Coffee2Go
Coffee2Go
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@Rick1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989264#Comment_3989264
i'm pretty sure they were asked about the upcoming mmr changes and the dev said they are no longer planning on releasing it anytime soon as after some testing it did not satisfy them .
Wait seriously?!? When was this and what the hell is that dev response when the current mmr is highly unfair
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989489#Comment_3989489
At a minimum! Should be higher.
I mean if they do higher the avg BP will go from like 300-500k to 1mil which is a bit unrealistic approach
But if u ask me i would be down for that lol free p100
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Uno mas
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I think the extended period should get 10x multiplier
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@Vahlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989277#Comment_3989277
I proposed the teleport since I think it would be easier to implement and gain the effect for consistently. I fully agree that a fast movement when not being observed would be far more lore accurate and force the player to outmaneuver survivors making a higher skill floor. My concern is the mechanics of fast move when unobserved being clunky to implement. Would you need a reveal mechanic like Ghostface to break the move bonus or will it potentially just randomly cut off without you knowing why. If you have a reveal mechanic, the animation would have to be adjusted or I suspect it would look awkward to run in a walking animation. I do appreciate the input as a fan of the franchise.
Yea teleport would be way more viable sadly a lot of peeps here will say they dont want it to be anything similar to jason ft13 game where he turns into weird smokey blob.
I also made a post about what i suspect the new changes will be for michael since im not sure if u heard of it from their AMA and stream they confirmed they are coming this year.
In short i suspect he will probably get his iris reworked or removed, they will make his tier 1 and 2 better and more rewarding in modern dbd.
i also suspected that with certain addons maybe vanity mirror he will gain undetectable while stalking and such while not breaking LOS.
This should make him really lethal as a stealth killer similar to how he was when he launched first since back then dbd was not this evolved as it is now with looping and chases.
So that and also maybe base speed increase from tier 1 2 3 together.
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@Crowman said:
The problem with fully randomizing the maps is that it means that maps can generate practically nothing for survivors or that maps generate a bunch of chainable loops for survivors. This would be far worse experience imo.
As a indie game wannabe designer, since i work and major in AI and DL.
I have to say that if they program it right and keep as i said in post same or similar dimensional loops, like keep god pallets, god loops but make them scatered on the map.
And even if the rng map system generates chainable loops, there will still be a limit to the factors they input for the system to follow
And of course it will have to be really really tested by the dev team before even releasing any glimpse of it in PTB.
Generally speaking it should not ruin the experience rather enhance it for general public.
Worst case scenario the stats will become all scrambled from higher mmr players that rely on already zoning out and map tile knowledge and counting gens and such.
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Nah killer probably stayed similar, here and there a bit tiny loss of killrate due to modern dbd content on social media guides and just pumping information towards general playerbase to catch up every new player up to speed fast.
I would say the mmr system is just in flaw here how it matches players so the new changes are confirmed so i hope they are what i suspect it is.
Which is the system will take in consideration of total matches played × killrate/escape rate × overall performance of grade categories.
From my experience in higher mmr i am with myers the matches i get matched are outrageously experienced players that path really well and keep it tight and not waste any time, and often enough it FEELS like its a combo of 2 different parties of swfs i queue up againts.
So im just saying for me it feels like that.
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@Vahlin said:
Laying my cards on the table before I start to give a frame of reference. I mainly play killers (209hrs/1023games vs 7/44 with survivor according to behaviour stats) but I don't have a specific main among them. Playing through a variety has made me acutely aware of differences in effectiveness. I have the following ideas for the adjustment of various killers to improve their performance. In this post, I will focus on set-up killers. Let's start with the O.G. Trapper.
The Trapper
-Slow start to matches due to having to place traps at the beginning and throughout play and lack of any additional tools for chase or finding survivors makes him considerably weaker than many. This isn't to say you can't do well but it more often feels like you have to rely on Survivor's blunders to win rather than having any direct impact.
- Increase the carrying capacity for traps
- Remaining traps on the map start active creating some threat from the beginning. I would also add a sound cue for survivors when they spawn to indicate they are against a trapper and the immediate threat from the random traps.
- Increase the hit detection area for traps on sprinting survivors. This makes traps more effective for chases while still allowing the survivor to bypass or deactivate during normal movement.
The Hag
-Teleporting feels like your walking through mud and often you don't get the hit on trap trigger. There is a counterplay to her traps by erasing them but survivors will typically just trigger them and run as it is more efficient way to counter them. If you teleport, you are still some distance away and as a 4.4 speed, unlikely to gain any benefit. The Hag seems effective only against inexperienced survivors.
- Persistent traps. Rather than being erased on trigger, they only disappear when erased through interaction or the killer uses the teleport.
- Hindering traps. Teleport is good but with her slower speed and no other abilities to aid in chase or loops, I believe hindering survivors while in and for a brief period after leaving the trap would open more possibilities for trap use when combined with persistence.
The Ghostface
-Not a trap killer but requires a setup period before power has any effect. The first issue I have with this character is the difference in effectiveness for reveal and stalk that 3rd person and 1st person create. You can be revealed by characters who are in no way visible on your screen and cannot be stalked. The bigger issue revolves around effectiveness of using his power. Stalk to expose a survivor and get a one hit down, sounds good at first but the setup time often offsets the benefit of one hit downs. It often feels like other killers could get two hits in the time it takes to fully stalk and land one making proper use of his power no more effective than a basic M1 killer.
- Exposed players don't see the red stain. Time exposed is reduced. Playtests would need to be thorough to find the right balance. This gives him an advantage in outplaying the survivor while not directly interfering with their evasion. Right now you can shroud to gain the same benefit but since other players can reveal you, it often gets disabled too quickly to be useful.
- Drop-sheath knife (haste on full expose) could be base kit or hindering the specific exposed survivor may be more appropriate. This will improve his lethality without drastically changing his play.
The Shape
-With some of the changes he's undergone he's not terrible but similar to Ghostface, has unimpressive reward for the amount of setup. When using tombstone, the instant kill mechanic doesn't seem fun for most survivors since one unlucky moment ends in 3 hooks states with one hit. I think we can all appreciate the jumpscare Myers but this is mostly a meme run and not a serious threat due to the slow movement speed.
- While canonically he doesn't teleport, I think adding something similar to the cenobite teleporting to the cube where he gets ported to a place nearby but not directly on them would be a good feature to add (only able to be used when not being viewed). The slow deliberate stalk and then suddenly appearing near the target when they are frantically running that is seen in films would be hard to replicate otherwise (the other option being a very high haste bonus when not being viewed but this feels like it would be awkward all around).
- I have mixed feelings about tombstone Myers. On the one hand, the added stalk time does give the survivors more uncontested progress as a counterbalance but since players don't know they are playing this variant until the first death it can be frustrating. Perhaps adding an indicator for survivors to know when the stalk is resulting in one hit kills could ramp intensity without feeling unfair.
The Oni
-When a match starts he doesn't have access to his power until he wounds a with a regular M1 and collects enough blood. When downing players with his power, there is no blood drop meaning he basically resets to having a setup phase unless you ensure that an injured survivor is left to run around dropping blood orbs. He tends to be a killer that has to snowball to be effective and players hiding out his power effectively makes him pretty weak. He's fun to play but I feel some slight tweaks could be made to reduce the period of time he is ineffective at the beginning.
- Starts at 50% power when match begins getting into power sooner without effecting normal mechanics too heavily.
- A group of blood orbs drops on power hit. Not enough to keep him in power constantly, but perhaps 20-30% charge.
These are some ideas to improve characters that I feel have good designs but may be a little behind the curve in terms of potency in normal play. I obviously don't have the experience of some of these 1k+ hour killer players nor do I have much first hand experience as survivor but I feel like these suggestions could improve the gameplay of the listed killers.
Since i main myers and know his lore due to being a huge fan of movies and movie script.
I think he should get a passive power mobility wise to move really fast speeds while he is not LOS and nearby.
Then undetectable in tier 2 either during stalking but if he is in chase it will drain the tier 2 power while stalking.
Iri wise i dont personally use his tier 3 at all due to how weak it is in comparison to ghostface and other killers
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@3AMandLost said:
3+ months now playing killer is unbearable cause of these long queues. My queues are longer then the matches
whether I stomp the survivors, I run chill builds and they just do 3+ split gens at the start and I got no gen slowdown, or if they just DC or give up etc all these factors just adds up
Before, one could simply queue up on a random Tuesdayn in the afternoon and get into a lobby just waiting 2-3 minutes, not anymore tho. You either suck it up and wait 10 minutes, or hop on playing when its already 11 PM-12 AM and even then queues are still like roughly 4-6 minutes not even instant.
with the constant secondary gamemodes like events, chaos shuffle, and obviously the true "villian" 2v8 which gets dragged out way more then it should it just makes it difficult to play…. cause you cant even play in the first place.
Just quick comparison, the killer queues we have in DBD is the equivalent of the highest rank in games like leauge of legends and apex where the top players sometimes on average have to wait 10-15 minutes.
the one solution is to (Almost) fully disable MMR whenever alternative gamemodes are active such as 2v8. Which will create its own issues but I dont think it would be as troublesome consider majority of casual and less skilled players are gonna play 2v8 anyway
the way the system works is. longer you queue, the more your MMR gets decreased until it finds a lobby, just make you start at the lowest allowed range possible.
the "play while you wait" dosen't really solve anything for us who just wanna play the regular 1v4
and no I dont wanna play 2v8 its just overstimulating, unnecessarily chaotic and the gameplay feel very uninteractive and unorganic but thats just my personal opinion
Fix my 1v4 queues please :(
https://us.v-cdn.net/6030815/uploads/FRQIMGRRWTR1/screenshot-2025-08-28-175956.png
I think disabling mmr is not a way to go.
I think we should wait and see their new mmr system will play out since its confirmed to come this year end of it.
The thing they need to do to fix matchmaking is just try to place high playtime aka matches count both survivor + killer as one group for all players and then combine that with their stats + playtime.
I know alot of people here will say that playtime is not everything so thats why i propose killer + surv total matches played in lifetime on dbd as a main factor and secondary factor being killrate/escape rate.
Right now i feel like which is not confirmed since BHVR is not confirming how it works in depth.
The system factors in only stats as main thing no matter if u got like only 100 matches or 10k or 100k
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Having same issue on killer side due to how mmr and sbmm is being processed by the system, survivor side has different ways to get mmr higher while killer is seen as 3k and up to bump up mmr.
The issue with the mmr system is it will and probably already is treating you like you are purposly throwing.
People will not agree with me which is fine but i know and looked into the way the matchmaking works and read a lot about what devs had to say how it works.
Their system is flawed and hopefully new one that is coming will be far better.
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@sinkra said:
Last year they were eager to show it, now they refuse to. Come on devs, are you too ashamed to expose what you've done to this once great mode?
Im going to assume they dont really want to be public about premade killers or survivors winning More often than regular casual players.
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@AnimeWaifu said:
I think BHVR should consider reworking the Judith's Tombstone addon or making slight changes to make it more interesting in a game because right now it's a little boring seeing people use tuft hair with tombstone for infinite tier 3 and the counter play on survivor promotes gen rushing and doing actions like doing a gen ,blessing a totem ,hiding in a locker to avoid being taken out of the game because Myers has to grab you and can’t mori ,which is an unfun gameplay loop on both sides.
Also if anyone has an idea on what this addon should do instead of what it does right now or even any idea in general please comment about it, even if it’s not Judith's Tombstone because I would like to see more addon variety with the killer in general.(note) I personally don’t think Tombstone Piece is unfun and find it to be more interesting then Judith's Tombstone
I think his iris should get a rework where he can stalk multiple people, once he depletes his stalk that person becomes new obsession and can be killed fully.
So similar to GF but way different outcome and much more lethal.
I think if they fully remove ability to kill fully would make him not that lethal or if at all much.
Unless they go for suspected route of making his iris all about tier 2 and 3 where he is very fast in and out to match the modern dbd.
So like if they do remove the full mori and replace it with faster downs and stalk build up and compensate with like vault, chase speed, breaking etc
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988611#Comment_3988611
having 10k hours doesnt necceserily mean you have an automatic win.
I do have 10k and I don't play meta and I don't win every games.
Never said anything about automatic win, i said experience.
I refuse going againts players with experience just because i picked up the game faster than avg players and now the SBMM whatever is in the game is not properly putting me with players that share similar playtime or stats.
Like if anything the game should take in consideration of how many matches total on both sides have been played on the user account.
Then only then use the mmr to match the players because if im gonna be frankly honest with you im not enjoying my games lol.
I find survivor more enjoyable than playing killer but then there are matches where a killer can derank them selves and drop to my mmr.
So if we were to compare which one is easier to climb the ranks i would say killer due to the killer needing to worry only about securing 3kills which for me is "easy" not because killer is easy its because players at such rank throw or go for saves at 1st hook and are near one another instead of doing gens.
The entire system is messed up, because a single troll on a survivor team can ruin all other surv mmr and experience.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988433#Comment_3988433
Terrible idea!
Veterans with a lot of hours would get blocked by everyone, it wouldn't be healthy.
Its either that or they need to compensate for the swfs advantage and perk stacking lol
Like bhvr needs to really fix how matchmaking mmr system works and playing againts premades.
Ill rather block the users than play with or againts them again due to missmatch of playtime (experience)
Like keep in mind EVEN IF they are in as said minority of playerbase its still unfair to go up againts them without proper balancing the advantages they have.
Like with my 500hours i refuse to get a killer with 10k hours just because its totally unfair
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@AdamZ said:
I think it would be a healthy change towards killers, so when the killer loses against one they know that the survivors had a huge advantage and it wouldnt make them feel like garbage as much. also i think it would help killers realise how good they actually are against a sfw and against a solo q team so they dont have like a ridiculous expectations for them selves.
Ill rather have a feature to ignore a player to not be matched with and againts as.
Marvel rivals has the feature
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Hmm maybe a hybrid LOS and TR mechanic as well just to make it simpler for the devs xD
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@Moonras2 said:
I played a lot of Myers with the tier 2 stalking addon, dead rabbit, and monitor and abuse. While I find it very fun to try and jump scare people with it, a lot of people have said in the endgame chat that they find it boring to play against. I never played a lot of hit and run play style with it but I imagine that could be moreso boring to those people.
At higher level, where people might play differently, that feeling may become compounded with players. Also add in that people on comms would have a huge advantage over this, as with a lot of play styles. Making it another solo queue nightmare.
Not saying it would be overpowered by any means but if it became more of a common occurrence I could see a lot of people hating it.
I mean what else and how should michael myers killer play out as in general not to be rude but those people in end game chat are rude for calling out the killer as a killer since thats basically mostly his gameplay stalk build up and strike and fall back.
I do hope since BHVR said the game is moving away from pure stalk and play to something else this would mean some more modern michael gameplay where its not as boring as those people claim
For me i find it boring that i join a match and we do gens and 1 left and michael gets infinite and mori kills and only outplay is lockers which is like :/
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@UndeddJester said:
The ability I always wanted on him was to move faster at 5.0 m/s when greater than 24m from non-hooked survivors.
This does 2 things for both lore and game play : -
- Aids his map traversal, particularly on Scratched Mirror Myers, he can move across the map easier to mitigate his stalk downtime. Lorewise it mimics Myers behaviour jn the filma where he stalks from afar and disappear quickly from view/seemingly appears places he shouldn't be able to reach.
- Gives him a pseudo Whispers to inform him survivors are nearby. This mimics Myers uncanny abilities to predict his victims moment and always seem.to know where they are.
I also want all but his Decisive Strike to have his pain yelp. While iconic and I don't wanna lose it completely, Myers being silent after a pallet stun would be so much more intimidating...
Yeah in the movie he does not grunt at all only when i believe he gets stabbed by lorie in the closet.
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@UndeddJester said:
The ability I always wanted on him was to move faster at 5.0 m/s when greater than 24m from non-hooked survivors.
This does 2 things for both lore and game play : -
- Aids his map traversal, particularly on Scratched Mirror Myers, he can move across the map easier to mitigate his stalk downtime. Lorewise it mimics Myers behaviour jn the filma where he stalks from afar and disappear quickly from view/seemingly appears places he shouldn't be able to reach.
- Gives him a pseudo Whispers to inform him survivors are nearby. This mimics Myers uncanny abilities to predict his victims moment and always seem.to know where they are.
I also want all but his Decisive Strike to have his pain yelp. While iconic and I don't wanna lose it completely, Myers being silent after a pallet stun would be so much more intimidating...
Yeah i think as long as he does not have LOS with a survivor like as in any survivor seeing him or michael seeing a single one he should be reverted back to regular speed.
5.0ms is perfectly fine and balanced as long as his speed is not active in short term or long term chases.
It does comply the lore too
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@rvzrvzrvz said:
I like the nerf it's definitely a good thing for the game but could you delete map offerings from bloodwebs now ?
They can't be used anymore it's a waste of BP, and you might want to look at other useless clutter like fog thickness offerings (the fog hasn't mattered for years)
They really need to be lowest priority to find them or fully removed atleast, also would be nice if we can destroy offerings or trade them in to recycle, like i personally dont need like 40% of my offerings and i would probably get like 10 mil back
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@rvzrvzrvz said:
Did they already confirm they will get rid of instakills addons ? that's all I care about for his rework, it's just antifun and probably some of the most boring matches to try to genrush before he kills someone, and jumping in lockers because you're afraid of being one tapped is dumb
Nothing confirm yet sadly, i do want his insta kill to be gone too or reworked and tuned to not be like that.
I just honestly care for undetectable and mirror since i suspect it might be coming to tier 2
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@Coffeecrashing said:
Myers should never get undetectable as basekit in tier 2, because he can 99% his tier 3.
He also should get all of his annoying addons completely reworked, which includes both mirror addons. If Clown’s Cigar Box and the Key’s Blood Amber both needed to be nerfed, then Myers should get his mirror addons nerfed too. It’s just way too much non-stop opponent aura reading, for modern DBD.
Im going to suspect it is coming and will probably be added in some sort of way either via addon or something and cant go past tier 2, or they will make EW decay slowly when it comes close to 99% so u cant 99 it like you seem to show worry.
And yes his addons need rework but not mirrors not sure why you are so againts it since huntress, ghostface has similar addons where its aura reading advantage.
Michael in lore knows every location of survivor thats who he is in lore.
Scratched mirror is not viable and fully butchered ever since map offerings all myers mains hopped to vanity or perms tier 3 tomb addons.
Vanity is sadly not as good as you think it is, there are many counters to him that survivors can do and have time to run away
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987753#Comment_3987753
In the example I meant more like this: He would build up EW like normal, and his ability to use T3 would be the same as it is now (preferably with it force stopping at 100% and requiring a second tap activate it, instead of 99ing being at the mercy of lag) but he would be able to "channel" his current incomplete EW bar to activate undetectable at will. This would require a lot of details to be ironed out (Can it be disabled before fully draining? Active while held? Minimum cost? Cost to maintain? Does spent EW "return" to survivor limits? If so, how is it distributed? My personal pick: can only be done when not in LoS of a survivor? etc etc) but would be an example of a way they would keep an idea like that relatively consistent yet different from things like how GF currently works in his limitations to the status.
Yeah there is a lot of variables, i do suspect they are coming they gotta keep it similar to stealth killers, ghostie is really up there right now as a stealth killer for me due to his ironed out addons and spread out stalk
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987747#Comment_3987747
His breathing can be a difficult audio cue (especially for people with hearing issues) when there are other noises like gens or healing, so it shouldn't become the primary way to know where he is in a mindgame scenario. The speed debuff that it currently coincides with is kinda necessary to allows survivors reasonable time to react in mindgame scenarios, and actually lends well to his more jumpscare identity. The main thing to remember about undetectable is that it removes most counterplay the survivor has when in mindgame scenarios. Just hiding the red stain without needing to moonwalk can secure a good number of hits, on top of all the other benefits. It can have a very high "moment to moment" impact.
Edit: If you ever want a good example of this, try a haste focused scratched mirror build and hope you get an indoor map. You'll have zero map pressure, but you'll rarely have people react in time when you're zooming around corners.
I threw the example of draining EW as an example of a limitation that would be introduced in a similar vein to GF's while not just being a copy and paste of elements of his cooldown/reveal systems. The overall idea is that undetectable on demand needs to either have a very clear warning for players to make last minute reactions to, or it needs to have a system that limits its use via a resource (which time is a resource, so cooldowns fit here.) Those types of limitations can be difficult to develop in an ideal fashion for both sides, which is why undetectable generally has conditions to apply.
Yeah i tried out all haste perks in his scratched really fun but no map pressure but you do get guaranted hits generally speaking as you said.
But yeah i would rather take that tier 2 to be worked out that way than not have any undetectable at all.
We can even take it a step up and his tier 2 being slowly drained while in a chase too to make it more balanced but i got ur memo.
Still ill take that any other day than non undetectable with my vanity mirror, would be really lovely to get 4.6ms hits and trade hits and get my ew2 drained and put back to tier 1 and build up my tier 2 to get undetectable out of chase
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987747#Comment_3987747
His breathing can be a difficult audio cue (especially for people with hearing issues) when there are other noises like gens or healing, so it shouldn't become the primary way to know where he is in a mindgame scenario. The speed debuff that it currently coincides with is kinda necessary to allows survivors reasonable time to react in mindgame scenarios, and actually lends well to his more jumpscare identity. The main thing to remember about undetectable is that it removes most counterplay the survivor has when in mindgame scenarios. Just hiding the red stain without needing to moonwalk can secure a good number of hits, on top of all the other benefits. It can have a very high "moment to moment" impact.
Edit: If you ever want a good example of this, try a haste focused scratched mirror build and hope you get an indoor map. You'll have zero map pressure, but you'll rarely have people react in time when you're zooming around corners.
I threw the example of draining EW as an example of a limitation that would be introduced in a similar vein to GF's while not just being a copy and paste of elements of his cooldown/reveal systems. The overall idea is that undetectable on demand needs to either have a very clear warning for players to make last minute reactions to, or it needs to have a system that limits its use via a resource (which time is a resource, so cooldowns fit here.) Those types of limitations can be difficult to develop in an ideal fashion for both sides, which is why undetectable generally has conditions to apply.
Ooh i get it now while in tier 2 he has number of hits that he can do before his undetectable runs out, sorry my bad i fully miss understood you on that one.
That would be way better yeah, since he can fill it up and get it back to like full EW2 and gain undetectable at certain meter maybe as well.
Yep gotcha that would for sure be really nice so he cant just trade all good hits.
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@thrawn3054 said:
I hope they remove the speed nerf from Scratched Mirror. That would make it alot of fun on most maps. For tier two maybe a slightly faster pallet breaking animation and longer lunge. Tier 3 could maybe just be a mini Enduring and a slightly weaker basekit Brutal Strength.
We shall see i do want scratched and vanity to be more viable to use now without map offerings being in favor.
Something is coming and i suspect tier 1 and tier 2 will be like more noticable buffs, probably as u said changes to tier 3 aswell something added to hit basekit tier 3 like enduring and vaulting speeds
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987743#Comment_3987743
The biggest thing with Myers is that he can attack straight out of undetectable. Remove that, and he falls in line with killers like Pig and Wraith, where they need to give a "warning." Keep it, and you need to have counterplay or limitations to prevent overbearing inability to read in chase like Ghostface. Either way, the biggest detriment to Myers' design in terms of undetectable is that it can't allow him to get near free hits in most mindgame scenarios consistently. They could find ways around this of course, maybe something crazy like giving him an ancillary ability to drain evil within in T2 to toggle undetectable, but that would also require a lot of testing and fine tuning to make sure it doesn't become either too strong or wasteful to bother using.
There are ways they could pull it off, but it would have to be a lot more limited and explored than just T2 carte blanche.
I get it yeah, i mean the thing is people can already distinguish him in tier 1 even and run away if they listen to audio cues, its really really easy as it is now, if they do give him undetectable at tier 2 outside of chase then his breathing should intensify, make it so in tier 1 it echoes around map and players cant know if hes near one or the other, in tier 2 it will be silent for those who hes not near so its way easier to detect and increase his breathing?
Like generally i think it wouldnt be too strong and it shouldnt drain his EW2 to do so since ghostface and pig can go on demand, pig for example has a audio que too, so does ghostface with his own breathing as well.
But yeah we will see im hoping that tier 1 and 2 become more viable since people kept saying if u playin him without tomb u aint winning so that stuff has to go as well.
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@Ryuhi said:
Whatever it ends up being, I sincerely hope they don't make yet another change that is wildly unpopular with both sides. Or so broken it needs to be scrapped and/or reverted immediately.
As for undetectable in T2, I think that would be a bit too strong. It already has some necessary limitations when GF can drop it on demand, and other killers that can apply it usually have things preventing them from being able to capitalize on it without a chance at counterplay.
They could also remove his iri, and when his stalk meter is full on a survivor aka fully red then they get full exposed effect and he can down or fully kill mori them.
Like im suspecting something where he gets modernized into 2025 - 2026 era of dbd.
His stalk should remain one person each
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@Ryuhi said:
Whatever it ends up being, I sincerely hope they don't make yet another change that is wildly unpopular with both sides. Or so broken it needs to be scrapped and/or reverted immediately.
As for undetectable in T2, I think that would be a bit too strong. It already has some necessary limitations when GF can drop it on demand.
To be fair yeah this would rival ghostface since he can drop it on demand but ghostface is generally more human than pure evil in lore.
I do feel like since both the pig and ghostface share similar undetectable mechanic but michael is still "outdated" and BHVR did say the game has evolved since release a lot and they want to make the game more chase oriented and stuff.
This just kinda points at the direction to undetectable at tier 2, it would fit the other stealth killers and michael being kinda on the top of them all due to him being the first of the first and all that.
I mean generally speaking the community stated hes only been viable at tier 3 and i think devs want to shine light on tier 1 and tier 2.
I do hope as u said to keep michael as michael and not ruin him.
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@GuardianoftheCrystal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987678#Comment_3987678
Yeah, I definitely do notice the difference. Premade lobbies definitely are more organized and coordinated where as random lobbies seem a bit more scattered and unorganized. I didn't think about that at first.
There is a gen slowdown mecha in game too if the survivors are outperforming the killers too much and same goes for killers outperforming the survivors but its a bit meh implemented i mean its great and all but it does not really help much.
But yeah again i dont think there is anything they can do to prevent premades, honestly i Q casuals always i do legion for dopamin hits and do well 1-3 escape and im feeling pretty good!
Only thing i wish is 10x multi
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Its a hit or miss, if its a premade lobbies then yeah, if its mostly casuals then its relativly like 1-3 escape at best.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986826#Comment_3986826
This is so very true! Also, there are so many departments that come under the word "developer" - do we expect a project manager to be playing at high MMR, does it matter whether they do or not?
Understanding game mechanics is also a big part of understanding the game, having that ability does not correlate with player ability, same as design ability does not correlate with player ability.
There are many of us who do play the game on live, a few of us are also high MMR (we see the numbers!), does it make any difference to our actual jobs? Nope not in the slightest, because our understanding of the game does not change.
Im gonna be honest something is awfully fishy about the statement you made Mandy.
No offense but high mmr is highly unstable and its faaaaar far away from being asymmetrical rng.
What im saying is, you and everyone else including me is aware that there are weaker and stronger killers in game, at avg mmr to low mmr the game is often killer sided because survivors simply dont run meta perks and they dont know map tiles or maps they did not learn pallets.
Will something ever be done to bring weaker and stronger killers to be more equal footing at higher mmr because i refuse playing nurse or blight and such to avoid tunneling.
Spreading hooks at high mmr againts cordinated squads which are running meta perks is near impossible i will say improbable for weaker killers unless they run meta perks and even then its not even close how its much more balanced in favor for stronger killers.
I know that new MMR changes are coming.
But i dont think that will fix anything.
Realistically speaking once true RNG system is added for loops on map such as tiles wont be the same or similar like they are now and so predictable the users that use vc for advantage and players with higher playtime and experience will continue to keep the game unbalanced.
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@GentlemanFridge said:
I doubt there's a proper way to enforce that that won't result in false flags.
I instead propose we dunk on AI takes the old-fashioned way.
https://us.v-cdn.net/6030815/uploads/5N8CVAOIR9GW/image.png
Crow of Judgment
I do agree we should at least ask them to put credit: chatgpt (example)
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986582#Comment_3986582
There's not much to do in a room in my house haha. It's not a real library, it's my library. I own a couple thousand books.
Wish I worked at a library though. Pretty much my dream job.
Oh i took it too literal, yeah library job sounds like one of those dream jobs.
Some pet item shops are also chill laid back
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986556#Comment_3986556
This game has totally thrown me out of whack with it. I wrote everyday for years. Have a novel that needs revision. A couple more mapped out. About 20 short stories. I'm part of a critiquing site that I was really active in. Was also reading 50+ books a year. Now I just own a library worth of books I don't read. Took me two months to read the last one. Every time I tell myself "I'll write tonight" or "I'll read tonight" I boot up this stupid game instead.
I would love to work in your library it seems like such a laid back work calm
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986547#Comment_3986547
Hm. I write fiction for fun and I've never heard that. I love em dashes. When in doubt, em dash it.
I always wanted to be a writer but i just cant get my head into it, too much other life priorities and jobs i need to do.
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986536#Comment_3986536
I assume you aren't actually using AI, yeah? Just based on the way I've run into your posts here, I'm honestly surprised you've gotten 4 flags!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986537#Comment_3986537
Ahhh, okay, makes sense that its OpenAI watermarking. I was thinking of it as a whole, as I know ChatGPT and Gemini do not do anything of the sort, which is almost certainly why we see way more of those sorts of things than OpenAI posts.
They just started doing it, still in beta phase
I think its great i think people should put a credit like they always, honestly when i did my projects for uni i always included source as it was a must.
Nowadays people get sloppy and dont put any credit neither their friends or family even.
I think it will be a good change for people who dont put at the end credits "chatgpt" or other form of AI.
There is generally no shame in using AI its great its awesome, it helps spread awareness if for example someone cant properly make a message to the majority
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986534#Comment_3986534
tell that to my college.
Got flagged four times this semester for AI use.
Lol i majored in deep learning machine learning.
These things are dope they can help people a lot with brainstorming, calculations pretty much anything.
Its sad to see people just use it to do their homework for them or write a project
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I think we should be pro open for AI to be used as a helping tool, but it should not be used to replace human thinking and thought process fully.
Its always good to layout your own brainstorm and then ask AI for guidance to help it sort it out and make it make sense for general public that may or may not see the vision
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/454301/can-we-get-a-ban-on-posts-made-with-genai
I am wary about this simply because people will use this reasoning to report posts they don't like, and without the obvious tells (see the discussion in the AI thread about the various obvious tells) it is harder to identify right off the bat if it really is or isn't.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986529#Comment_3986529
This... literally isn't true, and you should never use those AI checker things because they are just as prone to hallucinating as the actual AI are - because they're the same things. It's similar to how you shouldn't use Nightshade/Glaze, as its also just a AI image generator, but with all functions besides img2img turned off.
No im saying OpenAI is watermarking their AI content with their own watermark that companies,users can identify and it cant be bypassed unless you somehow make your own AI without watermark
Generally it was added to put a stop to this exact issues we have right now where users use it to be lazy, the tool was meant to be a helping guidance tool to see wider picture and not to replace the human imagination.
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@GentlemanFridge said:
A few things.
Shareable perks have been a thing since launch. Survivor choice has always mattered mattered very little once their teachables were unlocked. This was intentional by the devs. And there were cosmetics. Not many, but there were.
And by golly there were shortcuts back then. Mori's working from the first down, and later the first hook. BNP's instantly completing generators, actual infinites. If anything, the game didn't revolve around skill back then. It revolved around fun.
The entirety of point 3 is flatly wrong. 2v8 gained popularity because of the novelty of playing with 2 killers and 8 survivors. If anything, the mode is less skill-based, because your individual performance isn't quite as important. It'd be far more accurate to make this point about Chaos Shuffle. Survivors are hardly "stripped-down" in 2v8.
Cosmetics being the main drive of revenue is a given for any live service game. You're right in that it feels like that it feels like montesation took priority over maintaining a fun, healthy game, though.
also… was this written by an AI?
Okay i will second your post saying that you are very accurate on what the core issue is.
You did not really speak more about how players back then were not so common with map tiles, learning the RnG mechanic since the RNG system that DBD uses for pallets, tile location for looping is 99% predictable there is not that much variants to remember and year by year players adapt and learn it by muscle memory and there is no real skill involved in that since there is no real time adaptation needed at all.
The major flaw here by DBD and BHVR is that the game is marketed as an Asymmetrical genre game.
Okay so Asymmetrical in core itself has elements dbd fullfils as a game yes but it fails to thrive upon true RNG proceedurally generated map tiles to always keep its playerbase no matter playtime on their tippy toes.
This would raise the stakes higher and help the whole SWF thriving at high mmr learning map tiles and call outs.
So we know the old stats abouf SWFs in game but i would put a hard eye on current stats that are not published yet as for me matches in my high mmr killer matches feel roughly survivor sides (due to my killer choice, i wont get into that in this post).
Now for me it feels like its not a true 4man more like 2+2man seperate friends, one party slighlty worse or better as they dont share comms, but these players share similar meta perks and knowledge about map tiles, they can shut off their brain and remember the map and locations where to loop the killer.
I do really think the core issue of dbd is that constant mastery of the game in terms of playtime and learning curve is killing the game, survivors at high mmr are playing really tightly because they dont require to adapt they just need to keep their senses sharp and do call outs in comms and stack perks.
I wont lie and i will say that in avg mmr and slightly above the game is killer sided due to killers having 5-10% more higher kill rate/winrate on avg.
If we shift focus towards above avg mmr thats where people start to get confused, the older players that stayed and played dbd for a while and grinded the game will get burnt out (me included) by getting the matches where you kinda reach stalemate due to meta perks.
It gets interesting at this point to because killer Q time at this level is aprox 10-15 minutes and matches if you do not do "healthy tunnel" that is approved by majority of streamers the match will end by 5 minute mark.
The survivors usually wait about that 5 minute mark at higher mmr.
And not to speak about SBMM and MMR system in game that is absolutely awful as it places u sometimes with worse mmr or way better mmr players (both killer and survivor sided)
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@ReverseVelocity said:
I've noticed a recent uptick in forum threads that are very clearly written by ChatGPT or a similar LLM. These posts are often weirdly worded/formatted and full of misinformation.
This should be a place where people discuss their own opinions, not asking a computer to spit out an opinion for them, and then copypasting it into a thread. Allowing these kinds of posts undermines the integrity of discussion, and is a net negative on the forums as a whole.
Also! Good news is now u can copy paste these posts into a online verifier to check a watermark for any signs of AI.
There are hidden symbols in between letters
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@ReverseVelocity said:
I've noticed a recent uptick in forum threads that are very clearly written by ChatGPT or a similar LLM. These posts are often weirdly worded/formatted and full of misinformation.
This should be a place where people discuss their own opinions, not asking a computer to spit out an opinion for them, and then copypasting it into a thread. Allowing these kinds of posts undermines the integrity of discussion, and is a net negative on the forums as a whole.
I think the posts are okay if the prompts that the user used is very well defined and not like copy paste the first thing that the ai pops out from saying "make me a balanced rework for blight".
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986464#Comment_3986464
That be roughly 500k a match
Not unless u get tunneled or do poorly
I tested it out with 5x multi u get 231k to 250k at best max if you max out all categories like with 8.9k to 10k.
If u do bad or below avg its 89-110k
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@cogsturning said:
I'm not sure what amount it would take for me to keep being a punching bag for killers. All my survivor matches end in mass destruction. And then I get the error message when its my turn for killer, just to rub salt in the wound.
I would settle for 20x since thats only viable thing as no offerings are allowed
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Yeah true its highest its ever been sadly the queue times are what they are, maybe higher like 10x or 20x (brierfly) during peak times should be good when people are home and most active
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Same here it happens a lot for killer only
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Not resolved at all host issue still ps5
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985934#Comment_3985934
Thanks! Glad it works. Gonna test it when I come back 😊
By bug out i mean it will crash giving like EOS bug report or EAC something like that.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985934#Comment_3985934
Thanks! Glad it works. Gonna test it when I come back 😊
Uhh it does sometimes bug out, depends if you play fullscreen or borderless, tabbing in and out or having steam overlay and such or any overlay bugs out the game engine since the game is not intended to have fake frames.
Buut you will notice insane smoothness if you got 240-360-480hz monitor.
Your response and latency should remain minimal, the skill checks should feel smoother, slight input lag due to the added fake frames but way better than playing the game at like 60 fps or 120 fps lock.