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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @random1543 said:

    If anything Ive noticed less pallets for the last few weeks

    examples

    Disturbed Ward - missing long downstairs indoor pallet (no pallets downstairs in main anymore)

    https://us.v-cdn.net/6030815/uploads/ZE8BCP4WIPCD/image.png


    Lerys - seems to have a lot less of them little loops on edges of map

    https://us.v-cdn.net/6030815/uploads/I4PSABKYR0R0/image.png

    https://us.v-cdn.net/6030815/uploads/GZJRYC0KF4LI/image.png

    Thats the thing, some Pallets are straigth up missing, because they got removed when Pallet Density got worked on. Also some Windows and breakable Walls got removed when they introduced the first version of Pallet Density (the one with way too many Pallets), but those never got added back in.

    Examples are the Breakable Walls in the Main Buildings of Groaning Storehouse or Gas Heaven or the best Window which can spawn downsides in Father Campbells Chapel. They also reworked the Fun Bus back then to not really be a strong tile anymore. And then they removed the extra Pallets again, which was the second version of Pallet Density with too few Pallets.

    Now the amount of Pallets is fine (obviously if you only count them, it seems many, but as I said previously, many are not really playable for the Survivor), yet those things I mentioned got removed, so overall those Maps are a bit weaker for Survivor.

  • Yeah, they did not really fix anything. Wesker is really frustrating to go against because of this and while I get that he is a popular Killer and they most likely did not want to have him killswitched for 2v8, not fixing him and bringing him back is not really a good move.

    Might be a coincidence, but that I face so many Weskers lately did not really help. Especially if others start to give up against him, because they dont want to deal with that stuff.

  • @FoxGhoul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080234#Comment_4080234

    i guess there are no plans to reduce the pallets since it makes the survivors job easier and makes killers a living hell, i thought this was dbd not pallet breaking simulator BECAUSE THERE ARE 25 PALLETS ON EVERY MATCH. stop with the half assed responces.

    You probably have some gameplay? Because most Pallets are really unsafe. If you get run around those, you will most likely make something wrong. My guess is that you break Pallets you can actually play, which obviously gives the Survivor free distance.

  • As others have said, Franklins Demise was never a good Perk. The relevant Items (Medkits, Toolboxes, Flashlights) are better countered by other Perks. E.g. Anti-Healing and Gen Regression are better and used anyway. And if you dont want to get blinded, Lightborn is a full protection, so no need for Franklins.

    The only times Franklins Demise was used was frequently was when an Event happened (because Survivors can get event-exclusive Items so some Killers liked to use Franklins just so that Survivors lose those) and in combination with Weave Attunement. Weave Attunement shows the aura of Survivors who are in range of 12m of a dropped item. They are also oblivious for 30 seconds when picking up an item. And it causes an item to drop itself when all charges are depleted. Franklins Demise was used to get more consistent value out of it and a lot of Aura Reading, if a Survivor dropped their Item in a random place during chase.

    But the popularity of this combo (and Franklins Demise) fell off after they nerfed Weave Attunement and showed the Item Location to Survivors who are in that 12m radius. Which was a justified nerf IMO, picking up your own Item is one thing, but performing some triangulation to find out where a dropped Item might be… Not reasonable.

    But you can still use Franklins + Weave, the combo is not terrible. It still provides good information and can still waste the time of Survivors (since the counterplay is to bring the item at the edge of the map to drop it there, which wastes time). But Franklins on its own is not good and was never good.

  • No worries. The thing is, Steadfast could have the downside completely removed and it would not be a good Perk. But at least useable.

    However, just to mention, those are only the early concepts of those Perks. And it will take a while until the Chapter will be developed, so a lot can change until then. Just the general concept will stay the same, because the community voted on those Perks.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079896#Comment_4079896

    what? im so confused, honestly just dont take me seriously i only have 325 hours i dont know, im just sharing my thoughts

    The thing is that the downside is way too high for the upside you get. If you set up a Boon to get the tiny bonus, a Gen will take way longer than it would usually do.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079890#Comment_4079890

    i mean the boon seems pretty strong, not to mention getting aura reading and what not, idk thats my thoughts

    The Boon is a Killer Perk…

  • Did you write the Bug Reports here in this Forum or did you use the Betahub?

    https://app.betahub.io/projects/pr-5642738318/issues

  • "when u compare the killer perks to the survivor perks…killer might be absolutely done for at this point. "

    Hang on - you think the Survivor Perks are good?! I mean, the Killer Perks are not really great either, but the Survivor Perks are utter garbage.

    Let alone that the Chapter would feature 4 Killer Perks and only 2 Survivor Perks.

  • As others have said, Turn Back the Clock does not need any Buffs. The strength of this Perk is that you can start regressing a Generator by just passing by, which is the main strength. You get a Gen to regress without spending any time on it and just chasing a Survivor.

    IMO it is the tradeoff, you either have a Perk which basically instantly starts regressing a Gen without you spending any time or you get more Regression, but have to spend time kicking the Gen. Both have advantages and disadvantages.

  • Yeah, the Survivor Bloodwebs are full of junk. Survivors have so much more stuff compared to Killer so it is harder to get what you want. That they added Fog Vials (which you dont want either) including a bunch of Add Ons did not really help with that.

    I hope that at some point they will give Survivors some form of Power as they did in Chaos Shuffle. That you choose what Item you want to pick and for each of those Items there are a few Add Ons (less than currently). This would remove the junk by a lot.

  • You know that it is the function of the turrets to kick Xeno out of its power? Survivors basically HAVE to put two turrets next to each other to achieve it, one turret is not enough to do it. What you are basically asking is to make turrets too inefficient so that you basically cannot get Xeno out of its power at all.

  • If hook screams are too loud for you, turn down the volume of your game. It is not worth it damaging your ears just to hear something like breathing or footsteps better if some other sounds are way too loud for you.

  • I dont think that the Bloodweb needs anymore changes when it comes to how to spend the BPs. If you just want to have all spent at once, do the Bulk Spending and you are done, but have to live with the fact that you might get a lot of stuff you dont want.

    Or you do manual spending, take longer, but get what you want. And I think this is completely fine. Manual spending does not even take that long, if you dont pile up millions before spending them.

  • @DNet89 said:

    I've seen this suggestion so many times and even gave suggested it myself. I cant even think of one reason it might be bad.

    The only thing I can think of (and I could be wrong) but I think in a past update they capped how many offerings/items/add-ons you could have to 999. I also don't know if that is only a display issue like if it only displays up to 999 or if you acquire that item it just doesn't give it to you. If that is the case a lot of items could just vanish if they combined everything. But honestly if you do have something at 999 you're probably not using it anyway so who cares.

    It was not capped, but it was displayed as 999+ instead of the actual number. But this already got reverted a long time ago.

  • Pig did not receive changes for quite some time. What nerfs are you talking about?

  • @cammoking123 said:

    It's big. That's really all the map has going it for as a survivor player. So it's good for gen spacing, but actual loops are not good.

    The map isnt even that big. It just feels way bigger than it is, because it is so long-winded. You are not able to cross the map easily, which makes the traveling distance longer, even if the map is not big itself.

    @Topic:

    This is something I said from the start. Once the honeymoon phase is over and people stop saying "OMG IT IS SO PRETTY BEST MAP IN DBD UWU", they will see that the map is really bad. And it is bad for both sides, I think the majority of players regardless which role they play dont really have fun. Aside from Stealth Killers, the map sucks for basically every Killer. And aside from very few God Pallets, the loop on the map are way too short to be used.

  • No idea why anyone would downvote this. This is a change which should have happened a long time ago. For Survivor you could even share the Items, since it makes 0 difference which character you use for Survivor. Obviously it would not help Killers, since they cannot share their inventory, but being able to use Offerings on other Killers would already be great.

    (I have a bunch of Event Cakes on Hag, because I prestiged her (back in the day this was P3-50 with all Perks unlocked… Took a long time, so I have lots of cakes, lol), but I dont like to play her, so they will never be used. But if shared inventories would be a thing, I could use them on other Killers)

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078879#Comment_4078879

    You mean, hear the scream, see the survivor on the ground, and then immediately pop back up and run off?

    Yeah, killer's were just upset about not getting their free hits.

    To be fair, Killers were just used to getting ######### which should not have hit in the first place. And when it worked properly, they were unhappy.

    Same with Dead Hard btw. Huge outcry when it was fixed after years and the people who were used to getting hits (because they did not see that the Survivor on the ground was exhausted because DH failed once again) did not like that they were on the side of receiving bad feedback.

  • @LinkToReality said:

    "The main issue isn't how fast the spot is filled, It that MMR does not work once the first killer leaves every other killer that is filled into that lobby is done so with no regard to MMR."

    Where did you see anything about this? Why wouldn't MMR be taken into account? Surely the system knows what the lobby MMR is still and can add a killer of the correct level.

    The exact specifics are not known as far as I know. But at some point, the Lobby starts to value fast matchmaking over fair matchmaking. This happens especially when a Killer dodges. I am not sure if there is no regard for the MMR anymore, but at the very least the range is extremely increased.

    So whenever you end up in a Lobby where you have the feeling you are clearly at the wrong place, it is most of the time because a player who was more suitable dodged it and you got backfilled.

  • It has the Killer-Tag. Plus a Killer is 20% of the players in a match and the "Killer Team" are 50% of the match. Should be obvious IMO.

  • Skull Merchants reputation is damaged beyond repair IMO. She was never too strong, she had one very boring playstyle and thats it. But she is a good example of why weak Killers can also be incredibly unfun to go against.

    The problem is that her general Kit is not really fixable IMO. The Devs tried it by removing her 3-Gen potential by just slapping on a bunch of status effects on her, but I dont think that this made her any more exciting to play or more bearable to go against. And the current state is her just being weak, because the Devs dont know what to do with her.

    They thought about reworking her and making her Drones projectiles, but this was also not received positive either. I am not a big fan of Reworks (e.g. Myers, since you mention him, one of the worst Reworks in the games existence) but I feel that Skull Merchant needs a rework, because her power is not really fixable. I think the most boring aspect is that there is not really Killer/Survivor-Interaction, the only action which happens is between the players and her drones.

  • That you say that Killers get ignored while the Devs scrapped or nerfed planned (Anti-Tunnel, Anti-Slug), newly released (Fog Vials) or recently buffed (Fast Track) things in an instant because of Killer complaints is a bit ridiculous.

  • @Rapid99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078773#Comment_4078773

    I don't know what pallets those are meant to be because 90% of the pallets you can't mindgame because they can literally just stare at you around the loop. There's nothing to mindgame if the survivor has direct LoS of you throughout the entire loop lol.

    Do you have some gameplay? Because A LOT of Pallets in this game are unsafe to a point that they are at least a 50/50, most likely more in the favor of the Killer. That you can see the Killer as Survivor does not really help if the Loop around the Pallet is too short.

    I have the feeling that you kick way too many Pallets and especially those you would not even need to kick to get a Hit.

  • @Nicholas said:

    DbD is the only game I know that rewards (favors) one side (The Killer) for lagging. The name of this system is Favor The Killer. Hits should be moved entirely from The Killer's end to the Server. SSHV only"validates" hits after a certain ping threshold, which is extremely generous and, well, using the devs' own term: Favors The Killer. It's a terrible system.

    SSHV only"validates" hits after a certain ping threshold, which is extremely generous

    Yeah, the treshold is extremely high. I even think that it is way higher than needed. I can understand why it is high, simply because BHVR does not provide Servers everywhere and otherwise Killers would not get hits all the time (not a problem with P2P btw back in the day…).

    But I also have the feeling that you will need to have 500 Ping+ or something like that to get affected negatively by Hit Validation. It might not even exist at this point, I have faced a lagswitching Wesker whose Ping spiked up to around 600 when using his power and I always got set back to the position where his game had me without fail. So I think that there is no Server-Sided Hit Validation in place, because a Ping that high should clearly not favor the Killer.

  • The Regression Limit is completely fine, especially because Killers also got overall Buffs when the Limit was introduced (more Regression when kicking a Gen and the removal of Gentapping).

    Let alone that your idea goes completely against the core why the Limit was introduced in the first place. Killers defending their 3-Gen from the start and not participating in actual gameplay aside from guarding their 3-Gens. Your idea would make this completely possible again.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078683#Comment_4078683

    I do think killers do it more as they have information on their opponents, meanwhile survivors have it on their team mates and cant just leave lobby based on opponents but do agree both sides can affect the MMR balance of lobby.

    I would really like the pre lobby to be replaces with a screen like dbd mobile had where you could see your other team mates perks and ad ons loading in, Killers would see what survivors are being played and items on this screen. but it would also give a matchmaking penalty for leaving the game at that screen as I would consider it a part of a match just the information / prep part of match.

    I do think killers do it more as they have information on their opponents, meanwhile survivors have it on their team mates and cant just leave lobby based on opponents but do agree both sides can affect the MMR balance of lobby.

    Yeah, Killers do it more, this is true. I would guess that most Survivors only dodge when a profile looks suspicious or if they already know this person. But Killers nowadays dodge if they suspect a SWF or if someone has more than 10 hours in the game. What is baffling to me is that Killers even dodge if they have queuetimes of 5 minutes+… So instead of just trying to play the game against people who are most likely their skill level, they dodge and spend another 5 minutes in the queue to hopefully get an easier lobby.

    (I even know a Killer Main with 18k hours who does this… Like with that amount of hours, you should not be scared of anything, lol)

    I would really like the pre lobby to be replaces with a screen like dbd mobile had where you could see your other team mates perks and ad ons loading in, Killers would see what survivors are being played and items on this screen. but it would also give a matchmaking penalty for leaving the game at that screen as I would consider it a part of a match just the information / prep part of match.

    Yeah, this would be great. IMO it would also be fine to do so. Since the only real reason why the Killer should see Survivors is to prepare, but 99% of Killers dont change their loadout when they see the Survivors, they just dodge. And the only thing you really need to prepare for are Flashlights, but I think someone who really does not want to get blinded, should just bring Lightborn to every game. I personally think it is a wasted Perk Slot, but there are big reasons to just equip it when you dont want to get blinded like Last Second Switches (even tho, I dont see those anymore) or simply the existence of Perks which grant Flashlights or just Flashbang.

  • What you mean is that it is the next excuse for Killers to tunnel and slug, even if they would do that regardless.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078396#Comment_4078396

    Yeah pretty much this. Also the weirdness that is "each killer has their own mmr" when i can play billy my veteran 4k heavy Killer. And do a huntress game and see the same people lol. I dont normally win my huntress games and these i get even more blown out of the water. Makes ya feel like well if your gonna get the same teams if your playing your weakest or your highest. Might as well bring your best for a chance.

    It makes sense that every Killer has their own MMR. But I think it was overall not worth it to introduce this. Because you need quite a bunch of games to reach a MMR-Level where you are comfortable with the new Killer. And you have to start at the average Killer-MMR, because while the Killer is new, all the knowledge of the game is still there.

    But I think that there is 0 difference between MMR and old Ranks when you want to try a new Killer. Because I think when you reach the point where your MMR adjusted for the new Killer, you probably have played that Killer enough to do well anyway.

  • There are several things to unpack here. First of all, the obvious overexaggeration. You dont go against 4 man SWFs 9 out of 10 times. Let alone 4 P100s.

    Then, when it comes to prestige, it is basically meaningless. P100s are not rare nowadays, many people have multiple P100s. You can have a Lobby with 2 Prestige 3s and 2 Prestige 2s and they can still be P100 on other Survivors. the player is the same. As Killer it is a bit more meaningful, but even there I see people who are on P100-Killers and are not just good at the game. So you can also suck your way up to P100. To give a very extreme example: You can never play Killer and have P100-Killers, because you can just put BPs earned on Survivor into one Killer. So yeah, Prestige does not mean anything nowadays.

    Then MMR: There is a Soft Cap and once you reach this, all players above it get mixed together. And personally, I think all this does is protecting new players from experience players, because above the Soft Cap, Matchmaking is pretty much random. You can be barely above the Soft Cap and then face people who are top Tier players. E.g. if the Soft Cap is 1600 and your MMR is 1620, you can face players who have 3000 MMR. They are way better than you from the MMR perspective, but MMR throws all together. Main reason for this is that otherwise some players would not really find matches. And often enough those are Streamers and it would be bad advertisement for the game if someone like Otz does not do funny challenges but waits in the Lobby for 30 minutes each time and probably even plays a different game while waiting.

    And last point is backfilling. Once a player leaves the Lobby, the Matchmaker decides to favor speed over fairness. So the ranges are increased and the longer the players in the Lobby wait, the greater are those ranges. So lets say there is a Lobby at high MMR with 2000 MMR Survivors. A Killer with roughly the same MMR joins, looks at the profiles and decides that it is unfair that those Survivors have more than 10 hours and leaves. Now the matchmaker tries to find another Killer quicker and then Baby Trapper with 60 hours joins and has one of the most miserable games of their life. And I have actually seen this happen once, our Lobby was 22k hours combined (2 2 man SWFs) and the Killer (Trapper) had below 100 hours. Nobody was toxic towards him, but he obviously did not have a good time. And the reason for that is because a more suitable opponent dodges, because they were looking for a easier Lobby.

    So whenever you feel really outclassed, it might be because someone else decided that they want an easier game and you were the casualty of that.

  • People who complain about Pallet Density nowadays are really only using a Buzzwords. Do you have some Screenshots of Maps consistently spawning a huge amount of Pallets? (Actual useable Pallets btw)

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078190#Comment_4078190

    Its the same argument why they made self-unhook not be possible without perks or luck offerings. Preventing unhooking would do the same they already countered with that.

    Yeah, I mean, preventing Self-Unhooks also did almost nothing against people who want to go next. That they did a pointless change before does not mean it was a change that made sense.

  • The Skill Checks replaced the previous system, which was mashing a button to not die immediatly. Which was pretty bad, since it damaged controllers and was quite annoying to do, especially because if you missed it once, you died.

    The Skill Checks made it easier and it also took longer to die, since you had to miss two Skill Checks to die. So there was some protection against missing at least.

    Then as part of the Anti-Go Next measurements, it was changed that missing two Skill Checks was not enough. Now missing a Skill Check reduces the Hook Timer, but it takes more Skill Checks to miss to be out of the game. So if someone wants to go next, they take longer to do so which gives other Survivors more time to save them.

    Personally, I dont think it makes sense at all to keep people around who want to go next, since they will not suddenly start playing the game. At worst they start to troll the other Survivors, at best they will run towards the Killer or just stand under the Hook. But some people seem to believe it helps.

    Regarding the initial question - as said, it matters a bit if you hit the Skill Checks or not. A small fraction of the Hook Timer is removed if you miss one.

  • @Wezqu said:

    Would be abused to go next by preventing people from unhooking that survivor and so they can die on the hook.

    I dont think that this is really a good argument against it. People who would go next will just run at the Killer if they want to go next. At best, at worst they also throw every Pallet on the map to troll their teammates.

    @Topic:

    I still dont think it would be a good idea. Sometimes I wish something like this would exist. I run Deliverance and sometimes I cannot even use it, because someone else farms me off immediatly after I am hooked and before I even have the prompt. Or in general unsafe and unnecessary Unhooks could be avoided with an option to refue the unhook.

    But I also can see people just refusing to get unhooked because they want their SWF-Mate to get the points or something like that.

    Overall, I dont think it is worth the time to implement such a feature, even if it would have positives.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077838#Comment_4077838

    i mean if they all abandon the end game chat is right there.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077837#Comment_4077837

    they claim it happens in 3-5 matches, not just one. I’ve seen an increase in 4 man slugging even after fast track got gutted.

    I’ve seen an increase in 4 man slugging even after fast track got gutted.

    Obviously. Fast Track was only the excuse, as always. The same stuff as "Killers tunnel because of X". Then X gets changed and Killers still tunnel.

    Without some form of Basekit Anti-Slugging, slugging will also remain popular, because it provides the same map pressure as hooking does, while taking less time.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077799#Comment_4077799

    Ah, that's fair. Apologies then I misunderstood your intent - wasn't trying to call you out or the like just struck me as strange to see what you'd said.

    No worries, sometimes things make more sense in my head compared to what I write, lol.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077795#Comment_4077795

    God I hate typing this given entitlement really is two-sided, but :

    Wouldn't that decrease in frequency of the behavior suggest a decrease in the attitude? To presume it's still the case but is just not being seen (due to decreased frequency) would be a strawman itself, would it not?

    I understanding pointing out past events for context mind you, it's just that this particular comment made me squint at the irony of saying 'it's not a strawman' whilst presenting a strawman in opposition. Unless the point was to suggest that it once was not a strawman (which is true) but that doesn't really say much for the present tense of the conversation.

    Yeah, saying that it was once not a strawman would have been correct. But @GeneralV spoke about the past and in the past it was indeed seen that Survivors are monster coated monsters with monster filling and Killers are cute little fluffballs who just want to have fun.

    It went past that, but not because there was a decrease in Killer toxicity. Both sides have a bunch of very toxic people.

  • @Cetren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077619#Comment_4077619

    I can't help but feel that the love for old Freddy is some very deeply tinted rose colored glasses. I still remember sitting next to someone working on a gen having to restart the process of pulling them into the dream world over 6 times in a row because they'd just let the skill checks fail, or losing out on kills in multiple matches because the autoaim would end your lunge on an awake survivor even though you couldn't hit them, while the asleep one ran just in front of them out the gates. New Freddy certainly doesn't feel as thematically accurate as old Freddy but I feel like as far as dbd gameplay is concerned new Freddy is definitely in a better spot.

    Oh, old Freddy was really not good. I dont think that anyone would argue on that. That you could simply miss a Skill Check to wake up was one thing, especially because Self Care was Meta back then and everyone was running it. It also resulted in Freddy players often using Endgame Builds, because then there are no Generators to fail Skill Checks on and since those included NOED, healing was also more difficult.

    But I am still very sure that the old concept could have been saved.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077777#Comment_4077777

    Who is saying that killer side is wholesome and all survivors are toxic, other than a few one-sided players in the community? There is nothing to “move past” because this idea is not something that is a commonly-held belief in the community. I see people here all the time complaining about killers being toxic, this post being a prime example. This is simply another strawman that only serves to proliferate the “us vs them” attitude.

    It is not really a strawman. Some time ago (not recent, but also not ancient times) a very popular answer to Threads with complaints about Killers being toxic was that either one of the Survivors was toxic before or that Survivors from the previous game have been toxic and the Killer needed to vent. It was not really accepted that Killer players could also be toxic.

    This has gotten way less, this is true, you barely see it nowadays. But it was different.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077770#Comment_4077770

    That actually did allow Quebec last year.

    While I can’t speak for other countries, Australia’s laws around these things are not that strict as far I can find. Australia is usually always included in these type of contests and events with other communities, it’s just DBD that doesn’t allow it for some reason.

    I am no expert on stuff like that, but @bm33 is right, usually it is something with the law of the country which is excluded. Maybe Australia is not strict with Contests like this, but it could also be that they have requirements which make it difficult for BHVR to hold such a contest.

    E.g. it could be possible that they need a point of contact in Australia for it, which they simply might not have. This is just one of the reasons why in some countries giveaways are not allowed. (As an example, obviously contests are different, but you get the idea)

  • Killers are not slower than before (aside from the things which changed in the latest Patch). So most likely perception. Subtle cheating could also be involved, but without a video, it is even harder to tell.

  • @XDgamer018 said:

    we shouldve gotten a perk shakeup when deminishing returns got added now we have perks that are just useless thanks to it… but hey ig we wil have to wait months to get some form of change….

    I think the majority of people have this opinion. But BHVR doesnt, their philosophy here is that they would rather balance in small steps before things get out of hand.

    But IMO this is not really smart. Everyone knows that some Perks are only worth when using with specific other Perks and BHVR also should have data about it. I mean, they just need to compare Data of how often Perk A and Perk B were used together and how often only one of them was used. They will probably see that this barely happens.

    I also think that Diminishing Returns would have been received less negative if there would have been changes immediatly. Because now it seems like we will have to wait quite some time to MAYBE make some Perks viable.

    @Topic:

    100% agreed. In general I feel that the Basekit Anti-Tunnel measurements (so Basekit Endurance and Haste) should be completely different from any other effects. So that you can tinker with either of them without affecting the other in a unwanted way (like it happened here with Babysitter).

  • Boring. I think that the most recent Rework for Freddy was not even that bad overall, but I just think that they did not do enough to make him feel more unique. And honestly, Freddy before the most recent Rework was also boring to play for me, so my expectations to the latest Rework were probably too high so that I was disappointed either way, since I hoped for something more in line with the original concept of Freddy.

    But I think the rework overall was not that bad, especially if we compare it to something like Myers. That being said, I dont really like to play against Freddy and I dont really play him anymore myself. Strength-wise he is fine, but his gameplay is not for me.

  • This only means that someone looked at the report. Not that it was a Ban. I got this information a day or two after I reported a lagswitching Wesker and this person played for at least a bit over a month. MAYBE they got banned right now, but this would have happened over a month after I got the ingame notification.

    All we know is that it could also just be a member of support who checked all your tickets.

  • @Xray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077409#Comment_4077409

    welp guess i made myself look dumb again. But the fact that we did have multiple versions of the same maps for the longest time was utterly insane.

    Not "for the longest time". I dont know when exactly they introduced Map Variants, but most of them were not around for that long. Badham 2-5 came into the game when Freddy got reworked the first time, those were around the longest. And the additional MacMillan, Ormond and Yamaoka Maps were added at a later point.

    But yeah, they were not needed at all and were overall pretty lazy and it was clear that not much effort went into them. It was good that they removed them.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077403#Comment_4077403

    Well, sort of. They still exist, but they changed it from map repeat prevention to realm repeat prevention. So it used to be say Badham Preschool was the worst. 5 different maps, all pretty much the same but with VERY MINOR changes. So you wouldn't get Badham Preschool 3 twice in a row, but you could get the other 4. Now, you will never get ANY Bahham Preschool map twice in a row.

    Completely incorrect. There are no 5 different versions of Badham Preschool anymore, only one version exists. Same for every other Map variant. (In public games)

    EDIT: See here:

    @sizzlingmario4 said:

    This somehow escaped the patch notes (probably should've been included there) but as was mentioned on today's livestream, map variants have been removed from the game in today's update. This includes all the 2nd variants of Macmillan maps, the 2nd variants of the Yamaoka maps, Ormond 2 and 3 (not Ormond Lake Mine though), and all Badham maps except for Badham 1.

    How do we feel about this? I always felt like most of the map variants weren't very good (except for Suffo Pit 2 being better than 1 imo), so overall I'm okay with this change.

  • You only have those in Custom Games. In Public Games Map Variations dont exist anymore (rightfully so).

  • @DNS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077360#Comment_4077360

    when i have the choice i will hook of course. no point in wasting time lol. This is for the obvious scenario where this is not possible or takes a while. For example all survivors are next to each other, so i can't hook them all, or they hide so i have to search for a while.

    So again, why can survivors just die in one pile, dc, and leave me stuck with 4 bots i can't all hook or takes me unreasonable amount of time to find.

    Should i just dc and "oh well, they ware to good at dying, well now they have the escape" ?

    But they dont escape. The game ends for them at this point, they will not win according to the MMR and they will not gain any BPs for escaping.

  • @DNS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077139#Comment_4077139

    No the very visible number i care about, is the blood points i get

    You just said that you wait for the Bleedout. A Bleedout gives almost no BPs at all. At this point you can just abandon, get almost all the BPs you would have gotten when you would have let them bleedout and move on with your life.

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