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HerInfernalMajesty

HerInfernalMajesty

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  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695417#Comment_3695417

    Hmm, good question. I don't think they see it glitched, because if they did that survivor probably wouldn't have entered it.

    But I am not sure.

    I’d enter it just to be funny 😂

  • @GeneralV said:

    I love this glitch.

    https://us.v-cdn.net/6030815/uploads/VV9OZBC4FFRH/image.png

    And yes, you can see the survivor if they enter the glitched locker :)

    Do Survivors see the locker as glitched or normal???

  • @GentlemanFridge said:

    This remains one of the funniest bugs in the game.

    I was so surprised! I couldn’t stop laughing lmao 😂 It was the first time I saw it lol

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695401#Comment_3695401

    I wonder if you could have seen the surv in that invisible locker, if they somehow had entered it...

    I know! It was a missed opportunity 😓

  • Yeah I was able to interact with its original position. Like it was just an invisible locker that I could open. I don’t remember if it had sound effects though.

  • New chase music for sure. Slightly louder ambient noises. Higher bloodpoint cap.

  • @Xernoton said:

    I apologise in advance, that this will be quite a wall of text even for my standards. 😥

    MMR was introduced to DBD around 2 1/2 years ago iirc. Since then, the devs have made some adjustments and now it is rarely brought up in discussions anymore.

    I remember at the time it was introduced, I absolutely hated it. My matches felt very constant in terms of how hard they were and that quickly became boring to me. It was also one of the reasons I adjusted my play style on both sides at the time. I didn't want my MMR to climb to a level where every game would become super sweaty and I would have to run the same perks to even have a chance.

    By now, I'm mostly fine with it. My matches feel for the most part quite similar to the old rank system and I go against a large variety of players. Some are way better than me, some are worse and some I would say are pretty much on the same level. This keeps the game fresh and somewhat exciting even after thousands of hours.

    This is not to say, that all of my matches are great. Not too long ago I had a string of very unenjoyable matches back to back to back. A few of those at a time are not an issue to me personally. But when it becomes consistent to the point where I play more than 20 games and cannot I enjoy a single one of them, that really sucks and it definitely took a toll on my attitude towards the game, which only made the issue worse.

    While browsing YouTube, I came across this video:

    https://www.youtube.com/watch?v=FDQS7aAzpOQ&t=1461s

    and it brought up some issues with the MMR that are quite blatant. For one thing, the implementation of MMR in DBD is indeed quite deceiving. As Otzdarva explains, at no point is it ever explained to new players, that grades have no impact on matchmaking. It's also not broken down in any way how the matchmaking works.

    That has led to some confusion especially for newer players. Sometimes, we'll see people try to back up their claims with the argument that they are: "Rank 1". This indicates the issue that some players are led to believe they are at the top of the top, which will impact their attitude towards the game. After all, if you're already one of the absolute best players in the game, then what do you have left to learn? How to use better perks? How to tunnel quicker?

    I think this is one possible reason why the meta in this game always becomes so narrow. On both sides we have more than 100 perks. But you only see about 10-15 of them. This is partially because a lot of perks in this game are frankly horrible. Like Red Herring or Bloodhound. But not all of these perks are actually so bad. Sometimes you get the most value out of the most unexpected perks.

    But when there are perks that are better and you're playing against the absolute top of the top players with only about 20 people in the world that could ever hope to compete with you in terms of skill, then of course good perks aren't enough. You need something stronger. You need the best of the best and you need it every game. You need 3 gen regression perks as a killer and an info perk and if you do end up losing, then of course it's only because you needed a 4th gen regression perk. You need WoO, Lithe, Adrenaline and Resilience with the best item (usually a toolbox or medkit) and a map offering. Every game. Because otherwise, how are you supposed to win? You're already so good, that you can't improve anymore when it comes to actual gameplay.

    This is something I witness on both sides. I do not say this doesn't affect me in any way because if it does, then how would I know? I'm saying, that the game sends a message, that you are way better than you actually are. As a killer even more than as a survivor because a 60% kill rate means, that you should win more than you lose, which is something you feel even if you don't intentionally keep track of it. But it also happens as a survivor because you will often feel like something was out of your control, so you played perfectly but lost anyway.

    It seems that many people don't feel comfortable with running different perks either because they fear, they will not be able to uphold their perfomance or because they haven't learned to play without them.

    The notorious "high MMR" argument, that was quite common when MMR was first introduced has fallen from grace over the years. I suspect this is because some would agree with me, that we are probably not all in high MMR and making this claim without any kind of evidence to back it up (which does not exist) is not a very strong argument. So it seems to me that many of us, focus more on how our matches feel and what we experience than some theoretical number, that determines how good or bad we are.

    Which also doesn't work all that great, considering that we know it only takes kills and escapes + match time into account. So you could play Blight on Midwich with 3 gen regression perks and NOED and only get a single hook and camp them with NOED to get a kill and still be considered better than the survivor that looped you for 5 minutes straight. Or you play perkless pallet Freddy on GoJ and get 8 hooks but no kills and are considered worse than the 4 people that played in a SWF with clock call outs and used their absolute strongest load outs. Obviously both of these examples are pretty extreme but the point is to show, that kills / escapes do not tell the full story.

    So we have multiple issues with MMR that all kind of defy its purpose. To provide a more balanced but still well rounded experience. I believe that MMR doesn't try to consistently match you with people that are exactly on the same level as you but people that are sometimes a little better and sometimes a little worse. This is (as far as I know) the way MMR is typically implemented, though feel free to correct me on that, should that be wrong.

    The point of this lengthy rundown is, that the matchmaking very heavily influences our perception of balance and it's very hard to keep these 2 apart. Who is to say the killer played better than the survivors or vice versa? We can only determine that on a case by case basis, which is quite hard, when you think about how different both roles actually are. We have 2 completely different skill sets after all and then we need to factor in how big of an impact their loadouts made.

    I reckon this is not something a new player will be able to do quite as well as people with more experience. They won't have the knowledge about the strengths and weaknesses of different killers, maps, perks, items and addons and as explained above they could be more inclined to believe that they are a top percent player.

    If you made it this far, then congrats, here is a cookie 😘:

    https://us.v-cdn.net/6030815/uploads/S44ICQESE8YJ/chocolate-chunk-cookies-0-6f27241.jpg

    My question to you is; can and should this situation (decepting players into thinking they're way better or worse than they actually are) be improved? How would you go about it and why do you think it would be an improvement overall?

    I remember talking to you about this a little while ago about how the mmr system has moments where it “breathes”- in that each ladder (survivor ladder and killer ladder) sometimes grind past eachother or go up and down with each other but at separate rates. This could very well be why some games just feel so off and strange. When you couple this phenomenon with people playing different than they usually do plus adding people prioritizing challenges it will lead to clumps in certain mmr ranges that need to be equalized. This sometimes will creat a reverberation effect at the top and low ends which naturally create bounce back effects.

    It’s like imagining mmr like water sloshing back and forth in a container except do it twice one for survivor and one for killer.

    Because of this it is very difficult to know where in the ladder you actually reside. Which for me is a little bit futile in trying to figure out. My best advice to anyone is to first find a way of playing that is fun for you. After that the mmr system will (mostly) work to legitimize your playstyle into a 60% killrate.

    When it comes to making judgements based off of mmr it is very difficult and almost impossible since we are never shown our mmr and since the system always tries to place you where you belong based off of your playstyle. Because of this a player can run into situations where they think the game is very easy because they “win” so much when in reality they are just being kept within their average/lower mmr range. The reverse is also true, good players may not feel as good because they lose more than they should but that’s because they are above the soft cap.

    Overall it’s an interesting system one that I believe ultimately is a benefit but it definitely comes with its own baggage.

    As for the badge system, yes it absolutely needs to change. Too many newer (and sometimes veteran) players equate experience with raw skill. There is a small correlation that experience translates into skill but not as much as people think. The badge system and scoring should stay the same under the hood but it needs to be redressed. Call it a “Killer’s bloodbook/killbook” or something and for Survivor make it like a punch card or something like that. Just make it an obvious bonus separate from any kind of skill report card. People will still conflate it with skill but it’s a start.

    Thank you for the cookie 🍪 it was delicious.

  • Use chainsaw only Billy with Cracked Primer Bulb. But eventually mmr will give you survivors that this works on so it’ll be a short lived challenge.

  • It depends on the situation. Like with Billy I will chainsaw when the Survivors are healthy but then use his hammer when they’re injured.

    There are tradeoffs when using killer powers. But for me personally I like to use the powers as much as possible even if it means that I’m not maximizing my skill.

  • I remember seeing ravens for the first time in my life like over 10 years ago. I couldn’t believe how big they were! Huge! They were huddled next to each other on the back edge of a pickup truck. They looked bigger than chickens! I still can’t believe it lol. And they were fearless too.

  • Only time will tell unfortunately. Companies use these to drive engagement to other platforms for better and for worse.

  • Chucky would be fired for being rude to the customers.

  • I agree with your idea. I would enjoy a bloodpoint shop too. The bloodweb is cool but it takes too long. Plus, the autobuy only buys the lowest cost stuff. I’d like it if autobuy was able to prioritize the most expensive addons/items first.

  • 2v8 sounds great; safety in numbers/plenty of Survivors to eliminate.

    Also, first person Survivor and third person Killer.

  • Ideas…? Ideas….

    Intangible tangibles…

    Nothing created, only discovered…

    What shadows do ideas cast? What realities do we summon from the aether?… If you look closely you may glimpse their silhouette upon our material world…

    https://m.youtube.com/watch?v=BpaRouocBes

    The idea of never-ending torment…


    https://m.youtube.com/watch?v=G8wyx5f0dwM

    Sticks and stones… What you give is what you receive…

    https://m.youtube.com/watch?v=z_8BQzB9TZA

    So seemingly small… Yet filled with such grand ideas of vengeance and wrath…


    💀🩸❤️Be wary of strange notions… ❤️🩸💀

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689651#Comment_3689651

    The problem isn't survivors being better than you. The game is designed in such a way that if the survivor doesn't make mistakes the killer can never catch them. The killer can try to force the survivor to make a mistake, but if survivors don't they will never be caught.

    Oh wow I didn’t know that. I suspected that the game was survivor sided but I just figured it was just my own anecdotal experience.

    Wow… so then why are there calls to nerf killers and buff survivors then if survivors are the more powerful role?

  • Then maybe I’m a Survivor sided Killer main? Like I’ve mentioned before I am susceptible to Survivor charm as a “status ailment” lol

  • Look, it’s no secret that I’m a “Killer main”. I play a lot of Survivor too, sometimes more than Killer. But my heart is with the Killer role and I truly believe the Killer should be dangerous enough to make this game as thrilling as possible.

    However… I do not agree with this feeling of shame when the Survivors outplay you. Some Survivors WILL be better than you, and that’s completely okay! It’s okay for a Survivor to be the teacher role and for the Killer to be the student role learning things from the Survivor. Some of my best most fun games have been because of Survivors who can loop me the whole game.

    Sure, I love my meme games. But I also love it when the Survivors show me my weaknesses and give me practice to improve my gameplay. It’s not personal in a bad way, it’s personal in a good way. I love learning and it’s fun to learn new tactics when you’re up against Survivors that are better than you. Good Survivors realize this and often times are game to help you hone your skills.

    Idk, I get that it can be frustrating sometimes when you feel like you can't do anything. I talk about Survivor entitlement here and there but Killer entitlement is also 100% real. Honestly it’s not Survivor or Killer, but more just player entitlement. Survivors are just trying to have fun like everyone else. It’s okay not get any kills in some games. It really is! There’s still a lot of fun that happens.

  • Woooow congrats!!! 😊🎉🎉🎉

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/440-developer-update-march-2024

    Developer Update | March 2024

    By PeanitsLast Updated: 2:57 pm

    https://us.v-cdn.net/6030815/uploads/MZG2FC0RVKBD/ca-dbd-0324-bacon-update-overview-ptb-16-9.png

    Spring has sprung, and so has a new Developer Update! In this post, we’ll share everything we’ve been working on for our next update. As always, these changes will first head to the Public Test Build on Steam. We encourage you to give them a try if you can and let us know what you think!

    https://us.v-cdn.net/6030815/uploads/NLEDXN51TAE1/thetwins.png

    • [CHANGE] Reduced the time it takes to switch back to Charlotte to 1.5 seconds (was 3 seconds)
    • [CHANGE] Reduced the time it takes to unbind Victor to 0.75 seconds (was 1 second).
    • [CHANGE] Reduced the time it takes to charge Victor’s Pounce to 0.85 seconds (was 1 second).
    • [NEW] Added the ability to recall Victor at any point while he is unbound.
    • [NEW] Added the ability to change between Victor & Charlotte near a hooked Survivor. *

    Dev note: We have made switching between Charlotte and Victor more responsive and given the Killer the ability to recall Victor at any time so they feel better to play.

    * Be warned: The anti-face camp meter will still fill if you’re too close!

    https://us.v-cdn.net/6030815/uploads/0FB3ZKY47P32/charlotteswitchv2-min.gif

    • [CHANGE] Updated 7 Add-Ons.
    • [CHANGE] Victor’s Pounce no longer latches onto healthy Survivors.
    • [CHANGE] Victor can no longer be kicked after successful pounces which do not latch onto a Survivor. 
    • [NEW] Victor’s Pounce now latches onto Survivors when they are put into the dying state. Other Survivors can crush Victor during this to help the dying Survivor. Victor will automatically return to Charlotte after 20 seconds.
    • [NEW] While Victor is attached to a Survivor or holding a Survivor in a locker, Charlotte gains a 10% Haste effect. This effect will be lost prematurely if Charlotte hits a Survivor.
    • [REMOVED] Survivors near Victor while he is latched onto another Survivor are no longer revealed by Killer Instinct.

    Dev note: Previously, The Twins’ Power heavily encouraged ‘slugging’ (leaving Survivors in the dying state) since Victor could chain together pounces on multiple injured Survivors, but only pounce a single healthy one. Furthermore, Survivors could often save each other before Charlotte could make it to them.

    We have flipped this around: Victor will now be much more effective at injuring multiple Survivors and instead assist Charlotte – who now moves faster while Victor is latched on – in picking up the Survivor. This makes it possible for Victor to both injure and down a Survivor without being forced to switch back to Charlotte in between.

    https://us.v-cdn.net/6030815/uploads/6SFJE4JV73IU/victordownv3-min.gif

    • [NEW] The Visual Terror Radius accessibility setting will now include Victor’s grunts.
    • [NEW] Victor will now glow red whenever he is vulnerable to being crushed.

    Dev note: We have updated the Visual Terror Radius to include Victor’s grunts to improve accessibility, and added a red glow to Victor whenever he is vulnerable to being crushed to improve visual feedback.

    https://us.v-cdn.net/6030815/uploads/Z355EM1YFWJM/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/GUT7ZVU59HX0/theblight.png

    • [CHANGE] Improved collision detection to reduce cases where The Blight slides off objects.

    Dev note: It could be frustrating to slide off an object you were trying to bump into and end your Rush prematurely. We have improved the collision detection to make The Blight’s Rush more consistent. This also fixes an issue which allowed The Blight to incorrectly slide along obstacles and lunge around tighter corners than intended.

    https://us.v-cdn.net/6030815/uploads/QKNGZTZ8PK63/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/T279MYT0KNJF/haddonfield.png

    • [CHANGE] Updated map layout and reduced the overall size.
    • [CHANGE] Reduced the length of hedges and fences to create more openings.

    Dev note: The map’s long & narrow shape and rows of unbroken fences and/or hedges made getting around very time consuming. We have reduced the overall size and added more openings to make it easier to traverse. 

    • [CHANGE] Adjusted various houses to reduce the strength of strong loops.
    • [CHANGE] Reduced the number of houses in the map. All remaining houses can be entered.

    Dev note: Many houses were closed off, making the map larger without any room for gameplay. We have reduced the number of houses that spawn, though each one that remains will now be open and playable. We’ve also reduced the strength of some of the strongest window loops to be fairer and more interesting to play.

    https://us.v-cdn.net/6030815/uploads/X8JXM3YOPZ4M/haddonfieldhouse.png

    • [NEW] Added pallets and lockers along the edge of the map. 
    • [CHANGE] Updated street tiles to feature more pallet loops.
    • [CHANGE] Adjust pallet loops in park tiles.

    Dev note: The outdoor areas were fairly empty before, encouraging Survivors to make a run for the nearest house when they were chased. Since we’ve reduced the strength of houses, we have added some additional loops to the street & edges of the map to spread out chases and reduce deadzones.

    https://us.v-cdn.net/6030815/uploads/KGLOASY26N4W/haddonfieldstreet.png

    https://us.v-cdn.net/6030815/uploads/D8PFK20QDNFB/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/WS2L6A8EZXDE/decisivestrike.png

    • [CHANGE] Increased stun duration to 5 seconds (was 3 seconds).
    • [NEW] Added a new stabbing animation when Decisive Strike is used successfully.

    Dev note: The Survivor is locked in place for part of the stun while they are being dropped by the Killer, so it didn’t leave them with much time to run away once they hit the ground. We have increased the duration of the stun to give the Survivor a fair chance to create some distance.

    While we were at it, we added a new animation which plays when a Survivor successfully uses Decisive Strike to break free to give some visual flair to the Perk.

    https://us.v-cdn.net/6030815/uploads/XUR0XFDD54NH/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/GEYRSKDLDIZ1/adrenaline.png

    • [CHANGE] Adrenaline no longer activates if you are hooked when the gates are powered.
    • [CHANGE] Reduced speed boost duration to 3 seconds (was 5 seconds).
    • [CHANGE] Adrenaline no longer causes you to wake up when facing The Nightmare.

    Dev note: Adrenaline had a lot of exceptions which made it difficult to play around. If a Survivor was hooked while the exit gates were powered, they would be healthy and receive a substantial speed boost upon being unhooked, making it very difficult for the Killer to catch them before they could escape. We have made it so Adrenaline no longer pauses when you are on the hook.

    We’ve also removed the wake-up effect when facing The Nightmare to clean up the Perk as we’ve moved away from Perks that affect specific Killer Powers over the years.

    https://us.v-cdn.net/6030815/uploads/SWS4WVO4SITI/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/NZU7N43CBJ0I/ultimateweapon.png

    • [CHANGE] Now reveals Survivors aura instead of causing them to scream.
    • [CHANGE] Reduced activation time to 15 seconds (was 30 seconds).
    • [CHANGE] Increased cooldown to 80/70/60 seconds (was 40/35/30 seconds).

    Dev note: Ultimate Weapon was a jack of all trades, providing both information and a consistent way to interrupt Survivor actions (allowing it to synergize too well with other Perks). Rather than screaming, Survivors will instead have their aura revealed. This means it will no longer interrupt Survivor’s interactions, though Survivors won’t know that they are being revealed to the Killer.

    Since Ultimate Weapon is easy to activate, it was possible to keep its effect active throughout the entire match. We have increased the cooldown and decreased its activation window to ensure some downtime between uses.

    https://us.v-cdn.net/6030815/uploads/Y8Q3AHD40349/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/YEJ8XPYNEUZF/emblems.png

    • [CHANGE] Removed the ability to lose a pip.

    Dev note: With Emblems being used solely for monthly rewards these days, it felt needlessly punishing to lose a pip after a rough match. This quality-of-life change will make the Emblem system less stressful. This also applies to Modifiers – you can enjoy these limited time modes without worrying about your grade!

    https://us.v-cdn.net/6030815/uploads/RVO7OQ07VV2X/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/0N0V75OJ6ENJ/store.png

    • [CHANGE] Visual overhaul to the entire store menu.
    • [NEW] Added “Specials” tab to highlight items that are on sale.
    • [NEW] Added “Collections” tab to find cosmetics from a specific collection.
    • [NEW] Added bundles, containing multiple items at a discounted price.
    • [NEW] Killer mori animations can now be viewed in the store.
    • [NEW] Added a weekly gift that can be claimed for free.

    Dev note: The store hasn’t changed much since it was introduced in 2018. This update makes it easier to find what you’re looking for and allows us to bundle content together at a reduced price. For example, it’s now possible to purchase an entire DLC pack through the in-game store rather than purchasing each character separately.

    https://us.v-cdn.net/6030815/uploads/ZDN6E91GWYD4/store-update-collections.png

    https://us.v-cdn.net/6030815/uploads/86L1JGR67LHZ/store-update-featured.png

    https://us.v-cdn.net/6030815/uploads/T2PJ7SZ53ERJ/ca-dbd-0324-generic-frame-template-footer-example.png

    https://us.v-cdn.net/6030815/uploads/15G07PF5IKBX/archives.png

    • [CHANGE] New Tomes & their respective Rifts will now open at the same time as the update.
    • [NEW] New Rift Bundle option, which grants the Premium Rift rewards & a 20 tier head start at a discounted price. 

    Dev note: Rifts have historically opened the day after our Mid-Chapter updates, but no more! You can now get cracking on those challenges right away. We have also introduced a new Rift bundle which includes the Premium Rift Pass and 20 Tiers at a discounted price. (The Premium Rift Pass can still be purchased separately if you prefer!)

    https://us.v-cdn.net/6030815/uploads/20VE69X9HCVD/ca-dbd-0324-generic-frame-template-footer-example.png

    Until next time…

    The Dead by Daylight team

    Thank you for doing these.

    As for the update itself? I’m excited for the new shop!

  • Sure absolutely. Maybe make it 30s

  • @Unusedkillername said:

    Run the perks that minimise the problems.

    There is a lot of doom and gloom when solo q is mentioned here I see a lot of comments saying that nerfing or buffing (insert perk here) would kill Solo Qs or that there is nothing you can do about (insert problem here) in solo Q and I'm not going to say there are not problems but the best thing you can do is work with said problems and minimise them because the nature of solo q means you will be inefficient killers will get ran past you on gens, you won't reset efficiently with your team, you will 3 gen more often.

    A lot of players think after a couple hundred or thousand hours they suddenly are past the time perks like bond and deja vu should be run because they assume their teammates shouldn't make mistakes and should be able to account for them being on XYZ gen or pay attention to the gen spread and get the unsafe gens done first etc but that is going to happen at times and you should play not assuming all the players you get will be worse than you but equally not all the players you get will be a good as you and you should pick your perks with that in mind.

    I know I'm tooting my own horn in this paragraph but it does emphasize the point I'm making. I have played a lot of DBD and this is the best advice I could think to give players that I would not have given 1000 hours ago. I used to think because I am a High MMR player who used to see strong streamers in my game before they could hide their names I was above these "trash" perks. I was wrong and honestly worse at the game because of my ego. (which I have retained if this paragraph is anything to go by)

    The point is you should run perks like Bond, Empathy, Deja Vu, Open-handed, and Kindred. If you want to see every pallet drop on the map running Any Means Necessary just for its aura effect also is not a bad idea. Just because a perk is not meta does not mean it's not useful when you cannot communicate with your team.

    This may sound harsh but humour me. If you are the type of player to dismiss a perk as "trash" because it is not top-tier and it won't help you in close games against strong players but have an issue with the majority of your games being rough drop your ego. Just sticking bond in the middle of a meta build can make the solo q experience all the better.

    This may seem like a lecture of a post but I was an idiot and had less fun and more frustrating games because of it. Don't be me.

    Great post. Great advice. You’re right, Kindred is super useful.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688015#Comment_3688015

    This is not happening- 40% bigger great skill check zone

    Distressing- no longer give bloodpoints 🤣

    You’re right huh? They probably will remove the bloodpoints. Lol okay I guess

    Btw where is your vote in the poll about rating your own mmr? I know which one you will pick 😂

  • same I can’t help it either. Survivor charm is a meta strategy that completely works on me 🙃

    Also, mmr probably just keeps going down

  • Oh yeah huh? I wonder how Distressing and TiNH will change.

  • I think I’ve been able to complete those by getting the misses while the killer is carrying a survivor to the hook.

  • Wow your setup sounds fun to play against. Aw it’s too bad about the complaining. Some people just don’t see how good they have it sometimes.

  • @TheArbiter said:

    Slighty off-topic but what does "Weaving Spiders" mean?

    Probably casting a spell since spiders are often associating with witches and magic is usually “weaved”. But I could be wrong.

  • Yes, because I’m a vampire

  • From a Killer pov please don’t killswitch it. It provides a great side objective with ample slowdown.

  • Can’t wait to see it! 😊

  • Dredge because I can’t resist the bp from lockers.

  • My issue with the whole kill rate debate is that we don’t have enough information.

    Okay, what do we know? We know for a fact what Bhvr tells us. They say that at “regular mmr” that the escape rate is 40%. And at “high mmr” (above soft cap right?) that the escape rate is closer to 50% for swfs. Was it 45% from these last numbers? I can’t remember.

    But that doesn’t paint the whole picture. For every Survivor who has an escape rate of like 20% means that the other 20% is being made up somewhere else, either with people who have higher than a 40% escape rate or distributed amongst people who have a little over 40% escape rate.

    The distribution curve below the soft cap probably has Survivors escaping less than 40% of the time at the low end and above 40% at the high end. Once you get over the soft cap the phenomenon probably resets and it happens again. You probably have Survivors just above the soft cap who suddenly escape less than 40% while the best of the best Survivors probably escape more than 40%. It still averages out to around 40%.

    It’s impossible to know without more data but from the common complaints it seems like this is what is happening. Killers suddenly having a hard time against Survivors right below the soft cap and Survivors suddenly having a very difficult time out of nowhere once they hit the soft cap.

    Just going off of my personal feelings it feels that the lowest mmr survivors create the room for higher mmr survivors to escape more than 40% of the time. This is where these stories of nightmare Survivor teams come from. There are probably a lot more Survivors who escape less than 40% of the time than we think. And again that has to be made up somewhere else.

    That’s not even mentioning that mmr will probably throw a low mmr Survivor into a lobby with a higher mmr survivor just to force out a closer to 40% escape rate. Either by giving the low mmr Survivor a better chance of escape than normal and/or by making the match much more difficult for the higher mmr Survivor.

    I think that the dirty secret is that low mmr players escape much much less than 40% of the time.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682161#Comment_3682161

    Haha, even the Hatch could spawn in there:

    https://us.v-cdn.net/6030815/uploads/PJHDYOQUWUNY/image.png

    And here is another picture for reference:

    https://us.v-cdn.net/6030815/uploads/1F3LFDVQJSEB/image.png

    I think this area could still be accessed after they split the map, but I am not sure. I took a hell of a long break from DBD around the time the first RE Chapter released because the game was no longer enjoyable.

    When I came back, it was already gone. But I do remember the original RPD map. Vividly, in fact.

    Haha, even the Hatch could spawn in there:

    LMAO WHAT?!?!?! 🤣🤣🤣🤣🤣

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682155#Comment_3682155

    On the original RPD map, back when there was just one, you could go up here:

    https://us.v-cdn.net/6030815/uploads/BRELLNQ5ES5E/image.png

    There was actually a vault there, iirc. As cool as it sounds, it was a horrible map to play.

    Oh wow I’ve never seen that. That’s so cool!

  • I hope so too. I took a long break from the game and missed the Resident Evil chapters.

  • @Bafugaboo said:

    I scare em at first leading up to the 8 hooks. Then full bozo mode. I will pick em up and spin them as fast as my mouse will allow me. Try 360 no look strikes. Then mimic working the gens with them. Those fools think I am progressing the gen with them they never know.

    I will pick em up and spin them as fast as my mouse will allow me.

    🤣😂🤣😂🤣

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682054#Comment_3682054

    People still dont understand the difference of horror and unfairness.

    Ironically, horror is defined by unfairness.

    Stephen King puts it this way, “Nightmares exist outside of logic, and there’s little fun to be had in explanations; they’re antithetical to the poetry of fear.”

    Spoiler Spoiler Warning ▲▼

    He even brings up a quote from the movie, The Strangers. When the main character asks the intruders why they are doing this, one of the killers simply replies, “Because you were home”.


    But I totally do understand that it can feel bleak at times when playing Survivor.

  • @pseudechis said:

    As killer... very little actually.

    "Life without pain has no meaning." - Schopenhauer.

    Ladies and gentlemen... I wish to give your lives meaning.

    “The beautiful is always bizarre” - Charles Baudelaire

  • Despite my humor here on the forum about Killer supremacy the truth is that as the Killer I don’t have the heart to kill Survivors. I know most Survivors don’t escape often so I like to change it up for them.

    When I’m not being friendly I will play “normal” until someone is on death hook/about to bleed out etc. and then ignore them or let them wiggle off or whatever but I won’t make it super obvious. I’ll try and scare them, I’ll chase them, I’ll injure them/ leave them slugged then leave to get someone else- pretty much all the torture minus the elimination. This leaves them in a situation like a scary movie filled with interaction and gameplay. I usually let them leave but again I don’t like to make it super obvious. I’ll still chase them out of the exit gates like a bat out of hell.

    It’s funny because some Survivors definitely call my bluff. Suffice it to say there are many stare-downs that end with me getting in their face revving chainsaw or whatever power I’m using just to turn around and leave to get someone else lol

    My hope is that the match is heart pounding and filled with suspense. That they feel what it is like (especially newer players) to loop the Killer and escape/win chases. I hope that the whole time they experience the full range of emotions that escaping entails including escaping in the nick of time with their teammates.

    It really comes from a good place as someone who loves the horror genre.


    “Love is the devil counting teardrops in the rain to the sound of a chalkboard symphony played with nails.

    For what it's worth I don't want to see you hurt anymore… than you have to…”

  • I would say Slippery Meat.

    I feel like the whole Luck/unhook mechanics should change. Maybe make Luck do other things (if it doesn’t already) and then maybe buff Slippery Meat.

    I don’t know though… would it mess with Deliverance too much if that happened? Either way I believe Luck needs a rework or a reveal if it affects other mechanics and because of that I think Slippery Meat might need a buff.

    If Slippery Meat guaranteed an unhook state, I wonder how Deliverance could change. Maybe Deliverance would be able to let you unhook yourself at second stage? That’d be interesting.

    In a convoluted way I still think Slippery Meat needs a change.

  • @SimpleSage said:

    Honestly I don't mind stealth at all if you're productive about it. I don't think anyone likes the teammate who hides in the corner all game and frankly that doesn't appear to be what the original topic of discussion was.

    I 100% prefer a teammate who knows they can't loop so they stealth and use that time to do gens, get unhooks and heal, over a teammate who wants to get chased and goes down instantly and can't contribute to the workload because they spent the entire match on a hook. While fully immersed stealth can be a hindrance on the team, so can being overly aggressive.

    Taking chases doesn't win the match, completing objectives does. You can loop the killer for 3 mins and it means absolutely nothing if gens aren't getting completed.

    That being said, I usually play with a decent bit of stealth but it really depends on some factors.

    What killer is it? Is it one I can loop decently/somewhat or one that stomps on me no diff? If I can't loop the killer at all I'm not going out of my way to take every chase that comes my way, I will absolutely avoid what chases I can (within reason ofc) and opt to do gens, get unhooks, eat that pesky Devour Hope and heal. I am way more useful to my team when I'm jumping from completed gen to completed gen than I am jumping through my hook states. It is worth more to my teammates if the killer spends 50s looking for me after I got tagged on BBQ while I run across the map to get unhook, heal and double a gen that was half way done while my other teammates sit on theirs, than it would be for me to gladly take the chase and force another teammate to get off their gen for unhook, only to be sitting on a hook myself 20s later. That also being said if its a killer I can loop or I'm the last one w/o hooks I will take a chase.

    How good are my teammates? I have no intention of taking chase from the Renato who has been looping a Doctor for 3 gens without taking a hit (and because I didn't he looped for 5 gens and escaped while taking a hit running to the open exit gate.) And the 3 man SWF that mugged a P100 Wesker and left him with 2 hooks probably preferred that I was willing to pop 4 gens solo. On the other hand if it's Billy or Oni I will happily go run them down and/ or steal chase if my team needs me to if I haven't already attached myself to their back like a parasite.

    If you're getting tunneled out at the start of the game you can 100% expect to see me when you hit death hook to force a down and hopefully take a hook state to give you distance and a chance to reset. I get that in some cases stealth can hurt more than help, but I see more people outright hate it in any form and I don't see the logic behind it. If the goal is to survive, why do I have to play every moment like I'm rushing to be sacrificed?

    As for needing perks to be stealthy, I think you might be surprised. It's much harder to do against killers who have the mobility to immediately respond to info, but the rest of them? It depends a bit more on if the killer is using their brain or not, for a while now its been common occurrence to come across killers who cannot find survivors at all without info perks and the survivor panicking. 9/10 times if I'm stealthing a killer I'm perfectly visible, in their face, just chilling. And I can't tell you how many times I was able to calmly walk away without the killer finding me after I got hit with Ultimate and they came for me. Understanding the killers thought process, what's in their LOS and how you can deny tracking perks without using perks of your own can't be understated.

    To all of my useful stealthers and Gen Jockeys out there: Keep up the good work.

    but I see more people outright hate it in any form and I don't see the logic behind it. If the goal is to survive, why do I have to play every moment like I'm rushing to be sacrificed?

    I think some people have an expectation of what optimal play looks like. And when other Survivors don’t fit within that expectation a retaliation occurs.

  • @Mentally_Mechanical said:

    This has been something on my mind for quite awhile, and since I haven't really seen any posts that share my sentiment, I decided to make one myself. I feel like, as years have gone by and new perks and mechanics have come out, stealth has become worse and worse to the point of almost uselessness. As somebody who prefers stealth gameplay (note, that doesn't mean I hide all game, I just prefer evading the killer) it makes playing survivor that much more aggravating.

    With the glut of information provided to killers, via scratch marks, loud noise notifications, crows (sometimes) and auras, often times I find myself unable to get out of a chase no matter what I do, and sometimes I can't avoid one to begin with. It kinda blows having my preferred playstyle be nearly impossible to achieve without dedicating multiple perks to it.

    I think my main reason for writing this post is wanting to hear what everybody else thinks on the topic. Do you think stealth is too weak, and/or there's too much info to work with?

    I’m like you in that I prefer stealth. It’s true that it feels like the game has shied away from stealth.

    One of the biggest problems however are other Survivors. They seem to really hate when other Survivors play stealth. There’s many reasons for this but none excuse working with the Killer to get you eliminated.

    At least Sable’s new perks are a step towards stealth gameplay, even if they are high risk high reward.

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