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CrypticGirl

CrypticGirl

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CrypticGirl
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  • Idk if they changed the timer for the first penalty, but I would agree with the sentiment. The new "go-next prevention" system was so perfect, it was actually flagging innocent players (like those getting hard tunneled). The devs had to killswitch it due to all the false positives, which means they'll have to make it less perfect. Which will probably mean that some players will find a way to circumvent it.

    So really, what are they trying to accomplish with this system?

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949695#Comment_3949695

    Survivors will literally never get over when killers got 2.5% on kicks and a quarter of a second off of their pallet breaks. By the way, that was the same update that gave survivors basekit BT, which is arguably a lot more impactful than .2 seconds off of a gen kick.

    These are the patch notes for 6.1, for those wondering about these "amazing buffs that killers got."

    • Generators take 90 seconds for a single survivor to repair (was 80 seconds)
    • Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression
    • Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds)
    • The following Killer actions have been sped up by 10%:
      • Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
      • Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
      • Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
      • Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
    • Survivors now have a modified version of Borrowed Time as a baseline ability, no perk required
    • Unhooked Survivors now get a 7% movement speed bonus and Endurance for 5 seconds
    • The speed bonus and Endurance effect are removed if the Survivor performs a Conspicuous Action
    • New Term - Conspicuous Actions
      • Includes: Repairing a Generator, healing yourself or others, cleansing or blessing a Totem, sabotaging a hook, unhooking a survivor, and opening an exit gate.
      • Added a new section and description to the Game Manual.
      • Endurance status effect is now cancelled by Conspicuous Actions

    Survivors will literally never get over when killers got 2.5% on kicks and a quarter of a second off of their pallet breaks.

    And Killers never seem to remember that when they complain about gens popping too fast.

    I would argue that the purpose of the basekit BT was more to prevent Survivors from being insta-downed after an unhook rather than to disincentivize tunneling. And so that Survivors could have a little more freedom in their builds rather than having to run BT every game.

  • @ThatRyanB said:

    Hey there folks! I've seen some back and forth in here, so I wanted to hop in to confirm how the 20 match set for Disconnection Penalties works. As some of you have already pointed out, this system looks at your last 20 matches and the number of disconnects within this range. As you continue to play matches, they wipe the slate of your older played matches, one at a time.

    As an example, let's say you disconnected for match #1. This would remain logged within this system for 20 matches. After the completion of match #21, that first disconnect would no longer be factored into the Disconnection Penalties system for you.

    Okay, thank you for the clarification. That was about what I figured. One question: Will there be an in-game tracker on how many penalty points you have and how many more matches you need for the oldest penalty to drop?

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949346#Comment_3949346

    What killer players are advocating for higher kill rates? Please show me where killer players are asking for this.

    You’re absolutely right that the kill rates are right where the devs are targeting. So why are there still so many demands to nerf killers and strategies that they use? The 60% kill rate includes all the matches where tunneling occurs, too. So if tunneling is nerfed, kill rates will go down without other compensating adjustments to buff killers to get back up to 60%. I’d be totally fine with that approach as long as we don’t nerf killers to reduce tunneling with nothing to to compensate and keep kill rates consistent with target levels.

    What I'm seeing is Killer mains constantly claiming that "Tunneling is the only way to win," just like the whole topic of this thread. That tells me that anything less than a 100% kill rate is unacceptable for them. Heaven forbid that they take a chance that they might actually lose a game here and there by spreading hooks.

    Buffing Killers has done nothing to disincentivize tunneling, as shown since 6.1.0. So now the devs are trying it in reverse. Mandy has said that if killrates suffer as a result of the upcoming anti tunnel/camp/slug, then Killers will be adjusted as needed.

  • Here's another odd one: I miss how you used to be able to see a teammate's aura while they were being mori'd. Nowadays the aura disappears as soon as the mori starts.

    https://www.twitch.tv/cryptgirl1981/clip/CarefulInexpensiveAmazonCopyThis-aOh720IjUIRg2Fjb
  • @MagicDragon said:

    …is an argument to nerf tunneling. You're not meant to consistently win games, you're meant to win some and lose some; to be inconsistent.

    Yeah, this is something Killers don't want to understand or accept. The devs are going for the 60% kill rate, not 100%.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948766#Comment_3948766

    https://us.v-cdn.net/6030815/uploads/VVLLXT6RK9F6/image.png

    The patch notes literally says the penalties are based on your last 20 matches played. Which means that if your last 20 matches had zero penalty games, that it would completely reset the penalties.

    The second line specifically mentions "each disconnect in this set of 20 matches", which means it only cares about your last 20 matches.

    That doesn't actually confirm what you said. The wording is extremely confusing for me. Nowhere does it mention that it wipes out all of your DC penalty points after the 20th match.

    It could mean that whenever you DC, that point would drop 20 matches later. However, say you DC again five matches later. So 20 matches after that one, that penalty point would drop.

    See why it's so confusing? I have asked for clarification several times, but have yet to hear it from any of the devs. I thought maybe you had another source of the info, like wherever you got the info about the AFK crows that wasn't mentioned in the patch notes.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448917/the-new-dc-penalty-system

    Time-based penalty removal, doesn't teach survivors to ragequit less. Instead, it teaches survivors that it's ok to ragequit as much as they want, and they can just play another game for a while if the DC penalties get too high.

    The 20 match DC penalty system is far superior, because it teaches survivors that the percentage of ragequits is important.

    Also, you're completely misunderstanding how the 20 match rule works. If you play 20 games without ragequitting, your DC penalties would be 0, regardless of what they were before those 20 games.

    Where have they mentioned this?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948453#Comment_3948453

    While I dont think this point invalidates this issue...

    I really wish more survivors understood this xD

    I know there are definitely bad cases of overlapping action buttons, but I don't think this is one of them.

    One example of the "bad cases" would be mending and snapping out of it against Doctor. The game would prioritize snapping out of it, and then your deep wound timer would decrease and put you in the dying state before you could finish snapping out of it. Idk if they ever fixed that...

  • This will probably be an odd one, but I actually miss how Survivors used to run in place for a brief second whenever the Killer DC'd. I actually have some clips of that, so I might make a compilation of that and put it on YouTube just for giggles. XD

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948541#Comment_3948541

    I had a 4-gen chase last night, but I don't think it counted as continuous, since it shows that my longest chase is only at 1 minute and 15 seconds.

    Yeah, a lot of chases you get to escape briefly by breaking line of sight or whatever, and then the Killer is on you again. So it's tough to get one long continuous chase.

  • @Dwight_Fairfield said:

    Question; What is everyone's longest chase? Mine is 2 minutes and 13 seconds.

    https://us.v-cdn.net/6030815/uploads/WEDGZ1G1BU0Y/dweetstats.jpg

    I'm a bit surprised by my stats. My escape rate is almost half, but it sure doesn't feel like it sometimes, especially when I have those days where I die in every single match except the last one, lol.

    To answer the question, my longest chase time is 3 minutes and 9 seconds. I wonder what chase that was, lol.

    DBDStats_30days.png
  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948453#Comment_3948453

    Because there are a lot of times when you're the last one up and you're going to get downed no matter what, so unhooking your teammate becomes the only real shot at keeping the match alive — even if it means trading. It actually happens pretty often.

    Also, it's just bad game design to have multiple actions share the same button and override each other. One-button interactions really mess things up in clutch situations.

    There's no "keeping the match alive" at that point. If you unhook your teammate and get downed in the process, that teammate is just going to get chased and downed again.

  • I'll take a break until the anniversary event at least.  And depending on what happens with the go-next prevention, I may end up quitting entirely.  I can't see any conceivable way for this system to work without flagging innocent players who are trying their best despite having such a horrible match.  The system isn't even needed beyond the removal of the "throwing on hook," so I'm seriously hoping it stays killswitched.

  • 99% of the time the Killer will be chasing you while you're trying to remove the axe, so why would you even want to run to the hooked Survivor?

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948272#Comment_3948272

    Oh Trust me, we are a little past that stage now, but I appreciate the thought, and I do agree. If BHVR wants to have a system like this, there cant be false positives.

    Honestly, I can't see how this could ever work properly without flagging innocent players. It should just stay killswitched. The removal of intentional deaths on hook should be enough.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948209#Comment_3948209

    I had no idea that the English language had cultural context.

    Ask a Linguist.

    Yeah, we're clearly done here. It's been a good conversation, but this back and forth is clearly going nowhere, and I'm tired of reexplaining everything for you to just ignore it. Feel free to have the last word, and have a good anniversary event.

    I understand why you are tired, you explain without proving and claim to prove with explaining. But I read everything you said and responded to it, In mass in fact. You could not explain why a rational man would do as you said, nor prove that.

    Honestly I respect the effort you made, you clearly have a strong set of morals, but you have a really hard time making clear arguments and then prove those. We got lost in the cornfields for a long time over you trying to explain those.

    And since you asked for the proof of the ban happening, someone shared this video in another thread.

    https://youtu.be/GeGhyok2AFg?si=WPjl7UUo8yCJCwSD
  • Hmm, I'll see if I can think of five perks I hate going against.

    Franklin's Demise: Sure, some say this can be countered by dropping your item somewhere, but if you don't know the Killer has it until they hit you with it?  Good luck finding your item before it loses its charges.

    Devour Hope: For the same reason as OP posted.  Once you get the exposed status, it's pretty much game over unless you're lucky enough to find the totem before the Killer finds you or your teammates.

    Weave Attunement: Combined with Franklin's, items are everywhere, so it's a huge annoyance to deal with, and a big time-waster to move your items to the edge of the map.

    Coulrophobia: This one is probably the strongest anti-heal perk, and the only counter is to try to stay out of the Killer's terror radius, which can be difficult on some maps.

    And this last one may surprise some people: Third Seal.  Yes, I despise Third Seal with a passion.

  • I could add one more thing.  If we're all on second hook at four or five gens, then yes, I don't see us turning the match around, and I would let go on second hook.  But even in the matches when we're doing well, I would hold on, but then I would get tunneled off the second hook.  Even though I recognize that tunneling would be justified at that point, it still leaves me asking the question, Why did I bother holding on?  That's not a good feeling, and essentially tells me that if you're on second hook, you might as well be dead.

    That's not always the case, though. Maybe in like 50-60% of the cases?

  • Misinformation tends to happen when the devs omit a lot of information, as shown by Coffeecrashing's post here:

    @Coffeecrashing said:

    There is a lot of complaining about the New AFK Crows, but it doesn't seem like anyone knows how they actually work, so here are my notes that I've collected so far. This information is good for the sake of discussion, so people can argue if some of the rules feel unfair:

    Rules for AFK Crows...
    1) 10 second grace period for not doing objectives
    2) At 100% AFK point speed = 1/2/3 crows at 60/75/90 seconds
    3) At 50% AFK point speed = 1/2/3 crows at 120/150/180 seconds
    4) Not doing any objectives and not moving = AFK points happen at 100% speed
    5) Being near the killer = AFK points happen at 50% speed
    6) Moving (walking back and forth in a line works, because the distance threshold isn't big) = AFK points happen at 50% speed
    7) Being in chase a few seconds = removes all crows
    8) Repairing a generator for 12/13/15 seconds = removes 1/2/3 crows
    9) Repairing a generator when it reaches 100%, regardless of seconds spent repairing = removes all crows
    10) Healing a survivor for 12 seconds = removes all crows
    11) Healing a survivor when it reaches 100% of a health state, regardless of seconds spent healing = removes all crows
    12) Going into the dying state = removes all crows
    13) Breaking a totem = removes all crows
    14) Unhooking a survivor = does not remove crows!
    15) Looking through a Springtrap camera for a few seconds (maybe 12 seconds?) = removes all crows!

    16) Opening a chest when it reaches 100% progress, regardless of seconds spent opening a chest = removes all crows

    17) Hatch spawns or End Game Collapse is triggered = removes all crows

    Things I still haven't figure out:
    18) Potential grace period for being unhooked?
    19) Potential grace period for being healed one health state after being unhooked?
    20) Potential grace period for unhooking a survivor?
    21) Healing a survivor from deep wounds to injured, regardless of seconds = removes all crows???
    22) Healing a survivor from dying to injured, regardless of seconds = removes all crows???

    23) What happens with other killer powers? Does interacting with every killer power remove crows? If I disarm a Trapper trap, does that remove crows?

    24) Do flashlight saves, flashbang saves, and pallet saves remove crows?

    Concerns about AFK crows:
    25) The distance threshold for moving (Rule 5) should be much larger. If survivors want to run long distances to get to a generator, or find totems, or whatever, then give them the 50% AFK point speed. But if they're literally running back and forth in a line, in a corner of map, they should still have a 100% AFK point speed.
    26) Looking through a Springtrap camera (Rule 14) shouldn't remove all crows. It's too easy to bypass the AFK crows when Springtrap is the killer.
    27) If you start a game, and want to run all the way across the map to repair a generator, you can easily do that because you'll be at 50% AFK point speed.

    28) Being able to remove all crows by opening a chest, seems questionable? If the killer doesn't have the Human Greed perk, do survivors really need to be opening chests?

    29) If only two survivors are alive, and one of the survivors is in the dying state, the other survivor maybe should have their AFK point speed paused. Otherwise, killers might be further encouragers to slug for the 4k, hoping the last survivor will get AFK crows before the slugged survivor bleeds out.

    30) Hex totems might be an issue, as some survivors might legitimately need over 2 minutes to find a totem. Hex totems might need to always show their aura to survivors in at least a 16 meter radius, or they might need to be loud like boons, or maybe something else might need to happen, to reduce the maximum time survivors need to find a hex totem. Also, this aura reveal might need to be immune to the blindness status effect.

    31) Finding generators might be an issue at some MMR levels, as some survivors might legitimately need over 2 minutes to find a generator, especially if the generator is indoors and might not easily be viewable at far distances. Maybe if the survivor has been moving a large distance for 40 seconds, the closest 3 generators can be aura revealed, and this aura reveal is immune to blindness? An alternate trigger might be a certain AFK threshold (i.e. the survivor has 3 generator auras revealed when they reach 2/3 the AFK points needed for the first crow).

    32) Are there any other times where AFK points should be paused? Oni during blood rush? Myers during (non-infinite) Tier 3? Haunted grounds during the 60 seconds of exposed? Are survivors expected to repair generators during these times?

    33) I'm worried the PTB AFK Crows are just going to be a knowledge check, where people that know how to loophole the system will be able to excessively hide, and the people that don't know how to loophole the system will get AFK crows.

    34) If a survivor is injured with Self Care, can they move around the corner of the map for 120-150 seconds, heal for 12 seconds, move around the corner of the map for 120-150 seconds, heal for 12 seconds, move around the corner of the map for 120-150 seconds, heal for 12 seconds, move around the corner of the map for 120-150 seconds, heal for 10 seconds (hitting 100% of the healing state resets AFK crows), move around the corner of the map for 120-150 seconds, open a chest, and move around the corner of the map for 120-150 seconds? And if blessing totems resets AFK crows (I forgot to check before the PTB closed), can a survivor just bless a totem every 120 seconds, to have an infinite way to reset AFK crows that doesn't alert the killer?

    35) When totems or Jigsaw boxes are interrupted by a scream, can the survivor have a grace period to continue the interaction? Because it would be extra unfun to get interrupted by a scream AND get AFK crows because the survivor didn't complete the interaction. Because if Jigsaw boxes had a grace period, then the AFK crow rules could be "Completing a Jigsaw box search resets AFK points". But if screaming is going to interrupt Jigsaw boxes, then the AFK crow rule might need to be "Searching a Jigsaw box for 12 seconds resets AFK points".

    36) Sadako tapes and TVs are more complicated. Turning off a TV probably shouldn't reset AFK points. But if inserting a tape always removed AFK points, then someone could just run tapes over and over, to excessively hide. Maybe the AFK crow rule could be "If a survivor inserts a tape, and it removes at least 2 stacks, reset AFK points"? Would that be too confusing, or would it be expected that survivors wouldn't normally inset a tape unless they had at least 2 stacks?

    37) Victor will be able to start chases next patch, and I’m assuming this is so Victor can reset AFK points. This is a huge nerf for Victor, and it would be much better if being within a certain distance of Victor reset AFK crows, so that he wouldn’t need to start chases. Victor relies on not having chase music so he can avoid pallet stuns, because he can currently hear if a survivor ran past an undropped pallet, or if they stopped running right after the undropped pallet. Remember that Victor getting pallet stunned is much more punishing that of any other killer got pallet stunned, because it completely removes Victor, and places Victor on a long cooldown, and Charlotte is often somewhere far away at that point and has wasted a bunch of time. Twins are easy has a really low pick rate, and we don’t need to make it worse, by removing Victor’s ability to avoid pallet stuns.

    38) Should AFK points be paused when a generator is blocked? If Grim Embrace blocks all generators for 40 seconds, then AFK points really should be paused. But what if Dead Man’s Switch blocks a generator that a survivor was recently repairing. Are they be expected to find another generator, or should their AFK points be paused so they wait for the generator to be unblocked?


    39) Invocations have a progress rule, where somewhere between 12 and 15 seconds of progress, remove all crows. So you don't need to complete the entire invocation to remove crows.

    40) AFK points should be paused, after 5 generators have been competed, while exit gates are blocked. Survivors should not be expect to progress the game (work on exit gates), when the exit gates are literally blocked.

    Most of these rules were not listed in the patch notes, so it's no wonder people don't fully understand how they work.

  • The controller I use is a Gulikit KingKong Pro 2. It's very comfortable and I plug it in via USB cable. I play on PC/Steam as well.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947102#Comment_3947102

    Correction: The patch notes does indeed state that it CAN do a DC penalty, but the video in question does not show that.

    Full Link for this who care:

    https://forums.bhvr.com/dead-by-daylight/kb/patchnotes#:~:text=%22Going%20Next%22%20Prevention

    But I don't dispute the patch notes, Thanks @Hex_Ignored for pointing that out.

    And also this is pretty concerning:

    @godzillastan said:

    Since the new patch released (not the bugfix patch), I’ve discovered that DC penalties now only begin counting down when you attempt to queue. I received a DC penalty today because my power went out, and when it was finally restored, the penalty didn’t kick in until I tried to queue again. I am not trying to say I don’t deserve a penalty or that DC penalties are unfair, but I do think it’s unfair for the penalty to not kick in until you try to queue again. I firmly believe that this punishes accidental DCs more than intentional DCs. If you DC on purpose, or try to go-next, you might see that you don’t immediately have a penalty and try to requeue. Then, and only then, do you get hit with the penalty. Those people will then log off or otherwise wait out the penalty depending on how long it is because they’re aware they have it. But if you get DC’d due to an internet issue or a power outage, then you physically cannot try to get rid of the penalty until you can open the game back up. These people are forced to wait longer to play the game again despite their DC being accidental. I just don’t think this is fair. DC penalties should just start ticking down immediately like it did before, at the very least so that it penalizes everyone equally instead of disproportionately.

    According to this report, the DC penalty now doesn't start until you try to queue up for the next match. This is very unfair for people who may have DC'd because of power or internet outages, something beyond their control. Instead of having the game ready whenever they fix their issues, they have to wait for however long afterwards when they try to play again.

  • People were getting DC penalties for dying quickly, even if they tried their best and didn't intentionally try to throw. It was just a horrible match that was over in three minutes, and this streamer got hit with a DC penalty. That is simply unfair and the reason why the penalty was killswitched.

  • The "go-next" bans are not needed at all. Only the SOH removal was needed. We all knew as soon as the feature was announced that the other crap would only lead to false positives and provide nothing of value.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946781#Comment_3946781

    No, I didn't. That's why I said people would still get crows if they're useful and the last one standing in that situation.

    You said you haven't seen anyone get a false positive, and I gave you two, very common, scenarios where that can happen.

    The only similarity with your video at all is that "slug for the 4k" is meta, and nearly every game.

    It's 4 minutes of "being slugged" for one player, while it's 4 minutes of "don't be found" for the other. That's literally the only play in that scenario, and both survivors get unavoidable, false positive crows in that situation now, revealing their location.

    That's your example of "people who didn't deserve it being flagged incorrectly".

    The only similarity with your video at all is that "slug for the 4k" is meta, and nearly every game.

    This killer didn't even slug for the 4k. And isn't this the entire point of this new crow system? So that last two can't hide forever? And this person managed to hide all game, even with the new system.

  • Yeah, that is totally unfair. A huge "Eff you" to people who have the occasional power or internet hiccup. And isn't the first penalty or so supposed to be forgiving for those occasions?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946805#Comment_3946805

    It looked like her clairvoyance got rid of the crows. Might be worth testing. You wanna hop on real quick for a quick custom game to test that?

    Clairvoyance getting rid of crows? I hadn't thought of that. Maybe that is a thing worth testing.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946773#Comment_3946773

    In this particular case... maybe? I could see calling it if there was 3 gens left, but there was only 1. If she tried doing gens rather than just hoping her teammate would die faster, they both could've stood a chance. The video starts with her not near a gen, so no telling how long it lasted, but her teammate didn't go down until past the minute mark.

    Yes, we finished the fourth gen right when the other Dwight died.  At that point, Claudette and I only had one hook state, and Mikaela had zero.  We should have been able to get that last gen done, if only Mikaela had tried to do one somewhere.

  • @joeyspeehole said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946774#Comment_3946774

    Didn't give her all? She was just playing the game. If you admit she was unhooking survivors and at least doing something on gens, then she didn't deserve crows. Crows should only appear when someone stands still for an extended time. Otherwise, it's not a survivor quality of life update it's just a base kit killer aura perk. Or is this their idea of curbing 4K slugging?

    If waiting for hatch is considered "playing the game," sure. The whole point is that I'm confused how people are getting crows by running and doing stuff, and this Mikaela got rid of hers just by running a few steps.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946771#Comment_3946771

    I mean, there are people on these very forums saying that they searched for a totem (so, afk timer started), started cleaning thrill of the hunt (a 35 action that only resets crows after being fully completed), and being interrupted by screaming and having to start over (face the darkness).

    So that's travel/search time, plus 35 seconds to cleanse, plus the false start time. So it's not that hard to hit at least 70 seconds to get even one crow. For cleansing a totem.

    And your video almost captured it, but what do you think happens in a "slug for the 4k" scenario right now? What should the correct play for the last standing survivor be?

    Because getting on a gen is certain death, getting the teammate up is either death or prolonging an already lost game, and hiding for 4 minutes is just crows giving up your position. So, what would otherwise be legitimate stealth, and the correct play, is now punished and basically a free kill for no reason. Not every "last standing" survivor is useless…

    You must have missed my above comment, stating that she stealthed for the entire match, not just when it was two remaining. Stealthing in a 2v1 is one thing, but that's not all she was doing.

  • I wonder if they could have avoided the penalty by using the abandon function…

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946771#Comment_3946771

    Hiding and not touching gens sometimes is the only viable thing you can do. Is someone stealthing when only one teammate is remaining and being slugged/hooked a "wrong" player?

    She was behaving that way throughout the entire match, not just when it was the two remaining. Only did minimal gen repairs, and maybe an unhook/heal somewhere in there. But she didn't give it her all. Perhaps only did enough to avoid max crows.

  • @GoodBoyKaru said:

    If anything, I'd argue that this video proves the point further. People are getting crows for cleansing Hex Totems (especially with ToTH omw) or opening chests or unhooking survivors but this Mikaela was able to circumvent the system quite easily. So clearly, it's both too effective at punishing the wrong people and not good enough at punishing the right people; in other words, it's a failure.

    I've yet to see the system punish the wrong people though.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946747#Comment_3946747

    Fair enough, my friend!

    Well, as for survivor resources, the most important, in my opinion, are the maps. The map reworks, pretty much all of them, made maps worse for survivors, either by removing tiles entirely or replacing them with extremely unsafe tiles that are barely useful. Coldwind maps are the worst offenders, by far.

    Items and perks are also on the list, of course. Med-kits in particular received a severe nerf, which I personally don't think was needed. Perks we could name Self-Care, Balanced Landing, Adrenaline, DS losing 1 second of stun time for some reason, Spine Chill, Iron Will (this one was reverted, thankfully).

    The maps take priority though. While perks and items are important, they are not always guaranteed to be there. Some players play without item, and some players do not go with the meta. But the maps are always, always there.

    Oh yeah, I have yet to see a single map that I like.  Though some are definitely worse than others.  For example, any match in the Forgotten Ruins is guaranteed to be a complete disaster.  The number of times I've gone to second phase on my first hook on that map is staggering.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946734#Comment_3946734

    Honestly, I think reverting most of the maps and giving survivors their resources back should help. It is the route I'd go if it was up to me.

    I think it is easier to work with things that we already had instead of creating something new from scratch.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946737#Comment_3946737

    Yes, that was a concern many players had: that people would intentionally sabotage the game. Though, to be fair, someone choosing to leave already ruins the match for the others who will stay.

    Yes, I still think people should be allowed to "F- off" as the other person puts it.  We could just chalk it up to a bad game, as we have many of those, and will continue to have many bad games going forward, no matter what kinds of mechanics are put in place.

    And I'll be real, I've also had some of the most interesting matches as a result of teammates giving up as well.

    And I'm curious: I wasn't around for 2018 DBD, so I'm wondering what kinds of resources Survivors have lost.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946715#Comment_3946715

    I don't think they will revert the "no more hook suicide" aspect, tbh. The other stuff? Maybe, but I think this part specifically is gone, for now.

    I think they should just leave off the "go-next penalty."  Just the removal of throwing on hook should be effective enough.

    Reading through the discussion, I agree with what some of the others have said about games feeling hopeless shortly after the match starts.  If Survivors have a bad start, there is little to no hope of turning the match around.  Some kind of catch-up mechanic was explored in 2v8, which might help a little bit for 1v4.  Obviously the values would have to be tweaked.  The yellow herbs in the RE-edition of 2v8 were a neat idea as well.  Maybe something like that could return for 1v4 (but again, limited).  Or just giving Survivors one more hook state.  We can increase gen repair times to compensate if need be.  These are just ideas of course.

    I also agreed with the point that there is little point of sticking out a match with a bad start.  Or if the Killer wants to tunnel me out that badly?  Fine, I'll get out.  Bad and/or trolling teammates were another big reason for me to go next.

  • @Coffeecrashing said:

    Is it ok for major game changes to feel unfair?

    Some people are unhappy with the Go Next and AFK Crow changes, and are claiming "the changes should be removed or lessened, because it's unfair for survivors".

    Will we have the same attitude in Phase 2, when the game changes are for camping, tunneling, and slugging? Will we advocate that the changes should feel fair for killers, or will we demand heavy nerfs for killers, and say it doesn't matter if killers think it's unfair?

    We'll have to see what the anti-stuff changes actually are to know for sure. Given how well the previous measures have gone (which is to say not very well), I feel like the upcoming stuff may be as overkill as the new AFK-detection and go-next prevention. But again, we'll see.

  • I really don't have a straight answer. I have my own scenarios, but I doubt they would reflect the general reasons for the community as a whole.

    Though there have been some people who have opined that the devs should try to consider why people give up, no one has ever started an honest discussion on it until now. Therefore I want to say thank you for starting this discussion.

  • I discovered this issue this morning as well. I took a clip of it. With the music I have in the background, you'll have to listen closely to hear the sound of me trying to pin the quest, but it doesn't work. I'm on PC/Steam as well.

    https://www.twitch.tv/cryptgirl1981/clip/InexpensivePrettyTigerCclamChamp-J3vBZYuHg6RabmSO
  • It could also be due to the new AFK-system. If Survivors don't glue their keesters to gens, they'll get crows, so they're forced to genrush harder than ever.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944875#Comment_3944875

    Agree to an extent. But disconnect penalties being based on your recent games instead of going down automatically is a good thing, it stops people from DCing daily, especially on their last game of the day because they know they won't get punished as long as they wait until tomorrow to play again. Say someone plays 3 games a day, with the old system they could basically disconnect one of them for free, that's not good. But with the new system, let's say it was reduced to the last 10 matches, you'd only get 1 "free" DC per 10 matches. Unfortunate if you lose connection of course, but if you're losing connection in over 10% of your matches then that's a big problem for not only yourself but also everyone you play with, right?

    The crows are too aggressive now, but the collision loss can stay, that's a good change. But go next prevention… yeah just delete it for now. Maybe try again later. Putting such an aggressively penalizing system in the game during a chapter launch with so many new players is a weird move for sure.

    With people getting falsely flagged for "go-nexting" when they were actually being tunneled or just died early for any other reason, the new DC penalty decay is really bad. You have to keep playing and hope that you don't get falsely flagged like this. If the bad luck streak continues and the DC penalty keeps rising due to the false flagging, the Survivor role will become literally unplayable.

  • @SweetbutaPsycho said:

    I literary just played a game where I had shoulder the burden, used it to take one of the hook states of a teammate who was tunneled, got hooked after that but escaped in the end and got a point for that.

    Did really noone at BHV bother to do some sort of quality control or check if this new system works with every perk?

    Yeah, the Shoulder the Burden thing is a bug, the devs have confirmed. Though it is pretty wild to get a DC penalty even after escaping.

    @TragicSolitude said:

    I had to miss five consecutive skill checks as the second-to-last survivor to give the last survivor a chance at the hatch.

    What the actual hell. Why not just take away my skill checks and put a giant flashing neon arrow over that survivor's head and glue them in place, at that point. "Can still let yourself die to give the last survivor a chance at the hatch." Pffft.

    Did you get the DC penalty for letting go on hook?

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448249/go-next-prevention-should-not-be-active-during-endgame-collapse

    Even as a killer main survivors should be able to self unhook attempt:

    → They are on hook for 60s within first phase (if teammates simply can't or don't rescue, why shouldnt take a single chance)

    → If EGC is active

    → If 2 survivors are alive

    I would change "when EGC is active" to "when all gens are done." Because Survivors still like to 99 gates and try to rescue a hooked teammate. I'd rather let go on hook and let the others escape than have them risk getting themselves killed trying to get me if the Killer is camping.

    And IIRC, a hooked Survivor can try to unhook themselves when there's only two left.

  • @ScndCitSlyr said:

    Lol I love when people complain about something for years, then they throw a fix at it and then those same people complain about the fix😂 tell y'all what, just shut your pieholes, play the game as intended and made and stop believing you deserve anything to be changed just because some people dont like it. Its theor game, their conpany, they should just simply put out the game as they see fit and not change a damn thing, ever. Learn to play the game as intended, plain n simple. Christ, y'all so entitled anymore and want eveeything catered to u. Pathetic.

    Yeah, there were people who complained about Survivors going next. But many of us knew that actually preventing going-next would only cause a whole new slew of problems.

    So for those who complained about going next and demanded harsher penalties, I hope you're satisfied.

  • @I_CAME said:

    They don't need to kill switch the system. They need to delete it entirely because no one asked for it. Just admit that it was a mistake and move on from it. What people wanted was for people to stop going next on the hook. That's all we needed and then we could have looked into something more if it turned out to not be enough. This kind of draconian crap is ridiculously harsh and is never going to work the way that Behavior thinks it will.

    I'd honestly make the same argument for the new point system that requires you to play TWENTY games to lose part of the penalty. Do people realize how much time twenty games is? If you assume a match is twelve minutes then that's FOUR HOURS in game alone just to go down one level. Not even counting the time you spend in queues, menus, loading screens, etc. Also remember the penalties no longer go away over time anymore. This kind of stuff is only going to drive people away in the long term.

    100% agreed. It's even worse with all the false positives and then having to play more games just to get rid of the penalty. That means you'd have to play even more and hope that you don't get falsely flagged via getting tunneled or whatever. The Survivor role will become literally unplayable at this rate.

  • @TragicSolitude said:

    Well, I've had survivors who, because they couldn't go next, throw themselves at the killer constantly and thus body block me during a chase. Actively making matches worse by still being in them.

    I liked it better when the the survivor was just gone.

    This is my biggest fear regarding the go-next prevention. Trolling or sandbagging teammates upset me way more than anything any Killer would do.

  • Yeah, I like the match history. No more need for spreadsheets, lol. And you can see what perks the Killer ran, even if you died early and left the lobby before the match itself ended.

  • Ooh, these stats are pretty cool. I like how you can see individual match stats, too, at least back to a certain point.

  • Yeah, I was hoping for either some adjustments or a clearer explanation for how this worked, but it looks like it was just copy/pasted from the PTB patch notes.

  • @Nazzzak said:

    I saw a streamer and his friends test it out against Singularity, and even coordinated on comms they couldn't get the gate open. I would assume that's why. The perk is supposed to prevent 99ing the gate, not stop players from opening the gate at all lol

    Yeah, I could have seen this being very oppressive when combined with Remember Me and/or No Way Out, so I'm glad Haywire was nerfed.

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