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Emeal

Emeal

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Emeal
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  • This map is so much better after recent changes, no overly strong loops for Survivor.

  • too much of this map is usually spent running around shack. because there is no other loops to do.

  • This map is so much better after recent changes, no overly strong loops for Survivor.

  • Feels balanced, but I wish corn was more interactable or destroyable with Killer powers.

  • Removal of disconnect timer:

    Right now, people are still quitting early via attempts and afk skill check fail. Removing the timer for Survivor would cut down on those types of cases.

    How would that not just make Survivors DC more since there would be no penalty then? Like we have seen this when bHVR are forced to remove the penalty due to game issues. Survivor disconnects where through the roof.

  • I think if a player is moving up the MMR system in an unnatural way, surely bHVR would take a look at some of the games of that player.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667445#Comment_3667445

    The point isn't really losing or winning (although the sheer fact that the mechanic can cause a loss by itself despite not 3-genning and chasing/hooking Survivors should be a red flag that the mechanic still needs some work, regardless if it's common or not) it's the fact that it does affect normal matches, more so for Killers that already struggled before. Killers now need to count their regression events because they are vital later in the game when there's only one or two gens left and having gen(s) past the halfway point is very dangerous and forces the Killer on the defensive despite not intending to stall the game.

    That could be correct, except the logical conclusion is that those games were not supposed to be normal games according to the new rules and thus, yes The Killer can lose a game if they focus on stalling more than killing. If you wanna convince me that the system is excessively unfair, you have to show me that. But you cant convince me of the normalcy of your games by say alone, that part would be on bHVR's table anyway.

  • seems like a fun idea. Or more greek god skins.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667415#Comment_3667415

    As you can clearly see in my videos, I'm actively chasing and downing survivors. I'll even chase at the cost of losing gens. As for your gen stalling comment, there are perks literally designed to gen stall. Gen stalling is one of the tools built into the game by the designers and is absolutely a legimate part of playing the killer to reach their ultimate goal. "Gen stalling bad" is a very weak hill to die on.

    The devs clearly stated that this mechanic will not affect normal gameplay. I'm merely pointing out that they were incorrect due to forgetting about how they designed most m1 killers to not be capable of spreading pressure mapwide like they expect "normal gameplay" to occur. This mechanic unfairly punishes already weak killers. The intention was to stop hour long matches, not to kick weak killers in the gut on normal matches. This isn't "common enjoyment" as you claim, it's making an already frustrating killer experience even more frustrating. If all you want to ever play against is nurse, blight, and skull merchant, then this is the fast track way to do it.

    It all depends on whether your games align with what the developers consider 'normal.' From my perspective, it seems like you're having a challenging experience due to the impact of Surge and Pop Goes the Weasel.

    None of your three videos seems excessively unfair either, You even win most of them.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667404#Comment_3667404

    One of my biggest problems is that despite my matches being 10-15 minutes on average, I still hit the 8 limit. This is not considered excessively long of a match time, and yet the mechanic kicks in on a regular basis. Again, this is normally happening when survivors are ONLY focusing on center gens. Why is this system designed to punish killers aiming for hour long matches capable of being entirely controlled by survivors and allowing it to punish any killer they want?

    Simple explanation; You are a Killer, not a Gen-staller.

    Advanced explanation; It aligns with game design principles, balance considerations, and the common enjoyment of players.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667324#Comment_3667324

    However, there's the option to adjust your perks and rebalance your MMR to adapt to the evolving dynamics of the game.

    Interesting, I thought this feature was not supposed to affect general gameplay. Weird we have to change our builds and rebalance MMR.

    When feature changes whole meta, it affects general gameplay, so I would say they failed hard in this aspect.

    No, the update specifically says excessively long matches. 3gen is just a particular issue in the group of excessively long matches.

    image.png

    What you are thinking of is probably the second paragraph which says;

    image.png

    A Moderator can comment on if the understanding is in error, but Im pretty confident in it.

    So Nobody is saying you 'strong HAVE' to change your perks and strategy. it just means you are now affected by the new system.

    I never play with more than 1 generator stoppage or regression perk anyway, I am in the unaffected majority.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667324#Comment_3667324

    You'll have to clarify. You said my strategy that I employ is what the system is designed to stop. The system is designed to stop killers from camping a 3 gen from the beginning of the match and never committing to chases, never hooking, and so on - essentially to draw out the match as long as possible (effectively holding the game hostage). Remember that hour long skull merchant video? It's exactly to counter those situations. In all three of those videos, I'm committing to chases, I'm downing in hooking and advancing the objectives, and I'm never sitting on the gens refusing to leave them. I'll even go out to the far away gens just to check on them. I also don't tunnel, and I don't facecamp. How is that not normal intended gameplay? How on earth is not camping, not tunneling, not facecamping, and not slugging considered gameplay that should be stopped? I think you're vastly misunderstanding what the 8 regression limit was intended to stop. If survivors are only focusing on a single gen and not touching the rest, the killer is naturally going to be forced into a position to either defend it or allow it to get repaired. That's not something killers should get kicked in the teeth over. Now granted, it's lame if the killer sits there then never commits to a chase (and in turn never advances the game due to no hooks), but that's not what qe are talking about here. We are talking about the killers who do commit and advance the match but still get punished for doing so.

    My apologies, I meant " isnt precisely "

  • When the main building spawns that window next to the basement, its always good for Survivors.

    Could it be considered to move the tile that spawns next to shack, further away from shack?

  • Could you add an animation for Survivors to pet Maurice? I think everyone would enjoy that. Especially Maurice.

  • Disturbed Ward has always been played this way for me, if I get found, run to main building. I think the main building is too strong for Survivors. Specifically THIS place here:

    image.png

    This place is worst area, you can easily waste 10 seconds of the Killer's time without any loss of a pallet.

  • Most of the map dont have enough pallets and thus the houses have really good Survivors sided loops. Survivors always run to the houses cause they are so strong, I am unsure if that is a good way to keep the map.

  • If that is the case, buffs can be considered for those Killers instead of implementing special rules regarding regression event limits. Additionally, there are other perks available, some not even related to regression, that could enhance a Killer's performance in specific situations. I understand that the strategy you employ isn't precisely what this change is meant to counter. However, there's the option to adjust your perks and rebalance your MMR to adapt to the evolving dynamics of the game.

  • This change could result in any group of Survivors not being matched with four Killers. I'm uncertain if the potential consequences of this, given the already limited player pool in various MMR ranges, have been fully considered. Increasing factors that could reduce player matching and push them into higher MMR ranges might not be the most ideal solution to address the issue.

    If players disconnect against a Killer often, changes could be made to that Killer to make the murder more palatable.

  • I like the idea, but I dont think the shapeshifter can copy any Killer the user has not bought? Also licenced Killers would be an issue.

    Perks are nice too.

  • There's no need to compromise the potential gameplay experience for those who disconnect. The game remains open to them if they stop disconnecting. Adding a fee as a condition to return to normal gameplay appears to add unnecessary frustration.

    The existing penalty for unreliable players should be sufficient.

    Perhaps there is room for a penalty for excessive lobby dodgers, if we do need something more.

  • I don't see the need for an extra perk slot for Killers, considering that Killer perks are inherently different from survivor perks and are already designed to be powerful enough. The argument on old perks is good, but for changing them. It doesn't necessarily imply that Killers should have an additional perk slot. Implementing such a system could lead to every Killer using a top-tier perk in that slot consistently, and I don't believe the game needs that.

  • I wish the Pale rose was more in the middle of the map. But everything else considered... I like this map.

  • Side point: The Backwater Swamps needs a unique wall instead of the current one. I made a suggestion about this along time ago, Example:

    image.png image.png
  • The main issue I have with Grim Pantry is that is almost always better to kill survivors outside of the main building and drop them if they are trying to loop if healthy. Also you can loop the top two interiors rooms for a long time. Idd like the main building to be alot more friendly to the Killers than current.

  • It feels a lot like all the houses and the main building is extremely survivors-sided. They always run the main buildings and there is probably a reason for that.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664118#Comment_3664118

    SM is very problematic and it has nothing to do with her past. I am the living proof for that, since i dont even knew chess merchant neither did i play a single round against her due to inactivity.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664365#Comment_3664365

    The first video explains why she is hated so much:

    https://www.youtube.com/watch?v=vOliDIQxQlE&t=

    The second video explains her "counterplay"

    https://www.youtube.com/watch?v=h-6oxf7BkDo

    What i dislike about her the most is a combo of this:

    • Stealth
    • Random drone hits
    • Drones slow you down while SM gets faster
    • A million status effects

    All at the same time basically.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664402#Comment_3664402

    It is strange how experiences are different. I play legion quite a bit, and DC's are close to never happening in my game. I say close, but if i am honest i can not remember a single DC i had since i came back about a year ago.

    I watched the video, and it does a great job explaining the issues with her. However, I haven't come across this information in written format before when reading feedback here, I hope bHVR catches that video.

  • A good solution to this would be bHVR to put additional much harder challenges not on the main lines but on side paths.

  • I am personally uncertain about why the Skull Merchant is disliked, as the reasons people give seem quite subjective. It would be helpful to identify specific traits of the Skull Merchant that we can analyze to understand the sources of dissatisfaction.

    I understand you think shes is awful, but why is what is more valuable here.

  • Once Survivors use the pallets at the side of the building its impossible to get to any connecting structure than hoping Killer has not broken all the walls inside. Its very easy to made deadzones as Killer.

  • This map feels balanced. But the walls needs to change and the place needs a better gate.

    Its also worth pointing out the sides by the main building are a death sentence.

  • This map is balanced, but all Yamaoka Estate Maps need a better themed wall surrounding it and a better looking gate.

    Example:

    image.png


  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662453#Comment_3662453

    What makes you think they were analysing P100's getting targeted? I can't imagine they would be looking at that, as it would be difficult to sift through that data. They most likely were just examining how often lobbies with P100's were dodged.

    I can imagine that, bHVR is very methodical and they have top data sifters.

  • I am starting to suspect that bHVR may have tested this feature, and the reason they haven't moved forward with it is that, in 9 out of 10 games, the P100 isn't targeted. The issue with this is that in the 1 out of 10 games where it does happen, it feels terrible. It's about the Survivor feeling like they are being picked on for a special reason.

    This is likely why players will continue to ask for this change until bHVR implements it, as there isn't necessarily a logical explanation; it's more about a feeling and a suspicion. Making players feel more secure and less like an optional target seems like a positive change. This is why I support removing the ability to see Prestige levels in the lobby.

    I hope bHVR soon gives us a heads on their thoughts on this feature or the ability to give a vote on it on the next survey.

    • "Should the Killer be able to see player profiles of the Survivors in Lobby?"
    • "Should the Killer be able to see Prestige of the Survivors in the Lobby?"
  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662271#Comment_3662271

    Years back they had more common brown offerings for the maps that increased the chances of getting a particular realm, and the more rarer offerings further increased those chances. I don't believe any offering then or now guarantees those chances 100%, but I may be mistaken. I seem to remember it being the old slightly/moderately/greatly tremendously wording.

    I believe it was changed to just one rarity to streamline things and lessen bloodweb bloat.

    What you're saying aligns with my recollection. However, I'm not entirely sure if I agree with that choice. While it certainly made map offerings much more useful for achieving objectives, it also transformed map offerings into a powerful tool for Survivors to influence the game against a Killer.

    I think it would be better to have those small chances to go to a place, which then would require luck or 4 offerings to ensure.

  • @TieBreaker said:

    I have no idea what a "Hello Zepp" is. But I have always thought it was sad that she is a licensed killer with a default TR and chase music. As much as I think all killers should have their own music, licensed killers definitely should.

    I'd love her to get some sort of pork inspired theme. Maybe the Peppa Pig intro? Whilst they're at it, Demo should get a Homer Simpson burp sound effect for when it lands a shred on a survivor instead of the usual screech.

    https://www.youtube.com/watch?v=sqyk7_8Af0g https://www.youtube.com/watch?v=DGZyl_O7P2s

    Now you know what it is, "Hello Zepp"

  • I'm not in favor of any system that grants another player priority over my offerings. I believe it's preferable to lower the values of map offerings and increase the chance to go to a specific map without guaranteeing it. I much rather prefer a system where we all suggest the entity which map to play.

    The current system, where Survivors have much more control, is preferable to a system where players can completely veto or vote out others' input in my opinion.

  • It's probable that there are numerous hurdles related to terms of service and moderation rules. While it could be possible to implement a specific person chat ban system, it would likely require a complete overhaul of the chat system. This would involve significant effort, and the benefits of such a system remain small or even questionable.

    bHVR plays a forever game with where to put their time and resources.

  • 100%

    Hello Zepp/ Dead by Daylight theme for the Lobby.

    Cool fitting chase music for the Pig.

    And a Special theme when Survivors get a RBT on their head.

  • This suggestion is excellent for accessibility, with the counterargument possibly being a potential loss in sales due to diverting attention away from the store. However, my contention is that store interactions should be voluntary and driven by the genuine desire to make a purchase, rather than being prompted by notifications designed to grab attention. I would expect bHVR to prioritize fair and willing store interactions over manipulating our responses with notifications.

    The Lawful Good way is always best for the long run.

  • I love the idea of a Werewolf, one of my all time fav Killers suggestions.

  • Let me confirm if I understand your perspective correctly. You mention that being a Killer is stressful and unrewarding, and your proposed solution is to provide more pleasant feedback from the Entity. While I agree that being a Killer can be stressful, the rewards come in the form of bloodpoints and progress on challenges. Increasing the niceness from the Entity in the game may not necessarily alleviate the stress or change the perception of rewards.

    According to the lore, the Entity cares equally about Killers and Survivors. Personally, I don't concern myself much with its displeasure or lack of progress in the last game. The Entity is an oppressive creature, and I'm indifferent to what it has to say. I'm here for the game, not its approval.

  • I don't believe there are any minor lag issues when loading item pages for me, and I have a potato PC. I watch a streamer who collects items as a hobby, and he has thousands without any issues loading pages. Even if there were issues, they could be addressed in other ways; there's no need to invent a Shop system to recycle items to solve that problem. There are multiple solutions to address that.

  • 1) Yes. And if Killers get more picky about dodging lobbys, introduce lobby dodging penalties.

    2) Yes Yes.

    These are both well suggested and requested features for the game. So many people want this.

  • There is a perk called Whispers that does that.

  • No Thanks. I played those old maps, the balance way worse than today.

  • You don't need to unlock everything, just unlock what you need. It costs a million blood points per character to unlock everything, and far more to complete everything. To access teachable perks, you need to reach prestige 1, and then you can level it to 3 if you prefer not running yellow or green perks. I can achieve Prestige 3 on a new chapter with everything completed in less than two days of 6 hours of play (12 hours). Alternatively, you can save up 2 million Blood points before the chapter release to unlock everything on day one.

    A 7 year old game would not have a lot of unlocking content and by my current estimates its 76 million growing by 1 for every new character. What would you prefer to this?

  • While I would love the idea of the Twins functioning with an AI taking control while I'm on the other character, I believe bHVR may only opt for a slight rework. It's important to remember that the Twins already have a small but dedicated fanbase, and losing any specific gameplay could disappoint them.

    I think bHVR has them in mind, but also they want to make Twins good to play and play against. Aswell as making sure the Killer supports an "open door" to new Killers who wanna play.

  • Maybe queue times will be an issue, but I'd rather deal with that...

    Unfortunately, you would be in the minority regarding this. It's well-known in most video games, and bHVR likely has statistics on this, that the longer the queue takes, the higher the chance of people quitting to play something else. This leads to even longer queue times, creating a vicious cycle. If you wish to have more broad perspective on this issue, this video by extra credits is a good watch. https://www.youtube.com/watch?v=vm2pvpmnyvw

    @Vixxie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661391#Comment_3661391

    Maybe queue times will be an issue, but I'd rather deal with that and have a more balanced game dynamic than what's going on now. As a survivor main, I see a lot of killers player super super aggressively and the team gets absolutely wiped because we just aren't there to play aggressively. Then we depip and basically get punished for not being sweaty. And when I play killer, I like to play casually, it's not a big deal to win or lose for me. But I'll get these aggressive swf teams that won't let me hook, block all my chases, and really just ruin the whole vibe. If there's a ranked/competitive mode, people can go play that way with each other and know exactly what to expect. And everyone else can play casually. It's not balanced at all for casual/competitive to be mixed up in one lobby. And as far as the DC penalty goes, casual means casual. It's not that serious, we get bots anyway.

    The design of MMR systems unfortunately means that you'll encounter really skilled players at some point. While losing a game might not be enjoyable, I view it as a learning experience, and those tough games won't last forever. If they do, bHVR needs to address it. The system isn't punishing you, and the competitive Killers or SWFs who try harder are not your enemies. All you have to do is let them pass you in MMR.

    I also adopt the mindset of 'it's not a big deal to win or lose for me.' So when I face some competitive survivors, I either let them win or rise up to the challenge and showcase all the Killer tricks I have. This game is much more enjoyable when you meet players where they are at, but the reality of a matchmaking system cant promise us that and neither can a different mode as far as I can see it.

    What bHVR CAN promise us is that you will be matched with a Killer that tries to kill and Survivors who try to survive and that is fine.

  • I believe map offerings should return to their yellow counterparts, making them less effective. However, if all four survivors agree to go to one place and use four offerings, I think it's fair to send them there. In essence, map offerings should be more random and less reliable as a strategic weapon against the other side or even among fellow survivors.

  • @Genius_man_alive said:

    atleast fake break pallet should be a thing isnt it ?looks pretty fair dont ya

    Fake pallet break could be a thing as a perk, but I dont see why you would not just destroy the pallet and continue.

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