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AGM

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  • Much less. My killer queues are ridiculously long, so I'm forced to play survivor, but I keep getting matched with killers well below my skill level (no offense), resulting in such boring games. I love this game, but I think this is the beginning of the end of DBD for me.

  • @illusion said:

    I don't understand how people expect the system to magically determine their skill and everyone else's skill in a short period of time and match them perfectly after only a few days. That is completely unrealistic. Everyone had to start from zero, so it will be rough for a while, that is to be expected.

    Because nobody who has played in the last few months has started from zero. The system has been gathering data behind the scenes for months but the system works like ass.

  • @ScottJund said:

    I swear no one has ever gone against an actual comp team

    I legit did a single time in almost 3k hours, but unfortunately I don't remember the team name. I was Oni and got carried by Top Knot (sue me), but even then I just barely won. It was a really fun game all around.

  • +1 having a bad time with SBMM. As survivor I'm getting matched with teammates at around my skill but against killers well below my skill. Every match the killer gets curb stomped and I'm getting bored waiting for it to "work" right.

  • @Emeal said:

    You or someone on your team has a bad SBMM so its dragging the team down to find a balanced match or few possible matches are not available in your region.

    But then shouldn't it be matching me with lower skill teammates? Are there really two simultaneous problems of too many low skill killers and too many high skill survivors? Or is the new system not working right?

  • @Marcavecunc said:

    It,s only been up for a day, and it's only taking account data gathered over a handful of days.. Give it some time.. it'll get better, for sure.

    I'm trying to be patient, but at what point should it start working as intended? A week? A month? 3 months? And haven't they been gathering data for the system for a while now?

    I just wish we had some way for us to verify that the system is actually working, as opposed to the "Just trust us" vibe that BHVR is going for despite their shoddy track record.

  • @JohnWeak said:

    Are you guys serious to release suchj a garbage killer without any counterplay ?

    Again a low skill high reward killer. In every trials, no one is able to do gens lol... there is always 3 gens left. Do developers even play their own game before releasing anything ?

    It's the 3rd update in a row that is garbage. The community is back slashing you, i guess it's over guys, we are done with all this, we are done.

    Are you serious? Every Pinhead I've gone against so far has struggled to get even 5-6 hooks let alone 1 kill.

  • If a streamer I watch has a good suggestion or idea I'll consider it, but sometimes their ideas suck and you shouldn't be afraid to say so just because you like their content.

  • Let's just say I'm not looking forward to my killer games this evening when killer queues improve for me.

  • @xEa said:

    Hello BHVR

    Is this now skill based matchmaking? If so, this is a little bit strange. If not, i was EXTREMLY unlucky with my last games and you can ignore this posting.

    I discribe what just happend so far, no joke or exaggeration.

    Game 1:

    My teammates apparently had just installed the game (and according to their hours, they almost had. Range between 200 and 500 hours). The killer has over 4000 hours and knows what he is doing.

    Game 2:

    1 afk, 1 hiding in a locker most of the time, 1 guy going down in less then 20 seconds. Killer is trash, i loop him for 3-4 minutes on 2 pallets. During that time just 1,5 Gens got done.

    Game 3:

    The Blight has problems controlling his power. I could say i looped him for the whole game, but that would be a lie since he basically looped himself. Eventually he Dc'd.

    Game 4:

    A Nurse, i run her for minutes, she apparently has just started playing nurse, missing all her blinks. When i am on the hook, the survivors had done 3 gens which is a joke for the time they had. The nurse leaves the hook and i eventually die after nobody came since everybody scared in the corner of the map.

    Dear Devs. I have way over 4K hours in DbD, i am a rank 1 every season on both sides since years and without any problem winning the majority of my games. It is safe to say that i am a competent player who participated in tournaments and is able to loop even experienced killers for a long time. I am not here to brag, but it is a fact.

    Please let me play with people who are not completly garbage in this game. And with garbage i mean "I can barly hit skillchecks" garbage level.

    Like i said, maybe very unlucky, but that should not be the case at all.

    Weird. I'm having the exact opposite experience. All the survivors in my games have been competent enough that I've escaped every single survivor game I've played so far. I'm at a 10 escape streak and I feel bad for the killers I'm getting...

    To clarify, I'm at (I think) mid-high MMR. I have 2.8k hours.

  • For my killer games at mid-high (I believe) mmr, I found it nearly impossible to 4k without playing scummy, i.e. tunneling and camping. Against competent survivors the gens flew by, making it impossible to "play nice." Normally I like to avoid tunneling and camping, and I like to give every survivor a little bit of attention to make sure everyone has fun, usually resulting in a 8-12 hook game on my end. It is literally impossible to play like this against a team where everyone knows how to play well. There just isn't enough time.

    TL;DR My matches were "balanced" but very unpleasant and unfun, enough to make me consider quitting killer. I'll give it a chance, but my experience with the last test was awful.

  • I agree with what most have said here, it would be too strong as an offering, and is actually a great perk, especially on mobile killers. It's still pretty useful even on non-mobile killers; I've been using it on Nemesis as a filler perk while prestiging, and getting into (and ending) that first chase quickly can set you up to win games decisively.

  • Then stop expecting free hits through pallets?

    The previous system favored killers as their client had the final say on whether a hit counted, with no input from the survivor's client. Now the server is the referee. So no, you no longer getting bs hits through pallets does not make the system survivor sided. It's literally as fair as possible.

    What is bs, however, is the killer receiving feedback that they got a hit when they didn't. That should really be fixed.

    Also, I play plenty of killer and still get plenty of hits at pallets, and only have my hits rejected rarely, like once every couple of games.

  • @Rey_512 said:

    Only Dead Dawg Saloon has it for some reason. What was the point of adding it to that map’s killer shack but not the others?

    NOTE: I am not advocating for the addition of the Killer Shack breakable wall on every map, just wondering why it’s a one-off on DDS.

    The thing nobody has mentioned yet in regards to DDS's shack is that it's slightly larger (I believe 16m x 16m?) than regular killer shack (12m x 12m).

    With this in mind, the breakable wall in DDS's shack, when broken, changes the structure from a strong survivor tile into a more neutral long wall vault with a strong pallet.

    A breakable wall placed identically to DDS's shack doesn't really work with the smaller, regular shacks because, if you imagine a broken wall in the identical place as DDS's shack, a 12m long wall with a vault in the middle and two close entrances around the vault would turn a fairly balanced tile into a heavily killer-sided tile.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461201#Comment_2461201

    That's actually not true for Nurse. Nurse and Blight's powers are actually similar.

    • They both press M2 to use a mobility ability
    • They both go into fatigue if they fail to continue onto the next rush/blink or if they're on their final rush/blink
    • They both suffer a unique fatigue upon a successful hit whilst using their power.

    Kinda baffling really that Nurse's M2 doesn't count as a special attack to be honest.

    I disagree, it makes perfect sense to me. Nurse's power is teleportation, after which she can turn her camera and lunge normally. Blight's lethal rush attack is functionally distinct from a normal lunge, as the hitbox is much wider (and I want to say a tad shorter?) than a normal lunge, and the angle of attack is restricted.

    A good rule of thumb is, if an attack used during or after a killer's power isn't functionally identical to a regular lunge, then it's a special attack.

  • @Unifall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453546#Comment_2453546

    If the perk is there its meant to be used the whole "you shouldn't bring a totem finding perk" is just imo a lazy person's excuse. If noed in your rank is a big problem bring it. Step up to the plate and cleanse totems or wait till the end of the match to find them. Problem is though if you wait at the end and get hit with noed then what was the point of remembering the spot? When you could've cleansed it right then and there but like I said its a risk that you can choose to take.

    Nobody ever said "Don't use them." There are tons of reasons to use totem perks. I just said you shouldn't ever feel forced to use them.

  • I swear, the people saying "do bones" sound like they're never played solo queue nor thought critically about that strategy. First thing's first, you should never be forced to bring a perk to counter the possibility of another perk; that's bad game design. Next, it stands to reason that without coordination, the easiest to find totem spots will be cleansed first, and if you miss one, not only did you waste time doing bones that could have been spent on gens, you now guarantee that NOED is now on the hardest to find totem, again, assuming they even have it in the first place.

    Clearly the more efficient strat is to memorize the locations of any dull totems you come across but don't cleanse them, then check those totems after the last gen is done if the killer reveals that they have noed. No time wasted, no self sabotage.

  • I find him pretty awful. Most maps have plenty of loops that block LoS which basically makes using his power impossible. And so now you're a 110% m1 killer, which essentially means 3 gens get done before you even get your first down.

    If you happen to find someone out in the open his knives work great, but good players will never let that happen. I'm not sure if slight number tweaks can save this killer. The only things I can think of are more radical:

    1) Make him move at 4.6 m/s (and make his terror radius 32m).

    2) Make him move at 4 m/s while his knives are out; make him take out and put away his knives faster.

    3) Increase the number of knives to injure to 7.

    4) Remove laceration decay. Survivors now must perform a "Remove Knives" action to decrease their laceration meter, at a rate of 1s per knife. Teammates can remove knives from other teammates at a slightly faster rate (0.4s per knife). Getting hooked also resets a survivor's laceration meter.

    5) All knives must be removed before a survivor can heal/mend themselves or be healed/mended by a teammate. (Mending would work the same way, as the mending timer is 20s, and a survivor would have to spend at most 6s removing their knives.)

    6) Hitting a survivor with a basic attack no longer decreases a survivor's laceration meter.

    7) Remove his lullaby


    Even with all of these changes his power would still be ass on LoS-blocking tiles, but at least this way he'd get some kind of reward for hitting a handful of knives in the form of a little game slowdown, and be able to fall back on standard 4.6 killer gameplay at LoS-blocking tiles.

  • @jajay119 said:

    Thanks for the explanation. It's something that's been bugging me but I don't know enough about the killer side of things to say for certain if it was a mechanic or glitch.

    Tinkerer is just one of a few perks that grant killers the Undetectable status effect, but is by far the most popular. There are also a handful of add-ons that grant the killer Undetectable under a variety of conditions.

  • No, because the game-ending EGC timer by definition means that the game will end. Now, if you had trapped the last survivor BEFORE the EGC timer started, that would be holding the game hostage, because neither the survivor nor killer are doing anything to progress, and therefore end, the game.

  • Because BHVR is contractually obligated to make all licensed characters appear in the manner which the license holder desires. That's really it.

  • @Artick said:

    It appears there is some serious bias inside the dev team regarding killer vs survivor perks.

    The norm for survivor perks is to either have an activation condition, an effect that's not terribly bad or good and a penalty for using the perk or just an effect that's bad so no one even uses the perk. Case in point, Deliverance. You have to earn the perk by performing a safe unhook, then you have to use it on your first hook state or it is lost and then you get punished for it. But why exactly? The perk is only useful is your team is potato enough and too scared to go for a rescue - a camping killer still negates the perk as they can down you instantly. Also, you still lose a hook state so it's not like it is a free escape like DS used to be.

    I even remember a game designer talking about this perk and saying that "it is extremely situational" so restricting the perk heavily was always the intent. I could make a similar case for most of the perks released after the Huntress DLC, but I don't want to write a wall of text.

    Then we have the norm for killer perks. No activation conditions, no drawbacks, powerful effects. For example, look at the new Deadlock perk. The killer doesn't have to do anything, it simply works out of a box, has a strong effect, has no activation condition, no penalty. You don't have to throw the entire game just to get it to proc and then get heavily punished(cough cough MOM cough cough)

    Please do not misinterpret this topic as "please nerf Deadlock". NO, it should be read as "please stop being scared of survivor perks and actually create something fun/interesting/useful". Shake up the meta and the gameplay for both sides, not just one. Doesn't it bother you in the slightest that people still mainly use perks you created 4+ years ago?

    Idk, to use an example, I feel like some of the RE chapter perks were pretty well designed. Not transformative, but situationally useful and sometimes really fun, Flashbang and Blast Mine in particular. Resurgence and Rookie Spirit aren't bad per se, just a bit boring. Though I agree with you on some of them: Counterforce is outclassed by Small Game and Detective's Hunch, and Bite the Bullet has such a weak effect, that it begs the question why they even made those perks to begin with. I would like to see more one time use powerful effects, or more strong perks gatekept by hard but not impossible activation conditions (i.e. perks like current Mettle of Man, but with a slightly easier activation condition).

  • Not much. I went on a little bit of a spree for the stranger things cosmetics that are soon to be discontinued but other than that I've only bought shirtless David and Leon's alt outfit. Everything else I have was either free or from the various rifts. Maybe $80 total?

  • Scourge Hook: Monstrous Shrine: Transforms the basement hooks into 4 additional Scourge Hooks. When a survivor is unhooked from a Scourge Hook, the survivor who performed the unhook action is Hindered for 35/40/45 seconds and their aura is shown to the killer for 5 seconds.

    Something like that would be pretty sweet. Not meta, but useful, has a clear niche, and promotes not tunneling.

    Which means... BHVR will never do it. Sigh...

  • Vast majority solo queue with occasional duos on survivor, though I play survivor/killer 50/50. My survivor games were either the killer getting curb-stomped (2 hooks or less) or us getting destroyed at 5 gens. In killer games, gens flew so fast that I felt forced to tunnel and camp just to have a chance at winning, but I hate playing scummy so they were stressful, hollow victories. And if I played any of the weaker or average killers I basically had to accept an auto-loss. I don't want to have to play Nurse, Spirit, and Blight every game just to possibly be able to get a 4k. SBMM was so, so unfun for me. Like, contemplating quitting unfun, and I don't throw that around lightly.

  • Happy it's back. My games are fun again, as opposed to the de facto tourney scrims I was getting on SBMM.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419177#Comment_2419177

    I see i really hit a nerve with that twins comment. Everyone suddenly storms in and claims that the Twins are strong.

    *rolles eyes*

    Yeah, sure they are strong. I can´t remember a single match that i died against Twins.

    Then you only went against bad twins. People don't play them because their playstyle is boring to most. That has nothing to do with strength. You won't consider you might not be right, so fine, you win. Twins suck, the 10 people claiming otherwise are wrong. Have a great day.

  • Saloon is fine. Main building is strong, most pallets are medium strength, and every others vault is either mediocre or can be made mediocre by kicking walls. Compared to RPD, Saloon is perfectly acceptable.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416270#Comment_2416270

    If you had at least a 1st grade reading comprehension level you'd understand that I explicitly said that they are not sociopaths.

    "They can't all be... sociopaths."

    My reading comprehension is just fine. You're the one implying that any of them are sociopaths, which does not mean the same thing as "They are not sociopaths." Maybe while you're growing that thicker skin you can work on your English before the next time you call other peoples' English into question. Good luck.

  • Did you really just equate repetitive button presses in a video game to sociopathy? If your skin is really that thin then you don't belong on the internet. They were probably bored. You chose to run a build that turns you into a newborn kitten in a slasher video game.

  • It's been enabled, unfortunately.

  • This sounds overly complex for no reason. What problem are you trying to solve?

  • I mean, you'd really have to try to get your penalty that high. If someone's ruining that many games I'd say they deserve it.

  • I'd say both. Two very different killers. If you like FPS style gameplay, go with Slinger. If you like snowball-y style killers go with Oni, but they're both really fun to play in their own ways.

  • Spine Chill is fine. If you think someone has Spine Chill you can just look to the side as you approach. If you don't want to bother, that is on you, not the perk.

  • I've seen it. Repeatable does not mean common. The person in this video was purposely swinging late in a controlled environment. In real games it happens on average 0-1 times per game. Enough for people to notice, but definitely not every game, and extremely rarely multiple times per game.

  • @BenZ0 said:

    Yup, it looks beautiful and since this map is rather dark all the glowing skins are more shiny than usual which is really cool but gameplaywise this map sucks and I just insta DC everytime I get this map as Oni or Blight.

    I hope the devs will add more darker maps in the future though.

    A group sent me there today as Oni. I somehow managed a 3k because they played poorly at the end, but my god was it miserable. At one point they were literally running to me begging for interaction.

  • @blue4zion said:

    It seems to be stacking right now, thats an issue. Anyone know if this is true?

    Visual bug. The actual effect is working as intended.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400577#Comment_2400577

    not at the moment as I'm not a streamer, but maybe someone who is can help out.

    Also, so... am I right to assume that the code now activates BOTH subroutines and just has the new one potentially cancel the validated hit that triggers the effects, instead of having removed the killer's clients hits triggering the effects and then checking for validation?

    Yea, that's the gist of it.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400567#Comment_2400567

    But that's the thing:

    Survivors DO hear the hitsounds and see the animation. That's what's so bizarre. I had it almost routinely now that people notice this happening.

    which means the hit on the killer's client gets send to the survivor's clients before the hit is actually validated.

    I heard from others that survs didn't hear it, but if they are, then that's a little more complex. DBD was initially built peer-to-peer with the killer as the host. If survivors are in fact hearing it then it sounds to me like the hit sounds use the old peer-to-peer rules but the actual hits themselves use the server validation rules. Do you happen to have a video of a survivor POV hearing a false hit?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400524#Comment_2400524

    The sounds and vfx just should not have played.

    But that's exactly what OP's asking about. Why do those play? How is this game coded that the audio and VFX can play when no hit occurs? Code is a logical sequence of if-then statements, if there's a hit then this sound plays and this visual effect is shown and this health state is lost, but there's no logic to only part of that sequence happening and not the rest, so what in the hell is going on behind the scenes of this game?

    @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400524#Comment_2400524

    i'm not complaining about being robbed or anything. I just want to know how the heck the code can be so all over the place. Cause the trigger for a routine should only come from one end, which now, supposedly is the server.

    How the heck do you code things to end like this

    Oh, sorry, I assumed it was another rage thread. To answer that you need to know a little bit about online multiplayer games with dedicated servers. There is the server that is hosting the lobby, and connected to the server are the clients, as in, your game client and the clients of all the other players. Servers and clients keep track of a lot of the same info, but do different jobs with it. For example, clients are in charge of rendering everything you see, but the server doesn't need to do this, because nobody is playing the game off it, so the server is often just a husk of code and numbers.

    In this specific case, the killer's client and the server are our main focus, as the survivors don't hear the false hit sounds. So, the killer's client is detecting a successful hit, and doing what it thinks it should: play hit sounds and vfx. Under normal circumstances this info is transmitted to the server, validated, and then sent to the survivors' clients so that they too play hit sounds.

    Crucially, the validation step happens after a potential hit occurs as it takes time for the killer's client to send the hit info to the server, and then more time for the server to validate it and send the info back to the killer's client.

    The problem stems from the killer's hit feedback not being governed by the server's validation step on the killer's client only.

    So, to sum it all up, the killer's client is just jumping the gun a little bit. It's most likely a relic from when DBD was peer-to-peer, and I would hope could be fixed relatively simply, but, well, it's BHVR. So... expect a fix in 3 months or so.

  • There are a bajillion threads about this. Short answer: latency.

    Long answer: Killer's client used to be the referee for if a hit connected. Now, the server is the referee. So now, on rare occasion, if the killer swings into a dropping pallet, their client registers a hit, and the hit sounds and vfx play. But the server goes, "wait, no, that pallet was actually 50% way down." And so the hit gets canceled. You weren't "robbed" as many say. The sounds and vfx just should not have played.

  • @GoshJosh said:

    The new system is worse, because killers can't be greedy about using pallets - whereas survivors can. If I as a killer am choosing to not respect a pallet, am all the way through it, get a hit, hear injured noises and see blood, only for the survivor to run away undamaged while I am bounced back to the other side of the downed pallet (on a wired and good connection by the way)... what did I do wrong to get punished like that?

    You swung too late. Easy as that. The issue is the false feedback killers get, not really the new pallet system.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399931#Comment_2399931

    Wanna take a look at this and claim its just a ping thing?

    https://www.youtube.com/watch?v=HQ4fUJrYirA

    I'll even add timestamps for you.

    0:17 seconds, survivor stuns killer even though both are on same side of pallet and hit is rejected.

    0:22 same thing again.

    BHVR clearly altered the algorithm far more than just 'whose action got to the server first'. Or are you going to claim that a survivor dropping a pallet should stun a killer behind him even on the same side of a pallet?

    The person who made that video is purposely swinging late to TRY to trigger false hits. Their input reached the server after the server deemed the pallet was 50% thrown. As for same-side stuns, yes, they happen, and could happen prior to this patch, though they're really really really rare in your average game.

    But what the video didn't show is what happens if, say, you don't wait until the very last second to swing. Or playing like you don't expect free hits at every pallet.

    Anyone can make a montage of false hits. They're not that hard to pull off if you're trying for it. But that's not how the real game is played. Nobody should be expecting free hits at pallets. If they do happen, it should be an "oh, neat" moment. If they don't, then you get outplayed, including false hits. Simple as that.

  • @truegod_10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399783#Comment_2399783

    This is such a dumb logic in a game where sound is everything. Doctor shocks someone and the scream tells him it hits. There are an endless amount of abilities that work like this.

    This would be like a bug where the killers terror radius doesnt come in partially just at full blast like they are behind you or not at all. It would be very annoying for survivors just like this one is for killers.

    I understand that it's frustrating, and it should be fixed. But the problem is the false scream and vfx, not the new pallet system. People are only feeling "robbed" because of the false feedback. If that didn't happen you'd just accept it as a normal stun. But now that we know that this can happen, we can just pay a little more attention after swinging through pallets to make sure that the hit connected or not.

  • @GeneralV said:

    I am happy for the people who are, somehow, enjoying this new stun validation, but I know I am not.

    I've literally had situations where I hit a survivor, I hear their scream, I see the blood...and they walk away as if nothing had happened.

    One of those moments happened during a critical scenario, which eventually allowed that survivor to escape. This isn't fair.

    If a survivor messes up the pallet timing, they should be punished. Not me.

    I couldn't see much of it as a survivor, my experience was limited and most killers were respecting pallets. Trust me, I would love a return to hardcore looping instead of the "hold W" thingy, but this probably isn't the best way to do it.

    If they got away fine then they didn't mess up, you did. Just because you hear the scream doesn't mean you "deserved" the hit. You're just frustrated that you heard them scream because you associate the scream with a hit. If they didn't scream you would be none the wiser. The server is the referee now, instead of your client, which is 100% more fair. No offense but you need to get over your Pavlovian conditioning.

  • I'd make him 115% and have a 32m terror radius (and therefore 24m with M&A). Then I'd also give him a cooldown when he cancels his power. I'd also rework a few of his addons as many of them do nothing useful.

  • @maaadinsomniac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2396607#Comment_2396607

    That's not true, because I'm the Zarina who's throwing the pallet.😀 And first I was really confused why he didn't hit me and what happened so I was looking for this vod. I was really late, it looks exactly same from my pov but it was cancelled anyway.

    Oh I see. It's possible he just realized you were going to throw it too late and swung late. Other than that I have no idea why it was canceled.

  • @maaadinsomniac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395788#Comment_2395788

    https://www.twitch.tv/videos/1100972589?t=07h43m30s

    07h43m30s - look at this, Surv not even screaming and pallet is definitely not 1/2 way down. It looks like hit was on 1/2 way but it was canceled, why? I'm not sure. But I think it's because they both hit irl M1/Space in same time but Surv has better ping, so his pallet stun was first on server and server calculated this as cancel.

    That's because you're seeing it from the killer's POV. The pallet was thrown (and, therefore reached 50% of the way down) earlier according to the server (and even earlier than that according to the survivor's game).

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