Digfish
Digfish
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The theme of the event is not the problem. I think k it's perfectly fine. The twisted masquerade just felt phoned in and lazy the past two years anyway. I think the art and cosmetics for the new theme are pretty cool.
The problems are with the gameplay. Hopefully they work on making it a bit more balanced if they keep the same theme for next year.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093234#Comment_4093234
I said in another thread I have no problem with the current drop rate if I got three cakes with about 150-200k after a match. So if you get that I don't see what you guys are expecting to get over five or something? Still I was using manual spending so I was targeting the cakes not trusting automation that is known to pick cheapest first.
Prior to last year, you could easily expect to get 75-100+ cakes per prestige. That has been cut down to twenty without any real compensation. Do you really not understand how this could be demoralizing and frustrating for people who have invested a lot of time in the game? Especially considering that BHVR is unable to clearly explain why they want people to have fewer cakes. It's always just something vague about the "bloodweb economy". But is that worth sacrificing all of the good will you got from generously rewarding your playerbase once a year?
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093156#Comment_4093156
I am not aware of any issues of cakes in the bloodweb, only Bloodweb Errors from earlier.
This is an absolutely crazy response considering all of the feedback you are getting. I took a break from this game for a year because the cake drop rates on last year's game were so demoralizing. I had high hopes this would be fixed for the 10th anniversary. So sad to see that you BHVR somehow decided to make it even worse for no apparent reason. Do you not understand that the only reason most people get excited for the event is because they get to stock up on cakes? It's like you resent your playerbase and actively want them to have a worse time.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960151#Comment_3960151
I disagree with WGLF and BBQ being bad ideas. I think losing them was honestly, subtly, some of the biggest damage done by 6.1.
These perks had secondary conditions that increased BP gain, which wasn't just good for the BP gain, it was good because it added a win condition that wasn't contingent on the other party losing. Got 4E'd? Doesn't matter if you have 4 stacks of BBQ. Got killed? Doesn't matter if you got your 4 stacks of WGLF.
This made the entire game feel so much better to play, taking a lot of pressure off and boosting morale, and these alternative 'victories' absolutely have to make a comeback.
BBQ's BP encouraging killer's to spread out hooks a bit was a good thing. But everything else about it was bad. Making it perk related is also a mistake as the it only incentivizes players who use that perk. It should just be a basekit bonuses for hooking different players.
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There used to be perks that gave bonus Bloodpoints. Most notable were Barbecue for killer and We're Going to Live Forever for survivor.
This lead to those being the most used perks in the game on either side by a lot. So the devs decided to remove BP rewards from all perks and build in higher BP totals to the actual games. This was mainly to disincentivize people from using a perk solely for BP. A lot of people felt like they had to run those perks, or they would be missing out. This freed them up to try other, more useful, perks in their builds.
So while I'm always happy to get more bloodpoints, I do agree that tying them to perks is a generally bad idea. It distorts the meta and can make games a bit boring. The only good thing about it was the way Barbecue worked did incentivize people to tunnel less, though how much that actually impacted in practice was debatable.
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No update on this in today's patch notes. Bummer if they still haven't done anything about it.
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Yep. It's happening to me too. Surprised more people aren't reporting it.
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@ThatRyanB said:
For those of you asking, the Stats Tracker collects data as far back as September 1, 2020.
With regards to potential discrepancies in the data that's being shown, the team is aware of this and are actively looking into it.
Any idea on what's causing it to not show any data? Like I've never played the game despite having my steam account with 5,500 hours linked to it?
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I'm getting this and I have about 5,500 hours, and have only ever played on Steam. It and Twitch are the only accounts linked to BHVR, so there shouldn't be a cross-progression issue as some have suggested.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944060#Comment_3944060
Would have been cool if they spawned on the same floor too. Maps like Midwhich or RPD can still hurt a lot. Your power is "near" a gen but on a completely different floor lol.
My first game in the normal map queue with Springtrap was on Hawkins and the door spawns were insane. Took about 20 seconds to get from the Door to the gen in the rift lab room. Meanwhile two doors on the main floor spawned directly next to each other.
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In the Patchnotes thread @ThatRyanB said:
"It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn
beforeChests during the procedural generation of maps." -
Mandy had mentioned on the feedback forum that this update would address the issue of Killer Object spawns conflicting with Chests, but I don't see this noted in the Patch Notes. Was this addressed? And if so how?
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@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
I don't see this mentioned in the Patch Notes. Can you confirm whether or not changes were actually implemented for this update as you suggested they would be? And if so, what changes?
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Please. Please. Please fix this BHVR. As an Onryo main, certain maps are essentially unplayable due to how TVs frequently spawn nowhere near generators or clustered all together (Backwater Swamp is especially bad). This has been happening for years now and it desperately needs addressed. I had hoped you would be doing so with the "spawn logic) changes noted on the roadmap, but it appears that was only for character spawns. Killer item spawn logic desperately needs a rework as well. Especially now with how many killers it effects.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930409#Comment_3930409
Thank you for the update; we will let the team know.
FYI- I discovered last night that there are other rooms and hallways in RPD effected by this bug as well. I don't know the names of the rooms and I don't have footage, but several times during a game on RPD last night I was not able to place biopods in places that I should have been able to. I think the devs need to do a deep dive on the map and correct multiple areas.
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So it's been a month and they still haven't addressed this? Just had it happen to me a couple days ago. Could not place a pod anywhere from that outside hook, through the gate, and over to the corner near the outside gen.
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I'm having this happen right now. I also had one game where my shard spawned in the ground and I couldn't even collect it. On the plus side, I think you do still get the bonus BP every game for collecting/syncing the shards.
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It's definitely bugged. I just had a game where I 4k'd.
It lasted at least 9 minutes. And the survivors only got 1 gen done, and that wasn't until after the 9 minutes had passed. No exit gates were opened. And I somehow got a bronze gatekeeper emblem for a game that I'm pretty sure should have been iridescent.
I was playing Onryo and I did mori someone, but that was not until the end of that game and I don't think that's supposed to effect gatekeeper anyway.
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I literally can't hit anything unless I am right on their ass. Lunges have become insanely risky and will whiff like 60% of the time. Does anybdy know if it's better on PTB?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741979#Comment_3741979
The game makes proximity checks to see if the killer is allowed to lunge, but these proximity checks are completely separate from hit validation checks. So the game can force a killer to make a short M1 attack instead of a lunge… and then tell the killer the hit missed because the survivor was too far away for a short M1 attack.
It's one of the biggest "secret" bugs the game has, and it can steal hits from the killer every single game. But so far, no one from BHVR will comment on it.
That's wild and explains a lot. Damn. Well at least I know my frustration is justified.
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Why has this not been fixed yet. I wasn't noticing it until they updated to Unreal 5 and now it's screwing me over pretty much every game. This needs fixed. It's really making me feel like not playing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/417692/whiffing-since-vecna-update
There is a forced short M1 attack bug, that can steal hits from the killer. It's been in the game for well over a year, but it seems like ever since DBD moved to the new unreal engine, a lot more people started noticing it in their games. We've gotten zero feedback from BHVR, even though a bug report has existed for literally over a year.
This seems like it could be the likely culprit. It does feel like a lot of the time I may be missing because it does a short hit rather than a lunge. Do we know what triggers it? Or is it just random?
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@Junylar said:
I encounter the same thing. But it's specific for every survivor, like there are survivors that can always be hit as usual, and there are ones that somehow ignore my hits unless I'm literally touching them. I thought it's because those are cheaters, so they can 'dodge' hits by somehow moving their hitbox forward one meter or something.
It happens frequently enough that I don't think it's cheaters. It feels like every lunge swing is a huge risk now. And just one or two misses like that can cost you the game a lot of the time.
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@Junylar said:
I encounter the same thing. But it's specific for every survivor, like there are survivors that can always be hit as usual, and there are ones that somehow ignore my hits unless I'm literally touching them. I thought it's because those are cheaters, so they can 'dodge' hits by somehow moving their hitbox forward one meter or something.
It happens frequently enough that I don't think it's cheaters. It just feels like every lunge swing is a huge risk at this point. And like just one or two whiffs like that can basically cost you the game a lot of the time.
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Pretty much every time someone has tried to use it in one of my games, the killer interrupts them shortly after they start playing and we all have to scatter.
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Same. I was confused about what was going on. Thought they were hacking or something. Didn't know there was a bug.
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Yes. I've had a few 2-3 escapes. Got my Aestri adept, the Nat 20 item escape, and the one for the gen on the the new map all in separate games against him.
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Dang. I got my adept 4k and I know one of them had the hand. But I locker grabbed them when they tried to use it and that was their last hook, so I never got the prompt.
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Yes! I've been loving this mode since it came out. Really freshens up the game. Takes off some pressure. Makes it feel a bit more fair. If it was made permanent, it might just be the only mode I play except for when I need to do specific perk challenges.
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Hope they are still looking into this. Seems to still be a problem. I thought it was just my settings being reset, but I've tried everything and it's still an issue.
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@Harbinger1985 said:
It's not just you. I saw this day 1 since the update dropped. At close distance both killers and survivors animation is OK. But at certain distance they felt like 2D sprites sliding through the map, more horrible with auras - or funny. It's like after a certain distance the LOD render them low-res or cap the animation to… well, maybe it's even below 30 fps. I hope they fix this.
I say again it's effects everyone! Both sides, you can check it when you on the hook and both party running around. I think it's only visual and doesn't effect the gameplay nor the characters movement or anything else. My bet is some sort of Unreal5 issue which created this weird anomaly.
Good to know I'm not the only one. It's really weird to see.
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The devs recently stated they reworked tomes to make them easier and more natural to complete within the course of a normal game. I don't particularly care for the change either as I think challenges should be challenging. But I don't think it's that big of a deal. Apparently enough people complained about how difficult some tomes were.
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This has happened to me at least 4 times in the past two days, and each time was when I was playing killer and was decisively winning the game. It feels very suspicious.
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This has been happening to me super frequently, and every time it has been when I'm playing as killer and when I am winning. Maybe it is just the servers, but it never seems to happen when I'm losing. Or when I'm playing survivor. It does feel suspicious. And it's super frustrating.
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@canonjack001 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642276#Comment_3642276
The reason for reworking and adding CD after PTB is that dev don't want Onryo teleport frequently for condemned and chase survivor normally.
The PTB version allows Onryo to teleport into "wrong" TV frequently to have condemned stack, so the rework is meaningless if they maintain original PTB version.
However, Onryo would still teleport frequently as long as she need to gain condemned via teleporting.
So it is not a good game design actually.
God forbid Survivors actually interact with the killer's power. Like the counterplay to her telepott spamming is just to turn off the TV next to you. They already light it up. It's impossible to miss. So why nerf the killer because Survivors are too lazy to do what they need to in order to not die?
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@MechWarrior3 said:
This has been happening to me too and I live on the East Coast of the U.S.
I have had killer matches, where I was struggling and pulled it back at the very end only for the game to DC. Makes me so mad 😡
I've had this happen to me twice today. Tough games, playing as Onryo, but I manage to swing it back and start applying very strong pressure. And then all of a sudden the game just crashes and ends. That's a good 10-15 minutes of gameplay on each game, wasted. And what sucks is that it appears that survivors at least get to keep their BP when this happens, but the killer gets nothing. It's making me wonder if there is some hack that lets a player pull the plug on a match like that with no penalty. There was a player in one of those lobbies that had a very suspicious steam account (very low hours for their skill), and they ran no perks. Or it good just be actual server issues.
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This is exactly what I was worried about when I saw Sadako on the roadmap again. She is now worse than her release version. She's gone from C Tier, to B tier, and now to D tier.
Condemn is even less threatening than it was in her original version. She still doesn't have the tracking benefit she used to get from teleporting near a survivor. And holding a tape now does absolutely nothing. And TVs are all highlighted so they are stupid easy for survivors to find.
This is almost comically bad.
It's also funny to see that they've added the condemn cooldown timer in this version rather than the mapwide condemn version, where it would have actually made sense.
And, no doubt, TV spawn RNG is still going to be awful. God, this is disheartening. I've been taking a break from DBD for the past month or so, with the thought that I'd come back when the Sadako changes went live, but now I'm not so sure.
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I'm not so sure. It largely reverts to the original Onryo. The condemn lock-in is nice and will encourage hooking each survivor at least once, but I'm not really sure how much of an impact it will really have on how survivors play. Is it really going to give any significant passive slowdown?
And I am concerned about some of the things that weren't mentioned. Sounds like tapes may not condemn when picked up, or build condemned while they are held. What, then, is the downside of just always picking up a tape and having it ready to deposit? Sure you have to go cross map to do so, but if you took the tape from near the gen you are working on, you're not at risk of building any condemn whatsoever as long as that TV stays off. And they didn't say anything about whether the TV cooldowns are changing.
Not to mention that we are back to the problem that, on a lot of maps, TVs can spawn more than 16 meters from gens. So her potential to build to condemn could be minimal depending on the RNG, even when TVs aren't being turned off. Unless they've also done a (desperately needed) pass on TV spawns as well.
Really hoping that the return of chase while demanifested means she also won't lose BL when manifesting/demanifesting as well. And also that she keeps the stun immunity.
It sounds like condemn may apply to all survivors near any TV which is generally a decent buff, but does have the side-effect that she will not be getting back her ability to tell if a survivor was near the TV she teleported to, which was always pretty useful info.
I'm most happy for the Reiko's watch basekit/change, but overall, I'm hesitant to say whether this really improves on the original Onryo enough, or whether it could end up actually making her worse overall.
We shall see.
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This has been happening to me as well. It's incredibly frustrating. I'm going to record a few matches and see if I can catch it. I did see another youtube video where it happened to Killa Whale as well, though he just shrugged it off and didn't see it as a bug since he was near walls/obstacles. But there are times where there is abolutely nothing nearby and I will still hit an invisible wall when I swing. It's cost me downs and whole games. It's like I will lunge for a hit and collide with something just before getting to the survivor. I think it's also happened with slice and dice a few times too.
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I don't think this works. The bottom left Auris is never activated. You can't select chalenges off of it.
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Came here to report the same problem.
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Not really. I think most people use it primarily to adjust brightness. And brightness is not standardized from monitor to monitor (or TV). So is just having a monitor with better brightness settings cheating? That's ridiculous.
As others have pointed out, the game itself should provide more options for adjustments. But until then, if I don't use a shader to bring up the brightness a bit, there are maps where I literally can't see #########.
And beyond brightness, I don't see what advantage could be derived from any other shaders. Like some people just use them to make the game a bit more vibrant, because it's base look is a bit dull. I don't think that gives any realistic play advantage, so I don't see how it could be called cheating.
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I think you could get a few more BP if you changed the top left corner up a bit. Don' collect the 25K glyph challenge. Collect the 15k "bring the light" challenge instead.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492419#Comment_3492419
I play Sadako and every other killer pretty equally (Minus Nurse - Quit playing her entirely). I welcome these changes because Sadako won't be one of those games where the game is prolonged just to attempt to condemned kill everyone. You should be more open minded and learn to adapt to the changes.
The problem is that there is no adapting. They are dumbing down all of her abilities to the point that she is on autopilot. They are removing what versatility she had, and they are removing all skill from her gameplay. But you clearly don't understand that because you have a very limited view of how she plays. You clearly haven't played her enough to understand the nuances of her play that make her fun and pro-active and appealing to main. That's fine, but again, I don't see your opinion as one worth considering when nearly every Sadako main who has actually invested time in learning the ins and outs of the character understands that these changes just make her less fun and less dynamic.
And if you think most Sadako players were playing Slugako style, then you clearly are just getting your takes from youtubers. The large majority of Sadakos I've talked to were using Reiko's Watch and going for stealth plays.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491788#Comment_3491788
I play enough Sadako but I'm not comparing these changes with the only way she is currently viable using two addons and playing in a specific way essentially cheesing the condemned bar. I'm comparing basekits which is the only thing that matters.
Projection has a 10 second CD - If you're in need to teleport more frequently it's hard to say you're using it strategically and more just using it until you see a condemned light up leaving you with no teleports.
She isn't encouraged to spam TV's to build condemned now - She's incentivized to punish survivors trying to disable her projection. You either slowly build up condemned on everyone overtime throughout the game or someone takes a tape and risk getting hit and having an immediate 2 stacks added to them.
Overall - It's a better foundation rather than just spamming teleport and hoping you land a condemned and then looking for that survivor. She has some addons that spread condemned that could probably be incorporated into basekit but that is something that hasn't changed with either form.
If her new basekit is weak that's absolutely fine because her current basekit is garbage and super addon dependent. New basekit at least adds consistency that can be built upon.
I see no issues with her losing bloodlust while Demanifesting - Most killers lose bloodlust while using their power or breaking chase. Her power is similar to Wraith so that she can sneak up on survivors while stealthed so it makes sense. If she was still in chase with Bloodlust you'd hear chase music. It isn't necessarily a Sadako issue as it affects Wraith too - Granted Wraith has more benefits to being cloaked.
Okay. Pretty clear you don't know what you're talking about. "I play enough Sadako." I'm sure you do. Apparently not enough to understand what Sadako mains enjoyed about her, and how this patch is taking all of it away. I sure wish people who have only casually played a few Sadako games would keep their uninformed takes to themselves.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491788#Comment_3491788
Her only viable power now is entirely passive. Rather than strategically teleporting for map control, targeted condemn and information, she is incentivized now to just spam teleports solely to build condemned as fast as possible.
if you mindless spam teleport when everyone has tape. you build 0 condemn like onepumpwilly play-style. you only get rewarded for accurately teleportation and confirming a hit post-TV teleportation. you get twice reward. before teleporting within 16 meters of a survivor award 1 stack. Now it awards 2 stacks if you successfully teleport and hit a survivor.
New survivors that don't know to take tapes immediately are just going to get destroyed by teleport spam.
New survivor would pick up tapes and just hold tape for entire game until they get passively condemned by tape passive. they did not understand how to use the tapes.
they nerfed her hit-n-run stealth playstyle
did they really? you are encouraged to hit & run to knock peoples tapes out of survivor''s hands.
This comment gives me a headache in how far is misses the point.
I guarantee you the number of condemn kills is going to skyrocket tomorrow because of all the players who don't pay attention to patch notes and don't know what Onryo can do now. And that trend will continue for newer or inexperienced players. But once most people figure out they can just pick up a tape an negate her power completely with a 5-10 second jog, that's all they are going to do. So she will become extremely weak against any moderately knowledgeable player.
And as for hit and run. Sure she can do normal hit and run. But before this patch, she had a couple add-ons she could run that let her excel at it. Those add-ons have been nerfed, taking away what made her better than average.
But the real big nerf is to the fun of playing her. They've taken away all the agency she had over her own power and how she could use it. She has one viable playstyle now, and 80% of it is in the hands of the survivors. It's just not fun. And no Onryo main was playing her because she was strong, we were playing her because she was fun.
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@Dustin said:
All of them seem like really smart changes and overall looks like she'll be in a much better spot than how she initially was. Hooks are encouraged and hit and run can also be encouraged with the teleport and tape changes. Overall everything pushes Sadako to be more proactive on the map. Even if she's not strong it's still a better foundation than what she initially had but we'll see how it plays out in live.
Spoken like someone who doesn't play Sadako, and/or didn't play her on the PTB.
These changes make her the opposite of pro-active. They actively strip away her pro-activeness. Her only viable power now is entirely passive. Rather than strategically teleporting for map control, targeted condemn and information, she is incentivized now to just spam teleports solely to build condemned as fast as possible.
Her power is entirely controlled by the survivors. The survivors choose whether they take a tape or not, and if they take a tape, then Sadako knows she needs to find them and hit them. It's like she's on auto pilot. New survivors that don't know to take tapes immediately are just going to get destroyed by teleport spam.
And on top of all that, they nerfed her hit-n-run stealth playstyle by inexplicably nerfing Reiko's watch and taking away her ability to get bloodlust while demanifested. Demanifesting in chase and using her intermittent phasing was the only real tool she had in loops and now doing this will reset her bloodlust and also let survivors reset any window-blocker. This was her most "pro-active" playstyle and it's also being destroyed by this update.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491746#Comment_3491746
No she has no actual way of knowing which survivors do and don't have tapes and AGAIN okay lets use your theory that she just has perfect knowledge of every single survivor whos holding a tape and their exact position.
What stops the survivor from running the second they see the heartbeat or lullaby and just putting the tape in the TV thus eliminating any and all threat the scary '2 stacks of condemned' may have? Mind you you as Sadako would have to hit them with a tape TWICE for them to need to put a tape in a tv. This does absolutely nothing to help her in the grand scheme of things yeah its ever so slightly more risky to keep a tape on your survivor but does that even matter when the benefit is you're completely safe from condemned?
She has no chase power especially now that they've nerfed her chase abilities to the ground. She can't get quick downs on injured targets she still has to sluggishly walk over there with a full terror radius so even doing hit and run is pointless on her considering how sluggish she will be post nerf as well.
The comb add-on will be helpful for knowing when someone picks up a Tape. Unfortunately that makes it kinda a necessary add-on with these changes. So basically you are stuck running Iri Tape and Comb every game if you actually want to get value out of condemned (which is now her only viable power).
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It seems like they are pretending that the Add-on changes don't exist. In the initial notes they just alluded to add-ons being changed, but nothing specific. And then in the PTB release notes, they didn't even mention them at all, where they would usually give you the details about the changed times and percentages.
And now they don't even mention them at all in this DEV update either.
It's like they are embarrassed of what they've done for some reason, and know people hate it and are just choosing to ignore it.
I wonder if they were traumatized by the backlash they got against the Billy add-on nerfs.
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@mikewelk said:
Those DC bots will start protesting in the forums real soon ha ha.
Ironically, the Skull Merchant triggers the singularity.