Crowman
Crowman
About
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- Crowman
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Comments
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989617#Comment_3989617
Well it does give some incentives we do have to wait to see the numbers though to see how good it i.
However I don't think meta Killers like nurse blight ghoul should get this incentives at all.
Punishiments for not playing "correctly" are not incentives. If anything all these changes do is make killer more frustrating, because now you have more things to manage to avoid getting these massive punishments while getting less information.
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It doesn't seem like the boosts killers get for not tunneling outweigh what survivors get to fight tunneling. Which I think is a problem, because part of why tunneling is a problem in the first place is the lack of reward for not tunneling so this is just nerfs.
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The problem with fully randomizing the maps is that it means that maps can generate practically nothing for survivors or that maps generate a bunch of chainable loops for survivors. This would be far worse experience imo.
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The perk suffers from being a bandaid fix to a problem. The perk offers nothing if survivors don't bring boons and boons are not that common, because individually they are not worth the effort without any kind of coordination.
Personally, I think it would be far better for BHVR to rework boons as a whole. Make Shattered Hope basekit, buff boons as a whole since they are now limited to 5 totems in a match. I simply do not think infinite use survivor tools are healthy for the game.
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@catawumpus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989077#Comment_3989077
Hey, you're technically right—killers aren't random since players pick their killer and build. But that misses the point for survivors, especially in solo queue. From our perspective, it's a roulette wheel. We have zero control over what killer or build we face, and that unpredictability can make matches feel like a coin flip, not a horror experience. The lack of survivor agency is the real issue here, not whether killers choose their loadout. Any thoughts on how BHVR could balance that without breaking the game?
In what horror movie do the victims pick the person hunting them and killing their friends? You're asking for something that quite literally goes against a horror experience.
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The killer being random is hardly the problem with DBD. And even then it's not really random as much as which killers people are queueing up as since you are facing another player.
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Deathslinger isn't even the only killer who can ignore endurance so I fail to see why this change is really needed. Let killers have their strength and weaknesses.
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I don't think you realize how boring the game will become when survivors have no threat of danger after unhook. I really don't get people's obsession with removing all forms of risk from the game.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986926#Comment_3986926
Bming isn't banable, its just annoying and id wanna see it unless whoever is saying it is visible to me. Its only fair.
I don't see a problem if the behavior isn't bannable. This would be no different than if it was before anon mode where people where running private profiles on their steam account.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986911#Comment_3986911
No, I like to show my hours and be open to conversation from friendly individuals. I'm not gonna do that because some people are indecent. Anonymous players should not be able to use their status as a cowl to see other people without them knowing. Thus, they just shouldn't be allowed to perform those social actions while their name and profile is hidden as well, its just not fair.
You are aware you can report anonymous players. If people would do that instead of complaining that a few anon players are toxic then you might see less toxicity in end game chat.
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If people are using slurs in end game chat, you can just report them anonymous or not.
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@Drearystate said:
This wasn't written by AI.It is amusing that people try their best to dismiss something they don't agree with by throwing the AI card at it. But hey, we can't all be intelligent.
You share a post that looks like a carbon copy of output from ChatGPT and can't even defend your own points when challenged. Maybe if you spent a little time doing some research and thinking about how you wanted to articulate your points this wouldn't be an issue.
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I agree with the sentiment, but I see no reasonable way to actually enforce this since people can always edit the chatGPT or other LLM output to remove the obvious tells.
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Maps don't make money
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Generally things that get killswitched are game warping bugs. Like Flashlights when they can be used to get inside lockers and be practically invulnerable. As annoying as missing animations are when facing Deathslinger, it's likely not warping the game around the existence of the bug.
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Fog Vials needed to be like every other item where it had limited charges and balanced around being limited. I personally feel like any survivor resource that is made infinitely usable is bound to end up largely useless since stacking usually ends up being the core problem.
It's just a shame BHVR prefers to double nerf rather than experiment with changes.
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The guards are not difficult to avoid if the knight isn't pressuring you as well. And his guards don't really do anything else. Sounds like you just want the knight to be toothless.
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There's a good chance many of these will get delayed and not release in 2026.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982219#Comment_3982219
as a Friday refugee, I'm still sad that game died. I was really hoping TCM would survive just to at least keep dbd in check even though that game did not interest me
IIRC, TCM devs were also bad at managing their community, but BHVR has at least made attempts to listen to the community even if they are stubborn. Like I remember it took backlash towards a dev saying OoO was fine, because it had a low escape rate for them to do something about the perk.
The problem BHVR devs has is they haven't learned anything over the years and it's constantly ignoring the community until it blows up that is becoming a regular issue.
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Boons cannot be any stronger, because they are infinite use. Survivor tools that are infinite use have to be weak, due to the fact they are a team of 4 players who can each use the same stuff.
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BHVR tends to push out a widely disliked change and then wait years to do anything about it.
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This just a case where you just need more experience against them. These killers are hardly a problem and 99ing stalk is hardly a problem given the pace of DBD.
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If Wiggling was removed, you'd be asking for it back. Wiggling existence prevent killers from just basement camping every survivor.
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@BbQz said:
Another nerf incoming
An item really shouldn't be able to block killers powers in the first place.
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I don't really like them. The whole compromised generator mechanic just seems like a hassle to play around and counterintuitive to what kicking a gen is suppose to accomplish.
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978951#Comment_3978951
NotQueen didn't really help though she was the one that said BHVR wanted to make sure teabagging was still satisfying for survivors when they remade the animations lol
bhvr really has some of the strangest takes when it comes to handling their community.
Which honestly it's not surprising how toxic this community gets when bhvr does nothing to help punish it.
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Now you can see how it feels when killers get their new toys immediately nerfed.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978115#Comment_3978115
So is Tombstone Micheal circumventing the typical hook system with instakills? Or do only survivor perks circumvent things?
Myers has been in desperate need of an update and I think many people are hoping for less power in Tombstone addons for a better basekit. Of course, Myers is not even on BHVR's priority list and they seem opposed to giving him any sort of tweaks, because stats show he's fine.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978003#Comment_3978003
Iron Will getting nuked and then reverted two years later and it being mostly fine anyway comes to mind.
STBFL is still in it's double-nerfed state for so long. It's really annoying.
Not technically a double nerf, but I always had a bad taste when they bug fixed Xeno's tail CD movement speed and also nerfed the tail CD movement speed when it was rarely relevant due to the bug.
DBD is a live service game, but it feels like the devs just throw out all changes at once then wait years before they correct them. I wouldn't be surprised the additional content coming nearly every mid chapter was a factor.
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BHVR loves the double nerfs. It's really the most frustrating thing about their balancing.
My personal opinion is they should limit the charges first and then see if fog vials need more changes whether buffs or nerfs as a result. Because I think fog vials will never be balanced with infinite recharging.
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If anything, the devs don't really come across as playing their own game rather than just only playing killer. At least not in an actual environment and not just on local sandbox builds as they develop new content.
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@Araphex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977766#Comment_3977766
You're literally talking to someone who has experience and an education in Game Design and UE5. I also have an understanding of how the processes usually work. It's been a week. There should of been a hotfix for several of these.
It's simple.
If you want to play this card. I went to school for Game Design and Development and I have 8 years of experience as a Software Engineer.
Playing backseat dev when you don't know the codebase is not very useful. -
@Araphex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977707#Comment_3977707
Several of these bugs are simple fixes. Streetwise just needs an updated clamp based on a boolean indicating the player has the perk. In fact, all items should have clamps in place. But with Streetwise, it should be the original max value plus 80%, and probably adding a do once node can help. But it shouldn't really need that if coded correctly. But it wouldn't hurt to use a do once node on pickup (code for items should be an actor component already attached to the player character calculating the charges, thus not needing a do once node if applied correctly).
But overall, several of these bugs are rather simple to fix. Not sure how they even made it to the live servers. Makes me wonder if the QA testers are even properly stress testing adequately, unless someone went in and changed the code last second without telling anyone, although that should have been known because it would show up on whatever they are using for source control.
Overall I think it should have been killswitched as it is game-breaking. It's overpowered, especially paired with Scavenger for gens guaranteeing players a 50% increase in gen progression. Pairing with other gen progression perks, and 4 players using Streetwise... That would be 15 seconds to complete a gen if all 4 were on it together.
That alone should cause it to be killswitched. Simple bug to fix, but it should have been killlswitched. Same with Clown being able to move around the map at high speeds, same with Blood Rush, Fog vials (Mostly due to an audio bug that muffles all sound even after a match, into the next), Michonnes audio (especially against the Plague), plus her perks, and so much more.
It seems like someone forgot to set caps, switch booleans, all simple code fixes but have cause major issues on the live version of the game. These things would have been noticed immediately through testing, but they got through. They all need killswitched until fixed.
BTW, hotfixes don't need to cross a lot of red tape on consoles as they are usually the same version as their previous major release but with fixes in place.
Saying they are simple to fix is not necessarily true. When you're talking about a big codebase, the problem can often be nested into other functions that you may not think to check first. Personally I would rather avoid making assumption about the difficulty of a bug fix since I've been down rabbits holes trying to fix a bug and finding the cause somewhere else.
Then as I already there are processes that BHVR has to go through in order to deploy a hotfix.
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It's not really that simple, because fixing bugs still takes time and then getting certification to release to console also takes time. It would be nice if they could just wave a wand and fix the bug the next day, but that simply isn't very realistic.
Which is why it's important that they use the killswitch to disable problematic bugs that are ruining games.
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I think it's weird they are acting like there's a bandwidth to how many things they can killswitch. The argument that there are worse bugs then Streetwise so they can't killswitch Streetwise, but then why aren't we killswitching other things then?
I don't get the point of the killswitch since the devs seem to never want to use it anyways.
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Sure survivors can pull normal items from vecna chests but they also pull items that help counter your power and can even deal damage due to mimic. They really aren't just "normal chats" like you are trying to make them seem.
And bhvr does not want perks to work on killer powers and this goes both ways.
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Survivors are getting basekit mechanics here and there while most killers are getting barely anything. Not to mention kill rates were inflated by the prevalence of "go next".
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@AbsolutGrndZer0 said:
You used to get it when the killer disconnected (or if all 4 survivors disconnected because they didn't have survivor bots yet) but it was changed some time ago. I do agree it sucks. especially now that they have survivor bots that means that the killer can still get their adept now.
It likely has to do with data collection. If killer d/cing counts as an escape, then Kill Rates can be deflated by d/cs.
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They won't get reverted.
We'll get yellow bottle nerfs and they'll call it a day. Leaving Clown in a worse state before they decided to mess with his kit.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973614#Comment_3973614
I mean, Clown's chase was always better than Skully…
Also this requires less set up. Skull Merchant would have to set up her drones, get multiple people tagged/trapped to have up to 7% haste. Clown can just throw a bottle and give him 12% haste before factoring addons.
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My personal opinion on boons is that they will always struggle between being too weak and too oppressive. I think fundamentally boons being infinitely reusable eats too much of their power budget and it would be better if the totems were destroyed when snuffed out and boons were balanced around being usable up to 5 times.
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I'll be surprised if anything more than just nerfing yellow bottles happens.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973165#Comment_3973165
Agree that he got buffed. His pink bottles went from 12 to 14 % hindered, but the lasting nerf was not so huge. I can see more people using both bottles in chase.
not at all. The main strategy will be just to run people down by self hasting with yellows. There's little reason to use pinks bc they got hit hard with the lingering duration.
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The 12% to 14% hinder buff means nothing when the duration is only 1 second outside of the purple smoke.
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Considering it's been years since BHVR started reworking maps and Swamp still hasn't been touched doesn't really show there's any rush for BHVR to fix Swamp and kill switching the entire realm for years isn't a good move.
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I said it when they gutted her that the likelyhood of them keeping the 2025 rework was low, because we have examples such as Freddy and Twins whose reworks kept getting pushed back. It's why it was a terrible idea to just gut her.
Oh and on this vein, I doubt the rework will happen in 2026 as well given that it took them half a year for the first design preview and they are going back to the drawing board again.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968822#Comment_3968822
To be fair, my friend, encouragement was given in the past, either through BBQ or through metas that were so strong that made tunneling and camping unnecessary.
But these things didn't stop these strategies.
It's not really about stopping the strategies completely. There are times where slugging is needed. Survivors should always have a threat of early elimination.
The problem with current DBD is there's not much reason to spread hooks. It's far better putting your early hooks on 1 or 2 people, because that results in someone dying early which is a big decrease in the power of the survivors.
This was always true of the game, but when BBQ gave bonus blood points, you did see more killers try to spread out hooks to ensure they got their stacks. With modern day QoL, I don't see bonus bloodpoints being enough to incentivize not tunneling out a survivor early anymore.
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I wouldn't say they should be encouraged. I think the game as a whole would be much better if killers had reasons to spread hooks.
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Hexes are not even strong. I see no reason to nerf an interaction that makes them somewhat usable.
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I personally believe fundamentally the only way BHVR could make a good system that rewards spreading hooks is to completely change up the core mechanics of DBD. However, I doubt the game would survivor a significant change like that.
Any reward to spreading hooks is going to end up rather oppressive if it actually is better than tunneling out a survivor. If it isn't, then nothing will change. Like look at pentimento. It was massively complained about until it got nerfed just because it had a 30% slowdown effect tied to it. Which is the level of power you would need to be better than just tunneling a survivor out.