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  • @BentTorpedoes said:

    yeah i just played against a console wesker on coldwind

    Was he still invisible on occasion?

  • @DavidHypnos said:

    If I’m understanding you correctly I think they wouldn’t be able to… otherwise it defeats the purpose, no?

    Well, it depends on the purpose.

    If the purpose is to allow the Survivor to fundamentally change the layout of a Loop by replacing a Vault with an immutable blockade that the Killer cannot interact with, then yes, it defeats the purpose.

    However, if the purpose was to allow the Survivor to "reinforce" Vaults by "adding a pallet" that the Killer can choose demolish, then it meets the purpose.


    I only say this as if Survivors get a fundamental loop altering ability, and Killers just get the ability to make the first hit easier in a loop by breaking pallets.... Well.... It's kinda underwhelming from a Killer perspective. Breaking a Pallet isn't that impressive if you're not an Insta-down Killer. Edit: (assuming the breaking of pallets can be performed while charging any insta-down related Power)

    If, however, breaking a Pallet with the event Power exposes all Survivors for a duration (or until a down), that, would be satisfactory, imo. Pallets now becoming a sort of "bomb" depending on how the Anniversary event power for Killer is recharged.

  • It’s frequent enough that I just down them if I’m not in the mood, if they don’t run after the first hit (but won’t hook them).

    I am not against the positivity of that cuteness, but I’ve been jaded at the frequency it’s done.

  • @Khastrx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458438#Comment_3458438

    Yes that's exactly what I meant clearly, cue the sarcasm incase you thought there was none behind it.

    Good intentions or not, that's what this change is if it's sourced simply by the survivors match history and not an opt-in feature by the players playing the Killer role.

  • @Khastrx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458436#Comment_3458436

    I do, but I can't or don't always want to play killer. People don't want to always play the same maps and that was adjusted, I see similarities in the two. Again not bothered either way, just an idea.

    Hmm. I don't think people play as maps though. Though if you view Killers as not actually having a player behind them I can see the similarities.

  • Why don't you play some of those under-used characters yourself and help increase the pool of players playing those characters?

  • @AngelOfHope2017 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456332#Comment_3456332

    Even if they only make it an option in the menu, I'd still like the option to make it stay permanently on my screen. I think that is what you are saying?

    Yes

  • @AngelOfHope2017 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456002#Comment_3456002

    Many other games show stats continuously on how you are doing. I don't see why they can't make the scoring events with the 4 categories permanently stay on the screen.

    DBD is a game where minimizing screen UI clutter should be a priority. You can opt-in to certain features if you would like, but the HUD should be reduced as much as possible to immerse players.

  • I'm not against a competitive ladder game-type (not that I think it's appropriate given DBD's tile generation meant to be different each trial to give a sense of uncertainty and surprise)

    But the internal scoring metrics used by the DBD team should not be publicized. Its function is to match players in appropriate skill zones.

    By making it visible you incentivize players to try to manipulate their score or attribute value to it, which is not what it is meant to do, especially given that it is applied unconditionally to all players. You cannot opt out of MMR.

  • Like corporate sanitation of gender from a personality? What gender norms are you interested in seeing a character embrace? Does the initial sex of the person matter for what you’re looking for?

  • @UnknownKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455987#Comment_3455987

    I got tormented by his power eithout passing thro his trait

    Hmm. Sometimes when placed briefly the torment trail is practically invisible (EG: standing still and making a shot without moving much(. Are you sure you didn't run over one of those when getting hit by PotD after they missed one and you rotated in the loop?

    Just tried PH and my PotD didn't apply any Torment. Although it's possible there might be a bugged addon? You know what addons that PH was using?

  • One-off? No. But continual badmouthing from the same person is harassment, which is bannable I think.

    1. BP score events show a progress indicator already. If you want a HUD element to check at any point, I'd suggest putting it in the pause menu, or perhaps an opt-in HUD element setting.
    2. No. MMR should not be disclosed publicly, either the score or calculation method.
    3. shrugs
    4. Yep
    5. This probably as an opt-in setting, not default. Even then given platform specific art styles a generic game accolade system should be put in place first. That might be included with the player-card system they are thinking of?
    6. Sure, though this kinda ties into the ritual system, probably integrate it into that with combined ritual challenges that can be accomplished by any role.
    7. shrugs
    8. No doubt this is going to be implemented with the player-card system. They don't even need to make it retroactive, as it gives veterans something new to grind.
  • Seems they're still looking to give him some cake, but unconditional on-hit torment on PotD likely was too good for tunneling/camping at range making gameplay against him much less engaging as it would heavily favor that kind of playstyle.

  • @Aven_Fallen said:

    There has never been such thing as Level 4-Perks or Megs Whistle.

    Likely a reference to T3 Iridescent Perks (red) before they were all normalized to the Yellow(T1)/Green(T2)/Purple(T3) color scheme

    But Meg's Whistle is something I've not heard of.

  • @sizzlingmario4 said:

    Sure, why not.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455055#Comment_3455055

    That wouldn't work for all other types of skillchecks not involving generators.

    Eh, yeah, making individual telegraphs for every type of skillcheck would be a pain in the arse.

  • @Digfish said:

    This is silly. Survivors are going to use the tools they are given. The real problem is that some maps have too many pallets that are too close to eachother. This isn't a survivor playstyle issue, it's a map generation issue.

    The downside to that is the sparser the Pallets are the faster Dead-zones get created when pallets are broken, allowing for greater snowball potential if they get broken early.

    Foliage and Stealth aspects might help in that regard though, and may usher in an environment where scratch mark/Grunts of pain suppression Perks/Items can shine better or be introduced.

  • I'd prefer the generator does a little spark

  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454705#Comment_3454705

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454756#Comment_3454756

    I understand that 'for the greater purpose of representation', putting a spotlight of someone in the LGBTQ+ doing inhumane things is a negative thing, however, if we go off the assumption that people only look at things at a surface level, having only Survivors be represented this way leads a narrative that those in the LGBTQ+ are and can only be victims that do no wrong. That no matter what they do, they can only keep running.

    I understand that representation in all aspects is important, but saying they can't be vindictive, vengeful or malicious just makes the narrative 'we can't be evil/bad', which then enforces the Us vs Them argument.

    In the Netflix Resident Evil (God I hated this show), Evelyn Marcus, who was a Lesbian, was a major antagonist of the show. She was business focused and willing to kill both workers and her own son to save her own ass, not to mention her drugging her own wife so she wouldn't leave her. Evelyn was evil, she lacked basic empathy and was selfish to the point it destroyed those around her. Even though she was LGBTQ+, she didn't represent the whole movement, and having her be the way she was, was a new take on antagonists, as being LGBTQ+ is most commonly a trait found in the victims of stories. It showed that being a Lesbian or other doesn't free you from being a bad person. What makes you a bad person is you as a character. She wasn't defined by her sexuality, at a stretch, she showed that you can be more than your sexuality. Despite the show being god awful (Wesker looking like Blade comes to mind), Evelyn showed that your actions speak more about you as a person than your sex/gender/sexuality/etc.

    Even Gus Fring from Breaking Bad/Better Call Saul is Gay, and he was a right piece of work.

    The story I proposed, spins a tale of someone who, rather than trying to stop the cycle of hatred, is taken in by it and wants to control it. Why try and be better than them, when you can drag them screaming to hell? A take on 'the monster you created'. The idea being that, rather than judge someone on their identity/sex/gender/etc, you judge them on their actions, and a killer will always be a killer, regardless.

    But if the overall community feel that having a killer be LGBTQ+, in any way, is an area that is too volatile to consider and aren't willing to take the risk, then fair enough. But that is my take, it could be narratively very interesting.

    That's where writing flawed Survivors is important, EG: Yun-Jin Lee. It's not that Survivors are Good, and Killers are Bad, it's that Survivors are capable of moving on past negativity, and Killers let it seep into them.

    Surface level, you're right, a PRIDEful Killer character can work, it's a game. The problem with your suggestion though is the motivation: a PRIDE character gets shunned and takes it out on, I would assume, non-PRIDE people regardless of their involvement, essentially becoming that which tormented them: hatred against those different from them.

    You could say that the Killer is justified, and only Killed those that harmed them. But then they wouldn't be a Killer. They'd be a vigilante. A Killer character isn't just someone that simply killed someone, otherwise Bill Overbeck would be a great candidate. They're an embodiment of the darker sides of humanity we're all capable of, that can overcome us, and can be overcome with teamwork or determination.

  • Haste effects still need to add contrails akin to the Blight Serum, length dependent on overall haste bonus.

  • Spoiler Spoiler Warning ▲▼

    The top of my list would be a PvE secondary Objective for Killers that reinforces "Good sportsmanship" gameplay (But isn't a requirement), and gives the Killer a greater feeling of shaping the Trial. Something for people to latch onto as a "win-condition" that's harder and more rewarding than a 2K 2 Hook (Camping), but is easier and amplifies the agency of a 2K 10 Hook (super-nice).

    Generally speaking making Hooks the Killer Hooks a Survivor onto have a lasting impact on the way the Killer approaches the Trial moving forward (that isn't just "tunnel the ever-loving hell outta this guy"). In a similar manner to how completing Generators shapes how all players approach the Trial when a Generator is completed (EG: Survivors no longer have a repair incentive to be there, but a greater incentive to bring chase to that area, and Killer has less incentive to be in that area altogether)

    Ignore the above, I'd probably address the pallet density disparity between M1 Killers and anti-loop Killers by reducing initial pallet spawns and introducing a Survivor secondary objective of setting up Pallets at pre-defined positions.

  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454658#Comment_3454658

    My thoughts exactly. But if people are gonna complain about anything and everything, might as well give them a good story to read first. A LGBTQ+ Killer could, lore-wise, be very interesting. We have killers who became the way they are through abuse, and we have killers who do it because it's fun.

    Imagine if, rather than the stereotypical, the harassment got too much and they snapped story, it was instead the story is about them going from taking revenge and the power away from those who hate them to becoming what they fear. Where we see what was a person trying to be themselves and live a happy, accepted life, only for them to realise, they don't want to be accepted by them, they want to be feared.

    A killer that doesn't recognise that they're too far gone to be forgiven for the slaughter, but rather thinks that they haven't gone far enough. A story that goes from Us VS Them, to Them Vs Me. They don't want to bring peace or love anymore, they are selfish, obsessive and devoid of empathy. And then the Entity comes in and gives them what they want. Freedom from the hate of others, a new playground of fear and death, hunting survivors in the fog and the only remnant of what they did in the real world, has left scars and nightmares, becoming a new age bogeyman.

    Generally speaking the characterization of Killers is that they've fixated on something which holds them in a destructive cycle, for themselves, others, or both. Which, while individually gratifying, generally speaking isn't societally beneficial.

    An LGBTQQIS2AP+ Killer that kills out of spite for being separated from society just reinforces the idea that they are separate from society, which, while that individual is given their backstory, what they represent is not separated from society. The thing is that the majority of people view things from a surface level, so they'll just latch onto "LGBTQQIS2AP+ is out to kill us". Even if taken light-heartedly, is ripe for subtle bias when spread across a wide audience.

  • Isn’t it canon that the game utilizes the multiverse for characters, and subsequently all characters are lesbian/gay/straight/transsexual /bisexual/queer/questioning/intersex/pansexual/two-spirited/asexual depending on the version you look at?

    Hell isn’t all fanfic is canon, only being constrained by IRL IP rights should it try to expand into detestable areas? The Observers Tower is literally full of stories of alternate realities.

    These are certainly things that could be explored in tome stories, likely not clinging too hard to the characters themselves, but moreso exploring the hardships and relatable experiences for persons of said sexualities.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453790#Comment_3453790

    I create pod on one side of stairs and wait at the other. All stairs are already very narrow so if I am able to create any object in the way, then they are 100% fully blocking with no way around them. This makes it easy to down rescued survivor during his borrowed time. No thanks. It doesn't sound healthy. Especially if killer can create multiple of those (so I need whole team go for a single rescue and each of them has to have another EMP, because killer can click once?)

    Hmm? They’re only “solid” if the Survivor is walking, and it has been 30s. If the Survivor is Sprinting it “pops” when the Survivor collides with its hitbox, removing it but slipstreaming and hindering the Survivor. They can circumvent this by performing the interaction. If it has been less than 30s the Pod will “pop” upon any survivor touching it, through the action or hitbox, neither hindering or applying slipstream.

    When I say “pop” I mean dissolve, instantly. Survivors are able to literally sprint through them without being slowed by collision (just the applied hinder status when a fully gestated pod “pops” by sprinting through it).

  • @Gandor said:

    Perfect for camping e.g. basement (but basically every staircase). No I don't like this one bit.

    Hmm, the EMP range doesn't reach the basement?

  • SWF is harder to play, given the additional layer of complexity of communication, coordination, and increased cooperation threshold. But it is much easier to get the results you want.

    SoloQ is easier to play, given the reduced information and tools at your disposal, as well as your own detachment from other players. But it is much harder to get the results you want.

    I think the only meta-game progression bonus SoloQ needs is the one it already has: flexibility in its inclusion into your timetable/social circle.

    Gameplay-wise that’s another story., and feeds into your complaints about Bloodpoint gain (likely a result of altruism points and general match longevity).

    The above is being worked on, it seems. However in the meantime I don’t see the need to promote isolationism over cooperation in terms of general meta-game progression.

    In fact, I think providing incentives to encourage social interaction in games is a healthy thing for the community, from the perspective of a business and a player.

    Still against integrated voice comms though. Needing to put in a bit more effort in order to socialize filters out low-bar trolls unshackled by anonymity (be it direct or by volume) and helps reinforce the idea that socializing does take some effort, the only downside being that cross-platform communications have an additional hardware gap given audio sources being split across devices. (Though Sony did acquire Discord)

    So I guess I’m against general matchmaking voice comms. Not a comms link formed via party formation prior queue.

  • From this I’m getting that a fun Perk idea that might be right up your alley is a Perk that charges up in chase and upon breaking chase grants you undetectable for a duration. It doesn’t let you come from unexpected angles around the map (in a timely manner) if the chased survivor calls out their position (but I find that a fundamental flaw in DBD’s map design only solveable via some kind of teleportation network), but it would allow a general Perk to act as a TR cloak when exiting chase.

    Akin to a Ghostface entering Shroud after leaving chase.

    Huh. Wonder if Beast of Prey could get reworked into that.

  • @Xernoton said:

    The killer didn't give grant you a win. That's all that happened. If you don't want to be slugged until you die, there is a simple solution here. It's crawling to the nearest hook. If you don't want to do that, fine. But don't blame the killer for doing their job.

    So base-kit cypress and edge-case self-pickup wouldn’t have made the game flow better?

  • Hmm.... My take on this:

    When a Survivor is sacrificed, they're consumed into the Void. Their memories, their being, is tossed into that primordial soup of digested memory. They may coalesce into themselves after a time, through some sort of memoiric emotional anchor that pulls most of themselves back together (likely missing pieces, especially recent ones), that might just so happen to be tossed back into The Trials.

    (And these shed violent memories may act as catalysts for horrors, captured for power, etc., if you want a lore reason for the monsters that the Entity can throw out, or to establish why these structured Trials exist in the Entity's realm, perhaps from a 3rd party.)

    That anchor memory for Survivors is likely an unbreaking will, sense of self, or a goal, which may act as the driving force forward even in the face of futility, even fueled a bit by curiosity, egotism, or spite.

    And sometimes Survivors do lose hope, and when the time comes that they get consumed into the Void again, their spirit latches onto hopelessness, and they never really reform.



    Why the trials seemingly have an infinite supply of Survivors though, I'd chalk up to the Entity being an omniversal being, scraping things from an infinite number of multiverses.

  • Cool ideas

    Piece of Chalk - Loop Manipulation.

    Not sure how balanced the free-form use of it is. Too slow to place the doorway, and it's best use is to get out of a corner when the Killer is searching the area. Too fast, and it becomes a staple tool to let Survivors escape a loop with a lot of high-walls and mindgames, by adding another layer of mind-game "will they use the chalk". I'd suggest that if you want an Item to do loop manipulation, it'd have to be an item that utilizes dedicated areas (instead of just any wall) that instead change how a loop is approached,. (EG: Keys to open a Door).

    Knife - Wiggle Interaction

    Wiggle is an indirect mechanic to prevent permanent shoulder-carrying. I don't think it should have a dedicated Item for it. Perhaps an addon (EG: Firecrackers cause wiggle progress to advance, flashlights have an addon that speeds up wiggle progress when shown on the Killer).

    Walkie Talkies - Linked Auras

    probably would have the best use case when being chased by the Killer, to be used to pinpoint the chased Survivors location (chased Survivor pinging their location to the holders of other walkie talkies and also trying not to bring the Killer over). In that case I wouldn't make it a hold to show aura, but a press and it will show Aura for a duration. (Lower charges, but each use lasts for a duration). I also would not impose any range limitations. Addons could include revealing the Aura of the Killer during the duration, sharing the Aura reveal to nearby Survivors.

    Lighter - Totem Interaction

    The concept of an Item interacting with Totems is interesting. That hasn't been explored, and Dull Totems do always spawn as a map interactable. And I am a proponent of essentially taking Perks and making Item counter-parts.

    Slingshot - Indirect Disinformation

    Honestly not a fan of the Slingshot, given that if it does work to distract the Killer, the Survivor never had to be in the spot they made the notification. Which is the best-case time-efficiency wise.

    Spray Paint Can - Team Objective Aura-read

    seems like it could be integrated into the Map Item. Survivors standing within the light of the Glass Bead can perform an interaction to consume the Light, to see the Auras recorded by the Map for [x] seconds. Placing the Marker now costs Map charges (or has its own charge count). This interaction could even become a basekit feature of the Map item to give it more identity and team-play value.

    Salt Pouch - Chase Hazard

    Salt pouch - AoE Trigger: regarding something that the Killer walks over causing something to trigger, I don't think a hinder is the best call given DBD's balancing or thematics, especially salt. If sticking to salt, I'd suggest information? EG: it reveals the Killers Aura for a duration. Though overall not really enticed by this one.

    Smoke Bomb - Temporary AoE information Suppression

    Honestly I think that Firecrackers should at base throw scratch marks around an area, which effectively acts as a "smoke bomb" for the purposes of obscuring scratch marks.

    Water Bottle - Debuff management & Creating a Problem, and an Item to fix it

    There's something to be said about buff/debuff manipulation in an Item that hasn't been broached yet by Med-kits. Exhaustion detriments as its own concept is another discussion, but not for the basis of creating an item.

    Voodoo Doll - Killer Interaction gains Charges

    The concept of an item charging by seeing the Killer is interesting, (Though I'd suggest just making it charge while in Chase with the Killer to simplify it). Killer proximity to charge an item could frankly be utilized with any concept, however the Stun effect given to the Doll is frankly OP.

    Smudge Sticks - Debuff management

    Overall an item centered around interacting with status debuffs hasn't been touched on (clearing mangled/hemorrhage/broken/blindness) . If Exhaustion is to be included (instead of being on a water-bottle), a single-use item could certainly be a contender (even if the item becomes single-use as a result of an Addon that enables clearing exhaustion)

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449114#Comment_3449114

    My point is that OP's point is moot. I can make myself an impossible target, like OP suggested, and still be tunneled because I was too hard to chase and the killer decided that they wasted too much time. I have no way to make them not make this decision, because it was their mistake to focus me for so long, and I am punished for their mistake just because I played well.

    You can make yourself an impossible target but it doesn't matter, because unless your teammates actually do generators you will make a mistake in looping eventually, and then that one mistake will guarantee a death because the killer made substantially more than me and now wants to take it out on me (complete with kebabing on hook, nodding, etc.)

    OP's point is not moot. With any anti-tunneling implementation I really do hope they give Survivors the tools, to be able to escape the Killer effectively at least once unless the Killers build is completely focused on player information and tracking over a long duration. Specifically mechanics that the Survivors must use themselves at any given time, not mechanics the game decides should be used now after a given threshold of "unsporting play" has been reached.

    However, at the moment, current gameplay cues (Unhook notification, UI portrait change) and Hook mechanics logistics (Hook is in one place, Survivors cannot teleport) more or less limits a Hooked Survivors ability to be unhooked without the Killer having a significant understanding of where they are.

    This is then coupled with tunneling a Survivor being heavily incentivized: Least amount of effort to find another Survivor, Survivor is also 1-hit, once a Survivor is down it becomes increasingly difficult to split on gens while also dealing with Unhooks/Chase and being Hooked with only 3 people, and other Survivors (both empathetically and selfishly) may rush to that Survivor to satisfy engagement.


  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447502#Comment_3447502

    There’s a happy medium to this though. The game is not balanced around two hooking everyone first and foremost. You actively have to forgive survivor mistakes and hinder your own performance to make this a reality. Especially with perks like resilience and adrenaline seeing so much use- you leave survivors injured and try and spread hooks you will be punished massively at this moment in time. This is a step away from smurfing IMO.

    Killers should be trying to kill survivors. In as sporting a way as possible. But 12 hook games are not how the game is balanced. More fun for survivors perhaps, but that doesn’t mean balanced.

    Not 12 Hook 2-Hook staggering everything, just trying to go for 12 Hooks in general. If a Survivor misplays into me, so be it. But trying to avoid leveraging current Hook mechanics in that you go for distant generators to give Survivors room to Unhook and give yourself a target to chase that hasn't been Hooked recently. If someone is unlucky and gets found repeatedly and is sacrificed quickly, that's unfortunate. But basically try not to go out of your way to do so, even though the game heavily suggests you should.

    While the game shouldn't mandate this playstyle for all 12 Hooks, consciously playing in such a manner means that your MMR is set to the point that you're matched with players where a 2K2E is more towards when you've put in the most amount of effort, and a 4K actually takes less effort if you fully leverage tunneling and camping.

  • They are not.

    By tunneling you reorient yourself to comp MMR.

    You play to win when tunneling. No ifs, ands, or buts. Your goal is maximum time-efficiency. (Which tunneling is, effectively done).


    Killer has the unique choice of choosing casual MMR by self-enforcement of going for 12 Hook games to reorient their MMR such that the game assumes an “average” 2K2E is when the Killer has imposed their largest handicap while still maintaining some semblance of progression. (Not that it’s reinforced).


    Few people understand that if you camp/tunnel you are literally forcing your MMR into comp queue. It doesn’t matter the reason, especially if MMR is still just Kill-based matchmaking.

  • It’s important to see both sides. Try playing Killer to understand the tools they have available to tunnel.

    This comes across as a survivor main under the assumption that their teammates are always at fault.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445921#Comment_3445921

    The reset idea came about because, when the reset happened previously, for 2-3 days people had this "honeymoon" period, where before they may have been struggling against tough opponents and yet unable to drop. Quite a lot of People would de-rank often to escape those difficult trials, so they felt they could relax a bit more, feeling free to experiment in the process. They'd regroup and feel refreshed.

    Currently there is no moment like this. You play up to a certain level and then feel stuck. I know complaints here are commonplace but, when I read people getting upset over SWF groups or the same Blight/Nurse killers, there is some empathy there now. This is because they're never really likely to escape this. No reset button. No way to feel there will be a time coming up when the game becomes more fun. They're stuck in a monotonous cycle where every trial is a slog for them.

    When ranks reset before, the fun came from the absolutely chaotic and unpredictable nature. People were thrown into matches with killers and combos they'd barely seen before. People would be testing perks or playstyles. Some would even set monthly aims to this.

    Now - were there to be a MMR reset which is based on the emblems as to how far down the MMR you go - this would not affect the emblem BP since everyone returns to ash and plays as normal. People would verse a more relaxed and less difficult level of play for a while. Players who play more casually won't have as high an emblem score, therefore move down further to verse other, like-minded players. More competitive and dedicated players would be having tough trials, but there would be a chance they would enjoy more variety in opponents.

    People enjoy the challenge too so, as mentioned above, those at the top will still have that challenge. Throughout the month, those lower down MMR would face tougher opponents, but this would have a time period.

    Basically, variety is fun. Stagnation is not. This proposal allows the variety to come in.

    Variety is fun. However what you’re suggesting is skill-based variety so occasionally you’ll have fun at others expense.

    MMR is reaching its final state of monotonous gameplay for a game with gameplay that has little variety for alternative playstyle varieties to be viable, while also not attempting to sporadically enforce random rules throughout the match to inject artificial variety in the face of stagnant gameplay.

    We have event mechanics, but it’d be interesting if events were literally offerings year-round that could be a random modifier that players adapt to on-the-fly. Not huge gameplay shifts, but accents.

  • @Krazzik said:

    The anti-repeat function is only to stop you getting the same map twice in a row. There's nothing stopping you getting Gas Heaven -> Pale Rose -> Gas Heaven -> Pale Rose -> Gas Heaven etc.

    It also only prevents the exact same map twice in a row and doesn't take into account other maps of the same realm, so you could still get RPD West and then directly after get RPD East since they're different maps.

    ALSO map offerings screw it all up and prevent it working.

    Huh. For some reason I thought it was “No repeat for at minimum 4 matches”. Given they have enough maps to spread over 20 or so combined and have extra.

  • I honestly don’t know why they haven’t done this yet. Lowering the barrier to entry on another character means the more a player can grind out other prestige’s or buy more cosmetics/characters.

  • @Annso_x said:

    The feature is still in place, even if sometimes it doesn't feel like it. Maybe these days it's worse because of the pre-anniversary celebrations considering every week there's some maps we're more likely to get ?

    @Mooks said:

    There is currently an ‚event‘ going on, where maps from a specific year have a higher chance for a week long, so the map repeat prevention is probably deactivated for this time! The devs confirmed its being deactivated for a while when a new map is released as well.


    Ugh I hope they didn’t make the maps an exception to the rotation rules, just a higher likelihood if they are valid to choose from.

    Players that only play occasionally “I sure do love the higher likelihood of only playing one map the few times I hop on”

    Players that play a lot “I sure do love the higher chance of playing the same thing over and over”

  • Sales occur when logistics result in too much of a product being made and it’s in a company’s best interest to move product before it goes bad or takes too much space.

    Sales also induce FOMO, and are used as such a tactic to draw in customers.

    Playing into this information a company can create mock sales, or inflate base prices such that sale prices still allow for normal business function, albeit at staggered intervals of production.

    This price manipulation is especially true for digital goods who have minimal physical logistics components.

    IMO the normalization of sales is unhealthy for an economy as it conditions consumers to wait for logistics failures, while logistics reduces output due to perceived lower demand, potentially harming businesses that offer constant prices. And it conditions companies to inflate base prices in order to reduce the impact sales have on operations, reinforcing sale-waiting behavior.

    Like you right now, conditioned to wait for a sale because of the FOMO of opportunity cost of about half-an-hours work.

  • Maybe they upped the weights for the maps for data analytics.

    But I do hope that the map rotation system isn’t broken, and I do hope that Maps aren’t chosen by MMR either.

  • Why not both?

    and if repeated God pallets are a concern, maybe cause remnant pallets to leave no scraps behind, so it’s at most one replacement.

  • I agree that Remnant Pallets when rebuilt should start in the dropped position.

    Give the Gloves Addon the Any Means Necessary effect. (Has a few charges before the addon Breaks, but is independent of Toolbox Charges)

    Debuffs must be “Reinforced” onto a pallet as a separate action (And the reinforce Action may take longer depending on the debuff(s) applied) The Action is unlocked via slotting an appropriate debuff addon or toolbox archetype. Which can also be applied to naturally generated Pallets.

    No hinder debuffs on Break. However perhaps Reinforcement can increase time to Break?

    Overall an interesting idea.

    Do Pallet remnants spawn in addition to existing Pallets at Trial start? Or are they only ever sourced from the Killer Breaking a Pallet?

    I think the former, so a Survivor might take time at the start to do something other than gens.

  • A feeling of a lack of agency can be caused by several things: Gen rush, pallet heavy maps with lots of second chance Perks with syringe/styptic, strong/safe loop chains.

    However this doesn’t change the fact that while it may feel like a lack of agency on the Killers part, they always have autonomy. Survivors quite literally have states where they lack autonomy to a significant degree. Such as when slugged, Hooked, carried, and completely when Killed.

    This isn’t always a bad thing, but with tunneling a Survivor it’s a feeling of a lack of agency coupled with that loss of autonomy. “I never even had the chance to escape the Killer, they were always on my arse it was just one chase and back to the Hook I go”.

    Survivors that tunnel gens may make the Killer feel like they have a lack of agency to prevent it, however the Killer still retains their autonomy.

  • When a Survivor is Hooked, Killers know the following:

    Where that Hooked Survivor is.

    Where other Survivors will go to unhook that Survivor.

    How long other Survivors have to prevent a sacrifice threshold to be reached.


    And when a Survivor is Unhooked the Killer knows the following:

    When the Survivor is unhooked. (Notification/HUD)

    Where the Survivor was Unhooked. (Notification).

    That two Survivors are at the Unhook location.


    I honestly do not believe that they are interested in reducing camping and tunneling if they are addressing only 1/6 of the reasons that Hook design promotes and reinforces it. (Self-unhook, but heavily curated).


    And yeah, this Perk buffs proxy-camping. Which promotes hyper-tunneling.

  • @Sava18 said:

    Who even goes back and finds these posts?

    Search for keywords on google “DBD Rancor Unfair”and it probably is a top result, especially if there isn’t much discussion on a topic.

  • The only consistent use-case I can imagine for this is to prevent a 99 instadown after the Killer stalked the Survivor from a distance and then got close using their stealth which would have otherwise been negated with the Exposed state from a full stalk.

    However I don’t think it’s good to punish stalking from a distance as it fits the character archetype extremely well.

    I don’t think 99%ing and then waiting till in range to pop it is good design. But I can’t think of a method at the moment to address it that isn’t cumbersome or a straight nerf.

    Probably would have to rework the stalking mechanics to have different effect based on if in chase or not.

    EG: Fully stalking a Survivor while not in chase reveals their Aura for 40s. Stalk is cleared on entering/exiting chase. Fully stalking a Survivor in chase Exposes them for 60s.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445372#Comment_3445372

    Firstly, forgive me if I did not read everything correctly - just come back from a friend's BBQ with way too much sun and I'm pretty tired.

    The extra in-game objectives do get accomplished through the compendiums and the tasks they give, but I'm assuming you're looking for something which occurs every game, not one trial. That is a tricky one.

    If there were a change of focus onto the emblems that would help everyone look at four sub-objectives within the trial alongside the main objectives that would grow a better sense of accomplishment.

    The thing is it could be argued the current system already does that with the BP, but I'm thinking of something more concrete within the game which cam be achieved throughout the trial. What exactly, I am not sure.

    You read it correctly, and it is nonsensically twisting two ideas together half-assed with no proof-reading as a result of having to get on the road to work.

    One being meta-game progression tying into in-game checkpoints to give a sense of progression throughout the Trial.

    The other being the actual in-game checkpoints themselves and how they give a sense of accomplishment.

    Finishing a generator comes with a meaty noise, and removes a zone of the map from play (for patrolling). And finishing them all comes with a blaring buzzer and a complete change of game-state.

    However when getting stomped, Hatch just puffs open, and there is no sense of forward momentum while waiting for you or others to die for it to open in the first place.

    For Killer, it’s a Hook to hear a scream, one of twelve possible. And then the game ends.

    Killing a Survivor is certainly a checkpoint, but this is loaded towards the end of the Trial, or at least should be with current game balance. (And this is why so many Killers chase that carrot by tunneling/camping. They literally have no other checkpoint).





    Onto another topic, why is the uncertainty of a trial with MMR resets of interest to you? What do you mean by it being “fun” in this case?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445329#Comment_3445329

    So you could have one survivor deny all your drones.

    SWF would have one player who would just run around the map and hack all drones. Kinda what they are supposed to do against Hag, Trapper, Ghostface.

    There wouldn't really be any trade off. You would have only one source for speed boost and could see only one survivor. She would get way worse and basically lose her whole power against decent teams.

    That seems more like a flaw in the design of the claw trap, if there is no incentive not to continually have them attached while the skull merchant isn’t around.

    Far as I’m concerned the drone becoming unhackable, especially to every survivor, if a claw trap enters the radius is a bandage fix for hacking a drone not really having any long-term consequences given the battery life of claw traps.

  • Casual or ranked, the player goals are at odds with one another. The Survivor players are trying to escape the Killer player, and the Killer player wants to Kill the Survivor players.

    Casual doesn’t exist here because if a game is relaxing for one player, it isn’t for another.

    If you really want a casual mode, you need to put all players on one side against the environment in an entirely new game mode.

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