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Coffeecrashing

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  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927313#Comment_3927313

    If you're able to be looped you're actively playing the game and there's no reason for abandon to be at play.

    A four-slug is not the same at all. And like I said earlier, if we are going to add Abandon clauses for anything that feels bad where does it end?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927296#Comment_3927296

    Even if you somehow lose all four survivors at the end of the match, you are still able to look and search for them, and it is reliable because towards the end they will funnel to the only two spots they can escape from.

    It isn't guaranteed but it's a significant enough of a chance to where Abandoning is not warranted.

    Mandy’s argument was “the killer can do a lot to force survivors out of the match”, which just isn’t true if the survivors are purposely hiding in random parts of the map, to force the killer to wait the entire EGC.

    Patrolling THE ENTIRE MAP is not “can do a lot”, because it’s not reliable at all. What often happens is the killer spends the entire ECG failing to find any survivors, then the survivors escape right at the end of the ECG, at which point the killer failed to force the survivors out of the match.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290

    the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.

    What can killers do if the survivors are purposely hiding somewhere random on the map, and are purposely waiting until the EGC is almost over before going to the exit gates?

    Are killers expected to be able to reliably find survivors that could be hiding anywhere on the map?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927194#Comment_3927194

    Ah, so not exposed effects in general.

    Hmmm... seems a nerf for this power to me personally, and I'm not convinced it needs a nerf. If you can remove the claw trap and remove the exposed effect that means the survivor isn't injured, thus you must commit to that Survivor, because if you don't, your successful hit on a drone is meaningless...

    Whereas before you at least got an injury to perhaps capitalise on later (even as an m1 killer with a regular hit), now you have nothing to show for it at all if you don't get the down. In all other scenarios there is no difference, but in the scenario you don't want to or can't afford to commit to the claw trapped survivor, your trap hit is rendered obsolete... and currently I'm more worried her power will be too weak rather than too strong.

    It's also unnecessarily confusing, cause this configuration would be contradictory to the usual application of exposed. Exposed is exclusively used for basic attacks... in this setup we're making a strange exception for SMs attack drone that muddies the definition of exposed... we could hand wave it as an either or situation/double damage power... but I don't really see the value of doing so compared to just applying an injury as it does now.

    Skull Merchant being able to injure survivors from across the map, was easily in the top 3 complaints that survivors had. BHVR would likely need to fix that, or have the drone time heavily limited, so the killer can’t spam drones.

    And if the semantics is confusing, then the drone dart can just say it detonates claw traps, which places survivors in the dying state, unless they have endurance.

    And there probably needs to be something to prevent killers from camping a hooked survivor with a drone.

    Remember this entire rework is revolving around survivors, and whether or not survivors think the killer is fair. It’s a much lower priority to have the killer actually fun to play as.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927182#Comment_3927182

    Interesting... bound to the claw trap? Or just exposed in general? 🤔🤔🤔🤔

    The EMP dart, since it only works on survivors with a claw trap, would be able to trigger the exposed status that the claw trap would give.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926234#Comment_3926234

    That wouldn't make sense with her attack drone being in toe though.

    One of the big issues of this new design is unless SM hits a drone, she is an M1 killer with no power... the drones can't down, and her attack drone can't down (or injure) either until someone is claw trapped... the big question is, how hard is it to hit a survivor with a drone?

    So currently survivors have no real incentive to heal, and even if they do, either way for Skull Merchant it's basically hit drone or bust... (a problem that doesn't go away and in fact gets worse if you make claw traps expose only, since she's basically Ghost Face with extra steps).

    If the claw traps were permanent until healed or downed/hooked (debates for either)... that might be something... having permanent visuals on someone fits the surveillance direction of the killer and gives a good reason to heal against her, since she can play the macro game extremely well while survivors remained claw trapped.

    The drone dart would be considered eligible for exposed, for balance reasons.

  • @Rokku_Rorru said:

    I don't see anti-slug having much of an effect on slugging as a strategy, it's slugging to get all 4 down what it's countering/the whole duration of slug.

    Slugging to pressure a gen etc will still be effective, even if the survivor can recover, it's not going to be unbreakable speeds, you can just go hit the survivor going for the save/trying to do the gen and go back or commit to the new chase, get them down and the other survivor is still injured and needing to reset.

    Anti Tunnel is fine, people still eat anti-tunnel perks to be able to tunnel, if any of those are made baseline killers will still do it if they need to, it just makes the experience more fair and have more agency on the one being singled out, so again it's a non-issue, can just spread pressure instead.

    Killers base kick was buffed for gen regression, I've not needed to use Gen slowdown/regression for a while now since the gen speeds were slowed down and problematic gen perks nerfed. I don't think there is an instance I've ever gotten to the cap for gen regression UNLESS I was using gen regress perks.

    The games meta is currently formed around snowballing matches, for the easiest win with little resistance and these changes are making it so players don't feel as helpess when said tactics are used.

    Killer players will adapt, they always do, not to mention Killer QoL changes have been:
    -Perma hook break on sacrifice removed
    -6.1.0 base chase QoL buffs (not listing all of them as there was several)
    -some of the most problematic maps have been fixed
    -Hook Spawns have become more dense
    -Gen speeds made slower
    -Base Gen Kick was buffed
    -End Game Collapse
    -Mori finisher system

    And we are about to get anti-stealth changes too, and probably buffs to weaker killers down the line too.

    I wish BHVR had the same attitude for survivor buffs as they do for killer buffs.

    Because if it’s fine to “just buff weaker killers” instead of helping all killers, then the upcoming quality of life changes should only go to the weaker killers (solo q), instead of helping all survivors (SWFs).

  • It has now been TWO FULL YEARS since this bug report was made. Can BHVR please acknowledge this game bug?

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/445187/auto-aim-controller-feature-on-mouse-and-keyboard

    They claim the game has no auto-aim feature, no matter what input device is used.

    I imagine what you're talking about is the Aim Dressing messing with ya. They claim that it doesn't grant or take away hits you wouldn't have gotten anyway, just visually cleans up the animation so it looks more like a hit through the latency and for survs as well. Again, so they claim.

    All I know is my beloved Piggly Wiggly has many a bent blade from survs doing something weird in front of me with short and long lunges seeming to register differently. Happens a lot in tight spaces for me.

    I'll smack the wall, a tree, that chest over there, or even thin air, anything besides the surv when this happens. Imo the Aim Dressing gets confused at those spots.

    The actual BHVR quote was something like “we’re not saying it can’t steal a hit”. I don’t think they ever said it can’t steal hits.

    Because it absolutely does steal hits, because it alters the killer’s actions due to proximity checks, that happen before the actual hit validation check.

  • @PatchNoir said:

    Would recommend reading "why computers cant generate randomness", and try to adapt the game for something truly random like random.org that get numbers from atmospheric noise, just give perks numbers and pull the number from the generator for each perk.

    The way it is right now players will notice not having dupe perks on the same trial or as people said, weave of spiders all games lol.

    When we use the generate number, or the randomizer function from code they arent truly random on most languages sadly

    A Stacked Deck algorithm would be better, where each perk would be in a “deck of cards”, and chaos shuffle will pick 4 perks from the “deck”.

    And maybe the deck reshuffles after it’s half gone, so that it’s literally not just literally going through every perk in the game.

  • @Kikikello said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926828#Comment_3926828

    Isn't that restriction not the reason for why most perks are not being used by players in general?

    That is how you know the perk is useless. If it actually allowed killers to get hits they normally wouldn’t have, then survivors would call it “another Scamper”, and demand for it to get nerfed.

  • I just want MMR to have anti-manipulation stuff in it. Some players will spend almost the entire game outplaying the other side, then will purposely lose at the end of the game.

  • Why would anyone want to play a killer that has a mediocre M2 power that the survivors can take away? That just sounds like VHS bully simulator, and we all know what happened to VHS.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926320#Comment_3926320

    I've never had that issue for Smoke Clouds so far, you probably just followed the survivor poorly, you can also wait for them to leave the cloud in open spaces, or just wait it out if you want to keep vision. Try and use 2v8 to come up with strategies to play around them rather than just going to the worst conclusion. You might find your own ways to cope

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926321#Comment_3926321

    I'm still waiting for Claire to be made quiet and Rebecca to not moan for 10 years on hit before going to injury noises.

    When survivors use this to ambush killers in areas with lots of line of sight breakers, there isn’t any “waiting it out”, because the survivor isn’t going back in your line of sight.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926307#Comment_3926307

    Your audio setup musn't be very good quality then, it's literally just a small globe. You can also look at the ground if you are close enough to see legs. Chase music isn't that bad do we play the same game? LOL

    Maybe you should take a break from playing killer if anything new makes you miserable at the thought of it.

    Audio Occlusion was making flashbangs silent, during chase music with line of sight breakers, and the flashbang noise was way louder than breathing or footstep noises.

    Survivor noises are just like the pre-buffed flashbang noise, where they can just get deleted by audio occlusion.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926270#Comment_3926270

    I legit had 0 issues with smoke bombs, if you're using headphones you can hear footsteps and breathing and moans.

    It's like a less extreme blind, and it also blinds survivors.

    I personally want an aggressive item I can throw for a short stun (won't work on saving survs), would love to have throwing matches with Huntresses haha. Or a melee item that gives you head on to use, or a hammer to rebuild pallets for charge and time.

    Asking killers to rely on footsteps and breathing noises, while chase music is happening, is 100% unacceptable considering how audio occlusion currently works with line of sight breakers.


    @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926280#Comment_3926280

    ah I remember that, I didn’t know that’s why it got removed. Okay not like fog, and not disorienting. What about like the lightest mist paralysis that doesn’t disorient and you can absolutely see but that has a slow effect(I’m just going to bounce ideas off you, I hope that’s okay) like chem trap, doesn’t have to be long, just like a tiny window like 1-2 seconds of slow, SMALL AOE.

    That would just end up being a “Dead Hard for distance” projectile, that could be used even if the survivor isn’t being tunneled.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926270#Comment_3926270

    maybe like a hazed effect then where you can still see but it’s like a little disoriented? Similar to lightborn if you’re looking dead at the flashlight? Or do you think that would still be too much? Idk I’m an optimist so I think we can probably figure out some kind of middle ground.

    While I’m at it hopping in a locker should be considered a conspicuous action for ds.

    Clown’s smoke bombs used to have a disorienting effect, but it got completely removed for accessibility reasons. So I don’t think we can have the disorienting feature in this game.

    And there really isn’t a middle ground. Just look at what happened to the flashbang usage, where it went way down after the bugs were fixed. It turns out many people only liked flashbangs because of the audio and collision bugs, that made flashbangs way more powerful than it should have been.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926255#Comment_3926255

    yeah I think it would be miserable for killers too. I feel like it would get nerfed so much over time it ends up just being like tenacity. Also if they’re trying to clean up slugging and tunneling more I would rather them not introduce another mechanic like built in unbreakable in an item. I can see it just killing any tactful pressure that’s already a tense situation on both sides. There’s alleviating pain points, and then there’s over doing it. Like this would have to be so restricted so it’s not heavily abused by any player just looking to grief.


    I mean look at flashbang and ds, instead of considering another perk, they chose to locker hop and blind the killer 4 times after stunning them with ds, imagine like 2-3 more survivors swarming but throw unbreakable on them as an item. They’ll do it. Now I’m annoyed because they’re not touching gens, you’re annoyed because you can lose pivotal pressure from their misplay when they’re coordinated, and amateur/intermediate killers are getting griefed bc they’ll walk right into the trap, and the only people having fun are trolls.

    So as much as I appreciate the thought, I think there’s other ways to give survivors fun without griefing killers to the moon and back. This is of course just my opinion and I don’t speak for everyone.

    Like I saw smoke bomb, I think it can be less impactful and less used to grief, but strong enough to consider, the addons can make it do different things like maybe affect killer aura reading for a small amount of time and it consumes it, an add on that lets you create a stacked fog effect for escape and consumes it(of course hinders your sight too), an addon that covers everyone’s aura in x vicinity for x amount of seconds when using it(can even consume it). Fun, nothing too crazy, can be tweaked. What do you think?


    I missed the void event, what did the smoke bomb do?

    The smoke bomb made an area effect on the ground for a few seconds, where players can’t see through it, and it completely blocked the vision of anyone in the actual smoke. It was basically free escapes for coordinated SWFs, where a teammate would ambush the killer with it in an area with lots of line of sight blockers.

    And I honestly don’t think a new survivor item would be popular, unless it did something that is powerful enough to make the killer feel miserable. There just isn’t anything that’s actually “fun for both sides”, that would be popular with survivors.

  • I think it would be miserable for killers, but I also think survivor stuff needs to be sort of overpowered/broken, or survivors won’t care about it.

    Keys can give a 32 meter on-demand killer aura reading for 22.5 seconds, or a 60 meter on-demand survivor aura reading for 30 seconds, and survivors just don’t care about them enough to use them. I see a lot of BNPs, syringes, and gel dressings, so I know survivors are using iri stuff… but they just don’t care about keys to use them, because keys “don’t do enough”.

    The alternative is something like the smoke bombs survivors had during the void event, that were so miserable for killer that I stopped playing killer for the entire event.

  • Maybe survivors will get a consumable “jumper cables” item, that works as a one-time Unbreakable.

    And maybe it doesn’t count as a held item, which means the killer can’t see it, Franklin’s doesn’t work on it, and the survivor can still use other items while it is equipped.

  • I’m still wondering if the drone dash will be changed so that it gives a claw trap that inflicts exposed (and doesn’t directly injure the survivor), so the killer is forced to commit to chasing the survivor.

    That would stop the killer from injuring survivors from across the map.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926095#Comment_3926095

    While yes, rat plays are awful, that's not the main problem here.

    The problem is that that particular milestone requires 55 escapes to be completed. With the average escape rate being 40%, that's approximately 138 survivor games. With Hatch out of the equation, this number will be even higher.

    I think that the number should be lowered a bit, maybe to 40 Escapes or lower.

    I think it's completely acceptable for the number of escapes to be lowered.

    My real issue is people that are completely fine with challenges like "break 5 totems" or "complete a bunch of green glyphs", where survivors sandbag their entire team by wasting large amounts of time with stuff that doesn't help survivors win games…

    …but a challenge to actually win games is considered toxic. It's like people would rather sandbag their teammates than actually try to play the game for reals, because sandbagging their teammates is much easier to do.

  • BHVR could just change the quest to “Escape the trial after all 5 generators have been repaired”.

    That would stop survivors from excessively hiding all match, and hoping for get hatch as the last survivor.

  • We don't know how bad the killer queues will be yet. If the survivors get a giant "fight back" mechanic, then this might be another Xenomorph situation, where it's a huge licensed franchise, but killers ignore the killer because they don't want to get bullied by the fight back mechanic.

  • BHVR could change the milestone to “Escape after all 5 generators have been repaired”. That would get rid of the loophole where survivors can excessively hide, and wait for their teammates to die.

  • BHVR's strategy is that survivors get to have lots of attention for quality of life features…. and killers get a 60% kill rate.

    That's it.

  • The game was so disappointing. The dev’s previous game, The Quarry, has SO MANY different plot branches, and the characters often split apart and had their own plot lines. Streamers were playing the game multiple times, to see the different plot branches.

    Frank Stone had none of that. Streamers mostly just played it once, and then just completely abandoned the game.

  • @Mandy said:

    There's no plans to create a competitive mode in the game, such as you've described.

    The great thing about Comp DbD is that they have their own balancing rules and it all takes place in Custom Matches, we fully support our growing Comp Scene, but that makes no difference on how we balance the game, as we do not balance for the Comp scene, they do a fantastic job of the individual match balancing themselves.

    Are there any plans to create a ranked mode, which has the exact same rules as normal DBD, but has things like stricter matchmaking, or other things that aren't really changing the actual gameplay?

    This is completely different from asking for Comp DBD, which has such a huge list of custom rules and regulations, that it doesn't resemble normal DBD at all.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923773#Comment_3923773

    Well, at that point, we have to ask why.

    Totem challenges only have a higher chance of harming the team (if they even do, ftr, I wouldn't personally peg those ones as the problem- chest opening is much worse) because people don't broadly value the perks that'd help. There's nothing actually wrong with the challenge, so maybe the solution is instead to encourage the use of those perks somehow.

    Glyph challenges, sure, that's just a timesink. It's not necessarily harmful but you could easily see someone wasting too much time on them.

    "Hiding near the killer", though, is a challenge with a weird perception in the community, not least because there's two versions. Assuming we're talking about the ones that actually have a distance listed, honestly, yeah, I'm on board with them not coming back, they're just kind of annoying— but people act like "be in the killer's terror radius" is the same way, and it isn't, those challenges are fine.

    At a certain point if we want any halfway interesting challenges we need to take some steps somewhere to encourage good play within those challenges. I don't know how you'd do that, though. Maybe flavour text when the challenge is hovered over or something?

    It's all well and good to say "if it has a higher chance of harming the team, it shouldn't come back", but it's equally bad for the game to not have any interesting challenges left afterwards. If all we're able to have is "finish trials" and "do gens", we may as well not have challenges at all.

    Totem challenges have a higher chance of harming the team, because survivors breaking dull totems, often brings zero value to the other survivors. It has absolutely nothing to do with perks.

    Acceptable daily challenges involve activities that actually have a decent chance of helping the other survivors. Like anything involving repairing, or altruism, or chases. Ideally, daily challenges shouldn't involve hatch escapes, or anything else that is much easier to achieve if the survivor excessively hides and purposely waits for their teammates to die.

    Acceptable weekly challenges can also include activities that can be reasonably done without rushing at all. For example, "hide within the killer's terror radius for a total of 60 seconds" is completely fine as a weekly challenge.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923747#Comment_3923747

    I see the difference, but it's a slight difference of scale, not a difference of kind.

    If a survivor rushes a break totem challenge, they COULD be spending large amounts of time breaking dull totems for no effect, or they COULD bring perks like Inner Strength of Overzealous to capitalise on the opportunity.

    Similarly, if they're rushing a chase challenge, they COULD bring chase perks to help them last longer so other survivors have time to do gens and reset… or they COULD just be running at the killer regardless of context and getting themselves killed.

    There's no functional difference save for chases being more common without challenges, both are susceptible to people throwing to do them. You'd see it more frequently with totem challenges, potentially, but the principle applies to both.

    We really need to care a lot more about probabilities.

    If we really want to be extreme, let’s talk about green glyph challenges, that literally have a 0% chance of helping the other survivors escape. These challenges literally encourages survivors to do an anti-teamwork activity.

    The challenges need to be reviewed, to determine if the challenge action has a higher probability to hurt or help the rest of the team.

    Challenges like breaking totems, or hiding near the killer, or green glyph challenges, have a way higher probability of hurting the team when rushed, so they should never happen in the future.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923694#Comment_3923694

    To be fair, at that point you can't have any even remotely interesting challenges.

    Anything other than just playing matches would be susceptible to survivors throwing to complete them— even regular engagement challenges like "be chased" are susceptible to survivors throwing, by running at the killer to try and force chase when they should be doing literally anything else.

    So, if your challenges are anything other than "complete trials" and "do generators", you've got the same problem.

    I don't actually have a solution here, but it's not as simple as just not having challenges that survivors could throw to try and rush, because that's basically any challenge in the game.

    @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923694#Comment_3923694

    Seeing the problem isn't the same as fixing it regardless, but pretty much what Jesterkind said above sums up our general thoughts in a nicer way.

    What couldn't count as "toxic"? At this rate it would be things like "escape as X survivor"...which are not remotely interesting.

    Do you super honestly not see any difference in “break totems” challenges and “be chased by the killer” challenges?

    When a survivor rushes a break totem challenge, they are often spending large amounts of time breaking dull totems, which ends up not helping the other survivors at all.

    But when survivors rush chase challenges, they can bring chase perks to help them last longer in chases, and when they are being chased by the killer it helps the other survivors because it’s occupying the killer’s time, and taking pressure off of the other survivors.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922135#Comment_3922135

    You're still thinking in terms of preventing the initial injure, which is meant to be easy? My gosh. It's so hard to talk about balance with y'all because you're so far behind.

    If that attack didn't have the auto-aim or the range, nobody would ever land that attack except for the top 0.1% of PC players. I want to play killers with functional powers, which I have control over more than the survivors do. Nobody wants to play a killer whose power is unable disabled all match, especially after basic interactions like breaking pallets.

    The token removal on pallet breaks is specially there for counterplay to the grab attack. It’s not there “just because Ghoul is a dash killer”.

    It’s fine if you want to complain that it makes the killer feel bad to play, but it’s still the reason why it was added to the game.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923547#Comment_3923547

    Yet if people didn't act like their lives were on the line to complete those challenges, there'd be less harm. Those like use no mither actively challenge people to use the perk "DBD hardmode" instead of one of their usual, and likely meta, perks. Hatch escapes can be done with 5 gens and open doors. Even the rescues one is likely an eventuality due to the nature of the game, but people want it done now.

    Blame what you want, but we see it as a people problem.

    Seeing it as a people problem doesn’t actually help fix the problem.

    Yeah, there are a lot of people that are going to rush the challenges. So the solution is to stop having challenges that are toxic when survivors try to rush them.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923249#Comment_3923249

    We both know that won't stop anything, but this is neither time nor place for that discussion.

    Blaming people for being dumb about doing their challenges seems the appropriate response. Besides, the only real toxic ones (which are opinions mind) are the blind ones.

    Blaming people doesn't accomplish anything. But removing the toxic challenge does accomplish things.

    BHVR's biggest focus should be on making solo q feel more like a team. And it shouldn't be via survivor buffs, because BHVR has been doing enough of that. This should be done by discouraging or removing the reasons why solo q survivors aren't team players. Which is usually 1 of 3 things…

    1. Survivors that are rage quitting early. This can be greatly helped by removing the exploits that allow survivors to easily bypass the DC penalties. This is part of the "Go Next" Prevention that is on the current roadmap.
    2. Survivors that excessively hide and wait for their teammates to die. This can be greatly helped by the Hiding Prevention that is on the current roadmap.
    3. Survivors that aren't even trying to help their team escape, because they are wasting enormous amounts of time on tome challenges, and are essentially sandbagging their entire team. This can be greatly helped by the New Quest System that is on the current roadmap.

    Those are the important things in the Phase 1 roadmap. The things that help solo q feel more like a team.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923225#Comment_3923225

    Then there's the reasonable players who want an extra challenge/win condition/something different.

    Don't blame the mechanic, blame the people.

    BHVR needs to make a ranked mode before that, so we can have a casual queue where survivors can be as anti-team player as they want, and they can ruin as many games as they want for the other survivors.

    Blaming the people doesn’t help the solo q games that get ruined because of tome challenges. The real solution is to phase out the toxic challenges, unless there is a separate casual queue where people can do whatever they want.

  • The tome challenges were toxic to solo q survivors.

    It’s impossible for solo q to feel like a team, when one of the survivors is sandbagging their entire team to complete a tome challenge.

    If we want to bridge the gap between solo q and SWF, then we need to get rid of the stuff that encourages survivors to be selfish anti-team individuals.

  • Oni should have a button combination to 180, so console and PC players can equally do them.

    Then Oni wouldn’t need the turbo boosted turning sensitivity.

  • @Lexilogo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922813#Comment_3922813

    I'm sure it's true that some Tome challenges went too far, but I think players sometimes coming into Trials with agendas that aren't 100% aligned with the most optimal strategy is overall healthy for the game.

    The problem was that “aren’t 100% aligned” often meant “100% selfishly focusing on their personal tome challenges”.

    Pretty much anything that is considered an “interesting” tome challenge, is something that takes so much time to do, that it’s often ruining the entire match for the other survivors.

    One of the worst tome challenges were the green glyph challenges, where people would tour the entire map after every generator is repaired, and the survivors were basically competing with each other to get the glyph first. The result would be each survivor ruining multiple games, just for one challenge.

  • @Kaethela said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922504#Comment_3922504

    If you don't play every single day you're losing out on the daily challenges. Also, if you've finished out the dailies for a given day there's no incentive to keep playing if you want to grind the rift. Before this every single match made some progress toward the rift even if I didn't advance a challenge.

    After you finish the dailies, you still have milestone quests that can be completed.

  • @toxik_survivor said:

    The old archives allowed you to pick one challenge and complete that challenge only. It made me play the game in a play style to specifically fulfill the challenge requirements. For example, repair 2 gens in a single match, I would put on stake out and hyper focus and do a Gen build. Old archives allowed me to play with a goal and purpose.

    These new challenges and replacements of archives are too passive. They require absolutely no user interaction. You literally complete them by just playing the game since you can complete multiple in one match. I really like the concept and the effort put into the new system, however I just don't see why the original archives were replaced. There was no need for that as I believe the original system was interactive, and purposeful towards gameplay.

    Overall I'm not a huge fan of major change when it comes to DBD. Dbd has gotten more and more corporate over the years and now we are changing the one of a kind, unique to dbd archive/tome system into a basic quest system.

    What do we think about the new system.

    The tome challenges were often toxic, because survivors would sandbag their entire team to compete challenges like “break 5 totems”, or “hide near the killer for way too long”.

    How is solo q supposed to feel like a team, when one of the survivors thinks their personal tome challenges are more important than the survivors escaping the match?

  • As an update, I haven't seen any Rapid Response combos yet….

    …But I absolutely have seen a whole lot of survivors that are trying to use Duty of Care multiple times in the same chase. Mostly medkits, and sometimes syringes, and sometimes SWFs stacking healing speed perks (even Circle of Healing).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922449#Comment_3922449

    Wait, are you insinuating that getting a very brief look at where the killer is would be a better use of Sprint Burst than actually gaining distance from it?

    Even in a SWF where the whole team could hypothetically get a vaguer version of the info you get, that's still a massive waste of Sprint Burst. This perk isn't as bad as some are making out, but that's absolutely not what it's use case would be.

    If a survivor is repairing a generator, and the SWF wants to know where the killer is, then yes, the Sprint Burst is better used to trigger the killer aura reading, so the entire SWF can know where the killer is.

    Because if it turns out the killer is moving towards them, the survivor can start hiding earlier, and won't need their Sprint Burst.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922438#Comment_3922438

    Please think about what you're saying. SWFs don't rely on info perks. They just don't.

    This is how actual SWFs play the game:

    "Hey teammate being chased, where's the killer"

    "Killer is at the shack"

    This not how actual SWFS play the game:

    "I'm gonna keep repeatedly jumping in lockers/making myself exhausted so i can briefly see the killer briefly and tell you where he is".

    No SWF will do this.

    The only way I see this perk being used is either brief aura reading after someone using head-on or exhaustion gamers using it with eyes of belmont to see the killer mid chase for a bit. (Something a lot of other perks already do!)

    People can combo it with Sprint Burst, so they don't need a locker. Someone can just voice comm "Where is the killer", and their teammate can let go of the generator they were repairing, Sprint Burst for 0.1 seconds, tell the SWF where the killer is, then go back to repairing the generator.

    Why do you think OoO got nerfed, if "actual SWFs'" don't use info perks?

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922429#Comment_3922429

    Why are you overreacting about this perk? Nobody is going to use it. It's actual garbage

    2s of aura reading is literally nothing. You get more info from the basekit hud than you do 2s of aura reading.

    You honestly don't think the perk combo is worth it in SWFs, where the survivor can use voice comms to announce the killer's location to the rest of the team?

    It's so awful the Ghoul was released with 3 absolute trash perks, but the new survivor gets 2 perks that do so much in SWFs. This is why we should never believe people when they say they want to bridge the gap between solo q and SWFs.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922415#Comment_3922415

    The perk description explicitly says (emphasis mine) "Whenever you become afflicted by the Exhausted Status Effect, Rapid Response triggers its primary effect:" and goes on to describe the aura reading, then describes the locker record as a way to become Exhausted at will. I take that to mean comboing with other Exhaustion perks is by design.

    What the perk says doesn't matter. Eruption did exactly what the perk description said it did, but it still got nerfed. Many killer generator perks did exactly what the perk descriptions say they did, but they still got nerfed.

    The important part is the perk SHOULDN'T work the way it does, because it's too much value in SWFs.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922160#Comment_3922160

    Rapid Response procs with any source of Exhaustion, not just Sprint Burst. The fast exit from a locker is only there to give you a way to activate it if, for some reason, you don't have an Exhaustion perk already.

    Rapid Response will proc the same if your became Exhausted from Lithe, Dramaturgy, Genetic Limits, or Blood Echo.

    It shouldn't work like that though. The perk should be balanced by the fact that it alerts the killer with a locker loud noise notification.

    There shouldn't be a map wide killer reveal, that doesn't alert the killer, that has zero downsides, just because the survivor combined it with a different perk. The combo is completely on demand with Sprint Burst, or as low as 20 seconds with Quick and Quiet (because that can bypass the loud noise notification too).

    This 2 perk combo is completely worth it in SWFs, where a survivor can just voice comm the killer's location, just like what used to happen with pre-nerfed OoO.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922115#Comment_3922115

    Houndmaster is almost bug free now, only bug i can remember is when you send the dog into a pallet and then redirect chase command and he phases through the pallet. The whole point of vecna's power is really powerful abilities at a long cooldown cost. For the record his fly spell has the shortest cooldown of his 4 spells too

    Her search command is still super buggy. Go to the RPD main lobby room, stand on the 2nd floor, and just try to target the generator on the 1st floor, and the various parts of the floor on the 1st floor. Notice the targeting completely breaks, and the killer needs to dramatically swing their camera up or down to target the location you actually want to target.

    Her search command only really works when she's targeting a generator on the same floor as herself. But it gets completely stuck on multi-floor maps when she's trying to target a different floor, and even on single floor maps her targeting cursor gets stuck on various environmental objects.

    Also, it doesn't matter if fly is Vecna's shortest cooldown spell. It's still way too long of a cooldown for him to be considered to have good chase mobility.

  • Why does Rapid Response still combo with Sprint Burst, which allows survivors to bypass alerting the killer with a locker loud noise notification? So it's ok if SWFs get on demand map-wide killer aura reading, with zero downsides, and can voice comm the killer's location to everyone else in the SWF?

  • @daikaimon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922123#Comment_3922123

    I certainly don't see why Kaneki is not allowed and Blight is, it is obvious that Blight is more powerful and has similar capabilities. There is no consistency in this.

    I also don't understand why so many nerfs in such a short period of time, about a month. It seems to me that BHVR is nerfing killers every time a survivor cries hate.

    It's because Ghoul has an auto-aim grab attack with a super long range, and the token cooldowns can help delay the grab attack hit if the survivor running from pallet to pallet.

    The token cooldown isn't there just because the killer can dash. The token cooldown is specifically there to help counter Ghoul's grab attack.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922105#Comment_3922105

    bhvr why is everyone playing blight,ghoul, spirit,nurse and hillbilly

    also bhvr:

    I seriously hope zero survivors complain about how popular Ghoul is, because I’m like “what else do you want me to do”???? I’m refusing to play over half the killer roster.

    And many killers have fake chase mobility, and they’re useless now too. For example, Vecna’s chase mobility has a long cooldown, and Houndmaster still has way too many bugs with targeting the search command on the ground, and therefore is often miserable to use in chase.

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