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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Fantasy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885587#Comment_3885587

    Well yeah DBD's version is basically a Wish version but it's still shamelessly copying.

    The way you are wording it make it sound like every Shirt + Pants cosmetic is a copy, lol.

    The images are really not close at all.

  • No. People should use the charms they want to use and not the charms which give them the most benefit.

  • Yeah, Hackers like this are running around currently. A Nurse is teleporting onto everyone, downs them quickly and once all are downed, she hooks them. Sounds like normal gameplay these days, but it happens in just a few seconds.

    She even is back immediatly when you unhook yourself, something which previous bots like this did not do.

    And yes, you get a DC-Penalty for this. My guess would be that the game detects that you did not move the whole game (since the game only lasts a few seconds) and therefore you were AFK and get a penalty (since some time there are AFK-Penalties for that). And apparently this AFK-Penalty detects how much you moved during the game, while ignoring that the game only lasted a few seconds, and not how long you actually did not move.

  • Survivor: Nea, even tho I dont really play her that much anymore. IMO once reaching P100 on a Survivor, it becomes way less interesting to play them. I only play her during events to stockpile Event Items on her. Currently playing a lot of Sable and Soma to bring them to P100.

    Killer: Billy, but I play quite a bunch of Killers. I dont think I will ever have a Killer at P100, but if I have one, it will be Billy. Basically my comfort Killer.

  • @SAWII said:

    This seems like the right approach. The only thing that seems odd is giving 1v4 Surv a 400% bonus when the queue times for surv right now (NA) are instant and the killer queues are a few minutes. Don’t think that 1v4 survs need any incentive…

    Thing is, during the first version of 2v8 they only had the 400% Bonus on the 2v8 queue, which was not enough to bring enough Survivors to play 2v8 to make Killer queues bearable, but was enough to pull them from 1v4 so that Killer queues there were also unbearable.

    Going for a different approach now is better. You will also get information if Survivors play 2v8 for the mode or the BP-Bonus. So if the queue times get even worse then during the first version, it would show that a) back then the BP-Bonus was a big reason to play and b) 2v8 most likely got worse for Survivor. (Both things I would agree with)

  • Because the first time they only gave the Bonus to 2v8, which resulted in those 400% not being enough to attract enough players to 2v8 to get bearable queue times for Killer, but good enough to pull players away from 1v4 so that the queue times there also were really bad.

    Now they try it in a different way. And obviously, if this means that even less players play 2v8, it is a good indicator that the mode does not really have a future.

  • I dont really think that edgarpoop and myself have completely separate takes on the game. 😅

    We are both players with a lot of hours who think that it matters far too less how experienced you are in this game, due to the randomness of teammates you can get.

  • Terrible designed Perk. And the slight Nerf of showing the Aura of the Totem did not make the design any better. NOED also does not spice anything up, it is just a Speedboost and an Instadown which allows the Killer to get a 1K, regardless how good or bad they played before.

    The Counterplay is also bad, since cleansing Totems is a huge waste of time for a Perk which might not even be in play. Plus, cleansing 5 Totems is better for the Killer than NOED itself.

    IMO NOED should have received the following changes:

    • Removal of the Hex-Status since the counterplay is terrible
    • Adding a Token-System - for each Hook the Perk gets one Token and for each Token 0,5% Movement Speed once all Gens are done and after a certain amount of Hooks possibly an Instadown as well. This would actually make NOED a rewarding Perk for a Killer who did well, but just could not do enough, while a Killer who did not play well will get a less good benefit.
  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883357#Comment_3883357

    Ye I think that would be fun, lots of games have PvP and co-op PvE, I don't see any reason why that couldn't work.

    Same. I actually would play 2v8 more as Killer if it would be PvE. Having basically instant queues would be a big plus, even if it would be against Bots.

  • @Prometheus1092 said:

    As previously stated, I prefer bot team mates and going against bots. You won't see a bot suicide on hook or just walk up to the killer as to say "kill me so I can go next" or you won't see bots complain about literally everything, slugging, tunneling, camping or won't see bots waiting by the gate to t bag the killer. Fill the rest of the lobby with bots, I'm good with that.

    Then you would be fine with 2v8 becoming full PvE? Because this is the only way I see 2v8 working out. (Even though they would have to make Bots better to make it an actual challenge if they would make 2v8 a PvE-gamemode…)

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882670#Comment_3882670

    There's a difference between feeling entitled to a win and not enjoying losing by design. To me, the game is at an inflection point in year 9. Players are increasingly frustrated with losing by design in the survivor role due to external factors like matchmaking. The game has to evolve.

    What works for the first 500 hours doesn't necessarily work for the next 1000. There has to be some expectation that improvement leads to better results. That's not the case with solo survivor. You win exactly the same number of games at 5000 hours that you did at 200 hours. You have more players every year with a high number of hours who aren't seeing results despite their best efforts.

    ^ this.

    And this perfectly translates to Bots in 2v8. If 2 Bots join the Survivor-Team, I as an individual have to do 125% of what I would normally have to do, since I have to assume that 1/4 of the team are useless deadweights (which is what Bots are). But this would also mean that the other 5 actual players also would have to do those 125%. And if they dont, the game is lost.

    So not only has one person to do more to ensure a win, but they also have to rely on everyone else doing more. And more often than not this means that the game is lost once you spawn in.

  • Yeah, stuff like that should have been expected because it is all stuff which happens in 1v4 already once a Bot is involved. I urge everyone to just spectate a Bot when you are dead in your games. You will see how useless they just are, sometimes wandering around without any Killer in sight, often next to a Gen. They are just programmed to be very bad at the game.

    And things like ignoring the Bots also happened in 1v4 already, the Devs should know that this is a thing and this will also happen in 2v8. Bots being scared of the Killers Terror Radius is also a thing in 1v4 - and it does not matter what the Bot is doing, whether it is just running around, healing someone (even at 99% heal) or doing a Gen (even if it would be finished when the Killer arrives), the Bot starts to run around. This behavior just got worse with 2 Killers and 2 TRs running around.

    For some reason the Devs start to try unreasonable things (like adding Bots to 2v8 from the start), instead of just calling it a day with that mode and either retire it or make it fully PvE (with better Bots).

  • So Survivors are childish because they also want to have fun in a gamemode? And they are childish for not wanting Bots?

    Saying that the queues should be merged is probably the worst idea overall. People who dont like 2v8 (and the number of those is not small, at least on Survivor) are playing 1v4 instead. If the queues are merged you either have insane amounts of Lobbydodging or people just not playing the game for 2 weeks. And neither of those are things that BHVR would want and that should be obvious. So I really dont understand how someone can think "Yeah, this is a good idea, I post this.".

  • Dont know how anyone can call 2v8 survivor-sided in any version of it.

  • @TonTon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883074#Comment_3883074

    Bs Survs definitely complained about Huntress in the 1st iteration

    Only because she was so overused. But not because of her gameplay.

  • Yes, 2v8 is dead and they really should not work on it anymore. It is wasted time and there is no way that anyone can convince me of anything else.

    The Devs spent a lot of time on something they should not have done and what they SHOULD have known better. That players who asked for 2v8 had no idea what they were talking about is expected and fine. But the Devs should just have known better. The game is designed for 1v4 and changing this after so many years just does not work.

    Obviously adding Bots would not help much. There are still too many Killers for the Survivors who are playing and most likely some Survivors just dont bother with the mode anymore or did not bother because of the Bots. Because Bots are just deadweights and who would want that? I am happy that the Tome only requires two games in 2v8 and this is all I will play in the mode.

    IMO there are two possibilities:

    • Scrap 2v8 completely and never bring it back.
    • Make it a fully PvE-Mode, 2 Killers against 8 Bots. Obviously they would need to make the Bots better to make it actually a fun mode, but then Killers could play together and the queue times would basically be non-existent.

    Those are the only two options if you want the current 2v8 as it is - either there is none or it is PvE. Nothing else will work.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880686#Comment_3880686

    You can still see what you're typing, you just need to click on the charm icon again to remove the overview of the three charms you have equipped to reveal the search bar below it.

    https://us.v-cdn.net/6030815/uploads/8RTJHAE22INE/20241212211457-1.jpg

    Thank you, I actually did not know that!

    (Does not change that it is another extra click, but at least I now know that I can use the menu…)

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880698#Comment_3880698

    The main thing i agree with the video on is the fact they "nerf pop goes the weasel because getting a hook and kicking a gen is easy" not on all the killers. Who need it far more. And that anti tunnel perks are not meant to be a shield for your team. Everyone gets those games. A survivor gets unhooked and just waves OTR DS and Flashbang and others in your face when they aren't supposed to. These perks step in to give you a fighting chance against a true tunnel. Not go out of your way to be a annoyance to the killer who's actually playing fair. Whether they make the perks deactivate if you take a protection hit or when the killer hooks another survivor is good enough for me. Means the people trying to use them as a shield cannot do it anymore. I don't slug even with these problems running around because I do think slugging needs addressed (though they do jump to the first death hook in my mind since eventually when it gets to their death hook and I know the perks aren't active anymore, they are dying) But both could be addressed since both are problems.

    The thing is that those Killers who might not use excessive Slowdown or who might need something like PGTW more are screwed by the rest of the Killerbase.

    A Trapper running PGTW is totally fine. But the same Trapper gets screwed and his Perk nerfed, because people think that Nurse needs PGTW.

    Same with the individual Slowdown-Perks - they all needed to be nerfed simply because they got stacked. But instead of preventing stacking Slowdown-Perks, BHVR went the easy route and nerfed all of them. So if someone was just using 1 or 2 Slowdown-Perks, they got screwed because others thought they need 4 Slowdown-Perks.

    Sure, this is simplified, but BHVR taking the easy way here by just nerfing all the Slowdown-Perks instead of nerfing the Killers who would not need so much Slowdown AND preventing stacking of Slowdown-Perks is the main problem here.

    But this might be an unfixable BHVR-thing, because you have a Killer like Nurse and Trapper in the same game and since they refuse to actually make significant changes to the former, the latter has to suffer.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880634#Comment_3880634

    and he is completely right lol.

    Grim Embrace and DMS are the only truly efficient hook based perks nowadays. Pain Res has dropped out of meta with the final kick from 25% to 20%.

    On the other side, the strongest survivor perks (Deli, OTR, DS, Babysitter, Reassurance, Resurgence, Second Wind StB etc.) are all hook based, plus some base game changes to hooks have made them even stronger for survivor side, meaning hooking a survivor is more of a punishment than reward, unless you are able to tunnel someone out considerably fast into the match.

    You are really reaching here with the "strongest Survivor Perks".

    I mean, I can get behind saying that Deliverance, OTR and DS are strong, even tho I would say that at least the latter two are really overrated.

    But Babysitter, Reassurance, Resurgence, Second Wind and Shoulder the Burden? Aside from Resurgence, all of them just have in Common that Killers on the Forum were Doomposting when the Perks got introduced or buffed that they will make Killer unplayable. Yet I barely see those Perks in my games. If they would be so strong, they would be way more common.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880655#Comment_3880655

    nobody needs to slug? than why are killer doing it when they previous were not?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880657#Comment_3880657

    tru3 is still tunneling. he is only hooking 1 person until they die. He is just not camping because it became unrewarding. the change from 60 second → 70 seconds for hook stages did that.

    One of the major problems since very start is that killer do not get rewards for hooking the entire team. The way killer fix this problem was by running pop goes weasel and pain res but these perk got nerfed. so much so that hooking became a waste of time. The dev did very little to address the base-kit game delay for killer. They added 5% regression. It is not enough and the impact is too low. As a result, killers having the inability to regress hook states quickly had to find different shortcuts to become more time efficient because their old ways of gaining time became weaker. that solution became slugging 75% of the team and tunneling 1 person.

    Remove the time needed to hook +Tunnel harder. that was the solution.

    nobody needs to slug? than why are killer doing it when they previous were not?

    Because it is easy.

  • I dont bother with Charms in general anymore, simply because the menu for them is really clunky. You cannot even see what you type when you search for them. The last Survivor who got charms was Soma, but only because of the Badge which can be unlocked when using the 3 Soul-Charms.

    I usually used a Pride-Charm and the highest Rift- and Tome-Charm on all of my characters. But overall, I think two changes should be made to Charms (on top of making searching and equipping them less awkard… But this goes for the whole customization, sadly BHVR likes to commit to things which make the game worse by adding extra steps…):

    • Survivor Charms should be bigger to be more noticeable
    • Charms should not be locked to either Survivor or Killer. Yes, it might be out of place if a Killer has a cute charm on their Hook or the Survivor a gruesome one, but this is not really an argument anymore if we get Neon-Skins, BDSM-Skins or things like Mr. Puddles…
  • Yes, MMR was a mistake. And I think the damage MMR has done is beyond repair, since the whole player mentality also changed. Since MMR was introduced there is much more sweating going on and even if they would change the matchmaking again, this would still continue.

    The thing about MMR is just that it feels so inconsistent. Because it simply is, once you are above the Soft Cap you get grouped with everyone above this Soft Cap. I have written it in another post a few days ago, but when I played Billy, a Killer I play a lot and would say are at least decent with, I went against Survivors who did not really seem to know what they are doing. And when I played Twins, a Killer I have not played for months (I dont think I played them in 2024 at all), I had very good Survivors - simply because I am above the Soft Cap with my Killer MMR and this is also used for Twins. So with the Twins-Game I got players who were way above the Soft Cap and as Billy I got some who barely reached it. Yay.

    And on top of that, all of the Matchmaking is thrown away when it comes to backfilling. It was quite long ago, but I once faced a Trapper with below 100 hours… While the Survivor Team had around 25k hours combined (my SWF-Mate and I and then another 2 man SWF). Poor guy got backfilled and obviously had no chance at all. Nobody was bullying him or anything, but he did not achieve anything. And backfilling still happens, but this was probably the most extreme example I have seen.

    Personally, I think Rank-based Matchmaking with a hard Rank Reset would have been the best. Their reasoning for watering down the Rank Reset back then was that people who dont play as much would feel left out when they cannot reach Rank 1. This was a pretty bad reasoning considering that it is totally fine it people play more that they get more rewards. But nowadays you get set back even more in your Grade AND you get BPs as a Reward. So their reasoning back then is completely gone. But overall, I would say that having a hard Rank Reset and a slight tweak of the Emblem System would have been enough to create good Matchmaking.

    Nowadays all you get for playing well is an increase of an invisible Number. And even Grades are basically non-existend, you have to make extra clicks to actually see your Grades in the Lobby. Most of the time I only see my Grade at the 13th of the months when it gets reset, I see a few BPs and think "neat" and thats about it. (Let alone that playing well for MMR means that you escape or kill someone… Which is just so bad. If I play a game and end up with 8 Hooks but 0 Kills, I played worse than the Killer who only got a Hook with NOED at the end and camped that person to get a 1K… Likewise, as Survivor I can run the Killer for 5 Gens and then die to NOED and am worse than the other Survivors who did not have any Killer Interaction at all, but were good at pressing M1…)

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879877#Comment_3879877

    I spectated a bot after I died during one of the regular 1v4 matches I played before the anniversary event started up. I had died and when I went in to spectate the bot was in the middle of trying to walk up a hill the wrong way on Mother's Dwelling. No idea how long it had been doing that for but I spectated it for over 2 minutes doing it.

    For longer than a minute it was just walking into the hill with a gen but it was trying to walk up on the side that looks like a ramp but isn't. Then every like 15-20 seconds it started to turn around, run a couple feet away from the hill, then turn back and start walking into the hill at the fake ramp again. Did this for another minute until someone was downed/hooked. I'm guessing the person that was being chased was close enough for the bot to sense killer was near but far enough that there was no terror radius sound, so the bot would go to run away from killer then realize killer wasn't there and go back to the hill. I stopped watching once it went to go for the rescue.

    During 2v8 the bots were absolutely useless because of 2 killers terror radius, they just run around aimlessly. They are terrible for getting heals because they just miss skill checks drawing the killers over. If you don't let them heal you or you don't heal them they just stay glued to your side teabagging. I was healthy opening a chest in 2v8 and the healthy bot just stayed squatted next to me, when I hopped on a nearby gen is when the bot ran away. They will head straight for someone in a cage or teabag at you when you're injured to let them heal you but if a person is slugged the bot will leave them there. The moment the gens are done the bot won't do anything to help other players and instead just leaves, they will even run by a person in a cage to run out the exit rather than stop for a second to get them out.

    You're right that the need to add bots to one side should be a clear indicator that something should be done to attract players to that side. The most obvious issue with 2v8 attracting more killers is the devs give the killer side more new things in each iteration when the killer gameplay itself is different enough to attract players on its own. First time both sides had new things to try but the overall gameplay of having a teammate as killer attracted more to the killer side. Second iteration killer side received new classes and new killers while survivors had the same classes slightly tweaked with only the abilities being new but only one ability actually did anything to change up gameplay in any interesting way. Next iteration killers are again getting new killers, I doubt the survivors will get even an equivalent amount of new classes/abilities. The side that's hurting for players is the side that should be given more new stuff but the devs instead just fill that side with bots and continue to give the side not hurting for players more new stuff.

    If they want to fill lobbies with bots they should allow customs to do the various game modes and allow people to earn challenges, BP, XP, etc. there, just turn off grades. That way if people are fine playing with/against bots from the start of a match they can play customs, then bots can remain only as a DC fill outside of custom - give players a choice in how they play with bots instead of forcing it in them.

    The first time I spectated a Bot for a long time, the Bot decided to run between 3 spots the whole time. The Killer was not near (at least no TR, but maybe the detection range of the Bot was bigger than the TR… I think the Killer was a Spirit, but not sure about that), but the Bot still moved between a Gen and two random Spots nearby the whole time instead of just sticking to a Gen. This is what I mean when I say that a Bot only helps the Killer - said Bot did 0 progression, but provided Regression when found (for e.g. PGTW).

    I also really dislike their behavior when healing. When they hear the TR, they just run away, even if the Survivor they healed is on 99% healing progress. I also had a Bot once teabagging me while I was doing the last Gen because it wanted to heal me (I had Adrenaline) and the Bot was failing Skill Checks because it was standing up the whole time because it wanted to heal me (granted, this was shortly after they were introduced, I dont think they do this anymore).

    And their behavior when it comes to Endgame or the last Survivors is also pretty bad. When they get hooked with 2 Survivors remaining, they will stay on the Hook for the full 140 seconds. IMO Bots should be programmed to Hook Suicide at this point (or maybe if more than 1 Gen is left or something like that…). And when Exit Gates are open, they just leave, but they should be programmed to sacrifice themselve for other Survivors.

    Those are all things that need some serious improvements. Because currently the Bots just make it easier for the Killer to win, but it should be the complete opposite - a Bot should make it harder for the Killer to win than a 3v1.

    When it comes to 2v8, I agree, the Survivor experience needs to be better. I dont know how they want to achieve it, but the problem is that it is less interesting to play 2v8 compared to 1v4, while also being the potential of being more frustrating (getting double-teamed, more teammate RNG, basically exactly the same gameplay as 1v4).

    When it comes to custom games, I hope that they go crazy with it in the future. They should really make it possible that custom games can be more customized so that friends can play the game different from the regular gamemode.

  • @TonTon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878970#Comment_3878970

    This wouldnt work since Killers want some actual players if this PVE idea of your was reversed survs would not play it. Furthermore its understandable why they went the bot route making it 2v6 to help find lobbies faster wouldnt have worked also even when Devs gave Surv side massive buffs new role ults and a surv sided comeback mechanic yall still werent happy and didnt help queue times.

    Worst case scenario its either take the bot fills or devs will be forced to merge 1v4 and 2v8 queues (basically when you choose surv or kill and ready up itll put you in a 1v4 or 2v8 lobby by matchmaking)

    Yeah, the power fantasy can only be fulfilled if actual players get crushed. The thing is, unless they do massive improvements on the Survivor Sidee, there will not really be any way that the queue times will be short. I mean, unless you add Bots, but I would say that at this point it would already turn into some quasi-PvE. It would be nice if I am proven wrong, but I would guess that you might end up with at least 4 Bots per Team, at least this is my suspicion when I looked at my own queue times in 2v8 as Killer.

    The thing about the mechanics they introduced in the last version of 2v8 is just that they did not really change much for Survivors. Adding the possibility to do Flashlight Saves again was nice, since it gave Survivors more to do than just pressing more M1. The comeback mechanic is also such a thing, because it did not only include for Survivors, Killers also had Slowdown the more Gens were done.

    The main issue with 2v8 is just three things:

    • Pressing M1 is boring and Survivors have to do more of that in 2v8
    • Getting double-teamed is not fun since it removes any chance you might have - I found it very frustrating to run a Killer around and then the other person arrived and negates any form of Skill Expression you can have on both sides
    • If you are not in a full or at least big SWF, you have to rely on more factors, which can make you lose as Survivor. I reached second stage while 7 (!!!) people were in this game who could have unhooked me.

    Bots will probably drive more players away from playing Survivor than anything else, since Bots are just horrible. And I highly doubt that they will merge 1v4 and 2v8, the reality is if Bot Fills will not work and the Devs are not willing to make 2v8 more enjoyable for Survivor, the mode is gone for good. They will not merge the queues, because this would mean that players who dont like 2v8 would either do massive amount of lobbdy-dodging if they end up in a 2v8-lobby or just not play at all.

    Personally, I will play the bare minimum of this mode again. It is not fun on either side for me, as Survivor I dont want to deal with more headless chickens running around while double-teamed and as Killer I think that there is no challenge at all. All games aside from one (where I got sandbagged by the other Killer) were at least a 7K for me. And since I dont have such a win ratio in 1v4, it has to be that the mode is very killer-sided to the point that the challenge is removed.

  • Not really. Slugging was always that good, the thing is that nobody did it back then. Slugging provides the same map pressure which hooking provides (which is something which was said while DS was actually good, but always ignored by Killers, because DS was apparently the flavor of the months why they lose games), but is easier to do.

    Killers just did not realize or utilize it. Even if you revert all the things you mentioned, we would still see massive slugging. The same happened with tunneling, when you clearly did not need to tunnel in the Eruption-Meta - yet it was completely present, since it was just so efficient, despite Killers having a Build at hand where they would not need to tunnel, because it was just that good that you had to try to lose games.

    Nobody needs to slug in the way it is done currently. Even if people think they go against MAX MMR and BEST PLAYERS IN (REGION) or whatver.

  • This are not only Survivors who complain about Anon-Killers, from this forum we know that also Killer Mains complain about Anon-Survivors.

    And from my experience, I cannot really say that Killers or Survivors who are Anon are behaving worse than non-Anon players (aside from Skull Merchant-players, but I rarely see Skull Merchants who are not Anon).

    And I honestly also dont care. The only thing which Anon-players should not do is to comment on things which others provide. E.g. if you are Anon, dont insult others because of their hours or because of other games they might play. I have seen this and it is honestly quite pathetic to do that when you hide it yourself.

  • IMO the term "Bully Squad" has no meaning anymore. Point 1 to 4 of your list are not bullying or anything similar. It is either winning the game (using good Perks, sweating, dedicated chaser) or just having fun at the game (using flashlights). If all 5 points are fulfilled, you can call it a Bully Squad, but this is only due to Point 5.

    And IMO the term is not really justified anymore. Most people who talk about Bully Squads dont encounter a Bully Squad, but they lost a game and therefore the others bullied them. I have read people say that Flashlight Saves or Pallet Saves are bullying, or "Genrushing" or just being good in a chase.

    For me, a Bully Squad is a bunch of players who dont play to win or to maximize points, but only play to make the other side miserable as possible. Those people still exist and they are on both sides, but they are rare. I just think that using the term "Bully Squad" has become old for at least 5 years now. Back in the day, in old old DBD, Bully Squads were more common since they were able to toy with the Killer while still winning the game. This is just not possible anymore and even if some people might want to engage with the Killer as much as possible, they cannot really do that if they want to win. And most people want to win and not just tease the Killer a bit and then lose.

    So yeah, doing it in a malicious way and only playing to ruin the fun of others - those are players who bully. But anything else… Nah.

  • The solution with the idle crows mentioned by @GentlemanFridge is the better one. Since also Survivors can bodyblock other Survivors.

    But there should also be some version of AFK-Crows for the Killer, at least in 2v8. Since there a Killer can block another Killer. (Happened to me, was not fun)

  • @CrypticGirl said:

    By the time a person rejoins the match, it would be over, so I don't see the point…

    This is their reasoning, yes, but I think it is just the easy solution for not implementing a system to reconnect.

    I rarely have internet issues, but if I have them, I DC for a few seconds and am reconnected again. In DBD this would kick me out of the match, in other games I can reconnect. I would guess if I could reconnect in DBD, I would be gone for 30 seconds. And while this can mean that I died on Hook because I reached struggled and could not hit the Skill Checks, it can also mean that I just got caught and hooked, but can go on playing (just with 1 Hook Stage less). Or, it could simply mean that I stand AFK next to a Gen for half a minute.

    Just saying "The game is over once they rejoin" is just too easy. I think many players would be able to keep playing after an actual DC.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878928#Comment_3878928

    I also hope the devs listen to the feedback about not wanting bots. I was excited for 2v8 until the devs announced that they'd fill lobbies with bots in event queues, now I'm not going to bother with it. I have 0 interest in playing a mode where I have bot teammates at the start of the match.

    Same here. I was not excited for 2v8, I really dont like this mode (I dont want to play with more randoms than I have to in 1v4 already and I dont think it is really exciting as Killer, since there is not really a challenge… Plus you can get griefed by the other Killer player, which also did not really made me like the mode more after I sat in a queue for 20 minutes).

    But I want to play even less with Bots involved. I think Bots were a big mistake for the game, there is 0 difference for the Survivors if there is a Bot or a DCed teammate. Just yesterday I watched a Bot trying to blind a Killer while the Killer is walking towards them (something only Beginner Survivors would try) and then missing the DS when picked up. And this is supposed to be helpful? I advice everyone to just spectate a Bot if they get the chance to do it and then somebody should tell me that the Bot is better than just one less player.

    IMO if they decide to implement Bots into 2v8, this clearly shows that something is wrong with that mode. I get it for PTBs, but if a gamemode requires you to implement Bots for one side, then clearly that side is having problems which should be solved. But I doubt they can be solved.

    I honestly think (and have written already) that they should make 2v8 a PvE-Mode where 2 Killers can play against 8 Bots. This way Killers could play with a Friend without having to sit in 20 minute queues and without Survivors having to play with Bots. I dont think this is ideal either, but I think it is a better solution than the bandaid-fixing they try at this point with 2v8.

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879575#Comment_3879575

    Right, that is how it's supposed to work. The problem is that killer ques can be instant but there will still only be a 25% incentive for survivor, despite that que being several minutes. This happens on US servers during the evening.

    I guess the incentives are not even dynamic, they sticked them to specific timeframes, but never changed them. So if they were introduced they just checked when more Survivors were playing and when more Killers will playing and decided on fixed times for the incentives.

    But who knows.

  • @Dark_Vorahk1 said:

    Certainly broken for around 6 months or so. Constant 0 or 25% survivor even when survivor takes several minutes but killer is instant. It's very draining and discouraging to play.

    You got it wrong. The role which takes longer is the role which does not need the incentive. If Survivor queues are long, there are not enough Killers and when Killer queues are long, there are not enough Survivors.

    @Topic:

    They are most likely not broken, the Devs just decidd to lower the incentives. Which was not really needed IMO, but to be honest, I did not really care about the incentives in the first place. If anything they discouraged me from playing Killer during the day, simply because I saw the incentive on Survivor and did not bother queueing as Killer, since I got a visual indicator that it will take long (even if I know before that it will take long during the day in my region to get into a game as Killer).

  • Yeah, it is strange. Yesterday I got a Survivor in my game who had 53 hours. But this MIGHT be someone who just transferred to Steam, who knows.

    But it is strange sometimes - when I play BIlly, I sometimes get Survivors who barely know what they are doing. And I play Billy the most and I would think that I am at least decent with him.

    And then I play Twins, a Killer I maybe played once or twice in 2024 and I get really, really good Survivors. I mean, obviously they are better relative to me, since I was very rusty on Twins, but their whole behavior while playing was completely different from those I sometimes get with Billy.

  • I think he is mostly fine. The only thing I wish they would remove is his Killer Instinct. He really does not need it and it is just slapped on him because for some reason the Devs give every Killer some form of Killer Instinct. But especially Wesker does not need it.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876011#Comment_3876011

    Saying that most SWF's aren't on that level is basically saying that it is fine if your enemy has a nuke, but doesn't know how to use it, while you have only assault rifles. They have every advantage against you, but don't concern yourself with it, they are stupid anyways.

    If SWF isn't a problem, then might as well make the aura of every survivor show to each other at every moment, as well as generators, chests, exit gates, and totems whenever someone touches them. Also, show the killer's aura to all survivors whenever a survivor is looking at them. That's basically what comms allow in a nutshell, which takes away all agency from the killer.

    We can do that, yes. And yet Solos would still not be on the same Level as SWF, since Communication is not the main strength of SWF.

  • @Na1ts1rhc said:

    Queue times are supposed to be reduced due to bot fills as well which is a double edged sword to say the least… I'm half and half on it, hoping that legion isn't too oppressive. Amongst other things :/

    IMO Bot Fills are one more reason to not play 2v8 as Survivor. The Bot Fills will obviously only be on Survivor-Side, since this is the side which has not enough players in 2v8. But nobody wants to play with Bots.

    At this point, they should make 2v8 a full PvE-Mode and then Killers can have rapid queue times and play with a friend against Bots.

  • I think they totally should go down to 3 Chapters/year. I think 2024 was a good indicator that there is too much new content coming into the game. You start with an amazing Original Chapter, which brought a strong and fun to play Killer and one of the most popular Survivors, go over two big licenses with D&D and Castlevania and end up on a buggy mess which was the Houndmaster-DLC. This just shows that 4 Chapters/year (from January to December) and single Character-paragraphs are just too much. It happened basically every year that the Chapter near the end of the year was the one which brought the most Bugs. Most of the time the new content, except for Chucky in 2023, there it was old content which got bugged.

    And I dont even think that it would tank the revenue that much, since they most likely make most of their money via Cosmetics. But it would certainly help to improve the quality of the game. Because while I really dislike FNAF, it will bring a lot of new players - and I dont think that BHVR wants to lose those a few months later because they bring out a bad Chapter at the end of the year once again.

    Also I think that the Devs dont really need to bring that many new Perks to the game. I dont see it as an issue if new Characters bring new Perks, but most of them are just bad…

  • This is stuff which was (or still is) in the files from a few years ago. It is not really anything known about that, it is cut content, after all. There was not really a concept which was ever done, at least nothing the playerbase knows of.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878756#Comment_3878756

    And they'd need to bring back old Rank Reset. None of this, "Everyone can only be sent back 10"

    Getting send back 10 Ranks was fine IMO. When you went from Rank 1 to Rank 10 or Rank 11 (whatever it was). The problems with Rank-based Matchmaking started with the Devs making Rank Reset less impactful and only setting you back to the next Color.

    But Emblems would still need some work, but it would be better than MMR what we have now. Because this is truely random matchmaking what is going on.

  • I dont think that a random Perk Button would be used much. By some people, yes. But I dont think it would be fun to play with random Perks if the other side has pre-selected Builds or even optimal or Meta-Builds.

    The fun thing in Chaos Shuffle was that you can use random Perks, but everyone else would have random Perks as well. If you are the only one with random Perks, I dont think that many would actually use that option.

  • @lucybchnr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878457#Comment_3878457

    Lately, I’ve been experiencing frequent internet dropouts, but that can happen sometimes, right? I just don’t think it’s fair. I really enjoy playing the game, but this is ruining the fun for me! If I don’t play for a few days, will the penalty reset, or will it still start at 6 hours again?

    If it is an issue which only started lately, then you might need to see if it can be fixed. Calling your internet provider, checking the equipment you have at home.

    If you dont play for a few days, the penalty will go down (I think it is one escalation per 24 hours). So if you are on 6 escalations, not playing for 6 days (or simply not DCing for 6 days) should reset the penalty to 1 minute.

    But the priority should be to fix the issues.

  • You should ensure that you have a stable internet connection when you play Onlinegames. This is up to you. The game does not differ between a DC because you ragequit or a DC because you lost connection. This is intentional, because otherwise people can get around the DC-penalty by just pulling the Plug.

    And for the other 4 players in the game it does not matter if you ragequit or just lost connection. The result for them is the same.

    The DC-Penalty is also there so that you can try to fix issues. If you get such a high penalty (6 hours must be at least 6 DCs in a relatively short time, if I had to guess), you might want to see if you can fix the issue.

    Btw. spending money on the game should not really change that. The other players in your games are also spending money on the game and have to play with a Bot or have matches end when you DC.

  • Just to make sure, you are not using the Blue Dress-Add On, correct?

    https://deadbydaylight.wiki.gg/wiki/Blue_Dress

    A little girl's pale blue dress with white lace which's front is ruined by large cuts.

    • Reduces the number of placeable Dream Snares to 1.
    • Causes the Dream Snare to be stationary while placing.
    • Causes the Dream Snare to automatically disappear after 8 seconds.
  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877982#Comment_3877982

    because 3 gen are too weak. the principal of the change in the update was to make each kick more impact. in exchange, survivors would be able to complete generators after a certain amount of back and forth.

    The issue? Each kick is not enough impact while killers still got a nerf/negative change.

    Killer got short-end of the stick. survivors got a particular problem resolved.

    Not really. The Killer got something removed which almost never happens in regular gameplay, but got a buff to kicking Gens and the removal of Gentapping.

    Killers won in this one. And it is not even a discussion.

  • @Prometheus1092 said:

    Is stream sniping cheating? I always thought of it as an invitation to view the stream when they advertise openly with TTV in the name. I mean survivors get info through coms and swf such as killer location, perks ect that they wouldn't get if they didn't use coms so I don't see a difference with watching/listening to a stream of a TTV while playing killer.

    It is not cheating. And it is also not a valid report reason, because as you said, if someone advertises themselves via their name, they also risk being streamsniped.

    But I would say it is a not really a nice move to do so.

  • I agree that such an option should exist. Even tho I would say that it is pretty low on the priority-list, but I think this is one of the things that should be implemented for those who want more of the old DBD-ambience. (Another thing would be the removal of voicelines, I hate it that characters are so talkative in the Lobby now…)

    But when it comes to cosmetics, I 100% see the reasoning behind this. I dont mind Skins when they get silly, but especially in the new Rift I think that they did a bit too much with the BDSM-Skins.

    IMO it would be fine to have an option a la "Basic and Legendary Skins only", which would show either the default models or the legendary skin purchased, since those are completely fine IMO when it comes to the vibes they give.

    To compare it to another game I am playing (even tho not active currently) - World of Tanks has an option to only show historic skins. The Devs of that game only introduced 2D- and 3D-Skins pretty late into the game, even tho there is a lot of money you can make. There are some skins which look cool, e.g. some Chinese Tanks have Dragon-features - cool, but not historic. And therefore such an option exist.

    And I think having something similar in DBD where you only see the Default Skins and Legendary Skins of Characters should also exist. (even tho I think that the cosmetic department of DBD is great)

  • @sizzlingmario4 said:

    I disagree, the limits are fine and still have a place in the game. While it's true that perks like Eruption can sometimes use up 8 regression events without necessarily 3-genning, at that point assuming 4 Eruptions you've gotten at a minimum 60% regression on that generator + whatever was lost due to gradual regression over time. If you're losing games to the regression limits in pretty much any circumstance, you probably did something wrong. If you aren't holding a 3 gen then usually by the time Eruption or Surge locks you out of a gen you should already be in a winning position in most cases. I don't 3 gen and I have never ever lost a game to the regression limits.

    I really don't think that this is an issue and if the system were made more relaxed in any way it would often fail to do what it's designed to do, 8 regression events is more than enough. Overall the whole package of changes in that update was actually a net buff to killers due to gen kicking becoming more effective.

    ^ this.

    I feel if people bring up Eruption (or other Regression-Perks), they completely ignore that they still get value out of those Perks. It is not like Eruption or similar Perks just eat up the Regression-Limit and do nothing more.

    The system was implemented around a year ago and I have seen it a handful of times at max that it actually affected by Killer-games. (And probably the same when playing Survivor, but I cannot know for sure if and when a Killer reached the Regression-Limit)

  • @Devil_hit11 said:

    buff base-kit regression to 200%. this buffs 3 gen but keeps it fair as the survivor as the survivor will win eventually. 5% regression and removal gen-tapping is not enough to main gen-kicking relevant. more buff is needed.

    Why would you buff 3-genning? This is probably the most boring way to play the game as Killer.

  • @BlackRose89 said:

    IMO SM 100% is better. Jane's is cute but the ribbon kills it for me. I don't like how it consistently floats up.

    ^ this.

    I dont play Jane anyway (she is probably my most disliked Survivor), but I think those floating ribbons are just stupid.

    @Topic:

    Skull Merchant looks better. In general she has some really cool skins, sadly she is such a badly designed Killer.

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