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Coffeecrashing

Coffeecrashing

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Coffeecrashing
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  • image.png

    Just as a reminder to everyone, this is what fresh scratchmarks looked like on the PTB. I can see scratchmarks on the wall, but look at the ground... The survivor ran from where I was in the picture, all the way around the wall to the right side of the screen..... but the scratchmarks are barely visible on the ground.

    And by the way, I don't think this bug ever got acknowledged, and stayed "under review" the entire time, so maybe these are the new intended scratchmarks.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521318#Comment_3521318

    I didn't know Leland was popular too. Everyone I see wants to play Connie.

    I can second about the Lobbies. So slow.....

    It matters what the goal is. Many of the DBD survivor streamers just want to see how much they can bully the killers, so when they play TCM, Leland is way more "entertaining" for them. Sometimes their goal is to see how many different stuns they can chain together in a single combo, or how many stuns they can inflict in the same game.

    The streamers I've watched are only focusing on Connie if they are trying to make speedrun videos, or if they're in a SWF and someone else in the SWF wanted to play Leland.

  • I've been watching streamers, and TCM lobbies are even more painful than DBD lobbies.

    1) Each survivor has a unique power, and you can't have duplicate survivors in the same game, so some people will lobby dodge if they can't play the one specific person they want (which is usually Leland). A similar issue can happen on the killer side, because every game is forced to have Bubba in it, and some people would rather lobby dodge than get stuck playing Bubba.

    2) Lobbies have a very long timer, and if enough people lobby dodge, and the game can't find anyone before the timer reaches zero.... then the lobby deletes itself and everyone has to start waiting in a new lobby.

  • @MikaelaWantsYourBoon said:

    M1 killers are usually weak, that's true. But buffing them is kinda hard. Because usually all killers will get value from it.

    And there is some m1 killers with strong powers as well. Spirit, Hag, Pinhead first comes to mind. These killers are getting downs with m1 , so buffing m1 killers will make them buffed as well.

    So my question is how we can buff m1 killers in general without buffing strong killers.

    BHVR is already doing this with the map reworks, where they keep super boosting the number of line of sight breakers, which affect M2 killers more than M1 killers. For example, it's so much easier to dodge a Huntress hatchet, when there are so many line of sight breakers. And it's more difficult to land Blight's M2 when anti-Blight stuff is added all over the new maps. It's more difficult for Spirit to make long distance chases when sound occlusion keeps happening because of the super boosted line of sight breakers.

    BHVR has been nerfing killers, it's just not announced as nerfs.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519102#Comment_3519102

    Friend, what is the relationship between slowing down the opening speed of chests and cleansing or blessing totems by 30% in (3gens)?

    1) Buffing Calm spirit would encourage more people to play Calm spirit.

    2) Calm spirit encourages survivors to excessively pre-leave generators at the first hint of a visual terror radius, and run far away, being fully aware their running won't trigger any crow alerts. This makes it excessively annoying to find the survivors, and encourages killers to just kick the generator and patrol the generators some more. And this encourages long 3 gen games, because the survivors are playing the same so safely that the generators aren't getting done, and the killer doesn't have a reasonable chance to get into a short ranged chase with a survivor.

    3) Any perk that encourages survivors to excessively pre-leave generators, or encourages survivors to excessively hide in general, should be nerfed into the ground, and stay nerfed into the ground.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519050#Comment_3519050

    So what does this have to do with this perk then?

    And What do you expect from a low-skill survivor?

    Calm spirit encourages survivors to excessively pre-leave generators when the visual terror radius shows an icon, and it encourages the survivors to just run far away, because they don’t need to worry about crow alerts. This means killers don’t have a reasonable chance at all of finding these survivors, and are instead encouraged to just kick the generator and patrol the generators some more. And when this cycle repeats itself, it just encourages the game to extend to ridiculous lengths as a 3 gen situation.

    And 3 gen situations need to be fixed on both sides. Killers need to be encouraged to chase survivors, and survivors need to be encouraged to stop excessively hiding. And buffing calm spirit would just make the 3-gen situation even worse, and therefore should be avoided.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518972#Comment_3518972

    Can we say that you are the worst killer in search of the hidden survivors?

    Well, they hide, they don't fix generators, heal, or do anything else and this is very useful for the killer

    I don't know why some are going crazy and how developers dare to improve the survivor perk

    The problem is that survivors are demanding for BHVR to fix the 3 gen problem, which is happening partially because of survivors excessively pre-leaving generators so they can excessively hide….. but when survivors want 3 gens to be nerfed, they want 100% of the changes to be killer nerfs, even though survivors are partially to blame.

  • 1) Hasten healing is confusing. It doesn’t mention that it can’t be used while exhausted… so does that mean we can spam it every 5 seconds? And if it can’t be used while exhausted, then why isn’t that clearly stated in the text?

    2) Electrophobia is worded ok enough.

    3) Boon: Safe Haven is confusing. The Boon Totem description should mention that totems can also be blessed. It’s not clear if the boon only gains tokens if survivors are hit inside the boon’s radius. What happens if multiple survivors have this boon? Do they share tokens, or does each survivor’s boon have its own token count? Can we fix “it’s tokens” to “its tokens”? If a survivor has endurance from this perk, are they just immune to damage, because these new detailed descriptions don’t mention anything that would prevent the survivor from having infinite endurance as long as they are in the boon’s radius?

    4) Harming Hands is confusing. If the obsession heals two different survivors, at least 40 seconds apart, can they both be exposed at the same time? Does the perk cooldown start when a survivor is healed, or does the cooldown start after a survivor loses the exposed status?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518949#Comment_3518949

    Killer perks are a bit specific, because there's vastly more difference between 2 killers then 2 survivors. Like Iron Maiden is absolute trash-tier considering killer like Freddy. But there's also Bubba that actually promotes the perk to "meh" level. Considering killers like huntress/trickster, I would call the perk even "almost good". Similar situation to stridor - trash-tier on all killers but spirit (where it's meh).

    Does that mean stridor is in a fine spot? Nope. It sure should get a buff (same as iron maiden when we are at it). But when considering buffs/nerfs, you have to think almost exclusively about spirit instead of say Nemesis. But if the perk is underperforming a lot even for killers that can use it's niche, then I am absolutely for buffing it (same as calm spirit and about 100 perks on both sides that are beyond useless). But the thing is - this thread is specifically about calm spirit.

    And I have to wonder yet again what is the reasoning behind you not wanting the perk to be less trash-tier (and again - I am not even talking about making it good, just less trash).

    Survivors excessively hiding, is one of the biggest problems in the game. It’s partially the reason why the 3-gen scenarios keep happening, because killers won’t commit to a chase, and the survivors are excessively pre-leaving generators to hide.

    Any perk that has massive uptime, that encourages survivors to excessively hide from the killer, even if they aren’t in a chase, should be nerfed into the ground, like calm spirit was nerfed.

    There are so many complaints about camping and tunneling, and how the killers should be forced to chase other survivors, but at the same time people want stealth perks that just completely remove entire killer tracking mechanics. Yes, if a survivor is pre-leaving a generator because of the visual terror radius, and they’re leaving so early that the killer won’t see scratchmarks, then the killer absolutely deserves to see crow alerts to help them find where the survivor ran to. Because really, the real problem is survivors want to be able to run around the map without wanting to worry about crow alerts, instead of needing to slow down when they are near crows, if they want to hide where they went.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518918#Comment_3518918

    Doesn't change the fact that half your comments about Calm Spirit were misinformed and made up. So this debate doesn't lead anywhere. Thank you for your very valuable feedback on this topic though. I'm disengaging from whataboutism under a post about Calm Spirit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518914#Comment_3518914

    Evidence: https://nightlight.gg/perks/Calm_Spirit

    "I use scream perks and that one time a survivor got Calm Spirit value" isn't much of an evidence either. I agree it does have use in very niche situations. But other than that it's a waste of a perk atm also considering it's drawback.

    Pointing out double standards isn’t a whataboutism. If you have reasons why a survivor perk should be buffed, we should also be able to apply this to killer perks. Otherwise, you’re just making up fake reasons to buff a specific perk, that shouldn’t apply to other perks, because that would be inconvenient for you.

    Calm spirit was nerfed and buffed at the same time. This was intentional. Do you honestly think BHVR intended the perk change to be a buff only? Like, BHVR made a major change, and has been oblivious that it lowered the pick rate?

    Your entire argument revolves around the fact that perks can’t be buffed and nerfed at the same time, which is false.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518893#Comment_3518893

    They didn't give it a drawback because it had a high pickrate. They "buffed" and added a brand new function to it which is the silent interactions with chests and totems and they made it so there was a trade-off since you do them in silence. But the feature they added doesn't even accomplish much that justifies a drawback.

    You are literally making stuff up by the way? There was no time frame where the perk had that function and didn't have the drawback. Patch 6.1.0.:

    https://us.v-cdn.net/6030815/uploads/XSCTULR74FIH/image.png

    "And we’re all remembering that when the perk didn’t have a drawback, it had a pick rate that was high enough that BHVR gave it a drawback?????" you are literally just making stuff up along the conversation. No we don't remember. Because it didn't happen.

    Can we use the same logic for Stridor, which was also labeled as a buff? We should allow Stridor to override -100% sound perks, because BHVR labeled the Stridor perk change as a buff? And it currently has a terrible pick rate, just like Calm spirit, so we should also remove the nerfed part of Stridor, and keep everything else the same, right?

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518881#Comment_3518881

    The thing is Calm Spirit already has this function and it's not going to get changed. The point of my post is about silent actions and how it doesn't need a drawback if we look at the effectiveness and pickrate of the perk.

    Calm spirit had a high enough pick rate that BHVR gave it a drawback.

    You want the drawback removed, which would effectively make it even more powerful than it was before the first meta shakeup? And we’re all remembering that when the perk didn’t have a drawback, it had a pick rate that was high enough that BHVR gave it a drawback?????

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518865#Comment_3518865

    Why are you making stuff up? There was no anti-stealth revolution? They did a meta shakeup because some perks were used a lot and some didn't hence the word meta? Iron Will and Spine Chill were meta with a very high pick-rate and that's why they got nerfed not because they're stealth perks. On the other end Calm Spirit got "buffed" but even in it's "buffed" state it sucks and this is why I made the post to bring attention to it.

    Are you also going to tell me there was no anti-regression revolution in the 2nd meta shakeup, and BHVR was just nerfing the popular killer perks?

    Can people just admit they want calm spirit buffed so they can excessively hide from the killer, and try to avoid any interaction with the killer?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518799#Comment_3518799

    https://nightlight.gg/perks/Calm_Spirit you are right. The perk is clearly OP. With it's 0.8% usage rate. Nerf it instead! Also, nerf Hoarder too - totally destroys 1 base mechanic (chest looting) as well so it's clearly too OP as is.... /s

    I just don't understand these people that want things nerfed just because the other side uses them. If you at least thought about it a little - buffed calm spirit in this manner would still highly benefit killers, because it would still be awful perk, but maybe a few more people would run it (instead of something that is actually useful which - people are complaining about - say made for this).

    I don't care if devs buff the perk. It would still be bad even if they use OP's version. I just can't fathom why some people would be against buffing clearly absolutely useless perk into bad perk. Especially if we are talking about killer main (to clarify on a specific example - I would understand some survivors not wanting to buff say self care from 35% to 40% - because more people would bring it and because it would still be bad making net-result still worse then current version where less people bring it, but this is not the case as @Coffeecrashing is clearly just killer main)

    One of the main goals of the first meta shakeup was to nerf stealth perks that are active for large portions of the game. This is why Iron Will, Spine chill, and Calm spirit were all supposed to be nerfed at the same time.

    This is also why iron will was functionally reworked into Off the record, because 100% removing grunts of pain should be on a limited timer.

    Survivors should not be encouraged into excessively hiding when they aren’t in a chase, and stealth perks should have limitations.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518799#Comment_3518799

    It really doesn't unless you are playing blindfolded or don't have access to a pair of eyes.

    There's a reason nobody is using this perk.

    It removes the crow alerts for that survivor for the entire game, which is an entire killer tracking mechanic.

    Calm spirit shouldn’t be removing an entire killer tracking mechanic for the entire game. If the perk only affected screaming, that would be fine.

  • I also had a totem where the survivor could fit through the gap, but I couldn’t.

    This bug is a big deal, because that one little totem can add so much chase time against an M1 killer.

  • This perk removes an entire killer tracking mechanic from the game, for the entire length of the game.

    The downside should only be removed if the crow immunity is also removed. Just have the perk only prevent screaming, and have that be the entire effect of the perk.

  • @Iron_Cutlass said:

    I am normally not a fan of making rant posts since I think they often just fuel discourse for no reason. But I really cannot stand the current meta we are in.

    ALSO: Im talking about post Patch 6.1.0 Dead Hard, not OG Dead Hard. I must clarify this to prevent further confusion in the comments. I hope this prevents further confusion assuming people actually read what I put instead of only reading the title.

    WARNING: You are going to see the unhinged ramblings of a madman.

    Before Dead Hard was nerfed to only apply after being unhooked, I thought it was honestly a balanced perk, it was fine and even though a lot of people used it, I was fine with it. The sun was shining, the birds were chirping, there was rainbow in the sky, everything was beautiful and fine when Dead Hard was meta.

    Dead Hard let Survivors and Killers mindgame one another and make interesting plays. It created a huge back and forth that I really enjoyed. And I really wish people didnt complain about it to get these perks nerfed, I warned people that if it got nerfed, it would get replaced with something worse...

    And here we are, with the Made For This meta.

    Want something interesting? Nope, Survivors now just move faster, it actively tries to remove the interactions with Survivors by keeping them further away from you.

    Oh yea, and how could you forget that it basically does nothing against Nurse or Blight, 3% Haste is meaningless to them, but average Killers just struggle against this perk.

    Does not help that Hope is now being recognized as a good perk but people only use it to stack up to 10% Haste so 110% Killers can do nothing during Endgame.

    "But most 110% Killers are ranged, just use your ranged power" meanwhile BHVR actively increases the amount of props and clutter on the map to make ranged Killers even harder to play, wow, it's almost as if I would use my ranged power but I literally cant half the time.

    Worst of all.

    This is just one portion of the perk. Just the 3% Haste. THERE IS AN ENDURANCE EFFECT ON TOP OF THIS.

    Remember how I mentioned how this perk really harms weaker Killers. Well looks like Made For This has a one-two combo for them. You cannot really slug or pressure Survivors too much otherwise you give them the opporunity to use the Endurance effect to basically remove all of your work.

    You cant slug for pressure, Endurance upon pick-up. You cant injure people evenly (which good luck trying as a basic M1 Killer anyways), Endurance on healing. You are just feeding the beast by trying to actually have meaningful pressure. ACK.

    "Just dont play weaker Killers."

    I can play Blight and Nurse anytime I want. But realistically, I am human, and no human should be subjected to that for an extended period of time.

    I want variety. I want to play Curve Billy, maybe even some Hag or Huntress. Maybe go and play Legion or Singularity, or anything really. I really feel if people's solution to Made For This is "play a stronger character" then something is clearly wrong here.

    I just really wish I could just somehow rewind time and play the game before this meta existed. I just really prefer the old meta and Im really tired of what we have now.

    MFT is actually a big difference on Nurse. It changes where Nurse needs to blink to, and Nurse needs to be more precise with blink placements because faster survivors can run out of lunge range faster.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517824#Comment_3517824

    What I am reading?

    Every blight with this addon will wait you to drop a pallet to use his power and break the pallet intantly, plus, survivors get hindered by the addon, after he breaks the pallet, he only used 1 token of his power, wich means he will have the power back in 2 seconds

    Blight gets stunned when he breaks a pallet with this addon. Did you honestly think Blight instantly breaks pallets, then immediately gets to move again? And Blight can’t immediately break a pallet right after it is dropped with this addon, and needs to add a short delay, or he will just bounce off the pallet instead of breaking it.

    And here’s the big problem with many people that demand addon nerfs….. They have absolutely zero idea how the addons actually work, and are basing their demands off of their (very very wrong) perceptions of what the addons actually do.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517790#Comment_3517790

    ''Blight’s addons aren’t overperforming though''. Yeah ok dude, if you think breaking a pallet less then 1 second is ok, you have inumerous skill issue

    ''my Spirit still has a loadout with MDR''. So you were using it before got nerfed, uhm, if you think her yellow addons are bad, again, skill issue

    The pallet breaking addon stuns Blight for 1.5 seconds, which means at best it’s not even 0.5 seconds faster than brutal strength. And the addon likes to fail if you use it immediately after a pallet is dropped, and it likes to fail if Blight is too close to the pallet, which means that if a survivor drops a pallet and immediate runs away, Blight is getting even less value from the addon.

    And yes, Spirit’s MDR is still way better than her yellow addons. That doesn’t mean her yellow addons are bad.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517752#Comment_3517752

    They are nerfing some pointless addons that nobody asked for to be changed, meanwhile, everyone complains about blight's addons, but BHVR only changes addons that nobody ask, just like the ones I've listed, Demogorgon and Knight

    Blight’s addons aren’t overperforming though, because people are using a wide variety of them, even when they’re trying to win. Nurse’s addons were gutted, because all the serious games used range or recharge addons, and all her other addons literally weren’t used. Spirit’s top addons were nerfed because every serious game literally involved MDR and amulet.

    But there are so many different complaints about Blight’s addons, that it’s clear the problem isn’t specific addons, the problem is people just want the killer nerfed. I personally choose from 10 of Blights addons when I’m trying to win, and that’s a huge variety of addons compared to some of the other killers I play. In fact, Blight is one of the few killers that I don’t have a specific loadout that I switch to when the lobby looks like it’s going to be obnoxious. (For example, my Spirit still has a loadout with MDR, that’s only used when the lobby looks obnoxious, because nerfed MDR is still way better than her other addons)

  • BHVR should fix the SWF game balance before nerfing anymore killers. Voice communications can give survivors a lot of extra game advantages, that killers aren't compensated for at all. And so far there has been zero attempts to make any meaningful adjustments to SWFs.

    We keep getting told the goal is to bridge the gap between solo q and SWF, then balance survivors accordingly.... but so far we've only gotten to the "buff solo q" part of the plan. We should actually get to the "balance survivors accordingly" part of the plan, before nerfing anymore killers, especially when all the officially released stats showed that all the killers are performing reasonably.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516357#Comment_3516357

    Yeah that's the thing in all this. There seems to be a really big disconnect between the designers of the system and the people who experience it. They keep saying "well, more often than not, the system places players in matches that are fairly close in terms of MMR". That could be 100% true, but it completely misses the fact that most lobbies (in my experience) have backfills. Backfills that they also state are essentially pulled from the next available player. So right away the accuracy is undone and rendered ineffective.

    If you examine SBMM relative to what is intended to happen and the result that occurs when it functions as intended, I'm sure it looks great. But that only paints a partial picture.

    Are we even sure that 1 backfill = MMR turns off?

    Wouldn’t it make more sense that matchmaking is based on how long players have been waiting for a match, so if someone lobby dodges, it just recalculates the MMR search algorithm with the new wait times?

    This means that the actual issue is if some people have been waiting for 5 minutes, because there were long queue times, and a bunch of lobby dodges, that the MMR search algorithm is being calculated based off of a 5 minute wait time? And the same matchmaking would have happened if there were 0 backfills and a 5 minute survivor queue time.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387751/the-survivors-animations

    They used to be better before 4.5.0 reworked them. Initially the animations we have now looked better but felt awful because of these slow transitionary animations they added between every action. To make the game feel better they removed those transition animations, but the new ones look really rough and stiff without them.

    They should have just reverted them back to the old ones with some tweaks, they were cartoonish but very fluid and satisfying to look at, I miss them a lot. It was also nice because the default standing position was lower as well, AND you used to be able to nod and look around while crouching and have it show on you character.

    It is the one change to the game that I have never gotten used to. I hope that every day BHVR revisits survivor locomotion but I know they won't.

    There was one PTB where the animations were actually fixed, as in we finally had proper animation frames that showed which direction a survivor was turning to. Unfortunately, these changes were reverted, and we currently have purposely badly animated survivors, so that survivors can have extra chances to dodge killers. The current survivor animations look like hot garbage on the killer's screen, especially when survivors are spinning in a circle, but as long as survivors are happy it's ok, right?

  • @averagemikaelamain said:

    As per title. Killers got favored at vaults for 5+ years now. We all got used to vault hits making no sense and now when you finally fix them you revert it immediately? The only minor issue is how fast they're at dropdowns. Although it was even more killer favored at dropdowns before so I'm not sure if that's even a big issue.

    Giving survivors extra distance at the end of a vault animation, isn't supposed to change hit validation. Those are two completely separate things, and the new vault animations were absolutely bugged because they were affecting hit validation.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511179#Comment_3511179

    you are aware that I'm not a programmer or designer etc and that the Community Team does not make decisions for those other departments? My idea is one idea and yes it would actually work in solving the issue that is lobby dodging in general - players have always dodged lobbies it's been something that's happened since the game began, maybe it's time that lobbies were locked when you join them - I don't really see anything bad about that.

    If lobbies are going to be locked, then can we just skip the lobbies instead, just like how other online games work?

    In the entire time I've ever played survivor in this game, I have never used the lobby time to coordinate stuff with other survivors in the game, and I've never seen anyone else in my lobbies try to coordinate stuff with other survivors during the lobby time. Currently, the whole lobby system just appears to waste everyone's time, because there's usually at least one survivor that wants to purposely wait out the entire lobby timer, so they can last second switch their items (or last second switch their character).

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509054#Comment_3509054

    Blight has been out for nearly 3 years at this point. Alchemist's Ring shouldn't take this long to rework.

    Blight has been having broken collision issues for almost 3 years, because his he can only bump if he hits something between his shoulders and waist, and that still hasn't been fixed yet. BHVR should fix Blight's collision issues before nerfing his addons.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507681#Comment_3507681

    This is a core issue though, especially with killers who don't have much chase potential/mobility. Why would I commit to a chase as Trapper, for example, when I could sit around my already-trapped three-gen?

    Early game needs some kind of integrated slowdown so weak killers don't feel like the game is over if they lose even one gen before their first chase or two ends.

    Why would any killer commit to a chase, when the survivors are never at the generators when the killer gets there? I know we were told the visual terror radius doesn't provide more information than the audio terror radius, but it really does feel like survivors are excessively pre-leaving generators way more often since the visual terror radius was added to the game.

    The lullaby radius and terror radius have way too much distance, considering how super instant the survivors get warned by the visual terror radius.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507674#Comment_3507674

    I am following your logic that this is an intentional Survivor buff. As such I am trying to understand a buff that will help one MMR bracket more than another. You should care if you want to believe in this 'conspiracy theory' just as I believe in my debug code 'conspiracy theory'. I am providing another voice for you to think with, given we are trying to think of why this would happen, and what it affects more. That is the entire reason to post on forums isn't it? To listen to more people's thoughts than your own?

    I know I can just think of stuff that could have holes, that others could patch by my sharing it instead of keeping it to myself. I generally give people enough respect to believe they aren't simply speaking to 'hear their own voice' without repeated evidence to the contrary.

    I don't care if you understand it. The buff doesn't require any advanced skills. Lower MMR survivors will still fast vault often enough to benefit from the buff, even if they can't force fast vaults as much as higher MMR survivors.

    And I don't care if you provide a voice.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507600#Comment_3507600

    I know there wasn't any ETA for the change to 3 genning and Skull Merchant's update during the most recent AMA, however since 1 month has passed, is there any date or rough estimation for the release period that can be offered at this point in time?

    The 3 gen problem has two parts to it, and both need to be addressed at the same time.

    1) Killers that are just patrolling and kicking generators, and refusing to commit to a chase with a survivor, is a major problem.

    2) Survivors that are excessively pre-leaving generators before the killer arrives, and refusing to commit to repairing generators, is a major problem.

    Any 3 gen fix that addresses problem 1, without addressing problem 2, will just encourage survivors to get easy wins by excessively pre leaving generators. For example, if BHVR just forces a generator to be super far away, then survivors can excessively pre leave generators, and easily win, because the travel time between generators is too long for the killer to defend. If BHVR forces generator regression to have a limit, then survivors will excessively pre leave generators until the max generator regression happens, then they get their easy win.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507508#Comment_3507508

    While I agree it would be a net buff for Survivor, I still think it disproportionately buffs stronger Survivors more. How many baby Fengs have you seen take the upstairs Dead Dawg window from the center stairwell going in a straight line and get the medium vault? I know I've seen my fair share of medium vaults when fast vaults are possible there, and at other spots like 4 lanes and the outside of short-wall (?) jungle-gyms. (The one with the window on the center L, not the outward facing one.)

    I'd even be willing to say with a medium strength Killer, a mindgame is more punishing (at least at things like L-T walls) when going against those baby Survs. Now that is a super niche circumstance, but still theoretically possible, and all the normal fast vault conditions still net positive in favor of those baby Survs.

    I know the most egregious case I've seen was the Demo Shred that appeared to slide off of the Survivor, I think on Ormond on an L-T wall. That was disgusting to see.

    Many things disproportionately buffs stronger survivors more. Who cares?

    Any survivor can benefit from the free "iFrames" from fast vaulting. If a survivor fast vaults, they get immunity to killer lunges, which is a huge buff.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507435#Comment_3507435

    This seems odd to me, because this would be a targeted buff primarily towards higher skill Survivors. Baby Survs would still often mistakenly medium vault because they don't understand the mechanics. If specifically higher skill Survivors needed an escape rate buff that would make sense though. As for the phasing I'll combine that with the other reply below.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507427#Comment_3507427

    If it were a commented out piece of code, it likely was tested, but not implemented prior. Likely during tests, whoever originally coded it found it only propels Male Survivors, and not Female Survivors. They likely commented it out to 'shelve' the idea to fix it on a rainy day, and it would be left forgotten until a newer dev found it. The newer dev, unaware of the problems during the original testing (Male hold W bonus distance), got it working again, and probably assumed it was how it was meant to be all along, hence calling it a 'bugfix'. This would make sense if it were formatted something like this.

    Slow Vault: Jump over in 1.5s, use animation SlowM or SlowF

    Medium Vault: Jump over in .9s, use animation MedM or MedF

    Fast Vault: Jump over in .5s, use animation MedM or MedF

    // Fast Vault Test: Jump over in .5s, use animation FastM or FastF (but FastF only refers to MedF in the files)

    It's not really odd, because this change has zero penalties for the survivor. This isn't a change that made medium vaults worse, but fast vaults better, so that lower skill survivors would get a penalty for not knowing how to force fast vaults.

    Instead, this just super buffs the fast vaults, so it doesn't matter what MMR a survivor is. This means it's a buff for survivors in general, regardless of skill level.

  • @mizark3 said:

    To be fair, the Tutorial was designed while the 'bug' was in the game. That means the Tutorial would have the trap placement be based around the 'bugged' fast/medium vaults. The new fast vaults are absolutely nutty, and they definitely are likely too much (at least with skilled Survivors).

    My theory is during the anniversary event, people were complaining about BS hits at windows, because of laggy servers being overtaxed. A dev likely looked in the code, and found out it wasn't working as intended (maybe found some commented out line of code), so they tested it and re-implemented it. Since we all are used to normal 'bugged' distances at vaults, and it was the lag that was the problem, we got a different solution for the problem. Now that the servers aren't overtaxed, we have insane fast vaults without the real problem that needed fixing being there anymore.

    I will say, when I play with my East Coast friends, the fast vaults don't feel like I get scammed when I get hit or missed at windows anymore, but when I play on my own West Coast server I often get missed when I should be getting hit (at least visually).

    My theory is BHVR wanted to buff survivors, so they made a change to window vault hit validation, then labeled it a bugfix.

    Before this recent change, I never had low latency games where my weapon would phase through vaulting survivors, and now this happens, which means something is happening beyond the survivors getting extra distance, because the survivor hitboxes are no longer matching where the killer sees them.

  • 1) I’m curious of stats regarding how the survivor bots have affected DC rates. My theory is that the percentage of games with at least 1 DC has increased because survivors now feel less guilty about DCing, but I think the overall DC rate might be lowered because survivors might be less likely to DC when a teammate turns into a bot.

    2) I'm also curious to what percentage of hits are stolen from the Forced Short M1 Attack mechanic. When a killer tries to lunge, the game validates the attack twice. The first validation checks if the killer is "too close" to a survivor, and if the killer is "too close" the game forbids the killer from lunging, and forces the killer to make a short M1 attack instead. The second validation checks if the killer actually hits the survivor, and if the survivor is too far away to be hit, then this game mechanic has stolen a hit from the killer, because the killer could have gotten the hit if the game had allowed them to lunge.

    The reason why I'm curious about the Forced Short M1 Attack mechanic, because I think it steals a lot of hits from killers, but people don't talk about it, because they aren't even aware this mechanic is in the game. And I think 360s trigger this mechanic often enough that it actually affects game balance. I also notice this mechanic happening more often when the game latency is high, and I'm wondering if the first validation is happening on the killer side (instead of server side), and the second validation is happening on the server side, which would cause game latency to largely affect how often this game mechanic steals hits from killers.

  • @BasementDweller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505412#Comment_3505412

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505440#Comment_3505440

    I didn't know that fast vaults were originally supposed to give extra distance on vaults, but I will definitely keep this change in mind.

    Honestly I don't see a reason to complain. I don't see this fix as a bad thing, because there were times when I would get a hit on a fast vault that definitely shouldn't have hit.

    Devs fixed something to what it was originally supposed to do. I welcome this fix, people will need to adapt like usual.

    Did any of the players know fast vaults were originally supposed to give extra distance on vaults? I just think it's funny that BHVR keeps finding "bugs" that have existed in the game for years, that we were never told were bugs, and we only find out about them after they get "fixed".

    Can we just admit that the goal was to buff survivors, and we're calling it a bugfix so that killers can't ask for compensation buffs? Because if the goal honestly was to just add more distance to fast vaults, then we shouldn't be seeing these hit validation changes to vaults.

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505419#Comment_3505419

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505409#Comment_3505409

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505376#Comment_3505376

    it was always supposed to work like this, thats why its a bug fix. it wasn't supposed to give the same distance as a medium vault, its a fast vault, and it should work like one. the new distance is a bug fix and its why its different,

    Giving additional distance at the end of the vault animation, shouldn't change hits that occur before the survivor reaches that extra distance at the end of the vault animation.

    I just think it's funny that BHVR is going out of their way, to find all these bugs that have been happening for years, that we previously were never told they were bugs, and they are all in the favor of survivors. When is BHVR going to make "bugfixes" that are in the favor of killers, that can affect every game that ever happens?

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505257#Comment_3505257

    We really don't need perk conspiracy theories... BHVR would have no reason to purposely leave out a perk. They even said during the Reddit AMA that they had a Fogwise nerf ready to go last year after all the complaining but eventually decided it was fine. They nerfed Scavenger, and COH, DH again, and PT recently. They clearly have no aversion to nerfing perks.

    Self Care is known to be very popular in the Asian region, so it's unlikely they're using MFT much as it requires playing injured. It's also why Nightlight isn't completely accurate, because it's mostly English speaking players submitting their load outs. So MFT shows heavier usage on there than in BHVRs stats, which are worldwide. Nightlight wouldn't have as large a sample from non-English regions. Not everything is a conspiracy.

    When BHVR told us they purposely gave us a few months of stats, because "Newer perks are generally much higher for the first month or so", that heavily implies there's a new perk with a really high pick rate, and none of the other 5 perks (from the Singularity chapter) are really that popular. Otherwise, why even make that comment?

    What really would be interesting would be to see the pick rates of the 6 Singularity chapter perks, for July 2023. If "newer perks are generally much higher for the first month or so", and machine learning is revealed to have maybe a 1% pick rate, does that mean it's a failed perk? If it turns out the MFT has a massively higher pick rate than the other 5 perks, doesn't that mean something?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504529#Comment_3504529

    I'm not quite sure what you think you're saying here, but if you're trying to say that MFT is in fact used 25% of the time in line with you anecdote, you're wrong.

    If it did have a 25% pick rate, then it WOULD be in the released stats, showing a roughly 12% use rate and sitting around number 7.

    That fact that it's not on there at all shows that it cannot have more than a 12% absolute pick rate, even with it's surge of use right after release.

    I'm not even sure if MFT was even allowed to be in the stats. Purposely keeping MFT out of the stats, sounds like a BHVR thing to do, as they could say "we didn't want to include this perk, because it's too new, so players wouldn't get a good picture of its popularity, so we just removed the perk from the stats and didn't explain this important fact to the players"

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504432#Comment_3504432

    So? 51 days is good enough to make it top 10.

    There was a lot people claimed they are seeing 4 x MfTs every match. If they were correct, we could see MfT on list but obviously it's not true lol.

    MfT is probably will up to top 10 but it will never out SB or Lithe.

    image.png


    Does everyone remember how the stats for Dead Hard used to work, where the usage was almost 75% at top MMR, but it was drastically lower at average MMR? A perk can be overpowered at high MMR, but not as good at average MMR.


    Made for this might be in a similar situation. I personally see Made for this more often than any other exhaustion perk, and this is a true statement regardless of whether or not it Lithe is more popular when the entire DBD population is combined together.

  • @BlueHorkew said:

    Thanks, this stats are cool.

    But seeing Self-care and Spine chill that high really scares me

    Spine Chill was really good back when it had the temporary buff, that showed how far away the killer was, down to the smallest centimeter. On loops where there isn't line of sight, Spine Chill could tell you if the killer was trying to stand still to mind game, or was actually trying to reverse direction.

    Temporary buffed Spine Chill was also good for trying to find a path to move when the killer is searching for you, when you didn't have line of sight of the killer, since it gave way more information than the actual terror radius.

    The reason why many people think Spine Chill wasn't very good, is because there are so many survivors that are excessively pre leaving generators when their visual terror radius lights up, and then they go back to the generator when the visual terror radius completely goes away. For those people, Spine Chill wasn't helpful because they want to hide as soon as possible, to avoid interacting with the killer.

  • I would also like to mention that Windows of Opportunity still feels like its pick rate it way too high compared to the other perks, and it feels like it's been like that for a while, and I think it needs to be nerfed somewhat.

    Windows of Opportunity encourages survivors to just play every tile as safely as possible, pre dropping pallets and running to the next tile, instead of making any attempts to mindgame, or anything else that might place them at any risk of getting hit. It's not interactive gameplay, and I think the perk is popular specifically because it allows survivors to extend chases with minimal risk. And this perk has gained value since the new map strategy of "fill the maps with clutter that breaks line of sight" started, because it's now more difficult to see where the pallets and vaults are from far away, because of the increased clutter, so Windows of Opportunity is giving survivors way more information than they would have gotten with SWF voice communication callouts.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504006#Comment_3504006

    Having them done over a few months is a lot more accurate. Newer perks are generally much higher for the first month or so, then they can tend to settle down after that.

    I still really wish the stats would have started with the latest chapter release. Made For This is the most popular exhaustion perk in my games, and it just feels wrong not seeing it at all in the stats.

    I understand that new perks might be played more, but I also understand that in all the times I've played survivor, I think I've seen Forced Hesitation only 1 or 2 times, and I've never seen Genetic Limits or Machine Learning. In other words, I don't think the existence of new perks are going to automatically mess up stats, when it's clear that a lot of perks get ignored regardless of how new they are.

  • @GannTM said:

    I don’t really see many people having discussions about Carmina. I’ve loved her since she came out and she’s currently my favorite killer to play as and against, yet she is one of the more rare killers in the game.

    From what I’ve seen, she’s not exactly a fan favorite in the community. There are killers that are far more hated but she’s still not universally loved.

    So this leads me to the question, what does everyone think of her? Does she need buffs, nerfs, rework? Is she fine as is?

    The killer feels like trash because the amount of time she gets to hit a survivor with her power twice, is way too low. Repelling crows needs to take twice as long, to give her an actual chance to 2-hit combo the survivors.

    And yes, I get it that the window is large enough to get a 2-hit combo, but it's still way too low. The range to 1-hit damage is also way too low, and should be doubled in range.

    She also got secretly nerfed from the new map design, where there's lots of extra clutter everywhere that blocks line of sight. Very often, when she places a crow, survivors can just run some other direction and get behind cover, which can stall enough time to prevent her from getting a 2-hit combo. There are many loops where she just doesn't have enough line of sight to know when to launch the crows, and survivors don't get damaged when they run over a crow, so she's just super clunky in many situations.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503217#Comment_3503217

    No, Bugfixes are neither Buffs or Nerfs. Bugfixes are making things work as intended. Sure it can happen that they are stronger or weaker than before, but the main goal is to fix things, not to make them stronger or weaker.

    Or would you say that Nurse got buffed after all her gamebreaking Bugs were fixed?

    Yes, when BHVR fixed Nurse's chase music volume, that was a buff. The reason the change was made can be called a bugfix, and the effect of the change is a buff.

    Yes, bugfixes are making things work as intended. And buffs and nerfs are also making things work as intended. When BHVR nerfed Spirit's addons, they made her work as they currently intend for her to work. Or would you say that Spirit's addon nerfs are making her work as unintended?

  • @Aven_Fallen said:

    If you think that T L-Walls are areas where it is "difficult to catch" Survivors, your opinion on balance is probably not really based on much experience.

    Bugfixes are not Nerfs or Buffs. You got hits when the Survivor fast-vaulted which you should not have gotten.

    But dont worry, they will either shadownerf them again or bug them again. It happened so many times already, fixed vaults are just not meant to be in this game.

    Bugfixes can be buffs or nerfs. If a change raises game performance, then it's a buff. If a change lowers game performance, then it's a nerf. Bugfixes is a REASON why a change can be made, and buffs or nerfs are the EFFECT of a change. Reasons and effects are not mutually exclusive.

  • @Orthane said:

    First you try to force all killers to look down after a hit and again said it was an "issue" and now Survivor Fast vaults just got mega buffed and made areas like T L walls and shack, already difficult to catch areas even more difficult to catch. You can no longer land hits on Survivors who fast vault unless you're literally right on top of them which at that point you should have hit them already. Fast vaults were never meant to send survivors further than slow and medium vaults, don't lie and say that it's a bug fix. They're called Slow, Medium, and Fast, not Close, Mid, and Far vaults. They're supposed to send you the same distance the difference is how fast you perform the action.

    I'm so sick of this nonsense.

    I'm not sure if BHVR realizes that things can be nerfs and bugfixes at the same time. Changes that hurt game performance are nerfs, regardless of the reason to why the changes were made. It just feels like BHVR is saying "these aren't nerfs because they're bug fixes", as if these are mutually exclusive things.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502670#Comment_3502670

    "Did killers just get another nerf, that’s disguised as a bugfix, even though I never saw it declared as a bug, and it’s worked this way for years?"

    I mean, if you really think that fast vaults should have the same distance after the Window as slow and medium vaults... You are really wrong on that one.

    I do think fast vaults should have more distance than medium vaults. But the hit validation should be exactly the same, up until the point where the survivor gets the extra distance at the end of the fast vault.

    For example, if fast vaults are now 90% previous distance + 10% new distance, then the hit validation should be exactly the same for the first 90% of the vault.

  • @Iron_Cutlass said:

    Not sure if anyone paid attention or looked at the Bug Fix Patch Notes, but Fast Vaults got a massive change.

    This one change also has a side effect, the hitbox of your Survivors moves faster through the window and does not linger as long. This makes it harder to be hit at a window while Fast Vaulting. This can be further modified with a perk like Resilience.

    Ive noticed that, as Killer, I am getting far less hits at windows and, as Survivor, I am getting hit far less at windows.

    I originally thought Fast Vaults were bugged and that's why they felt so fast and smooth but when checking the Patch Notes I noticed this was an intentional change by BHVR. Im posting this to bring more attention to this since some people are probably confused from seeing this ingame.

    Did BHVR sneak in a hidden nerf, when they changed the fast vault distance? Changing vault distances shouldn’t actually affect hits at all, until the point where the survivor gets the small extra distance at the end of the vault.

    Did killers just get another nerf, that’s disguised as a bugfix, even though I never saw it declared as a bug, and it’s worked this way for years?

  • @Gorgonia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502211#Comment_3502211

    I mean, I just got back like 2 days ago and I don't know how to play against them yet but I've noticed this tren. Camp gens with drones or blob-curity cams and move from gen to gen even if it means not chasing anyone around.

    D4 has been such a huge disappointment... and season 1... what can I say

    I’ve noticed a trend where survivors are excessively pre leaving generators, which is super easy because of the visual terror radius. So I’ll be stuck just patrolling generators over and over, because I won’t ever see anyone, and there’s so much clutter on the map that it’s pointless to search every object for the hiding survivors.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501079#Comment_3501079

    i think it is just confusing because healing in dying state and healing injured state is same thing. i think wiki is referencing the perk not granting healing charges for perks like second wind but I remember an otz video explaining that interaction does work now but it is slightly buggy. wiki is outdated sometimes.

    That’s not confusing at all, because both healing actions are the same thing, they’re just starting from different health states.

    The wiki is explaining the perk is supposed to act as a health state switch, so it’s not really using a heal action. I also don’t understand why BHVR can’t just tell us how they intend the perk to work. I thought we were supposed to have “more transparency”, and there are multiple threads complaining about this perk combo.

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