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Beatricks

Beatricks

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Beatricks
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  • They absolutely can.

    Nowadays its more common to just crash the server altogether though, disconnecting everyone without penalties.

    While the DDOSing issue isn't completely solved, there seems to have been some sort of patch in the past couple of months. Didn't get DDOSed once in a long while.

  • We are going 5 years and Blight and Nurse are still broken.

    Those pesky survivor sided devs man, the nerve!

  • Filed a Support Ticket over a week ago for some very blatant violations of the game rules.

    No response, no banning, nada.

    BHVR doesn't give a ######### about reports.

  • And if we take tournaments as reliable sources then Ghostface is actually an A tier killer since he can 4k on one (or maybe two) maps in the entire game if the survivors are under very heavy perk restrictions the likes of which you'll never see in a pub lobby apart from some meme soloq enjoyers accidentally ending up together.

  • What you have to understand about BHVR is that they simply don't care.

    Now that the big name content creators have gotten their little preferential matchmaking that makes it all but impossible for cheaters to play with them there is little zero incentive for BHVR to give a damn about the rampant cheating issue, they can just sweep it under the rug, pretend nothing is wrong and release a wage statement every six months or so that they banned a bunch of cheaters. The spaghetti code still exists, the EGS exploit still exists and MAC address spoofing still exist, so cheaters are here to stay. Either accept it or move on to a game where the devs are actively combating the cheaters.

    I'm sorry, but I mindlessly spamming "arms race, arms race, arms race!" Just doesn't cut it after all these years with all these cheaters.

  • No, why would there be one?

    There was DS and in its previous iteration it was the healthiest perk in the game. The devs have gutted it and gave us no anti-tunneling perk. I mean ones that actually work, I know that OTR is technically an anti-gunnel perk, but it's utter garbage at combating tunneling.

  • As someone that plays a lot of SoloQ, that is the one behavior I will never understand in this game. If a killer doesn't tunnel me out of the kindness of their heart, the last thing I'm going to do is waste that.

  • Eh, I really don't like the idea of making it easier to tunnel, but I when I'm memeing, chilling or want to let someone live, it would be useful to know not to hook them. I really don't think there's a good solution for this.

  • I've head really mixed results.

    I have submitted a lot of reports (griefing, AFK, giving up, cheating) and while I occasionally get feedback that griefers got penalized, I also very often receive a notification that someone has been penalized due to harassment and that's the one category I never report anyone because I just have my chat turned off permanently. I don't know if the system is borked or if BHVR has a script running so that for every X amount of report you do, Y amount of responses are generated, whether there was any actual penalizing involved or not.

  • Meg. I mained Zoey in Left 4 Dead for years, so it was an absolute no brainer that I would stick with her given the cosmetics. It's also fun either dispelling or reinforcing the Meghead meme =)

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391731/please-try-to-prevent-lobby-dodging

    Not allowing people to leave lobbies literally is the worst idea.

    What if someone needs to get off the game or changes their mind about playing another round?

    Why do people think turning matchmaking into a hostage negotiation would fix matchmaking

    Because the "current thing" in regards to why this game has such horrendous matchmaking is lobby dodging. Someone started saying it a few weeks ago and people jumped on the bandwagon. It's always like this. SBMM has produced absolute dog stuff quality matches since day one, but every single time it is brought up, people do the most insane mental gymnastics as to why BHVR's matchmaking is actually perfect, it's only some pesky factor that doesn't allow it to shine.

    BHVR has already hidden prestige levels and in 6-12 months they'll give time out penalties for lobby dodging as well.

    And it's not going to do jack all, because the problem with SBMM isn't lobby dodging.

    It's that hockey based MM doesn't work.

  • In my experience it's far too unreliable. I just go with a medkit instead.

  • I'm pretty sure I'm the most desperate for BHVR to remove lobby dodging. Just so people stopped spamming MuH BaCkFiLl every single thread because that isn't the main issue with matchmaking. It's the matchmaking. One day Beatricks, one day.

  • You should get a popup in the main menu after action has been taken and you log in to the game.

    I've had mixed results so far though. I've received notifications that action has been taken against people for harassment, even though I only reported cheaters, griefers, rage quitters and AFK people.

  • I've been saying this every single time I could and in all the player satisfaction surveys:

    Depipping is an outdated mechanic, that instead of encouraging people to play more, actively DISCOURAGES people from playing. Oh, what's that? You are one pip away from the next grade? Have fun with this P100 Blight, 4men SWF taking you to Garden of Pain!

    I don't mind if every pip becomes as hard to obtain as Iri ones, but not wanting to lose pips just makes the game miserable for all involved. More tunneling, more map offerings, more BNP, more slugging for 4k etc. It needs to go. Yesterday.

  • I personally run We'll Make It both because it saves a LOT of time and if you don't go full hook bomb you can get a lot of points for safe unhooking and full heals.

    A pity that they neutered Prove Thyself. I would legitimately still run it, even if it only gave the BP bonus but not the repair speed.

  • It's a very annoying challenge, but if you don't mind throwing a match or two, you can get it somewhat easily.

    I recommend going to a big open map like McMillan or Azarov although I got it on Badham personally. Bring slowdown to buy you as much time as possible, Corrupt, Deadlock, No Way Out, Merciless Storm/Pain Res. Down a survivor near a gen and hook them, there should be an EMP cache in the vicinity. Put down a couple of pods in different places so that an EMP won't destroy them in a single use. Proxy camp. Pretend that you are going away but be ready to immediately switch to the pods once you are out of sight. Rinse and repeat. You can experiment with Make Your Choice to help you stay close to the hook.

    Good luck!

  • This is what happens when you have a game with a dwindling playerbase where que times are prioritized over any other metric and the dev just basically go, fine, whatever goes.

    There are very few new players so in order to avoid waiting for more than 5 seconds, they are pitted against 1800+ MMR Blights, Nurses etc.

    Everyone is throwing backfill around like the second coming of Jesus Christ, so I'm REALLY curious what they will blame once lobby dodging gets disabled (I think Mandy confirmed this was at least on the discussion table, but I could be misremembering). Because even if backfill gets disabled, the rest of the problems don't get solved. Which is that Hockey Based Matchmaking is laughably inept at pairing people of similar skills together and that there isn't a big enough new playerbase to have fast lobbies for complete beginners.

    I honestly believe that they should play against and with bots. I understand that people play multiplayer games for the social interaction, but both they and the other survivors are getting shafted while Killers can go around saying that Pig is actually perfectly viable.

  • Bubba. Not only is he fun to play with a moderately low skill ceiling compared to Killers like Billy, Blight, Nurse, but he is very versatile when it comes to meme builds. And if the survivors were extra toxic, well, the basement is always there...

  • PrettyGoodJobSoFar.png

    Can one of the devs look at their code?

    Or maybe at this point just hire someone outside the company. It can't get much worse than this.

  • Trickster: I already play him occasionally. Any sort of buffs would make an already oppressive Killer even more unbearable to go against.

    SM: Just delete this Killer. Seriously, don't rework her, the entire character is tainted to the core. Remove from the game and move on.

    Freddy: Revert the snare nerfs.

    Had: The only way I will ever play this Killer is if people pay me large sums of money.

    Twins: Same as Trickster.

  • They never went anywhere.

    You just don't hear them discussed anymore because content creators got preferential matchmaking where they don't go up against often reported and/or newly created accounts. If anything, there are MORE hackers because now they can't target the big names, but must do with the average userbase. And we don't larp as the DBD avengers, so there is literally no pressure on BHVR to solve the issue. Keep your MMR as low as possible, they are usually hanging out in the higher end.

  • Off The Record is probably the best example of the incomprehensible balance decisions that the developers of this game make so often.

    Back before the great meta shakeup, BHVR admitted that they wanted to make more playstyles viable and combat hard tunneling and facecamping. For the second one, we got a real money exclusive perk with Reassurance that sees some success, but is dependent on someone in the lobby bringing it, and that they aren't the one to be facecamped. Now, BVHR is currently developing a basekit solution to this particular problem which is probably going to cause two or three more issues than the one it is solving based on everything I'm about to write below.

    Tunneling on the other hand? Oh man, oh man, did they buff that bad boy so hard its borderline broken now! DS was completely destroyed even though in that iteration of the perk it was one of the healthiest and most balanced ones that only hurt Killers who were hard tunneling before the endgame. And why was one of the most balanced and healthiest perks completely killed? Because it was picked too often! Instead of BHVR realizing that it was such a crucial aspect of gameplay that it literally couldn't be ignored and the perk must be brought into every single trial, they just completely nuked it, without solving the reason it was so necessary.

    But wait I hear you cry, what about OTR, a perk specifically redesigned to be an anti-tunneling perk? Surely, it must be doing something, right? Oh right! The Killer unhooks you, hits you immediately disabling the most important effect, endurance, and then runs after you, rendering the old Iron Will portion of it largely useless. Even if you are desperate enough to run new DS, you stun the Killer and they catch up to you before you can make it to a safe loop.

    But wait! There's MORE! If you are a Killer who is not tunneling, you might come across a healthy survivor, injure them and then eat an endurance effect because they have been saving it while you went after the unhooker! Absolutely brilliant, punishing the behavior it supposedly should be promoting. The epitome of shooting yourself in the foot.

    OTR is the crystalized essence of BHVR game design. That's my opinion on the perk.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537298#Comment_3537298

    That's a problem of game balance, not of MMR. The MMR system must assume that the game is balanced, even when it isn't, because otherwise the entire point of matching people based on their skill flies entirely out of the window.

    In those scenarios, it should be a roughly 50% chance for either side to win. Skewed a little by the sides bringing unequal tools, sure, there's always going to be a range of options with some better than others, but it shouldn't be anywhere near as impactful as it is- and the fact that it is doesn't mean the matchmaking should change, it means the balance should change.

    If you were to create a matchmaker that was predominantly concerned not with the skill of its players, but rather the various different tools those players can bring, it'd need constant and significant tweaking every time one of those things changed.

    Okay, but BHVR would need to fix one or the other then. Either balance the game properly so that the variables which affect the outcome of a trial are negligible enough that don't have to be taking into account, or adjust matchmaking so that they are weighed in.

    I never said that matchmaking should focus mostly on non-skill related variables. But it has to take it into consideration to SOME degree if the devs refuse to balance maps, killers, addons and bring SoloQ closer to SWF. It literally ignores everything, that you yourself admit is completely broken.

    Not that they will ever do either of these in reality. I'm just waiting to see what will people scapegoat once BHVR disables lobby dodging and matches are still completely borked. SBMM. Doesn't. Work.

  • I like to believe that I'm fairly open minded and can entertain thoughts that I initially vehemently disagree with.

    That being said: absolutely, under no circumstance does Eruption need any sort of buff.

  • Nuke his addons and remove hug tech. Should be fine.

    I'm getting the popcorn ready to see how BHVR messes this one up.

  • In my experience it's also very likely that the Killer will assume that they are good and tunnel someone with a lower prestige, so the level 13 Felix thinks it is his best interest to find better odds. It's really funny how many Killers nope the fog out when I win a single, solitary mindgame with my P100 Meg.

  • Probably something akin to the Clown ""Rework"" where he can now use both pallets and snares without addons, coming in 3-5 years.

  • Good. Hopefully it's a Kill All Survivors button for Killers. That almost has a chance to stop them from complaining.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536333#Comment_3536333

    Minor point of order: it actually considers the only important parameter (win rate relative to other players vs common opponents). It just then discards all logic once queue times go above 2 seconds and backfills happen. The MMR number itself is fine. They just fail to use it effectively.

    Hard disagree.

    Let us imagine two hypothetical scenarios in which all 10 players have exactly 1750 MMR.

    The first lobby is a 4 men SWF with 4 toolboxes, BNPs, MFT versing a Trapper with yellow addons on Eerie experimenting with perks and addons.

    The other lobby is a 4 random SoloQ survivors who are up against a Spirit on Midwich with her best addons and a deep desire to pip to get to Iri 1 so that they can prestige her next month.

    According to the theory that MMR is working just fine, both of these matches have a roughly 50% chance of going either Survivor or Killer way. I don't think I need to detail why I think that's very much not the case.

    You CAN make the argument that MMR will tend both extremes towards the respective end of the spectrum where they belong, but at the end of the day that will still not create balanced matches in the least bit since maps, perks, swfs, killers, etc are not factored in and will end up with lopsided trials.

    And that doesn't even open the can of worms where we have Nurse and Blight mains literally going on 1000 winstreaks because the game is an utterly imbalanced mess.

  • I have said it a hundred times and I'll say it a hundred times more.

    SBMM doesn't work.

    It has never worked.

    It will never work.

    Hockey based matchmaking that ignores every important parameter that should be considered when creating a match is simply not going to produce the desired outcome.

  • Pretty terrible, I think a 3/10 is very much warranted.

    SoloQ is dead and buried 9 out of 10 games is against a top 1% Nurse/Blight/Wesker sealclubbing some ragtag band of SoloQ forever folks who can't even finish 2 or 3 gens before everyone is sacrificed. The rest 1 out of every 10 games is a tossup between fun, or a completely one sided stomp against a Killer that shouldn't be facing solid loopers.

    And Killer is pretty wretched too. If you don't tunnel or play Nurse/Blight, a good team with solid loopers and a gen focused gameplay will obliterate you. The occasional SoloQ matches can be fun, but often they are completely one sided stomps. M1 Killers are utterly unviable on most maps. Unless you consider breaking 20 safe pallets to be the main objective instead of hooking survivors.

    That's I guess is the best way to describe the experience of DBD right. Someone is going to completely wipe the floor with the other, an exciting and close match is incredibly rare.

  • It wasn't inherently a mistake, but the implementation was horribly executed.

    They touched a lot of small and big variables all at once, instead of taking things one at a time, seeing how the playing field was balanced afterwards and tweaked the upcoming nerfs or buffs accordingly.

    Despite how big BHVR likes to talk about "taking time to collect data and stats to avoid overtuning" they sure as hell randomly nuked half a dozen of gameplay elements and made the game significantly more miserable to play.

  • There hasn't been a reason to play SoloQ for quite some time now.

    Sure, they did the HUD update, but if we are actually being honest with ourselves how much did that achieve balance wise? Killer mains complained that every SoloQ lobby turned into sweaty SWFs until the next current thing dropped, but actual SoloQ enjoyers know that those portrays only serve to show you that nobody touched a gen while the Wesker tunneled out the last second flashlight switching Feng and that yet another game is over without even a chance to win.

    SoloQ is dead and buried, the dev team decided that it is an unsupported legacy game mode and that's that. I've been working on my gaming backlog now that DBD is not my main game anymore and I can only encourage others to do the same. It's a pity because the game CAN be fun. It's just isn't for the overwhelming majority of times.

  • 1) Oversaturation: It becomes incredibly not fun if 2 out of every 3 games you go up against the same killer especially if

    2) Playstyle: Weskers are almost as likely to tunnel from moment one as Nemesis mains. And since there are a lot of crazy good Wesker mains out there, 9 out 10 SoloQ games are over the moment you see the caches.

  • Ah, a fellow Mikaela enjoyer, good to see, good to see.

  • Just disable end game chat. There's usually nothing of worth discussed there. And if you complain about saying gg, they'll just be more smug about it. The only winning move is not to play.

  • Ever since around the time the Knight dropped, there has been a tremendous increase in the number of people who don't obvious cheat like flying around, but "subtle" cheat. Survivors run behind a rock and teleport away upon breaking LOS, instantly finish a gen that had 0% progress, open an exit gate in 2 seconds in your face or have a permanent haste status effect. Killers are the same, it's not uncommon at all to go up against Killers that are permanently in bloodlust 2 or 3 or have wallhacks (super funny when you bring Distortion and yet they still somehow know where you are even when the perk works and yes I do take into account marks and crows)!

    Funnily enough, I just finished playing a game against a cheater that disabled my bloodlust gain beyond tier 1. First time I've seen something so specific. Good to know the cheaters are working harder on this game than the devs themselves!

  • I think the last straw was the big meta shake-up, although not necessarily in the way that one would think.

    COH and DH were ridiculous perks and absolutely needed the nerfing. The two problem were that

    A) One of the healthiest perks in the game, DS (deactivating after the exit gates are powered) got completely obliterated and there was no tool given for survivors to combat tunneling, which is the most effective way to win and certain killers are REALLY good at it. Mind you, this was after the devs said that they want to encourage other playstyles apart from camping and tunneling. Absolutely ridiculous.

    B) There was no overall balancing of maps and Killers, all of which over the past couple of years were balanced around a de facto DH meta, where all survivors were pretty much expected to have 3 health states. That was then removed to 2 health states, but the balance that slowly formed in the previous years was based off of a now defunct system, resulting in killrates skyrocketing and SoloQ escape rates plummeting to single digit percents for the first time. Don't forget, killers tunneled a little less because DS was too much of a risk! So you went from 3 healthstates per survivor and tunneling being risky, to 2 health states per survivor and tunneling being the easiest it has ever been.

    Meanwhile the devs are still releasing some laughably bad maps with oversaturation of pallets, leading to M1 killers suffering, despite the fact that playing Killer has never been easier (with the exception of the short timeframe where COB/Eruption/PR/OC was so insufferably bad, that even BHVR of all people realized it needed to go ASAP).

    The game desperately needs a huge balance overhaul for ALL killers and ALL maps. Or it's just going to continue bleeding out players since SoloQ is dead and buried and Killer can be almost as miserable unless you are playing Blight, Nurse, Wesker, Spirit. Or you just go up against a SoloQ team that will melt even against no perks and addons and no tunneling because SBMM doesn't work, has never worked and will never work as long as it is based off hockey.

  • Speaking of hatch escapes, I remember playing with some random person in SoloQ who asked in the lobby if anyone had a spare key that they needed for the challenge of opening the hatch with it. At the exact same time I had the escape through the hatch with a map but I had ran out of them, so we equipped each other's respective items, loaded into the game, swapped items and after the Blight killed everyone but us, we got out and completed our challenges. It was a rare, but real nice SoloQ experience.

  • @Boons123 said:

    Some people only enjoy insulting the weaker ones like bullies

    Also, why does the game put a completely new player against experienced opponents in the first place?

    Because whoever wrote the code for the matchmaking algorithm didn't really do a pretty good job so far.

    People can mindlessly parrot lobby dodging all they want, but even if nobody ever dodged a lobby this would still be the norm.

  • As you can see from this thread, there isn't a good reason. Just the usual skill issue killers complaining they can't 4k against a team that's not completely braindead.

  • Less new chapters mean less purchasable content which in turns means less money for BHVR.


    Money>game health.

  • At lower levels the madness mechanic can really mess with survivors, so any perk that makes skillchecks more difficult can be of huge value.

    Just be careful massacring too many teams as once you hit competent survivors, Doctor's ability falls off very quickly and they can be super good at avoiding shocks. Good luck and have fun!

  • While strictly speaking the Eruption/COB/Overcharge/PRS was stronger (Knight and SM mains could literally guarantee a 100% winrate even against the best comp team on the planet with the forced DC killer win after 60 minutes), it is not even close just how insanely strong Killer is right now.

    The single strongest strategy in DBD for a Killer to win has always been tunneling the first survivor out and since the DS and DH nerf, this has become laughably easy. You hit the survivor the moment they are off the hook, dealing with basekit BT and potential OTR, you catch up, hit them again, pick them up, get potentially DSed that adds like 10 seconds to the chase and then they are back on hook. Rinse and repeat. A Nurse/Blight can potentially tunnel out the first survivor without the first gen being completed if they have Corrupt/Pain Res and the team doesn't use Reassurance to buy as much time as possible. A 3v1 with 4-5 gens is almost unlosable, unless you are really, really bad.

    Obviously, not everyone is playing Blight/Nurse and there are capable teams that go into every match knowing exactly how to waste a much time as humanly possible. But if a Killer wants to win, they have a really strong strategy to do so.

  • I had a really chill early afternoon, so I decided to hop on for a few more games.

    Took me 3 hours to not go up against someone that 4k-ed before the last gen was done. Today was absolutely brutal.

  • I too, very much like to ignore the Blight in the lobby and focus on the other 3 survivors.

  • I could be wrong, but I swear it was sometime this fall. Hopefully soon, it's a desperately needed feature.

  • I hate threads like this with a passion.

    The narrow minded focus on the ad hominem completely undermines the critical point that will be completely overlooked because everyone is just mindlessly spamming that developers usually don't play their game.

    Meanwhile, the real problem, the fact that the people who actually DO play the game and understand the balancing issues, are completely ignored with the blanket statement of "every voice is as important as the other". I'm sorry, but if Magnus Carlsen has to say something about chess, I will actually listen to him as opposed to some rando 1300 ELO player.

    It's so infuriating and disappointing that BHVR is sitting atop an absolute goldmine of stats and data and they just...do nothing with it, because they must release that 2-3 Feng skins every 3 months or people won't open up their wallets.

    Meanwhile the map designs are beyond horrible and every lesson that should have been learned like 2-3 years ago are just completely forgotten.

    The problem isn't that the devs don't PLAY their own game. The problem is that the devs don't UNDERSTAND their own game.

    And people whiteknighting for them isn't going to get you free bloodpoints folks.

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