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A_T_E
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806584#Comment_3806584
"You dislike map offerings? Just use them too!"
Correct! 😀
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https://giphy.com/gifs/badboys-bad-boys-for-life-badboysforlife-Q8y5lBigYQ7X1wYbqK@UndeddJester said:
Sorry to be that guy… but you're referring to this?:
Last Minute Hero
Safely unhook 1 Survivor after the Endgame Collapse has begun.
Are you sure you're not tilted and just need a break? I'm not trying to be an arse at all… but this isn't even hard to do… I did it in pretty much my first attempt, and didn't even blink when I saw it in the list….
Any game where you get gates powered with more than one survivor alive you can do this… and is certainly not uncommon to have multiple survivors alive at end game. Its a 60% kill rate afterall, you'll get a game where you're there at end game with more than 1 person alive, and you can easily just throw yourself at it to get the unhook… take No One Left Behind, Overcome and Borrowed Time/Babysitter, maybe PlotTwist/Self Care to make sure you can be fully healed, and even if the killer finds you after opening gate, unless they are an instantdown killer, they can't stop your safe unhook.
99ing the gate is rarely actually required in most scenarios, and tbh, is probably not a good idea a lot of the time. Just opening the gates is the safer move so that you can't possibly screw up the sprint to the exit, and you still have 4 minutes to make the unhook… Blood Warden is possible, but it's far from common enough to realistically worry about.
Accounting for more than one player, any player with an ounce of intelligence against the killer will wait for you before they go for the unhook, as you need 2 to pull it off successfully. You can even exploit that and just open the gate, and again instead of doing it the correct way (take a hit and run while your ally unhooks), just run up, tank the hit and unhook raw. Whether you escape or not doesn't matter if you want the challenge done…
Honestly I find the iridescent badges harder to get… it doesn't seem to matter how much you do of specific actions, it seems to boil down to "dominate the game" to get either 3 or 4 iridescents or you get none… no in between.
EDIT: Now 2 hooks after end game collapse has started in the same trial… That challenge is a swine… I had to take Artist and keep the whole team injured on death hook and then keep a player slugged at all times until they powered the gates so I could down a player, open the gate and then get my 2 hooks. I let the other 2 go as an apology.
"Now 2 hooks after end game collapse has started in the same trial… That challenge is a swine…"
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806571#Comment_3806571
I've even been accused of cheating with wallhacks when I played Scratched Mirror Myers.
lmao 🤣
What's next? Nurse teleport-hacking, because she used Plaid Flannel to teleport precisely? Good grief. 😂
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@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806565#Comment_3806565
I'm fine with this, I more so just went with 25-50% just to show an idea on how it could work and how it could be a good QoL. They could make it as little as 5% refund and i'd still use it a lot just because I have so much I plan to never use.
"So much I plan to never use"
A sentiment I can relate to immensely. Even without item refund bloodpoints, I still get enough bloodpoints to not have to worry about ever resorting to some of the lower quality offerings, especially brown/common quality BP offerings, when yellow/uncommon offerings are plentiful enough to never need to go below those.
That's not to mention, as a killer, fog increasing offerings and coin (chest removal) offerings being borderline useless. It's probably less than 1/1000 games where the removal of a chest has ever made a difference, that wouldn't immediately have been improved significantly more by using an oak offering for closer hook placements.
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@Ohyakno said:
Honestly just get rid of bloodpoints and BP offerings and let people run whatever they want at this point. They're absolutely inconsequential.
Nah, that's perhaps a bit much. It brings a sense of earning and accomplishment to get a fat stack of bloodpoints, taking it away would just result in EXP at the end of the match, and then that would have to be reworked, because you basically only get EXP from being in the match now (up to 10 mins), considering badge EXP is borderline nothing.
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@RFSa09 said:
So, a lot of people absolutely hate map offerings (for example me), a lot of people absolutely love them (for example content creators, 4 man swfs and p100 dredges)
But.. should they still be in the game? If we remove them a lot of builds would kinda fall apart (like mirror myers), but it would solve a very... specific problem (cof cof garden of Joy offering)
I personally want the green ones to be removed... but, wait if... bhvr brings back the Yellow and brown map offerings? Would it be better? I mean, we would still have something to increase the chances to play on the map we want, and content creators trying to show cool stuff on certain maps can play a custom match, do you think it would be good?
Hate map offerings? Use a counter map offering that's more in your favor, or better yet, "Sacrificial Ward" to nullify map offerings for that round. There is offerings for everybody.
More options are better; advocate for more options, not less. -
@cluelessclaudette said:
I don't care how hard you want to make it, something like "Unhook someone while gates are powered and safely" is insane. How often do survivors even open gates? Let alone someone gets hooked again.
really crappy game design. crappier that its tied to the rift pass (paid product). I will not buy the next pass cause of this.
I agree, this is even worse for killers.
Some killer challenges requires hooking or sacrificing during the endgame collapse. That means if the killer wants to actively finish that task, they literally have to go against how the game is supposed to be played (i.e. not kill everybody, but instead let them open exit gates to start the collapse).
Sacrificing during the endgame collapse is the worst, however, as you may be lucky enough to get somebody after gates open, but then they might not even be on 2ed hook stage, so they could get rescued and leave you with nothing.
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@Royval said:
strange. I see hackers every 4-5 months it’s not very common and I’ve been playing since 2018.
Yeah, I don't remember seeing one in forever. OP looks like the typical salty post somebody writes after losing to somebody simply better than them; low-effort with nothing of real substance to reply to.
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@mysticalCat said:
what are your thoughts on the current state of dbd?
no- this is not a post to start anything. Just want general feedback.
My thoughts- the game was fun, but lately hasn’t been. I play both killer and survivor. Killers get a ton of aura perks even if running current distortion(I don’t usually run it but my friend does) it’s useless. Hearing about the rework kinda made me see what direction dbd is going. I’ve been playing since 2020, and honestly I think it’s about time to call it quits. I’m sorry but a killer should not have 3 modes and be able to have pyramid heads power. Being able to teleport across the map is crazy. (Dracula btw). It’s always anti pallet, anti vault locations, aura build. I really wish auras never became a thing. Use your skill and headset to find survivors. Then adding more aura perks… sigh. Killer is way too easy and survivor is way too hard. I’m curious to know draculas kill rate at this moment. What about reworking legion or doctor. It’s just not fun anymore. I guess solo queue has become a thing of the past. All my friends are quitting because the game is never fun. Getting humped on the ground, getting bled out on the ground, toxic teammates sandbagging on purpose. Teammates giving up. I just don’t get it. After the PTB notes it seems as if there is more slugging going on. I would love to see some stats since the PTB and what draculas kill rate is at this moment. Is there a way to see that?
Also- queue times for late night or early morning dbd on east coast have been so horrid. I shouldn’t have to wait 10 minutes to find a match. Is there something being done about this? And yes- cross play is enabled.
love to hear everyone’s thoughts and advices. Please no arguing. Thank you and GG dbd enjoyersLet's be honest, it's called "Dead by Daylight", not "Alive by Sunrise". Victims are supposed to be slaughtered brutally, so nerfing their tools of survival is just fine.
Slight joking aside; it'll be fine. The game goes through lulls and peaks of the game being balanced slightly more to one side or the other, all you gotta do is either play meta, get better, or simply not take the game too seriously and just try to have fun as you can. In the end, there is nothing wrong with playing another game, if you aren't happy with the current meta/state of the game, same goes for every other game out there.
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Yeah, "wallhacks" in a game with built-in "wallhacks" (aura-reading) is always funny to me. Just gotta not care. Kill 'em, move on, happy times.
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@LadyOwO said:
So I was in a match against 4 P100 Megs on HnL labs(Playingas Pinhead/Chatterer. My Add-ons were torture pillar and Iridescent configuration. With a stroke of stupid luck I find a purple glyph moving across my box near the stairs and naturally I grabbed it and chain hunt started. Then All 4 Megs DC and I get messages accusing me of cheating 😒. I Don't see how I cheated since I just happened to stumble upon it and idk how that warrants a DC from all 4 megs. I decided to finish the match(Bots are really dumb) and I Don't know whether to laugh because the PC megs accuse me a console player of cheating because of sheer dumb luck or what.(My Perks were Corrupt Intervention, Starstruck, Lightborn, and Awakened Instincts)
Okay.
The solution: do not care about it.
I have been accused of cheating when playing Legion, 'cause I used Killer Instrinct to spot a guy in a locker. My reaction? "lmao, ok"
It doesn't matter what the victims think of you, as long as you aren't actually cheating, they can be as salty as they like. Enjoy the free BOT bloodpoints and move on with your day. :)
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@Kroc said:
As the title suggests, having a weekly rotation where a killer or survivor can be played with all their perks maxed out could not only help newer players get familiarized with that character but also help them decide if they want to purchase that chapter/character for themselves.
Good suggestion, but you must consider how that would look like in practice. Pig is now unlocked for the week, meaning a bunch of people now queue with Pig. That means longer queue times for all Pig players, not only the ones playing for free.
A better suggestion made on these forums in the past, would be to simply allow bot matches, same as you suggest with full perks, to see if they like the killer. This would prevent any kind of clogging of the pipes for a certain killer.
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@Arbmos1998 said:
Let’s be honest: the current Bloodweb design is quite dull. Even with updates from what it was, it still lacks effective organization. After a grade reset, having 2 million BP to spend should be exciting, but instead, it involves spending countless minutes repeatedly hitting the auto-purchase button, investing points into a character while acquiring items that I have no interest on using.
I’d love to see some changes that are already implemented in the mobile version of the game. DBD Mobile uses a slider for character levels, allowing you to easily adjust how much you want to spend. Imagine being able to level up Pig, for instance, and quickly allocate 750k BP with a simple slider adjustment!
We could also enhance the experience with quality-of-life features, such as a prioritization option. If I select green, the Bloodweb would prioritize green add-ons and offerings as I level up, instead of just going for the cheapest options. After just a few seconds of leveling, you might find you’ve accumulated an excessive number of items, like 50 Bag of Gears or 39 Slow-Release Toxin, along with a surplus of offerings like 46 Bloody Party Streamers. How awesome would that be?
Additionally, introducing a refund feature could greatly improve usability. Players could receive 25-50% of the BP cost back for items they no longer want. For example:
- Greys cost 2000 BP, refunding between 500-1000 BP.
- Yellows cost 2500 BP, refunding between 625-1250 BP.
- Greens cost 3250 BP, refunding between 850-1625 BP.
- Purples cost 4000 BP, refunding between 1500-2000 BP.
- Pinks cost 5000 BP, refunding between 1750-2500 BP.
If I refunded 221 grey offerings, I could recoup between 110k and 220k BP to reinvest, giving me a better chance to get the items I actually want. This would also allow for faster prestige progression on other characters. While It's not overly important getting to that prestige 100 because you don't really get anything for it at least something could be interesting for reaching it like a character specific charm, skin, player badge and banners rather than just a 100 icon next to your characters name if you are playing them. At the moment it's more so a race for Twitter users on who can get the latest character release first to P100.
As it stands, I have no interest in spending hours pumping millions of points into one character just to reach Prestige 100 and accumulate a ton of items I may never use. For example, I have over 2000 Screech Cobblers. While they’re great for BP gain, this limits my use of other offerings, leaving them unused when a simple QoL change could make a difference.
If any of these ideas were implemented, I would be much more motivated to get my first character to Prestige 100. Right now, it feels like an unnecessary grind. Thoughts?
I like the suggestions, but the refund option will definitely have to be reduced significantly for Behavior to consider it, perhaps only 10% of the item's worth returns to you in a refund, 'cause part of the Bloodweb is the RNG of what items spawn and where the Entity starts to close off the web. 50% back would probably be way too much, and Behavior would readily dismiss the idea.
10% refund would look like:
- Greys cost 2000 BP, refunding 200 BP.
- Yellows cost 2500 BP, refunding 250 BP.
- Greens cost 3250 BP, refunding 325 BP.
- Purples cost 4000 BP, refunding 400 BP.
- Pinks cost 5000 BP, refunding between 500 BP.
When you consider how many items you get in one prestige level (which costs roughly 1.2mil), and then refund all the undesired items, you'd still be getting a reasonable chunk back, but small enough that Behavior might find it reasonable.
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@ClockworkJink said:
This isn't for you four stacks. You're abusing mics, and it doesn't change the REAL balance. You just cover for the broken mechanics, and your lack of skill with mics.
Too many broken ASF killers. You shouldn't need a four stack with headsets just to gen rush them to win.
TLDR: delete all killer teleports, and crippls.
Thanks.
"Broken mechanics"
Lack of direct communication is by design; by bypassing it, you're actively cheating, as you no longer need to equip info-perks to get information about the killer's whereabouts, but can just voice-comm. Comm in itself is an advantage, but the freedom to free up perk slots simply furthers the imbalance towards the victims."Delete all killer teleports"
lol, not gonna happen.
"and crippls"
Like what? What is considered a "crippl"? Trapper traps? Pig reverse beartraps? Be more specific.
Very low-effort post that reeks of salt and tears. Git gud.
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@huntressmain03 said:
3 games in a row. I'm in a duo stack with my girlfriend, and the first person to go down from a 1 gen chase starts to end the game early for himself. After he gets saved, he runs straight to the killer and dies. For what? To make things better, we get down to 2 gens to go, and the other survivor in our lobby gives up on first hook. Seriously? What the hell is with survivors now? What happened?
"After he gets saved, he runs straight to killer and dies."
When you see this happen, simply report it for "Working with killer", the more people that do this, the more people will get punished for doing it. One thing is hook suicide, another thing is just running straight to killer and getting killed.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806108#Comment_3806108
what, the follow the killer? i don't really get the distortion nerf, right. one of reasons why they the perk was that UB countered distortion, but now distortion is dead/useless perk so nowhere to hide which follows killer as well is now just uncontested, right? the perk is almost same strength as ultimate weapon when nobody brings distortion. now they killed all stealth in the game, i bet next chapter for survivor will have at least 1 stealth perk.
Nah, not the follow. The fact they made it only work on the locker you open, a single time, with no activation period, no aura-reading, and with a ridiculously long cooldown.
It would still be remotely useful, if they hadn't given it a 60 second cooldown, had made it aura-reading for something as little as 3 seconds, or had made it perhaps only work on the first victim it discovers when it follows the killer after opening the locker.
Current version is useless.
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From protection hit? No.
From locker? Sure.
What I really wanna see is attempts at flashlighting being considered a conspicuous action.
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Absolutely not viable. Even the yellow suggestion is too strong, for three reasons:
1. you have to remember 4 victims can pick these offerings, meaning 4 extra saves for no thought during the game. Killer could've been doing a long chase and finally caught up for a hit, then just get a protected hit and the chase is extended another 20+ seconds.
2. Yellow quality means it's cheap, so people would be able to get it way too easily, combined with the 1st point, there would be no reason victims wouldn't pick yellow or better every single round.
3. Comparing it to Moris for killers immediately highlights the difference in advantage it gives. Killer Mori doesn't give an advantage, except not having to pick up the last vicitim to hook them (on the yellow, of course), which doesn't really mean much. The comparisons only get worse, as we ascend the qualities of suggested victim offerings.
In conclusion, nah bro, sorry. That would tip the odds way too hard towards the victims.
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I'd personally like more fog on the maps, seems like it makes sense with the theme of the game.
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I have killers and victims both, that I do not desire to play except perhaps out of a need for some kind of ritual (and I have no rerolls left).
Because of this, I'd love for all items to be shared across victims, and all offerings to be shared across killers. I see no reason why it isn't already a thing, only argument previously mentioned being BP offerings meaning players get more BP, but so what? Even the most casual player with a single hour of gameplay per day or so, will get showered in BP at a reasonable pace, so some BP offerings won't really make a huge difference as to why the rest shouldn't be shared, let alone the fact that more BP doesn't mean anything to the balance of the game in gameplay.
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I have experienced this, too.
One time my only saving grace was the fact I noticed the flashbang literally being thrown infront of me, that I could possibly react to it, because it made no sound.
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@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/427964/the-downward-spiral-of-dbd
Toxicity is a product of the game loop of the game. You are constantly needing to focus and having an opposing force that you sometimes are powerless to. No one likes losing and this game is pretty bad with that.
I will say a big issue for new players is learning to loop or to play killer effectively. I've seen multiple times friends trying it out getting very disheartened because of how difficult it is to learn killers/maps/looping. Not to mention the price tag as i would say you almost need some of the dlc perks to play more efficient. It's just a big time commitment to learn things if you haven't been playing so it will deter a lot of people.@SpicySliceOfApplePie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806046#Comment_3806046
Recently reached Iri ranks and I can confirm at least 50% and probably more of my matches are filled with at least a 2 man constantly head on stun spamming or flash light saving anybody I try to chase/hook (no I can’t always face a wall, sometimes people go down where there aren’t any walls and I can’t avoid that, and flashlights are weird s heck because I’ve had multiple times where I’ve not even seen the beam of light yet got blinded anyway) and out of those games 45% are just denying me any pressure and the other 5% are the super altruistic ones where they follow me around all game then get downed like 2 seconds into chase or rinse every pallet in the first 3 minutes leaving their entire team defenseless. The amount of games I’ve had where end game was nothing but survivors running from broken pallet to broken pallet and having nothing to loop because they dropped everything immediately rather than looping is laughable.
At higher ranks (Gold+) I’ve gotten to the point where I can’t even do more than one rank per day or ill just get burnt out
Short version: experience and time investment in getting perks will give you an advantage over new players, and it should stay that way.
For OP: I agree, we must each indiviually strive to decrease toxicity, by not letting some toxic players get the better of us and instead take a deep breath before we continue on to another game round.
The idea that the game is tough on new players shouldn't really be a factor to consider. Any game is hard, when you are just straight, especially when it's as competitive as DBD is.
I remember first starting DBD and it was tough, 'cause I had the most basic of perks, -just like everybody else-, but eventually I learned the mechanics, learned what perks are good for what, and got new killers to prestige to expand my perk choice. It takes time. Point me to any game that doesn't have a starting period where older players have an advantage, exactly because they are older and more experienced players. The game would suffer, if new players could come in and immediately do as good as older players, it would imply a complete lack of need for skill to excel.To address OP's post, there is wisdom in not responding to abuse and toxicity, with more abuse and toxicity. Much like IRL, we should divorce each negative event and experience in the daily life, from affecting our response to other experiences. Stop the cycle; do not be toxic in kind.
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@Devil_hit11 said:
ultimate weapon.
Let's be honest, that was just because of the nerf change to how it functioned.
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I experience the same today.
20240609141617_1.jpg 20240609142338_1.jpgTaking the portal from the torture chamber/observer prison will almost
guaranteed get you stuck in the exit gateway/portal. Saw one guy get
stuck and tried to replicate it, and succeeded in my first try.
Screencaps included. It needs to be fixed quickly. -
Absolutely needs to be killswitched. You can get stuck when going through the portal from the torture chamber/observer prison to the top, added screencaps.
I tried to replicate the bug, and got stuck too, so it's really easy and should definitely be fixed immediately.
20240609141617_1.jpg 20240609142338_1.jpg
PS: The killer (Artist) eventually left, not realizing her crows had damaged us once, and could down us to slug-kill, but that's life, but I don't think there's any other killer that could possibly circumvent this bug.