HarlockTaliesin
HarlockTaliesin
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533302#Comment_3533302
I know how you feel. I just played against a Dwight in his first ever match. With my main killer! That guy did not know how to loop, he messed up quite a few skill checks and tried hiding as soon as he thought I couldn't see him. He was so precious.
Never the less it's not ok that this poor soul got matched with me. I'm most definitely not a super high MMR player but I am more than capable of competing against players with 3k hours and more (in general).
I'm ok with facing 1 group of baby survivors or a baby killer every now and then but it's been so many since the update that I suspect something seriously broke regarding match making.
I think I got this Dwight in one of my games. The guy only seemed to have figure out hiding in lockers, and that was his go-to in every possible situation. I even started pulling him out of lockers and dropping him so the other survivors could heal him up and lead him to a gen, but as soon as he was fully healed he'd run off and hide in another locker. I tried to make sure he got out at the end, but lost track of him while going after the other survivors and he ended up getting eaten by the entity at the end of EGC.
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533314#Comment_3533314
Pretty easy fix actually, just make it so when you get into a game, you cant back out. That way killers cant lobby shop, and back fills cant happen either
Results would be negligible to completely ineffective. For PC: Ctrl+Alt+Del, end task, relaunch game. For console: Just turn it off and reboot. Any time lost in either case will be less than most trial penalties from having to DC multiple times per play session, AFK time waiting for survivors to finish the gens and attempting to troll you, or giving it a shot and having to put up with survivors who are way too high of skill level for you/your killer character to compete with running stacked items and broken builds.
Realistically, matchmaking needs to be completely reworked to not only take into account your win rate but what items/addons are being brought into the trial, perks being used, and what killer character is being played, with an emphasis on (or at least an option given to players via menu) being able to wait at least a little bit longer for a lobby to spawn in exchange for the chance of it being more balanced.
For example, a P15 low/mid MMR Pig should under no circumstances get matched up with a solid P80+/high MMR SWF. A mid/high MMR Blight, Nurse, or maybe Wesker or Sprit would be a better balance for that.
Same in the other direction. A set of four low-MMR sub-P20 survivors should under no circumstances get matched up with a P50+ mid/high MMR Blight.
But right now, depending on how long all of those players have been waiting, that can and does happen without backfilling even coming into play.
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It was almost the same with Comcast. The area I live in was for a long time only able to be serviced by Comcast, and their consumer packages capped at 300 down/no actual guarantee up. Except they'd not serviced their lines/poles/local hubs in decades, so if you got over 100 down it was a miracle. Lag was constant, disconnects were frequent. Even their TV packages couldn't sustain 1080p HD consistently.
Both tv and internet would go out when it rained because all of the junction boxes on the street had degraded/missing seals or rusted out parts of the boxes, so they filled up with water and took down entire streets at a time until the water evaporated. It took over half the town complaining before they sent out trucks to deal with the problem. Their solution? Replace all of the boxes/circuit boards and rewire the connections/cable ends to get rid of both corrosion and the possibility of water building up? Nope. Punch holes in the bottom of the boxes so the water could drain out. So you still got intermittent outages and unstable connections in the rain, it just wasn't a fully down thing.
A fiber internet provider finally approval to come in and wire up my town, and they were a godsend. Packages started at 1Gbps both up/down and for cheaper than Comcast was offering for their awful service. In frequent testing I'm consistently getting 950+ down and 980+ up. Lag doesn't exist on my end, and there's rarely any dropped packets. I can stream 4k HD tv on multiple TVs in the house and still get solid/smooth gameplay in almost every game. The new provider's installer for my house was laughing when we brought up the Comcast issues, saying everyone's said the same thing and all of their installers were completely booked for the next couple of months because the entire town was switching to them.
That was a few years ago and I've had only one outage in that time, which was due to a massive storm knocking down huge swaths of trees in the area, so the provider wasn't even at fault. As a bonus to the new provider, they had all the downed trees removed and the connection restored within about 24 hours.
It's one of the reasons I've been able to see just how bad BHVR's servers/connections/software are, even before the now all-too-common "Dedicated Server Not Responding" issues started and occasional random client crashes re-started.
The gravy on top was not too long ago I read an article about Comcast bemoaning lost revenue in my state because of "unfair competition". Yeah, that's the reason.
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Any update available for this? Another month has gone by with nothing but silence.
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Nothing that I'd say is straight-up OP on it's own, though I would argue that Lethal and Ultimate are problematic. Both remove the concept of the killer putting in effort to hunt for survivors.
Lethal, by being map-wide, on immediately so even slower killers can take a straight line to you (fast ones can be on you in the first few seconds), can eat 1/3 of the Distortion tokens on everyone running it (and if vs a stealth killer it's difficult to get tokens back for that), and also makes it easier for tunnelers/campers to get an early start. Lethal is easily one main reasons I've seen survivors suicide/DC out of trials, as getting hit or downed/hooked just a few seconds in before you've had a chance to do anything doesn't inspire someone to want to stay for longer.
Ultimate, as there's a very simple pre-requisite for it, lasts as long as it's cooldown so you can have it up almost indefinitely, lasts a good while even outside of the cooldown/need to reactivate it, causes not only screaming but blindness in anyone hit by it, is terror-radius wide, and is countered by only one survivor perk that's not that great to begin with. On killers like Oni, Blight, Nurse, and Wesker, it's kinda busted.
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Yeah, I noticed that.
@Mr_K said:
Getting that [1] within a single trial is a pain. Getting [3] over many trials is easier.
For the Master it's in one trial, but it's also only need one sabotage which you'd get in one trial anyway.
I'm thinking the devs are using more random generated tome/daily entries. Kinda like that Troubleshooter one on the upper right of page 3. It's like going for the high score for stacking criteria for completion.
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Merciless is no longer tied to the medal system as of several patches ago. It's given for four survivor kills. Although unlikely, you can get Merciless with Bronze medals, and you can double pip without getting Merciless (up to a point).
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@mikewelk said:
Depends entirely on the killer to be honest and how previous games went.
Pretty much this. If it's an annoying/OP killer I just give as few points as possible and go next, or stealth around to drag out the trial for them as long as possible. Otherwise I'll farm some BPs popping chests/totems/working gens until found.
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@Steakdabait said:
This game was clearly made with the intention of dropping support for it within the year it was made
Nail on the head.
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They just need to implement a SWF indicator now for both killer and survivor side to let you know that some of the survivors are likely going to only try to troll/show off the whole match and leave you on a hook to die.
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@Tsulan said:
Now this is just me asking that for a couple of days (including the weekend) we all play a bit nicer. After all, we will get a lot of new players due to the Alien chapter and the free weekend. So please don´t try to scare them away by playing in the least fun way.
I know, most people probably won´t read this. But how about we, as a community, try to play without: suiciding, camping, tunneling, BMing and just welcome the new players to our game?
Can we do this, please?
It's a nice idea, but why lie to them? The game is what the game is. Better they know that now when they can get a refund than find out later with money lost and a game they don't want to play. :/
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It depends on what they do. For example, if they drop/pick you up repeatedly and do this constantly instead of hooking you to try to get you to show them where the last survivor is, or carry you around for a long time without dropping or hooking you, you can submit a recording of this as they are technically not progressing the game or letting you progress the game.
In these cases they're deliberately holding you hostage because it's pausing your bleed out timer virtually indefinitely, with the only reprieve being the 1 hour trial end timer or the other survivor being found/escaping.
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@LichQueen said:
I mean, the way I look at it is, BHVR needs its players, the players do not need BHVR or this game.
I wanna DC? I'll DC. I have many other things that I can go do.
QFT.
@EmperorEscorpion said:
People will always find a way to dc or kill themself’s or just go afk and the reasons vary from stupid as f or understandable.
If you penalize those actions like a totalitarian people will just not play the game.
What must be done is see why people dc and fix the issue (the reasonable ones).
If only more people understood this.
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Pix or it doesn't matter.
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@MadameExotine said:
Lately I've been getting survivors in my lobby with top items/add-ons. So I've been going in with Franklin's Demise. It's a fair counter-play.
However, when I get that first hit at the beginning of match on someone with a Purple item (especially if they running Flashlights)., they just give up. They throw and stand there for me to hit them again, then kill themselves on hook.
That's not a recent thing. Most one-trick survivors/SWFs lose their minds when they're denied the one trick they can do. Lightborn vs flashlights, Franklin's vs sabo squads, etc. Been around for ages.
@Alen_Starkly said:
This brings up another question.... is Franklin's justified now that the medkits are considerably nerfed? Tollboxes will usually be consumed (I think) by the time you get to apply franklin's on them anyway.
Certainly. Nerfing one item type doesn't suddenly make all others useless. Plus, even the nerfed medkits can get recycled with perks like Built to Last and Scavenger.
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Been in several matches vs Xeno so far. The turrets seem to have a negligible effect and runner mode gets regained fast. Tail seems like it can hit pretty easily with good distance, and at least one Xeno seemed to almost be able to spam it. I do agree there's really nothing to telegraph when a tail hit is about to happen.
It's unfortunate that I'm not going to buy anymore stuff from BHVR. Looks like Xeno adept is stupid easy to get and damn that thing can farm survivors. Took apart a 3-man SWF that was really coordinated that I got stuck with.
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@FearlessHunter said:
I don't know why so many people are insisting that DC penalties should be turned off now that we have bots because in my experience at least they have been pretty much useless. Don't get me wrong, it's nice that we have them but they have so many issues that if the DC penalty was ever turned off it would be a complete nightmare.
Issues I've seen with the bots are the following:
Bots running into corner of the maps: If a bot isn't near a tile, pallet or window then they'll just run into a corner of the map and become an easy down.
Debating on what action to do: I've seen them constantly get on and off a generator if a survivor is on a hook or if another survivor is injured and needs healing. It's super frustrating to see especially when you're on hook and the other teammates are preoccupied.
Killing themselves on hook: Even bots decide to kill themselves on hook, a bit funny but also frustrating because you might as well just be playing a 3v1.
Constantly failing skill checks : The amount of times a bot has baited me out because they repeatedly blew up a gen or failed a healing skill check is insane and makes me want to carry them to the hook myself.
Running around the map doing nothing: I've noticed that this happens more on indoor maps with multiple floors but sometimes they'll run backwards and forwards like they're stuck in a loop. I think this might be because they're getting confused when there's two gens that are very close to each other but on different floors.
There are a lot more issues but we'd be here all day. So yeah, please keep DC penalties because bots are just as useless as a teammate who leaves in the first minute because the game didn't go their way :)
K.
To paraphrase whine #33985808560983048-J about wanting players to continue suiciding on hook/killer or AFKing in a corner vs DCing and getting a bot that's semi-helpful:
"Wwwwaaaaaaaaaaaaaaahhhhhhhhhh!"
Tune in tomorrow folks for more people posting about not having nice things and nothing changing!
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@indieeden7 said:
Am I the only one that thinks that the map repeat prevention should be disabled for the first 2 or 3 days when a new chapter comes out? I've played around 8 or 9 matches of the new update already and I've seen the new map ONCE land didn't even get to play on it because the killer DCd on loading screen.
And this problem is obviously being caused by the fact that every time I load into a new lobby, at least one other player has played on the new map recently, therefore preventing the other players from playing on it.
Though a slight increase wouldn't be bad, I'd actually prefer it to have similar suppression as any other map. When they revamped and split RPD into two maps they put them on heavy repeat to the point that I (besides the map being objectively awful) I can't stand it anymore. I'm at the point where I'd rather DC on spawn into an RPD map, as both survivor and killer.
I'd really like that not to happen with anymore maps.
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Bots are notoriously difficult to go against for various game mechanics and killer powers due to their ability to know exactly where everything and everyone is in the game, and what state things are in.
For mechanics, examples would be: a bot will always perfectly loop or greed a pallet as they can "see" through all obstacles and stealth to always plan the best pathing needed to stay as far away from the killer as possible, and will most times pre-run from a gen before the killer's close enough to engage in a chase.
For killer powers, examples are: Huntress hatchets, Deathslinger spear shots, Trickster blades, Trapper/Hag traps, Pyramid Head PotD attacks, etc. They will always know where traps are to disable/avoid them, and will predict with perfect mathematical precision where a ranged shot will go so they will always avoid it.
The only way to get most of these to work is to hit a bot at range while they're animation locked (vaulting a window, for example), or when a bot's in a window loop cycle drop a trap then stay close to the bot that their code hangs enough to keep trying to vault the same window.
For a newer player learning the game or someone learning a new killer, custom matches with bots are really only useful for learning a map's layout and how to fire off killer powers. It's almost useless for actually practicing with most killer abilities vs survivors, which was the original point of bots being added to the game. They function in much the same way in publics trials after a disconnect.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525021#Comment_3525021
I thought Prowler or Hunter mode would have made more sense.
This. Crawler mode doesn't give the correct impression.
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Un-select the tome entry then re-select it. There's a bug that hasn't been fixed yet where the game ignores credit unless it's reset.
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@shalo said:
Every window seems to be an infinite.
The two best in-game options are either AFK (don't give them any fun for playing with broken perks/perk combos, gives less BPs, increases chances of depipping or at best neutral pip, doesn't give credit for tomes/dailies that require killer interaction) or down and camp (the others will come to you).
The best option all around is not to play the game at all until it's fixed. Not playing means longer queue times for survivors, less amount of times they get BP bonus and lower BP bonus when they do get it, and BHVR has less people to sell cosmetics/DLCs to. If enough players do this, it will eventually hurt them to the point that they'll get off their ass and do something.
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US-East. Play killer/survivor about 70%/30%, though I tend to follow the bonus.
It used to switch back and forth with survivor bonus 100% during the day and killer bonus 100% at night. These days it's survivor bonus 25-50% early in the day, then killer 100% the rest or the time.
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@IHSGames said:
They'res only 2 survivors left and one of them are slugged for the 4k.
Its honestly not fun being slugged for the 4k because really, it's just the Killer being greedy. Theres no reason to do so other than BP and bragging rights, youve already won if you hook the survivor and get a 3k. Basically sitting a survivor out of 4 minutes so you can gain the satisfaction of a 4th kill.
And even as the survivor getting chased, unless your Ayrun or something, youre not lasting 4 minutes and any additional time finding hatch. So youre just #########.
So I think when 1 of the survivors is down when 2 are remaining, they should gain unlimited unbreakable basekit. This will make it to where the killer is forced to hook the survivor if they really want to secure the kill or theyll just keep getting up instead of denying a whole game mechanic, aka hatch, so you can get an extra nearly meaningless kill.
Survivor whack-a-mole? Yes please! BP farm!
This is already a blast when someone brings No Mither. Forcing a built-in version on two players whether they want it or not? Kinda cold, but I'm down.
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@TheSaltySaloon said:
I dunno why more people don’t recognize this as a problem. Out of a roster of 32+ killers that only grows throughout the months, only 6 are generally played on average.
Nurse, Doctor, Wraith, Blight, Wesker, Spirit
honorable mentions would be Legion or Huntress.
Sure you’ll come across a game or two with someone out of this bracket, but the above 6 or so commonly played you could literally bet money on seeing them in a match. This means that everyone else outside the meta is so thoroughly underpowered or useless against competent survivors that barely anyone bothers to pick them.
I dunno about y’all but from a survivors pov, I am genuinely tired of seeing the same 6 killers over and over again and I’m not even in red ranks.
like I have yet to even play against any of the new killers like skull merchant, singularity, knight etc. I don’t even know why people are excited for the Alien when you know he’s gonna be dropped in week in favor of the top 6.
If behavior would just fix the root problems of this game it could change so much for the better…
BHVR got their money for them. They have more cosmetics and DLCs to push.
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@Malkhrim said:
I believe that happens because scratch marks take a little longer to appear then they did until a few years ago. Sometimes I chase someone to a corner on an indoor map and get close to them, but when I turn the corner right after them, there are multiple possible paths they could have just taken, and no scratch marks in sight. They only appear after a second or two, but that throws me off a little when it happens.
Other possible explanation could be maps where they are sometimes harder to see on the ground, like Ormond and Shattered Square.
Either way, scratch marks do act a little weird sometimes. Once I noticed they can appear in places the survivor didn't really sprint through, but where they were facing and seemed "about to run into" instead. Seriously, once I've seen a survivor run until he got behind a short loop and stopped there, but suddenly scratchmarks appeared right in front of where he stopped.
This is quite true. I've followed survivors through areas like the main building in the Aerie/Forsaken Boneyard, and they've run past the stairs but some of their scratch marks appeared to go up the stairs. If I were following further back and came into the building at a different angle, it would look like they ran up the stairs instead of going around them.
The delay in scratch marks showing up seems to be two-fold. One is that the game itself seems to delay them a bit, possibly to compensate for the player's actual position/path, especially for stopping/starting (in cases where they're lagging and not where they appear to be). But it itself also seems to be affected by lag, making them much more delayed at times.
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@appleas said:
There isn’t a competitor huge enough to compete with dbd on a long term basis. That gives the devs free reign to do whatever they want because they know people will come back to their game. The choice they have made is to appeal to both sides to get money from as much people as possible. Why else would they keep insisting on pushing out new content non stop every year instead of taking a few months to focus on game balance?
Many things said in this thread are correct, but this is key/critical.
BHVR knows their game is old. It's gone far too long without any real optimization to even be capable of doing so at this point with the buggy spaghetti code they have now, so upgrading the code to even a new engine is not possible. I feel bad for the console players who keep asking for optimizations and fixes that'll never happen because BHVR can't even get the game to run correctly on PC, which has a lot more flexibility/forgiveness. They'll just stack band-aids on top of band-aids till it kinda works the way they want.
They know they have at least a minor cash cow due to the game's uniqueness and lack of competition, so they're not interested in spending any time or money making any significant changes or upgrades. They know they can churn out recolored cosmetics and new killers and survivors with rehashed or combined existing powers/perk abilities and players will eat it up. They introduced FOMO not too far back and moved sections of their existing store items to be seasonal to drive sales further.
This is maintenance mode for them. They have no incentive to do anything differently. They can do this virtually indefinitely, until they run out of companies that will license IPs to them or the game code collapses under the weight of it's own jank.
I just wish more competitors and companies with desirable IPs realized this. BHVR would have to get off their asses if real competition showed up or they started losing/not getting licenses. Either that or they'd be inclined to sell the game to another company with hopefully better infrastructure and intentions to renovate it or rebuild it into something more modern and enjoyable.
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@ShinobuSK said:
What I mean is that when teammate is spamming unhook on you for entire duration of your hook and you can do nothing about it unless killer comes and saves you from it.
Is it something we can report people for?
Unfortunately no. I've submitting video reports as both killer and survivor when I've seen it done, and each time I've been told that it's not against the rules. Even though it can block another survivor from getting the save, and can cause the hooked survivor's camera to go apeshit and be nausea-inducing.
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Gens go fast (regression perks gutted, OP toolboxes), survivors are moving faster (MFT/Resilience/Adrenaline) and max greed every pallet/window they find, endurance giving three health states and being added to perks like "do you want fries with that". That's just solo queue. SWFs running coordinated perks/hook saves/gen boosts/body blocks, reporting the killer's every move.
There's only a few killers with speed, less with an expose ability or insta-down, and a good many maps make spreading pressure difficult to impossible in the current meta. If a killer wants a shot at winning the trial, one survivor has to go asap.
It sucks, and most killer players don't want to play like that. A slower, less sweaty trial is greatly desired. Unfortunately, this is the direction BHVR has pushed everything to with their bizarre perk overhauls. Killer queue BP bonuses are running longer/more often every day, and survivor lobby queues have been higher than normal lately, because it sucks playing most killers now and people are just opting not to play.
You can complain about the symptoms of the problem (tunneling/camping, genrushing), or you can recognize the problem itself: BHVR makes a worse meta every time they try to alter whatever the current meta is. Instead of working to correct this mess, they just drop one half-assed DLC after another, bringing more problem content into the mix, knowing that way too much of the player base will fork over cash for the new shiny.
Sick of how things are going? You want things to change? Direct your complaints to them. Because the way things have been going the past year, this time next year any killer left in the game will be playing Nurse, Blight, Spirit, or if those get boring Myers running Tuft of Hair+Tombstone Piece to break up the monotony. And survivors will be waiting forever in queue just to get steamrolled in less time than the wait for the trial.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/388745/tcm-has-made-me-realise
https://www.youtube.com/watch?v=hcGoMB5Sgbk
this is incredibly fun, I'm surprised that a couple of people with limited access to the source code can do something that bhvr cannot for 7 years
Whoa, that looks hella fun! I wish it was actually an official game mode in DBD and not something that BHVR seems unable to pull off. It's even fun to watch, and that's saying something. Most DBD streamer content is meh.
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DC replacement bots are treated the same as players in public trials. Mostly, anyway. A survivor DCing while being carried to a hook or while on the hook does nothing to change the credit/points the killer gets. It's just a self-defeating temper tantrum. The survivor loses everything (BPs/exp/pips/items) in exchange for having no affect on the trial or killer. In fact, it can actually be a benefit to the killer/remaining survivors, as they get quitter bonus BPs.
That being said, the game does treat bots differently in some ways. Such as bots can spam vault windows a lot and the game ("Entity") won't lock the window.
Weirdly enough, bots can also see the gate that comes up for killers when the exit is open to keep killers from "exiting" the trial, and they see it as something they can't go through and will turn around and run away. So if a bot is really near the exit, as the killer just run in to the end of the exit hallway and trigger the gate, then chase/down the bot as it tries to run away.
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Greed. You want one piece, they force you to buy all three. This would make sense if there was something special attached to it, like different music or other characteristics that changed the character in some way. For the vast majority of the sets, it's just greed.
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It's been a bug for a long while. I can't even remember when it started, but it was talked about on the forums for a while then fell off. I don't believe BHVR has ever confirmed it to be a bug, but it happens regardless of perks and the survivors don't have to stop running to the scratch marks to just stop generating for random segments. Not sure if it was ever pinpointed to be survivor-based or map-based.
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I'd very much like indoor maps, but so far none are conducive to both survivors and killers. Their designs suffer in one aspect or another.
Midwich: A hook desert for killers and can be difficult to locate gens/totems for survivors. Otherwise a big square. Easy mode for Nurse and Doctor.
The Game: For most killers, pallet, pallet, pallet, pallet, window, pallet, pallet, pallet, pallet, fall through floor, pallet, pallet, pallet, etc. For survivor, you can get trapped in certain areas if the breakable doors are up and it can be easy to get three-genned depending on RNG and which pallets get broken. Easy mode for Nurse, only a little more difficult for Doctor.
RPD: Just awful and widely disliked by both survivors and most killers. Lots of small rooms/hallways broken up by sharp angles and pallets/drops. Two gens spawn in the lobby. Plus since it got split this PoS is now twice as likely to show up. Mostly easy mode for Nurse and Dredge, a bit more difficult for Doctor.
This isn't to say that the outdoor maps are all that inspiring, just that the indoor maps are so much worse.
I really wish they'd try outsourcing their map building, or have guest map makers like they have guest cosmetics designers.
Edit: Forgot to add Lery's. I don't even know where to begin with this. Although it can be problematic for both sides, it's absolute hell for killers. If you're an M1 killer without any special abilities to get around fast or down fast, just AFK. You'll have so much more fun.
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Could be sync issues between your keyboard/mouse input and what's on the screen. You can tinker around with the sync settings for your specific card to help out. Some driver/software apps even have specific settings for it:
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To be honest I'm not sure why blinds don't already have a cooldown period. A good many things, both perks, addons, and powers/abilities, tend to have either a cooldown or pre-requisite to prevent them from being spammable or otherwise inundating.
Besides the health issues given above, chain blinds can be headache inducing. Since there is no cooldown or anything to prevent their abuse, when playing killer I actively encourage survivors to not do that, or avoid flashlights entirely. Franklin it out of their hands, if they stop to pick it up get an easy down then hook and camp. If they're rescued, tunnel out. If they don't stop to pick up the flashlight, double hook them then farm them for a bit during the trial.
If I'm not running Franklin's and they they continue to attempt blinds, or I run into them in another trial and they attempt the same thing, double hook then torture the hell out of them for the remainder of the trial and make them bleed out. If the rest of their team isn't annoying I'll let them farm heals off of them then re-down them.
If they DC, farm their bot while the rest of the team finishes and leaves.
If 3-4 survivors are bringing flashlights, run Lightborn, double hook each if possible (mostly to see how long it takes them to realize flashlight saves aren't working), then slug and bleed out all. Stand on hatch in case any crawl close to it so it can be easily closed. Smack back down anyone running Adrenaline.
Improvise as needed if it gets boring.
Be the solution to life's problems.
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Though I tend to follow the BP bonus, it's usually 60%/40% killer/survivor.
I tend to prefer killer as I don't have to put up with both ######### and random MMR teammates, and if I run into a SWF that just wants to troll I can AFK and watch them get salty in EGC when they depip. It does get exhausting playing killer, though, having to be "on" all the time. It's much more relaxing to play survivor, even if the overall experience is terrible.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518422#Comment_3518422
Thing is, BHVR had a test week last year where they messed with their SBMM every day to see how people reacted. On the more accurate MMR days, people overwhelmingly did not like the longer waits. In fact, at its most strictest there were people waiting for upwards of an hour. Lots of people say they'll be happy to wait longer yet when that time arrived, it was recieved negatively.
The issue with that was everyone was in the same boat, so it was an all or nothing situation. What I'm proposing is letting the players decide which they want. If you want a fast lobby, you can turn that setting on. If you want a balanced/quality lobby, you can use that setting. This way each type of player can get what they want, or as close as reasonably possible.
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@Smoe said:
I really like Hux, but yeah he's definitely not for everyone, you'd have to be willing to dedicate time, energy and effort to maximize Hux's efficiency, an efficiency that doesn't reward you enough for your efforts.
The QOL features that would make me main Hux would be
- Biopod's camera mode can be used to manually shoot at structures, walls and props to create more Bipods to get easier around the map
- All biopod cameras resetting to center position every time you switch away from one of them
- Basekit Haste Status Effect upon successful Slipstreaming to a Survivor, even if the duration is less than the haste addon's own duration
- Doubling Hux's biopod shooting range
Very much this. Especially the cameras resetting to center when you exit them. Bouncing through the pods can be disorienting enough on it's own, but with the cameras still pointing at the last pod you moved to instead of straight out to see the area, it's so much worse.
Cycling through the pods can be problematic as well, as if there is more than one pod in a line out from the pod you're using, you can wind up moving to any one of them vs the one you want.
Not being able to pick up the pods is also a big downside. You're supposed to use them as static cameras as well as in a chase, but once you hit the max number of pods active it automatically starts pulling the first pods down that you placed, and leaves the temporary ones you placed for the chase as the last ones up. With how difficult it can be to place the pods, particularly with large maps, it is just nuts to be expected to even have time to go back and place ALL of your pods all over again, as that's what you'll wind up doing at least once, unless you never use them in chase. Being able to target and recall pods would make a big difference in playability.
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@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516016#Comment_3516016
Did you know that modern MMR is broken? That's why there's been a lot of discussions about MMR on the forums lately. No matter how much you listen to the explanation in words, no one can believe you if you can't see the rating.
Consider making casual and ranked matches as others have suggested. The reason is simple. This is because there are players who value "time" and players who value "quality". And make sure that only you can see the rating. This is for credit. What to do is very simple.
This. I value quality infinitely more than time. I will wait for a lobby so long as the subsequent trial has balance. It's not like there's so little to do on the internet during the wait. Plus if things are more balanced the amount of DCs/suicides will naturally reduce, as the painful and obvious imbalance is one of the primary drivers of DC/suicide.
I understand there are those that do want to get lobbies as fast as possible, regardless of getting stomped every time. That's fine. They can use the fast lobby setting while those who prefer a more balanced game can use the quality lobby setting.
The important thing is that there IS a choice, and that is actually works properly. Not like the trial feedback rating above the scoreboard, not like the player kudos feedback, not like the current lag icons. NOT a placebo.
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I'd be happy if they just took away the terror-radius-wide killer instinct. An unblockable aura detection across a wide area on a killer with high mobility and deep wound+injure on hit, almost on-demand at all times, all basekit, is just broken.
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@Beatricks said:
Because people understand the difference between description and prescription.
I'm probably the most vocal member on the forum going so far as believing that the DC penalty should be flat out removed or significantly decreased so that only really notorious abusers get significant bans.
And yet I am also frustrated by survivors killing themselves on hook just because they are going up against a Legion. I want this game to be fun. I understand that as long as the developers don't do anything, people WILL find a way to not play a match that they are not enjoying. You can come up with the most convoluted ways of forcing some poor Solo players to be a Blight's bloodpoint pinata, but I guarantee you that those pesky survivors will come up with a way to get out of the match as soon as possible.
You don't treat symptoms, you treat the underlying cause. And the underlying cause is that the game is miserable to play about 19 out of 20 games and the only thing keeping the playerbase at a level even close to functioning is the fact that we can go next when we get the sixth 5k+ hour Blight main clapping everyone at five gens remaining.
Separate the sweat, balance the game, just do SOMETHING, because banning people will not be a solution in the long term.
@luvcraft said:
LOL, lots of people here whose idea of a good time is getting hooked in the first 5 seconds of the game and spending the next 2 minutes watching their teammates hide in lockers as they die on the hook.
A great thing about PTB is that there's no DC penalty, so if I see that I've gotten into that predicament I can just DC and immediately find another match and try again. And with bots I know that if someone DOES get around to unhooking my character, there will at least be a bot to play the rest of the match and give them a fighting chance.
Without DC penalty, if I want out I DC and am replaced by a bot. With DC penalty, if I want out I have to hook suicide and the survivors are down one player. DC penalty actually makes it WORSE for the survivors who stay in the game.
DC penalty is just another one of the billion poorly-thought-out things that makes solo q a terrible experience, but has zero bearing on SWF where the game actually has problems.
Though there are a number of reasons people DC/suicide out of trials, the above two bits of info fairly well cover it. Please review these two posts for any info you need. Whether you personally agree or disagree is entirely irrelevant.
I'd very much like for BHVR to set aside a week for the game to have no DC penalties as a test. Though more people will leave trials than usual, I've no doubt whatsoever there will be a 95%+ drop in the number of hook suicides, which will leave a bot available to help out for the rest of the trial.
Since this seems to be the biggest gripe about people leaving trials, I suspect the amount of whining over it on the forums will also decrease.
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@jamally093 said:
Okay I get it's a rare perk barely shows up but when it does that's when the problem comes my teammates don't leave. Okay I get it you wanna teabag the exit gate but you also should realize once the killer start slugging and waiting out the timer it means leave I have only done it maybe once where I didn't leave and I was kicking myself for it. What I don't get is why teabag when the killer has someone down and that timer is getting low. The only reason I didn't leave was I was injured and just wanted some extra BP I thought I should save my teammate on the ground just to get a fighting chance I was a fool and went down I realized soon enough oh boy the killer has blood Warden and my team just teabagged we all ended up dead because of it.
Ego kills, altruism kills. I've won at least as many trials on killer due to those two as I have from skill/RNG.
When playing survivor in solo queue, if the gate is open and there's no need to stay, I leave. If gate is open and the survivor downed/hooked is on stage two, I leave. If the gate is open and the survivor is being camped by an insta-down killer, I leave. Anything else and you're just adding 1+ kills to the killer's score.
Know when the trial's over.
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@Snowball777 said:
Made For This, Windows of Opportunity, Prove Thyself, Bond or random fourth perk of personal choice.
Play with friends and you will stomp 80% of Killers.
Ah, the "Crutch It vs M1" build.
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I don't see the lie.
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I play the free track until I've hit the last set of auric cells, then I buy the premium track as it's just a recycle of the auric cells at that point. I've been recycling the same cells on the Rifts since I started playing.
If it ever gets changed so you can't recycle all of the cells I'll stop going premium. It's rare anything is offered on the premium track for characters I play, and even then it's usually just ok at best. I can't remember the last time it had something that caused a "MUST HAVE" response in me.
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It'd be nice if they'd at least fix her Daily and achievement so they grant credit. It's been a long while since they last worked.
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Non-injured, Bill seems to be the loudest with his huffing and puffing.
Injured, Jeff by a mile. Running around injured Jeff sounds like a wounded bear with a megaphone. Even with Iron Will he sounds louder than Ace does normally. Between how loud he is plus how tall/wide, It still amazes me that people try to play Jeff stealthy. Or really play him at all.
Honorable Mention is Feng. Because of the pitch of her voice, at certain distances she sounds like a dog going crazy on a squeak toy.
Footsteps alone, Ada and some skins of Jane sound like Clydesdales galloping by. It's always funny seeing either of them bring flashlights into a trial, as even if you land a blind it won't matter at all.
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This is something new that started a few updates ago. It prevented me from playing survivor side completely for a couple of weeks, then went away. Others were having similar issues at the same time. Bug reports were filed, but to my knowledge no response was ever given.
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They need to ditch those abysmal words "in one trial" from a lot of tome entries. Or have it as an optional challenge to the tome entry for more points, but otherwise the challenge can be done across multiple trials for lesser points.
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@catslayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512527#Comment_3512527
really? that sucks, i don't even get why the "limited" thing exists, especially when the skins are always available and then out of the blue they decide to take them out of the shop for a whole year.
FOMO. Fear Of Missing Out. The game company can artificially drive up sales by preying on people with impulse control problems. It's in bad taste and morally reprehensible, but it's not illegal, so they do it.


