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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @Lexilogo said:

    I'll say beforehand that if Knockout gets totally reworked again, I'd kinda like the current effect to become a new General Perk or something.

    I also think that it actually shouldn't necessarily synergise with Bubba- It only buffing his hammer attacks isn't good for his gameplay, but it is thematic to the Perk and especially the TCM scene that presumably inspired it, so I like the idea of it reverting to a Basic Attack perk.

    Anyway, here's my pitch:

    When you down a Survivor with a Basic Attack, Knock Out applies the following effects:

    • You recover from your Basic Attack 20/25/30% faster.
    • Your victim Survivor loses the ability to self-recover from the Dying State, move in the Dying State, or wiggle while carried for 3 seconds.
    • Picking up a Survivor afflicted by Knock Out is 40% faster.

    My numbers are probably poorly thought out in some way but hopefully this gets the idea across. Encourages you to slug when you see a clear opportunity via the basic attack cooldown, but is of no real benefit if you're leaving people on the ground all the time. It also pulls double duty as a hook convenience perk in case a slugging opportunity never comes up, but with the downsides of being restricted to M1 Killers and you lose the benefit if you aren't willing to immediately commit to a pickup.

    I kind of like this idea.

    It directly counters perks like Unbreakable, Soul Guard, and Boon: Exponential. Faster recovery, while small, makes it so you can get into chases faster and build up pressure faster, though Id personally add "10% Haste for 4 seconds upon downing a Survivor with a basic attack (this effect disables certain Killer powers for X-seconds)" on top of it to make the effect a bit more rewarding for M1 Killers but lacking for M2 Killers.

    All for the downside of Survivors being able to recover faster, which makes it a high risk/high reward perk which I generally like perks that do that.

  • Some actions are tied to frame rate for some reason (I dont know why) so maybe changing your FPS has affected Skill Checks?

  • I think what BHVR might do is make it so Survivors who are unhooked do not have collision with the Killer.

    It's a small and simple change but it prevents the Killer from bodyblocking to reduce distance which means that they will always make distance with the Haste and Endurance. It makes basement situations less oppressive as well.

  • @horroricon said:

    Im loving the afk crows, helps stop the infinite hiding in 2 v 1 situations. The only reason killers slug for the 4k is because of the hatch (a free escape granted for failing to do gens). The hatch just simply shouldn't exist. do the gens, if you fail then you lose. If there are gens remaining and 2 survivors remain, 1 is downed...there is no reason to slug them if there is no hatch.

    Basically if people want slugging for 4k to stop then the hatch needs to be removed.

    People keep this energy for "free escapes" but not for "free kills" in EGC when certain Killers can just sit in front of the hook and get a Kill because the Survivors physically cannot rescue (vice versa). "Free for me, but not for thee," I guess. :/

    But for a second, let me just play around with this idea.

    If Survivors did not have the Hatch to escape from, Survivors would instantly give up at the drop of a feather because there is no reason to stick a match out if you were in any losing position. Furthermore, you would significantly raise Killrates, and BHVR would nerf Killers to compensate for matches being too miserable for Survivors.

  • The best advice I can give is to train yourself to accept loss… which is not easy for a lot of people.

    To put it bluntly, you mention that you have an 80%+ Killrate on Killers that are considered conventionally weaker, which is fundamentally actually really good, but at the same time, you also have to accept that there is still that 20%, that 20% that you will lose.

    On the other end of things, the people you face against lose 80% of the time, they are forced to accept loss because you wont, and if things were flipped you would fundamentally be miserable from losing 80% of the time. None of this is to say that "winning is wrong" but moreso that there are two sides to every coin here, things could be worse.

    From this, what do you do?

    Well, there are many steps you can take.

    • Record your games and taking notes on ways you could improve are good ways of analyzing your own gameplay to make improvements.
    • Watch content creators, take notes, and/or focus on their micro/macro play to learn from others. Sometimes your perspective can be limited but seeing the view of others can actually help you improve.
    • Compete against other players; Competitive DBD (while mocked) is fairly welcoming to newcomers, from it you can learn a lot about micro/macro game and face off against experienced players who can put your skills to the test.
    • Apply limitations to yourself to test your limits can also be an amazing way of pushing your gameplay forwards. Back in the day I use to do perkless winstreaks on different Killers and it significantly improved my macro gameplay.

    As for improving your mindset.

    • It's important to just accept that losing is going to happen, but turn it into a learning opportunity.
    • Exchange negative thoughts for more positive ideas or actions.
    • Take breaks if needed, nobody is forcing you to play DBD, and sometimes it's just best to walk away from the game.

    I hope this helps.

  • @Pulsar said:

    At this point, I've been getting tagged every time there's a comment and I'm just kinda

    https://us.v-cdn.net/6030815/uploads/R1J1MDEEU6EZ/popcorn-popcorn-eating-popcorn.gif

    Yea… this thread is interesting.

    From what Ive gathered there are basically two crowds; the "I think this system needs to be refined more" or the "I think players should be hit with a drone strike for sucking at the game too much and getting warned for it". Regardless of what camp you lie in, this has probably the funniest week watching people fight over the whole thing.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947885#Comment_3947885

    This is barely relevant. You can remove the 6% right now and the Perk would be almost used as much as before. 6% saves barely anything. I guess if anything it is a dopamine boost because the Bar is yellow.

    The big strength of Deja Vu is simply that you can see Generators and have it easier to find them.

    Not just this, but SoloQ is SoloQ.

    Youll over get 3-Gen situations because teammates do not get rid of problematic Generator set-ups early. Deja Vu prevents that. It also allows the user to see what problematic Generator set-ups have spawned and remove them as early as possible. The extra repair speed helps but is not the main appeal of the perk, the perk is just used to locate problematic set-ups for the player.

    Finally, it's a General/Universal Perk, which means that all players get access to it insanely early, which makes it far more common to see since anyone from any skill level can obtain it easily. The perk design is also good for any skill level, helps new players, and does wonders for experienced players.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948043#Comment_3948043

    The original post does mention Outbreak Breakout, just not a screencap.

    I've seen both it and Left For Dead talked about a bunch of times, but discussion tapered off because they're older achievements and I don't think there's ever been a dev response to the complaints. Feels kind of like shouting into a void.

    Accidentally skipped over it, my apologies, do appreciate you pointing it out tho!

  • @DragonMasterDarren said:

    This has been something that has irked me for a long while now about DBD, I like going for 100% Steam Achievements in most of the games I play, I (usually) find the process rewarding and hearing the little notification and seeing it on my profile is a nice hit of Dopamine

    One of the things I usually never do is go for 100% in a Multiplayer only game, or go for achievements in Multiplayer in general, the reason for this is that, usually, achievements in Multiplayer games are really ######### annoying to go for due to being reliant on other people in the lobby not screwing you over, DBD is the only multiplayer game I play where I actually go for 100%, and there are a lot of achievements that are completely dependant on not only the other people in the lobby, but also on RNG.

    Lets start off with the most recent pain in my ass, Springtrap's Jump Scared Achievement

    https://us.v-cdn.net/6030815/uploads/NMEB1M7D0ADJ/image.png

    This achievement requires the Survivors in your lobby actually using the doors, which most people are not going to do, for 1, they mess up your audio and lock all sounds in the game to be centred around the first door they interact with, and 2, nobody is going to willingly enter a door outside of chase because it's way too risky, getting caught in the office means giving Springtrap a free down, it's just not worth the risk, this should have been 15 Axe Grabs, that would make the achievement dependant on the Springtrap player actually being able to land the axe, but instead for some reason they went with the one option that is entirely outside of the player's control and it is infuriating.

    Another recent one that also drove me insane, Kaneki's Awakened Anger Achievement

    https://us.v-cdn.net/6030815/uploads/2JTQ6LQJV6PT/image.png

    BHVR thankfully fixed this a while ago to only require one hit, but on release this was 30 hits after being blinded, this was infuriating because it was, once again, entirely reliant on Survivors not only bringing flashlights, flashbangs, or firecrackers, but also actually using them, which, for some inexplicable reason, nobody did in my lobbies for like 3 weeks after the patch dropped, didn't matter what Killer I was playing, didn't matter what map we were on, nobody would actually try to blind me for ages and it drove me up the ######### wall.

    Another infamously bullshit achievement, Hand Eye Coordination

    https://us.v-cdn.net/6030815/uploads/X8QBYMM8TB43/image.png

    How does hoping for a Vecna, then hoping for a D20, then hoping you can actually escape for one singular achievement sound to you? I was incredibly fortunate to get this on the day the DnD Chapter released, because even with the Vecna buffs not a lot of people actually play him, this achievement is 66% RNG and 33% actual skill, good luck to anybody trying to get this because the odds of you actually finding a Vecna are something like 2% according to Nightlight.

    These are just some of the worst achievements in the game, I didn't even mention the complete nonsense that is Outbreak Breakout or the infamously awful Evil Incarnate, but the recent trend continues to be BHVR making achievements that aren't dependant on player skill and instead reliant on RNG, and it ######### sucks.

    Please BHVR, just make Jump Scared count Axe Grabs for progression, and stop making RNG Achievements, they are infuriating to go for and don't promote actually getting good at the game or exploring new builds.

    G'night

    Ive made several posts about this, but I think you forgot some achievements.

    Left For Dead ~ As the last Survivor alive, compete the final Generator and escape.

    • Entirely a luck dependent achievement that has received direct and indirect changes that have made it insanely difficult to try and get normally. This achievement took me 500 hours to get, grinding across multiple months.

    Outbreak Breakout ~ Open the Exit Gates and escape from Racoon City Police Station 20 times.

    • With the massive nerf of Map Offerings this has become significantly harder to get but they did not change the achievement to compensate. You cannot consistently get RCPD.

    These are awful. Im surprised nobody talks about them.

  • @AmpersandUnderscore said:

    The entire point of the exhaustion mechanic is so you can't use those specific perks more than once per chase (setting aside Blood Rush that resets exhaustion on death hook once, and is so rare we forget it exists).

    Vigil doesn't change that. You'd have to have 24 seconds of walking or crouching, while being actively pursued by the killer, to have it bypass that effect. The additional 16 seconds doesn't matter in chase because the timer is paused entirely.

    Which, at that point, if the killer isn't pursuing you, then that's the entire point of vigil, and when you get value.

    So I guess I'm not sure what scenario you think sprint burst and lithe are being used outside of chase where this is a problem.

    So I guess Im not sure what scenario you think Sprint Burst and Lithe are being used outside of a chase where this is a problem.

    I dont think you understand what I am saying at all.

    People forget that good loopers tend to rely on walking far more than your average Survivor since it removes Exhaustion and can serve to help end the Chase mechanics quicker (even if the Killer is still chasing you) for the sake of removing Bloodlust's impact on the chase. Against low-mid tier Killers, this has been a constant, it's something Im always doing, and it's something youll see experienced Survivors do often.

    The additional 16-seconds doesnt matter in chase because the timer is paused entirely.

    I actually walk a lot and have used Sprint Burst + Vigil and could consistently removed my Exhaustion during my chases which would always force the Killers to leave and drop chase with me. Better yet, the duration for Exhaustion is so short with Vigil that even sitting a check spots makes sizeable progress towards removing my Exhaustion; pair this with walking duration a chase like mentioned before, I can consistently remove my Exhaustion.

    The 16-second difference is massive, it makes the difference between getting it or not, and the fact that I can consistently get it on Sprint Burst and Lithe is a problem since it affects chases too much.

    Keep in mind as well that the perk stacks. Meaning the rate at which you get Exhaustion can be even faster.

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947536#Comment_3947536

    He's getting all pissy over who I main in a video game. There's no other word for it

    My comment goes both ways, not just to you but also to them.

  • @MoZo said:

    I love you all

    I have 800+ saved on Demo for this exact reason.

    Unfortunately I got almost none on Survivor (Nea) because I ended up burning myself out on DBD when the Anniversary was half way through. My original goal was to get 1000 of each on my favorite Killer or Survivor by it ended up not going to plan.

  • Most of these perks I dont mind as Survivor.

    Franklin's Demise is countered by dropping items… but also you can just… idk, not bring an item or rely on perks to do what you need. In my case, I really like bringing unconventional healing perks like Inner Strength.

    Hex: Devour Hope in my opinion is one of the best designed perks in the game. It runs the risk of being a Hex perk, thus you can remove it entirely, but it has the strength of making it so you effectively cut the amount of hooks required to win in half. Genuinely, some of my favorite matches have been against this perk, it can make things more intense and exciting while not feeling unfair.

    Hex: No One Escapes Death is not that much of an issue as it use to be. Yes it can still snowball into downs and kills but I really do not see it that much compared to before. My only gripe or issue with the perk is that there is basically nothing you can do if the Killer hooks you next to the NOED totem… but like… many other Killers can do the same without even needing a perk… like Billy or Bubba with their chainsaw.

    BBQ is also a fine perk. Hell, I wish they would buff it. It promotes the Killer to split their attention between multiple Survivors, but I think the Bloodpoint Bonus from BBQ and WGLF should return because they promoted fair/good play.

    Hex: Plaything I dont mind either. I already have a hearing impairment, I literally cannot hear the Terror Radius, Lullaby, or half the audio mechanics in the game anyways. Most of the time I dont even bother to cleanse the thing, it's pretty much useless to me anyways.

  • Surely there has to be a more productive way to engage in a conversation that does not involve using insults?

  • @queencynic said:

    "The doors need to either be moved farther away from gens"

    https://us.v-cdn.net/6030815/uploads/3FDCI4L5NZWP/1978b710ead89-screenshoturl.jpg

    Whatever do you mean!?

    ((Seriously though, the doors are placed just ridiculously))

    I hate that spot so much. Tried to take the window vault, got a door prompt instead, instantly got grabbed and died because of it. It's right next to the Generator as well so you dont get much time to react if they come from there. Overall horrible placement.

  • @ArkInk said:

    Spies from the Shadows, Predator, Thrilling Tremors, Miscellaneous 4th perk. The three I've found all give Springtrap a pretty decent sense of low-key information that a lot of survivors don't expect and let's you catch them at the most vital times. Thrilling also works for some slowdown and you can tack whatever you want on at the end.

    Spies is just in general an extremely underrated perk imo. Crows will just straight up snitch on a survivor right behind you and then ping someone else randomly on a gen halfway across the map five seconds later.

    Spies From The Shadows my beloved! <3

  • Worst part is, this system doesnt just happen with hooks btw.

    Was playing with a friend who hadnt played the game in a long while, came across a Bubba who was just proxy-camping every hook because they wanted to. I ended up going down, they picked me up, dropped me because they realized that they could not hook me, and I ended up bleeding out because he just stood on top of me the entire time and my teammates could not help at all.

    I got a warning for it. I got a warning for being bled out by the Killer for 4-minutes straight.

  • @jmwjmw27 said:

    Many survivors will not use the cams because it bugs your audio for the rest of the match if you do. I recommend waiting until this is fixed.

    Alternatively, go into the fnaf map showcase mode for a higher chance of facing new player.

    I recommend waiting until this is fixed.

    It literally just got fixed a few hours ago. The Devs released a patch.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945398#Comment_3945398

    if it's such a problem why not bring unbreakable or exponential and adapt?

    You are presenting non-solutions.

    With Unbreakable, you use it once, the Killer will eventually find you, down you, and slug you again. With Boon: Exponential, the Killer can just snuff it out.

    The only issue with slugging for the 4K is how it affects player time. The game enforces slugging for the 4K through various challenges, archives, and achievements, but it results in matches that could have ended minutes ago being padded out longer than they should be. Even if I give myself to the Killer so I can get out of the match, it is out of my control as to rather they actually hook me, so instead Im left on the ground while they search for my teammate; this results in me being stuck in a match for 4-5 extra minutes that I dont want to be in.

    Keep in mind, I dont mind slugging for the 4K since it makes Killrates higher and accurately represents a match outcome, I just wish there was a way of not having my time wasted as a Survivor since all agency from my end is effectively removed and my time will always get wasted.

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946035#Comment_3946035

    50 to 35 percent is in fact a huge nerf, my guy. I'm not talking about this last patch, I'm talking about the original nerf that should never have happened

    The "Why did we nerf Self-Care again?" title can be read in multiple different ways. "Why did we nerf Self-Care again?" could be used in a manner to where it is "trying to jog memory" or it can be used in a manner where it refers to the fact that something was "nerfed again" when it shouldnt have been. I read it as the later of the two, my apologies.

    Im aware that it got nerfed all the way back in Patch 6.1.0, I was there for it, and I still dont agree with the fact that it got nerfed in that Patch and even make reference to it in my original post. Self-Care was kind of a mediocre perk (in my opinion) before the nerf and after the nerf it has become outright useless by itself and still very mediocre even with perks.

    It needs a buff. It's nerf didnt really make sense.

    The perk ONLY got nerfed because of the high usage rate, but as it stood, the effect of the perk itself was really bad and most people who were using it were either SoloQ and/or new players.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946031#Comment_3946031

    Could a crow land on my shoulder rather than flying over my head until I get 3 crows?

    Monkey's Paw Curls

    Wish granted, but when you get 3 Crows the Crows grab onto your shoulders and head and fly you into the Entity's warm embrace… you die… instantly.

  • Except they didnt nerf Self-Care?

    Buffing other ways of healing is a separate thing from nerfing Self-Care. Botany Knowledge and Self-Care can be used the same as before, they work perfectly fine and the interaction has not changed; and while interactions with Botany Knowledge and Medkits has increased, the main appeal of Self-Care has always been consistency, you dont have to worry about Item Charges or perks that counter items.

    Sometimes perks are not meant to compete with one another, sometimes they are designed to work in conjunction with other perks. Like Do No Harm versus We'll Make It; Do No Harm itself is worse than We'll Make It, but the two perks are designed to be stacked or work in conjunction with other perks. Self-Care itself is design to just co-exist with many perks and does not actively compete with many perks either.

    Self-Care itself definitely needs a buff, as it stands it's a pretty bad perk, but I dont think buffing Botany Knowledge is a "Self-Care nerf".

  • On one hand, the new system is annoying. On other other hand, I like crows, and it's nice to have crow friends.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448446/up-the-ante-gives-event-add-ons-is-this-normal

    Do you mean Ace In The Hole?

    Up The Ante is the Luck perk that got nerfed this patch for some reason.

    But, it apparently can. Idk.

    I fixed it quickly. If you clicked on it before it was fixed it will still show the old one until you refresh.

  • Nothing beats staring at pure white light at 2 am in the morning… really a sight to behold.

  • https://www.youtube.com/watch?v=QOhmcbfwxnA

    No idea why the formatting changed. Like I just refreshed the webpage and got flashbanged.

  • So perk tiers just do nothing then? What is the point in upgrading the perk? 😖

  • I personally think Deathslinger has one of the best chase powers in the game but fundamentally suffers from the fact that their 4v1 is just really, really terrible.

    The larger Terror Radius plays into their ability well when you consider that Deathslinger can use Exposed perks like Starstruck to great effect; issue is that this is moreso an oddly specific example and they lack the movement speed to really capitalize on the Exposed most of the time.

    If it were up to me, Id give our dear boy Caleb some new tools. They are an engineer afterall, and their weapon is a modified Rail Spike Gun, so why not lean into this and give them different ammo or traps they could shoot from their gun to give them better 4v1 potential. Why not a tether trap that uses chains to hold Survivors in place for a set time, or maybe some Generator slowdown tools they can shoot from afar (to make up for the lack of movement speed).

  • @mecca said:

    I knew it would.

    Was going to say this but you beat me to the punch.

    Hell, I even had this happen to a friend. They are brand new to the game, only started playing because of the FNAF Chapter, got a warning because they got tunneled out insanely fast (matchmaking was putting them against half-decent Killers instead of new players because they were playing with me).

    Inexperienced players should not be punished for trying to learn the game, nor should they be punished this hard for playing against experienced Killers because they wanted to play with friends. Genuinely sucks to see.

  • @100PercentBPMain said:

    I can't do music and games. welp.

    Is it a platform issue or is it a personal issue?

    Some platforms like Xbox and PlayStation have integrations with Spotify for music, but Switch (2) and Steam Deck dont (as of now).

    PC can just use multiple tabs but it can also hinder performance on lower end PCs (this is more of an issue with laptops, my budget build, priced around 870 USD when I built it in 2024, is able to get 120+ FPS consistently on DBD).

  • @Metagamer said:

    The problem is medkits are still by far the strongest item in the game, and this purely serves as a buff for them. The idea behind the downside is to incentivize other item use, and with the key and map buffs coming that would be an interesting idea. Having two 12 second self heals for one perk is kinda crazy (and the perk continues to be useful outside of that)

    The issue is how exactly do you create more incentive to use other items when anytime something plans on getting changed to create a more diverse pool of item options people end up complaining.

    • Developers wanted to rework Keys and Maps to make them so they have passive Aura Reveals so players are more likely to use them, was also going to actively supplement Windows of Opportunity. People complained about it since "Windows of Opportunity is the most used Survivor perk so therefore it has to be a strong change if the perk is meta".
    • Developers wanted to change Toolboxes to make Sabotaging stronger to give more incentive to use Toolboxes and to encourage alternative playstyles. People complained that Sabotaging was too strong now and was basically a free save with no downside whatsoever.
    • Developers changed Flashlight timing to not be reliant upon having low latency. People complained that it made Flashlights too strong by making the timing way easier to pull off for a majority of the playerbase. Keep in mind Flashlights are still among the weakest item options available but people STILL complained that the change was overpowered and too strong.

    If the developers make other items more appealing, it does not matter, since people would complain that it is buffing Survivors "too much". Funniest part as well, if Medkits got nerfed again after all the healing perk buffs, Survivors will just move back to using Toolboxes again, and people will go back to complaining about Toolboxes being too strong.

    Keep in mind none of this is to "Us VS Them", moreso that past a certain point you really cannot win with this community because there will always be somebody complaining about something pointless.

  • Long Killer Queue Times: "I always come back."

  • @xGodSendDeath said:

    I haven't seen a Hillbilly since 2v8

    I wish I could say the same. I face them a decent amount, not that I hate them, but I face them a little too much for my liking.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943205#Comment_3943205

    Some content creators had an early access stream of the new chapter earlier today, I saw it on one of their livestreams.

    https://us.v-cdn.net/6030815/uploads/VJHKYWRQFHN5/image-2025-06-16-153953675.png

    • Range increased from 12 meters to 16 meters
    • Haste reduced from 7% to 5%

    Personally, as a Battery's Included enjoyer, I dont even think that's a bad change tbh.

    The increase range just makes it a more consistent perk, especially during the endgame, and provides further incentive to leave Generator spreads to take chases.

    7% was nice, but 5% is still good enough for me to use it, and it still stacks with other perks pretty well. Unironically I think people are doomposting over nothing here.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942792#Comment_3942792

    I agree that current AI models can't provide authoritative information about nearly any domain of knowledge. ChatGPT definitely makes mistakes when it's prompted with queries from my field of expertise. And it doesn't seem to have enough clear information from its training data to provide expert knowledge about DBD.

    But isn't this a bit of an oversimplification of how current AI models approach responses to prompts?

    My general understanding is that current generation LLMs are presented with training data which they classify by detecting properties of different entries in the training data. That's done by application of a complex set of filters which are used to produce a set of values in an 'n-element' vector for each entry in the training data. The filters use a variety of processes to probe different types of patterns in their training set. After the training process, the resulting vector representation of the training data tells how the different elements of the training data are correlated. I imagine the training process is also designed to categorize individual elements in parts of its training data (i.e. words and letters), but I haven't looked under the hood so to speak.

    Nevertheless, when a user provides a prompt, the model then uses a similar process to classify ('understand') the prompt in the context of the information it has been trained on. Then it structures a reply based on how the prompt correlates with its classificationof the training data. If I understand correctly, there are some papers published in recent months that show current models are designed to generate a context for each response prior to performing the generation of each word in its reply. That is, the AI determines a set of parameter values to define a broad structure of the theme it will respond with. Then it begins the process of determining which words lead to a representation of the parameters it has calculated that represent the broad structure it will reply with. In that process, certain predefined parameters are optimized which instruct the AI to perform in a certain way. Those parameters are used to inform the type of reply the AI provides in the context of its classification of the prompt with respect to the training data.

    That suggests that such models are doing more than determining the statistically likely next word. Instead, they create a large database of relationships between different entries in the training data to determine what things are related to other things in different ways. Then they're designed to place each prompt into the context of the training data, then structure a reply that most likely tells the optimal response to the prompt given the correlation of the training data to the prompt, and the way that text is statistically ordered. In that sense, we can think of it like autocomplete, but the processes used to do that are much more complex than just determining the next word based on statistics.

    Correct me if I have that wrong; I'm not an expert in the field :D

    Either way, I agree with you. ChatGPT is not an authority on DBD...

    But isn't this a bit of an oversimplification of how current AI models approach responses to prompts?

    Yes, yes it is.

    But keep in mind that if I provided an insanely technical explanation most people would either fall asleep or just not read it, OR in the case of OP, probably shove it into an AI and ask it to explain it in simpler terms. I kind of just have to dumb things down a bit as a result, as I mentioned before, critical thinking is dead… actually thinking as a whole is dead, just shove it into an AI and let the computer think for you. :(

  • @Hexbadboy23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942792#Comment_3942792

    If BHVR so much play their own game then why did Chucky get nerfed to the ground??. I’m sure if I asked chatgbt to rework Chucky the right way that he should be I’m sure chatgbt would rework him correctly better than what BHVR could do

    Because Killers can be strong or weak but still have issues in design that can be addressed.

    Original Legion was AWFUL but they had an uncounterable 1v1 that resulted in them getting nerfed and eventually reworked. Chucky is a far cry from Legion's balancing issues, but they brought many issues and core design and the developers felt the need to adjust them because of said issues. Now, you can agree/disagree with the changes, but BHVR does play their own game and does make difficult decisions with the intent of trying to keep the game intact.

  • @Hexbadboy23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942777#Comment_3942777

    because it’s true statistically. And BHVR doesn’t play their own game and asking AI about it proves that

    Because it's true statistically.

    ChatGPT is a Generative AI Language Model.

    If you dont know what that means. ChatGPT only predicts the likelihood of the what word is likely to go next and inserting the most likely result, often relying on resources and information found on the information to train.

    If the topic is Dead By Daylight, it will use Dead By Daylight as a source and use it compute the likelihood of each word to generate a response. To put it bluntly, it does not understand what DBD is, it's not trained to, it's just calculating what words fits the best next, which can be subject to bias based on what it uses as a source.

    So no… it's not statistically right. It does not even use statistics to come to a solid conclusion, it just uses statistics to predict which words look the nicest on a screen so it can get virtual points that internally reward the AI for doing a thing "correctly".

    And BHVR doesnt play their own game and asking AI about it proves it.

    1. BHVR does play their own game. They played against many different content creators to showcase 2v8 and have many times played their game in front of other people. As to rather they are skillful or not is subjective, but they definitely do play their own game.
    2. As mentioned before, asking ChatGPT is nothing to go by.

    Dear god is this really what the internet is becoming. Istg if I see another "I used AI to determine (thing)" Im going to lose my mind… "Critical thinking is dead." "@Grok what does this mean?" "Context?" AAAAAAAAHHHHHHHHHHH.

  • The only thing I miss from old DBD is the visual design for the game. I understand that the game looked pretty dated and bad but I think that was party of the charm and the atmosphere the game had was unmatched. The texturing as well made things look kind of "drawn on" which I feel like it worked, especially when it came to mud/dirt/blood texturing.

    With the high presence of "old graphics" in indie media, BHVR could have very well held onto that art direction and carried it forwards as "stylization" but they didnt. :(

  • While it sounds fun and is definitely a cool idea, I dont think we will ever get something like this. The closest we got is Meet Your Maker… and that ship has already sailed unfortunately… it also sank. :(

  • @MadDragon said:

    You can report cheaters in the ticket section: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000942011

    ^ This.

    Bug Reports are used to report Bugs/Glitches so they can be fixed. Putting other reports or content that does not belong can slow down BHVR since it gives them more reports that have to go through.

    Reporting people who break the game's TOS/EULA is an entirely different thing. Please make sure to file a proper report so proper action can be taken!

  • Im pretty sure that they dont want to remove these strategies but simply adjust them. To me, at least, it kind of makes sense.

    It is easier for the Killer to tunnel than it is for the Survivors to actively counter the tunnel, so maybe it should be tuned a bit so it feels a bit more even, especially with SoloQ in mind.

    Keep in mind that we do not know the exact changes that we are going to get, and BHVR has already come out to say that if Killrates become an issue after the changes that they will be buffing Killers to compensate.

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941330#Comment_3941330

    Uhm did you know some Arua Reading perks or Addon or even perks that make survivors Scream or give away there passion can find survivors who are hiding nearby To drop pallets on you while picking up.

    I'll put a Scenario you down a survivor over a pallet As Clown who has the Addon that when he uses his yellow bottles to speed himself he can see the Aruas of survivor around him. Before you pick up you can use that to look around for any survivors hiding to drop the Pallet on you before it happens.

    I know not all of them do it but there is some that do that. I'll list the perks that can do this

    1(human Greed:perk: this one is good if someone was hiding near a Chest that was somehow near the pallet:)

    2(Spres from the Shadows:Perk: this one can Be useful if someone scared a bird away near the pallet:)

    3(Whispers:perk: if you have a headset you can hear Whispers that say a Direction of a survivor near the pallet before picking up:)

    4(Cigar Box:The Clown Addon: use this to see survivors aruas who are near you before picking up:)

    5(Lantern of Revealing:The Lich Addon: Shoot ur Flight of The Damned in a Direction where you might think a survivor may hide near the Pallet to see them before picking up. You can also use the Dispelling Sphere to check as well I would use both these strategies before picking up:)

    There is probably more but these can be used to provent pallet saves

    Idk how it is possible to miss the entire point of OP's post not once but twice (not trying to be rude, I just genuinely dont understand).

    Also, to answer OP's question, there are many factors that actually contribute to getting hit through a pallet.

    Lag/Latency paired with Hit Validation (via the Server) tends to be one of the leading causes of getting hit, but it can also be caused due to hitboxes (Survivor's effect location) versus hurtboxes (Killer's area that would hurt a Survivor if their hitbox touches it).

    One of the easiest ways to get hit through a pallet is if the Killer short-M1s through a pallet since it causes the Survivor dropping the pallet to move the Survivor's hitbox into the Killer's hurtbox, it's insanely consistent to pull off as well. Sometimes with lunging (M1) this can still happen but it is not as consistent as just using a short-M1.

  • There is a difference between presentation to the audience versus presentation to in-universe characters.

    Darth Vader is intimidating and scary for the character in-universe since they are extremely powerful, unnaturally alive, and powered by their own rage and suffering. To most people, they are an unstoppable forced, and if you get in their path you will be cut down.

    Contrary to this, the audience is shown and told how things are in-universe but they do not exhibit the same response. Darth Vader is cool, but they are not scary to the audience, there is no perceived threat from them. Darth Vader has been a marketing ploy for Star Wars for so long that the hold more value as being an icon or cool character but nothing has really directed people to feel scared of them or their presence.

    To me, I dont think Darth Vader is scary enough to fit into DBD, but that's just me. But BHVR has set the idea that "if it can kill, it can be a Killer, thus it can fit in the game" with a lot of their content over the past few years, so nothing really is off the table here I guess.

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939493#Comment_3939493

    It's just identity expression, there's nothing inherently political about it.

    At this point you should always just expect a comment like these. It has nothing to do with politics, it entirely has to do with suppressing people's ability to speak on topics, which is why you will continue to see comments like that.

  • @Nazzzak said:

    They'll claim every survivor is bad at the game until they lose. Then suddenly every survivor is part of Seal Team 6

    One of the most annoying things to me is that people will say "if Survivors lose, then it's because of a lack of skill and they should improve" but in the same breath "If I lose, then it's because of handholding, the Survivors were too sweaty, and there was nothing I could have done".

    It's just the opposite of the usual "you only won because of tunneling, camping, etc." but flipped around to other role, and it lacks a lot of self awareness. To me, at least, it's just kind of lame.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936279#Comment_3936279

    I think it will be a positive, at least for the killer side.

    They now have a good gen defence perk in Deadlock, a nice Scourge Hook perk, and a decent Hex.

    I mean I can get that but Im wondering what impact this would have against new Survivors specifically.

    Hex: Fortune's Fool (Plaything) seems a bit too much since Undetectable/Oblivious tends to be better against new/less experienced players, also it lets new players who buy Artist immediately go into Fortune's Fool + Pentimento (which while not as effective as it use to be, it's still pretty strong).

    It's a bit worrying in that regard.

  • How will this affect the trout the new player population?

  • @Aven_Fallen said:

    I think people call Dissolution weak, because it cannot be used on just any Killer. Slowdown-Perks can be used on any Killer, same for Aura-Perks. You can basically use the same Build on all Killers you own, despite them having different abilities.

    I would also say that Dissolution is a bit underrated, I really like to use it on Wesker. But I would also not use it on many other Killers. But if you are not using the same Build on every Killer you play, you can find some use for Dissolution. (Obviously this would not be an optimal build since there are stronger Perks. But if used on Killers which can utilize the Perk it gives a bit more variety)

    I think people call Dissolution weak, because it cannot be used on just any Killer. Slowdown-Perks can be used on any Killer, same for Aura-Perks. You can basically use the same Build on all Killers you own, despite them having different abilities.

    Yes but at the same time Aura/Slowdown Perks tend to be better on certain Killers than others.

    BBQ is amazing on Blight and Billy but not as good on Killers that move slower. SH: Floods of Rage is amazing on Nurse but not Killers that cannot capitalized on the Aura Reading. Hex: Ruin can be pretty strong with Killers that have passive slowdown as part of their power but be less effective on Killers that cannot capitalize on the slowdown.

    Not every perk is a one-size fits all, there are more nuanced instances where perks shine above others depending on the Killer you play or the playstyle you use. Even the meta has more nuances, which is why perk usage tends to be around 25% for most meta perks (WoO being an outlier), since not every perk works the best for every Killer.

    Even still, a perk can remain strong and good but still not be meta. Spies From The Shadows is insanely underrated, and youll probably see it once in every hundred games or so, but it's amazing and fills a niche insanely well that other similar perks just cannot compete against it (e.g. current Ultimate Weapon).

  • It's just to make matches faster, and to decentivize slugging the 3rd Survivor to get a mori on the 4th Survivor.

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