Araphex
Araphex
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- Araphex
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/454301/can-we-get-a-ban-on-posts-made-with-genai
I think the posts are okay if the prompts that the user used is very well defined and not like copy paste the first thing that the ai pops out from saying "make me a balanced rework for blight".
I use ChatGPT to revise what I write, fixing sentence structures and grammar. Mostly in larger responses. I agree with you but would like to include those that use it similar to how I use it should be allowed.
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@Wezqu said:
In my opinion it needs some downtime/downside and now that maps have same kind of ability there is no reason to have a perk that is just the same ability in steroids. It was fine when it had the cooldown originally but only became this common after the cooldown was removed back in October 2021.
To the people who claim its just a training perk. Then why you can see quite many content makers running it even those that play survivor and are already really good at looping . Main reason is the amount of information you get from it is ridiculous. Anybody who is very good at running loops with WoO they can extend the chase time to even extreme levels.
I am one of those people who don't like braindead perks that take not real effort or have no real downside and WoO is one of the main braindead perks the game has. Its usage numbers also hint it to need some downside as currently it has none and the trade off of one perk slot for unlimited information of all loops you come by is totally worth it as for survivor knowing where windows and pallets are is the most important information you need in this game. Not to mention when you know the loops already by just seeing the aura of the windows and pallets on the loop you will know what loop it is and how to run it effectively before you even really see the loop.
It’s a training perk because most intermediate and experienced players don’t use or need it. Survivors naturally learn pallet and window spawns over time. I don’t always need it myself, except on newer maps, and even then I just bring a Map instead since it frees up the perk slot. If it’s a map I already know, I can swap the item. If it’s a newer one, I keep it.
Bond is in the same category of perks meant to balance things for solo players. It shows survivor auras so solos can coordinate without voice chat. SWF doesn’t need it because they already have comms, but perks like this exist to give solo queue and newer players a fairer chance.
On the killer side, mind games are part of the skill curve. If survivors extend chases with perks like Windows, killers have to adapt and learn how to play loops instead of expecting mistakes. Killers also get plenty of aura reading perks that give them information, so it balances out.
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@Gigante said:
Every match, survivors are using this perk, if not just two, then all four survivors are using this perk. Why does this perk need to be unlimited? Why isn't there a cooldown? Why can't survivors be punished for not knowing where the pallets are? It's very easy for a survivor with this perk to stay in a chase for a long time, even if they're completely inexperienced. Pallets and windows are the only things that can stop the killer in this game, so why on earth can the survivor see them infinitely all the time? Why can't I see the survivors infinitely all the time?
I'm tired, every match I have to deal with this
Once you start playing against more experienced survivors, you won’t see the perk as often, but the gameplay will feel the same or be more difficult. Survivors eventually learn the pallet and window locations on their own. Windows is essentially a training wheels perk for beginners, and most intermediate or veteran players don’t need it.
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@ThatRyanB said:
Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".
We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.
I have a Bachelor of Science with concentration in Game Design. During my Capstone project, I was the Lead Systems Designer on a project using UE 5.3.
Balancing is an iterative process, but it usually doesn't get released to the public until it has been vigorously tested by QA and user playtests through stages.
Secondly, the fog vials do not work consistently on every map. That right there tells me it's not properly developed, and has nothing to do with balancing. There should be a bug report, either by the players or by the staff, to fix the issue so it is consistently working on all maps. Then, when working as intended is balancing introduced.
So my question is why haven't the fog vials been fixed yet? If need be, killswitch them until they are fixed. But right now, there is no way to balance an item that works differently on each map due to different lighting and post process volumes.
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Fog vials are completely useless now. You can see all the way through them, and now you can see scratch marks.They're just wasting space now.
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I wouldn't be surprised if Otz stopped supporting DBD after what happened. But knowing Otz, he's too good of a guy and to inveated in the game to dot that.
I would hope they send an apology directly to Otz.
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I feel so bad for Otz. He puts so much time and dedication into the game, just to be completely ignored.
I also feel bad for Chandler. This was a disaster that could of easily been mitigated in multiple ways. He looked so bored halfway through like he could have been doing something better with his time.
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I've Had that happen maybe twice in the past month. They both spawned within visual distance at the nearest tile. But out of all the matches I've played since, I didn't think it was a major deal on my end.
Would be good to know if this is happening often to a lot of players.
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@I_Cant_Loop said:
To be fair, I haven’t seen a blatant cheater for a very long time. I play in US eastern time zone, typically 8-11ish in the evenings. Maybe there just aren’t many cheaters in my region or they tend to play other times? 🤷♂️
There aren't and not around that time. I'm in the same region and I typically see them after midnight. Now, I can still go weeks without seeing one but a few weeks ago I had ran into at least 2 teleporting, instahealing, and speed hacker lobbies just days apart.
Overall I think it's timing, and probably what you said, not that many in the region. Plus, most of them target popular streamers or ones who have a reaction to them.
I don't stream, plus when I go against them, I just play normally even if I have to lose. But yeah, you have a slightly better chance of running into them in our region after midnight, but they are still few and far in-between.
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@Leville123 said:
Just had a game where I had everyone hooked!!!! I went afk and someone nearby actually kobe'd because the game read me as camping. EVERYONE WAS DEAD OR HOOKED ALREADY??? there was no luck offerings or slippery meat.
Were there only 2 or less survivors on hook? If there are 2 or less survivors left in the match, they can attempt to unhook.
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@miniboss said:
Do you mean actual DCs or abandons? I see little to no DCs every session I play, but survivors almost always make use of the abandon feature.
I still see players disconnect on first hook fairly often, whether I’m playing killer or survivor. It actually happens more when I’m on survivor. It feels like the go-next prevention system isn’t stopping it, since I’ll sometimes face the same survivor who disconnected a couple matches earlier, only for them to do it again.
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@Ragna_Rock said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980432#Comment_3980432
Then you are at low mmr or just get weaker match ups.
When I play surv and I get a soloq lobby with competent teammates most killers who are not nurse, blight or ghoul just DC after the first 3 gens are done with no pressure.
MMR isn't a major factor in deciding who gets paired in matches. The queue usually looks for players who have low pings and are in close proximity to the server you are queuing for. I think MMR is dead last in the deciding process.
I get randoms every match. Some good, some terrible. Never consistent, except the types of killers. Most of the time it's the Ghoul, Executioner, or the Clown right now. Usually whoever is popular to play as. But skill/MMR doesn't seem to ever be a factor for me.
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I think we need more maps and just focus on balance and overall game health.
I've found that with all the maps we have right now, I keep playing the same ones over and over everytime I play. I've played on the new map maybe 3 times since the chapter was released. But Dead Dawg Saloon, way to many. Midwich maybe twice a week.
I wiukd also like for them to focus on killer bots, especially in private matches so I can practice playing against them. We've seen in 2v8 that tmwhen a killer dcs, a bot takes over. Even if not all killers are released at once, do it in increments.
Lastly, and maybe down the road, new game modes or objectives. Repairing generators and chasing survivors kind of get old after a while. While I get there are concerns about queue times, having new content like this could actually bolster the player count, even adding thousands of new players. For example, I know someone who doesn't want to play the game because it is too competitive. They play games to relax and have fun, even if its challenging at times. But it's more of the same back and forth, single objectives with little player agency to play how you want or do other things is what turns them off the most.
For example (just an example, not a fullblown idea), having a game mode where the players have to search and find parts to repair the exit gates would open a sense of exploration while also using stealth and strategy to evade the killer. Or having a campaign mode to add story related gameplay.
Overall it just seems the game is getting stale with the same repetitive gameplay, same maps, etc. for me at least.
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@tes said:
I watched the video from MintSkull. It seriously made me think.
In short, who don’t want to look at his video: the game in its current state will never be free from technical issues, we will continue to receive limited killers in the future that are a collection of past game mechanics; perks that repeat the principles of past perks; broken items from events, and so on. Updating the engine will never solve this problem, because all these 9 years of development were writing an online service on blueprint, not taking the game too seriously. Not to blame devs, they didn’t count on this project before that much, but now look where all of us.
And if they try to make a new game to solve spaghetti code issue, like DBD 2, then it is unprofitable, because of the licensing issues. And here I also can’t blame them. They already had few games that are basically dead now, company not interested in taking risks.
So only option BHVR have now is to squeeze profit from new players and new content, even if it is the quality of recycled fast food. Many, even old players, blindly buy new content, not imagining that this game can be played without it. We are used to spending money on it, and that's it.
But if looking at this forum, and many others social media related to this game, many of us are now disappointed for various reasons.
- Bugs.
- «Power creep» of specific side.
- Tryhards, like sfws or competitive killers.
- Unbalanced system.
For the last month, I have no desire to spend a penny on this game. All these balance issues have been disappointing me. But people think that this is, oh my God, the fault of the players who complain on the forums and somewhere else. Not a long sequence of technical and design decisions by the developers. Indeed. I am "sure" that my personal comment to simply add for vials charges became the culprit of the fact that this item is now useless. Yes, because it is very easy for the majority to blame a part of the audience, because it is much easier than admitting that the game has been in stagnation for the last year and each side is fighting against the system, and not against the players in a competitive way.
Just for a fact: killer will never stop fighting for their 60% killrate, while sfws or abuse from survivors exist. And survivors won’t stop complain about unfairness of solo and tunnelling. And for me, both sides have absolutely valid reasons to have their opinion. Such arguments probably the only way to keep this game alive, because without them it’s technically unplayable and not enjoyable game at all.
I want to go back to the video from MintSkull again. His point of view literally leads to the fact that in technical terms, the problems of balance and bugs cannot be completely resolved. What happens is that the game is stagnant and technically dead. And looking at how my friends left this game, preferring other online services like Marvel Rivals or Identity V, I myself am already wondering how much time it will take me to finally accept the fact that I am playing into something that looks more like a financial bubble that could blow out under the massive influx of new players after the release of ghoul and fnaf chapter.
The significant increase in toxicity in this fandom, which has been spoken about by streamers on more than one occasion, hints at this. We just hate each other and devs basically, but this will never resolve actual issue, I’m afraid of. I love potential of this game, I’m huge slasher and horror enjoyer and that’s why I don’t want to lose this game as some kind of failed project of game industry. But I also don’t have any idea of how to stop hating this game like I am now
I see people downvoting and all I can think is they are the ones benefiting from an unbalanced, buggy game. Plus, you're right, it is in a bad state despite this was the year Behavior said they would fix all of this.
I can't speak for the devs but they definitely need to hear this feedback because I too don't feel like playing anymore until all of this is fixed. The latest chapter had so many issues while there are still issues from previous chapters that need to be addressed. I dont know what's going on on their side, but it's clear something the devs are doing isn't working and the health of the game is getting worse as fixes are put on hold (Kanaki's hitbox for his ability, unlimited fast vaults with certain perk combos, etc.).
I hope they are taking this feedback and not only applying it. But talking with the community more often to resolve all of these things. What I'm trying to say is we probably should have better transparency and communication with the devs. I think a lot of games these days could benefit from this, but it'd be nice if Behavior broke standards and did it first.
My biggest pet leave is that we are still seeing new content pushed out that is causing more issues. I could personally wait like 6 months or even a year where all they did was health and maintenance. Maybe release new maps only, or one new survivor or only a killer here or there. I don't think we needed a map this chapter. Just the two characters or even just one at a time while delaying the other.
The game's health should be more important right now, at least that's how I feel and agree with you on.
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I think it has more to do with the fact that sometimes his ability can go through objects, or the fact that latency plays into it making it seem like it's bypassing objects. It could also be the hitbox, like how Springtap and Huntress axes seem to have a wide hitbox. In fact, instead of using hitboxes, they can use the mesh of the object as the collision and setting the collision of the mesh to complex would make sure it matches the mesh allowing for better accuracy.
Overall, it could be all or multiple of those factors at play. Some minor adjustments would definitely be suitable to making them more fun to play against. Sure, it'd be slightly more difficult for killer but not too much. I've seen many videos and played matches where they shouldn't have gotten the hit. The targets were off by half a meter (50 Unreal units in length), which also makes me wonder ifnthey are using different lengths to determine a meter but still... 50 units is consistent with how far off the target has to be to still get hit when it should be 0, relative to the size of the mesh itself.
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@RizeKagune said:
With the addition of the gamma settings, I can only assume majority of players have it on the brightest setting (I do too). I was thinking about playing some Dredge until I recently played against one and when Nightfall activated I really had very little trouble navigating. Is he even worth it now?
I don't know. For me, it's still majorly unaffected. Gamma just raises the mids and blacks, making them more gray and washed out. Fortunately, my tv had good black balance levels so it doesn't make them washed out and just the mids are affected. When Nightfall gets activated, I can see better close up but everything at a short distance is still too dark to see. Plus, not raising the highlights doesn't change the brightness of the killer making them easier to see so it's a good balance, allowing it to still be challenging. I just no longer run into small objects up close since I can see those more clearly.
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@Brimp said:
One of the reasons is because EAC is notoriously easy to bypass.
I agree EAC can be bypassed if it is not implemented well, but when used correctly it is a solid anti-cheat. If it is set up to collect multiple hardware identifiers and create a digital fingerprint, it becomes much harder for cheaters to get back in after a ban. Some games skip this or only track IP and MAC addresses, which are easy to spoof. Collecting hardware serial numbers is more reliable, and combining them into a fingerprint makes it harder for cheaters to reuse the same hardware.
The reason some games avoid this due to privacy laws, but there are legal ways to implement it in regions like the US, UK, and Canada by disclosing it in the privacy policy and hashing the identifiers. Pair this with server-side telemetry that flags impossible actions, like moving faster than the game allows, skipping cooldowns, or changing states instantly, and you can catch most blatant cheats automatically. The key is making the server authoritative for those checks instead of trusting the client, since that is where most exploits happen.
If cheaters are getting through in DBD, it is more likely because the implementation is weak, not because EAC itself is useless.
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The devs could do a lot more to catch cheaters without always requiring video evidence.
Core gameplay values like movement speed, health state, hook state, healing time, cooldowns, and player position should be server authoritative. That means the server validates all changes instead of trusting the client. If the client reports values outside the allowed range, such as speed hacks, teleporting, skipping cooldowns, or invalid state transitions, the server flags it immediately.
When a violation is detected, the system can auto-flag the account or remove the player if it is a clear exploit. Player reports could automatically attach the last few minutes of telemetry so support can review and confirm.
Bans should be tied to hardware IDs verified by anti-cheat. Epic’s Easy Anti-Cheat can collect multiple hardware identifiers (CPU, GPU, motherboard, etc.) to create a unique fingerprint. This makes it much harder for cheaters to bypass compared to IP bans, even if they change their MAC address or use a VPN.
The tools to do this already exist, they just need to be applied. Video evidence would then only be needed in unique scenarios, or if they aren't seeing anything in the data telemetry refine their overall security.
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Maybe the vials are just bugged in general and it has nothing to do with opacity. They still didn't need to decrease opacity to where half the time you can now see all the way through to the other side.
The vials opacity seems to be pulling in random values. Plus, filters can affect opacity too by causing the whites in the fog to be washed out.
It can be that they are bugged or both. Overall they definitely need to be looked into further than just changing the default opacity.
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@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979251#Comment_3979251
Console players can mess around with their TV settings so filters aren't as bad as you are making them out to be.
Honest question... Why would I want to blow out my OLED to max settings, or how can I even do that in Game Mode when most settings are disabled?
My PS5 has auto HDR on and the fog was never washed out white. I leave my settings as is because the game looks fine. I do have the gamma at max but again, it doesn't blow out whites or make the fog look washed out in some of the screenshots or videos I've seen.
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@Linkdouken said:
I cannot help but feel like the majority of players that had a problem with fog vials were content creators or their fanbases as a lot of them are or believe they are at top MMR with no consideration for casual players that deserve something to help them avoid chases if they wish
Not all of them. Hens, Otzdarva, and some others liked the fog vial changes after the PTB. In fact, I was just watching Hens' livestream today and he said they are useless now. Killer can see all the way through the fog.
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As someone who plays solo survivor, I see a lot of Jimmy's dance around and taunt the Timmy's. Especially when no gens are able to get done.
Bullying happens on both sides and I don't blame Behavior for it.
Plus, you can find Jimmy's and Timmy's on other PVP games. Ever play Call of Duty?
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Here is a video comparison of the fog vials before and after the patch. Thoughts?
https://youtu.be/fHU4ysmimbM?si=ifMUo6gpDHE3tMDY -
@Amanova said:
So I had a match where 3 of my teammates DC-ed while being slugged at the start (killer had slugging build) then killer found me and started to chase, I got downed and he hooked me and the rest of them, guess what after that? Game says that I throw a match a deleted my grade+penalty. Great job devs!
I didn't think it was even working because almost every match someone still DCs.
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This is still an issue. The second half of the perk's description does not work.
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They should really sit down and play survivor on solo queue. Almost every game all survivors are killed even before the fiest gen ever gets done. Oddly, when I play killer, I always go up against swfs, so they definitely aren't seeing the whole picture.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978335#Comment_3978335
Its treated as a hook state, but neither roles can trigger perks off of cages. Thats their gimmick
I get it. But now with it being easier to inflict torment and be caged, they should really look at how cages work because that's one perk that will be used less, especially for me.
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It definitely reduces the length of scratch marks but they seem to be the same as normal scratch marks regarding spacing. It's like the second half of the description doesn't even work.
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@thatonemoth1311 said:
I believe that was a few patch’s ago, cause they upgraded to Unreal 5
They upgraded to Unreal Engine 5 over a year ago. This must have been from 5 to 6, which 6 isn't stable and would make a lot of sense.
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@sizzlingmario4 said:
This isn't a bug, cages intentionally are not treated as hooks for the purposes of perks on either side.
With the recent update, they did change it so that you get the basekit BT from cages now, but that's it.
Then by that logic, I shouldn't have gotten a hook state. Plus basekit BT is useless. Had the killer hit me with his ability, I would have been on hook stage 2 already.
Not trying to argue with you but I don't see how that logic, even if the devs never implemented it, is sound and fair.
Plus, they don't go through the forums looking at everything posted. If it wasn't for the amount of bug reports on Last Stand or Blood Rush, or the fact that popular streamers made videos of them, then those perks wouldn't have been killswitched. And with the latest update, I've been going against the Executioner at least 1 every 5 matches. And yeah, this was the first time I noticed Dead Hard didn't activate. Probably because I don't always use it. But still, being caged should count if it counts as a hook stage.
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This happens on all maps where there are stairs. The right side slows survivors down but killers are not slowed.
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@ReverseVelocity said:
Disappointing to see. The fact that they're nerfing the Fog Density AND are planning on making the charges limited so quickly is very frustrating.
I genuinely hope this doesn't significantly affect their strength because they've added some new flair to Survivor gameplay for the first time in a while and seeing them gutted in the span of two weeks would be really upsetting.
Even with the Ultra Rare addon they won't even match their current strength, even with all of the added downsides of the Potent Tincture.
Density Was never an issue. When playing killer, I can still track survivors especially when they use it half the time right in front of me. As survivor, I still get downed and can easily see the killer who usually can see me.
The only time it gets difficult is when two or more use them because they do stack. Maybe they should get rid of it stacking or at least allow 2 stacks and no more. A 3rd or 4th afterwards would allow the fog in the area to last longer if done correctly.
But now they're going to nerf it unti the ground while not doing anything about clown, Pyramid Head, or even the cooldown for Springtrap's axe throw. I hope the devs reconsider because my survive rate over the past 30 days have gone into the toilet despite my overall is still slightly under 40%. But my killrates... Averaging 75% with some of my favorite killers around 100%.
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@taktak1 said:
Hello just wanted to start a thought that i have. I myself am killer main.
So why killers should allways give hatch has 2 reasons.
1.) It makes other player happy and enjoy the game more
2.) It ######### up the statistics.
BHVR is trying to balance the game on 60% killrate of killers.
So for example you have 1000 games. In 600 of them the killer kills all 4 survivors. in 400 games all survivor escape. That means you have 2400kills from 4000 kills possible
So BHVR sees that killer has a 60% winrate and says "this is very balanced and i want it like this". But if you allways give hatch on this 600 games where you basicly could kill em all you dont have a killrate of 60% anymore.
Your killrate goes down to 1800kills of 4000kills possible this means that killer only have a killrate of 45%. BHVR thinks "Well this killrate is way to low" and buffs killer until the killrate of 60% is back. That means in the end killers are way stronger as the statistics show.
What do you think about this? Should killer give the hatch? Or rather not to make the game more balanced?
Every match I have played over the past couple of months, killers have had 3 to 4 kills the majority of the time.
If a killer wants to give hatch, then they should.
Besides, I bet most killers right now have kill rates higher than 60%. My survive rate overall is 40% but from the last 30 days it's literally 20%. Killers need nerfs, not buffs like how the clown can now move really fast almost all the time with basically no cooldowns. In fact, a lot of killers had their cooldowns buffed, speed increases, and we still have killer mains complaining the game is too hard or unbalanced.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978016#Comment_3978016
Thanks for sharing this! Let me take a look into this 😀
Honestly, the hitbox shouldn't drag behind the player either like it normally does. Finesse seems to help with that a bit but still, hitbox shouldn't move outside of the character's mesh. Make sure they look over vaulting as a whole.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977769#Comment_3977769
If you want to play this card. I went to school for Game Design and Development and I have 8 years of experience as a Software Engineer.
Playing backseat dev when you don't know the codebase is not very useful.Well I was going to say it's a simple fix, but their forum appears to have bugs as well and it would let me edit/correct my post.
Its a simple fix because boolean checks and clamps are simple lines of code compared to something like state machines and systems(which can make up clamps and boolean checks). Both of which are what I'm experienced in in designing, coding, QA, bug fixing, etc.
So, as a developer yourself, you should know that some simple debugging (UE5 has a great system for this) should help pinpoint the lines of code (or nodes if they are using blueprints), so they can fix them. If I were to work on Streetwise, it's most likely take me a day or two, even if they have spaghetti code because like I said... Simple boolean checks and clamps need adjustments or added.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977769#Comment_3977769
If you want to play this card. I went to school for Game Design and Development and I have 8 years of experience as a Software Engineer.
Playing backseat dev when you don't know the codebase is not very useful.About the same. Like a said, simple boolean checks and clamps weren't put into place.
are simple fixes.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977735#Comment_3977735
Saying they are simple to fix is not necessarily true. When you're talking about a big codebase, the problem can often be nested into other functions that you may not think to check first. Personally I would rather avoid making assumption about the difficulty of a bug fix since I've been down rabbits holes trying to fix a bug and finding the cause somewhere else.
Then as I already there are processes that BHVR has to go through in order to deploy a hotfix.
You're literally talking to someone who has experience and an education in Game Design and UE5. I also have an understanding of how the processes usually work. It's been a week. There should of been a hotfix for several of these.
It's simple.
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@Crowman said:
It's not really that simple, because fixing bugs still takes time and then getting certification to release to console also takes time. It would be nice if they could just wave a wand and fix the bug the next day, but that simply isn't very realistic.
Which is why it's important that they use the killswitch to disable problematic bugs that are ruining games.
Several of these bugs are simple fixes. Streetwise just needs an updated clamp based on a boolean indicating the player has the perk. In fact, all items should have clamps in place. But with Streetwise, it should be the original max value plus 80%, and probably adding a do once node can help. But it shouldn't really need that if coded correctly. But it wouldn't hurt to use a do once node on pickup (code for items should be an actor component already attached to the player character calculating the charges, thus not needing a do once node if applied correctly).
But overall, several of these bugs are rather simple to fix. Not sure how they even made it to the live servers. Makes me wonder if the QA testers are even properly stress testing adequately, unless someone went in and changed the code last second without telling anyone, although that should have been known because it would show up on whatever they are using for source control.
Overall I think it should have been killswitched as it is game-breaking. It's overpowered, especially paired with Scavenger for gens guaranteeing players a 50% increase in gen progression. Pairing with other gen progression perks, and 4 players using Streetwise... That would be 15 seconds to complete a gen if all 4 were on it together.
That alone should cause it to be killswitched. Simple bug to fix, but it should have been killlswitched. Same with Clown being able to move around the map at high speeds, same with Blood Rush, Fog vials (Mostly due to an audio bug that muffles all sound even after a match, into the next), Michonnes audio (especially against the Plague), plus her perks, and so much more.
It seems like someone forgot to set caps, switch booleans, all simple code fixes but have cause major issues on the live version of the game. These things would have been noticed immediately through testing, but they got through. They all need killswitched until fixed.
BTW, hotfixes don't need to cross a lot of red tape on consoles as they are usually the same version as their previous major release but with fixes in place.
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@sinkra said:
On the face of it, I am all for a target of 60% kill rate for killers. Make the game slightly killer sided so that it's clear killer is the power role.
My problem with it is how it's currently being accomplished.
If you check the stats on nightlightgg for a more nuanced look of kill rate statistics you'll see that the thing that contributes most to the 60 percent kill rate is a high rate of 4k's.
As a killer main who dabbles in survivor to do challenges my least favorite games as either side are the same. One side snowballs out of control so hard that the other side has no hope of a comeback. Not killing anyone as killer sucks, but I also dislike stomping so hard that it was hardly a game.
As survivor, watching no progress happen as the killer stacks hooks feels Sisyphean. But sitting on a gen and hardly getting to interact with the killer for the whole trial is also less than appealing.
Close games, 2ks or 3ks, are the sweet spots in my opinion, but looking at the stats 2k/3k games are an extremely small minority of games. In fact for most killers about half their games are 0ks or 4ks.
This is why I loved the second iteration of 2v8, because very rarely were games 8k or 0k. There were comeback mechanics and both sides could turn things around until the end. Games didn't snowball out of control early on like in 1v4 and as a result there were also far less leavers.
TLDR: I would rather get more 2k or 3k games while still maintaining the 60% kill rate, if possible. Shifting gameplay tendencies away from snowballs into more back and forth games that end somewhere in the middle.
It should really be 50/50. Some players will have higher kill rates, and at 60%, that could easily be 80-100%. Drop it down to 50% should shave off 10%. Literally, a tie is 2 survivors killed so the game should be balanced around that.
Making it more killer sided and then you'd lose all survivors players because they'd never win.
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When there are two players left, you get the chance to unhook yourselves.
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@Raccoon said:
There are certainly a few silly scenarios with the perk, but I don't know if they will nerf it.
Conviction builds are pretty fun, though, when you're the one using them.
Playing against them is another story :(
I think it needs something added to its activation conditions, personally, though I don't know what…
It's useless in solo queue, or at least has been for me. Killer always instantly picks up while the other survivors are running around on the other side of the map.
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@OrangeBear said:
i dont feel like maps are good at finding gens, only good on rpd i feel like. Worse than before. The fact totems are purple add-on and you cant have the windows effect at the same time sucks... they STILL dont reveal chests. Key revealing survivor aura feels a bit too paltry. Why would bring a key to unlock a chest so you can replace the item that you brought? Only thing that seems decent to me is the wedding ring add-on which is basically better aura of blood pact.
Odd, I don't get the auras of the windows and pallets with the totems. I get either or.
I woukd prefer seeing both, otherwise I'm wasting an addon.
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@ranbuta said:
I'm not talking about the stun effect of Last Stand. Once this perk is charged, you will permanently gain the following effects until you stun the killer.
• Vaulting becomes faster like Finesse
• Vaulting makes no sound like Quick & Quiet
• Hitbox becomes smaller while vaultingBeing able to use Finesse and Quick & Quiet without any cooldown from a single perk is simply too OP.
I apologize if this is difficult to understand as I am using DeepL translation.
Besides the point that it works like other perks, it's main function is practically useless. It's hit or miss with stunning the killer. Had a match yesterday where a survivor used it right into me and it didn't do anything. But I could tell they used it because of the animation change over the pallet.
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@Samura1Jack said:
The devs postponed contents to improve QoL and most of it is good, but the balance/state of this game is still left in the dust including the latest patch. (The fog vial, braindead clown, the night and day of perk changes, TWD DLC, tons of new bugs, etc)
New content every 3 months is good to stay regular people to play the game, but more content means more grinds (Difficult for fresh new players to play the game due to the insane grind), more features to balance but can't do it all in once due to providing content every 3 months. As a matter of fact, there are many things that needs to be refine, but put off for months/years despite of many people giving feedbacks. Other games have made a decision to take more time/season to provide better quality content and focusing on the existing game mechanics. I'm sure the people will understand focusing on refining the game into a better state.
I don't know how much the consultants has influence on the patches, but its a joke of having them by looking back the updates.Also, BHVR needs to stop rushing content that feels unfinished or filled with bugs. Even games with enormous player base has bugs. But at least it'll be fixed, unable to use until fixed, or some measures and not left without any statement.
Balance should be a part of health. A lot of what been released with the latest patch is bugged, thus leading to the game being highly unbalanced.
I'm just surprised that the player base hasn't quit playing until things are ironed out. You'd think if it was this bad (which it is), people would stop playing.
I'm just wondering how much worse should it get before that actually happens.
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@ChainsLogic said:
I don't think the fix actually worked. As someone who's not the biggest fan of playing as/against Artist, having 8 hours on her definitely seems highly inaccurate and I just checked my stats today.
Well it was working and I've noticed now that it's not as of August 4th. This is honestly getting ridiculous.
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I just had this happen with the Executioner. Survivors didn't have any fog vials.
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@Brokenbones said:
TO CLARIFY - I am NOT talking about the voicelines from the Official actors/Michonne's Actress. They are perfectly fine and good voice work
However the voice work for everything else for Rick and Daryl are really really poorly done and are extremely jarring. Originally we thought they were placeholder for the PTB however it seems this wasn't the case and instead we're in a situation where the 'Official' voices were just for the voicelines.
Which would be fine if the stand-ins sounded more like the characters they are representing. Which imho they do not. Rick and Daryl especially.
You should hear them all against the Plague. Michonne sounds very manly when she gags... Like a deep voice gagging.
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Just here to say I'm seeing this on PS5 as well.
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Need more David skins too. I think there was only one time he had something in the rift.
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They implemented Go-Next Prevention which means you can't unhook yourself unless you have certain perks or addons. it's a feature to stop player's from killing themselves on hook. It was just recently implemented.
