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JPLongstreet

JPLongstreet

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JPLongstreet
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  • I thought it was an only ever shown or never shown thing, no matter the lobby? Isn't that how it's been coded?

    Even after all these years I'm still amazed when people ask for stuff and butt up against the way this game was originally coded. And the severe difficulties and limitations dealing with it.

  • I occasionally get this error on my Xbox. Resetting my router twice usually clears it for me, plus what you already tried.

  • @Garresh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804552#Comment_3804552

    But we don't have the specifics. And personally I do notice pretty big skill differences between survivors when I switch killers. Given the number of balance and bug issues in the game's history, I can see the rubber banding causing an issue with how they analyze kill rates.

    Assuming the matchmaking is allowed to function (no backfills, sufficient number of players available for that MMR grouping) then there is a range you get the first couple of trials when running a new killer.

    But you're right we don't have enough info to know exactly how it works. I think the primary intent is to prevent veteran players from mixing with newbies and/or very casual players. Over time it will even out, but like I said their matchmaking system needs to be allowed to function consistently first and foremost.

  • @Ayodam said:

    It is my understanding that while individual killers have distinct MMR rankings (with only slight variance between), a single player regardless of how much or little they play specific killers will have an overall MMR ranking. So if I have like 1500 on a Hag then start playing Cannibal, I don’t start at 0 MMR on cannibal; he is more likely around 1200. The devs do this because while different killers have different powers and preferable play styles, the core mechanic is the same for each of them. If I’m experienced enough to be at high MMR with one killer, picking up any other killer and rocking with him is significantly easier than if I’m inexperienced with all killers.

    This is correct for killer MMR. It's not a straight average of them all, but a veteran killer will always have a decent starting number because they still know the basics even when first playing a new killer.

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803837#Comment_3803837

    Yea and no one's really surprised by it. They don't even police their in-game reports unless you have proof of someone hacking, cheating/exploiting or using truly abusive behavior. They put the responsibility on the player reporting, so if something does happen, you need to be recording it. And most people don't record their matches or have anything set up for that.

    Their report system is a complete joke, it only tracks pre-game lobby chat and end-game lobby chat. Anything that happens in the actual match isn't captured UNLESS you so happen to be recording it yourself. Which like I said, almost no average player does that.

    If they can't even do a report system properly (its pretty sad since this game came out years ago) and they JUST started introducing other game modes to the game, I have absolutely 0 faith in them pulling off voice comms. I know BHVR will never add it, sadly.

    But thats what they should do if they ever want to help solo que players. Truly.

    I agree their reporting system puts way too much burden onto the players. From what I remember it's too late to add it in-game now, that due to how the game was originally coded back in 2016 it is near impossible now.

    Maybe in a potential DBD2 somewhere down the road, or recoding the existing game from scratch. But I think they said they have no plans for either option.

  • @Devil_hit11 said:

    i think people play killer that are fun. part of the having fun as killer is the killer power being strong and fulfilling to use. lots of killer powers are not fulfilling to use.

    This sums it up nicely.

    Overall I'd just add that many players believe they must run the strongest killers with the best stuff to win. Could be seeing content creators doing so, or believe them when they say it. Could be convinced they need to for handling better survs. Could be they lack confidence in their own abilities with the rest of the killers.

  • @Volcz said:

    Nerfing SWF, not so much. Bringing solo que players up to SWF levels or enabling them to be much stronger is definitely possible.

    People just don't want to add the 1 thing that will help and thats voice comms.

    This community is incredibly against it (cause they fear the toxicity) however every MP game has it enabled, whether its LoL, Valorant, R6S, or even OW2.

    Hell, OW2 even lets you know right when you load into a new match that your 'voice chat might be recorded in case of toxic or abusive behavior'. R6S literally has a commendation system built in now so the more toxic you are, the harder it is to get into matches, you get heavier punishments/timeouts, can't play ranked mode, etc. LoL has a hard stance on it too, where if enough people report you for being toxic or abusive in chat, you'll be banned temporarily for 14+ days. 14 being minimum.

    Voice chat doesn't even have to be a mandatory thing, it can be completely optional if you want to try and communicate with your team or not (cause you're introverted as heck or just don't want to take the chance of talking to someone whose toxic). Just like in almost every other game. Make it completely optional.

    Everything else added is just a lil bandaid fix and that bandaid wears out fast and falls off.

    And the sad thing is, there has never even been a test for it. No one has any idea besides their assumptions. And ofc its easy to run with that idea cause you'll believe the bad outweighs the good but if done right, it can definitely be an addition and not a detriment.

    BHVR isn't the type of company to do this though. So SWF will reign supreme till the end.

    Also no one should be FORCED to play or make 'friends' on the DbD discord. Saying 'oh just play with friends or find a group to play with' isn't a good suggestion. I like solo que b/c I like the idea of loading into a match with 3 strangers and trying to make it out together. I've played in an SWF before and it was not fun. There was almost no challenge, unless we ran into some hella sweaty Nurse or Blight (back then).

    So yea, no voice comms - SWF stays ahead easily. Its the one thing I am always in favor for, despite this community saying they don't want it.

    It's not just parts of the community against comms being added in. The devs have said repeatedly over the years the have no plans to add it in for a couple of reasons, although I don't really agree with them myself.

    First is the language barriers around the globe. This reason has a small amount of merit, but so many other games have made it work anyway. Then there's the prevalence of various comms already available on most platforms, such as Discord and the built-in chats on most of the consoles.

    Imo they simply don't want the additional burden of having to police and moderate comms within the game itself.

  • I've always believed the biggest advantage to SWF isn't the comms directly but the midigating of the randomness of solo queue players.

    You know going in it they're doing challenges, that they'll be far less likely to sandbag, and that most likely they'll come back for you. Also you end up with players having similar mindsets going in, and over time you learn your mate's strengths and weaknesses and tendencies. All of this is super strong imo, and really cannot be replicated in solo.

  • @Grigerbest said:

    You can't nerf swf without indirectly nerfing soloq.

    You can't buff soloq without indirectly buffing swf.

    The only way to "nerf" swf - adding any communication program (such as Discord) to prohibited programs while you play the game. Because the ONLY PRON of swf over soloq - communication tool\program.

    But… It's impossible.

    There's simply no way to mess with comms on the consoles. The chats parties are entirely separate from whatever game is being played, so there's no way they could even know let alone block it.

    And I'm pretty sure Microsoft prohibits any game they accept to interfere with comms in the first place. I imagine Sony does the same, though it's irrelevant for the Switch as they have no built in comms.

    Couldn't tell ya about that Discord thingy.

  • I think they went after having some control of where the teleports get placed down, to get it back to mostly random.

  • @Khaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800435#Comment_3800435

    Hating a killer doesn't give you an objective point of view on how to balance them.

    I never said it did. I'm just saying most of community simply refuses to ever play verse her nor learn how to play against her. Think of it as a giant veto to the killer, no matter what changes have been made or are coming.

    This isn't something that is easily fixed, and may not be fixable. That's why I said it isn't very rational.

  • @patronsaintofpizza said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802412#Comment_3802412

    PlayStation gives you the ability to appear as offline on your PlayStation account, so I’m guessing it would be fine in DBD. That’s really weird Xbox doesn’t allow that!

    On Xbox there also is an option to "Appear Offline" However you still will show up in all recently played with lists, profiles can still be looked at, and for DBD it'll always show you as in game or in the menus. There's no getting around all that, hence why we cannot use Anonymous Mode either.

  • @Star99er said:

    Been asking for this on xbox too for quite some time. Would like to have those days where I can play killer in peace when I don’t feel like SWFing

    This cannot be done on Xbox, as it would violate some of the Microsoft player visibility guidelines. It's the reason DBD's Anonymous Mode cannot even be used.

    Dunno about the PlayStations.

  • I'd like to see Hex: Ruin gain the effect of also regressing the exit gates too. Like a bonus for it lasting until Endgame.

  • It was extremely well thought out, planned to perfection, and thoroughly researched. Glad you found it useful. 😜

  • @caipt said:

    Its not that strong. There are, of course, braindead megheads who are just playing map-wide osu with yellow, but for the most part it doesnt add much at high level play. A 4 man swf team can just call out which pallets are down, while a solo player needs WoO to see that.


    My issue with the perk is that its designed to help survivors learn maps but doesnt actually make you remember anything, and how it automatically gives you optimal pathing. A new player using the perk will get used to always having their path layed out for them and will struggle tremendously without it, and thus always play with 3 perks when they could just learn the game.


    I'd like to see it changed in a way that brings back to cooldown for seeing pallets and windows, so you actually need to remember what's going on while letting you know which pallets aren't there even on cooldown. WoO isnt not a strength issue but a game design flaw.

    I would suggest allowing you to see the auras of broken pallets as well, bring back the cooldown (maybe lower it a bit), but allow the survivor to still see the broken pallets even when the perks cooling down. This would force new players using the perk to take note of which pallets are available and where they are, building good habits for any survivor. It would also help solo players avoid dead zones they had no way of knowing existed.

    I really like the idea of showing broken pallets as well. It not only shows survs which have been thrown, but where they can possibly spawn in the first place. The better survs will remember that over time and learn.

  • @Altan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801196#Comment_3801196

    But as been said many time, removing the ability of survivors to do mistakes (vastly) just keep a lot of killer from playing. If you take the most basic killer like Wraith, it needs survivor to do mistakes so he can catch them. Invisibility is nice but it only serve to ambush people, it doesn't really work during a chase where people are aware of you and always next to a window/pallet.

    Killers cannot rely solely on survs making mistakes, they must also use game sense and their powers to get downs. In the case of Wraith, his cloaked speed allows him to often bodyblock pallets and vaults for instance.

    Some tiles are able to be chained together more easily than others, and killers like Wraith can feel that much more than say Wesker, but that's more of a map issue imo. Only the veteran skilled survs at the higher MMR area can consistently take full advantage of problematic tiles, and they (and the super skilled killers who can usually handle them) only make up a small portion of the overall playerbase. And they aren't the primary focus of balancing DBD anyway, the masses and to a much lesser extent newbies are.

  • Windows is such a new-player friendly perk, as it teaches tile layouts and possible pallet spawns to those willing to learn. It's also very solo queue friendly because they have no way to know what resources have been used up compared to comms. When it comes to the veteran players also using it often it just makes them better. They're able to chain tiles more frequently, and not run into dead zones unless they have to.

    So messing around with this perk must be done carefully, maybe just re-adding a range or small cool down. Imo the perk is fine as is though.

  • @Zuiphrode said:

    I constantly get survivor dailies and I never play, nor will I ever play, survivor. I'm certain surv mains are annoyed when it's the other way around as well.

    The entire purpose of the dallies is to encourage players to try the opposite role. That said, I remember many years back them saying they wish to revamp the dallies but I haven't seen word on that in a very long time.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799863#Comment_3799863

    Heh, it is funny how our experience with this game is somewhat similar, but our opinions completely different.

    I think the old old Ruin was easily one of the best and healthiest perks they've ever designed.

    Hello again my friend!

    I think the original Ruin was a casualty to how it crushed newbies so harshly. Particularly in a period of the games existence when skill checks were far more iffy (especially with a controller) due to the peer-to-peer lobbies and our old favorite, the game's own coding.

  • It matters most when playing as killer. Any of them that need snappy movement and quick near-instant responsiveness will always suffer with a controller. The camera feels sluggish, inputs feel slow, and flicks kinda unheard of. Even at max sensitivity.

    The best way to describe it would be imagine having a third to a half of a second delay on everything. This means most killers cannot be played anywhere near their full potential.

    A good example would be Hag. With a mouse you rebind her attack to the scroll wheel, so you're basically swinging as you teleport for that insta smack. But with a controller you can't time it right, and even mashing the button won't make it instant. So the surv scampers off unhurt most of the time. Things like that.

  • @Khaan said:

    The only reason of why she has such a high artificially inflated killrate it's cuz of crybaby survivors giving up or dcing then crying on twitter while absolutely refusing to play against a B tier killer at best.

    After this rework even trapper and freddy will be stronger than her and it's not a good thing because your main could be next. She doesn't deserve the hate when blight and nurse still exist in their current state, and their playerbase is even worse. And no, they dont require skill, just some getting used to. But people cry for a 3% speed boost as if it's not their fault for looping around drones yet i don't see people crying about artist.

    She's basically the same anti loop killer.

    Please Behaviour, don't listen do the loudest crying voice as it's not the majority.

    The lingering hate for Skull Merchant isn't going away. It isn't wholly rational anymore, but it's true. Basically the community has rejected her completely.

    All the tweaks and yet another rework in the works prolly won't be enough to salvage her.

  • What it really boils down to is placing our own individual game experience over the overall good of the game.

    Recently they removed showing Prestiges in the lobby. Why did they do this? Many months back they tested out the matchmaking effect of this change, and their data told them the trials had less dodging as a result.

    Many of the loudest and most persistent complaints have always been about matchmaking messing up. We all know leaving lobbies wreaks that matchmaking badly. So they're obviously going through the grand list of why players dodge and/or shop around for trials, and seeing what can be realistically done to reduce it.

    We can talk all day about cosmetics this, toxic that, profiles here and names there, but there's no getting away from leaving lobbies hurts everyone.

  • @WalanAke said:

    Instead of slowing the killer down for simply tapping their ability to better place their teleport, make the uvx animation start like a quarter second afterwards so long as the button is HELD DOWN.

    There, problem solved.

    If you aren't holding the button then the animation for uvx doesn't start, and the poor defenseless survivors don't lose distance trying to dodge an attack that isn't coming.

    What if the intent was to remove the ability to somewhat control where the teleports get placed? Make it purely random?

  • @WalanAke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798086#Comment_3798086

    I highly doubt it's THAT complicated.

    "Vast UI update" The framework is literally already there, plug in a controller on pc and oh gee willokers batman, the controls change to that of a controller. "Way too much work" Again, it's already there, copy paste, then fix what needs fixing. "Too much time" Like I said previously, copy and paste, it could get done in a midchapter patch.

    The way I see it, it's just a slap in the face for nearly half of their community.

    It's more than half, as the vast majority of the playerbase is on the consoles.

  • @WalanAke said:

    Pc players can play on controller, so why can't console players play on M&K? It only seems fair given console players are more likely to be paired with people on pc, why do pc players get to keep their advantage while you guys tell console "That's tough, deal with it". Can't be that hard of an addition.

    This has been asked for many many times over the years, with that answer always being they have no plans to.

    Last reasons given a long while ago was that it would take too much time, require way too much work, and require a vast UI update as well. Dunno how much of that is still true.

  • @steezo_de said:

    Ever since BHVR put in MMR, cherry picking lobbies should have been tossed out too. That should have been done at the same time. Never understood the logic to keep it in considering dodging can really bork matchmaking up. Or maybe they fixed it? I dunno—been gone a while.

    Don't people just ready up and alt tab out until the game starts any more?

    Those of us on console tend to mess around with our phones since we are stuck staring at that lobby. Or maybe spend Bloodpoints.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796742#Comment_3796742

    Part of me understands that they were probably removed because of licensing issues, but it still doesnt explain why theyd remove them for original characters. Having that trial run with their 3 perks at lvl 1 would be perfect for newer players.

    If they could make it work somehow, I'd like to see them return. It'd be a great way to allow players to try out killers before they buy them.

  • @theonryo123 said:

    They should do mode where killers can exchange powers like for example if your in a lobby let’s say your playing as Michael choose his power to be as a blight. Also with no perks

    Many years back they had offerings called Splinters, now retired. They would allow you to play as a Myers or Freddy with them, but without any perks that match. Kinda a trial run with some of the DLC killers back then.

  • I agree the dodging and shopping around is very harmful for everyone, as it wrecks the matchmaking and leads to the awful backfilling problem so often complained about. Sniffing around for hours played or possible SWF is doing more harm than good now.

    Letting their matchmaking system actually function should over time eliminate those horribly lopsided steamrolls. As far as cosmetics and items I think they can be shown still without the ability to dodge, so everything is sped up and the trial starts sooner. Surv perks can be shown as the trial loads in I suppose if that idea gets enough support.

    When it comes to the pre-game chat, I'm dubious about keeping it. It's reputation is horrid, and the consoles cannot see or use it anyway.

  • @MrMori said:

    Sounds like you might be interested in turning on Anonymous mode. This will hide your name from all other players in the game, making you anonymous. You can find it under the "Online" tab in the settings.

    Those of us on Xbox cannot even use their Anonymous Mode 😞

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794482#Comment_3794482

    2000+ DPI and extreme mouse flick in the left/right direction. Or you just do a shoulder up/direction flick

    I thinking my own lack of skill prevents me from doing these kinds of things with the controller.

  • @[Deleted User] said:

    I still find it so odd that Oni's 1 frame 180 flick hasn't been patched out yet but wolf hug seemingly is in such a short amount of time.

    How in the world to players even do that with Oni?

  • @BluSaph said:

    Had to sweat to complete a challenge as Chucky with a mori, and when I alt tabbed to respond to a discord message at endgame, it disconnected me, so not only did I lose my challenges, but also my mori. Great job BHVR.

    @seahaun said:

    same issue still happening in september. I just got 2 cooldowns today because of it

    Join us on console. Would never happen again to y'all! 😂

    Do you really need those 60 frames either?

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426195/dbdx1000

    there would be a crater where house was but those would be the fastest two seconds of my xbox life

    All of the Switch machines out there just shuddered uncontrollably! 😂

  • Making the grunts of pain to 100% and not showing the broken status in the hud (maybe at least until hit) both would be good changes imo.

    As it is now, the killer sees the No Mither in the hud and says "Thank you very much and where are you?" instantly.

  • @HerInfernalMajesty said:

    Hi everyone, I hope you’re all doing well today. I was wondering, what are some of your favorite maps? What is it about them that you enjoy? The story? The lighting? Gameplay? Main building? The offerings themselves? Let’s discuss!

    I massively enjoy the Swamp Maps, always have. For some reason I've consistently done very well on them over the years, in either role. I love playing around the little boat for instance, and the angled sides are fun to me. They used to be so much larger, and hatch spawns there are still crazy.

    Ages ago they had early renderings of a village-tyoe version that I hope someday is added in. Maybe when that realm gets its graphical update.

  • I looked all over my controller for this magical button, but nope. I'll try one of the triggers and see how that works out! 😋

  • @Farenzyhawk said:

    what’s the difference in said “tech” and calling it a “exploit”?

    For DBD words like Tech and Exploit and Toxic and Tunneling all pretty much have lost all meaning over the years.

    For me, an exploit is something the devs themselves define as unintended and targeted for removal, and from time to time ban for still using after declaring it so.

  • @SpitefulHateful said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793000#Comment_3793000

    I don't wait a second for PC players to type something out. Why would you even want to communicate in DbD?

    Because half of my online friends that I still talk to I met through streaming DBD. I've met some very good peeps this way, and only a few negatives along the way.

    I think it truly matters where in the world you are and your MMR in these things.

  • @SpitefulHateful said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792945#Comment_3792945

    You also don't get to see the endgame chat. which is a blessing.

    Even if we did, y'all waiting around 14 minutes for me to painfully type out a single sentence?

  • @SpitefulHateful said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792830#Comment_3792830

    I doubt it because players have an option for an anonymous mode.

    Those of us on Xbox cannot even use their Anonymous Mode

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792830#Comment_3792830

    I’ve been saying for a while blind lobbies are the best way to ensure accurate matchmaking. It’s just not a popular suggestion here

    I'd liked to see it tested out. Most of the complaints against it seem to stem from only wanting to constantly roll over players or in protest of what is "fair" to them imo.

  • @SpitefulHateful said:

    More fair? No.

    Good thing I can still check profiles before I commit.

    What if that gets removed? Or no lobbies at all just loads directly into the trial?

  • This change was done to strengthen the matchmaking, by eliminating one of the reasons players on both sides left lobbies. Making it an option defeats that purpose, as it would then be seen as players hiding their prestige must be "insert reason to dodge here".

    If the choice is to flex a number for a player, verses making the matchmaking better for the whole, is there really a choice?

  • I'm pretty sure the in-game blocking only restricts or removes communications depending on the platform, but has no effort on matchmaking at all. And it would be so open to abuse if it did.

  • @NerfDHalready said:

    idk why they would intentionally limit the perk in such an absurd way. it's an anticamp perk and doesn't work on camp fest hooks?

    i'm not a reassurance pro but i'd assume it just needs like 1 or 2 meters buff to its range so it can reach from above.

    If it's intentional, the only things I can think of is they cannot make it work on the stairs, or they wish to keep the basement area super dangerous to be hooked at.

  • @hygcat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791671#Comment_3791671

    I played Trapper, and by the time I placed the traps in the suggested locations, 3 generators were repaired. The MMR system in this game is quite strange. I don't understand how a new killer can end up facing tryhard survivors

    Killer MMR is shared among all of them regardless of level, apparently with some minor decay over extended time.

    They believe once you learn the basic killer controls and movements you never go back to the new player area even if it's the first couple of times ever running a killer, if matchmaking works properly.

  • @DeaconJames said:

    I pray that Dead by Daylight 2 is in the making with a engine made from the ground up without anyone of us knowing.

    Last thing I heard about a potential DBD2 was that they have no plans to do so. I imagine looming large would be the licence issues and deals to make any of those carry over, it at all possible.

    Sad too, as it would an opportunity to recode the game from scratch. Maybe throw in a replay system of some sort to lessen the player burden of proper reporting and for seeing our own gameplay too. Allow for a reconnect ability as well. A thorough optimization. Etc.

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