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Coffeecrashing

Coffeecrashing

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  • @n000b51 said:

    Old graph & stats I guess @Coffeecrashing .

    This graphic shows the amount of DH users when it was really OP (I mean, when this perk gave you invulnerability + distance) 'cause today Unbreakable is more used as it was...On the graph, you can clearly see UB is ridiculously low.
    And Self-Care reaches the 25% at 'High MMR' (& that would be huge).
    Same thing for Borrow Tme that it should reach the 50%.

    IMO this graphic is probably showing stats from 2019 or from 2020 (because of the Boon: Circle of Heal. stat. & before the Spine Chill's nerf).

    I literally said “at the time the graph was released”.

    As in, I literally used this graph back when it was released.

  • @dwight444 said:

    how do you know you're in high mmr in the first place? no offense, I just don't get how people always assume they're high mmr on this forum

    if you are, 2-3k on average sounds pretty good? if you're supposedly this good killer then you can expect to match up against good survivors? I wouldn't expect chill games if I was matching up against comp players consistently

    image.jpeg


    BHVR actually gave us an MMR estimator a while back, when they released a graph of dead hard across MMR levels.

    It basically meant players (at the time the graph was released) could track what percentage of survivors were using dead hard, and estimate their MMR from that.

    That is why I assume I’m at high MMR.

  • @Iron_Cutlass said:

    Calling the Twins rework as "sad case" is uhh, certainly an idea to have.

    The PTB where Twins got reworked, they were beyond busted. No counterplay in chase and could down Survivors in literal seconds, all while having the ability to remain at two places at once. On top of all of that, it destroyed the gameplay that Twins players had formerly enjoyed, leaving her in a state where the people who played Twins were not happy and people were not happy to play against Twins either.

    They didnt leave "Charlotte and Victor in the bin," after their rework they received a lot of buffs and were in an amazing spot, and a lot of Twins mains I know were already expecting Twins to get nerfed following the whole "rework" since some of the changes made were just a bit too much. Twins is in a good spot now, definitely not a popular pick, but a Killer can still be good and healthy while remaining unpopular.

    "Also Twin's power can become disabled permanently thanks to a bug," a bug is a bug. They will get fixed. This quite literally has nothing to do with the rework itself and just feels like a moot point.

    The Twins rework was a massive failure, because the main point was supposed to be making the killer MORE FUN TO PLAY AS. Instead BHVR made the killer feel even worse, by raising the amount of time survivors can hold their power hostage… and then later they added more nerfs that made Twins feel even more clunky to play.

    The Twins rework was a massive failure, because a team of game developers took over a year to come up with that PTB, and honestly they thought they did a good job, and that PTB Twins weren't going to be a problem. The entire new theme of PTB Twins had to be completely reverted… that's a failure.

    And still…. years later, Twins still feels bad to play as, because BHVR can't figure out how to make them fun to play as, without making them massively overpowered. That is a game design failure. Some of the Twins streamers don't even want to play them anymore because they are so unenjoyable to play as. And that's how you know the Twins rework was 1000 times worse than the Trickster rework. We often see people complain about the Trickster rework….. but they are still playing Trickster a lot! So we know the Trickster rework really wasn't "that bad" or they would stop playing Trickster, just like how some of the Twins streamers have switched to barely ever playing Twins anymore.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807895#Comment_3807895

    What people find fun is not objective, it's subjective. Some people will laugh and play a terrible killer addon and have fun with it. Why do you think people do challenges instead of just playing with the best build or loadout? That's the whole appeal of chaos shuffle. Why do you play chaos shuffle? I play it to get to play a match where everyone isn't bringing the same thing on both sides. That's the appeal. Nothing objective about it, it's about fun.

    It would objectively be less balanced, but like I'm trying to say, the fun part of chaos shuffle is the randomness of the builds. I don't know how that can be twisted as being objectively wrong, that's a subjective opinion on why the gamemode is fun. Plenty of people in the thread agree with me.

    Also, why are you focusing on killers only? By items and addons being random I mean a survivor can spawn with a key with two duration addons but no aura reading addon, aka a useless item. Or a super kitted out medkit. Or anything inbetween. Likewise for killer. So for every awful killer addon combos you get, there may be a survivor or two that got terrible items with terrible addons too, it evens out. And I disagree that killers are as addon reliant as you say, I often play with brown or no addons to practice and it feels just fine.

    There aren't any items or addons that make survivors feel clunky or unfun to play. And there aren't any items or addons that are such a huge boost to quality of life, that survivors feel awful to play if they don't have it.

    That is why I'm focusing on killers. If a survivor gets the worst item in the game with the worst addons, it doesn't make the survivor feel chunky or unfun to play. It's not like the game is giving them cursed items, that can't be dropped, that are inflicting random nerfs they are stuck with the entire game.

    In fact, the only way randomized addons would be fair, is if survivors could randomly get cursed items, that can't be dropped, that inflict random nerfs on them the entire game.

  • @Disco said:

    Idk how to describe it but last time I complained about my basic attacks being cancelled instantly before I could hit the survivor despite holding down my left click button I was told this was a feature that had been added to the game recently. Is there anyway to turn it off? It's the single most tilting thing in this game for me, I'll be chasing a survivor hold down left click with all my might to lunge at them and get a short stab 3 or 4 times in a row. It's especially bad when chasing a survivor around a rock.

    @TheArbiter said:

    I could be wrong but this sounds like your mouse is missclicking? When i had a broken mouse it would double click quite a bit

    The game forbids a killer from making a lunge attack, if a survivor is too close to the killer while the survivor is too close to the middle of the killer's screen. This can steal hits from the killer. This has been in the game for a long time.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807838#Comment_3807838

    Think we gotta agree to disagree. BHVR have been doing a solid job making many killers less addon reliable, like Bubba, Deathslinger, Doctor, Dredge, and so many more just in the last year. I think the randomized items and addons for both sides on average would be perfectly fine balance wise overall, because while you may not get the best addons on killer, you're not going to be going up against strong items every game either.

    I won’t agree to disagree. I think you’re objectively wrong.

    There are too many killer addons that either make the killer worse, or are literally so undertuned that they might as well not be there. And some killers are just super clunky and unfun, unless they have specific addons.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807822#Comment_3807822

    In my experience, survivors are bringing medkits with syringes and other strong item+addon combos every match. I don't know where you're getting that people aren't bringing items, that hasn't been the case in my matches in the mode and it's all I've played since it released.

    You're right about killer addons being a nerf to killer, especially since there are some killers that are quite addon reliant, and not being able to bring them would be sad. Also meme addons like you mention, like the one that makes billy not instadown, etc. But at the same time, survivors not being able to bring their strongest items every match would counteract that.

    I think that added randomness on both sides would quite fun. I wouldn't mind sometimes getting a terrible addon combo, because other times I'd get a really strong one. And sometimes the survivors get strong items, other times they get something terrible like a map. I'd rather have that randomness than what I'm getting with meta items and addons on both sides.

    There are some killers that I think need specific addons to be playable, but there are zero survivors that I think need specific addons to be playable.

    Addons are way more important to killers than they are to survivors. Random addons would not be “fun for both sides”.

  • Randomized addons would just be a large nerf to killers, because many killer addons are barely noticeable, or can actually make the killer worse.

    There’s also the fact that many survivors don’t bring any items or addons, so randomized items and addons is just giving them free stuff. Meanwhile, it’s very rare to see a killer use zero addons.

  • Are we going to get clarification on this? Is this an intended game mechanic?

  • @jajay119 said:

    I feel like BHVR have clearly broken the fog and haven’t addressed it.

    Now they’ve made the maps smaller and fixed the scratch marks I think they need to compensate by going back to the early vibe of darker maps and more fog. No daytime naps either - unless it’s an offering but I’ve never understood why maps like ormond and cold wind were moved to daytime maps on a game called dead by DAYLIGHT.

    image.jpeg

    BHVR didn’t fix the scratch marks, which is why there is still an acknowledged bug report for them.

  • @Jock21 said:

    Like seriously, Dracula's Bat form is essentially a Spirit's phasing with unlimited duration which bypasses vaults and dropped vaults (and can even block them with an add-on) and even if you somehow screw up with that you're still a 115% speed killer with 2 other anti loop abilities (or you can just use the bats again right after cause the cooldown is stupid quick it might as well not exist).

    Meanwhile Spirit's a 110% killer who has no other abilities if she screw up her phasing which is super easy now with her directional audio phase and Iron Will being back in the meta, if survivors just reach a strong window or God pallet while Spirit's phasing girl is cooked, also she's literally unplayable against decent teams without the green power cooldown add-on, being stuck as a powerless 110% speed killer for 15 seconds is way too long against survivors that are efficient on gens. Also she has virtually no map mobility/pressure anymore cause all of her add-ons that were giving her good mobility were nerfed into ground while Dracula just gets good mobility for free in base kit (cause again, unlimited duration on bats and virtually no cooldown on them either) which can be made even better with add-ons.

    Seriously it's insane how much I need to sweat while playing Spirit now compared to when I play Dracula and I used to main Spirit, I can't imagine how bad it must be to play her if she isn't your main.

    I thought bat form had two layers of audio, and the inner layer had directional audio?

  • Not a bug? It's intended for a game mechanic to steal hits from the killer? Or is it intended for the proximity checks to be separate from the actual hit validation checks, and this is just an unfortunate side effect of having separate checks?

    Because if a lunge attack would hit a survivor, and the attack misses specifically because the game forced it to turn into a short M1 attack, then the game has stolen a hit from the killer.

  • @Wezqu said:

    There is aim assist in this game. They put that thing in the game long time ago to help console players to get hits but in reality it makes you miss or hit the wrong survivor way too often. I even remember when it was added and how much after that got misses where the aim assist made me hit the window itself and not the survivor vaulting through it. This is clearly the aim assist they have implemented back then.

    In your "wrong survivor" scenario, the game is forbidding you from making a lunge attack, and you are forced into a short M1 attack instead. But the game doesn't ever mention that it can force short M1 attacks, so it ends up just being confusing to a lot of people.

    BHVR's current official statement, is that we're supposed to call it "aim dressing", and aim dressing isn't supposed to help killers get hits, and it's only supposed to make the hits "look nicer". But it's clearly broken, because it's sometimes stealing hits from the killer.

  • I really wish the ghost Dredge costume didn't have a super giant weapon. I just know BHVR would make it take up like 25% to 33% of the killer's screen, like they did with the rift Dredge weapons. It's unfortunate that I can't vote on a cosmetic, because I know it would be 100% unplayable if it were added to the game.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801217#Comment_3801217

    I just wanted to note that PTB changes are not set in stone and are actively monitored for feedback and gameplay before things go Live.

    This is a major nerf to mori offerings, to stop killers from bypassing the 3rd hook. Otherwise, there would be zero reason to change the Ivory and Ebony mori offerings.

    If this mori change were truly in the best interests of killers, the Ivory mori offering would have been made basekit instead. This nerf is double bad, because it also encourages killers to slug for the 4k, because they can't use their basekit Cypress mori if the 4th survivor escapes.

  • The last time BHVR looked at Plague, she got some of her best addons heavily nerfed. They’ll probably do this again.

    But what Plague really needs, is for fully infected survivors to have some other downside, to encourage survivors to actually cleanse. The fountains are supposed to be a minor form of slowdown, where infected survivors spend time to cleanse themselves, but very often the survivors decide to just run around fully infected and broken, for very large portions of the game.

  • @LordGlint said:

    @Mandy Does this count plot twist?

    Plot twist probably has less than a 2% pick rate. Regardless of whether or not it counts, it wouldn't move the statistics very much.

  • @ShadeyJ said:

    I LOVED the first iteration of Light's Out!, though there were several issues with it that still haven't been addressed in even this current version. I'm not going to bother listing them here, there are already 50 billion posts talking about these issues.

    I could get past all of them, though, if candelabras didn't make up like 99% of the loot I find in chests. I have found 3 tool boxes, 3 maps, 0 med kits, and 2 flashlights compared to probably over a hundred candelabras at this point. It's ridiculous. No one needs that many candelabras.

    I get that Light's Out! isn't a fun mode to a lot of players. One of the things that made the first iteration so much fun to me, though, was finding a flashlight and trying to pull off a flashlight save. Combine that with the spooky aesthetic of seeing a Meyers slowly walk toward you from out a dark door way, and it was a genuinely fun game mode to me.

    Trying to get a flashlight save was already a fun little challenge because you had to 1) find a flashlight, 2) locate an injured survivor being chased by the killer with 0 music/terror radius, 3) keep a good distance so as to not be spotted while also not straying too far away that you lose the killer and survivor, 4) position yourself so that you can attempt the save, such as by predicting where the survivor will go down and which direction the killer is most likely to face (made all the more difficult by the dark). It's nearly impossible to try this now, though, because of the ridiculous abundance of candelabras in chests.

    I've yet to play a match where survivors have come anywhere close to using up all the candelabras. Hell, a ton of survivors just avoid using them because they are like beacons to the killer.

    Survivors aren't using up candelabras, because the only way to get rid of them is for a killer to knock one off of a generator. If a candelabra is on the ground, or in a chest, then the killer can't do anything to them. And if a killer knocks a survivor to the ground, that doesn't destroy a candelabra either.

    This means survivors can just leave candelabras on the ground next to a generator until it's around 99%, then place the candelabra on a generator, then pick up the candelabra after the generator is 100% done.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800471#Comment_3800471

    I think my counter to this is that the nerfs in all of those cases were warranted. Those were all the strongest, hardest to counter, and, with MMR caveats for Nurse, the most commonly encountered killers once you factored out the killers that everyone has automatically unlocked. (Yes, Spirit fell off after her first nerf and people still acted like she was S-tier in a time where it was just the Nurse and Blight show, but she was S-tier once and Nurse and Blight remained top dog much longer than that.) The purpose of those nerfs was to kick those characters back to regular killer strength and pickrate - perhaps with the exception of Nurse, who's always existed in an area outside of DBD's game design and it feels like they were trying to make her more annoying to play than anything else. So, closer to what happened here.

    Skull Merchant wasn't that strong, or common to face. Everyone just hated her, and not entirely rationally. She was nowhere near meta and they gutted her on the same level they gutted the meta killers, so instead of having an average or situational killer left over, you have a powerless one.

    Skull Merchant currently is the top killer at average MMR, which is why her kill rate is so high, and why she gets the most complaints. She has the highest kill rate, even when BHVR removes games with DCs. That is the tier list that matters. The tier list that affects the majority of the players.

    Fake tier lists, based off of 6,000+ hour comp players, don't affect the majority of the games. In the majority of the games, people aren't playing against 6,000+ hour comp players, that can massively overperform on a killer. Instead, they are facing other average players, which currently are overperforming with Skull Merchant.

    And again, we know that Nurse, Blight, and Spirit got massive nerfs, because they went from "non-stop complaints on the forums", to "barely has any complaints on the forums". It takes A LOT of nerfs to do this.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800328#Comment_3800328

    Plz... anyone with eyes can see the true purpose for these heavy handed nerfs. Of course the devs aren't going to openly admit they are killing off a killer so thier play rate can take a nose drive. Alot of ppl has said that this is the first time they seen a killer get this heavy nerfed and the nerfs will make the killer the worst killer in the game. Doesn't take a genius to figure out the true purpose behind nerfing SM this much.

    For reference: Otz comment about the SM nerfs

    "Skull Merchant gets huge nerf, possibly one of the biggest nerfs I remember in DBD history; no longer gets haste, her slowdown is reduced significantly (especially considering she resets bloodlust when placing drones) and the drones now only have one scan line instead of the previous two. Instead of reworking her to be more straight-forward and beginner friendly so she's not a pub stomper, the devs have seemingly gone the route of just making her absolutely terrible. Really strange decision."

    Many others both CCs and normal players have said similar things.

    I think Spirit's nerfs were worse. She was a jump scare killer that was so silent that she could grab people off of generators… and BHVR gave her directional phasing audio, and later buffed this audio so it's no longer affected by audio occlusion. She was also heavily affected by the map reworks, because the increased line of sight breakers (combined with audio occlusion), made it much more difficult to hear survivors while phasing.

    The problem is this game has fake tier lists, based on less than 0.0001% of the players, where Spirit is ranked really high, so people pretended the nerfs weren't impactful. But remember there used to be floods of complaints about Spirit on these forums every week, where she was constantly being complained about… and those complaints are mostly gone now. Obviously, the nerfs are much bigger than people are admitting.

    The same applies to Nurse and Blight, which also caused constant complaints on these forums…. but notice those have mostly gone too.

    BHVR absolutely has done the "let's nerf a killer over and over until most of the complaints stop" thing before.

  • Can DS get nerfed back down to 3 seconds? The new Blood Rush is a much healthier anti-tunnel perk than DS, because survivors can't weaponize the perk against the killer like they can with DS.

    I keep seeing survivors weaponizing DS against me with aggressive bodyblocking, and I would much rather them use Blood Rush, since that is an actual anti-tunnel perk.

  • @Coordi said:

    Just wanted to clarify for you that this was from an older version of the perk and slipped through into the Dev Update. Aura reading is unaffected.

    Was Zanshin Tactics also from an older version of the perk? That perk also had aura reading unnecessarily removed, and I was wondering if the current aura reading is unaffected on Zanshin Tactics too.

  • I really don’t understand what the counter play is supposed to be, for PTB lucky star. If a Lucky Star survivor is excessively hiding in lockers, then it’s just too bad for the killer, unless the killer wants to literally just start opening every locker on the map?

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797046#Comment_3797046

    To clarify, Distortion recharges by being chased. It's not active only while you're being chased.

    For example, Distortion can block your aura from being revealed by BBQ, then it deactivates. The next time you're chased, it will reactivate and stay active until it blocks your aura from being revealed again.

    Does that mean it will sometimes feel like infinite tokens in chases? If I try to use the new Predator perk against a Distortion user, are they literally just going to have a token available every single time Predator can activate?

    And it looks like Distortion will still suppress scratch marks, which means a Predator user is going to feel super awful against a Distortion user.

  • PTB Unknown’s staring mechanic still doesn’t actually require staring.

    Survivors get a 1.25 second buffer after looking at the Unknown, and there isn’t a minimum amount of time they need to look at the Unknown for the buffer to happen. 

    This means a survivor can quickly flick their camera to the Unknown once a second, and get 100% uptime of staring, even though they are actually spending more time looking away from the Unknown, than they are staring at the Unknown. This also means that if the survivor briefly sees the Unknown through a small hole in a wall, they still get a full 1.25 seconds of reveal time. 

    The buffer should require for the survivor to be staring at the Unknown for a minimum amount of time (i.e. 1.5 seconds) before the buffer is allowed to happen, so the staring mechanic actually encourages staring.

  • Does this mean we can ask for the “zero terror radius” feature of Light’s Out, to be in the main game mode?

    Because this whole forums thread looks like it’s claiming “if it’s in Light’s Out, then it might later be in the main game mode”

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796481#Comment_3796481

    I think they may have overbuffed Survivor side just a touch too much this time around. I guess we will have to wait and see. The nice thing though is, apparently they have charges and can be destroyed. If the item is limited and can be removed tactically for good, that is fine. I do want them to be rarer in chests though if they will be this powerful.

    Candelabras can be destroyed if a survivor places them on a generator. But Candelabras can’t be destroyed if a survivor places them on the ground next to a generator.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796424#Comment_3796424

    This issue was super prominent actually, and it's WHY you only really saw info Killers in Lights Out. Nobody else could find anyone. I am not worried about these changes for Lights Out, I am more worried about Candelabras being apparently, able to hide information like gens from Killers. Why do Survivors need that? What is the point of basekit Residual Manifest? Not only does it seem petty, it's pointless, Killers can still just listen for gens.

    On that note the muffled sounds idea is a bad, bad bad addition, it's already leaked into the main game as a glitch right now with audio. Sounds should be key to Lights Out, why muffle them especially for people who don't play on PC or with headphones? You just made the game impossible for half the playerbase to detect Killer OR Survivor. The only way this could feel fair is if the Candelabras somehow make for areas the Killers can see the Survivors better by using them, making using this item somewhat risky.

    I suppose we will have to see when the mode launches. But I am a little concerned this still won't work.

    The worst part about the Candelabras is they have zero counter play, because survivors can safely place them on the ground next to a generator, and wait for the generator to be 99% before placing the Candelabra on a generator.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795410#Comment_3795410

    Oh, we absolutely empathize with the frustration! I also want to make sure we don't miss anything. We appreciate all of the reports. Unfortunately, the 5 minutes to reproduce isn't always just 5 minutes, especially the volume of bugs submitted without game logs attached.

    We have more bug fixes coming very soon BUT we also know that it isn't fun to hear without an ETA or timeframe of when. I know it is common to say "we appreciate your patience", but seriously, we do.

    @Coffeecrashing said:

    Killers are forbidden to lunge if they are too close to a survivor. It doesn't matter if a killer is holding a direction and the M1 button at the same time, because the game will force a short M1 tap attack if the killer tries to attack while right next to a survivor.

    I'd even claim that many of the aim dressing complaints involve this short M1 tap bug, because if a killer is expecting to be able to do a full lunge attack, and they purposely turn their camera toward an object because lunges have zero object collision (and therefore they are expecting to be able to curve around objects with their lunge), that when the killer is forced into a short M1 tap attack, they can easily hit an object next to them and think the problem was aim dressing.

    BHVR should also look into the possibility that the game might be forcing short M1 tap attacks, even though the survivor might be out of range by the time the hit validation snapshots are taken, which means that the forced short M1 tap attack might be stealing a hit, because the killer could have reached the survivor if they were allowed to lunge attack.

    I think I just don’t understand what “under review” actually means. I’ve had the above bug report “under review” since December 2023, and I’ve never been asked for more info. Has this issue really been in the review queue for 9 months?

    It describes a bug that can steal hits from the killer, which sounds like a serious issue that should be a priority, or at least important enough that 9 months is long enough to get feedback on it?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795356#Comment_3795356

    i think hex cleansed stat is not relevant but bless totem stat is somewhat relevant because it showcases that boon are AS COMMON as no one cleansing totems. it means that survivor almost never interact with totems. I wonder what % of this was when Circle of healing was more common.

    I suspect that chest interaction rate is also very low. i highly doubt anyone is running moment of glory, specialist or pharmacy.

    as for killer stats, i suppose they're trying to say that Vecna is strong as his kill-rate is high? but he is not common because he is m1-focused? I am not sure. His spells stats are little weird, you'd expect dispelling sphere and Fly to be at the top because these spells are spammable and almost universally very useful while you'd expect mage hand and flight of the damn to be a little lower like 6-6 or 5-6 considering that you typically use mage hand for first hit or second hit and flight of the damn on first hit or second hit based off what situation is presented.

    The kill-rate might be unreliable because the timeframe is so close to Vecna's release date, and killers sometimes have inflated kill-rates in the first month, because survivors might still not have much experience playing against them.

    It absolutely raises the question of "Why didn't we get the full month of August 2024 instead"???? That would have given players 2 months to stabilize Vecna's kill-rate. Or it would have been more interesting if we just got the full timeframe, from Vecna's release date, to the end of August 2024, with a line graph showing how Vecna's kill-rate changed over time.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795384#Comment_3795384

    Every sound bug I have seen through the reports on our forums has been passed along to the team for review.

    Sorry, it’s just very frustrating, that major killer sound bugs, and major killer scratch mark bugs, are such a low priority, that they get stuck at “under review”

    I don’t think anyone is expecting immediately fixes, or immediate “fix incoming” statuses. We just want to know these major game bugs are important enough that the team spent the 5 minutes it takes to easily recreate and acknowledge that the bugs exist.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795358#Comment_3795358

    Noted!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795366#Comment_3795366

    But doesnt this disclaimer create more confusion? If these numbers are based on matches with hexes used, the it tells us, that on average one hex is cleansed. This still doesnt say much due to the amount of hexes used in the trial varying so much, just as you said. Lets take the case that the killer uses devour + plaything + pentimento. That can result in 10 totems being cleansed. In other situations, one (not me for sure) could bring huntress lullaby alone. This would result in one totem being cleansed at max. What I dont get is that the number is below 1 then. This would mean, that in a good amount of matches, where hexes are used, no hex is cleansed at all.

    I don’t think the disclaimer itself created more confusion, because hex data would have been vague regardless if any matches were excluded.

    I think it would have been more fun if the hex stats were more specific, like “average number of minutes a hex ruin totem survives”. Or percentage of games, that involve a hex devour hope totem, where the killer got at least 1 devour hope mori. Or percentage of games, that involve a hex pentimento totem, where the killer got 5 stacks of pentimento.

    But, yes, a number less than 1 means there are a good number of matches with a hex perk, where 0 hex totems are blessed or cleansed. This is partially caused by NOED being the most popular hex perk, and the fact that there are a lot of NOED games where the hex never spawns, or the survivors just immediately try to escape after discovering that NOED is active because they think it’s too risky to explore the map for the hex totem.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795334#Comment_3795334

    Okay so it's not just my headphones then. It sucks because I track primarily by sound but I'll have to live with it until it gets fixed. Thanks

    The worst part is none of these issues are being officially acknowledged by BHVR, so we might be stuck with them for a very long time.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795323#Comment_3795323

    Can someone explain the last stats to me. The seem useless to me.

    On average, 0.83 hex totems are cleansed. This is supposed to tell me what now? What if the killer brings 4 hexes. What if they bring one? This includes matches where no hexes are played at all, if im not mistaken. What does this tell us???

    The official BHVR post said “Note: Hex and Boon data only includes matches where the appropriate Perk type was used.”

    But, yeah, the hex stats don’t really say much. It would have been better to see the average percentage of hex totems being cleansed… with some disclaimer that perks like Face The Darkness needed to be excluded, because they could potentially spawn 50 hex totems in the same match, so it’s just too confusing to do the math correctly.

  • @Peanits said:

    Not instead, our regular pre-PTB Developer Update is still happening later this week as always. These stats are just a fun bonus.

    Seeing Twins on the roadmap is just a bit stressful, since we’ve gotten zero feedback on what is happening.

    I barely play Twins anymore, because the failed rework increased the amount of time Victor’s power can be held hostage, and I keep getting in matches where the survivors try to hold Victor hostage for as long as possible, and sometimes the survivors will body block for each other, to ensure the survivor that’s holding Victor can run far away.

    ….and we have no clue if the Twins changes are supposed to actually help Twins players, or if it’s mostly just slugging nerfs, and Victor can still be held hostage for so long that the killer is just really frustrating to play. It’s very understandable that Twins is around the bottom of the pick rates.

  • @TheSubstitute said:

    I've found that the volume of survivor footsteps is so low now that it's extremely difficult now to track where they are when they're behind walls and I have to get much closer to generators to hear if they're being worked on.

    I first thought it was just my headphones, which badly need to be replaced, were broken but Scott Jund just released a video saying the same thing. Is this common? Are a lot of other people experiencing the same thing?

    Footstep noises, flashbang noises, and scratch marks, are all having problems now.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794716#Comment_3794716

    historically, engineer toolbox has never been best toolbox for repairing. the engineer toolbox has always been the "Use all your charges" instantly toolbox. this was true when toolbox had 80 charges and it is still true when toolboxes have half the charges.

    realistically, i don't face sabo very much post-changes anymore than i faced it post-buffs.

    When survivors stack generator perks and addons, Engineer's toolbox is often the 2nd best toolbox. The biggest exceptions would be hyperfocus and fogwise, because they care about total toolbox time, because toolbox time = higher skill check chance time.

  • DS is in the top 10, so if you're not seeing it much, then it's probably because your MMR is low.

    I see it very often, and when I watch killer streamers that have a high kill rate, I'm seeing it often there too.

  • Commodious and event toolboxes just need their charges reduced to 16 or 18, so they aren't the best repairing toolboxes.

    The Engineer's Toolbox should be the best repairing toolbox, since it has a higher rarity, but the Commodious and event toolboxes are just so much better at repairing because of the 32 charges.

  • This perk is unreliable because of the forced short m1 attack bug, that can steal hits from the killer.

    It’s bad enough that killers sometimes gets their hits stolen by a game bug. We don’t need to add insult to injury, by wasting a perk slot, just to watch the hits still get stolen.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794662#Comment_3794662

    Only if you consider each game to be 4 1v1s and each survivor kill/escape a discrete result.

    This might be how the game has to function behind the scenes, but players don't think this way. Survivors, even solo, still strive to rescue team mates, and don't generally consider it a "win" if they escape solo while their 3 teammates die. And killers don't look at a 2K and think "I won 50%", a 2K means the gates are open, which is a failure to secure your secondary objective, which is a loss. Killers don't count their wins by the number of survivors they kill in an evening, they count their wins by the number of games that result in a win. Games are treated as wholes, not a group of individual 1v1s.

    The format of the game is built around an all-or-nothing goal. You can't win by just repairing some of the gens, you need to repair all 5 to escape, there are no half measures. So you can't peicemeal it into 4 1v1s when it comes to player experience and win perception.

    The asymmetrical nature of the game also extends to the win condition of the game. The win condition is asymmetrical. For this reason an average win:loss for killer would actually be 62.5% (or 2.5K average), while for survivors it IS 50% (2 out average). This inconguence is one of the reasons why balance is so difficult and why the community can never come to any agreements, and why everyone feels the game is 'sided' against them. There's a 12.5% overlap in the middle where both sides perceive themselves to 'lose'. And this is also why the game becomes insufferable when it's too tightly balanced (strict MMR), because more people are squeezed into the middle where nobody is happy.

    The game currently has a problems revolving around survivors excessively hiding for hatch, because those survivors believe it counts as a win. And survivor MMR is purposely weighted towards individual performance, because at the end of the day, most survivors really care about whether or not they personally escaped.

    If most survivors really cared about team escapes, as much as you claim, then BHVR would have made survivor MMR to be mostly team based, and they would just flat out tell survivors that a hatch escape is still an MMR loss if the other 3 survivors lost the game.

    And that's the actual problem. If you want matchmaking to be a team effort for survivors, then most hatch escapes need to count as a loss, which means hatch would be mostly useless.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794165#Comment_3794165

    I mean it will be used to BM killers. It's basically an item that allows survivors to click at killers forever.

    People would use it to shine the flashlight directly on the killer, for almost the entire time the killer is carrying a survivor. The flashlight light would still block the killer's screen, and make it very difficult for the killer to see where they are going.

  • @abcdef said:

    Scratch marks have been messed up for over a year now. They've made some changes to them that reduced their spawning consistency and for some reason never reverted it @Coffeecrashing

    @abcdef said:

    Increasing their brightness isn't going to fix bad spawn logic anyway

    I am aware that scratchmarks have been bad for a while. This patch was supposed to fix scratchmarks being difficult to see on some surfaces. The point is they still are difficult to see on some surfaces, which means the scratchmark update has problems that should be addressed.

    And yes, most of this is bad spawn logic, where the scratchmarks literally can't appear on some objects because they lack collision, or because there are holes in the object. We've also seen screenshots of narrow hallways, where the scratchmarks aren't properly showing up on the narrow floors… I'm not sure what is causing that problem… maybe if there isn't enough space for a full scratchmark graphic, they get really buggy?

    The point is BHVR said they fixed the scratchmark problem with this current patch… but they didn't. But they also aren't admitting there is a problem, so we might be stuck with these broken scratchmarks for a few more years. And really, it only takes 5 minutes for BHVR to start a custom game with 2 people, and have a survivor run up the stairs that are shown in the screenshots at the top of this forum thread. It only takes 5 minutes to verify this issue is occurring, and we can't even get that to happen.

  • @abcdef said:

    Why bhvr refuses to revert scratch marks changes that broke them over 1 year ago is beyond me

    image.png

    BHVR made the above update in this latest patch. They said "WE'VE REVIEWED EACH MAP TO ENSURE THAT THEY ARE ADEQUATELY VISIBLE". But they aren't adequately visible in the screenshots at the top of this forum thread, and people have given multiple scenarios where they don't work properly.

    It's so awful this is a zero priority issue. Are we stuck with broken scratchmarks forever? I have a bug ticket where the game steals hits from the killer, that has existed for a year and a half, so it's well known that BHVR sometimes will just ignore tickets for literal years.

  • I don't understand how this is still Under Review. This was supposed to be a major feature of this patch, and it's clearly broken in many places. Even if BHVR can't think of a quick fix, they could at least acknowledge this bug, right? This should be on the Known Issues list, since it was a major patch feature, right?

    It's just so sad, that bugs like "Sable's free rift outfit wasn't unique enough", gets immediate response from BHVR because it's super important even though the outfit wasn't actually affecting gameplay…… but "the new scratchmarks are sometimes totally broken, and by the way, they are 100% consistently broken in some places so it's super easy to verify this" gets zero comments from BHVR?

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792130#Comment_3792130

    It's fully intended that killers can change their loadouts based on what survivors are bringing into the game and there are no plans to change that, it's part of the design of the game.

    If that is intended, they why are survivors allowed to change their loadouts at 5 seconds left in the lobby?

    How are killers supposed to change their loadouts based on what survivors are bringing into the game, when the survivors are purposely making changes at 5 seconds, to prevent killers from changing their loadouts in reponse?

  • @Skillfulstone said:

    First, let's be honest here. Looking at most nerfs, Distortion is likely getting sent to the Shadow Realm in order to make people shut up about it.

    For the sake of optimism let's say it doesn't get absolutely gutted and we're aiming for a healthy change without removing yet another perk that isn't a gen-speed perk from the game from common viable loadouts. I would honestly think Distortion should be tied to gen progress.

    The most common complaint I see about Distortion is that it makes people not do gens and play like rats (which is nonsense, almost everyone using it is simply trying to avoid being sniped/chased 5 seconds into the game or being able to actually hide near gens and survive against a half-decent Nurse) so why not make it so that token recharge is tied to gen repair instead of Killer proximity?

    Something like needing to repair 15-20% of a gen to recover a token.

    So Killers that are slugging for the 4k but just can't seem to find that last Survivor will eventually get their juicy and wanted 4k due to Survivors needing to stop hiding if they want to keep avoiding aura-reading and inevitably getting spotted eventually. Or when two Survivors remain at 2+ gens remaining because someone went next on 1st hook (which basically means an impossible situation) they will need to eventually do gens (and get spotted eventually) to stay hidden.

    It will make hiding for long periods of time harder and will force Survivors to contribute if they want to hide.

    Honestly I'm likely just being too optimistic with this. It's likely that the goal is simply to make Distortion complaints go away just like Ultimate Weapon complaints (lo and behold, people no longer complain about UW) and it will likely be something like "tokens don't recharge" or it's aura-reading block being so short that most aura perks will chew through 2 tokens or the recharge timer being so long that barring a Wesker using Distressing on Dead Dawg it's going to be hard to recharge tokens before getting found and chased.

    That would be worse, because excessively hiding survivors could recharge tokens even if they are in the other side of the map from the killer.

    That is why the best nerf would be for the perk to just block all aura reading for the first 80/100/120 seconds of the trial, then deactivate for the rest of the trial. Survivors would be have a higher chance to avoid the first few chases, without the perk revealing which aura reading perks the killer has. And if 120 seconds isn’t long enough, then make it 140/160/180 seconds.

    Because let’s be honest here, even if Distortion only could have 3 tokens the entire trial, it still would often allow the survivor to manually dodge all the aura reading, since the perk announced which aura reading perks the killer had.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791931#Comment_3791931

    Even without Lethal the killer might find you quickly. I don't remember how many times I found survivors by looking at Crows.

    I just don't want to get perks completely destroyed (which happened so many times). There needs to be a perk that works against auras as more and more aura perks exist. The difficult part is to balance Distortion so that it does not completely destroys a single aura perk but still works to a degree when multiple perks are used. Gen regression and 2nd chance perks have the same problem.

    As an Object player I know exactly what having your aura constantly revealed is like. There is a reason I don't use the perk without OTR. You NEED a breather at one point.

    I completely understand your position, but the problem is not NTH or Lethal by themselves. It's BBQ+Lethal+NTH+Gearhead or similar which make it hard. Maybe reducing the tokens to 1 at a time would do.

    OTR works against auras, but it has a specific timeframe it can be active, and it doesn’t announce to the survivor which aura perks the killer has. Which is why it is balanced.

    OTR is the perfect example of an aura blocking perk that is balanced. Object is another good example of a balanced anti-aura perk, because it’s alerting the survivor when their aura is read, but it’s not actually blocking the aura reading.

    Meanwhile, I ran an experiment with Distortion earlier this year, and found that in the vast majority of my survivor games, I made it through the entire game without having my aura read. It’s just really rare for my survivor to be in games where the killer is stacking enough aura reading to force an aura reveal. And by the way, perks like floods of rage (which I can’t reliably dodge) have a super low pick rate, and I can’t even remember the last time I played against it. I see Lethal, BBQ, and NTH way more often than anything else.

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