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Advorsus

Advorsus

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  • Behavior has a way of repeating past mistakes. As for Haddonfield, it'll probably be a visual update with breakable walls, but will still be just as imbalanced, or even more so than before.

    Examples:

    Killers asked for some games slowdown cause gens were flying by to quickly. So they added breakable walls to slow killers down even further.

    They had God loops before. They then had a brief period where they fixed them. Then they added breakable walls or more pallets to make some of them God loops again.

    They Reworked springwood and added the most busted structure, the house of pain, to that map. As well as a lot of other things from Haddonfield that were complained about non stop.

    They reworked the game map and added so many safe pallets and tiles it's ridiculous.

    Red forest has always been considered a pretty strong map for survivors due to it's enormous size, because it counters most killers just due to them being m1 killers. And the ranged ones have so much foliage it's hard to land hits, let alone get anywhere.

    Ormond used to be like that, then they reworked it and made it smaller and more balanced. But then they turn around and make things like RPD and Erie of crows.

    Both very large maps with very safe interconnecting loops and pallets.

    Behavior makes great improvements in some areas, like when they fixed loops or when they Reworked Ormond. But then they turn around and make the exact same mistakes. It's like they don't learn lol

  • I don't even want bots for real matches. Just bots for training with each killer. They don't even have to be crazy responsive or good. Just something to practice different killers powers like.

  • @GeneralV said:

    From a killer? Unexpected.

    Those are pretty rare.

    Exactly lol I've been playing for years and gotten salt from survivors a lot, but never a killer.

  • @KrazyKatFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793779#Comment_2793779

    Sorry for late reply, there is no longer depipping it does not exist you only pip up now since SBMM was introduced, there is MMR which is why players are intentionally cheesing there results one way or the other, lowering MMR by afk, not playing etc or trying to raise their MMR by using all the strongest stuff and playing like a scumbag. Getting to rank 1 is mostly a matter of putting the time in, if you play well you will get there quicker. A lot of people still say depipping for afk'ers etc however it is not literally true nowadays

    Yeah you can still play really well, and escape, and depip at red ranks. I know tons of people who play this for hours on end everyday for weeks and they're still iri 4. Because they'll have a decent match where they get a pip, next might be a safety, and then 3 games in a row where they're tunneled and camped out early. Meaning all of their "playtime" means nothing.

  • Tier 1 Myers+retribution. Wait for them to start trying to boon a totem, go grab them off it.

  • @Tiufal said:

    Points doesnt mattter, cause pips only depend on emblems. Your story makes no sense, if its not just a visual bug. With 2 Iri and two Gold you would +1 for sure in every grade. So you cant black pip and next game +1 with those same emblems.

    You're right, it doesn't make sense, that's my point. There's no reason why both games shouldn't be a pip. And we both stream so it is captured, I just gotta find both games and screen shot from the vods.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793765#Comment_2793765

    What? In order to reach Iridescent Grade 1, you have to pip up to it. I have earned 20+ pips while stuck at the same grade because of depipping. If it weren't for depipping, I would've reached Iri Grade 1 last week. As is, I won't reach it before the grades reset.

    My girl is having the same issue. Has been iri 4 for the past two weeks, despite playing every single day. It doesn't make sense when it's supposed to be about time played.

  • I've made a ton of posts about this and even offered simple easy suggestions for fixes. Right now it's a skill based system that determines how far you get in a non skill based system. It doesn't make sense and should've been reworked completely when grades were made.

    It should just be a simple bar on the screen. Each grade takes longer to fill up, so it takes longer to fill the bar at gold than it does silver and so on. Each match gives you an amount of points that goes to that bar. The more you do in a match, the more points you get, the greater the bar fills. But you get a base amount by just joining the match, so even if you get tunneled and camped immediately, you still get something.

    Even if you played and got tunneled and camped in every game, or had 4 man escapes every game playing as killer, you'd still get something, and would eventually get to iri 1 by just playing enough, regardless of how your matches went.

    This would completely simplify their systems and actually make it easier for Behavior to manage. No more emblems or pips to worry about. Just simple point bar. People reaching grade 1 too fast? Adjust the points required to fill the bars. Taking too long and not feeling rewarding enough? Just adjust the amount of points required. It could be fine tuned and tweaked very easily to meet the standards they're looking for, and would be a long lasting system they wouldn't need to completely change later.

  • Meh, not really.

    Now if she was the chick for Scary movie version of the ring, where your power is just fist fighting survivors, maybe? Lol

    But really it was never really a big hit, and I was never really invested in the movies or storylines. So it's just kinda whatever.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791754#Comment_2791754

    If people are dying on Hook because of DMS, then someone needs to git gud. DMS is only active for 45 seconds, that's enough time to get half a gen done and go for the save

    ^this. Too many solo players think they need to let go of a gen and go save as soon as someone is hooked. When in reality, the better macro play is to finish the gen then save. Cause they're going to be on second stage next time whether you unhook immediately or 10-20 seconds later.

    I think DMS is working perfectly fine. Is it stronger on certain killer's than others? Yeah. Is it game breaking? Nah. You can even get off the gen right before they hook and go save if that's your intent. Keeps you from procing both DMS and and pain resonance so it's good habit to have. If you're going for save, let go pre hook, if you're not saving and you're committing to the gen, just commit to it.

  • @Ryuhi said:

    If you hit rank Iri 1, you stop getting (or losing) pips?

    I'm gold..

    @AsherFrost said:

    That doesn't seem real, if it is, it's definitely a bug. What emblems did you get?

    And iri ones. I'm gonna clip it next time because yeah, it's a bit ridiculous.

  • Yeah pips shouldn't be a thing anymore. It's a thing used to calculate your skill in a match for a system that's supposed to only calculate time played. What's worse is they don't translate to what behavior considers a balanced match. If you get 2 kills and you're in silver or gold, you're not pipping. You could do a gen, run the killer for 3 gens, and get two saves and escape, and still not pip as survivors. I have friends who play every day and are stuck at iri 4 for weeks because of pips.

    It should just be a bar that fills up. The more you do the more it fills. If you get tunneled out you get a lot less than if you escape, but you still get something for playing.

  • I don't think it's overpowered or broken. Is it strong? Most definitely. But hey it's not ruin undying so 🤷

    And it actually has counterplay, you just have to play around it. Much like killers have to play around dead hard, ds, unbreakable, circle of healing, bt, boil over, flashlights, firecrackers, flashbangs, soul guard, and many other things.

  • @derppug said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789582#Comment_2789582

    I've played like 8-10 games of Doctor and my biggest problem with him without addons is his shock has almost no range. It's just not fun for me because then I feel like "why not go for the m1".

    That's the thing about doc. He's My main and I've played him for years. The most common mistake I see is people trying to shock too much. His shock is mainly for short loops where you can shock and cover most of the loop. It's not for standing at one side of shack or a jungle gym and shocking to other side to stop a window vault and get a hit It can happen but it's like cross map huntress throws, it's not an every game thing. It's also not good to use repeatedly because the slow is too punishing.

    His blast is his real power, and knowing when to use that is a lot more important. Other than that I play him as a normal M1 and occasionally shock people, but only if I know it hits and leads to me getting a hit.

  • Doctor is good without addons, and for learning the game as an M1 killer.

    Plague and blight are also good without needing addons

  • It depends on my mindset. If I'm having a decent day and I'm relaxed for the most part, then yes. Win lose or draw, I'm chilling and relaxing on some killer. Other days I'm titled before I even start playing and then it becomes stressful.

    Or other times, I'll be alright starting off, pretty chill, but will run into one survivor in a random match that'll just grind my gears to where I'll want to tunnel him out. Once that happens in pretty titled, so I'll take a break and come back when I'm relaxed again. It's mainly all about mindset, and is a lot like league of legends in that sense. If you're already titled, or find yourself getting there, it might be a good idea to play something else for an hour and come back. Maybe try civilization, who knows.

  • Slug em, slug em all. Seriously though slugging beats out hook camping and tilts survivors beyond belief. Just down one survivor, then stand over them. Hit everyone who comes near. If they pick up just down them again. If they unbreakable just down them again as it's one time only.

    Most survivors like running Dead hard, ds, iron will, and BT. Few actually run unbreakable and even fewer run unbreakable- + soul guard. If you leave them slugged they never get to use their bt and ds and it pisses them off cause they don't get to play at all. Is it boring? Yeah. But there's very little counters for slugging unless they have no mither. Which, let's be honest here 😂

  • I can't believe y'all forgot how to do this... Smh.

    Dodge, duck, dip, dive, and dodge!

  • @Peanits said:

    Patch notes aren't quite ready to share this early, but to manage expectations, it's another small one. Outside of the Boil Over change, expect mostly bug fixes.

    Aww darn. Okay lol thanks @Peanits! 😀

  • Yeah I know about today's update lol but I wanna know about the next full update coming out lol the one with the actual changes.

  • It might make it a lot worse, and useless again. But I'd rather them release it like this, with it seeing niche play at first, and then buffing numbers as needed instead of just re-releasing it with possibly over inflated numbers and then waiting for them to Nerf it while it gets abused for weeks or months on end.

  • I think it's crazy that someone who can bash DBD for it's reduction of player count on one video, then turns around and says that there's currently over 10k people hacking in DBD, or 10%. That would mean that there's currently 100k players at any given time, which isn't true. That was peak months ago on steam.

    Right now there's on average 40k players, 10% of that would be 4000 people. Which still isn't great, but also isn't that bad. Obviously these numbers don't include any other means of playing other than steam.

    @sharissa said:

    Remove the pc players from crossplay. Problem solved

    I don't hate the idea of giving that option, as it means a lot less players(console) would have to worry about cheaters. However it could also increase queue times.


    In the few years I've played, thousands of games, and can count on one hand the amount of times I've played against a cheater even with crossplay enabled.

    I think content creators do encounter them more just because they're content creators and get targeted. But either I've faced tons of hackers that were just reallyyyyy sneaky, or people are using the knowledge of there being hackers in this game to explain bad gameplay. 🤷 Maybe you just got beat.

    I'm not saying it's not an issue, because it very much is. And I do think Behavior could definitely improve their skills at combatting it. But I don't think the numbers are anywhere what people claim them to be.

  • Freddy... Original Robert England version

  • Deception, diversion, Lithe, and dance with me.

    Get pebble ready if you can, then when in chase just vault a window, break line of sight and head to a locker to use deception, then crouch hide and throw pebble in the opposite direction. Between all the broken scratch marks and noise notifications they'll either lose you completely or spend waaayyy too much time looking for you.

  • And if you made the radius larger than 32 meters it becomes wildly overpowered in SWFs and useless almost everywhere else. Because dark sense is a thing, you'd have one person running this and dark sense and giving their team the killers whereabouts almost 100% of the time.

  • This would never see any use. It'd only be useful occasionally for stealth killers, but not much else as all other killers alert you to their presence long before they get within 12 meters because of their terror radius.

    The main issue with premonition right now is that spine chill exists and outclasses it in every way. This change would do nothing to remedy that.

  • I've been saying for a while that pips need to go. They used to help rate your skill in a match and how well you did. So why are they used now for a system that's supposed to determine time played? Makes no sense.

    Also the requirements for pipping doesn't make sense. They say 2 kills/ 2 escapes is the "ideal" match right? But even if you're only silver grade, if you play a normal match and kill 2 survivors and the other 2 get out, it doesn't matter how many hooks you have, how many pallets you've broken or gens you've kicked, you're not pipping. Doesn't make sense.

    If you kill all the survivors, that's a major win right? But kill them all too quickly and you won't pip, might even depip. So instead of being rewarded for playing the game like you should be, you get Nothing for playing the game.

  • Gonna introduce a new skill check mechanic for running probably 😂 holding W too hard

  • I ran iron grasp, mad grit, lightborn, and star struck all night last night. It was fun seeing survivors cry all night because they weren't able to bully me lol

  • I'm not sure if people know this, but on console you CAN'T change the button mapping for only chains. You can change the button, but it also changes the interact button with it. And most people don't have the means of changing with other methods.

    So console players just have to wait till behavior decides to split those interactions.

  • I'm on the new Xbox and only had 7gb... I'm so lucky 😭

  • @GeneralV said:

    The credit goes to the legendary @WhiteCrow997 , but this will always be the best Lunar event screenshot of them all.

    Our good friend here took it during the Moonrise event in 2019, and for that he has my undying respect:

    https://us.v-cdn.net/6030815/uploads/NPHHLSQRI7XS/image.png

    I quote his post:

    "Trembling, crawling across my skin

    Feeling your cold dead eyes

    Stealing the life of mine

    We found love"

    I like that breaking Benjamin song, it's fitting.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770247#Comment_2770247

    That makes sense, my apologies then.

    @MandyTalk this^ for things wanted in a forum. Something showing when posts have been merged would be nice if possible lol like just something that says "merged post".

    @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770245#Comment_2770245

    My comment was merged into this post and was a whole different thread. You say that I can't read when in reality my comment was a whole different thread.

    This was already address.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770182#Comment_2770182

    They didnt change up the numbers from PTB. Dont tell lies. Maybe you never played any games with PTBs, but thats just not how it works.

    As in they changed the numbers to buff the perks, as in that's the update. Why would they revert it back because a handful of their player base didn't like it because of specific instances with specific maps, makes no sense.

    And yes, I've played loads of games with ptbs. Hell I remember playing during the ardent censor meta of league of legends. That was a world tournament patch too. An entire world tournament dictated by a single item where you either built it or you lost. They did a ptb test on that too, and lots of people were like, "Hey that's busted." Still went to live though, and wasn't changed till next patch. They've had multiple instances of that and they're one of the largest online multiplayer games to date.

    You also have other games that have done it as well. DotA, call of duty(multiple titles), counter strike, many many many many MMOs, rainbow six, destiny, Diablo, borderlands, and probably many other games as well. All had things that were added, busted in the ptb, and went live and they ended up having to change it later. Some never even changed these broken things and they remain in those games till this day. That's what happens with persistent online multiplayer games.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770264#Comment_2770264

    There already is, the thread that it was removed from says "merged" on it.

    So the original thread says it but it won't appear on this one that it's merged? That's fine. Thank you!

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770245#Comment_2770245

    a lot of threads got merged into this one, so while it looks like everyone is asking the same thing over and over and commenting the same answers over and over they were all once seperate threads.

    That makes sense, my apologies then.

    @MandyTalk this^ for things wanted in a forum. Something showing when posts have been merged would be nice if possible lol like just something that says "merged post".

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770206#Comment_2770206

    I mean, I think it is a reason to revert the changes. Either you have to change how the perk works because it's incompatible with your map balance, or you have to change how the maps work because they're incompatible with your idea of game mechanic balance. They did neither. And really, the RCPD library has been a problem since the map was released and they still haven't made any moves to address it. Going "eh, whatever, we know there's a major problem but let's see how this plays out" is not a laudable game design philosophy, nor is it an integral part of balancing a game. Even if they had intentions to fix RCPD instead of Boil Over but couldn't finalize them before the patch went live - they have a kill switch function for a reason. If you're going to turn off Dead Dawg Saloon because one totem spot is uninteractable or the killer can't fit through a door, then why wouldn't you turn off RCPD for this?

    We'll have to agree to disagree on this subject. I've increasingly felt that BHVR has an issue with complacency and today's decisions are not helping.

    You do realize the changes we're getting now are stuff they've been working on for months right? Way before we as players ever know anything about it. Once again, that's just how game design works. RPD could be something they're looking at, but we haven't received anything because it's still in the works.

    As far as kill switching it, it's a completely different story. The totem on dead dawg, as well as the bugs on certain loops within that map, were actually breaking the game. However with rpd, it's not breaking it so much as providing an avenue for players to abuse a mechanic. Which, there's a lot of, and has been a lot of in the past with other things as well. It's in all games.

    However there are ways to counter it. Slugging and letting them bleed out, as unfun as it is, is an option. As is running agitation or iron grasp. But these are considered 'ubfun' so people don't. But something not being unfun isn't a reason to completely disable an entire map.

  • @ChurchofPig said:

    Soooo... what happened to those 6k shards BHVR? Like, seriously. I didn't get them and I was actually kinda hoping I would. I've played Bubba a lot prior to midchapter on all platforms (only one platform didn't have at least one mask but only because it's fairly new and hadn't been seeing a lot of the og survivors for whatever reason), yet none of them got the compensation you promised to players who have played Bubba. So what happened?

    They literally answered this question above.. man y'all really don't read lol this community has problems 😂 and it isn't behavior

  • @Laluzi said:

    Even if they didn't have a big honking section for feedback about the changes on the patch - how is "this perk makes it literally impossible to hook the survivor in certain areas" not the kind of bug they should be testing for?

    I totally agree that trying to listen to every single bit of feedback brought up would be a schizoid endeavor, and that it's natural that most feedback gets ignored - but when most players in the PTB are speaking in unison about something, there's a reason to look into it.

    As stated, that's an issue with specific map designs and not the perks itself. The changes to the perk are good, but the unfortunate by product of there's some places on a few maps that have dead zones with no hooks isn't a reason to revert the changes themselves.

    It does however give great insight to map balance and spawns that they can look at for future endeavors.

    Does it suck that it can be abused in certain circumstances? 🤷 Sure. But so can a lot of things. But the changes to the perk itself are fine.

    That's how it works in all games, you add or change something, it breaks something else or makes it more apparent that something else is abusable, so you fix that, which breaks something else, and so on. That's all online multiplayer games. It's a constant back and forth to achieve balance.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770116#Comment_2770116

    They dont have to completely change anything. Just numbers. And not even that is done.

    They did change the numbers, that's why there's an update lol they changed the numbers and they're going to monitor it to see what effect it has on the game as a whole. That's how games work. That's how all games work. You're upset because YOU didn't like the change, while I don't see any problems with the changes.

    The only issue I have is with rpd+boil over, but that's cause of the map, not the perk.

  • @bm33 said:

    Watching Paulie Esther stream I missed where he got the code but "vk130up" will give you 130k BP. I don't know when it expires.

    Thanks!

  • @Tiufal said:

    Nah the PTB isnt just to identify bugs. Its to take player feedback on umcoming content. that includes changes to the content if the feedback demands it. And to be honest, its sad that they again completely ignored any warnings.

    I mentioned taking in player feedback. And as I stated, just because they're listening doesn't mean they're gonna completely change everything because of the few who play on the ptb. We'd never receive any changes if that happened, and they'd be constantly trying to change things repeatedly to fit the opinions of many different people. I actually like almost all of the changes, and wouldn't get to experience any of them if they had listened to the voice of a few.

  • I'm just absolutely horrible with focusing on just sounds and moving grass because my movement and camera movement is so erratic and fast (most likely from my league of legends days). So I have trouble tracking people while I'm phasing. I do enjoy playing her as I love her aesthetic, but I have to use stuff like spies from the shadows or predator or something like that when I do.

  • @dugman said:

    I can’t believe I’m posting this twice in one week, but you forgot Michael

    https://us.v-cdn.net/6030815/uploads/O15LXTCXD7FH/image.jpeg

    This is my new phone background. Sorry kids, Myers is more important.

  • I agree that fun is really what you make it out to be. And yes, going against the same build every single match can be boring. But that's more a problem with the meta and the strength of those perks. Which they're currently looking at some of the main problem children of those builds. Once those are brought in line to be more balanced, you'll probably start seeing more diverse builds.

  • Uh no. Jane escape rates would be 1%, because I would straight tunnel her just to watch that booty jiggle when I smacked it lol

  • @buzzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768607#Comment_2768607

    I dont understand what you are trying to say. To you it doesnt seem to matter how dysfunctional this system is, of course it matters. Matchmaking is one of the most important things in a video game.

    I never said anything close to that. You're insinuating something to fit your own narrative for the sake of your argument.

    I'm saying that people are losing their minds over something that has no real affect on them. You literally lose and gain nothing for winning or losing. It's main goal was to keep experienced players from being teamed up with new players, and matching people based on information for a long range of matches. It wasn't doing so great at this because of backfill, but as stated by them, that's being worked on now.

  • @Valik said:

    You don't understand.

    MMR promotes certain behavior (no pun intended)

    Killers that camp and use scumbag tactics rise, survivors that are pricks and use the best perks survive.

    It is the embodiment of 'the ends justify the means'

    This means that all players within MMR are paired in likewise ways: 'the means beget the ends'

    What this means is if a killer does well, they are automatically paired with the sweatiest survivors the game can throw at them. But these sweaty survivors are off conflicting quality - as some are pros and others hide in corners with a key. The matches are not fun or dynamic, and having a few good matches makes you paired against extremely oppressive and utterly boring matches.

    What it means for survivor is the better you do, the more face campers you see. If you survived a few matches, get ready for tunnelers and campers that use the most broken perks. Wave goodbye to having fun with a killer of rivaling skill.

    The problem isn't rank - it's matchmaking. It punishes you for being good and 'rewards' you for playing bad.

    If you paly the game and you die over and over again, nothing has changed for you, continue to suffer. But if you have a few good games, you will suddenly be flooded with boring games that sap the joy out of matchmaking. Nobody wants to play killer because if they do good - they get paired with a bunch of jerks. Survivors are in a slightly better position, but if they start escaping - they're going to be paired with face campers and cheapskates using the same killers with the same perks.

    It's not a competition to a high MMR rank.

    It has turned the game into an invisible competition to see who can be the least creative and the most toxic. The better you become at the game, the less creative it becomes and the more corrosive it feels.

    MMR doesn't promote that behavior, and certainly not a matchmaking system that has no actual affect on anything other than matchmaking.

    The community promotes that behavior. The players choose to do that, for no reward. That's not behavior's fault, or the matchmaking. You could easily play normally, even against full sweat squads, and guess what? Nothing happens. You lose a match, you go on to the next.

    How you play the game is your choice. Does camping/tunneling give you a better chance of killing people? Yeah. But it did that wayyyyy before MMR was introduced. But the players are the ones who started saying, "It's only gonna put me with sweat squads so I have to play sweaty!" And so everyone started playing sweaty for an arbitrary number they can't see.

  • It's hit validation. If they press it before you actually connected, the server reads the priority and sees they did actually press it before the connection. But due to latency between survivor and killer, it looks like you just hit them.

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