treated the same as the front window,it's almost a non actor.
    Inside and overall most pallets ARE TOO WEAK. They also need to be taller loops so anti loop powers dont just completely invalidate them.
    The map also should be a tiny bit bigger,with less dropdowns.
    The zone to the left of the house is still a deadzone,it needs a regular tile to spawn there,or something.

  • I'm really hoping we get a good reason explaining this besides just.. "backlog"… This is a pretty important change.

  • @Kaethela said:

    Wasn't this event supposed to be the best source of BP yet? Why is it so mediocre instead?

    Yes it was,but I guess BHVR just plainly lied to us.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643862#Comment_3643862

    Oh, I agree that survivor has been pretty terrible to play since 6.1. But I don't think they can keep throwing people into instant queue terrible games. They're slowly bleeding players as is. It's just going alienate the vets who are still around.

    Ill be real I dont think you can get good games no matter what changes they introduce since survivor solo MMR is slanted so far down because you just keep losing every game. They'd have to do a giant ladder reset and revert a bunch of 6.1/6.7 changes

  • This was outlined in their 5.5.0 developer update and every other feature has made it in and we had matchmaking updates as well. I presumed this was changed in the back of my mind,but I dont have a specific link backing that rn

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643862#Comment_3643862

    Games with exponentially smaller player counts than DbD are able to matchmake just fine. Player count isn't the issue here. There's more than likely between 50-75k players active at any point in the day, that's wayyyy higher than your average game, asymmetrical or not.

    There's dozens of problems with the matchmaking system but I really think that playercount is one of the lowest things on that list.

    Yeah,but no other games are as weird to play as DBD. The perecentage of new bad players vs decent players is 95:5 unlike in other games

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/CEM31D3ST850/nurse5gen.png

    https://us.v-cdn.net/6030815/uploads/66JXN1XA30ZE/billy5gen.png

    This is just from today. There are two possibilities regarding solo queue right now:

    Something with the matchmaker is completely bugged and needs to be fixed.

    Matchmaking is working as intended and these are the results for my killer games. It needs to be reworked/fixed in that case.

    Either way, this can't go on. This matchmaking is atrocious.

    What is there TO matchmake? Have you seen the playercounts? They're BARELY average when we had 20 events with tomes and 20 HUGE licenses back to back. The fact that we haven't peaked past RE means the old players are just gone almost universally.

    This game is cooked because of 6.1.0 and changes onwards.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641304#Comment_3641304

    Backfill could be the cause. Anytime someone leaves a lobby, the matchmaker throws MMR out the window to find a replacement. You might have replaced a lower MMR killer in those screenshots.

    Didnt they say they fixed that

  • solo has been dead for a while. 6.1.0 onwards this game continues to become more and more solo queue hostile with every single update. the only good part for the survivor that came out in recent times has been the indicators.

  • @Marc_go_solo said:

    BHVR's current stance is that tunnelling/camping/slugging is a legitimate tactic and not reportable.

    However, despite this fact the tickets still offer options to report people for these reasons:

    https://us.v-cdn.net/6030815/uploads/U9ED7KVUYJML/screenshot-20240204-194555-samsung-internet.jpg

    Can whoever is responsible for the maintenance of the tickets please remove these options, since this causes rightful confusion, especially for newer players who are still adjusting. It's outdated and contains false reasons for reporting. For clarity, please remove.

    My bet would be they're there so those reports can be instantly discarded and not waste BHVR's time.

  • Remember when vaults got good for one patch but Killers cried too much about it...

  • 7.4.2 buffed him to almost PTB strength,besides the infinite no reload build. While he is strong,he is also even worse to verse now than before.

    I don't understand how this rework was ever supposed to improve the experience "for both sides" if it's all going to be 60 numbers buff for Trickster and make the already boring counterplay worse and more boring.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612310#Comment_3612310

    Eruption got nerfed, because some people were using it to excessively defend a 3 gen situation. It didn’t matter that some killers weren’t doing this with Eruption.

    Similarly, it doesn’t matter if you personally aren’t causing frustration with your SWF when you use distortion and calm spirit. What matters is that many solo q survivors are causing frustration for the rest of their team, when they excessively hide with perks like distortion and calm spirit.

    No eruption also got nerfed because being incapacitated for half a minute with no warning is idiotic design.

  • @Mandy said:

    Quality of life changes are things we are always looking at, for example the FOV slider that's going to be implemented shortly and the Survivor HUD that's currently in the game.

    The lobby changes will take some time (I don't have a timescale), as things are likely to be reworked. Showing perks loadouts though is not fully part of that, and not decided if that will come into the game for various reasons - lobby dodging would likely increase, you see 3 other survivors with Distortion = Dodge, someone running No Mither = Dodge, someone running a solo survivor build = dodge, as some examples. Things are not cut and dried so before we make changes such as that it has to be considered very carefully both the positives and negatives, and depending which one outweighs the other.

    Rather than lobby perks being shown, there's been some great ideas that I've seen recently where you see more in game itself, so for example the aura of a Survivor downed with Plot Twist having a different colour, I think that's something that's far more valuable in game.

    Perhaps..and I'm just spitballing here..the reason why people don't want to play with "solo" builds because they encourage unhealthy,unaltruistic gameplay and should be looked at? Just a thought.

    Either way,if this the reasoning why perk loadouts won't come to core... Lol. I've already stopped playing since Chucky dropped but y'all are making it your goal to see players not return. Hell even Otz isn't behind this "we'll make QoL changes in the next decade or so"... jesus christ way to be out of touch.

  • @Iron_Cutlass said:

    With Distortion being the way it is, I hardly ever see NTH.

    Also like, if the Killer is kicking the Generator, use the time to make distance.

    brb making distance versus the nurse and blights moving at high speeds with their lethal extended aura duration.


    Oh wait

  • I'd rather see the opposite,as usually killers need slowdown early on,but not late game

  • This has technically now been addressed,although why the "make auto bloodweb available once you prestige'd a single character" QoL update has to take 8 months from now I do not know.

  • I really am not a fan of the Slach & Dice charge into vault into another charge into flick mechanics. Buff his stealth,buff his mobility but for the love of god remove the brainrotting dash into window/pallet into dash garbage. It makes him so unfun to verse.

  • 4,6 m/s and the laceration changes still fail to make the killer more engaging.

    The direction to go for him was to reduce his throw rate and make only a few knife throws with a longer wind up required to injure a survivor. The reason why Trickster fails is also the reason why the Huntress works. Meaningfully dodgeable and counterplay-able with multiple layers of mindgames projectiles are fun.

    115 just serves to improve his zoning and encourage W holding even more.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582224#Comment_3582224

    I mean that sums up like half the killers in the roster according to these forums :p

    I mean..that is how half the killers are designed,yes. BHVR isn't that good at designing Killers I hope you do realize that. Knight & Artist are perfect examples of that. Can be very fun to play,miserable as ######### to verse.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/396635/what-happened-to-hit-validation

    Ping favors killer because if it didn't then most powers would suck or feel terrible to use. On the huntresses screen they hit you but not on yours so nothing happens, it wouldn't feel fun to watch a hatchet phase through a survivor and have to predict where a survivor is on their screen and it wouldn't apply to just huntress. So uhhhhhh no. Also hit validation is for like zimbabwe bubba which while ping isn't perfect I haven't seen in a few years which is good

    Blight's power/collision is server sided and it feels perfectly fine on reasonable pings. I think if you have 150ms ping on Killer you should have a ######### experience,not the 4 other people that have a good ping.

    On survivor it's fair,you have bad ping,you have a bad time.

  • @LapisInfernalis said:

    I just keep it short:

    Huntress with red ping indicator hits hatchets around corners (nothing new) and even hits me with her M1 around corners.

    I have 40ms ping. Why do killers get favoured with their ping from the moon? What happend to hit validation that should reject stupid hits like this?

    Please give us hit validation back or give us additional servers! Don't punish those with a good connection!

    General Hit Validation is supposed to kick in past 150-ish,apparently. Clearly not a thing though.

    Pallet Stun Validation has been broken and more broken ever since 5.2.0 - 5.5.0. 5.10 perfected it,just needed to fix visual feedback,now it's broken.

    I dont understand why they tuned it to almost never work but hey I guess they just wanna retain the classic 2020 lag experience.

  • @Skillfulstone said:

    What do you prefer?

    Strong tracking perks that can make slower Killers able to keep finding Survivors and initiating chases without needing to rely on slowdown?

    Or

    Having every Killer bring 3-4 gen regression perks and winning games through attrition after 35+ minutes because they can't find anyone?

    God how can you be so dense? Who the hell runs only tracking UW? Blight who already needs no slowdonw? No,what every killer does is run UW and 3 slowdowns. What the hell are you talking about

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580114#Comment_3580114

    So you were just biased and tried to make your subjective view on incomplete information look like facts. Well. Good job.

    I stand by my opinion. He's fun as ######### to play,he's miserable to verse. It's not good design. Sorry for just being able to tell? Lmfao

  • @Annso_x said:

    The true downside of ST coming back: we have to say goodbye to this hot mystery icon guy

    https://us.v-cdn.net/6030815/uploads/K1ZP26RDF0HB/iconperks-innerhealing.png

    true!

  • @RoastedGarlic said:

    and yet here I am happy they will become teachable again so I don't have to waste bp unlocking perks that should be purple by default on every character.

    That's why I made the second part of the post :3

    General perks need to be unlockable on all too!

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579956#Comment_3579956

    I don’t see how this already translates to terrible killer design. Sounds to me like it will be in line with other existing killers while incorporating source material.

    are you sure you wouldn’t have complained no matter what?

    If this was any other Killer license besides the 2 centimeter one I could have scoffed but I wouldnt call it doomed immediately,yes.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579947#Comment_3579947

    I mean… I definitely will see people complaining. But like.. that’s literally happening already before anything is announced. Thank you for that btw.

    I just dont see a way in which you could design Chucky's power slightly well without it requiring the biggest game design banger from BHVR in their history. Which,let's be honest,aint happening. I'd be happy to be wrong but it's just a 1 in a million.


    Edit: Yeah no way.

    image.png


  • Well this is sad. We're practically destined to have a terrible killer design with him here.

  • Bigger Hot Take:

    Unify map and bloodpoint offerings between both roles. Just have BPS available to all survivors and killers from one shared pool. Streamline the offerings super hard on top of your suggestion.

  • @Nazzzak said:

    I hear what you're saying and I feel the same way. I never even use MFT, so it's not that any changes to it actually affect me, it's that it's yet another additional activation requirement added in what is becoming a trend toward survivor perks. Meanwhile, they give killers an extremely good value perk that simply requires opening a locker. Playing in solo queue as survivor, you don't have time to jump through hurdles or use unique builds in anticipation of niche situations. You go in hoping for a team game but more often than not you're on your own and solo queue is damn rough. It comes off like the devs feel if you actually *want* to play to win, you need to be penalised in some capacity. So you start to feel like you shouldn't bother trying anymore.

    People are commenting that it's all about MFT, but I understand where you are coming from. That it's actually the culmination of frustration that started for alot of solo queue players back at update 6.1.

    I have zero issue with them wanting to change or nerf perks. It's the approach they're taking that I have issue with. For example, Iron Will. They cut it down to 75%, which is cool. Oh but they made it so running an exhaustion perk alongside it is pointless. They nerfed CoH, which I agree was needed. But oh, it now works best in a swf so you never see it in solo. DS they cut down to 3s for whatever reason. Okay fine, but oh you can't have it in endgame. Self Care... I won't even go there. Solo queue already has low escape rates yet the dev just keep throwing restriction after restriction because dog forbid we get value sometimes and escape one extra game than usual.

    I've been watching alot more Mr Tatorhead and I'm honestly just going to go perkless like he does. I die most of the time anyway, so what does it matter which perks I run. Maybe that's the best way to just stop caring? Best way to save money by not buying chapters too.

    Edit: sorry for the long post on your thread. It's clearly been brewing for awhile.

    You put what I had in my head into words really well. It's really validating to hear that there are other folk that feel the same way.

  • @chibizodo said:

    I disagree, the perks need to go back to their original characters, if the licensed was never removed from the start the perks would still be just as good as they were when general. These perks belong to these characters and I’m glad they are getting them back.

    These perks have been general perks longer then they have been not. The hell you mean they belong to them,atp? I assure you more players are familiar with them as "cool general perks" then "ST perks". It's not fair at all to now rip away what was meant to be general perks available to everyone.

    When ST went away perks still remained accessible. Now they aren't unless you cough up 12 bucks.

  • 5.1.0 perfect hit validation and there was just feedback that needed to be adjustment. Nowadays you swing as killer,see the pallet drop and then you hit them afterwards. AS KILLER,on THE MOST unfavorable POV. Survivor you see the killer CLEARLY hit you and then just get reversed. Bring back stun validation to not be #########.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577811#Comment_3577811

    The game's been steadily dying for me since 6.1.0.

    I used to play casually with friends in a 4 man. We'd play while drinking on a Friday night, and would just hang out. One of us loved to play 'Santa Claude' with a full chest/rummage build and give out presents. We weren't some hyper sweaty, flashlight or gen rush squad.

    We've all just kinda moved on since that patch. Santa Claude quit when the gen speeds increased and felt more like a chore, one guy became a killer main around that time too. Played as duos for a bit longer until eventually the gen kick meta burned me out, and I don't touch survivor hardly at all since about the knight release.

    If I play at all lately, it's killer, and even that's been uninteresting lately. The role is not hard at all, and I don't get bent out of shape when I lose a match once in 20 games.

    I feel like people who struggle at this point are severely lacking some basic game sense or aren't using the killer kit correctly, rather than there being a massive balance issue like a lot of people claim on these forums.

    THIS. SO THIS. God this is just my life now with this game and I'm so sad about it.

  • This is the most depressing thread I've ever read on these forums and I've seen Nurse mains whining how she's nerfed too much and survivors are just OP and bad at the same time.

    Jesus christ you people just need to not be miserable and enjoy that more people can play the content you've gotten for half off and enjoyed for 2 years now.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578805#Comment_3578805

    You know, generally speaking, strong Killers aren't in the bottom 3 kill rates.

    We should buff Nurse then! It's not like Singularity and Nurse are both hard to pick up odd-ball killers and thus would contribute to their low overall killrate. Wait...

  • Noooooo,stop the "MAKE EVERY MAP GREY" syndromeee. Old Macmillan was so blue and pretty in the color department and now it's "natural" and boring. Same for Red Forest. It's a fine tint

  • honestly the way this is phrased very poorly but I dont disagree with anything except the Knight part. He doesnt guaruntee a hit every time,just boring as hell

  • @zarr said:

    Nowhere To Hide on Nurse really just plays the game for the player. I love the perk but the things that make it so good make it downright busted on Nurse.

    Nowhere To Hide's aura reveal range should not travel with the killer's location. This benefits the killers too much that already are higher tier due to their mobility. To compensate, they could make it so that kicking a gen with NTH grants the killer a 5% movement speed boost for its 5 seconds, which would mostly benefit M1 killers.

    Nurse still needs balancing. That they went and implemented an add-on to increase her post-blink lunge range feels like an insult, given that reducing her lunge range would be a perfect way to balance her. And be it 20% reduced lunge range out of the first blink and 33% out of the second. Regrettably enough, they've also removed flashlight interactions with killer abilities, a considerable buff for Nurse. The very least they can do in turn is make pallets a more meaningful gameplay element against Nurse, by making it so that if Nurse is stunned by a pallet, she loses all blink charges and they only start recharging once the stun animation has played out. It should also be possible to stun Nurse while she is in fatigue. Stunning Nurse with a pallet is risky and unreliable enough as it is. At least make it impactful if it does happen.

    I made a thread on this! People really seem to struggle with the idea that info perks that travel with the Killer become insanely more problematic the higher tier the Killer is and the movement part doesn't matter nearly as much for the lower tier ones.

  • @radiantHero23 said:

    Soooo....

    We have all read about the changes coming in the Ptb.

    We (all) rejoiced about mft nerfs and maps shrinking.

    The changes to trickster seem to be rather controversial from what I've seen so far.

    Most of this is about his movement speed and the changes to main event.

    However, one "small" line made me honestly kinda frustrated.

    Due to trickster being a 4.6 movement speed killer, his terror radius will be increased to 32 meters to keep it in line with the other killers.

    This has happened before.

    Let's take you back to a time where one of dbd's biggest memes was born. Early 2019.

    Patch 2.5.0 to be precise.

    This patch marked the beginning of a line of nerfs for the Pig throughout the whole year.

    From the beartraps to her ambush.

    The nerf that I dislike the most is the one that got introduced first. The pigs terror radius got increased from 28 meters to 32 meters due to her movement speed being 4.6.

    Why do I dislike it? Because of Wesker and Sadako. Both are 4.6 and have either bigger or smaller terror radii.

    Now that Trickster gets the same treatment, this old inconsistency came back to my mind.

    Why do these two killers get the special treatment but Pig and Trickster have to be "put in line" with the other killers?

    In my opinion, the Pig needs her terror radius reduced to 28 meters. Just like it used to be.

    BHVR basing their balancing decisions on this rule seems weird, due to inconsistencies with the more recently introduced killers.

    Justice for the Pig!!!🐽

    What do you think?

    Trickster is a ranged Killer. 32 meters is fine,especially at 4,6m/s and the extremely OP buffs he's getting.

  • Even if your argument will be "but I thought this would be exclusive content" this still doesn't work and is stupid. You got to enjoy ST at a pretty big discount with the last sale for 2 years,when nobody new could,unless they paid 7 trillion freddy fazbux to scalpers.

  • waiterwaiter.jpg

    Singularity has received numerous buffs,is a very strong killer,can rival Skull Merchant's chess capacity and is miserable to face already. He's in a fine spot and is no need of any further buffs.

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