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Emeal

Emeal

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  • https://support.deadbydaylight.com/hc/en-us/articles/45521322753428-Game-Bans

    This has a list of what reports need a follow up report and which dont.

    Its annoying because you have to click to open it, but its there. Pls BHVR why do you write articles like this.

  • Sounds like this issue would be solved if every ingame-report you made got ingame-feedback, however there are two problems here 1. if an action is not made within two days or whatever the reporter would just assume it didn't do anything.

    I dont know how many people BHVR has working on reports, but my guess is not many, plus false reports.

    My guess is the people to deal with the reports are not the ones who go into server files and dig up proof of hackers meddeling or see a pattern from an account, so by the system we have they cant give you the response you desire.

    This is easily a logistical nightmare for BHVR costing them far more in employees than its worth.
    No wonder google uses AI to do everything.

  • That is a lot of mechanics which better work well and not be too complicated or Survivors might start quitting more against her.

    Here is a question: Are you really preserving her core audience by adding these mechanics? What even is her core audience?
    How do they play? What gameplay do they like?? I dont know the answers to these questions, do you?

  • The most reliable Killrate is from BHVR themselves and they watch over it like hawks.

    But it would be great if the stats website had like global self updating stats.

  • @Mandy said:

    We're actually doing some tests on the matchmaking incentives so that's why you might notice the odd bit of weirdness here and there

    Please tell us if you learn something cool.

  • @GhostRider1518 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062697#Comment_4062697

    I can explain that very easily, and your example actually proves the exact point of my original post.

    You asked why your 700-hour friend plays awfully but still survives more matches than you. The answer is simple: because DbD's matchmaking algorithm is a primitive, binary boolean. It only checks if (escaped == true).

    If you, as a 7200-hour veteran, take the Killer on a 3-minute chase, loop perfectly, and sacrifice yourself on the hook so your team can open the gates, the system punishes you. It lowers your hidden rating. Meanwhile, if your 700-hour friend hides in lockers, avoids the Killer, and sneaks out the exit gate while you die, the algorithm rewards them. The system literally thinks your awful friend is the better player.

    That is the exact "massive logic error" I am talking about. The code doesn't track chase time, altruism, or mechanical skill. It only tracks the 1/0 outcome of escaping. Your friend has inflated stats precisely because the architecture is broken and data-blind.

    And regarding your first question: nobody is saying 1 hour equals exactly 1 MMR point. But in data analysis, playtime is a powerful heuristic. At 7,200 hours, your muscle memory and map knowledge are vastly superior to a 700-hour player. The reason we are forced to use hours to measure lobby fairness is because BHVR's actual hidden score is completely corrupted by the exact phenomenon you just described with your friend.

    You ignored the part where you were supposed to tell what my MMR is based on playtime, not the example I mentioned which demonstrates vast difference in players. Its easy to criticize than make a system that has no flaws.

  • @top500spiderman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465045/the-math-behind-dbd-039-s-mmr-is-just-a-single-if-statement-900h-vs-11-000h-lobby-analysis

    How do hours played equate to your MMR bracket? I know people who have played a game for years and are still very average in terms of skill level.

    Spiderman here has a good point which nobody has addressed yet.

    How many Hours = what MMR? I have 7200 myself, so what is my skill then? You really cant say.
    One of my friends has like 700h plays awfully but Survives more matches than me when we Queue, Explain that.

  • I don't know if they had Korean people checking translations, but that would be a good idea for such levels or maybe they got scammed off by some consultants that were really bad. But its all fixable but its probably not priority one, rather that would be the gameplay and other stuff.

    We have to wait and see if BHVR gives word on this and what they plan to do.

  • Even if you think this will lead to greater perk variety, its only a matter of time before the best combo is discovered and then we have to wait for BHVR to get their pants on and nerf the best combo and yada yada yada we are back to the same situation we are in now. So there really isn't a point to doing this.

    The Problem of Perk Variety is loss aversion, people don't want to lose, so they use the best stuff and a point system wont change that cause its a mindset, which is fine I mean we are all free to use what we want, but forcing them out of the perks wont be pretty. Nobody would want it.

    Another similar idea to this would be to make perks have numbers of uses and cooldown.

    I just want the features of Chaos Shuffle implemented into the game so I can just turn on random perks and focus on the fun.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062333#Comment_4062333

    This is a valid concern, and also no way y'all know how long it takes to painstakingly type in codes with my controller! 😋

    damn I thought there was keyboard compatibility with the console version or maybe you don't have one?

  • Nah, people sometimes double type it in to be sure it went through.

    Rather they need a favorite badges/banners system so you can quickly find what you like.
    Indeed they should also have a favorite system for cosmetics.

  • @Wezqu said:

    They need to add some information into the game like what status effects do. The perk description changes is good but as they reference status effects that are not explained it still leaves a hole to information of new players. Like several people has stated in the other thread on the general discussion side that their most common mistake when they started playing the game was that they thought "Exposed" meant killer would see the survivors aura. That already shows how easy its not understand the status effects in this game. Not to mention "Endurance" that has its own rules how you can lose it that is not specified anywhere.

    If I could just be allowed 5minutes for free with the files that make Loading Screen Tips,
    that would be one of the first ideas to throw in there. Pls Balrog, just 5min.

    After than idd do what I can to describe specific Killer counterplay and just offer those to Survivors when loading into a match vs said Killer. Nobody alive can hold 45 Killer strategies and quirks in their mind.

  • The game is just funny to me and as Killer, had some funny Trapper matches last night.
    And then there are funny events to play 2v8 and Chaos Shuffle are my favorites.

    Here are two clips in a match with a Streamer I had (im the Trapper.)

    https://www.twitch.tv/pirixqazuro/clip/AnimatedProudDogeThunBeast-IjqZYC9bFJDpHljS

    An absolute oopsie.

    https://www.twitch.tv/pirixqazuro/clip/ShyOutstandingCroquettePartyTime-kZ_i3fxiWvbt2hGn

    Sometimes I even take a Flashlight Blind because its not fun the scales are tipped too far in my favor.

  • I'd like to see an Emblem based multiplier per match, even better one that grows stronger over matches. Sounds great.

    I'd also like to see Devotion System finally do something, would it be unreasonable for for every Devotion Level to give you 1% extra bloodpoints in a match?? I know there is a twitch user who is Devotion 141, but I feel like they have paid the price for that.

    I am Devotion 20 myself, surely it can be argued I deserve 20% bloodpoints more?

  • According to the wiki, Haddie is Canadian of Indian decent. I don't think she is supposed to be "THE INDIAN".
    But I don't think making a Survivor who isn't conventionally attractive is gonna make a bad look or incriminate people from those places. I can understand the desire to have a Survivor of your decent be super attractive so people flock to them, I guess that would be nice, but I think every Survivor looking like a barbie or a hunk even if from their respective culture is just kinda weird. unnatural.

    A Chapter set in proper India would be sick I agree, I want to see Killers and Survivors from outside the west.

  • @Mandy said:

    It's interesting to me, what people think makes a good killer - like one that's not too strong or too weak. What powers you enjoy using and playing against - for example I love to play against Drac but I also love playing as The Unknown.

    What makes a good Killer imo is that I can have a meaningful chase against them. A little bit of back and forth.
    If I get demolished once I'm going to think that the MMR System is sleeping or inaccurate, if it keeps happening then the Killer must busted. (example Ghoul) I rely on that BHVR creates gameplay and counterplay that people can understand and execute.

    This is why I have suggested quite alot of times for BHVR to put counterplay explanations in the loadingscreen tips.
    Now I have the benefit of being a stinky Killer-main so I usually can quickly grasp what would work against them.
    (But I have Survivor only friends who's brains basicly shut down at Killers such as Lich and Onryo)

    It has been mentioned earlier in the thread that Ghoul dont require much skill to use, I dont perse have a problem with easy to use Killers or have a requirement that they must be hard to play. Rather its incredibly insulting when most games I have with the Ghoul is just demolishing Survivors and then they are also easy to play. Like its a horrid cherry on top of the rotten cake.

    I really like playing against Dracula too
    and I have been enjoying the heck out of Springtrap ever since his release. Absolutely peak Killer to play as.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061422#Comment_4061422

    You could send out a survey asking players what their issues with Ghoul are (if any) from a list of the most commonly expressed ones, and why.

    The metrics being collected now might not tell the whole story, like when usage stats put a nerf target on an add-on but in reality that add-on gets used so much because most of that killer's add-ons are booty.

    If the players at large don't have a problem with Ghoul, a player survey with publicly announced results would do some good towards getting people to move on from constantly asking for changes to him.

    Didnt they just send out a survey like this just last month? I think that was a pretty neat idea, asking people what Killers they think is a problem. This is what we want.

    But if we are suggesting ideas, sending out such a survey again every 6 months is a good idea.

  • @Mandy said:

    Its a bit of a mix of things….one is that the killer is not overly strong data wise, so its identifying the areas that players have most concerns with (talking about playing against the killer), and making adjustments without weakening the killer overall - as he's not in a particular place where he needs a nerf. He's a little bit stronger at higher MMR but not much, very much middle of the pack (or close to it), so it's also about assessing priorities and bandwidth as to what needs to be adjusted and where.

    Hearing that Ghoul is balanced, but with issues you guys are looking at is not the way I expected to start this week, it feels so fake. I mean the balance part, I am glad you guys are keeping track of him and working out the issues even if it will take time.

    Speaking of working out the issues, will anything happen with Krasue cause it feels like she got made so bad everyone dropped her. If you can share anything what you guys are looking at or working with her it would be nice to hear.

    This is mostly because I like Killer variety and I'm super tired of seeing the Ghoul, ghouling around.

    EDIT: i forgot to say: Thank you Mandy for sharing and popping in to tell us.

  • I don't think you can avoid losing mmr by quitting before you lose, if true this is new to me.

    But think the game is deceptive in that you could easily use the best perks and play the most hardcore and all the MMR System will do is squeeze the life out of you. This is why I refuse to use the best perks and my matches are pleasant.

    Keep in mind I have no idea how you play, this is my own experience talking.

  • You do know some people hit every great skill check, right?

  • So this will increase slugging to get the win, uhm yeah that wont go well.

  • This seems like a good way to balance extremely good loops, Looking at you Garden of Joy main building.

    There could also be decayable windows that break when vaulted fast three times or more or less ofc.
    Think about the really really good loops, is it fair those can be looped again and again by multiple survivor team members?

    I think most can agree there should be limits.

  • @Pasi said:

    @Shinkiro That’s a valid point.
    It might indeed be too weak in its current form to meaningfully compete with tunneling as the more efficient option.

    I also really appreciate the feedback that it’s perceived as a punishment rather than a bonus. That was never the intention. The goal wasn’t to restrict tunneling or dictate gameplay, but to create a mathematically viable alternative that preserves momentum without forcing an early 3v1.

    @Emeal I agree that psychology and MMR expectations play a huge role. Tunneling often feels “necessary” because killers expect gens to fly, and that expectation reinforces itself. My thought was that if hook-spread generated tangible momentum, it might gradually shift that expectation.

    From the feedback so far, it seems my proposal is simply too weak to make spreading hooks attractive — and because of that, it’s still interpreted as a penalty instead of earned pressure.

    I’m genuinely curious about the broader perspective here:
    Would you be interested in a system that rewards hook-spread with stronger momentum tools as a real alternative to early tunneling?
    Or do you feel the current state of the game is already in the right place?

    it also works the other way, if the Killer expects to hardship then he will do everything he can up to the line you create.
    And then you will have those awful feelings of, "I could have killed you here last patch, but BHVR has chained me"

    and the other way around then you need to make survivors and I mean the really good survivors unable to survive indefinitely or gens speeds to eliminate the need for tunneling.

    Its disappointing that BHVR could not make a solution that plugged all the holes, but I don't blame them, this is basicly a nightmare to control and so they probably made the right choice to undo it. But BHVR is still not off the hook cause the problem exists and they want to do something about it and I think we are going to see that sooner or later.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058236#Comment_4058236

    I'm typically a "fair" killer, as in I try to avoid double-hooking and almost always let last hatch. Regardless, I get so much trash talk, death threats, profile hate comments, and so on to the point where I just play anonymous so I don't have to deal with some crazy person with a vendetta. For what? Because I give people a break from S tier killers and play weaker killers all while playing with good sportsmanship.

    This is the crap I deal with:

    https://www.youtube.com/watch?v=5ccuXuIttEk

    So yeah, you get flak and hate regardless of how you play - even if you actively avoid tunneling.

    How often do you deal with this?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464400/are-killers-quitting-the-game

    Both of my killer best friends quit the game. They started playing when PH came out. It was sad to see them go. (They left do frustrations like bugs, killer power bug issues constantly)

    See I have been a Killer main (except if one of my friends want to drag me into survivor) since 2016 and clearly we must have been playing the same game for atleast a huge chunk of time.

    So its just weird to me we can look at the same stuff and they get frustrated and leave, but im fine with it.
    And I don't think its because I played Killer in 2016, so everything is better than then, that cant be it.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058106#Comment_4058106

    It‘s not even about understanding. Perks like alert and spirit fury are getting an stupid nerf, because they want to separate how you break pallets

    They didnt say any perks were getting changed, but I would not be against it. Those perks are pretty strong on like Bubba.

  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058236#Comment_4058236

    Noone has to tunnel/camp or slug. Its a common mistake weve been hearing for years and it never was treu at any point.

    I believe you do have to tunnel, camp, slug if you play at high mmr. But the real pros at the top will 100% lose if they dont.
    But BHVR also cannot balance everything for the top people and I'm not a top guy anyway.

    But the point I want to make is that somewhere out there I believe there is a MMR level where is required.

  • @Dinadin said:

    Killers have actually no issues to quit for unless theyre bad players claiming to be bullied every game (which obviously doesnt happen at all).

    As a Killer Main, you definitely catch some flak for tunneling, camping, etc I know this to be true, not every game tho but if you play 10 games I have not doubt you will get 1 nasty thrown your way. But this also means you have to tunnel/camp/slug every game which well.. i find it boring to do that.

  • @Genrih said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058201#Comment_4058201

    I don't understand why it will become weaker, on the contrary, it will improve it.

    Im not saying your idea will make him weaker, I know it would make him strong.

    What I mean is, I disagree that he needs it. I play Springtrap quite often and its easily a walk in the park.

  • I think Springtrap is fine as is, I think you need to get better at using his Axe and see how weak he feels after that.

  • probably because its a chinese new year skin and they stopped having that event.

    Bring it back, would be great.

  • @Wezqu said:

    Haven't seen any real change of amount of killer players. Some people state they stop playing but what proof we have they stopped and there is always new players.

    I was thinking the same thing, cause its only during peak playtimes that the bloodpoint incentive asks for Killers for me.

    Not that I care, if im not playing Survivor with my friend, im playing Killer and I dont think that will change anytime for me.

  • Sounds horrible perhaps,

    but if people have trouble understanding it would you rather have people not understand it or have it sound good to you?

    I like to think about the Future of Dead By Daylight and honestly this is a good start on the new decade of dbd.

  • One point that might be important is when we say "This perk deactivates." it would be good to explain if its gone for good or can be reactivated.

    This perk deactivates until unhooked again.

    This perk deactivates for the remainder of the match.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057843#Comment_4057843

    pretty sure that was the initial discussion, then you have to think of perks so where would Turn Back the Clock fit into that? So this wording was chosen to try to cover all eventualities, including possible future things.

    I think it's harder for us having been around the game to deal with the change tbh, as we're used to saying it in different ways (I'm a M1 & M2 girl for example), but it might make it much clearer for newer players, at least that's what we've seen in user testing. But really waiting for the PTB next week to see how that plays out with existing players.

    I slept on it. calling it special attack, special vault and special break is probably the easiest and best understood way, but I dont like it because it feels very kindergarden or childish. Ofc we gotta swallow our pride if we want a system understood by all in this game, Just like the Blue Addons or calling Rituals Quests because its easier understood. AAAAAAA

    Begrudgingly we have to follow along, because the rewards gained by clear understood game is better than not.

    Also Mandy, Are you guys planning on separating some perk interactions from Powers in the future?
    Or is Wraith's Windstorm uncloak attack not gonna be a special attack any time soon?

    Because I think it would be an interesting experiment to see how Killers do without perks, just balancewise.
    Hey thats a good idea for a new gamemode Mandy, call it Balance Test and its just random addons + random items, no perks.

  • They should call them Power Break (its a break made by the Power) and Power Vault (its a vault made by the Power)

    But its gonna be easier to understand once we get a clear split of the origin of the Break or Vault

  • So a weaker Basekit Grim Embrace? Why dont you just use the Perk??

    Unfortunately Tunneling to me seems to be more of psychological issue than a balancing one and MMR makes it worse.
    Because it builds on what the Killer expects to happen in a match, they will expect that gens will fly by or that they need to tunnel. And even if they don't doing it will raise their mmr up again so they will have to expect to tunnel next game too.

    You can bring a horse to water, but you cant force it to drink.

    There is no balanced way (I see) you can fight a psychological issue and I suspect this is why BHVR's answer to tunneling was giving up on the solution and saying its up Survivors to survive.

    However BHVR DID say they plan on some MMR changes, but what those changes will do I don't know. And I have a feeling that people who tunnel might just gain mmr faster. Which will turn high MMR into a meatgrider who turns tunnelers into quitters.

    For Survivors I hope BHVR will track each Survivor's skill vs each Killer so we can have some more fair matches who actually have a clue how to win and dodge attacks against each Killer as well as being able to utilize counter-play against that Killer.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057532#Comment_4057532

    Wasn't the root of separating specials from basics the Nurse? Wouldn't such add-ons just undo all of that, with her in particular?

    Well maybe she in particular should not have one of those.

  • @Mandy said:

    What makes it hard when perks / powers interact, is that it limits both perk and powers in the design process - we'd have to imagine every perk working with every power to ensure it was still at a playable state, and that's a lot of perks that have to work with killer powers - this is also not something new, we've seen it with Bamboozle and Legion for example, where the window block does not work with that part of the perk when Legion is vaulting in power.

    to be fair to BHVR in this regard, Im getting kinda tired of Bubbas who play Surge.

    What you guys COULD do as well is make addons for Killers which makes power-attacks count as Basic-attack?
    Is this something worth implementing??

  • Aww man I miss firecrackers…

  • @OrangeBear said:

    Been playing the myers rework the past few days and im at the point where im getting really frustrated with the amount of pallets. Considering he has a strong pallet break power, the fact survivors never seem to run out and can drop 3+ pallets before going down is very frustrating and makes it feel like this rework was to compensate for the increase in pallets rather than increasing his lethality.

    Really frustrating. I was really hoping myers could be a decent basic killer but he feels pretty similar to how he did before.

    the fact survivors never seem to run out and can drop 3+ pallets before going down is very frustrating

    This comment here makes me suspect you are not using his Stealth to get up close to survivors before activating Evil Within.
    If you top it off you cant be stealthy anymore.

  • 😐️ >me when the Eleven breaks the door that makes that makes DeadDogSaloon a legit infinite.

    I mean its a fun idea, but except that one instance of DeadDog. Then breaking a pallet always helps the Killer.

  • I have one I want to throw into the mix for BHVR to consider.

    A Troublemaker class consisting of the perks:
    Blastmine, Deception, Pebble AND HeadOn/Aura visible to other survivors when in locker when hooked once.

    Hoping BHVR can give the Guide class some guide abilities instead of being the one who plants bombs on Gens.

  • It feels very passive until you realize if Developers reacted to some posts more than others it would create jealousy between sides OR if any critique was interpreted more harshly than intended. this has happened often.

    Furthermore I don't think they are receptive to a new idea into production every day, you have to keep in mind while the community managers watch and jot down what we ask for so they can track a trend, the other devs are working on actual content which has been agreed on that should be made. So its still important for the devs to know what we want so they can put it into production, but loads of puzzles pieces need to fall into place for it.

    Lets take for instance what my dream QOL is, which is Chaos Shuffle features to be in the basegame = random perk every game. Ive asked for this many times, so 100% BHVR knows this is a QOL option for them its on their radar, but I dont think many other players want it. So basically idd have to wait for that and hope BHVR in their wisdom finds my idea appealing so they push it into production.

  • You can abandon for free after this getting downed and healed again after a while.

    It may be impossible to outlaw slugging so just quit if it happens too much.

  • More maps = new interesting plays. New maps are always good, the more you can add to the mix imo is better.

    Idd love to see Silent Hill Map since you guys are on great terms with Konami, perhaps the map could even be expanded to accommodate 2v8. otherwise I think Garden of Joy and Hawkins.

  • The zombies feel like a real threat in 2v8, but in normal games Nemesis's kit dont feel threatening to me atleast.

  • @ThatRyanB said:

    Thanks folks! There's a lot of great feedback for me to work through! The intention behind these tonics is to add another layer to the 2v8 gameplay for both roles, so it helps to get both perspectives.

    I'd love to dig into something I've seen mentioned a little. How do folks feel about the ratio of available Diluted vs. Purified Tonics in a given match?

    2v8 is already a pretty hectic mode, its very hard to say if something is balanced fairly but finding a Purified one seems to happen once every so often and not all the time or every game. Its serving me well but that is because I'm very perceptive of the environment.

    One thing I see is, it feels like the blue tonic is useless to uninjured survivors and we better just leave them for someone who is injured. (even if this never happens) If the idea is to save them or take them as you find them, then it would probably be a good idea for them to give uninjured survivors something. I don't know what.

    But if the Tonics were supposed to be grabbed asap, maybe they should have a light chime like hexes to indicate themselves.

  • Its a Travesty that there is no special sound effects to it, like fiddeling with glass bottle and a big deep PLOUMP when the effect activates. But I have gotten a little use out of them, its useful if you are injured and alone and you are a class who cant see other Survivors.

    @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/K0QZQL6OBV29/dbd-2v8-tonicsinfographic.png

    Remember herbs? Tonics take their place in 2v8, offering an instant benefit when you pick one up!

    We've put together this handy reminder of each tonic's effects and would love to know what you think about 'em.

    Whether you have thoughts about their balance or you're speculating on what they taste like, let us know what you're thinking about tonics below!

    Ryan. Can you explain what their purpose is in the 2v8 compared to the times they were not there?
    Like do Survivors need healing or something.

    Just a question, because its easier to give feedback if we understand why you guys implemented them.

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