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Coffeecrashing

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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575385#Comment_3575385

    i do not think it is that they're not happy with what they have. it is that twin is designed pure slug killer and because none of other killer are pure slug killers, they're likely pondering how to make twin's viable and fun to play. the issue is that what makes twin viable is slugging but from what i have seen from dev point of view. they do not like slugging. as a result, it becomes difficult for them to make any changes to twins.

    I don't think it is that there are no twins changes, more so that they are unsure on how to approach a pure slugging killer. that is why the changes are taking so long. Slugging is complex problem for BVHR.

    1) The biggest problem is that if Victor knocks someone to the ground, BHVR forces killers to wait 8 seconds if they want to switch back to Charlotte, instead of slugging. So BHVR heavily punishes Twins if they don't slug.

    2) And sometimes Victor knocks someone to the ground, and Charlotte is so very far away, that Twins will be heavily punished if they wait 8 seconds so Charlotte can move, then go through the whole process of walking all the way to that survivor, picking them up, carrying them to a hook, and hooking them.

    There should be an acknowledged difference between "Twins are slugging just to be rude" and "Twins needs to slug or they're basically wasting a lot of time, which can throw the entire match". And Twins especially needs to slug if Victor knocks someone to the ground, and a teammate is somewhat nearby, because it can take so long for Charlotte to get there, that the teammate can heal the survivor off the ground faster than Charlotte can get there.

    ...It's almost like instead of an addon inflicting broken when Victor latches onto a survivor, it really should be inflicting broken when Victor knocks a survivor to the ground, so Charlotte can actually get to that survivor before they are healed off the ground.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575051#Comment_3575051

    How did it get weaker twice ? Because it got bugfixed?

    Yes. That still counts as being made weaker twice. People act like the perk has been untouched since the PTB, which is false. BHVR could have easily said UW was working as intended, and kept the perk the same as it was in the PTB, but they made the choice to weaken it twice instead.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575051#Comment_3575051

    MFT has been out longer than UW. I have no doubt UW is steadily rising to top 3. My last 10 survivor games had UW. I think it's effects are fine but since BHVR are looking at making more activation requirements I'm sure it'll eventually require more than just opening a locker.

    If BHVR is looking at making more activation requirements, then they should absolutely look at Windows of Opportunity and Calm Spirit. Because, you know, they have zero activation requirements, and have 100% uptime the entire game.

    Distortion also has zero activation requirements, and Distortion being able to regain tokens means that against many killer builds, it can still have a 100% uptime rate.

  • @GannTM said:

    Mostly good changes but survivors haven’t gotten anything from this. I would’ve liked to see a nerf to UW but oh well.

    MFT is the 2nd most popular perk in the entire game.

    Meanwhile, UW has already gotten weaker twice, and it’s STILL not in the top 3 for killer tracking perks. Even though we have so many people claiming “UW makes other tracking perks obsolete”, we STILL have at least 3 other killer tracking perks that are more popular than UW.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574616#Comment_3574616

    Whidh sort of brings us back into the whole the Forums are an extremely small fraction of players and most of us are FAR more experienced than the casual DBD player.

    We might be just fine with waiting longer for matches, but Survivors already waiting a fairly long time, I don't think a lot of casual players will appreciate or notice (for all intents and purposes) removing ragequitters more than the iincreased queues.

    If survivors are waiting too long for a game, that should be a giant clue that the killer role needs more quality of life improvements, so that more people would want to queue as killer .

    My survivor queue times have been terrible ever since the Survivor HUD happened, literally non-stop 24 hours a day, 7 days a week, even when there are 100% survivor incentives… except for the first two days that Xeno was released. And the anti face camp update made my survivor queue times even worse. And this Halloween event made my survivor queue times even more worse than that.

    And I’m still not sure what is even happening here. Is my survivor MMR so abnormally high that the DBD is having issues finding other survivors in my MMR range? I see the survivor incentives at 100%, often enough to assume there are a lot of killer players on my server -=*somewhere*=-.

    Why aren’t the survivor queue times a hot topic on these forums? Are most people ok with their survivor queue times? Are most people getting decent survivor queue times? Do most people hate the killer role so much that they’d rather suffer through garbage survivor queue times, than ask BHVR to give killers some quality of life improvements so that more people would queue as killer more often?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574463#Comment_3574463

    Well, you need to ask yourself if you'd rather have someone who doesn't want to play the game or a bot who does want to play the game.

    Because, realistically, you cannot force someone to want to play the game. You might be able to force them to stay in a match that they hate, but that will only serve to increase their negative feelings, which then leads to a downward spiral.

    If they changed bots back to how they were at the beginning, removed the pre-game lobby and hid names during the match, I think the game would be in a VASTLY better state.

    I'd rather the frequent ragequitters are banned for longer periods of time, or are matched with other frequent ragequitters, so that they aren't ever matched into my games.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574513#Comment_3574513

    Wow, Survivors really got the short end of the stick there if that truly was the case. PR is better 1-6 hooks (when it matters most, as a 3v1 is a free win with gens remaining, and 6 hooks means 2k, 1k, or 2 on death hook), Pop is better at 67 gen seconds (which is most often the hotly contested gens), and medkits have no meaningful diversity.

    That is unless you were counting the likes of OC/CoB/Eruption, then that's just silly. A literal (non-human) animal could win matches understanding how to use a spacebar due to those perks being so overtuned.

    We absolutely do include OC/CoB/Eruption in the trade. They were massively powerful, and got heavily nerfed.

    The only thing we learned from this update, is that most people really don't care about the gap between solo q and SWF, and they only complain about the gap when they want survivor buffs. There were SO MANY PEOPLE that were completely happy with shoving the healing speed nerf disproportionally onto solo q. Seriously, where were the "what about solo q" arguments, when people were suggesting that only self-healing speeds should be nerfed?

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574440#Comment_3574440

    This sounds a little off. Survivors have had healing nerfed into the ground. Anyway, I play both roles and you seem like you could be cool if you weren't upset. I'm going to move you into the "maybe" category 😏

    Survivors were originally planned to have nerfed healing speeds to ALL forms of healing, in exchange for killers having their gen regression/slowdown perks heavily nerfed.

    Guess what happened???!??? Survivors complained so much that the altruistic healing speed nerfs got reverted, which WIDENS the gap between solo q and SWF..... but killers still got their gen regression/slowdown perks heavily nerfed.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574296#Comment_3574296

    Fair, but then you would need to rebalance everything and probably get rid of half the perks... And perks like old ruin or something like that would have never been changed, because on comp level it is not a problem... Neither was old Nurse ^^

    Well, no. I'm not saying the game should be 100% balanced around comp DBD.

    What I am saying is that it's currently a complete waste of time for anyone to use the comp DBD as evidence for game balance. It's also a complete waste of time for DBD tier lists to involve comp DBD in any way, shape, or form. Like, seriously. We don't care which killers do well in comp DBD, because it's not representative of public DBD at all.

  • @CountOfTheFog said:

    If you could have Made for This removed from the game in exchange for Lethal Presuer, would you take the deal?

    Please note in this hypothetical, neither perk ever gets buffed nor nerfed ever. Both stay exactly as is forever.

    No. There shouldn't be a deal. MFT should be nerfed, and there should be zero compensation for the survivors.

    There have been SO MANY TIMES where survivors got a game change in their favor, and BHVR didn't compensate killers. For example, killers were not compensated for the Survivor HUD, they weren't compensated for hook grab removal, and they weren't compensated for anti-face camp. This means that there should be game updates where killers get a game change in their favor, and BHVR doesn't compensate survivors.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574244#Comment_3574244

    Comp already takes out many killers because it would be too boring to watch, which is fair... If nobody wants to see something they won't have viewers and the thing will just die, why would you force it?

    If Comp DBD had zero custom rules, it could greatly help the DBD community, by highlighting game balance issues that happen at the competitive level.

    But right now, there’s zero worth in trying to use comp DBD games as evidence for game balance, because it has so many custom rules that it’s not even remotely similar to public DBD matches.

  • @ProHillbillyMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574172#Comment_3574172

    If you actually watched the VOD the eternal killer got 5 stages, then the killer from other team got a hook in end game with noed, they didn't have time to cleanse noed and to unhook so they just left, they could easily get out with 6 stages but they knew it's a loss with 6 stages so yes again max 6 hook stages.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574179#Comment_3574179

    A true god weskers who play on a region with worst players? As I said, wesker is weak against good players, show me a video of one of the 4 playing against a good eu team for example.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574187#Comment_3574187

    Right so by this logic if you allow everything the survivor will win always. They win even with half the perks banned because wesker is just a ######### overrated killer.

    @LapisInfernalis Have you EVER faced a good player with wesker?

    By my logic, if comp DBD wants to be taken seriously, it should get rid of the custom rules.

    If this causes the escape rate to be extremely high, then so be it. If this causes some killers to have a win rate that’s less than 10%, then the DBD community should see that too.

  • @ProHillbillyMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574135#Comment_3574135

    I am not talking about 1v1, talking about 4v1 where we cannot use the same perks twice and some perks are also banned. So you can see even with half of the perks banned, wesker will get destroyed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574118#Comment_3574118

    https://www.twitch.tv/videos/1963393655?t=02h50m03s

    Here have fun, or you can ask directly on discord the players from that tourney.

    Games with custom rules should never be used as an example for anything.

    We should especially never use comp games as an example, that have so many custom rules that they aren’t evenly remotely close to resembling a public DBD game.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573710#Comment_3573710

    I'd say punishing people for being bad is more ridiculous.

    You can't force people to play. You can't force people to try. What's next? You want to ban people for doing Archives? Maybe you just want to ban all players who run No Mither?

    We can't literally force people to play a game. But we can have harsher punishments for people that frequently ragequit.

    I still think the best solution is to match the frequent ragequitters with each other. This would allow these people to continue playing the game, but they would be matched with like-minded individuals, that also think it's completely fine to ragequit whenever they want.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573185#Comment_3573185

    Sure, "as soon as possible" includes:

    Making the FoV setting in the first place.

    Testing that it works as intended with the UI values provided.

    Then...

    Testing the FoV settings on Killer Powers that rely on FoV, for every major FoV setting.

    Then....

    Checking the Vault/Locker/LockerGrab/GenGrab/WindowFrontGrab/WindowBackGrab/Carry/Walk/Wipe/Miss/Hit/TerrainHit/Snuff/Hatch/Squash animations and all Power Animations for every Killer to check that their 1st person skeleton shows up correctly for each major FoV setting.

    Then...

    Do all that again on every cosmetic model with significant model changes.

    Then...

    Anything else I couldn't think of on the spot.

    Which is probably 1000s of manual tests. + dialogue back and forth for issues found and resolution on major issues.

    Is that implying that the entire time, between the FoV slider being announced, and September 25th when it was declared ASAP, that BHVR did 0% work on the FoV slider? As in literally didn't even start the FoV slider at all before September 25th?

    And why on earth does it need to be 1000s of manual tests before we can see it? They could just run some tests, and throw it on the PTB, with a disclaimer that it's still a work in progress, so we could at least preview it.

    Or, the first release could have just have been a Shadowborn toggle in the options menu, or maybe just 2 or 3 presets, and the fully functional FoV slider could have been created later. Or at least we could have gotten concept art, or some other details about the FoV slider, instead of just "it's not ready yet".

  • @elderwitcher96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573070#Comment_3573070

    I think most people understand that this will be a slider and not just shadowborn tier 3 on all killers. That said while reworking shadowborn to have a different effect with fov slider coming, removing fov aspects of monitor and abuse while keeping its other effect and having a slider with 16 different values between default and shadowborn tier 3 range would definitely take some time, 4 months is more than enough time to make that happen, so I don't think it's fair to say that after 4 months people are underestimating the time needed for this.

    I don't understand why the first release of this feature needs to be a fully functional slider, that can stop at every 1 degree increment.

    BHVR could have just quickly given us a Shadowborn toggle in the options menu (and possibly remove the FoV stuff from the current perks, if they feel it's necessary). Then it would have been fine for BHVR to take whatever time it takes to create a real slider.


    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573185#Comment_3573185

    So, what it's been a little over a month?

    Honestly, not sure what you're expecting. This is BHVR, they do not move fast.

    I'd say, realistically, you might be able to get it before 2024

    I'm expecting ASAP to mean it's actually happening somewhat soon to the announcement of "ASAP". Otherwise, ASAP shouldn't have been the word choice. In all of my entire life, every other time I've ever seen or heard ASAP, it means "it's happening very soon". It's never ever meant "maybe in a few months".

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573058#Comment_3573058

    This isn't what they said when it was announced in June.

    The screenshot I posted is dated September 25th. It's been "ASAP" since September 25th.

  • @Mandy said:

    FOV slider will be coming - I think most people underestimate the work involved, it's not a matter of making Shadowborn basekit - because there's different FOV's in between Shadowborn range and base FOV, that all have to be accounted for, built in, tested etc. So whilst it might seem like a simple process, it involves a lot more work.

    Can BHVR announce what the FOV range will be, that the slider expected to have?

    We're still have absolutely no idea if the max FOV is expected to be 102 (current Shadowborn), or 110, or 120, or anything in between.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572977#Comment_3572977

    Er... no?

    Pretty sure when we were told about the FoV slider we were also specifically told that it won't be soon, it'll be closer to the end of the 'year', the 'year' being Anniversary to Anniversary, so could be as late as next May/June.

    BHVR later said it will be “ASAP”

    image.jpeg

    It’s been over a month since “ASAP” was declared.

  • We were also told the FoV slider would happen ASAP.

    Waiting this long doesn’t feel like ASAP.

  • @Ariel_Starshine said:

    From the lack of response it looks like we aren't getting any information regarding this.

    I'd say just figure out how to counter it and hope for the best. I don't think it's healthy for any game to continue to have bugs in it.

    FWIW blight isn't a problem for me, they rage quit on me frequently, but a bug is a bug and needs to be fixed, or just say it's intended and we know and can go along our way. I don't care either way anymore, I'd just like to know if I'm supporting a company that keeps bugs this long and I think that's fair.

    If you honestly "don't think it's healthy for any game to continue to have bugs in it" then you should be asking for BHVR to be fixing ALL of Blight's collision bugs.

    Asking for BHVR to fix the one collision bug that helps him, but not asking for BHVR to fix the collision bugs that hurt him, is a bad double standard.

    While we're on the subject of bugs, you should want the Short forced M1 attack bug, that can steal hits from killers, to be fixed too. It's a bug that can steal hits from killers, and you said it's not healthy for games to have bugs, so obviously you'd want that bug fixed too, right?

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571420#Comment_3571420

    It helps the Killer far more because the attempt puts them in a disadvantageous position in the vast majority of cases, even when used by people who know what they are doing. If a baby Blight bug techs, they are likely to do so by accident, and hurt themselves by doing so. As such you wouldn't bother reporting the baby Blight who goofed up. The person who understands how to exploit the bug should be reported for their use of it, as they removed the failures and only utilize the successes. Same for drop vaults, baby ignore, skilled player report, especially since the baby is likely to revault back into you as Killer.

    Now I have been basing the 360s based off of my experience as Killer. For every 100 attempts, I probably get hit by 1 of them. The other 99 attempts cause me to gain massive distance or save time going to hook. If those numbers are different for you or others as Killer, then by all means share them.

    So you would be ok if BHVR nerfed 360s, since according to you, it just hurts survivors more than helps them?

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571379#Comment_3571379

    I'm sorry, where did I say I was fine with Drop Stagger Vaults? I've been consistently equating bug-tech and drop stagger as equal evils in the reportable camp, so don't lie. You also clearly didn't read what I wrote, because I said we shouldn't ban people for doing the thing that favors Killers in general (because people help the Killer more than they help their Survival attempting 360s). Please be honest in the future, even if not with me, at least to yourself.

    People don't "help the Killer more than they help their Survival attempting 360s". And it wouldn't matter if it did, because it's still taking advantage of the Forced short M1 attack bug. 360s take advantage of a bug.

  • @canu said:

    i can't be the only one that find it extremely tilting when i am trying to hug a loop tightly and then all of a sudden there is a random ######### box in the middle of my loop and i get stuck for literally no reason

    like what is the point of these objects?

    exhibit a: https://i.imgur.com/PJOw5mq.png https://i.imgur.com/81mlgsx.png

    They are anti-Blight objects, designed to make it more difficult for Blight to navigate the loop using his M2 power.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571336#Comment_3571336

    Its not intended, but that doesn't make it an exploit. Did you not play blight on PTB? On PTB he did not have the invulnerability he gets from walls he is right next to and it was awful, because he would constantly get stuck on little tiny bits on the environment when he was trying to do something else.

    So again i ask, how would you suggest they fix this in a way that doesn't cause that to happen again?

    Also, by your logic looping is an exploit, because it was never intended. An exploit would be something like, there's a bug where you can glitch into a locker by using a flashlight. That is not intended in any way. This is using something that is 100% intended (I.E. the wall collision) in a way that is not intended. Which is entirely different.

    BHVR could just keep the secondary collision mechanic, but when Blight presses M2, the game checks if Blight is too close to an object he is facing, and if he is, then the M2 request is ignored.


    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570941#Comment_3570941

    Well since the ban report requires 'competitive advantage', no. There is no competitive advantage to be gained in 360'ing as you increase your chances of failure to a far greater degree than the chances of success. So hypothetically it avoids a hit in 1/100 instances only to get hit 5s later, and loses ~1 full second of time (whether distance from hook or healthy hold-W speedboost) 99/100 times. (Postive Killer Negative Survivor) + 1*99 - 5*1 /100 = results in .94 positive. So this, arguably, could still be ban worthy, simply as 'Working With Killer' instead; but I wouldn't make that argument as everyone who makes mistakes could be caught under that umbrella.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571214#Comment_3571214

    If a (temp) ban reason list is inaccurate, they should update the (temp) ban list reasons to be accurate. (To oversimplify into a single sentence. What about what I said in the prior paragraph didn't make that clear, so I can be clearer in the future? I usually type a lot to prevent that lack of clarity, but that evidently didn't work here.)

    To readdress the point you were making in a different light, say the evidentiary requirements for conviction/'a ban' are to go 35 in a 30, that doesn't mean 30.01->34.99 also aren't illegal. Similarly this could be within the 32.5 range of illegal but not convictable/bannable, as you say you like it, but do not expressly advocate it outside of private matches. 'DC_Enjoyer' could similarly be expressing a schadenfreude level of pleasure taken from other's displeasure/misfortune, without advocating for people to actually DC.

    So you have a double standard, where bugs that favor killer should be reported, but bugs that favor survivors should not be reported. Got it. Thanks for clarifying.

  • You can also just run through the drone itself, because the drone itself doesn't have a laser hitbox.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569885#Comment_3569885

    It depends in how much player stealth's. If it is like new player that just doesn't know how to loop and is just afraid of chase/TR, then yeah that kind of stuff that happens at lower-level of play for survivor will hurt team's chances to escape. I am not talking about new player stealth. I am talking stealth in the form of a killer patrolling generators, seeing a generator being worked on and nobody being there so killer tries to look around and finds nobody. It is the type of stealth where you are wasting the killer's time without using any resources.

    it's not fun for killers.

    I understand that it may not be fun for you to play against stealth as killer but that is what tracking perks are for. Just don't be surprised if the tracking perk is countered by survivor's perks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569928#Comment_3569928

    I do not really see survivor walking in chase when I am chasing with killer. I am not saying you cannot walk in chase as survivor because you definitely can in some situations but I think walking in chase and the killer losing you is more killer inexperience. The fake dying state to go into dying state is already new perk. That new perk is called Plot Twist. It is one of newer perks that came out with Nicolas Cage DLC. The perk allow you to put yourself in dying state then recover at full health. This is not what I am talking about.

    What i am talking about is when there 2-3 generator remaining and both survivors just play stealthy because neither of two survivors want to take chase because both of them know that finishing 3 gens is not possible. As a result, you get prologue end games where killer can might spend an unreasonable amount of time to finish the game because survivor are playing excessively stealthy. Games can also be extended by the killer if the killer finds one survivor and slug them because of hatch mechanic. End game stealth and end-game slugging when two people are left are not fun mechanics in the game.

    This is why I suggested something like when 2 survivors remain, after 2 minutes passes, the killer gets loud noise notification every 30 seconds so that this prologue stealth does not hold the game hostage. A change like this somewhat feels like a nerf to the survivor stealth but it is just that this type gameplay mechanic is not healthy for dbd. The end games being drawn out accomplish very little in term of gameplay. It is better if the match just ended faster. There needs to be a more smoother way to transition to the EGC where last survivor finds hatch, Killer closes the hatch or survivor opens exit gate. That is why I just suggested small buff to try to make stealth a bit more relevant in survivor gameplay which was 20% faster base-walking speed and 20% faster crouching speed as some sort of counter-balance to erasing end game stealth. I do not think this will suddenly make survivors into ghosts. It is just survivor barely makes an effort to stealth in current dbd ever since post 6.1.0 patch where Iron will & Spine chill got weakened. More often than not, the survivors tend to play hyper aggressive with looping.

    1) "it's not fun for killers"

    2) "That's what tracking perks are for"

    3) "Don't be surprised if survivors counter the tracking perks"

    Wow, did you really just type those words? So basically, if a survivor wants to excessively hide, and they bring anti-tracking perks, then the killer should just "not be surprised"? How does that help anyone?

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570671#Comment_3570671

    I am consistent. The degree of how bad a bug is determines on a sliding scale of how large of a problem it is. I guess you view things in a binary 0/1 instead of a range of 1-10, to each their own, but that doesn't make me inconsistent unless you falsely translate 1-5s as 0s and 6-10s as 1s. Plus my method is more in line with actual game development. You worry about hard crash bugs, then critical story path progression bugs, then side quest bugs, then QOL bugs (and more but I'm shortening the concept for simplicity). If there is an easy workaround (like a lunge against a 360 which only even works every 100th attempt, making the 99/100 hit rate a 100/100), that would put it in the QOL category. If there is a strong threat in very circumstantial areas (drop stagger) it would probably be closest to the side quest bug. If there is a strong threat in every area, but only for a specific Killer (hug tech), then it would probably be somewhere in-between the story and side examples.

    There also is the important factor of intent. Someone could accidentally do something, or intend to do something else. For example a 360 attempt could be attempting to confuse the Killer by moving under/within their camera or erratically instead. Someone might accidentally panic and spam their keyboard during a drop and get the vault. Someone might accidentally hug tech by panic spamming M2. If that person drop-vaults twice in a row, or the Blight faceslides consistently though, they are clearly knowingly abusing a bug. I only bother to report people I can see that intent to exploit within. Once isn't enough for me other than a blatant cheater. Although to be fair, against a blatant cheater I stop and pretend like I'm giving up, then start my recording software and gather as much evidence as possible.

    If you play killer, and a survivor tries to 360 multiple times, would you report them? The forced short M1 attack bug is a real thing, and 360s absolutely take advantage of it.

    Also, I hope you realize that neither one of these bugs are reportable. Things that are reportable are either announced by BHVR, or we aren't allowed to discuss them on these forums because they are forbidden. For example, Blight used to have multiple bugs that were reportable.... but we weren't allowed to mention them at all on these forums, so you might not be aware they existed.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570505#Comment_3570505

    Is it a bug? Then yes. At the same time, the player on the opposite end of this (if it is a) bug has agency. If the Killer refused to lunge into a spin, they risk a miss. There is no agency from the opposition to prevent the effect of Bug tech and anti-stagger drop vaults. So I would view those 2 with a harsher lens. Essentially they are all wrong, but it is the difference between burning a house or burning a car or burning a toilet paper roll. I think you can live with the toilet paper being burnt, but that doesn't justify the arson.

    It would be better if you were at least consistent. If “people should report all bugs”, then you should be reporting 360s, even if they “aren’t as harsh” as hug tech.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570526#Comment_3570526

    Though people have brought up frustrations concerning her cooldown being unfun to play with. Personally I don't think chaining undetectable is an issue since you have to sacrifice placing drones down in unusual spots since you had just a 0.5s window (2.1s if you ran both LPM and lighting).

    Wouldnt the better choice to be nerfing the add on to 15%, or reworking the add on like it is now but reducing the base kit cooldown to either 8 or 9s?

    It's a bit of a concern since a lot of the people I talk to and that I know are pushed away from playing smerchant because of her cooldown, similar to new sadako.

    The main problem is the infinite stealth was pretty much the best part of the killer. Against survivors that know how to run/crouch the beams, being required to scan a survivor 4 times before they get hindered is a lot of scanning.

    And the infinite stealth was the best part, because survivors excessively hiding and excessively pre leaving generators immediately when the visual terror radius lights up, is the most boring and frustrating part of playing killer.

  • @Peanits said:

    On Shattered Square: To clarify, this is not a guaranteed number, but the absolute maximum. The short version is the game tries to place pallets a certain distance away from each other. If the minimum number of pallets have been reached and there's no more pallet spawn locations available far enough away from another pallet, it will stop spawning pallets prematurely. Or in other words, once the deadzones are filled, it will stop spawning pallets. You are not guaranteed to have 18 pallets spawn- in fact it would be very unlikely to happen.

    For The Skull Merchant, Low Profile mode was causing an issue which allowed her to stay Undetectable indefinitely (the cooldown was shorter than the duration of the Undetectable effect). This new version offers a different way to use her drones, letting you set up a static 'scan wall' of sorts rather than a rotating beam.

    A static scan wall isn't going to help against good survivors, if it takes away the ability for the drones to rotate. Survivors will just run up to the line, crouch walk for the smallest amount of time, then start running again.

    The only way this new addon could be useful, is if it caused the "rotate" command to alternate between "stop rotation" and "reverse rotation", so that you could catch survivors trying to do this run/crouch counterplay. (For example, the drones would cycle between "zero rotation", "rotate clockwise", "zero rotation", "rotate counterclockwise")

    Changing drone rotation in mid chase, is one of the very few mechanically skillful things this killer can do, and if the new addon completely removes rotation, then it's a massive downgrade for any Skull Merchant players that know how to change drone rotations to catch survivors trying to run through a drone area.

    Update: As another example, maybe the drones could start with zero rotation, but the rotate commands would still be functional, but the killer couldn’t stop a drone that’s rotating.

  • @Grigerbest said:

    Even without Mandy 's confirmation, I already knew that this was a bug.

    It makes no sense to any coding, when sliding off the objects just because you "hugging a wall" and looking down.

    A better question is: Is this considered as a bug exploit? Because if it was, the players like @Lilithomen would be banned like 3 years ago.

    I haven't seen a single gameplay by him, when he didn't use a hug-tech.

    When BHVR raised Blight's camera view, it created collision bugs. BHVR couldn't figure out how to fix these bugs, so they gave Blight a secondary collision detection, where Blight could "choose" to slide off of things by looking down. However, this created a bug where Blight would get stuck in place if he tried to start a rush while facing a wall (and looking downwards or upwards). To fix that bug, BHVR allowed Blight to slide instead, which is now known as hug tech.

    Just to summarize, hug tech is unintended, but BHVR purposely added it to the game to fix a collision bug.

  • Scratchmarks and footstep noises have been really awful lately. Sometimes there are random gaps in scratchmarks, even if the survivor is just running in a straight line.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570388#Comment_3570388

    To add on to this, don't forget that exploiting bugs is a temp ban offense. Make sure to report 'hug tech' Blights and 'drop tech' Survivors.

    https://us.v-cdn.net/6030815/uploads/Y7SY39YHLKD3/bugexploitsarebannable.png

    Found here - https://support.deadbydaylight.com/hc/en-us/articles/4408581146516-What-actions-will-result-in-a-temporary-ban-

    Cheating is cheating, don't justify your cheating just because you aren't using external software. Play with bugs with friends in private lobbies, but keep that out of normal matchmaking or risk a justified ban.

    With your logic, people should be reporting anyone that tries to 360, since that exploits the Short Forced M1 Attack Bug. Are you fine with people getting reported for that?

  • @Rizzo said:

    Refusing to participate to the normal gameplay is against the rules, so if someone is not progressing with the game at all for a prolonged amount of time, that is reportable.

    Is it against the game rules when a survivor spends the entire game excessively hiding, because their literal game strategy is to wait for everyone else to die so they can get a hatch or EGC escape?

    I've seen streamers do things like pick Wake Up/Sole Survivor/Left Behind, tell chat the strategy is to wait for everyone else to die, and then spend multiple games hiding far away from generators, just watching everyone else die, because that's their literal game strategy.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569768#Comment_3569768

    when your on death hook, you do not want to interact with the killer. you want hide the entire game...

    If I was given a choice to have 3 teammates that are good at chases, or 3 teammates that are good at hiding, then I'd obviously pick the 3 teammates that are good at chases.

    i mean if they're good at doing gens, then them hiding is good. they hide and do generators. Also if they're hiding, you should be hiding as survivor. the killer walks around mindlessly while you progress gens. free wins on survivor.

    "Free wins on survivor" sounds like a major game problem that needs to be solved. In solo q, excessively hiding survivors messes up the team's overall chances of survival. It's unhealthy for solo q, it's not fun for killers.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569724#Comment_3569724

    when a survivor is stealth actions with distortion, there is zero interest to intact with the killer. the whole point of stealth perks is to not get found. distortion only became valuable after 6.1.0 patch that buffed it. before this point, nobody used distortion because it was not worth the perk slot.

    The perk deserves this nerf because it's currently over buffed. Players that excessively hide, should not get token rewards for excessively hiding. They should be encouraged to eventually interact with the killer.

    Survivors excessively hiding is one of the game's biggest problems. It's frustrating for both sides of the game. Why would survivors want teammates that excessively hide? It encourages killers to tunnel the other survivors, because the other survivors are easier to fine. And it's not fun to be on the same team with survivors that don't want to do their fair share of chases, and instead just want their teammates to carry them the entire game. If I was given a choice to have 3 teammates that are good at chases, or 3 teammates that are good at hiding, then I'd obviously pick the 3 teammates that are good at chases.

  • The tokens shouldn't replenish at all. Or if they need to replenish, they should only replenish in chase, to encourage survivors to eventually interact with the killer.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569028#Comment_3569028

    Could simply be a on/off button.

    I think people underestimate what it probably feels like to a developer to consider all of the time investment they'll need to put into an idea, only to be told that many people will just turn it off.

    If it would go in, it would have to work for everyone. If we're just talking hypothetically, wouldn't it be cool if, then yeah, most people would probably take it.

    To be that one guy though who pokes a hole in the idea: if you care deeply about balance, it would be an issue. A dark map would be a boon to killer's like Ghostface who need to hide, while probably hurting chase killers by making it harder for them to locate survivors.

    Which now that I've typed the sentence, I'm all for the idea.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569623#Comment_3569623

    It's only a mere 82 pages! Works great!

    😋

    If this is implemented, it absolutely should be an on/off button, so that we aren't adding another uncompensated survivor buff to the game.

    No. It would absolutely not be cool for killers to need to deal with thunder and lightning, that will make it even more obnoxious to see and hear survivors. That would not be fun, and it's a terrible idea that should never happen as a mandatory feature that killers are forced to suffer through.

  • Second floor drops force the killer into a guessing game, because the camera is locked when they vault, and they aren't allowed to see the survivor while they are dropping.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567171#Comment_3567171

    Whoever goes for extra objects, loses. That sends the community the message on how the event is meant to be played and it's completely on the devs.

    I've sometimes run into the void realm as survivor, to pick up the endurance status, so I can bodyblock the killer. It's ok for survivors to do the event if they have a plan to use the endurance before it runs out.

    I've also run into the void realm as survivor if I'm being chased, to try the "hide behind the portal I just went through, wait for the killer to enter the void realm, and secretly use the poral again to exit the void realm" trick. It doesn't always work, but when it does, it's a free escape.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567565#Comment_3567565

    They also nodded at and humped us on the ground before hooking, hence why I'm so close to bleeding out, so i sincerely doubt they were just hitting on hook because they were waiting for her to die. I also never even got hooked, I died from bleed out.

    You could report them for being vulgar. Slugging and hitting people on hook is whatever, but being vulgar is unacceptable.

  • @Nazzzak said:

    Why do people behave like this? We literally did nothing wrong or toxic

    https://streamable.com/rxyf40

    You don't have any hook states, so the optimal play is for the other survivor to get sacrificed before you get placed on a hook, so that you don't have a chance to 4%.

    It was unnecessary for the killer to repeatedly hit the hooked survivor, but it was also unnecessary for the hooked survivor to keep hitting their skill checks, because the killer obviously was going to stand there until the hooked survivor gets sacrificed.

  • @chibizodo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566498#Comment_3566498

    I mean I get that, but like everyone else I’m wanting to complete challenges and stuff I want to see the new stuff and can’t, had a knight tunneling at 4-5 gens, I was just trying to get some of the rift stuff and deposit that for my challenge and what happens? They just interrupt you, idc I die that much just don’t be a shotty player about it. I saw a Jake try and deposit and he just downs him, like if you’re going to kill them atleast let them do what they gotta do for the event, you see they are actively trying to do the void stuff. It was beyond miserable. If I didn’t get tunneled out I got slugged to death

    my first game, I wanted to go into the void and see it, I got immediately killed I didn’t even get to look at it before getting killed by a sweaty alien like cmon it’s so stupid

    Trying to quote the Survivor's Handbook doesn't help anyone. "tunneling at 4-5 gens" is a fake rule, meant to shame killers, and is a massive double standard. Where are the rules survivors pledge to follow, that actively lower a survivor's chances of escaping, that are done for the sake of killers?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566537#Comment_3566537

    The time efficiency isn't there unless the survivors are already there, is what I should've said. Then killers get to benefit and have fun with the new mechanics. Entering a void with no survivors in it probably isn't worth your time unless you really have a plan, and that is something that could be improved, but it hardly makes this event a failure for the killer side. I mean, there's still the overworld deposits which are worth your time and provide a benefit that outstrips their time investment, if nothing else.

    I agree Endurance shouldn't be part of this, but it's not as though it's omnipresent or as though killers get nothing. That is, again, a flaw, not a reason for considering it a failure.

    The other reason why I think this event is a failure is because my survivor queue times are extra super awful this event. My survivor queue times are so bad this event that it’s clear that many other players agree this event wasn’t balanced well at all.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566507#Comment_3566507

    "Bad joke"? Dude, it's nowhere near that bad. I agree it could use some improvements for next year, but let's not get ahead of ourselves here- it's still a fun and impressive event with very neat new mechanics.

    You still get Haste and Undetectable for bothering to awaken the spirit guy. I agree the time efficiency isn't quite there, that should be improved, but I think you're being way too quick to write this off as a failure when it's really just a little flawed.

    How is this event fun for killers? “The time efficiency isn’t there” is just a nice way of saying “complete waste of time”.

    And killers needing to deal with even more additional health states (endurance) is the supreme opposite of fun.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566501#Comment_3566501

    I mean, if they gave heavier game advantages, wouldn't that just be a different kind of sweaty?

    At a certain point, if you don't want to engage with the mechanics unless they heavily improve your chance of winning, that's on you and not on the event, right?

    Not to say I don't think there could be improvements, mind you, I do think there could be a bit more encouragement for both parties to enter the void portals so that little contesting-the-ghost minigame is more frequent, but the ultimate reason for engaging should be for the fun of doing so (and to finish challenges for the cosmetics, naturally) more than to try and win.

    Even so, I also think it's very, very worth mentioning that previous events were significantly worse than this for actually encouraging sweaty play. The worst you could say about this one is that it's neutral, the previous ones actually encouraged genrushing to get out ASAP so you didn't lose out on getting cosmetics that match. This event is a gigantic improvement over those.

    This year’s anniversary event is an example of a perfect event. I felt like it was worth the time and effort to collect the anniversary event objects, regardless if I was killer or survivor, because the event powers were good enough to be worth the time sink to get the event powers.

    The reward killers get for releasing spirits is such a bad joke, and isn’t worth the time and effort. And the fact that survivors get the most powerful survivor status effect (endurance), but killers only get undetectable (instead of inflicting exposed), is also a bad joke.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566406#Comment_3566406

    That doesn't really have anything to do with what I'm saying here...?

    Though, to answer it anyway, I think the idea was that both parties would want to be in the void anyway, so the killer would be there to contest the survivors wanting to capture the ghosty thing. If the survivors don't care about it in your match, there's minimal reason to do it as killer beyond bloodpoints- though to be fair you do get a fair amount of those.

    Plus, y'know, it is a pretty huge speed boost from the awakened spirit guy. It's not nothing.

    You said there wasn’t much else BHVR could do to make the event less sweaty.

    If the event actually gave game advantages worth the time and effort to do the event, then it would make the games less sweaty. Because right now, the optimum strategy is “try to ignore the event more than your opponents are ignoring the event”

  • @chibizodo said:

    honestly I don’t like the event, it’s not fun bc I can’t enjoy it.

    It’s not fun getting tunneled out at 4-5 gens when I just want to see the event stuff, like every killer is sweating so much I just want to do challenges and look at the event idk what I’m even doing with it. I got so fed up I just went and played friendly killer bc my games were so bad.

    I want to enjoy the event but feel like I can’t even enjoy it on survivor side.

    Killers can’t enjoy the event either. If killers spend time patrolling the void realm, or spend time trying to do other event stuff, but all the survivors are ignoring the event so they can just repair generators, then the killer is probably going to lose the game.

    The only time the killer gets to actually enjoy the event, is 1) if the killer 100% knows someone actually went to the void realm, or 2) the killer tunneled out 2 survivors, and now they finally have enough time to enjoy the event.

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