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Emeal

Emeal

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  • Im unsure where the bulk of the Deathslinger's unofficial Killrate comes from, but idd just like to say I have no problems reducing Survivors to a fine paste at the end of my spear. I have long been a proponent of changes to the reload speed, because I knew how essential it is to him and I also HATE, I hate a Killer with addons that are so essential to play well with them.

    So when the recent reload changes happened, I started playing Deathslinger without those addons and its been quite good.
    Now when I put those addons back on they FEEL like Goku when he took the weights off. Addon dependency in a nutshell.

    Anyway, Im not buying that Deathslinger is weak, hard to master sure, but weak? hmm I think what I would like the most is an addon pass that puts in much much more fun effects into his kit.

    Like one thing idd like to see, is an Addon that reloads you instantly for free when you hook a survivor.

    More fun, less 'increases reelspeed by XYZ%'

  • I hope BHVR takes a LONG AND HARD LOOK at the Vault speed, because its not good that Ghoul still has it.

  • im sure if you try a lil harder, you will find ghoul is still there.

  • Thank you, I am desperately tired of that lil bastard ruining the event.

  • Me when the Survivors rebuild the Shack pallet or any other good loop after having lost 4gens chasing 3 good loopers there.

    🤬

  • Every time I set a trap they were some reason right behind me undoing it.

    I would set a trap, then turn around and hit them. Or double around.

  • Boosts may stack.

    This is literally what BHVR is trying to get away from atm

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911683#Comment_3911683

    The game claimed I would be able to do that by saying I owned the skin.

    This is a purchase skin menu, where does it say I own this character?

    image.png

    and how does it look for you?

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906691#Comment_3906691

    They put content in the game that claimed people would get it from buying something else, and once the people bought that they put another paywall inbetween.

    They could have said "Hey, everyone getting the Ghoul skin is a bug, we are working on fixing it, don't expect to keep it." But they didn't.

    Imagine if they suddenly made it so you need to pay 2000 AC to play any killer but trapper and said "Oh, that was always meant to be this way. Not having to pay to play was a bug." Would you als be like: "Its not a big deal, you can still acess the perks of the killers you bought when you were under the false impression you could use the killers for free. Its not like you lost all your contents, and you can always pay money to use what you thought you had. They fixed a bug, there was nothing 'scummy' here."

    They put content in the game that claimed people would get it from buying something else,

    Where did they make this claim? Can you show it on their website?

  • They have alot of game mechanics to test out before FNAF, ofc they need to do more PTBs.

  • Any chance for a Selfie Camera?

    ✌️😜

    Oh make it like a Special Type of Flashlight Blind, you blind yourself and the players looking your direction behind you.
    and an image of it is stored in a folder. Ladies and Gentlemen, this is what brilliance looks like.

  • The event seems to be much more interesting for Survivors than Killers.

    Oh Survivors have a new way of doing generators, by being more easily hidden and far away from the generator filling up the Blood cans, to do gens in a faster and fun way.

    And Killers… "Best I can do is more Bloodpoint score events."

    Anyway I miss the blood areas on the ground please bring them back.

  • @Mandy said:

    We will keep monitoring how the thresholds are being reached, we have anticipated targets - if those fail, we'd definitely look at reducing them.

    Question: Did the rate of points gained slow down after you applied the Bonus to Normal Queue too?

  • Okay so I wanted to get a pulse reading from the Community on this, so I posted Ryan's Post to Reddit to see what they think:
    https://www.reddit.com/r/deadbydaylight/comments/1jwu9v6/skull_merchant_preview_results_are_in_51_are/

    Surprising me is how many are fine with a 51% approval rating start and they don't really seem to care that 26% disapprove.
    However many do say they found the Survey very hard to properly express why they think a thing works and don't.
    There also is a lot of sentiment of basically saying "screw what the Skullmerchant Mains think", which is actually worrying me seems people are much more interested in getting rid of the old SM and getting a new, the details of which don't matter much.

    I do hope you guys check it out and read what people have to say, cause its interesting.

    My position is still, Try to make another Alternative Preview again and see how it is received.
    Hell, get all the SM mains in a room and make them compromise on a design they all agree on and lets see that.
    Honestly, I just think its too early to commit to the remote control drone idea, we can always make that idea into another Killer in the future if you wish. Hey, if you need people to do it for you, I don't got a job rn.

  • Yes. I want different types too!

    • Smoll Generators that finish faster.
    • Heavy Generators that finish slower.
    • Old Generators that make alot more noise and more skillchecks.
    • Generators which need a part to finish, (try to repair it, shows aura locker has the part missing to complete.)
    • Evil generators which gives the Killer Instinct once you finish half way, also failing skill-check injures you.
    • Linked Generator, Regressing this generator sends 50% of progress lost to a different generator, then starts regressing it.
    • Glitch Generator, finishing 25% of this generator makes it disappear and reappear some other place in the map.
    • Warped Generator, finishing this extra long generator send 25% progress to another trial's gen, then starts regressing it.
    • The Meg-arator, Leaving this generator reduces progress by 10% but gives the survivor gains 150% haste for 3 sec.
    • Its a Bomb! Generator, finishing this generator injures all survivors in range around the generator.

    Okay, the brain is all dry now.

  • Me who is a veteran but also play like a potato. 😐️

  • @Royval said:

    this is a funny post 😂 I don’t know if it’s bait or not

    This is the real Horror game, guessing if this is legit or not.

  • If a quarter of our players aren’t with us, we really can’t just brush that off. It’s tempting to say 'forget the vocal minority,' but 25% unhappy (or worse, angry) players is a real risk to the overall health of the community. You should seriously consider exploring alternative previews with the goal of bringing that number down below 15%. Even a small shift toward satisfaction could make a huge difference in the long-term reception and player trust.

    Hey Ryan, how much does it cost BHVR to get the designers together and squeeze their brains into an alternative preview?
    Not trying to waste you Guys' money now.

  • What if the goal ought to be 70% satisfied and less than 10% dissatisfied?

    ALSO, just saying, I saw quite a few people were unsatisfied with the Survey saying it left very little room to explain why.

  • @ThatRyanB said:

    Two weeks ago, we shared a Design Preview focused on a proposed rework for Skull Merchant. We saw so much amazingly in-depth discussion come out of this and your participation in the survey helped us dig deeper into how you felt about the specifics of the preview!

    Looking at these survey results, 51% of respondents were satisfied with the changes and 24% had a more neutral outlook. That’s a great starting point! It shows we’re on the right track, but that there’s room for adjustments. First, let’s look at some of the interesting points we saw come up:

    • There was a lot of love for her drones! The two most positively received mechanics were the ability to control drones and the Drone Propulsion action.
    • While the concept of drone hacking was well-liked, we also heard your concerns that the value of this action felt like it could skew towards Survivors, specifically because it would reveal the Killer.
    • The global detection power sparked a lot of interest, but its practical value wasn’t totally clear. We’re taking these points into account!

    So, what’s next? Drawing on your feedback, the team is taking this rework back into the workshop to make some adjustments. In a couple weeks, we’ll be back with an updated preview and look forward to hearing your thoughts! Specifically, a few of the key topics we’re investigating are:

    • Focusing on Skull Merchant’s identity as a crafty Killer who meticulously tracks her prey with high-tech tools.
    • Balancing her map pressure so she has (and can benefit from) wide awareness via her drones, without the playstyle feeling like it supports camping, slugging, or 3-gening.

    See you in The Fog!

    The Dead by Daylight Team

    I dont wanna sound like a sourpuss all the time, but 51% does not sound like a great starting point. I honestly wish you guys would try to spitball some other ideas for her at least two more times. Just to see how other things land before you commit to a "51% liked controllable drones so that's what we are gonna do"

    I mean sure, concerns were raised, but I am kinda worried that you will just try to fix the concerns instead of going into what other aspects resonated with users who play her. For instance, one of my friends play her and she is not the active control kind of person, more like Trapper or Hag kind of player. This direction seem to take SM way out of the Trap Killer category.

    Just seems to me than this new direction which you seem to describe very much confidence in right now, seems more like a the decision is made rather than a well lets see what ideas stick. And you only tried this one idea so far, that being remote control drones.

    I understand you guys probably have a deadline and want to get to work on this, but please try another idea for the design preview like one more time (or two) and see if you get a better result than 51%. Pretty please.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909094#Comment_3909094

    The balance problems rise from many factors. The most common ones are the mobility of killers compared to map sizes. Some maps were made with little consideration to old M1 killers, making play on those rather difficult in some cases. Perks work both ways because both survivors and killers don't know reliably which map they are sent to. For example getting Bumboozle for map that almost has no windows or vault areas is a loss of slot. Map with no areas to jump from make Balanced Landing almost useless. Some killers also have a power set that requires indoor or outdoor map to be effective. Some survivor perks also depend on the location of vaults or pallets for effectiveness.

    DBD has a random factor that can greatly impact the outcome of the match. I'd say if the games could be equalized a bit better in some way for both sides, for example if both survivors or killers knew which map they would be sent to, they could prepare better and the overall feeling of a balanced match would become more sensible.

    Sure, but I didnt ask you where the balance comes from? I asked you how big you think a problem it is.
    I told you the margin of error was on the unofficial stats, what do you want the Killrate to be on these maps and what margin of error are you willing to accept. The answer is going to be two numbers in %.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909606#Comment_3909606

    Ah yes, BHVR, renowned for properly balancing perks over the long life of this game.

    You replied to my post, responding to claims I didn't make, nor did anyone else make those claims. That is the definition of a straw man argument.

    No, its a strawman argument when I:
    1. They understood your actual point, 2. They chose to twist it into something easier to attack.

    Me clarifying the reason why I think your argument is bad, is not me choosing to twist it into a weaker point of itself.

  • @RpTheHotrod said:

    Anything relating to movement speed should have never stacked - just causes balance problems.

    Please stop, my mind cant handle this much correct.

    Yeah, Agreed. And I much rather see ALL the Haste Perks be good on their own.

  • Eh, there is a bit of a clickbait going on here. The Last Survivor Mori isnt a failure then, it would just work better if it made the determination that no plays can be played and just instantly ended in the Mori animation and the person on hook insta sacrificing. I agree with those suggestions, perhaps BHVR can work them in slowly now that we have these Moris in the Endgame.

  • Okay, I think BHVR does not save more than just one match since we have been at Nostromo 3 times tonight.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909501#Comment_3909501

    When did I say they can't run the build they want? Strawman much?

    I simply suggested perks that are so bad they are essentially throwing the match (No Mither, Invocation Perks) or perks that only exist to wait for your teammates to die (Sole Survivor, Left Behind) should be considered for changes. Losing out on the potential of synergizing my perks with solo queue teammates (would be a huge help for solo queue) for the sake of keeping a handful of essentially negative-value perks doesn't seem like a good trade-off to me.

    When Wake Up was nerfed into oblivion recently, the rationale was to prevent it being used selfishly, even though Sole Survivor and Left Behind are far more guilty of that behavior. I would like to see this logic extended to other perks that are only used for that purpose.

    I didn't say that was what you said, I said that is the reason why the change as suggested isnt implemented.
    That is also not what a strawman argument is.

    If the perks were not balanced then BHVR would know about it and would be about to address it.

  • @Rogue11 said:

    If there are perks that are so awful / selfish that knowledge about them would drive teammates away, why not change those perks?

    Because this is a VideoGame, not a War. People can run the build they want WITHOUT other players throwing a fit.

  • I agree that her old layer 1,2,3 were the best but the new Layer 4 seems better to me.

  • TRUE

    I was actually so scared we would never see stuff like this again, after the turmoil in Fall/ Winter.
    This really feels like we are BACK now.

  • @smurf said:

    That's not a bad idea. Each player's realm history can contain a parameter for each realm which makes it more or less likely to get a realm depending on whether you've personally been in that realm recently. Said parameter can then be applied to a lobby-wide probability for each realm.

    Presumably, the realm is selected by assigning each realm a total probability score based on the whole lobby's combined recent map modifiers, and then each realm's score is normalized. At that point an rng is used to select the realm, then the map is selected next.

    Do they not do that already though?

    They DO do that, but only negatively towards those played maps and we don't know how many matches it works for.

    Going by the fact I have seen Nostromo so often, it might not be for so long.

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909120#Comment_3909120

    I am not very educated on the entire genre of horror, but maybe there is a better license out there that takes the concept of Toys R Us and places them in a horror direction. The only other property I know that did this was the Fluffal/Frightfur YuGiOh cards.

    https://external-content.duckduckgo.com/iu/?u=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fyugioh%2Fimages%2F7%2F7d%2FFrightfurArchetype.png%2Frevision%2Flatest%3Fcb%3D20151004161537&f=1&nofb=1&ipt=5ba36d3a3fa340629c682ecde550de9714930a028f6831215e907be063238dd5

    I would like to see BHVR do some cuddly murder toy costumes for Killers, Im a big fan of Naughty Bear.

  • Given the Drama (NFTs, Harassment and Plagiarism) that has going around the Company who makes that game, I have my concerns and I don't think the will for this IP is strong enough to outweigh those for a long time. Its a shame, its a cool IP.

  • @LockerLurk said:

    I really wish we could do that tbh, I don't understand why we can't.

    Well, assuming that BHVR wants to give us this and they dont have any balance issues with it there is that they could need to make changes to the inventory management code.

    Right now it seems the code is set up to distribute items into a bucket for each character, to enable the system we desire. They need a way to flag an item to be in a shared bucket and then when you load items for a Killer, it checks the Killer's bucket and the share bucket and displays those numbers.

    I think BHVR wants this too, they just need an open moment that don't get filled up by another problem.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909089#Comment_3909089

    Usually 1 is enough since often killers don't bring Ward so odds of getting sent to desired map gets rather high. SWF's commonly bring 1 offering for the map and 3 offerings for hook spreading. You see those, know it's 4 man party on you.

    New Eyrie felt a little bit better now with shack being in the middle so it wasn't that exploitable. Previously survivors could exploit the middle building and then progress to shack, winning insanely large amount of distance.

    With pallet towns, the issue is in number of pallets and how they are placed. Maps can have like 20+ pallets in narrow corridors, mind-gaming those will take too much time so it's best to brute force them. However when they are that close together, killer has to spend the first 2 minutes or so eating pallets over and over. That feels way too unfair.

    Dunno how much time it will take for BHVR to ''balance'' those maps. I hope they do keep a track on which maps people do use offerings for so they have at least some insight on why some maps are picked more than others.

    Pretty sure, BHVR can see if there are low or high MMR diffrence to who wins on a map and that is why changes sometimes happen.

    Though I gotta ask you, How big do you really think the unbalance problems with maps are? cause by my eyes I see like +/- 10% on the Unofficial Stats which is very low difference, and then you have how low chance I have to be sent to a map.

    I could be wildly ignorant here, but if I have like 1/100 chance to be screwed over 1/10 of the times by the map then its a very small problem to me. But I dont live in the MMR places where I see Map offerings going ballistics, what's your take?

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909085#Comment_3909085

    And meanwhile survivors will let you eat pallets and do nothing, right? Keep switching targets and you will end up with 0 hooks for lots of reasons. Apparently killer players have to follow some sort of ''internal clock'' so they don't overextend a chase while survivors just need to be near any loop. Talk about easy role.

    Maps should be fairly balanced for both sides but as long as we have pallet towns like Gideon and Hawkings, as well as the giant Cornfield Map and Garden of Joy, survivors, especially the pre-group will abuse the hell out of those every time.

    That's true, at least since 8.5.0 they now have to burn 4 Offerings to ensure going to a Realm they can abuse a alot.
    And Eyrie of Crows Realm has got a new map Deadass Sands or what's its called, meaning the Eyrie of Crows offering is worth less now than last patch by at least 2 ways.

    Honestly BHVR deserves an applause for getting those changes through, its nice.

  • I find that if I just find one Survivor and chase them fully and dont check whats happening I will lose, you are supposed to play the Game in a diffrent way. You chase Survivors to remove pallets in Areas and then you chase other Survivors into those areas.

    Sure the Map isn't easy with all the Pallets, but the Map also gives advantages to the Killer as well,
    What was the result of the match you had on Gideon Meat Plant?

    BONUS:
    I checked the Unofficial Stats on Meat Plant on Nightlight

    image.png

    Might just be all the LOW MMR people who die to push Killrate up, BHVR will know.

    Do you see how Gideon Meat Plant is played alot more between 6.7.0 and 8.2.0 but the Killrate barely moves? Aint that cool?

    Also just on flat (unofficial) numbers the following Maps are 5% worse for you:
    Blood Lodge, Gas Heaven, Eyrie of Crows, Garden of Joy, Torment Creek and Grim Pantry.

    What do you think of the numbers?

  • @Mandy said:

    We are looking at adjustments to The Ghoul, HF1 is too soon to get any proper changes in as we do like to give things a little bit of time on the Live game for players to adapt.

    Our Designers already have a few tweaks that can be made for the next hotfix to have the character more in-line of what we expect, more details on those will be with the patch notes on its release.

    Thank you so much, Its really rough out there.

  • How do you guys have so many addons? Do you not spread out your leveling?

  • @tuttoinunavolta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908750#Comment_3908750

    Oh no absolutely, getting the devs to give their 2 cents on everything would be straight out impossible. But we do have a "Known issues" section that has been unused since February; I believe things would feel much better if it was used more, overall.

    A bug reporting section split by character would also rock. The current bug section is a bit too messy for such a big game that inevitably spawns a lot of bugs, I've had bug reports straight out end up as Pending forever. If they were sorted out in a separate Ghostface section it would have been more noticeable, let's say

    Im afraid, while It might be true that some players would feel better about it if the "Known Issues" section was used.
    Feelings matters very little when it hits logistical limits or take away time from things that could be, Bigger Feelings, such as the necessary changes before FNAF comes. I'd much rather have them make the determination, than keep the "known issues" section alive for some hope we might have, It suck I agree, I too have bug reports which never was resolved.

    I guess a reason the Community Managers dont do this in regards to bug reports is probably it would be very intimidating for a new user to see a huge list. But honestly I think getting to a point where its childlike super easy to find and check bugs reported will outlast the problems that such an expansive section would have.

    I like what they have done with Killer or Survivor Tags
    But we need like way more Tags.

  • Do you think BHVR is going bring every bug to the designers table? No, the first barrier is immediate harm to the game.

    I don't think you will be able to get a list of all bugs and then have the designers and decision makers give you their 2 cents on all of them. As far as I know the Community Managers only pass it on, but without it being a big problem with all other issues and things going on those issues probably wont see confirmation or acknowledgement. Why? because that would likely take the attention of designers for like idk multiple hours for minimal gain.

    This has nothing to do with transparency, what is being asked here is a logistical nightmare.

    Best we can hope for here is that someone decides there needs to be individual bug report forums for each Killer, instead of having everything be in one big mess with honest to god very little chance of finding the right bug or issue if its already reported through the search function on this website THAT ALSO STILL SEARCHES ALL OTHER THREADS TOO- Argh.

    I think that would be the biggest improvement, rather than asking the Community Managers spend more time than what they already do keeping a list curated and up to date, Honestly Im never the guy to consider outsourcing, but I think WE have more time combined than developers to curate bug reports. If we had the tools tho.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908600#Comment_3908600

    I appreciate this POV, but the problem is some Killers have very weak kits and genuinely need those perks to function well. They actually DO rely on those perks for better or worse. It isn't very fair to expect a Legion to lose twice as many games to make it easier for them by not using any gen perks when once they hit a certain MMR threshold they genuinely need those perks. Whe you take those perks away and boost generator speeds, they stand no real chance - it's not a skill issue at that point, it's a balance issue, it's not fair to relegate these Killers to always only facing baby level Survivors who don't know what a gen is.

    It also is known that you don't gain or lose MMR in the event queues, so "just lose MMR by taking the gen perks off" doesn't really apply here to anyone.

    I respect you Emeal and your take, and I mean this in the kindest way possible. But I shouldn't really have to change my entire build and lose a bunch of games just to get to a "comfortable spot" with these Killers when you don't need to be that coordinated or even that good as Survivor to handle them, just know how to slam gens and loop a bit and you're good. Doesn't that seem backwards to you? Why should some Killers have to resign themselves to the low challenge level pile, why can't all Killers have the chance to be good even if they have to rely on gen perks to do it? Why have a mode that ruins that for them to the point their options are "don't play this mode you will lose" and "play this mode with the understanding you're going to lose and may not get many BP as a result"?

    I know of all these problems, however it is BHVR's responsibility that all Killers function at all Skill levels or at least theirs voice to say, Nah trapper isn't for high mmr. sorry. Also how the heck are you losing as Legion? nvrm

    However I am talking about playing at a comfortable level, which is entirely possible but it will come at losing a few games which can happen more easily when not using the most cracked perks. Either way, you wont win every match and some of us dont really care about the 4K. Like honestly I have played for over 5000 hours and 4Ks are not necessary.

  • I dont think Killer is significantly diffrent in this Event, sure we cant use specific perks, but thats only if we relied on those perks.
    If you stop relying on perks to carry you to win a match you will fall down to an MMR where things are much easier to manage.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442172/hey-bhvr-what-are-the-parameters-for-kill-switching-a-killer-ghoul-related


    Game breaking bug, with or because of a character/ Main reason/

    1st is bug, but isnt game breaking. (I didnt meet that while played ghoul, 120+ matches)
    2nd, Survivior choose wierd pathing, so ghoul reach him and downed. (Fast vault is shtrong nerf op, its just wierd pathing bro. He could reach another pallet or jump in the same.) I just saw surviviors and played myself, that could reach another pallet when ghoul jump after while engraged. But only if its close, if its not , this will be 50/50 or surv is cooked/
    3d is not an issue thats Enduring.

    My guy, 1st bug happened to me three times yesterday.

  • Well usually they dont care much about it but Chapter Ideas are usually supposed to go here: https://forums.bhvr.com/dead-by-daylight/categories/Creations

    Are you sure its not because you account is new so the system does not allow you to post pictures?
    I do believe there is a waiting period for that part.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907064#Comment_3907064

    They experience it at my house, their house whether its on PC or Ps5. We have both. It doesn't matter which.

    So all players whom you know experience the disconnect too from the match when you do it.
    Does this happen to everyone playing at the same time?
    Do you have friends perhaps that have a different provider? Do they experience the same problem?

  • Does your friends also experience the Server not Responding when they play with you?
    Do you experience the same problem if you play the game with your rig at a friends house?
    Does a friend experience the same if they played on their rig at your house?

    These questions should help us figure out where the problem is exactly.

  • Honestly I would love to have these, when I use a controller even on PC. But you know what the chat will be like:

    Dwight: This was not the game for me.
    The Spirit: Good game!
    The Spirit: Thank you for playing with me!
    Dwight: I disagree.
    Dwight: I disagree.
    Kate: Please be kind.
    Dwight: I disagree.
    Dwight: I disagree.
    CHAT OFFLINE - Match Server Unavailable.

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