FMG15
FMG15
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@Coordi said:
Hello, any PC players experiencing this issue, logs would be appreciated!
Yes, it's a problem for ages now. It seems to happen when you get into a tantrum the moment you break a pallet which happens if you break the pallet in a sideways angle (usually to avoid autoaim so you can down a vaulting survivor)
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Isn't the bug happening when Bubba breaks the pallet at the same moment he gets in a tantrum?
regardless this bug has been in the game for far too long and needs to be fixed. It's legitimately game breaking -
@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873683#Comment_3873683
People are overrelying on their perks
Always have been. I play most of my time without and still beat groups that believe perks are going to save them. Same for both sides. So chaos shuffle does nothing for me. People really should try learning this game without perks at some point.
The main issue is that BHVR is trying to fix things with perks. So people who have issues with a certain aspect are trying to fix them with a perk. Now I do believe they would still run the strongest stuff even if it's not necessary but we also have to partially blame BHVR for the community to play the way they do in those modifiers. They give the community the feeling that hyper optimizing is the only way to have a chance to win. And they have been doing this for years.
Are you constantly getting tunneled out? Just run DS and OtR. Is slugging a regular occurence in your games? Run UB. Did you have bad RNG on the last map you played? Bring x map offering which drastically favors your side. Are survivors efficient on the gens? Just run slowdowns.
Rather than implementing meaningful mechanics to the game that is adressing these things, they just release a perk that deals with it. Or in case of the Nurse an entire killer. Just to combat infinites. The issue is that without the nurse you still had infinites so there was this feeling of necessity to play her. And the same thing applies to perks as well.
And in modes like this you simply cannot rely on perks anymore. Solution? Strong items with strong add-ons and strong maps. Same for killers. -
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873669#Comment_3873669
Friend, my point is you can't just make this statement and not give us suggestions. If you don't have suggestions of how to actually make the perks better besides "just nerf and put different effects on" without giving examples of what kind of effects, this discussion makes no sense and just comes off as venting.
Now please list the perks you want changed and what exact changes you want, in detail, so we can continue the conversation - or else move on.
My point isn't to nerf them. My point is that if you implement basekit unbreakable, the perks that allow you to pick yourself up faster shouldn't be doing it anymore. Maybe unbreakable can allow you to be mroe silent while in the dying state or maybe it just should get something completely different, essentially a completely new perk. It's not about what the perks should do, it's about these perks becoming too strong with basekit unbreakable
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873672#Comment_3873672
I am still a firm believer in playing by the rules. If BHVR wanted to deny my MMR privacy request on the grounds that I live outside GDPR protection, that is completely fair and their decision. I think it is wrong to lie to support just to get them to do what you want. I think it is even more wrong to pin a comment under the video encouraging people to lie to DBD support. We need to be honest.
I can see that but I think more countries need more consumer friendly privacy laws. I'm German and some rules make things more complicated but if people want to have the same agency for privacy as we do I'm all for it.
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It#s a common occurence in this mode. When I play survivor I get sweaty killers, when I play killer I see people bringing stacked items and strong map offerings.
People are overrelying on their perks and in this event it shows. Since add-ons, items and offerings aren't random, people are compensating the lack of perk strength with those instead and play as tryhard as possible. BHVR should make everything random, maybe even the survivors and killers. That would be so much more fun -
@ChrisPBacon said:
Playing as survivor is often frustrating because players aren't motivated or capable of taking full advantage of the "edge" that survivors are supposed to have over the killer. Survivors are perceived to have an advantage when fast vaulting windows or pallets, and a more obvious advantage is having teammates. These may seem like advantages, but that’s not always the care. When vaulting, a survivor is stuck in a fixed and predictable animation that allows a killer to more easily perform a lunge or range attack due to the survivor's inability to dodge. Windows are supposed to be one of the biggest advantages that survivors have during a chase, yet a killer’s unrealistic attack range through a window while a survivor is fast vaulting makes it much more dangerous. The other problem I see is how easily survivors are punished for playing as a team. Survivors can only escape when they play together as a team, so naturally they should be encouraged to do so rather than only caring about themselves. Unhooking a teammate allows the team to survive, this is a critical part for survivors, so this action should be encouraged. Instead, the game punishes survivors by giving the killer a notification, alerting the killer of the exact location of where two survivors can be found. This discourages teamwork, therefore decreasing the edge that survivors are supposed to have over a killer.
Proposed solutions:
Increase the base fast vault speed anywhere between 3%-7%, and slightly reduce the size of survivor’s hitbox when they are in a fast vault.
When a survivor is hooked, the killer can no longer view the aura of the hook when they walk away (survivors are still able to view the aura of the hook). When a survivor is unhooked, the killer no longer receives a loud noise notification. (The killer has to rely on the player icons to know when a survivor is rescued).
Your arguments make no sense at all. How can you even say that teamwork doesn't matter in the current state when it clearly does. A SWF is infinitely more in an advantage than soloQ survivors. The reason why soloQ players are in a disadvantage is not because of window vaults, it's information. It's hard to play as a team in soloQ because the lack of information can make it close to impossible to coordinate.
Your proposed changes might actually create infinites again. The hook changes will screw over inexperienced players while experienced killer players won't care because they know the maps in and out.
We need to expand the amount of information survivors can get -
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873655#Comment_3873655
I see your point but IMHO, replacing one exclusionary behavior with another "better" exclusionary behavior isn't justifiable. "You're bad because you have less hours than me" is really not any different than "You have a lower MMR than me so you're bad" - especially when the game only counts wins and losses (which can be random RNG related or forced and thus are arbitrary) and double especially in the case of Survivor where, as I'm sure you've experienced, when you lose many rounds in a row you might get matched with really bad Survivor randoms.
Just because bullcrap isn't as smelly as dog crap doesn't make bullcrap the better option. It's still crap, no matter what kind you fling at people.
MMR also says nothing about skill. You can be skilled and just not sweating all the time. A worse player who just sweats all the time can have a higher MMR.
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@WolfePhD said:
https://us.v-cdn.net/6030815/uploads/N9IBY2NFKXMZ/not-okay-jpg.jpg
I felt the need to screenshot and document this on the forums. Things are beginning to cross the line into bad territory.
There's nothing they can do about it. Otherwise they would probably have to violate privacy terms
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873631#Comment_3873631
And replacing them with? You can't just blanket nerf and call it a day.
Give them something entirely new is my point. You can assign them to whatever you want
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871951#Comment_3871951
I'm interested in seeing how you'd make it weaker, any idea?
Getting rid of their current effects
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Of course they are. It's outrageous tehy have not kill switched anything. During the winter event it was especially bad because everyone had crackers
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871939#Comment_3871939
5th Perk Slot Expectation: "We can now run an Aura Reading or Undetectable perk without compromising our Slowdown."
5th Perk Slot Reality: (5 Slowdown Perks on Nurse/Blight)
Exactly. I think a system where you put perks in different categories where you can only use a certain amount of perks in that category in the same build would be interesting though.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871953#Comment_3871953
You should ask a question to clarify things before you jump at someone xenorton says ub is 135% recovery speed when I said its only 35% and tells me I should look it up in which I was correct on my previous statement. It nothing about the perk being strong or weak
Ok that was a mistake on my part. I was only looking at the first section of the comment you were quoting. So sorry for that. I still believe there are plenty of underrated survivor perks no one is using because they don't want to leave their comfort zone. Same goes for killers.
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It depends on how much you like the Plague. The perks were pretty good, Jane is a popular character. I don't hate Plague, strong killer but has plenty of counterplay.
I'm not exactly fond of the map, it's alright. -
@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871884#Comment_3871884
https://us.v-cdn.net/6030815/uploads/UU10G57DIZCL/screenshot-20250116-073809-chrome.jpg
I believe I know what I was talking about.
Unbreakable is a strong perk #########? It literally gives you a second chance to get back into the game. There are a good chunk of good survivor perks but many of them aren't even used lol. Alert is the prime example for that.
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@H2H said:
Burn a meat plant offering, then you’ll have nothing but god pallets from end to end.
God pallets suck because you can't even loop them.
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@LockerLurk said:
The thing is they tried this already. When they had it in a PTB, people found ways to create situations where the Killer was forced to, that is actually had no choice, but to slug in areas that they couldn't hook from. Survivors would find places on the map where there weren't many or any hooks, or where finding a hook was very hard - like upstairs areas - then sit there. The Killer would be forced to slug them, leave, and of course they would then get their free unlimited Unbreakable and get up again.
It was too abuseable. Basekit Unbreakable can't be the proper solution, not unless it is limited to one use only and ONLY if most of the Survivors still in the match are actually being slugged this way. It's not fair to punish Killers using a down as pressure as if they were the same as a toxic Billy slugging everyone at five gens and humping them on the ground.
They tried it in the worst way possible. Unbreakable was overpowered beyond belief. There just shouldn't be any perk outside of no mither that allows you to pick yourself up faster if we implement basekit unbreakable.
They should try it again but make it much weaker -
@Alicia_Tried6041 said:
60 seconds is more than generous amount of time to leave someone on the ground to get a nearby survivor. Let them strike. This broken mechanic needs fixed.
If we implement it we should get rid of all other perks that allow you to pick yourself up faster. No unbreakable, no exponential, notenacity. No mither can stay.
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That certainly is a hot take because I'm dead confident that it is a terrible idea
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@vol4r said:
Look, what I am about to say, might be controversial. But i think we grew enough for this.
What if we add "killer exclude" system that would allow us to exclude 3 killers from our queue?
Personally I hate going against killers like blight, singularity - those killers make mostly terrible experience for surviviors. Especially those not experienced enough.
I can wait more time to find a match, if I have higher chance for better experience.
This would definitely make better experience for surviviors, would help a little with epidemic of DC and unaliving.
And I am aware that this would make harder life for problematic killers like blight, nurse mains.
But honestly, what kind of a match will it be, if surviviors just give up against you? I personally hate when surviviors give up against me, so I refuse to play miserable killers, just so I wouldn't play against bots or just stomp lobbies at 4-5 gens.
I believe some killers have too much power given to them and are too much for casual lobby surviviors.
Let's be honest. Nurse, Blight and a 3rd strong killer will almost always be on those lists. Which means those killers might not even exist in the first place. I'm sorry but it will not work. This isn't League of Legends. A perk ban system would be interesting though but that needs to be very fleshed out
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He's still strong what are you on about? Just played a game with him yesterday and without gen perks I 4k'd no problem. I can still use his slice and dice and with his tiny body I can get a lot of downs thanks to the ability to mindgame.
He suffers on big maps like ormond but aside from that he's still b tier in my opinion -
@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871452#Comment_3871452
No it's barelty 10-15% escape rate, I play at mid-high mmr and all I face sweaty killers who plays dirty
While as a killer I lose 1 match to a good survs and then 2 after that so it's pretty balanced
Based on the official stats it's around 60%. It definitely leans towards the killer side, but 60% is closer to 2 kills than 3 kills. Soloq is definitely different you lack information and often the mates you get do whatever they want but that's a soloq issue. SWF are still in a good spot. If I play with a strong squad I escape the majority of my games
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871426#Comment_3871426
Game won't die there is no such games like dbd, so don't waste your time to proving it, ban list is a healthy addition to dbd or killer repeat prevention
What killed VHS were the obnoxious queue times on top of monsters not being any fun. Banning all good killers from ever getting picked will result in long queue ties because many people don't enjoy playing weaker killers. Rising queue times will drive people off the game. Let's not recreate the fate of VHS. Even if dbd is unique it's not unkillable. We've been bleeding player numbers during terrible metas, it's totally possible to kill this game.
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Yeah let's remove every aspect of the game you can capitalize on based of your skill and experience. Are you serious?
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As of right now she feels pretty strong and it feels fun to use the dog. I see no need to change much aside from the fact that the dog shouldn't be able to jump the pallet as fast as they currently do. The pathing is still somewhat inconsistent but it has definitely improved a lot and they made changes in the latest ptb
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@Grigerbest said:
By the mistake of the developers - these skins went through to the region locked country, that player bought the skins, they are in his inventory, but he can't use them.
Since it's a developers mistake - there are only 2 solutions:
- Let him use the skins he bought.
- If 1 is impossible - give him his auric cells back.
No other options, you took his money (even mistakenly) and (practically) gave nothing in return.
The government laws > developers personal laws.
Option one is not possible I think, but they need to give them a refund and IMO additional auric cells as an apology
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Honestly this is just one of many reasons why they don't deserve labor of love and we shouldn't be spending any money in dbd till this issue has been resolved. I get it mistakes can happen but their response is so damn ridiculous.
There are studios who are always trying to listen to their community and have been very customer friendly. While BHVR has improved when it comes to listening to players, you still have things like this which I simply cannot understand.
Give. Them. Their. Money. Back. -
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867940#Comment_3867940
I love the killer main mentality that I should go into a pvp match fully expecting to lose every time and this is considered the correct way to play survivor.
I mean it's definitely going to be difficult to win soloQ against s tier killers so I can see where people are coming from but I don't think it's healthy to expect to lose every time. Like I said before at this point just play something different.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867932#Comment_3867932
This is not about S-tier killers but about expectations. I agree that their chases are somewhat more interesting but in the end it is always a 4k. Just like Trapper games are over if 2 people get put into basement too early.
and you're not wrong about that. I'm just not really playing with any expectations, I just do the gens, go for unhooks and try to extend my chases for as long as possible
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867918#Comment_3867918
Well, I think it's immediately game over if that S-tier killer is half-decent and I'm correct every single time.
I don't care about that tbh. I'm having good fun against Nurses and Blights. Their chases are the most engaging especially compared to killers like Trapper
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Because it takes time to pick up a survivor (with the additional risk of a survivor waiting with a flashlight or going for a pallet save) and it takes time to hook a survivor since you have to walk over to a hook. That's like 15-20 seconds of time being used up which is often enough for survivors to complete a gen. In some cases you apply more pressure by just slugging.
They still have to pick up the survivor so it's almost the same as unhooking. Not to mention all the second chance perks that activate after the unhook. OtR, DS, DH and Resurgence. Slugging circumvents most 2nd chance perks. And people in soloQ have bare bone means of communicating making it easier to slug.
But against good SWF slugging can backfire hard. They'll still be able to get gen progress done while picking up the downed survivors. The main disadvantage you have with slugging is that you get no hook stages and it takes 4 minutes to bleed out a survivor so they have more time to save their teammates. -
@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867885#Comment_3867885
Mindset doesn't change one's expectations of how a game will play out. At best it changes one's tolerance to it.
Yes it kinda does. You aren't immediately thinking oh the game is over after one early chase. And you're more willing to push through it.
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@Alen_Starkly said:
I don't know if you have planned a Chinese Lunar New Year event for this year, but in case you haven't, could you at least please put the Chinese firecrackers and toolboxes in the bloodweb during the celebration time? Without this event, there is no natural way to obtain them. (yes, I know that we just had winter party starters in bloodwebs)
I really hope you prepared a Lunar event for this year. It would truly be a big shame to just let go of that celebration. The lobby background, lobby music, fireworks during hooking and gen repairing were such a joy to experience. The Red Envelope system was also quite fun. You would reveal your own envelope, and someone could go to it later and claim it. I really wish it comes back :')
I think crackers are amazing but they should finally fix that sound bug. It was painful dealing with them during the winter event
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866221#Comment_3866221
Then this should be addressed in some way.
The problem is that this is mainly a mindset issue. They've played this game to the point where they are simply not enjoying it anymore. Should we just cater to those players and give them what they want? Doesn't sound like a good idea to me.
I think people just need to take a break and come back like a month later. -
I can't really agree with that sentiment. The player count is still strong (we had worse months in terms of player numbers) and this game survived some of the worst metas we have seen (which would have killed many other games). I thought the game might die for good during the Skull Merchant 3-gen time which was just a horrible time to play the game. But it survived, even though it definitely had a negative impact on the game.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866191#Comment_3866191
Then again, why did he quit in the first place?
I mean do these people need a reason past 'I don't like this killer' or 'The start didn't go my way so why bother?'. Some people simply don't really wanna play this game anymore (which at that point should just not play it).
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@not_Queef said:
They should just make it like Among Us, where survivors respawn as ghosts when they die and can continue to contribute to the objective to help their teammates (but not interact with their teammates or the killer).
This would immediately render tunneling useless and solve the problem of people going next in one fell swoop.
Well that would simply not work. You would have to deal with a 4v1 the entire game which completely defeats the purpose of killing a survivor. Even if you play fair you're chances of winning will fall down dramatically.
Because even when someone is playing fair, their still banking on the fact that eventually someone will die which relieves a ton of pressure. That chance would make slugging like the main play since they can't contribute to the objective while on the ground.
And even if we say that ghosts aren't as quick with the objective it would still screw the fair playing killers while tunneling still seems like a valid option since it will still relieve pressure.
I mean how is it gonna work anyway? Can they just work on gens? Will the killer be able to still kick the gen while they are working on it? It doesn't seem like a working concept for me -
@SharonPancakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866012#Comment_3866012
I think the ops point was the game was unwinnable. At least from their perspective. I have no problem going 3v1 when my team is actually playing.
Well there are many matches that seemed to be unwinnable but we managed to do all the gens. And even then, trying to go for unhooks and doing gens simply awards me more blood points and in some matches I had some fun chases.
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865919#Comment_3865919
In theory, everything always works fine for everyone. I wonder when the Haddonfield map was destroyed, was it also based on theory? in practice, every wraith takes this addon because it is overly powerful, although it has other strong addons.
They take his add-on because it's very useful and he feels much better playing with it. It also is the add-on that has the best synergies with other add-ons.
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@SharonPancakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865201#Comment_3865201
In your favor and 99% unwinnable are different things, your point of view is delusional. I think you should apply at BHVR and help with future game design/balance, you'd fit right in.
Ok let's pretend like people aren't just giving up as soon as they get hooked the first time. And it happens far too often. And a 3v1 isn't a completely unwinnable situation, I've won plenty of games in the past even if there were 5 gens remaining.
I see no point of not playing the game, at this point why even play it? -
Wraith can combine the bone clapper with the add-on, that makes him undetectable after uncloaking. It's a fun combination that can catch many survivors off guard.
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There are ways you can prevent him from getting to break the pallets very quickly. Many Wraith players simply 99 their uncloak to make the survivors drop the pallet. You can anticipate that and not drop the pallet (it's a 50/50 though so no foolproof tactic)
The other thing you can do is after you drop the pallet (while he's still cloaked) you spam vault the pallet so he can't break it. Since he's still cloaked he can't m1 you.
The pallet breaking add-on is indeed one of his best add-ons but there are way more problematic add-ons that need to be looked at. -
There has rarely been a good rework of a map. They just decide to do something and hope it works. They reworked Garden of Joy and it feels just at terrible as before. They completely destroyed Borgo and Haddonfield for survivors. The MacMillan and Autohaven realms were considered to be the golden standard for balancing but they still consider to touch them while Swamp is still a rotten corpse.
When it comes to map balancing they need to work on them for a longer time and just release test versions in the ptb -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865201#Comment_3865201
There's a difference between a match not going in your favour and a match becoming outright unwinnable. An early DC/give up/tunnel out almost always spells doom for a solo queue team, even if they all knuckle down and try.
I'm aware of that but I'm still going to keep on playing to get more bp. And let's be honest many people just give up as soon as it's not going their way.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865299#Comment_3865299
Everything is a problem for solo queue players, the game is built off low amounts of information, if they wanted the game to have more info you would see teammate auras 24/7 see killer aura when teammates see the killer, there would be a ping system to point at objectives and help keep track of stealth killers moving around the map ect.
Its not a problem of the strategies its a problem the difference that information makes in just pulling it all apart.
Well how do you want to implement features that benefit soloQ players but not SWF? Perhaps they should start to implement features that only soloQ players will get.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865236#Comment_3865236
Ah it will
When you queue a game only to get like 6k points at the end, was that worth it? It probably doesnt even pay the add-onsMost players that main a killer who play like that have an abundance of addons. It won't hurt them much. And they'll just get it back when an event starts.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865215#Comment_3865215
Fixes imply that its a problem and not a way to weaken a strategy
It's a massive problem for soloQ players
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865216#Comment_3865216
More like, if you "tunnel" you lose points
Losing points is not gonna discourage anyone. The past has proven that punishing mechanics barely have the desired outcome.
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@JPLongstreet said:
This is why I love Detective's Hunch and Inner Strength. If it glows it goes! I will agree that totem placements could always use tweaking, but as they squeeze maps it forces gens and totems closer together. Still they could do better in this regard.
Survs that are much better than me tend to ignore hex's until Devour pops anyway.
They should just make it so the hex totems are not next to where the survivors spawn. I remember a video from Otz where he played Lethal Pursuer and two hexes and he just saw how both totems were literally in the survivors face and they were cleansed before Otz could make it over there. Absolutely ridiculous stuff if you're asking me.
I know hexes are supposed to be high risk high reward but that's just completely unfair if the hexes are not even hidden in any way