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Coffee2Go

Coffee2Go

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  • Yes i would want a rework for my myers.

    I feel like his other addons dont give much lethality and everyone takes them lightly and make a joke off of him.

    I suggested in a post he should have some sort of like ability that he can put up like a soft mirage of him that the closer you are the more you think thats him just standing there and further up you just see a mask thinking you are being stalked.

    If a meter fills up for that mirage or you run into it it will produce the OG sound like in the movies.

    It would be a combo off doctors one and unknown one but not as powerful and not rely on that as a sole power rather once it hits the charge it will make survivors nearby scream and get applied slowness for brief seconds not anywhere near as powerful as clown.

    http://www.youtube.com/watch?v=xOq2T4SGdfA
  • @killer_hugs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965897#Comment_3965897

    it doesn't have to affect queue times at all. it really just depends on how aggressive you choose to make the system and knowing bhvr they'd make the system as least aggressive and cumbersome as possible.

    The current system in place puts all players in same boat and only having mmr as a difference to not match higher mmr with lower mmr but thats about it.

    I do want them to add something

  • @killer_hugs said:

    Solo queue system:

    Solo queue players can de-prioritize certain killers from their queues. Maybe 2 or 3 killers they can reduce their chances of playing against. This does not include new content (killers) released to the game. It also doesn't mean they will never see those killers. If solo queue can de-prioritize themselves from facing nurses, blights, or other killers they find frustrating (ghoul) this may help relieve some of the tensions.

    Killer queue system:

    Killers have two options with maps. They can choose 1 map to completely remove from the line-up. Or they can choose 1 map that will be guaranteed to be in the lineup in 1 of every 3 matches they play (or something along those lines).

    Further, this system isn't available if you've disconnected in one of your last 5 matches. Also, you get a small but significant bloodpoint boost if you opt out of using the system. This bloodpoint boost does not work if you've recently disconnected in one of your past games.

    These systems could be good not just for players, but also for BHVR who will receive valuable information on what killers probably need to be changed, and what maps players enjoy playing on or want to avoid thus you can try changing those killers and maps to reduce dodge rates.

    Thank you for reading.

    I would really really love that system as would many but many will say including me that this will be the death of queue times and playerbase will split making you search for games really long.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965682#Comment_3965682

    Well it's worse if you play both roles. The SoloQ in this game is the most miserable gaming experience in all of gaming. Nonstop comp Blights/Billy/Nurse (They all use Lethal) who slugs everyone 30 seconds into the match when a gen hasn't even been touched. Like okay, why am I in SoloQ but getting paired against P100 Killers who do that? Yet then I play any Killer and all I get are a amalgamation SWF squads with matching names and costumes who bring their best tools and all have identical perks lol

    The entire experience is miserable when the system is unbalanced, i get them to they stick together let me bleed out to death hook state then they run around not doing gens.

    The killers run corrupt intervention too which also forces me to get up there or waste time and hide which of course i go around maps finding hex totems instead gens because i cba when they do indeed run what you say as perks and killers.

    But yeah situation is also as bad as it is for solo q survivors as it is for killers who dont wanna run that bs builds.

    I wanna come home from work and enjoy stalking and jumpscaring as myers and ideally end up with 3k and chase the last survivor and see who finds hatch first.

    I dont got time to run meta perks i like my build for myers with ew 1 jumpscares but its miserable that by the time that i manage to get 1 person death hook they finish gens, dont get me wrong not all matches are like that, but if i was on pc and did infact run nurse or blight or kaneki the things would be different i would be able to abuse their abilities just because but im old now i have a ps5 i have other things in life

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965667#Comment_3965667

    I'm not saying having 4 mans getting paired with higher mmr killers is a bad idea. I actually think it's an interesting balancing idea that should be tried. I'm simply saying that the dreaded 4 man swf isn't that common. Last time they released stats they were less than 10% of total games if I recall correctly. Over 50% are solo-queue with about 25% being in duos.

    I am seriously baffled because my matches feel sometimes so unbalanced like yeah i get people that cant progress further gens, then i get a squad that plays like NAVY seals.

    Like yes myers known weakness is he lacks mobility but not to that extent they manage to do to me when i can handle it pretty well againts most matches.

    It has to do with getting 3kills consistantly over matches and then it puts u really really high

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965180#Comment_3965180

    You do realize four man swfs are actually a pretty small percentage of games right?

    I dont mean to be rude but the MMR system is obviously flawed since the more high up in mmr as in higher win rate as a killer you do aka 3kills+ the higher mmr = higher chances to verse swfs.

    Since survivor mmr rises the more escape rate they have and hence when you play with friends its obviously much easier.

    Im at the point where almost every second match is a highly cordinated team that plays so weird and fully nullify my stealth as myers even when nobody is in sight and i run full stealth undetectable..

    Its almost as if they are using vc to call out my position when i rotate and kick gens.

    I havent even cross the point from point A to B gen and they pop the gen i just been too and i made sure to check with my mirror around.

    I call it bs since then there are games where they dont get past 3 gens and are on death hook.

    And that means there is no way in hell that these are not 4 stacks, they enter lobby together at the same time, 3 medkits usually 1 toolbox or flashlight.

    The key sign is the lobby fills up at the same time not one by one how the matches that i normally get which are usually 2 fill at once then 2 randoms or all randoms

  • @Riski said:

    • Overcharge and call of brine: No. Ok maybe they could do with a small buff but you don't want these perks meta. Metas involving these perks only form if these perks provide enough regression to make them worth using other iniating a chase earlier and as there are no conditions on these perks that means you can do it on and on and on and on… Sad because I liked call of brine on release but unconditional and repeatable slowdown is a bad idea.
    • Oppresion: Cooldown shouldn't be reduced with a regression buff, see above. As for the 5% base, if it's only for the gen kicked, maybe? It seems way to free for regression on a perk which has more of its value placed in infomation currently and an oppression buff should focus on this detail but buffing its regression isn't the worse idea if it's done carefully.
    • Surge: This perk is already good, why?
    • Crowd control: I don't like bloating perks with new effects but I guess fine.

    Also why any buffs? For these buffs to mean anything they'd need to be better than DMS + Grim + Pain Res which is already pretty oppresive against less coordinated teams even ignoring the potental for a 4th perks (which often times is surge). I don't see any up coming changes from the ptb which should make a significant difference to gens? Anti-slug/tunnel features aren't going to be base just yet (just trailed) and the new item changes affect chase time more than gen time and if anything encourage people to use less toolboxes and generally nerfs options like streetwise, built to last, hyper focus toolbox builds. There are aspects of balancing which aren't gens and making gens wouldn't fix issues which the new items cause. New items are chase focued so if they're too good wouldn't you want to focus on chase balancing rather than gen?

    Yeah i was mainly thinking maybe they can i guess nudge the values back to how it used to be before due to the upcoming anti tunnel and slug removal but again it should be coming late 2025 by the end of it im pretty sure.

    Surge does not really give much value on large maps, but that could have probably been balanced with adding more radius but then if the killers use that + smaller map then radius is kinda like (okay now what its too big it affects gens)

    So naturally surge if it reaches at best 1 gen maybe pull 2 gens on large maps then it should give a bit more worth.

    Yeah i should have been more specific that oppression could be given either base 5% on single kicked gen or other 3 random up to devs and community choice.

    Now its a bit tricky for Brine and Overcharge to not bring them into the meta rather find optimal values for them to not feel a bit meh even tho honestly brine is so nice its like hybrid surv from the pig and discordance but with slowdown.

    See the current meta perks for gen slowdown are not that viable for universal killers maybe pain reso is the top choice out of the rest i didnt name in the post but the rest require u to like be fast mobility killer to kick gens + down or hook before they get finished.

    Plus i dont honestly believe some of the values especially for overcharge and brine will do major damage and cause the game to be unbalanced since most players will still run grim and pain reso and eruption or pop but you probably get the point.

    I am however curious what changes will be given in favor for killer once these new features get added by the end of 2025

  • @boosm said:

    Because you can (for the most part) adjust brightness with your monitor settings for example, so it would give people having a monitor with that setting an advantage compared to those that don’t have that setting on their monitor

    IMHO it is not an unfair advantage, as every player (survivor and killer) can change their graphics setting ; whereas removing it would give an advantage only to players with specific hardware

    Monitor colors dont show up on OBS or whatever they are doing to adjust colors.

    They show up for the physical use only like for the person looking at the monitor physically.

    But i do know what they are doing, there are many 3rd party open source programs that do reshades, adjust HUI and other lumen variables.

    Then there is nvidia tool to apply filters, plus ability to remove foliage or hinder it using LOD bias settings.

    The streamers you see on platform do this to gain unfair advantage

  • @coolgue1 said:

    If someone finds themselves heavily dependent on gen regression perks every match, it might be time to look at improving their chase or map pressure game instead of expecting the perks to do all the work. Perks should support your playstyle — not carry it.

    So i main myers i will never switch because i want a satisfying jumpscare chases but they are not fun or rewarding to end up with a draw or worse on large scaled maps.

    I would say i do heavily rely on them to make up for my queue times even with them the matches fly by really fast (not always but 1/3 matches) there will be always a team that no matter how good i hide and play stealthy with being undetectable they will manage to rotate before i even go break gen and the gen i just left from pops then i rotate then the one i was just at pops and then i go back then the other pops.

    then i end up chasing sprint burst users until the end game ending with 1-2k

    I play dbd for achivements and to come home after work to play to relax not to go up againts people that hug wall and run perks that require gen slowdown perks to be in M1 killer loadouts.

    I mean "sorry" for not having time to improve i work a 6 to 6 type of job lol

    Almost everyone in the lobby runs that silly perk to recharge entire toolbox in 8 seconds in the locker, then they are able to take 3 hits, unhook them selves and pick them selves up, then other two have sprint burst and hug wall so tight that even in ew 3 i give up and go next

  • @LordGlint said:

    If anything, the game should move AWAY from gen slowdown and speed up perks. This idea of both sides having to out do the other on stacking slowdown and speed up is dumb.

    Well few years back the game had no gen slowdown perks or any mechanic of that matter, killer had to rely on just killing, thats what made people riot and demand for something and from there on the perks came into the existance for gen slowdowns.

    Why do you want the game to devolve backwards when people gen rush more than ever.

    If i recall from seeing posts from 2020 - 2022 on the forums gen rushing was not in this bad of a state because killers just had to run hex ruin in their builds and other gen slowdown perks were pre-nerf states too.

    Now there will always be 1 to 2 survivors that loop sprint while 2 can freerly rush gens.

    My experience on myers is that i have to rely on gen slowdown i play on eu region ps5, if i dont make my build stealth + slowdown the games fly by so fast making queues pointless, no point in 2k draw because the same people that lost will find a match quicker than me and probably finish it and make up for the draw while i will just be in the queue.

    Everyone says to not use myers but he is my fav killer in entire franchise (unrelated to dbd)

  • @jesterkind said:

    I gotta second the question, what about this patch is going to affect gen times?

    As to the buffs, I'd personally be against buffing CoB or Overcharge in this way. CoB should be more of an info perk, that's much healthier (although it would need hefty buffs in that area) and Overcharge just needs a full on rework. I did have an idea for that a while back, I should go find it- maybe make it a dedicated post of its own.

    For slowdown in general, while there are a few weak links, the available pool of viable picks is quite good at the moment, so I don't think it's necessary.
    If they did something to limit slowdown stacking I'd be very down for buffing the weaker perks, though.

    Yes true, the upcoming update will probably force the hands of BHVR to probably redesign basekit regress and gen repair speed.

    But im just currently wondering if people would like these perks that generally got dropped out quickly from being meta to now not be a main pick for players including m2 killers.

    I think CoB right now is generally info perk + hybrid slowdown but would end up being more optimal for it to be 175% value instead kinda between both worlds the pre nerf 200% and post nerf current 150%

    Current picks are mainly Eruption, Pain Reso if im not mistaken and Pop.

    Do find the rework post, since i think overcharge needs a rework indeed

  • @Virtualguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965181#Comment_3965181

    Yeah except that it's not just ghoul it's blight, nurse, and several other killers. Gen slowdown is too wild of a variable since hey those top end killers can just throw it on if they feel like it. Buffing killer perks means the best killers are getting buffed as well which is an issue. I'd be okay with buffing regression perks if the top end killers get a gutted version of them but until the devs put in work on treating killers differently gen regression should be weaker.

    Okay i see your point but this is generally a topic for gen slowdown perks, and i am very aware of the m2 killers as the ones you have counted.

    I think everyone in here mostly everyone will agree with you and myself included M2 killers should get some sort of rework, but keep in mind that even those top end mmr killers and players use either one or two at best gen slowdown perks they mainly rely on hex builds as stats show to bump up their M2 abilities.

    Generally speaking they dont run any gen slowdown perks in their average builds that much only 1 perk at best hecause they want mainly value to stomp survivors stacking perks for their abilities.

  • @ChuckingWong said:

    Jeez. (large buffs)

    Wanna say no

    Super (tiny) buffs

    Should be optimal wont ruin the survivor experience honestly.

    But it will refresh killer waiting times for the match and reward them by making the match not fly by so fast

  • @Shroompy said:

    What does the upcoming update have anything to do with gen times...?

    Also we should be focused on moving away from gen perks altogether. No one likes spending more time holding M1 and no one likes feeling obligated to run a perk just to slow the game down.

    So what you are saying we should devolve from what the game went from, already explain it to the person above dbd in start had to gen slowdown perks or kicking ability which people complained about and thats where gen kicking + perks were born from.

    Also upcoming updates to new items and perks for survivors + new maps + features that prevent anti tunnel, proxy camp, anti slug.

    Once that will be in place there will be no worth for killer to wait in queue for 10-15 minutes just for the game to fly by in 5-8 minutes at best.

    Gen slowdown perks have to get buffed or in general basekit system remodel which i didnt make topic for just perks since its easiest than them doing rehaul

  • @Virtualguy said:

    No, honestly speaking we should heavily nerf any gen regression/progression perks. They are the worst parts of the game on both sides where if you bring no gen regression gens can fly but if you bring no gen progression stuff and the killer does bring gen regression or is one of several broken killers like ghoul then it's an uphill battle.

    See but dont base the game off of M2 killers aka ability, i was mainly addressing just gen slowdown perks.

    I am well aware how these buffs will be in favor to M2 killers but generally speaking ghoul is already probably top priority to be nerfed by BHVR judging how many posts and topics there are.

    I think gen slowdown perks are amazing to use when playing all types of killers instead maining M2 Killers.

    Generally speaking a lot of M2 killers dont use if any gen slowdown maybe one or two like eruption, pain reso

    The ones i suggested are the ones that got a nerf in past, like brine is honestly very effective at 200% but 150% is like meh, 175% would be optimal.

    Surge should also be like 10% because of how more maps are cycled and for the upcoming updates coming such as anti proxy, anti slug and tunneling.

    This will leave to killers to basically just rely on kicking gens and forced to chase.

    Sorta what DBD used to be which a lot of people complained about and then thats where DBD added kicking gens and gen slowdown perks.

    So im just saying we should get a buff on certain perks that most M2 Killers dont run

    I think eruption is fine where it is and pain res

    Those ones shouldnt be touched

  • @lemonsalt said:

    I mainly play killer and have ~250 hours on the game. I only play survivor when my friends are on, so I usually have fun with survivor and don't have to worry too much about slugging / tunneling. When playing killer however, I go against bully squad after bully squad and since they don't always bring 4 flashlights, have private steam profiles, or switch to flashlights as soon as the game starts, so I can't avoid them. The current event feels very killer-sided, so I don't have much issue with it, but I have played the occasional regular game and it is miserable. Survivors click flashlights and t-bag, making it difficult to ignore them. I hate tunneling because it makes the game significantly less fun for everybody. The map offering nerf made it so that I can't just send us to a map I'm confident on. I know to just leave chase when I need to, but even with gen slowdown builds generators get popped way faster than I can keep up with. I am experienced with playing Huntress, Blight, and Singularity, but no matter what I play I feel like it is stomp or be stomped. I believe my MMR is higher than it should be because I consistently go against survivors with 2k+ hours on the game and I get crushed. I just went on a ~15 loss streak across multiple sessions of playing, with survivors being toxic in each game. I'm genuinely considering just quitting, but I have too much time and money invested into the game. What do I do? Are there builds that are better than meta? Is it just a huge skill issue?

    Problem is in the existing MMR system people just turn the blind eye to it because they are afraid BHVR will ruin it even more.

    Anyways i pointed already out that 4 stack premades should only go up againts higher mmr killers only like top 0.1% - 1% players

    Then leave the avg mmr to above avg mmr killers to verse mainly solo q survivors.

    The issue is comms and i cant stress enough how much difference real time comms give advantage over killer.

    Some people say the game is designed in killer favor some say its not anymore.

    What i will say is currently gen slowdown perks dont really help much unless you play really badly sweaty tryhard and make no mistakes and cut chases shorter than 20s or else you get punished by gen popping.

    You basically have to min max as a killer when versing the so called "bully" squads i just call them 4 stack comm teams.

    Currently BHVR does not have anything implemented to give killer same external advantage that survivors can use IF they of course have friends that is.

    Now the thing is, some people will show up and bring up stats from 6 years ago to 2 years or 1 year ago but those stats are still outdated.

    The thing is some people say its placebo that the games feel harder some people say skill issue, i just say that its way more common now to play DBD as a survivor with your friends than it is to play solo q.

    Anyways to go back to the whole point of how to fix it and it is to basically for BHVR to hardcode a system to not allow 4 stacks to verse anything below high mmr just because of they most likely probably using vc to give call outs as soon as a killer in this case you dips to rotate.

    Nothing you can do about it as a killer no matter if running ghoul or blight or nurse or springtrap.

    They will call it out as soon as killer drops the chase because they realized its too much time for a single survivor.

    The games will be way more fairer if stacked survivors go againts high mmr killers with 2k - 10k hours.

    Rather than current system which if you do well for few games as you singularity or such that will bump your mmr by a huge amount according to what dev said on this forums before

    3k+ count and 2k are a draw.

    As long as u get 3k back to back your mmr jumps drastically which makes it more likely your games being 60% each match filled by a 4 stack comm team.

  • Oppression should be buffed honestly it can be bypassed by corrective action and technician

    Technician isnt ran that often but corrective action is.

    Not sure if other perks can bypass it but i think oppression should lock a gen if failed skill check

  • @PetTheDoggo said:

    Changing meta doesn't make sense, at least in how Patch 6.1.0 did it.

    You just created exactly stale meta as before and some perks are simply needed for their unique effect. There is a reason why many of them got buffed back later…

    You need to simply buff other perks to create more alternatives. Not really difficult imo…
    Issue is most perks have simply effect you can't save with number changes.

    I would like brine to be back to 200% or 175%

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964244#Comment_3964244

    yeah I've been thinking about a mode where its just chase, chase, chase and using it to help killer queues feel less awful would be ideal. Although it should be something you opt into rather than something triggered automatically.

    Yeah it can be in settings to opt out, plus you can just cancel it and leave manually when waiting or just stay in, it wont give bloodpoints just allow chasing and trying out strats with real people not bots.

    Makes it fun while waiting

    Like pallets respawn and such after certain time, if they feel like it they can make perk profiles hotswappable without leaving match, not sure if possible.

  • @idi_007 said:

    I downloaded Dead by Daylight through Steam after several tries and errors and when I finally get the chance to actually play the game, it crashes and this screen pops up:

    https://us.v-cdn.net/6030815/uploads/IXEM42TW45VM/image.png

    What am I supposted to do?

    Run DDU its open source tool for hard full uninstall of gpu drivers and anything related to it.

    Then install gpu driver again

  • Any type of mode that gets added as a permanent thing will split playerbase.

    What they should do is maybe add a thing where you can get put in a skirmish match like other games have waiting lobbies, preferably u can choose the said suggested 1v1 or u can get put in a 2v8 mode.

    This should actually help make it not unbearable for killer queues, as in you can just practice chases with a random survivor while you wait.

  • @[Deleted User] said:

    So behaviour changed spawns so all survivors start together, that's fine, I don't really care all that much either way but I feel its an overall positive for the game.

    Problem is its still not working right, its almost always 3 & 1 or 2 & 2 (without offerings to change them)

    But worse than that 2 games last night as killer I spawned in with a direct line of sight on a survivor! I've also had many teammates hit by killers within seconds of the game starting, a lethal blight, billy ect that makes sense but against a sadako a trapper, a myers?

    Spawns really need to be looked into, they surely can't be working as intended & it surely can't only be in my games!

    Its way worse when its ghoul as a killer, he can just slingshot and he is already there among us

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964209#Comment_3964209

    If you actually paid attention to patch notes, overall power level of killers got lower. We have seen buffs for specific killers, not killers overall.

    You think killers are only buffed? Ultimate weapon gutted, Meta slowdown nerfed, Skully nuked…

    But yeah, survivors never get what they want. lol

    Yep pretty much that lol.

    I play myers only and will never run ability mobility killer because they have no soul in their chases.

  • @RizeKagune said:

    Matches felt pretty hard last night for me as Killer. Though I think it was more because it was a Sunday evening and a lot of people squad up. On the grand scale though feels mostly the same for me.

    Yeah because only againts squaded up teams there is big noticable difference where skill is not needed unlike solo q survivors that have to kinda adapt to each other while partied up people have comms.

    Which makes me think that partied up squads should just be hardcoded by devs to be placed up againts high mmr killers not your avg mmr or close to high mmr.

    What does killer have in its advantage againts comms since they are external force not in-game mechanic.

  • @Lexilogo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963598#Comment_3963598

    DbD specifically adapts the Michael from the first Halloween, which then splits off into multiple other timelines depending on what sequels you want to follow- And in his original conception, keeping his nature between being a human or the boogeyman was the point. If you depart from that to explicitly adapt the H20 timeline, you narrow things from a "prime" version of Myers into a very specific version.

    Not against fun references (IIRC, the Dead Rabbit addon is a reference to a comic, which is cool) but I'd really prefer Myers' power remain primarily inspired by the original movie. He's aged badly in a lot of ways, but his power being inspired by that movie, with a silent, stalking start that builds into an unstoppable threat, was always the best thing about his DbD adaptation IMO

    Yeah im a big fan and know how much he expands in other movies, i do love the OG and the rob one from 2007 (yes ik).

    Anyways lets stick to the OG.

    Through out the entire movie and mainly around the end its shown he has supernatural in him, in the movie script he is shown as "the shape" "pure evil incarnate" thats why he doesnt die and such.

    Buut in certain parts of the movie we see he has sort of omni-present vibe when he does stalk, and since dbd made his stalking passive area of breathing be the entire map it makes sense to add the mirage effect of him that blends with the rooms and corridors making his mask show off more and when placed near doors or windows it will resemble his full body if you come close enough that is, the further you are the less you will see of him and just hear intensified breathing as if hes in room with you or very close nearby always being paranoid and scared.

    When further away it can blend very well with the existing fog in the map so you will never know if you are actually filling up his stalk meter.

    Think of it as a scarecrow gadget irl thats used to hide away crows and other birds, it will seem like a predator from far away that makes you get scared.

    And then basically if you stare at the mirage long enough from far away to determine if its him or not it plays that sound i linked and makes the survivor/s scream.

    The effect is instant if you walk into it or you are nearby.

    Because he is always there evil is always lurking and you cant escape him.

    But when translating that to DbD terms, myers deserves ability and not rely on M1.

    It will give him better hybrid mobility which means he wont teleport or do anything supernatural other than just making you believe he is there watching just enough to jumpscare you to scream and catching you red handed thinking the mirage is the real him.

  • @ShanoaLegendaryPlz said:

    The problem with balancing in this game is the fact that most other online games, the players have 2 mindsets. The ones that play to win at all times, and the ones that play to have fun. but dbd has players from 6 different mindsets.

    1: the killers who just play to win at all costs using anything and everything they can to win everytime.

    2: the killers who play casually and just enjoy jumping on their favorite killer and playing as them, just collecting bloodpoints weather they win or lose, and avoid things they know annoy other players. And are often the ones that end up farming with the survivors.

    3: the killers who play this game to annoy others as that is their form of entertainment, they are the ones that loved the old knockout and would use it to slug the whole team, they hit you on hooks, shake their heads everytime you go down, and tunnel whoever seems the easiest - for fun.

    4: the survivors who play to win at all costs, gathering a group of friends on discord for an esports level swat team to use and abuse everything they can to winas fast as possible.

    5: the survivors that just casualy log into the game to play some rounds and get some bloodpoints and just generally play for fun.

    6: the survivors that play to annoy the killer by gathering a group of likeminded players and using and abusing "bully" tactics to either annoy the killer till he leaves or keep him so busy that someone else on the side finnishes all the generators.

    Now try to mash all 6 of those into the same game and u get the chaos of dbd where no matter what changr gets made, some of those groups don't agree with it.

    These particular changes sound decent to the casual survivors/killers so long as it prevents tunneling etc. But to the competitive survivors they see this as a huge nerf as they know the competitive killers will abuse this as a strategy to hook everyone once, then slug all 4 players while the gens are too slow to do. Meanwhile the survivor bullies would see it as a buff and the bully killers would see it as a huge nerf to their playstyle etc.

    Tough to put something in that isnt exploitable and makes 6 types of players happy lol

    Believe it or not the easiest and most reasonable way to tackle this issue is to put full premade squads againts high mmr killers no matter their mmr or if one or two have high mmr.

    Because lets be real here like fully realistic.

    The whole reason why people play 4 stack is to either bully, be class clowns.

    Or they play to win which means they will absolutely play like their life depends on them which means the avg killer player will feel like its bullying just because they go for sabotage hooks by timing it correctly, trade really well, gen rush, and basic call outs.

    So either way 4 stacks have upper hand because of entire team having comms that can be used to either bully or tryhard which resembles bullying because of playing survivors how intended which most people see as bullying.

    Almost every 4 stack that plays for fun will shift their gear in high gear once they see a killer try and play as a killer as intended and once that happens the killer will "ruin their fun" then they just end up try harding or bullying.

    There is no in between

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963570#Comment_3963570

    Tbh I'd just buff Tier 1 to 115% if it isn't already.

    Lower Tier 2 to 4m TR.

    Give Tier 3 a moderate break speed buff.

    Michael just doesn't have any map pressure and none of this fixes that. He'd be solidly B-tier if he had any map pressure at all.

    Fair enough i agree on that too.

    But dont you think since he is like pinacle of killers evolving from him, that he kinda deserves something to apply map pressure giving him at least something that gives him somewhat more mobility, aka slow down the survivors if they do get jumpscared or go through the mirage

    I guess it would kinda be like the unknown but unknown has like 3? If im not mistakes that he can place.

    Myers should have only one that kind of is more of a shimmer mirage from a far but upclose it kinda looks like the real killer.

    Would be really fun honestly think about it you try to enter the room to loop the myers but then you see a figure of myers as well thinking hes there but hes basically chasing still, then it jumpscares, apply not that bad slowness but makes you scream.

  • @Lexilogo said:

    I agree Myers needs a buff, and that I'd prefer that buff come in the form of a bit of reworking rather than just a numbers buff, it would be cool if Myers' secondary power did something.

    With that said, I really don't want anything Myers does to be explicitly supernatural. I don't even like the idea of him moving supernaturally fast when out of sight like in the F13 game. This is a theming problem, the original vision of Myers' character was something that walks the line between human and force of nature without explicitly confirming either side, and I think that's the idea of The Shape DbD should represent.

    I don't think your idea is bad, it's an interesting spin on a chase mindgaming power, I just think it's a bad fit for Myers.

    Would be better to have him have a mirage, he is canonically supernatural though cult of thorn.

    But either way i agree with you the travelling ability shouldnt be given to him.

    If anything the mirage would suit him by masking his breathing to echo better so he will be lore accurate by baseline basically.

    The mirage would just be there mainly for notifying and helping him since hes not that mobile killer as others.

    Also applying fatigue slowness

  • @Pulsar what do you think about this, it would help with making him a true boogeyman, mask his breathing.

    Not too shabby

  • After all he is the boogeyman.

    Would be cool to have him deploy a mirage that disappears like the doctor schizo one.

    I think he is fine as is nothing to rework major so they dont break him since he is my main and really fun to jumpscare.

    Maybe his mirage would go away when someone else sees it, so lets say you place it in corner of room, it can produce his og breathing sounds since in movies when they lose sight of him they can hear breathing all around not knowing where he is.

    Once person sees the mirage it goes away producing the og sound and making the survivor scream causing notification for killer.

    If you dont look at the mirage it wont do anything, maybe ideally only one placable per active.

    Its also rechargable for him.

    Also if you run into the mirage it also produces the sound, maybe it kinda makes the survivor scream + apply fatigue same like clown potion but temporary.

    https://youtu.be/xOq2T4SGdfA
  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962922#Comment_3962922

    its the opposite for me, 4 custom game bots, are easy to deal with and i always 4k while in game i feel like im playing against the actual damn entity

    Wait seriously how!

    I mean maybe they are programmed differently for each killer in real game and in custom?

    Try playing myers in a pub with bots and see, they will sometimes stop and stumble, they will often just be goofy and only start running when you are really close.

    Custom match mode makes me feel like they are actual cheaters, they hug the wall and everything there but like pixel perfect, they vault just in like 0.001ms timing and can sense me through walls even with my full stealth build.

    Dont get me started how gens fly so fast even if i apply constant tight gen patrol pressure they manage to make them pop like popcorns

    Makes me think majority of perks dont work againts bots in custom mode due to audio ques for myers

  • Honestly for me custom match mode bots vs public matches bots are a night and day difference.

    Try playing againts 4 bots in custom mode and let me know how it goes lol

    I can barely win againts them with my myers build im left with 1 gen left but i do wipe entire squad of bots.

    Like my TR is 8m and they somehow can sense me.

    In regular matches when player DC and replaced with bot that bot is like 50% of what the real bot is capable of

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961917#Comment_3961917

    I'm saying there isn't an improvement that can be made. Anyone that just stands still and taps a gen not to get crows is unreasonable. They want to be the one that always escapes or always 4Ks.

    A system to get rid of them can and did go wrong and punish a lot of innocents. There are a few ideas that would work better that if an innocent player does get hit doesn't affect them for too long. These are ideas for in match behavor and not DCs.

    1. A posion queue or a queue where a system has labeled bad actors. They have to play nicely with other bad actors in order to escape the queue.
    2. Instead of punishing for one instance in one match, look at a history of matches and see if a pattern exists.

    Clearly a system that punishes for being tunneled out is at fault. But one that looks at a broad history could filter out those false positives.

    Let me ask you this, why do you think the system that punished for tunneling is at fault and failed, what makes killer tunnel?

    (Not a trick question)

  • The devs should fix people boosting each other by playing with friends but other than that yeah i agree it needing to be 50 50 ratio.

    Why should a premade which consists of 2 or 1 high mmr survivors and 2 casual players but they are friends and in comms, why should they verse a low mmr or avg mmr killer just because 2 of the friends are avg to low mmr as well.

    The game should automatically place premade squads againts top mmr killers.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961470#Comment_3961470

    The fact something is hidden does not mean its rigged.
    For example: the code of the game is hidden too, don't mean its rigged or supposed to be visible.

    Let me list the reasons why MMR have good reasons to be hidden:

    1.Reduce Player Anxiety and Toxicity

    • Visible MMR can create stress for players who feel pressured to maintain or increase their rating.
    • Some players may become toxic or overly competitive, especially if they think a match isn't "worthy" of their MMR level.
    • It can also lead to gatekeeping or elitism, where players judge others based on a visible number.

    2.Discourage Manipulation or Exploits

    • If MMR is visible, some players may intentionally lose games (derank) to face easier opponents — often called "smurfing" or "reverse boosting." This behavior ruins the experience for new or casual players.

    3.Encourage Fun Over Rank

    • BHVR has said they want players to focus more on enjoying the game and playing different characters, not just climbing a hidden ladder.
    • Making MMR invisible removes some of the temptation to always play the "meta" or most powerful builds just to win.

    You are free to disagree ofc, dont mean they are not good reasons for a game developer to deploy.

    There already is smurfing and boosting + reverse boosting in the game.

    As soon as you decide to play with your friends as a survivor it gives you the killer that is similar to MMR as the lowest mmr player in your party and base it off of that, it simply wont give a high mmr killer that is 0.1% at all when it should.

  • @Mandy said:

    Definitely not rigged, definitely exists :)

    I would call it very broken and abusable and exploitable to say at least, do send this information to the team since apperently your guys job is to be messangers.

    Current MMR system is so broken that few good matches as a killer ends up putting you with higher playtime survivors and higher chances to be put againts cordinated teams that use.

    And apperently boosting is a thing? Not sure how or why its allowed and not bannable, why allow lower end mmr players to influence who you will be put up againts.

    Like generally its concerning how badly matchmaking is, you can have 2 high mmr players and 2 low mmr players and u will get a killer thats more in the mid to low mmr.

    I think its unfair that a killer mmr is influenced on that, SWFs should be given the top 0.1% end killers because of them having comms.

  • Give it a bit of time, lets see how it is maybe it helps with the whole gen rush situation.

    They are testing it in PTB after all.

  • I would want this to be a thing, but instead of limiting one user to one item per survivor i would prefer if all 4 ran then the effectivness looses its value since 4 players use the said item.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958876#Comment_3958876

    Most likely. It's too weak in 2v8 as is. When you're really pressed against the wall, it should come in clutch. But often times it's the same boost you'd get from a perk. In order for it to be effective, it has to actively prevent steamrolls on either side.

    Well lets see how well they prevent steamrolls on both sides, M1 killers need to be given time to shine not just ability killers, same goes for gen rush some people like to unhook and heal and get points in that category too

    What concerns me badly is the amount of gen rush, if they can successfully make it like half biased i will be positivly surprised.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958862#Comment_3958862

    I don't think it'd make a huge difference considering SWFs are still below 50%. It's really hard to balance matchmaking around a game with as many variables as DBD (RNG game pretending to be comp), but then factor into that how many new players are constantly cycling in. It would be a common thing to have to teach people how to play every trial. A lot of players would mute it too.

    BUT, comms would help bridge the gap between solos and SWFs and make it easier to balance the game despite how successful or unsuccessful they may actually be. At that point, the only complaint would be that SWFs are manipulating the matchmaking which wouldn't be a fair claim since Killers equally have the ability to lobby dodge.

    As far as the upcoming changes go, they already have the tools to make it work. The issue is that camping/slugging/tunneling are catchup mechanics that can be used at any stage of the trial. They have two choices—implement a mechanic that's just as strong for survivor (think old hatch and DS) or limit their viability to pure catchup mechanics (scaling difficulty similarly to what 2v8 uses). Knowing BHVR though, I see them ultimately choosing the least effective measure.

    I think as well they will be forced out of their hands to scale the difficulty but in a bad and worst way possible where casual and randoms and new players will suffer from, and the difference will be minimal on the premades that use comms

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958750#Comment_3958750

    The specific issue there is that DBD should have had comms from the very beginning. It's the only asymm that doesn't and it shows. Whenever the idea is presented, players advocate against it and then get upset later that friends are talking on Discord. Can't have it both ways.

    Yeah since asymm games have it built in its all about team work, the devs have been slowly building up to that point by making it soon that perks will be visible to other survivors the ones you have chosen to play with so the missmatch wont be an issue here, obviously some players will refuse to change just because but yeah.

    They should at this point add the vc in game and then see how fast stats change.

    Just worries me how it will all play out the upcoming changes.

    I do hope so they have properly tested things out and have been testing it.

    The whole gen rush has to go since its mostly present in the people who use comms, i from now on wont call them swfs since yeah there are people who play with friends but dont use any comms only at the end and start of the game and i think thats fair.

    Comm users are the ones that need balancing

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958781#Comment_3958781

    the reason the 4 man squad at high MMR is 48% versus the 40% of high MMR solo q players is precisely because the 4 stack is using every advantage they can to escape. were talking about the most successful high MMR survivors that are going up against high MMR sweaty killers that will tunnel camp and slug for the 4k with no mercy at all.

    even if you're exceptionally talented as a solo q player you're just going to escape less because of poor matchmaking and lack of coordination.

    the high MMR players are sweating as hard as possible on both sides or they won't be high MMR. 4 man swfs that have no comms and thus poor coordination end up performing similar to solo q players or worse if they're overly altruistic

    Okay help me understand, those stats are directed towards only high tier swfs againts high tier killers (including all type of killers not meta)

    So what happens when 2 high tier players play with 2 low tier mmr players or avg mmr, do you get put with a high tier killer?

    If the answer is you dont, then the game is balanced wrong around how the matchmaking and parties are.

    Like lets be real here, if 2 of your friends or even 1 is high tier player the game should auto put you againts high tier mmr killer or like really close to it.

    Because it wouldnt make sense for those 2 left over players influence in getting a mid tier mmr killer which will end up increasing the win rate of the swfs by that logic, if their stat is 48% as you say with top end perks and comms againts high tier killer then if they were to go againts mid tier and avg tier mmr killer that gap is huge, try to understand that top 0.1% of players are cracked at this game and so are killers.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958788#Comment_3958788

    But it sounds like an awful and unfun game design even if it could be pulled off. I looked up your post and I think most people would absolutely hate forced handicapping because of an MMR imbalance.

    The MMR system exists to roughly put players of the same skill level together.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958790#Comment_3958790

    Steam is well above 23k. You usually have low 30s in the winter months, high 30s and low 40s in the summer.

    As for saying to work on the numbers of players you need, again, BHVR has said that they are generally fine with how MMR is working and they have the actual data. To use a word like "need" requires a presumption about what outcome you want.

    It could even be an extension to the existing mmr system and just patrol that one exact scenario to make it fair i guess

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958788#Comment_3958788

    But it sounds like an awful and unfun game design even if it could be pulled off. I looked up your post and I think most people would absolutely hate forced handicapping because of an MMR imbalance.

    The MMR system exists to roughly put players of the same skill level together.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958790#Comment_3958790

    Steam is well above 23k. You usually have low 30s in the winter months, high 30s and low 40s in the summer.

    As for saying to work on the numbers of players you need, again, BHVR has said that they are generally fine with how MMR is working and they have the actual data. To use a word like "need" requires a presumption about what outcome you want.

    I guess i just want a perfect system and a perfect asymmetrical genre game which they can accomplish and make it so the only real skill that exists and cant be counter played is how quickly someone adapts to the entire map layout, you cant loop the same loop it wont be there, fully rng game though and where perks only help you to that extent

    I dont know since to me it wont handicap to that extent its not that serious drastic changes its more like a patrol police system to those who really want to milk the whole cow that already gave them comms when they play in a team.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958778#Comment_3958778

    I'm a mechanical engineer, so you'll have to forgive me, but why would they implement that system when the one they have fulfills their goals?

    Im almost sold to certain point to believe their current system is flawed because players that boost each other in a party then stop playing and then play again and then shuffles the MMR rapidly confuses the stats making it very unpredictable to buff and nerf the perks by default.

    One other person suggested instead of my system there should be a system for dynamical maps that are fully asymmetrical and never the same so you cant go and loop that same house or coridor and such.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958778#Comment_3958778

    My entire post which cant be found in feedback section is based off of fixing and reinforcing current MMR system since it cant keep track of such short player numbers, 50k avg or lower is not enough for MMR system to work without flaws, if they make it any tighter it will be worse, if any looser, it will get worse.

    So 50k you cite is the Steam count, they have a lot more players on console (+ Epic).

    Also, while its been a bit, the devs have said they are happy with how the MMR system works and most matches end up with people who are really close together in MMR (especially during prime hours). They have updates to MMR coming, which I expect will be minor changes, but some people think are going to be major things.

    Well the steam one was avg like 23k, epic varies too and so does playstation especially during prime times.

    I would like them to have a major update to the MMR system then but again as i said for any mmr system to work you need 500k sorta like r6s, rocket league, league

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958760#Comment_3958760

    But what would a machine learning tool do that they don't have? They want a 60/40 kill rate. They have a 60/40 kill rate. They're literally accomplishing the balance objective they want to achieve.

    Also its no secret that certain builds/addons are much more powerful than others. Its part of the game and always has been. That is something that is in the game intentionally.

    More broadly, BHVR doesn't want a game that is balanced in every trial. You're trying to fix something they don't think is broken (i.e. its not that they don't have the tool you think they need, they just aren't going for what you think they should). The game is filled with massive levels of randomness, guessing games, and things like indoor maps that favor some killers and disadvantage others. The fact that one side might have an advantage is not something they are trying to change (in my opinion they are right on favoring variety over balance, and that it might be inevitable in an asym anyway, though I think they go too far many times).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958756#Comment_3958756

    Okay thats all i wanted to hear that you dont like playing like that and think players shouldnt play like that.

    I said the opposite for the latter part of that.

    I don't play in certain ways because I don't enjoy them. Everyone else is free to play the game in a way they find fun within the strictures of BHVR's rules. I do have opinions on game design changes that I think BHVR could incorporate that would make it an overall more enjoyable game for the majority of players, but I also recognize that such issues are considerably more complicated than they usually appear.

    The system would see the loop holes certain people do, like when those said players who are in SWF run solo q when their buddies are not online their win ratio will decrease they will most likely run different perk builds that wont stack.

    The system which would see that and counter it but not to punish or make it impossible to play with the build.

    They will still have it easier for them because comms, but it will decrease values according to how they play, their mmr.

    Each for certain person catching the person that boosts red handed before they go back to their win streak because currently the people that do this are imbalancing the stats and give devs false hope and users false hope, the people that boost confuse the current system in place thats all what im saying

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958727#Comment_3958727

    high mmr full meta perk 4 stack with comms only escapes 48%, which means killer is stronger, not even close to a guaranteed win

    It was never published which perks they use or use comms like intended, there are times where my buddies are too tired to use any comms and just text before and at the end of the game to say like (let me change some stuff).

    So while that stat is true it doesnt hold proper value no depth to it

  • My entire post which cant be found in feedback section is based off of fixing and reinforcing current MMR system since it cant keep track of such short player numbers, 50k avg or lower is not enough for MMR system to work without flaws, if they make it any tighter it will be worse, if any looser, it will get worse.

    The game requires machine learning system that helps and not punishes, like i will keep saying i dont want to punish SWFs

    Those which run perks that can be doubled in worth when used in comms shall be given a decreased value of worth, only that.

    Same goes for meta killers and their perks.

    AND only if their match history shows they have been winning more and more because of playing in SWFs with those certain perk builds it will either decrease the values of those perks entirely for entire match or just notify to exchange some perks to retain the value, so it will be more like a risk & reward system.

    Either they keep playing their build and system will see if they win or lose and be like alright so they have been losing now i did a good job, or if they keep winning, its not because of those perks.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958750#Comment_3958750

    Well, clearly not so much an edge. We know the Kill Rates against SWF and it still favors Killer.

    Regardless, SWF was designed and allowed into the game from the very start. Hacking has always been against the rules. One is a mechanic, one is cheating.

    I never said i had problem with SWF, i never said SWF should be removed as a mechanic, i myself said i do sometimes rarely play with buddies but mostly solo q, and i never said i main killer, i always said i stand neutral grounds.

    I am a human too and hold a grudge too, i am againts meta ability killers who stack perks on top of that to fully mop the floor without much skill involved + running DPI trigger builds and macros to help them too.

    I am also againts people who stack perks based off of the fact they play with their buddies, like the perk profiles exist, majority of people i met here who play with their buddies dont run punishing perks either, but on forums its a slight 1% players but the rest of those who do probably most likely very much use their comms in a bad unfair advantage to stack current perk values + boost their buddies mmr because they simply hate playing casuals.

    I love playing survivors its fast queues.

    I love playing myers as a stalk stealth build it feels nice to hook and get 3 kills to feel like a proper win.

    They can go in hatch i dont mind, i am a respectful player sportmanlike towards everyone, i dont even hold grudge when im in match i spread around play like i normally would no matter if its swf or not i treat everyone like they are in a party, if they underperform i dont play as aggressive i do it to get points and gradings over kills and wins and help them too (not in a boosting way or anything like that)

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