HolyDarky
HolyDarky
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- HolyDarky
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@Peanits said:
Lucky for you were lurk here often!
2v8 will return in the future after some iteration. We'd like to do some fine tuning and polishing before we consider the possibility making it permanent.
There are some topics where I wish you would do more than just lurking :/
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@BugReporterOnly said:
I had someone try and rat me out and bm on hook because I wasn't hooked once. I was chased by the killer injured and lost him. I healed myself and I did gens and unhooks. I don't know what he wanted from me. I did take agro when I was able to for someone when I was near by. I didn't run anything to help me see anyone's aura and I'm sick of this from rando survivors. Please do something about perks like Bond, Empathy, Aftercare, Empathic Conection and any other perk I forgot that can reveal team mates auras. I reported them but highly unlikely anything will happen. Karma did get him the killer had No Way Out and NOED.
The Perks are not the problem. The players with this type of behavior and attitude are the problem. If the developers would rework all of these Perks, the main issue would still exist but in a different way. It would be wasted time.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780005#Comment_3780005
I understand what you're suggesting, and to some extent we agree, but if I could add to this: Trying out bold new things isn't free. Any change that we spend time programming, adding animation, art, SFX or any other work to that goes to the PTB and gets scrapped is time that is effectively wasted. That time could have gone into other improvement that would have actually gone live.
The reality is there's only so much time to work on changes between each update. We pack as much as we can into each one and there's always more we want to do.
Lately we've taken to doing smaller incremental changes to a larger number of Perks and Killers most of the time rather than large ones to only one or two. There's a couple reasons why we do this:
- People who use those Killers/Perks get more frequent changes without having to wait for a large scale rework which may be pushed back repeatedly until there's enough room for it.
- It allows us to see how a set of balance changes affects things before committing to further changes and risking over buffing or over nerfing something. (For context, the PTB does not use ranked matchmaking and people take time to adjust, so we can only learn so much.)
- Smaller bundles of changes tend to be safer and have less risk of being reverted, meaning more changes actually make it to the live game.
To the last point in the original post, having fewer things that need to change between PTB and live is a good thing. It means that they're in a safe enough spot that we can monitor how they play out in the live game. I want to stress the fact that nothing that goes live is final, everything is subject to change if needed. On the flipside, pushing a ton of changes to the PTB and having to backtrack most of them before they go live is a bad thing for development because it takes time and resources to a) make those changes in the first place, and b) rework or revert those changes before the live release. Both take development time away from other positive changes we could be making. It's also worth noting that the window between PTB to live is fairly small due to certification, so we don't have the luxury of making massive changes between the two.
I absolutely get the sentiment, and there are times where we test larger changes without intending to push them live. But our goal is to get as close to the target as possible with the first try, then fine tune from there.
I really appreciate the new way on your side, the developers, that you give killers smaller tweaks and/or QoL changes instead waiting for them until these killers get their complete rework. This is a much better way to make some killers more playable until they get better to play. I also assume that this means, we will get an Addon rework for Nemesis which is highly requested(?).
I want to stress the fact that nothing that goes live is final, everything is subject to change if needed.
Does that mean you really keep an eye on Perks that you've changed? I don't have any official stats so I can only use nightlightgg for reference: You made the huge mistake to make Iron Will too strong again for free. It is currently the fifth most used Perk in the game because it is a really strong Perk. You've nerfed Pop a few patches ago because it was too free (winning a chase by downing a survivor, hook them, and make it in time to find a generator with good progress to pop it) and too popular and now we have this actuall reason with Iron Will. It is more than obvious that you buff Perks to make them more usable (and this is good) but when you overbuff Perks, players will only use these Perks which means other Perks get used less. In addition, you brought back the old metagame on the survivor: So many survivors run DH, IW, DS, and Filler (Resilience/Unbreakable/WoO). How it is possible that we travel back in time? This was the metabuild for survivors before you did the huge metachange more than two years ago.
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I've noticed also more dcs or hook kills than usual. I guess, the problem is that many players are still in the 2v8 (there I have nearly no dcs or hook kills). So maybe more give up players are in the 1v4. I think with the end of 2v8, 1v4 will become a lot better but I am not sure because something in my mind thinks that players will give up more because they think "2v8 was so better than this, I don't wanna play this match anymore".
The problem is that dcing or dying on hook has no real punishment for the player. Players who have unlocked everything know this and do it if they want - in fact hook kill gets rewarded with BP and XP. They do it for the tiniest reasons like they don't like the killer, the map, the perk, the chase, or when a hit looks weird (they are like snowflakes). AFK players, on the otherside, might be because the queue time is longer and they go afk. The Lara in your post might be that she wanted the hatch or something. Some players are really selfish, especially when an archive or achievement comes into play.
Peanits, one of the developers, responded to this situation and said it is difficult to force someone to play a match that they don't want to play - which is funny because killers have no other choice than to dc to end a game and then why did this person joined the lobby. Survivors can do a hook kill or run to the killer and then die. Year, the problem is not the game but rather the player. However, in my opinion, the hook kills are the biggest issues because they are so free and easy. The developers should add a restriction to the 4%: You can no longer try an escape when you're the only hooked survivor (and when no other survivor is in dyingstate). Having no 4% in the 2v8 is possible and has a positive effect and I think it will also be good for the 1v4. Of cause, the survivor can still run to the killer and end this game on this way but then the killer has the choice to slug them - either dc, bleed out, or play the match. In addition, it is so stupid that one person can ruin the fun of four other players. Another option is to improve the report system and add the option to report players that give up but this would lead in more work and I guess the developers are not interested in this.
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@Tostapane said:
Title. I'm still perplexed why this perk wasn't reworked yet for how much strong and braindead is… healed by one health state, sprint burst and on top of that it can be used even when exhausted…
The Perk is still really good but now much fairer than before: You have no longer this stupid situation where a survivor comes full health from a hook and the nerf to three seconds makes it much fairer against weaker killers. And of cause, it no longer wakes you up when you play against Freddy. It is has also the requierment that you all generators need to be completed to get active. I remeber when the developers announced the nerf to Adre and everybody pretended that this will make the Perk ueseless. But it is still in the Top 10 of most used Perks because it is still strong but no longer too strong.
In my opinion the Perk is fine and there are more unhealthy Perks than Adrenaline.
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@MechWarrior3 said:
To be fair they adjusted her upon release 5.6.0 (Ptb) then again on 7.1.0 and again on 7.5.0 after all the negative backlash, but it was rushed.
She still has some pretty big core issues and addons to address.Is she getting love? Yes. 🙌🏼
Is she complicated to find the right balance? Yes, but I believe the devs will make it right. They’re more talented than what people give them credit for.
In my opinion, the developers had no choice other than to rework her because the first version was way too weak while the second one was way too powerful and a noob / average stomper with a boring but strong playstyle (kinda like Skull Merchant easy to use difficult to counter). It is similar to Skull Merchant that the developers do it because the community is not happy - and this good but also leads into this "we rush it and find something that is okay rather than perfect/good". However, I don't want to imply that the developers are not talented or anything like this. They have the right ideas. Maybe I sounded a bit too harsh but only because when I still see/talk about this bug because it bothers me a lot because it is not like Blights double fatigue that happens sometimes and does not matter that much (still annoying tho). It makes a huge difference, especially when this is Sadako's best - and nearly only - way for mindgames/ antiloop (and this is also limited). If she had the right invisibility basekit, you could do so many cool plays. In general, I like her power design and her skill ceiling, as well as the fact that you need some awareness on a different level.
The current Sadako has the right base to work on. Her condemned is difficult to balance (see first and second version), but the current one feels almost right only the tape part needs to be buffed like you mentioned. Here should be either a downside or a bigger punishment for holding Tapes (the second version had the punishment of hitting survivors with Tapes gave extra two stacks and I think something like this should comeback but maybe when you hook the survivor gets two stacks instead of one so the trade is fair or (this might be better) that the purple Addon becomes basekit and hooking a survivor with a Tape gives every other survivor one extra condemned). TVs turned off by survivors should also have a shorter cooldown to make tapes less free. The VCR Addon could also become basekit and would not even be that good but enables some surpses and good synergies. The lullaby needs to be removed. Playing against a stealth killer gives survivors automatically more awareness, and they look around - and the average player looks around when sitting on a generator). So the lullaby is more of a huge nerf and noob handholding. Some Addons need also a rework, especially the purple ones. The Iri Tape is a funny meme Addon and usable but should not be an iri one. It should be a brown one without the drawback.
I really hope the developers will fix this bug soon and fix the gameplay issues she has.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778713#Comment_3778713
Can they see the bats?
Survivors can see the Bats and the Bats have a 48meter lullaby
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Join the crew: If you play survivor and your teammates play the same character, you must play this character too. Same goes for when your teammates play a Resident Evil character, you have to play as a RE character as well.
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@Chocolate_Cosmos said:
Its just about Sable. Unknown is forgotten or something. No skins, nobody talks about it, etc. Meanwhile sable gets every chapter skin(s) and is one of the most played picked Survivor. Seems like the DLC was just about Sable at this point.
About his power:
I like the idea of his power but it has so much drawbacks and limitations: middle and long shots in chase are impossible due to the slow projectile movement speed - so easy to dodge. Hitting survivors directly is not really rewarding which is kinda sad. He has a very small~3sec window when he hits a survivor the first time. Artist has a similar one but her Birds have much more opportunities and are more lethal from close but also from afar. Good hits are still possible and very satisfying, especially when you make a good prediction shot or a nice wall hit but the power is still not that strong and more of a high risk with high skill ceiling for a mediocre reward. Survivors nowadays know how to counter and avoid the projectiles and how to remove weakened easily (not hugging walls, looking at the killer when he can't hit you, and looking at the killer during chase is the easiest one that you do anyway). His Halocinations are much better (can be stronger in chase than his projectiles) but also suffer from the random aspect and the fact it can ruin your map mobility. His Addons are also rather meh. You are forced to use the brown Addon for faster movement speed after teleporting. The green Addon for weakened survivors when they complete a generator is also important to have more opportunities of downing survivors and to not hit a survivor twice for an injury. I still like to play him and he is still enjoyable but I guess some of the mentioned issues results in why many players don't like him that much or rather play a more reliable (and easier in a different way) killer like Nurse, Blight, Billy, Huntress or Wesker.
About the cosmetic:
The Unknown got its own anniversary cosmetics, which is really cool and special - Sable got nothing. However, since then, there is no new cosmetic, which is kinda sad. I hope it will get one next month or maybe one with the Castlevania collection - potential is there. One thing that is really sad is that the Unknown will never get his own tome because the developers said that they want to keep his story hidden to keep the feeling of Unknown. Same for Dredge. So getting rift cosmetics or a spotlight can be difficult for Unknown - for Sable it will be easy, I still wait for the tome that features her and Mikaela and her relationship. But yes, Sable has much more and will get much more cosmetics, which is understandable because she has a good design and so much potential. The developers knew exactly what they did with Sable - I know it first hand, Sable is my survivor main :x
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@GloomySpooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778133#Comment_3778133
Not all feedback is usable feedback. They are working on a huge list of perk changes and some changes they're making now may be to account for future changes to other things.
That would be my guess at least. They've been saying for months that they're making a lot of perk changes, people are going to be complaining every update about it. Doesn't mean they should ditch the plan.
I know and you're right with your guess. When I see some Perk buff suggestions, I am sometimes happy that the developers don't listen always to us. However, when many players have the same opinion and can explain it in an understandable justification (so not something like "Bring back original DH because it was fun!!!11!!" or "bring back old NOED because I can no longer 4k with it"), I don't understand why they at least explain why they decided against our proposal - don't have to be a long post but at least something that shows that they thought about our feedback. In addition, that was also on the PTB section where they ask for specific things and not someone came up with a random buff suggestion. Now is the problem that a Perk like Darkness Revealed will still be useless while Knight will still be pathetic to play in a different way because now they are busy with the next updates.
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@MechWarrior3 said:
Hello there! I know your hands are full. I’ll make this short. Thank you for listening!
A few suggestions.
1) Are we still gonna get the invisibility buff promised in January. It’s been bugged since.2)VCR Addon - there’s no value in it. It’s purple. It should have at least decent value.
3) Tapes are too free for survivors. It’s too easy to hold onto the cursed video tape. TVs are off for 70seconds. There’s no risk. Shutting the first tv is completely free too.
4) Her stealth 🥷 isn’t very stealthy. Most people just pre run. 🏃
5) Iri videotape is meh 🫤 too much punishment. Not enough reward for it. No power, and even longer cooldown times. It’s a heavy price to pay.
Agree with everything. Sadako is actually a cool killer but the developers don't give her enough love. I really hope she will be up on January Killer Tweaks with some Addon and basekit buffs.
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@Peanits said:
This is a great question, and the answer to it is a little long and comes in a couple parts.
The first is that releasing an update on all platforms requires us to send the update out for certification on each platform. This would add a pretty substantial delay before we can get it into your hands for testing, which in turn reduces the window of time we have to make changes until the update is properly released (any follow up update would also need to go through the certification process). Releasing a PTB in a separate branch on Steam does not have this requirement, so we can put the latest and most polished build out for testing very easily.
Releasing it as a beta separate from the main game also provides more safety and flexibility to try out bolder changes. If something doesn't pan out on the PTB, it's no big deal; we can tone it down or revert it before the update is released. In the meantime, you can switch back to live servers once you're done testing and it no longer affects you. Meanwhile if something is pushed directly to the main game and turns out to be way too powerful, it could take a week or more before we're able to release another patch to fix it. You'd have no choice but to go against it until then.
To be very clear, updates are not ready to be released by the time the PTB rolls around. The last few weeks are a very important time for fine tuning, polish, and bug fixes. This means the PTB build will often contain bugs that are planned to be fixed before the update releases. We wouldn't not feel comfortable releasing the update at the time of the PTB on all platforms with some of those issues present. Having it on a separate test build allows us to start collecting feedback and prepare things for the release despite a few extra bugs being present.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776504#Comment_3776504
I can safely say that it's not for hype. It's far more exciting to have everyone experience it at the same time rather than splitting up people's first experiences between a PTB and live release. PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776576#Comment_3776576
This is true, though PTBs at first were a little different than they are now. It was not standard for new Chapters to have a PTB before they released, this only became a recurring thing with the Curtain Call Chapter on the second anniversary.
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776632#Comment_3776632
PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.
So all that feedback we gave you (you = the developers) about Knight and some Perks (Iron Will and Darkness Revealed) in the last PTB were not issues for balance or otherwise even though we wrote billions of essays and explained why they are balance issues, went in the wrong direction, or are bad play design choices?
Peanits this was a serious question: Do you, the developers, really think you did a good job and did the right thing with the Knight rework and the buffs to Iron Will and Darkness Revealed? If yes, why did you never respond to our feedback and suggestion? We spent so much time and effort in it but you never responded to us and you did what nobody wanted/asked for. Also if you think you did the right thing, can you explain why our suggestions were wrong? At least, this would be great to understand what went wrong and how we can do it better next time. Of cause, every other developer can answer this too. I would love to see an answer.
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@Slan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777670#Comment_3777670
Okay, try playing Billy on Lery's, RPD or Midwitch, especially the new Midwitch. Then tell me he is not map-deppendant and that having skill is the only thing that matters. No matter how good a billy is, in RPD your power usage is HEAVILY limited and your learning skills don't matter because you won't be able to use billy's full potential. Playing killer is not like math, like playing skull merchant is not like chess. Maps DO make a difference beyond skill. Another example, blight on Coldwind is AWFUL in a considerable area of the map and there is nothing you can do, using your power in the corn usually means you have nothing to bump into. Using nurse on indoor maps is awful as well, considering you have no aura reading perks, which you shouldn't be compelled to bring if you don't want to. Map offerings offer both killers and survivors the FAIR chance to go to a map where they feel comfortable and squeeze the maximum potential they posess.
I play Billy and I've never said he is not map dependent - thus there are better examples of map depending killers than Billy. I said some killers have difficult maps but they are still playable, especially when you talk about the three strongest killers in the game. Skill and experience helps you to deal better with rather bad maps for the killers. Also, It is not really fair when you send the otherside to a map that gives you a huge advantage and that you know better than anybody else. This is rather easy mode.
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1. Newer map designs are much better than older ones. They are not perfect but better. They messed up with Haddonfield of cause but their other reworks are good/decent - Red Forst is a fair map and they even buffed Ormond for survivors. Now they try to make Midwich better for survivors. Lagging killers/ killers with high ping is not the fault of the game. Other games have the same/a similar issue.
2. Survivors have good Perks too and Perks for everything: Aurareading with Troubleshooter, Wire Trap, Gens with Hyerfocus, Deja Vu, Chase with WoO, Iron Will, Exhaustion perks. General strong; Unbreakable, DH, DS, OtR, Adrenalin and much more. So saying survivors have nothing and killers have everything is just wrong. But I guess saying this fits your drama more.
3. Inatadown Perks are not even good while the developers remove slowly all the instadown Addons. Killers also need map mobility to be more reliable. Many killers that don't have any type of map control are just weaker (Ghost Face, Myers, Trapper, Clown). Killers also not 3 times faster than
4. We have DS, OTR, BT, DH and now Babysitter and Resurgence to make tunnling more difficult. The developers care about this part and to make it better for survivors. Year, the 4man bleed out is annoying and I wish we had options to end a game quicker but maybe this will come with the finisher mori. Also toxic players are toxic because they are toxic and not because the game or the developers encourage them. those players exist on both sides. It is not a killer only thing.
5. My teammates are bad = this game is killersided = the developers don't care about survivors. Year, seems legit. Killers get QoL changes to feel better to play. If a killer feels miserable to play no one plays them which means more players play the same killers which are Nurse, Blight, Billy, and Wesker. I think the survivors benefit from QoL changes for weaker Killers so we can see more different killers and not always the same ones. Besides that, the developers also nerf killers to make it better for survivors like Wesker to reduce the tunneling or Chucky to remove the lose lose pallet situation. They also nerfed regression perks and buff the hook timer to 70. The developers introduced the Anti-facecamp mechanic, HUD, and DC Bots. They care about survivors.
6. These Perks are still strong and have a high usage. They got nerfed but not to the ground - the developers made them fair and fair is not useless.
TL;TR
You complain about survivors get nothing besides nerfs while killers get or have everything. This is not true and a simple look at the patch notes or at the game over the last month proofs it. Instadown is not even strong in the current metagame. Many other points are not a game but rather a player/humanity or technical issue.
Usually I don't reply to this but there was so much unbelievable fake and misinformation. Oh and I want a prize:
The developers makes camping and tunnling over the years much harder, survivors still have really strong Perks and some Addons are even stronger than some killer ones or even stronger than Trappers Trap.
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@Seraphor said:
Maps don't need to be 100% perfectly balanced. The vast majority are fine as they are, and the small advantage the others give is vastly overblown, and in most cases negated by the fact that it is one of many maps within a realm.
I've played this game long enough, I've escaped and died on every map multiple times, I've 4K'd and 0K'd on every map multiple times, I've won when my opponents have played map offerings and I've lost when I've played map offerings. The problem is very very rarely the map, it still takes skill and co-ordination from your opponent to actually use it against you to their advantage. Sometimes you just get outplayed.
There's also a ton of confirmation bias when it comes to maps.
When do you find map offerings to be a problem? It's when they're played by highly co-ordinated SWFs right? So you don't think that the fact they're a highly co-ordinated SWF might be a bigger factor in why you lost that game?
No, must be the map. There must be something you can blame besides the performance of the players.
It is not about winning or losing - some players care more about how the match was and not how the result was. I'm okay with winning or losing because I care more about the match itself and if it was exciting, funny, or good. If I would always 4K at 5gens or would escape every match with 0 hooks, I would leave this game because that would be more than boring. If I would 0K every match or would never escape, I could still play this game because it is still fun. Winning is not always fun and losing is not always bad.
I'm okay when the game sends me to a map that I don't like, is bad for the killer I play, or that the map is unbalanced (RNG happens) but I don't like it when the otherside sends me to a map just because they want to play on it with a boring strategy or to abuse the advantage that the map gives them. I had many matches that I won against SWF and SoloQ teams even though they used a strong map offering but many of these matches were not really funny.
Same when I play survivor. I'm okay when the game sends me to Midwich but when the killer or even the other random survivor does it, it just feels bad and often results in rather boring matches. I even feel bad when I play survivor and one of my teammates drops GoJ, Badham, or Eyerie. it is simply an unsportsmanlike action like when you have a 100 meter race against someone and your opponent pushes you slightly at the start to get an advantage. Even if you still win, it just feels unfairly clear. Sure, the first few times you feel good because you still won, but at some point it just gets annoying. You still play against these players but it leaves a bad taste.
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I really wish the developers would rework or remove map offering. They are just annoying and many players abuse them to get an advantage on their own or to make the match miserable for the own side (e.g. one random Claudette wants to do the "stay in killers terrorradius for xxx seconds and sends the match to Midwich).
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777476#Comment_3777476
"Broken maps"
So the problem is the map?
Awesome, fix the map
It is impossible to make every map unique but also 100% balanced for both sides. It is also difficult to make bigger balance changes on licensed maps like Midwich or RPD. There will always be maps that are rather survivor- or killersided but this is not so terrible as long as it is only slightly and not extremly like Garden Of Joy for survivors and current Midwich for many killers. We have to remove the extremes in this game and map offerings are extremes because it gives you a huge advantage (knowing the map enables you to use the best Perks and strategies for it). Lastly, it takes much longer to fix every map than to rework or remove map offerings, especially when the developers still introduce new maps, new variants or do a bad rework of a map.
@Slan said:
https://forums.bhvr.com/dead-by-daylight/discussion/423401/can-we-get-rid-of-map-offerings-already
Map offerings seem to be fine. Especially now that there is an offering that basically throws map offerings to the dumpster. Thing is it is fair, both sides can use them. And you are also kinda wrong since map offerings DO add value to the game. Take a scratch mirror Myers for example. Using certain map offerings to ensure you go to a map where the build works is mandatory when using that build. Or using a Condwing offering with Hillbilly so that youi can use the chainsaw in a comfortable way. Or using Gideon's as a survivor in order to have those good pallets at your disposal.
And the situations you are describing don't happen that often. Most times survivors will kill themselves on hook for the most pointless reasons such as downing them fast, playing skull merchant or being a good nurse. I have never seen someone disconnect because of a map offering.Saying we need map offerings so we can play jumpscare Myers is kinda low. The killer needs a rework and an Addon rework and not stupid map offerings to perform better or to be playable. You can also play this build in a custom game with your friends. Billy is also playable on many other maps and already a strong killer. Some killers have really difficult maps due to their power but this also gives the players a chance to impove. It is like math: you are not good at mathematics and your solution is to skip every mathematic lesson but you have to write the mathematics exam in one day and then you will mess it up so badly and this is your own fault but your solution after this is still to skip mathematics lession. What I wanna say: Using map offerings for an advantage prevents you from improving and getting better (You can also use the NOED example if you want).
Lastly, for the green Hand argument: They are not very effective because you only have a few of them and many players rather wanna use BP Offerings. BP Offerings are always welcome and nobody gets hurt when someone uses them.
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I'm happy for everyone who is still enjoying the mode and in my opinion this mode is very good and well thought out. I am also happy that many players enjoy the mode because it is fun to play and I hope the developers will improve it in a good direction for the next time. But I am kinda sad that we have another week of long killer queue time, awkward matchmaking, and no bonus BP in 1v4 :/
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@skinboy142 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776039#Comment_3776039
This is indeed not the first time. This same issue is also present in Frosty the Nightmare and Unwanted Toy.
It is mostly Dredge which is so sad. Wraith's Meet Your Maker Weapon has a similar issue.
I guess this is also the reason why we didn't get a first person view in the cosmetic store to see how weapons look like from the killer pov because no one would by these weapons. But at least we have a mori preview...
The sad part about it is that they keep doing this which means they don't see any issues with it or plan to change it in the near future.
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@Peanits said:
This is a great question, and the answer to it is a little long and comes in a couple parts.
The first is that releasing an update on all platforms requires us to send the update out for certification on each platform. This would add a pretty substantial delay before we can get it into your hands for testing, which in turn reduces the window of time we have to make changes until the update is properly released (any follow up update would also need to go through the certification process). Releasing a PTB in a separate branch on Steam does not have this requirement, so we can put the latest and most polished build out for testing very easily.
Releasing it as a beta separate from the main game also provides more safety and flexibility to try out bolder changes. If something doesn't pan out on the PTB, it's no big deal; we can tone it down or revert it before the update is released. In the meantime, you can switch back to live servers once you're done testing and it no longer affects you. Meanwhile if something is pushed directly to the main game and turns out to be way too powerful, it could take a week or more before we're able to release another patch to fix it. You'd have no choice but to go against it until then.
To be very clear, updates are not ready to be released by the time the PTB rolls around. The last few weeks are a very important time for fine tuning, polish, and bug fixes. This means the PTB build will often contain bugs that are planned to be fixed before the update releases. We wouldn't not feel comfortable releasing the update at the time of the PTB on all platforms with some of those issues present. Having it on a separate test build allows us to start collecting feedback and prepare things for the release despite a few extra bugs being present.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776504#Comment_3776504
I can safely say that it's not for hype. It's far more exciting to have everyone experience it at the same time rather than splitting up people's first experiences between a PTB and live release. PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776576#Comment_3776576
This is true, though PTBs at first were a little different than they are now. It was not standard for new Chapters to have a PTB before they released, this only became a recurring thing with the Curtain Call Chapter on the second anniversary.
PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.
So all that feedback we gave you (you = the developers) about Knight and some Perks (Iron Will and Darkness Revealed) in the last PTB were not issues for balance or otherwise even though we wrote billions of essays and explained why they are balance issues, went in the wrong direction, or are bad play design choices?
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The PTBs are still good to prevent bigger problems for the live servers. Like I am pretty sure everyone is happy that the PTB Twins didn't came to the live servers or that Vecna felt on his release smoother and not like a slowdown.
However, it is sometimes frustrating when the developers completly ignore every feedback and give a ######### about it like they did last PTB with the Perks and Knight. This is really disappointing and also makes me think what is the point of a PTB when you ignore Feedback.
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@Leidenschaft90 said:
With regard to the rank reset on the 13th: Why didn't you give us the possibility to pip in 2v8 ? I was able to finish quests that required emblems in 2v8 although it doesn't show your emblems. So even the emblem system works in 2v8, so why not pips as well?
My guess: 2v8 is not a Modifier but a new mode and the developers said that they want to make it permanently. So I think at some point they implemented an own rank system for the 2v8 mode - similar to the 1v4 mode which explains why we can do emblem achivments. But maybe they didn't implement completely or forgot to remove it.
It is kinda sad that there was not pip system ans I hope it will have one the next time
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I really don't know why the developers keep doing this. This is not the first time they did this and it is still so bad and sad. Why cannot they learn from their mistakes?
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@Sngfun said:
First with Project W, which was announced when Dredge was released (3 months in advance) then Castlevania which was announced in january of this year (7 months in advance) and now FNAF (1 year in advance)….
I mean oddly enough it kind of just kills the hype for other releases. I mean the next year I will be like yes this is great but it isnt fnaf… only x months remaning!
Just don't get the point of it.
I guess they announce it because FNAF want it and not because BHVR want it. I could also imagen that the developers want to prevent any leaks because FNAFxDbD is a huge one and the best way to prevent any leaks is to announce it offically. I mean, All Things Wicked, Chucky, Alan Wake, and Castlevania were leaked by a random YT comment. That may be funny for us, but it hurts the developers incredibly because it lowers their trustworthiness.
If we look at BHVR's shedule they plan everything one year ahead, wich means they currently plan their next anniversary and fall chapter for 2025. The developers said that they need 9 - 11 months to create a killer and their power which means that the FNAF license is very fresh (maybe not even a month old).
Castlevania was announced during the anniversay stream and not in January, so it was 3 months in advance. I guess you confused it with the leak? Project W and Castlevania were annocuned during the anniversary as a special surprise for the community because both are big franchises and players love them. However, there are also these type of licensed chapters that the developers announce a day or two days before the PTB like Chucky, Alien, or Tomb Raider. So they do a good mix of both and this in my opinion good . However, announcing a chapter one year in advance is a big surprise but a good one.
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Tomorrow Castlevania, in March 2025 another licensed chapter, and then in Summer (I think FNAF will be our anniversary chapter) FNAF. What a crazy good time to play dbd. I'm really looking forward to all of this!
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@fussy said:
https://us.v-cdn.net/6030815/uploads/JSCI1B46UGG1/image.png
I'm really surprised no one is talking about it, seems like this buff is dark horse in this update.To begin with, I don't know why are you touching it, because it's not rare perk in my matches by any means. It's for sure not meta, but I see it pretty often on killers and pick it myself from time to time on survivors. And I can agree with buff to 40% like Wiretap and Blast Mine, but 20% obviously is too much.Thing is, for solo player it won't do much, because they will use it one time per chase, same as before, but it will be too overbuffed against swf, lead to opportunity of having a trap on almost every pallet. And I know what i'm talking about, because I love AMN+CT combo in swf. Pick some braindead Gideon or Eyrie on top of it and it will become another super stupid perk, which we will nerf for another year. Please don't do this mistake. 40% will be completely fine.
Okay I have to be honest: I thought it was buffed to 40% because Wiretrap and Flashbang have the same buff and I've thought "year, the same goes for Chemical Trap because you have to do a gen and it is also 50%". I only notice the reduced duration. Now, after reading it carefully, the explanation for reducing the duration makes little sense because: My problem with this change is that this Perk will be good against the weaker killers that have to break pallets because they cannot outplay them while stronger killers won't mind it too much because they can either ignore or outplay them (they can break the Pallet later and then won't mind the slowdown but due to the shorter duration it is even better for them). In the end weaker killers will suffer more from it than stronger ones. I get their idea of "okay when you work a little bit on a generator and then you're in chase because the killer comes to you, now, you have the Chemical Trap to give you some advantage in chase. You can only have one Chemical Trap and not more like you can do with Flashbang. It is also much more difficult to set them up with AMN - @Devil_hit11 already explained it. But only 20% sounds very little. Therefore, I get your point when you say that this Perk can be really strong in the right hands, which are SWFs and these can also use Map Offerings to make it more powerful while also using other nasty stuff. However, I can't say much about it because I have very little experience with this perk because I rarely see and use it but I will test it in the PTB with friends of mine and then make my opinion about it but like I mentioned before I don't like for beeing good/strong against weaker killers but particular useless against the stronger ones. I'm also not interested in a Perk that gets buffed to much and becomes problematic for the next few months. We've already had enough of these Perks.
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- Finisher Mori: okay, I'm interested to se if you cooked good or not.
- Unknown: I hope they buff their weakened a bit more and make the brown Addon basekit. Otherwise, he is fine. Thus, i can imagen and I am afraid of it that he is problematic for beginners and due to this they will give him a bigger change but then it is only a tweak and not a bigger change.
- Billy: Lowpro needs a rework while Overdrive could be less spam able/rewards you for hooks and not for just using your chainsaw for mobility
- Twins: I hope for a solution for survivors can holding Victor hostage for 30sec
- Skull Merchant: Idk. Maybe a change so survivors understand when they get injured, broken, deep wounds?
- Distortion: finally
- Crowd Control: idk.
- Leverage: hope for a much longer duration even though I don’t think it will help that much
- Blood Rush: I hope they don't overbuff the perk.
- Plague: I am a little bit afraid but I hope for the best like unique chase music, one more Corrupted Fountain (Apple Addons are very common) , and Iridescent Seal rework.
- Pinhead: He can no longer break his own chains with his body and Original Pain rework.
- Shadowborn: the new effect is useless and it should get a rework instead of a tweak. I guess they buff the numbers which will make it not better
- Weaveatument: it's understandable but I hope it won't get useless like Ultimate Weapon.
- Pharmacy and scene partner: seems good
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@sinkra said:
I really don't understand, many players are having the most fun in years and the devs are going to take it away from us so soon without any plan to reimplement? The devs need to start listening to the players because we want 2v8 to STAY.
They said during the anniversary stream that 2v8 will come back but not this year. They take it off to improve it and add more content to it. So don't worry, it will come back and I am pretty sure they do their best to make it better for everyone because they know about the success of this game mode
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They could use the spawn locations for Sadako's TVs and Xenomorph's Controlstrations and say "if you play Huntress, Trickster, or Dredge" a an extra locker will spawn nearby a Generator to avoid locker deadzones. They could give these lockers a blue print so survivors understand that it's a killer only locker and not a normal one. It would be a simple but very helpful solution because locker placements is unreliable and makes these killers, especially Dredge, extremely map depented. Of cause, these spawn logic is not always reliable but still better than nothing. It feels so bad when you play Dredge and can't use your mobility due to bas map design
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I wish the developers would rework Nightfall. Make it less dark because console players (when light is shining on the TV you barely see nothing) and players with accessibility issues struggle against this killer and this is just unfair. As an exchange the Dredge could get some buffs during Nightfall like faster vaulting and breaking to come up with it. Increase his strength so downs and hits comes with skill and because survivors cannot see anything and run on the edge of the map.
We have 2024 and I still don't know why BHVR refuse to give us accessibility in this game. Year, Nightfall makes everything scary and horror but other games can do this too but also give you accessibility. It's not only Nightfall, the colors of auras, sound notifications, Spirit, and much more is so bad and is missing accessibility.
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No, I love the fact that there are no perks because the gamemode is better without it. Everything in this gamemode is close and there is nothing that stays out as really bad, strong, or necessary. If you play the normal mode as killer you feel like you need to bring slowdown to not lose to many generators. If you play survivor you are forced to bring WoO or an antitunnelperk. You cannot bring the four best perks in the game to make you more oppressive/stronger (I am honestly not interested in facing two Pop, PainRes, Corrupt, and GE or eight eight similar survivorbuilds). The gamemode is more about: you win when you play good and not because you brought the strongest stuff to the match or you lose the game because the killer brought NOED and 4K after having one hook. The other side cannot abuse stuff like bodyblocking with OTR. You don't lose the match because you chose the wrong class or killer and the reason for that is that you basically know what you will face and everything is fair and usable. It's not a stupid situation where you play a funny goofy build and the otherside brings the best stuff in the game like their life depends on it. The same goes for Items and Add-Ons, you don't lose the game or feel bad because the one side brought four fat toolboxes and sent you to Eyerie or other side sent you to Midwich.
Having classes and basekit killers make everything more simpler and predicable which is really nice. This is also helpful for new players because they don't have to learn and understand the more than 30 maps, killers and their Addons, or all these perks at the same time - it makes the game more beginner friendly, simpler, and enjoyable. They also don't have to grind or buy stuff to play the game. You choose your class/killer, queue up, and enjoy.
I also like the idea of classes and their own power and they should keep this and add more classes (my wish a Trapper class with Blastmind, Chemical Trap, Head On or Flashbang). The idea of Teampower on the killerside is also great because it gives the killers roles like Nurse is the Attacker, Wraith the All-Rounder, Trapper the supporter (similar to the roles we have in Overwatch, League of legends). The developers should keep it and add more roles like Plague could become a great Defender (instead of getting infected, survivors work slower on puked generators). Having classes and roles is much more unique than giving them Perks.
Overall, adding no Perks was the best idea the developers had. It is so much better and enjoyable. I really wish the mainmode would be similar by having perks less strong, necessary, or bad.
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Maybe they delayed it by a few days due to all the recent issues this game got. We can also expect a developer update either tomorrow or on Friday for the upcoming changes that comes with the Dracula chapter (no infos about the chapter itself but about killer or perk tweaks). Maybe in this one, they will include the roadmap for the second half of 2024. Then we also should get a roadmap for august, even though we know a lot about upcoming cosmetics and when the Dracula DLC will release.
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Year, this is also one of my few problemes I have with this mode. I really enjoy this mode because it is refreshing, funny, and nice to play - I played a lot of survivor. However, the killer queues are awfully slow and bad in both modes and if the developers make this mode permantly, I think the queue times will be this badly. We also have to keep in mind that they want to try new modifier (e.g. in september we will get a new modifier and a comeback for the Chaos Shuffle is possible) which means we would have three different lobbies to join which will make the queue times even more worse.
It would be the best if they keep this game mode rather special (e.g. maybe every season or two times a year) and adding new killers/classes when it happens instead of making it permanent. I also think this would keep the good spirit of this game mode. They did a great job with this modus but it is just the queue time that is troublesome.
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Doctor: I don't trust any stats from the Doctor because in asia many players use him as an afk bot to farm Shards which always results in lower killrate. However, I agree that he still does not feel good to play. You have to shock, and shock, and shock, and shock until you get the hit. It feels so boring and draining on both sides because it is more a question of time. There is also the problem that what you see on your screen and what happen on the survivor screen is not completly the same. Year, Doctor should get these buffs (or something similar) to feel smoother and better to play. Yes, his Addons could become more intersting and unique. Doctor has the problem that his Madness is extremly strong against new and average players but rather okayish/weak against the experience players and everyone beyond that (they can hit Madness skillchecks, they don't get tricked by fake TR or Red Stain ect.).
Pig: I feel like her Dash Attacke should break dropped Pallets because her Power is not the strongest and other killers like Blight or Demogorgon can destroy Pallets with their power, so why not Pig too, especially when her power isn't the strongest antiloop or zooning tool in the game. However, I agree with your suggestion: The basekit buffs made Pig much more smoother to play but they only help on middle/small loops. On rather bigger loops or when the survivor tries to leave the loop, you need these Addons to have a better chance to get the hit. Leaving the loop feels so boring and it would be much better when has the right power to force a 50/50 on both sides, which is much more interesting. In general, I like the idea of the developers to buff her chase and antiloop power while making her RBT more of a slowdown instead of a kill option but Pig still needs some buffs in her chase power.
Her Addons could also get some tweaks: Rusty Attachments and Utility Blades are rather useless Addon because they are basically Sloppy on wish. They should get a rework. Could be okay when one Addon applies both Mangeled and Haemorrhage for 90sec when she hits a survivor with her Dash or when she puts a RBT on a survivor but the other one should get a rework. The downside of Jigsaw's Annotated Plan could also be removed. Interlocking Razor is such a useless Addons. Slow-Release Toxin sounds good in theory but is awful in praxis because a survivor with a RBT is useless and you don't want to chase an already useless survivor. Would be cool if she had an Addon that would give her Untedectable for a few seconds after she stops crouching or that reduces her TR by 8 meters for each survivor with a RBT - don't have to be exacly that, that's just some random thoughts.
Hag: Making her a 4.6 killer won't solve the problem. The reason why she is the least played killer in the game is because she is not like any other killer: You have to use her power in the right direction: Shut down an area that you want to defend (Generators or a Hook and then you have to chase the survivors deeper into your trap network to down them there). Not many players like this - they want chases and action. Many players play her like this and lose their matches and won't touch her ever again. Hag is completly different and every experience you have from other killers, won't help you that much when you learn Hag. Making Hag a 4.6 Killer would result in that players would still dislike her playstyle and play her like trapper: Strong loop → place a trap so the survivor has to leave the loop → chase them to another loop → repeat → hit → repeat. This will still be a rather boring interaction which means Hag will still be the least played killer. There is also the issue that Hag is rather weak once you have this one survivor that harass your traps because it is so easy to spin Hag's Traps and to make her completly useless (It is still easy to spin her traps and avoid a hit when she teleports. She needs both decreasing range Addons to get the hit when a survivor spins her traps but at this point your traps are useless in a different way). If a survivor team is missing this survivor, she is strong but if you win the match it is often a they lost the game and not I won the game (If you know what I mean). Wiping her traps had the result that now rather weaker players (the ones who cannot spin her traps) can disarm her traps, but this takes a while. In my opinion, Hag should get a bigger lunge Attack when she teleports to a trap so it is no longer possible to spin her traps and survivors are forced to wipe her traps, which slows the match down - still very boring but at least Hag has now a power. Yes, you can make her a 4.6 Killer instead so she can chase this one survivor that knows how to disarm the traps but this will still be very boring - let's be honest, a survivor who knows how to spin Hag's trap and how to harass her will be good at looping. But she still needs other buffs and QoL to make her stronger. However, I think even with the right buffs, players will still refuse to play her because her playstyle is very special. Maybe she needs a hole rework. Idk In my opinion Hag is a very special case but also a very interesting one because she is so unique in her playstyle.
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@GroßusSchmiedus said:
Sorry but 2v8 and the free weekend should be delayed, your bugfix introduced even more bugs than it fixed.
I've watched some 2v8 matches from the FW and the mode seems to work perfectly without any problemes. I think it is only the normal modus that has all these ugly and annying bugs. I also highly doubt they will postpone the 2v8 because they have a very strict shedule and they made a big deal with 2v8 (promotions by the FW, their own stream, special cosmetics and much more).
The mainfocus of this free weekend seems to be the 2v8 which is a little bit akward but okay. Maybe the idea is that the new players spend much time in this one and not so much time into the normal one which means they will encounter not (so many) bugs.
tbh, if new players give DbD a try during the free weekend, it is not so bad that they see some bugs because this means they can get used to these bugs straight away if they buy the game afterwards.However, are these bugs annoying as hell? yes! is it a good idea to do a free weekend while the game has so many bugs? no! So basically, I agree with you.
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I don't like the idea of making Hag a 4.6 killer because this would ruin the idea of her: She is similar to Nurse in that way that you have to use her power right to be successful during the match. You cannot really use your knowledge that you got from playing Wraith or Legion and use it on her. You have to learn and understand Hag separately. She is not a chase killer. Her power is to shutdown an area and to lure the survivors into her traps by placing them right and to keep placing traps. She requieres a unique map knowledge and a completly different playstyle.
The only buff she really needs is a longer lunge attcke after teleporting to a trap (basically a mini Coup de Grass) because she becomes completly useless once you have this one survivor who knows how to spin your traps to harass you. Turning her into a 115% killer won't solve this issue but would make her rather boring and her power less needed.
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The developers can nerf WoO and give it a cooldown (it had a cooldown) but this won't change the usage of the perk. It's like Adrenaline and PainRes: When these perks got nerfed, everybody was like "now it's useless" or "they are fine and we need them" but they are still one of the best perks in the game and many players use them despite the nerf. Same will happen to WoO. It won't bring a metagame change. Beyond that, just nerfing one Perk won't change the metagame. To make a metagame change happen, the developers need to buff and nerf many other perks (in the right direction). Of cause, some players don't like it when "their" perk gets nerfed but this happens everytime.
WoO is an easy to use Perk: If players want to know where and when their teammate used pallets then they could use Alert or Any Means Necessary but these Perks requiere attention and you have to keep in mind which Pallet got dropped/destroied. WoO is simple and easy to use. However, this does not make the Perk super strong. It is just helpful for every player - for beginners, experience but also for veterans. I also feel like some players overreact a bit and abuse the mistake the developers did with Haddonfield. The developers did a good job with the Red Forest maps and even changed Ormond to remove the deadzones for survivors. Their latest maps are also much better then their older ones. Of cause not every map is perfect and could get some adjustments (Greenville) but it is nearly impossible to make every map both overall balance for survivors and every killer but also unique. Thus, I have to admit that I don't like the variants of Ormond and Yamako and they are rather questionable than good. I also feel like the map RNG should be more reliable and should have a better spawn logic like some other maps have.
Nevertheless, the question could be where we draw the line between "the Perk is helpful" and "We rely on this Perk":
I remember when the Chaos Shuffle Modifier was playable and some survivors looked so lost and the reason was that these players rather rely on WoO and had no clue what they should do without the Perk - sometimes they had a pallet right next to them and they didn't saw it, they just ran past. So maybe adding a cooldown could be helpful to teach survivors more awareness of their environment. Something like "after vaulting a window or pallet or after dropping a pallet the perk goes on cooldown for 20/30sec" but at the same time increasing the range to like 40 or 48 meters. With this, the perk would be still helpful but requieres some awareness of the survivor → the survivor has to plan their chase and where to go next when leaving the tile/loop. At the same time could also be to buff/rework Alert and Any Means Necessary like "When a Pallet gets destroied you see the aura of every Pallet and Window around you for the next 30seconds but no longer the aura of the killer" (Alert) and "Once a survivor drops a Pallet, you can see the aura of every Pallet and Window around you for the next 30sec" (AMN, wouldn't remove the liftup part). This could also help the survivors alot.
However, in the end I don't really care too much about it because I don't have any problems with this Perk and there are other Perks the developers should nerf/rework. WoO has a rather low priority - in my opinion - because it does not make the metagame unhealthy.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766513#Comment_3766513
Stridor is supposed to work on iron will and off the record, even if they are used at the same time.
The game SHOULD be calculating Stridor last, because it’s additive.
I've tested it with Iron Will, then with Off The Record, and then without both of them while using Stridor. I still don't hear any grunts of pain when the survivor is injured and has one of those perks. But when the survivor has no Iron Will or Off The Record or is healthy and I use Stridor then yes the survivor's sounds are slightly louder but not like before - iirc, I've never used Stridor before.
I know the developers told us in their dev update that the updated Stridor is suppose to counter these two perks (which is already stupid) but I does not. So either it is a bug or it is intended because they changed their plans or there was a miscommunication.
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@blackoutraven said:
did I install the wrong update or does stridor not affect 0% of the sounds in any way? nothing has changed at all and the description of the perk is old.
- The bonuses granted by the perk are additive. (was multiplicative)??? shouldn't this change have exceeded 0%?
@MrDardon said:
They basically made Stridor counter Iron Will (and Off the Record) again.
Before, Iron Will would counter Stridor when it used to be 100 % because 0 % x 50 % equals 0 %
Now it's 50 % on top of 0 % sound, now your grunts of pain sounds will be at 50 % volume. Basically a slight buff for Spirit against Iron Will users, still wouldn't use it on Spirit.
I've tested it in a custom game (same survivor on the same map): If the survivor has either Off The Record or Iron Will active and the killer has Stridor, then you still don't hear any grunts of pain from the survivor. However, the updated Stridor works: The breathing sounds and grunts of pain are louder and work different then before the update but Stridor neither counter Off The Record or Iron Will.
I cannot say if this is intended or a bug that Stridor does not increase the grunts of pain from IW/OTR users. I really don't know what the developers do or how they come up with such ideas, but they have to stop. Stridor is still a useless Perk and needs a rework while Iron Will needs a different buff but not this one.
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Blight doesn't need any nerf. He is in a good spot right now. Without Hugtech survivors have much more options to play against him without getting tricked. His Addons are fair and no longer broken - in fact - some of his Add-Ons could get a buff but that's a different story. Yes, he is still a strong and powerful killer but no longer a killer that downs survivors in a bs way. He still has some good counterplays like crouching or faking direction to make him miss.
Nurse is a funny story because I see her like SWF. She is the strongest killer in the game same as good SWF are the strongest but they are rare but oppressive and really strong. In the same way, she is also hard to nerf without making her useless or removing the fun part. The best way to nerf her would be to add more line of sight blockers on the map but this would also nerf many other killers (Huntress, Trickster, Deathslinger) and with the buffed IW it would be even more a nerf for other killers. The devs would also never spend so much time and work into this - so never gonna happen. Giving her Blindness while charging a blink would not be the right step and good nurses wouldn't mind that too much but newer players would struggle even more.
Billy: The only nerf I can see is a change to his overdrive because it is a little bit akward that he gets rewarded for overusing his power even when used wrong or just for mobility - Imagen Trickster would get main event for missing his Knife or Nurse would get an extra blink just because she used her power for mobility.. So in my opinion he could get overdrive for hooking a survivor which would reduce potencial slugging and make downing more rewarding. The Lowpro Add-On is also something that could get a change because it feels akward that either the survivor drops the Pallet and you get the hit or the survivor does not drop the Pallet and you get the hit/down. It is a lose lose situation similar to old Scamper Chucky. As an exchange the crouch tech could be removed. He could get a build in Antifacecamp-mechanic because it feels so stupid that he can just stay with a 99% chainsaw at the hook and there is nothing you can do. But a similar issue has Bubba. Otherwise he is completely fine. 40 meter terrorradius would be not a big deal and not really a nerf that would make him less oppressive.
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@MechWarrior3 said:
This bug HAS to go. This is so irritating. I was having such an awesome game on Autohaven playing singularity I had 7 hook, everyone was injured and podded up. They pop 1 gen and the last 2 gens go, they get the gate open and of course get out, tea bag, moon walk backwalks, flashbang me like they had such a solid Victory.
I would've had it in the bag. So frustrating. We need a HOTFIX ASAP sharp
The developers will publish a hotfix tomorrow
https://x.com/DeadbyDaylight/status/1815775486573953037?t=1lB2q_ltiI3yZjgf2SLWPA&s=19
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@ProffessorTV said:
I have been seeing a lot of killers rushing back at top speed to the unhooked survivor and immediately chased and downed again. How does one avoid this?
According to your explanation you are not the one that gets chased after beeing unhooked? Then you can bring the Perk Babysitter to better protect your teammates. It is now a really strong Perk and can help against a lot of killers that try to tunnel. Borrowed Time is also a good Perk because most killers only wait the 10sec but not beyond that. Reassurance is also a good Perk for that because a killer cannot tunnel someone that is on the hook. So they have to make the decision if it's good to wait near the hook for tunnling or better to leave.
If you get tunnled, bring at least one Perk for that like DS, Off the Record, or Dead Hard. This can be really helpful.
Otherwise, you can protect your teammate by taking a protection hit for them or sit on generators. You can also try to go down under pallets since this makes many killers nervous especially when another survivor is around. This can buy you some time for generators. Of cause, the obvious tactic is good looping and dropping everything so the killer waste a lot of time which can be a mistake. Tunnling might be sometimes the right play but not many killers tunnel the right survivor or realise that their tunnel is their lose. Thus, sometimes you have this rare matches where the killer tunnels one survivor out of the game at 5gens.
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@PogbertChamperson said:
1 minute of 10% haste with undetectable is too much. If the duration is that long it needs to reduce the haste to 5%.
I agree with crewman. The Perk isn't the best even though 60sec of 10% haste and Undetectable is really strong. The Perk is really hard to activate because you have to kick two generators but there are a few problems: survivors have to do the right generator with ML but sometimes they just forget about the generator or do another one first. Then not many killers can make use of them because they don't have the mobility to get it activated. Once ML is activated, you cannot apply it on a Generator. You have to wait until it's over and then kicking two generators and hoping for the best. During this time survivors can finish some generators. Lastly, you have to make really difficult and unreliable decisions like "do I kick this gen because they will finish this one or do I keep it on the current one and hope they do this one" or "Do I give up on the chase to kick the generator for ML? Is that the good play?". I used the perk a lot with different killers, a full build for it (Tinkerer, Deadlock, and either Corrupt or Discordance. Later Pop and Pain with Tinkerer) but only had a few matches where I had more than two times ML value but the teams were rather slow on gens. I even had one match where I only got it once and that on the last generator. Tbf, once it was activated it was good and sometimes strong, especially on some killers like Plague or Oni but it was so much work and investment that was not really wroth it in that way that other perks are just easier to use and more reliable.
No, this perk doesn't need a nerf because it one of those perks that sounds powerful in theory but rather mediocre in praxis and why not use Pop, PainRes, GE, and Corrupt that will never disappoint you or force you to make difficult decisions.
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@Marc_go_solo said:
I wish the bloodpoint score was visible. The build is definitely about stealth, no question. If they were to be just hiding all game then that would be a pain, but seeing the score would give a better indication of how much they participated. I've seen such builds for players who worked well as a team.
Both had a little bit over 7000 BP. Zarina was 15000 and Mikaela around 13000 iirc. Sable gave up on hook after I've first hooked Zarina and Mikaela. After Sable's death I found Mikaela and she died on hook, which was from my pov understandable and before she gave me two chases same goes for Zarina. Then, I was looking around for the last two and after a while found Lara hiding and she tried 4% but hit skill checks after that. The first gen also took a while despite only one PainRes.
Year, during the anniversary event me and my friends tried a full stealth build with the quiet mode and it worked. But something like this only works if you're a full team but this was rather a SoloQ from the way they played and how they behaved.
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@jamally093 said:
So since some perks got reworked thought I would see maybe Oppression would show up a bit more. I tried it and enjoyed it since it basically does three gens at once and has a short cool down now so I thought hey maybe some folks will try using those other killer perks but nope still just Surge and Pain Res everywhere. Even Dragon's grip a perk that gives some info and an insta down for just a 40 second down. I went a break from the game for about a couple days aka 5 days to see if maybe some players would try a new meta.
Pop, PainRes, and surge are just reliable and good for every killer. Oppression is decent and can be good on some killers but PainRes, Grim Embrace, Pop are just reliable. I
Darkness Revealed is still bad because the developers buffed in the wrong direction.
Dragon's Grip has some issues that makes it unreliable: It is rather a cooldown of 70sec because 30sec of Gen time and then 40sec of the real cooldown. Survivors simply forget about the generator which results in no value. Not many killers can use this perk due to M1 restrictions and map. Other perks are just better and reliable. It is only a decent perk for some fun.
Overall, this wasn't really a meta change but rather a try to make other perks a little bit better. Iirc, the developers said that they will rework 20 Perks which could result in a meta change - but only if they know how to buff them.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765467#Comment_3765467
The game has always been marketed that survivors can be team players or focus solely on their own survival. Yes, it's annoying if you get teammates like this, but it's literally a selling point of the game and thus it makes sense for perks to be made to support this playstyle.
Year but just because they say so doesn't mean they can't change it. In addition, the info about this comes from the steampage (at least I saw it there and nothing else where) which is over seven years old, so the mindset of the developers might have slightly changed. I also don't think that this is a huge selling point or does we have any proof of it?
In the end, if the SoloQ players are fine when they play with rather selfish teammates then okay. I just give the suggestion that I don't think it is good or healthy.
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@Krazzik said:
Stealth should always be an option in the game, a lot of survivors are bad in chase, including me, so stealth is a good option to avoid it altogether. The game isn't all just about the chase and it shouldn't have to be. I hate being chased as survivor, even after thousands of hours.
Nobody is saying that stealth should completly vanishing from the game. It is rather the question how much stealth is good for you and your teammates. Nobody is expecting you to loop the killer for 5generators or something like this but to join the match with the build and mindset to avoid any interaction with your teammates and killers to get the hatch is in my opinion not good and should/could be in some way limited/the perks should get a rework/nerf. Low Profile, Distortion, Left Behind, Calm Spirit, and Solo Survivor are in my opinion problematic because they support the mindset of beeing selfish. I can understand when the developers say that they think SoloQ is full of lonely wolves and for that reason they don't wanna give us some QoL changes when I see and withness rather selfish perks/builds in my lobby/players during the match. Again, not saying stealth should be removed from the game but rather draw the line between stealth and selfish.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765390#Comment_3765390
I did not say that you said you hate IW, but it feels like it.
Almost all maps got changed to the worse or released bad for 1 and a half year:
Cinema map: Only trash pallets and trash loops and terrible gen placement
Garden of Joy: Almost nothing good outside of car park, shack and main
Temple of purgation: Nothing outside of main and main isn‘t even good.
Both Borgo realms got Terible maze tiles, are far too small and have terrible/almost no loops
Coldwind: The one with shack and rancid abattoir lack in almost everything. I don‘t like how they changed all aspects of coldwind, the lights and more closer corn was better, there weren‘t so many useless tent loops and less weird structures. Overall the old cooldowns maps were far better.
There are other maps that also lack in a lot of things, but that are the worst ones in my opinion.
I don‘t even have issues with Midwich and Hawkins, that most people call killer sided. Shure they are, but I find them fair. Midwich got a lot of good loops in my opinion.
IW is a very good perk for the games Health in my opinion. It helps against tunneling in some way by making healing easier/less noticeable and sometimes the killer overlooks you, because of this. It is also one of the few perks that can actually help you losing the killer. It helps with flashlight saves. If my teammates would run, it they might at the very least die less often. That means I might be able to do more than healing the whole match and running from hook to hook. I also like looping with it more, because it doesn‘t give the killer constant wall hacks by letting him hear me through walls, which gives me an actual chance for mindgames.
Did the devs actually say that current haddonfield will get changed soon, because I thought they were very happy with it?
Iron Will is not healthy for the game but I guess you miss the experience to understand it - even though you explain it -, especially when I see how you think back to your discussion about maps in general.
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@Langweilig said:
Why should I want to „interact“ with the killer when all newer/reworked maps either have 0 loops or only got trash/worthless loops. At this point there is nothing else left.
I also don‘t understand your hatred for this perk. It is completely fine.
The newer maps are much better - at least only need tiny adjustments. They also announced that they will rework Haddonfield and even Midwich because they see the issues with these maps. We also have so many other maps, so just to focus on one or two where the developers made a mistake (that they agree on) is a little bit harsh. It's also not only about the killer but also the interaction with your SoloQ teammates.
I've never said that I hate this Perk. All I suggest is that Perks that enable a selfish playstyle is not healthy for SoloQ. So don't distort the realities here.
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@GloomySpooks said:
Well I don't know, are all the lengthy aura reading perks healthy for the game? The HIDE AND SEEK horror game. Especially when things like full aura-readiny comp nurse exists, with which walls, pallets, vaults are useless for survivors?
Lol okay okay, Nurse example isnt fair, okay.
But is getting sniped by hatchets across the map by aura reading huntress, is there lots of survivor/killer interaction in that?
There are things on both sides to consider. Distortion/iron will are great for survivors that arent good in chase. Also, it challenges the killers relying on auras to find survivors. Should they run dead hard/decisive instead?
If you leave the distortion player for last, that's a mistake for sure. Since you cant rely on whatever perks you're using, you have to use game sense to find them. Best time to do that is when you can account for the other survivors, ideally you apply enough pressure that they HAVE to go for an unhook or do a gen, thats when you find them. Then its up to you what you do with them.
Also, sometimes you have to account for people doing streaks and such, yeah theyre going to avoid the killer as much as possible to get their escape. Basically its just a playstyle preference that some killers just cant counter because they're also depending on perks. Practice finding blendettes without aura perks, thats my advice.
You missing my point: The point is not about the Killer pov but about the SoloQ/survivor and if these builds/perks in it's current status healthy. But okay
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Maybe you should try to understand what is the pov from your teammates and killer instead of defending your tactic and think you're not the problem. Playing stealthy and hide is not a problem. However, it is a problem when it hurts your teammates. Like other players already mentioned: If your teammates are dead on hook and you haven't been hooked yet, it is your duty to protect your teammates by either taking the attention of the killer or to take protection hits for your teammates. It doesn't matter if you keep the killer for five seconds or five minutes busy - it is important that the killer doesn't find the doh players. You basically switch the roles with your teammates: you teammates kept the killer busy with chases while you did three generators, now it's your turn to keep the killer busy while your teammates do the last two generators.
Correct me if I am wrong but according to your explanation it seems like you were the only survivor that espaced while your other teammates died. Try to think about that how your teammates feel when the one that hasn't been hooked espaced but the other three not just because you didn't used your free hookstates to protect your teammates. That is the pov your teammates might have and the reason why they got upset in the endgame chat. They also might face similar situations in other matches that someone espaced with zero hook stages because this person never protected their teammates. I withness these situations too and then I can understand why the developers don't want to improve SoloQ and say SoloQ is full of lonely wolves. Again, not saying your playstyle is completely wrong, but it might misses the improvement of when you have to change the playstyle. The goal for the survivors is to escape but that doesn't only you have to escape. It can also be a win when your teammates escape but you not due to your sacrifice. Lastly, everyone can play how they want the question is rather if this is healthy, fun, and good for the other players.