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JPLongstreet

JPLongstreet

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JPLongstreet
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  • @UntoldCreations said:

    Listen, I don't often find myself making a fuss about a game, but I cannot help to be a little irked by the way I was killed by a pig just a minute ago. The moment the pig was able to knock me down, they put a trap on my head and waited for me to be unhooked. Once unhooked, he followed me while stalking, watching my timer go down, and every time I went to get the trap off my head, they would be pull me off, or knock me up to the point I was dead. I feel like this is unfair, unless of course, I'm missing something then that's my bad.

    I hope this is something that will be fixed in the near future, and apolgize if in any way I am in fact wrong and wasted my time.

    I do not do this, and any Pig attempting it is actively throwing the trial just to mess with one surv, and likely will only get that single kill.

  • I've hit that 8 limit exactly once. And only come close with multiple floor maps and particular perks, almost like I was trying to hit that limit but wasn't. So I tend to agree that it's more those individual perks rather than the limit system itself.

  • A gen completing in the distance, the gates being powered, and a hex being cleared. I miss the unnerving sounds that came out of old cow tree too.

  • I have thousands of hours and am an ok surv and a lousy killer still. 🤪

    Imo they cannot ever really improve matchmaking until something is done about lobby shopping and dodging.

  • @Purple_Pony said:

    It's certainly good that a bot now plays for a survivor who leaves the game. But could we add another option that would allow a sacrificed survivor to finish the game in the bot's stead, if a bot is present in the game?

    The only issue I can see with this would be the surv that takes over not having unlocked the perks and/or cosmetics the bot inherited. That their coding could successfully handle that, on both ends.

    Otherwise I like it! 😁

  • @Junylar said:

    So you want to remove the last resort players have to avoid cheaters? Good idea.

    Those on the consoles cannot check for that anyway, and they're more than 70% of the global playerbase.

  • @Balrog said:

    I cannot unsee Happy Horsey Ear

    Is Maurice finally getting some bling?

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056360#Comment_4056360

    You do realize there is already four zombies on 2v8 so seems to work totally fine for consoles.

    Not for those on a Switch

  • @Inosennatoki said:

    He should be able to turn the survivor into zombies.

    https://us.v-cdn.net/6030815/uploads/6WIBU7ZXFTAU/1000066589.jpg

    Heck yeah RE Outbreak style! 😁

  • @saym said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056034#Comment_4056034

    Why does BHVR try to adjust the game balance by making the MMR chaotic?

    In a normal game, you would first make the MMR stricter and then adjust the game balance accordingly.

    About two years back they did try much stricter matchmaking. It had little effect on the average casual players,.

    But for the veterans and streamers it was quite different. Their queue waiting times soared and they got much more difficult trials repeatedly. It turns out the sweats didn't like going up against the sweats back to back to back, and it was soon reverted.

  • @Emeal said:

    The zombies feel like a real threat in 2v8, but in normal games Nemesis's kit dont feel threatening to me atleast.

    Even if they're in a decent spot they still get stuck on everything, especially hills..,..

  • @Reave_and_Azure said:

    So, I'm sure this has come up before, that the fog doesn't really contribute to much. So, I have an idea for a different offering, and even a random chance for the situation to occur without an offering. How about storms? Small storms, bits of thunder here and there and a little bit of rain. But the larger ones occur with heavy rainfall, loud booms of thunder and even bright streaks of lightning. Things that will definitely impair ones senses, both killers and survivors alike, while also providing new and interesting immersive moments or even strategies. I don't know if the engine can actually properly handle it, but if it can, I would love to try out a ptb sometime with actual storms to add to the creepiness and or intensity of the trials!

    With much love,

    Reave.

    I'd like such cool environmental effects as well, but I'm dubious whether all of the platforms could handle running it.

    Prolly make a Switch melt and slide into the floor! 🤣

  • @THE_Crazy_Hyena said:

    Just Nintendo doing their usual Nintendo stuff. No idea why they would make the certification process so tedious, when the entire game ecosystem revolves around cross-platform support.

    Is it because it is not a Nintendo-developed game?

    Needless to say that I feel sorry for the poor sods who play on Switch, who is stuck with a limited time-window to play with their cross-platform friends

    It's not just being unable to play with friends on other platforms.

    Until Switch gets the current update they cannot matchmake with anyone on any platform unless both they and others are on their particular Switch. Due to how DBD's CrossPlay works, those on a Switch 1 are isolated from everyone else, including Switch 2.

    Imagine those wait times.

  • @PetTheDoggo said:

    Most successful definetly Blight, used to be Oni, but I am not a fan of how they changed his flicks, so I do it on Blight now…

    Otherwise Deathslinger. I enjoy him until I get RPD and play hold W simulator. That's when I take a break and go play Blight.

    Bringing eny of those indoors is pure pain, particularly on RPD.

  • My beloved Piggly Wiggly, because I've played her the most by far as killer.

  • @whirlwind931123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054475#Comment_4054475

    Best exhaustion perk is undoubtedly DH. Whenever I see a sweat squad, it's always 3-4 DH + 3-4 DS. It all ties together. They rush gens hard, so you need to tunnel someone out to slow the game down, so they run DH + DS to prevent this. Anyway, I don't even think DH is that great of an anti-tunnel perk since if the killer is tunneling, they'll return to hook and hit the survivor they will tunnel causing them to get Deep Wound, which would prevent Dead Hard.

    DH is being used because it's a great standalone perk (main reason) and also a decent anti-tunnel perk. M1 killers generally need to swing early to reach them before the pallet or window and DH is a extra health state. DH is also still great against most killer's powers too, e.g. Bubba, Nurse, and Blight.

    Also, if Lithe and SB are better, why aren't they running it over Dead Hard? The only reason they would use DH over Lithe and SB is if it was better. Couldn't they run Off The Record + SB/Lithe so they can also run the "better" exhaustion perks?

    Also, if DH is being used as an anti tunnel tool, it should have a time limit, so that killers that aren't tunnelling aren't punished for it.

    Sprint Burst and Lithe are used more that Dead Heard globally. It's just that DH (and DS) are used more commonly in that mythical high MMR area, which make up the smallest portion of the overall playerbase, which they do not primarily balance for.

  • @Xray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054405#Comment_4054405

    The Spaghetti code will become so vast you could make another game out of it soon.

    Not the DBD 2 we ever hoped for! 😂🤣

  • @Kupega said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054349#Comment_4054349

    damned thing is alive and reverting itself at this point

    Won't be long before it develops language skills....

  • @saym said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053906#Comment_4053906

    It’s the exact opposite. Casual mode should allow solo play or SWF, and ranked mode should be solo only.

    I agree with the others DBD simply doesn't have the playerbase size to do this.

    With just over half of all survs solo and most of the rest duos mainly queue times would be so bad for everyone in both modes.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053692#Comment_4053692

    Why does casual mode work in other games though? League has a casual mode, CS2 has casual modes. And there isn't an issue of "sweat" there.

    Are any of those asymmetrical?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053904#Comment_4053904

    I think for balance sake it would actually be better to just not have solos in the ranked mode.

    Casual mode is for solo queue, or duo (with only 1 duo max per game).

    Ranked mode is 4-man SWF only.

    Then it becomes much easier to balance the modes.

    That leaves trios out completely, and they're more common that quads are.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053692#Comment_4053692

    Agree. There is absolutely no way i will ever believe most of this playerbase would use a ranked queue. Being a part of this community as long as i have, there is nothing sweats hate more than facing other sweats. The same people who will use every tactic to ensure a 4k every game, come running here telling the devs to make it easier for them to compete once they hit high MMR. They don't want a challenge.

    This all day.

    A couple of years back the messed around with raising the soft cap. The difference for the average casuals was barely noticeable.

    However for those hardcore players and veteran streamers the result was much longer queue times and much harder trails. They not only complained about those wait times, but burnout from the repeated harder matches. So quickly the cap limit was reverted.

    Apparently the sweats do not like going up against the sweats all day long. 😜

  • @TicTac said:

    I only found this forum when i had already played DBD for a while and had roughly 2k hours.

    So im curious. Is it normal to play the game a lot and then discover it or is the majority a lot faster?

    And while im at it: are you still playing DBD? More or less? I have roughly 4.5k hours now, so it slowed down in the last 5 years.

    Prolly before I hit a thousand hours.

  • The entire point of changing the Map Offerings was players tilting the trial ridiculously in their favor. I wish several maps didn't have that effect, that they were more evenly balanced. But many are not.

    Whether it was a team of survs wanting a favored map, or a map-dependant killer build, it allowed for too large of an advantage to one role.

    Best now to only consider Realm banning offerings if anything. I personally am not in favor of those, but it's worth discussing.

  • @KerJuice said:

    Based on everything posted above, is it best for Switch players to turn off crossplay to reduce que times?

    Wouldn't help. No matter the platform no one can matchmake with others on a different patch.

    Best to leave it on, as it being off would then isolate players from any other Switch player with it still on, further reducing the pool pulling from.

  • @Jay_Whyask said:

    I think one of the original team members from BHVR talked about this a while ago.

    If I remember correctly, perk tiers can't be removed because they're apart of the foundational code that keeps DBD together.

    Well they can be removed, it would just require a lot of time & effort.

    Probably like, Dead by Daylight 2 levels of effort.

    I wasn't aware of this severe complication.

    Always felt this suggestion was one of the biggest possible anti-grind idea we don't have, but yikes the game code strikes again. 😕

  • @Skeleton23 said:

    There wasn't any update of when this drops does anyone know

    I believe since last September the Switch gets any update a week later than everyone else.

  • I'd be all for revamping the lobby. It is iconic to the game and should remain in some fashion, but I agree the lobby shopping and dodging must go. So many of the understandable complaints about gross stomps come from backfilling issues. Once their matchmaking does its thing the lobby should be locked, and then over time see how it effects the quality of trials.

    The killer should be able to see what items the survs are bringing, and be able to adjust their build if they wish. Maybe cosmetics too. But names and profiles absolutely not.

    The issue of sniffing for known hackers & cheaters is valid however, even though most of the playerbase is on the consoles and cannot look for that. So improved anti-cheat should accompany these proposals.

  • @bm33 said:

    100% agree with your list so not going to repeat all the names.

    You, @THE_Crazy_Hyena should definitely be on there.

    I'm too lazy to tag each one or put where they belong so tippy2k2, Tragic Solitude, Orion, Mooks, C3Tooth, TheGannMan, JPLongstreet.

    I feel like I'm forgetting people. 😬

    Oh cool I made the wall of shame! 😂🤣

  • As others have stated, this suggestion would make several of the more powerful & popular killers never get matches. And that would not only be ridiculously unfair to those players, but also cause queue times to soar badly.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051282#Comment_4051282

    Consider the following:

    "I almost spun the Killer but they use a mouse with a high DPI."

    "I almost lost the Killer but they use headphones instead of built-in TV speakers and heard my directional audio."

    "I almost lost the Killer but they adjusted the colour and contrast settings of their TV."

    "I almost hit that Survivor but they play at a higher FPS than me and were able to react with less input delay than I can."

    "I almost dodged that hatchet but the Huntress player drew a crosshair on their screen."

    "I almost lost the Killer but they have better-than-average vision and saw something most people would miss."

    Filters don't allow you to see anything that isn't already displayed by the game. They just enhance what is already there in a way so much modern hardware can do innately these days. If we're banning Reshade, should we ban modern monitors and TVs that have built in settings for colour filters, brightness, contrast, saturation, etc.? If yes, then how would they actually ever enforce that?

    The developers sensibly understand that policing this is not worthwhile because it's an arbitrary line in the sand and completely unenforceable.

    If it bothers you considerably then you already have an option to avoid playing with PC players.

    The way DBD's CrossPlay works anyone turning it off would likely be waiting ages for a trial.

    Say you're on a PS4, and then you toggle it off:

    Not only are you now isolated from anyone on PS5, Steam, Epic, Windows, any Xbox, and any Switch, but also from anyone on PS4 with CrossPlay still on. Imagine how tiny that pool of players would be.

    Not viable.

  • There is nothing wrong with players asking for controller improvements for the game. For playing killer especially.

    There's almost nothing option-wise for DBD in the settings for them. In most games at minimum you can mess around with both dead zones within the sticks and the response curves. And even if you use M&K for DBD there still an input delay on the consoles.

    I encourage you to borrow a friend's PS5 or Switch or whatever and judge for yourself.

  • @Nazzzak said:

    Finally got around to trying him today (PS5). I play at 100% sensitivity and I definitely felt it my first game, but my hits were getting more accurate by late game. Second game, even better. A few more games and i think i'll be fine. I probably should have done as another suggested and dropped my sensitivity down, but i didn't even think of that going in lol

    I keep Huntress at 70% and probably will start there for him too.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050173#Comment_4050173

    Possible, but not plausible IMO. It feels like they directly interfered with Wesker's code in general, or perhaps with how Wesker's code interacts with the server, rather than a targeted change aimed at making hugs easier.

    Prolly a bug then.

  • @TheArbiter said:

    Isn't mouse and keyboard an option on console now? Not saying that helps if you only have a controller but that might be an option for some people

    It is, but I bet most of not all use the controller they have instead of buying a keyboard and mouse too. However with either input device that dreaded input-delay persists on console.

  • @Eviedabee said:

    In the most recent update, wesker got tweaked so his hug tech is now much easier to do. I understand wanting to make it more accessible or something but there’s many players out there that have spent hours upon hours honing the skill, and feeling great accomplishment hitting new goals. To have that community stripped of its talent and dedication not only takes the fun away, but ruins communities and content creation specific to wesker hug tech. I have met many people through learning wesker, and now the thing we bond most over is just gone. hug tech isn’t an easy thing to do, and it should stay that way. That being said, do not remove hug tech as a whole, just take away the new tweaks please.

    Sincerely, a heartbroken wesker content creator.

    Is it possible this change was done with using him on a controller in mind? 🤔

  • @hollyweird said:

    I am a relatively new player and after playing survivor for 40 hours or so I tried playing killer on custom games against bots and with the shuffle against players.

    Killer feels like you are forced to play a game by not the rules because ‘tunneling’ and ‘slugging’ is not wanted and seen detrimental to gameplay. Which is fine by me however game doesnt offer killers any other choice besides being considerably better at the game than the 4 other players.

    And even if you are good you will still have to tunnel or slug because you will be interrupted AND revive survivor either because of broken hooks or blinds/stuns.

    Expecting a Killer with SBMM to get 12 hooks equally is unrealistic. Especially considering this most likely means you have 4 people working on last gens and will have 3+healthy survivors ready for end game which is basically 3 escapes if you can get to injured player first.

    From all of my games as killer I was always better off with less survivors. Less stuns, blinds, hook breaks, gen pressure. Unless survivors are worse than me then I can go for two hook each because chases dont take as long and I can hook freely.

    What I mean is I am all for removing or changing slug or tunneling but from what I looked up developers only talk about how they going to punish killers for doing that and not how killers going to handle situations where there are no hooks or you are not in a safe spot to pick up. Not to mention end game pressure of 4 surviors.

    DBD hasn't ever been new player friendly, and it does take many many trials to become competent, especially playing killer. So many powers, add-ons, perks, and strategies to learn that players who have hundreds maybe thousands of hours don't know everything.

    Imo it takes over 400 hours to not suck at the game, and have an idea in most situations what the correct play is. It also takes time for everyone's MMR to settle as well. Now throw in the matchmaking perhaps letting you down, and it can often feel overwhelming and like you cannot control the trial as killer.

    As for "tunneling" and "slugging" and the like, so long as you aren't violating actual game rules you play how you see fit. It's up to the devs to allow this or that, not really us.

  • @TaMeiRen said:

    Again, not sure if this was removed a long time ago, but if the killer only has a 1 or potential 2k, then too bad. Standing directly in front of the hooked person in the endgame is weird and kind of annoying.

    Open to polite discussion

    As others have said, once the gates are powered all the killer realistically has left to do is defend that hook.

    If there's multiple survs left alive in EGC then the killer should expect a rescue attempt. If the survs are smart about it (heal up and time it right) then ok, otherwise it can snowball and the killer may get another kill or two. And I have no problem with all that.

  • The game is matchmaking sided. 😜

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048472#Comment_4048472

    another reason to A) recode the game from the ground up B) switch to a completely different game engine C) make dbd's own game engine to allow for more things to do.

    its about time this game at least gets a complete recode because this games code has not fundamentally changed since 2016, iirc most killers are STILL copied from previous ones via code, just visually different (looking at the pig)

    Oh I do wish they would do a recode from scratch.

    Aside from finally erraticating many of the long term issues, it would be the opportunity to add in a proper replay system. That would make the reporting much more effective for everything from hackers to bugs, not to mention players being able to watch & learn from their own trials.

    And maybe a reconnect feature, stat pages, chat wheel, play around with collisions & hit boxes etc. We can dream right? I believe the code is still 2016 Blueprints with some C++ seasoning on top, plus a partial upgrade to UE5 currently.

  • @BongoBoys said:

    Is it really that hard for some kinda validation to check if a cheater insta heals themselves with no items or player to help them or if the cheater is flying for long durations and phasing through the map it detects that your not supposed to be there?

    @Classic_Rando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048389#Comment_4048389

    No, it’s not hard. It’s inexplicable why BHVR can’t (or isn’t willing) to implement easy solutions like this.

    From what I remember, their current servers do not do any "sanity" checks, like looking for impossible speeds or positions etc. and just accept what they receive. And I believe they'd have to purchase the next tier servers that cost wayyyyyyy more to do anything along these lines.

  • @Error_Oil said:

    Im asking this question, because as a relatively new killer main in the game, its really getting on my nerves to get stunned right after going into a long animation that you can't move during. Please discuss and give me tips and/or feedback

    I view all of the "locked in animation" stuff as pretty much the same. Being blinded during pick up or breaking a pallet on one side, and being hit with an ax or hatchet or a love tap from Pyramid Head or Dracula's flames on the other.

    I do think repeatedly chain blinding shouldn't be a thing though. Maybe after the second blind killers get a mini-Lightborn effect for a few seconds?

  • @AeroFunk80 said:

    Great news anyone still checking on this post. I reached out to BHVR support, and after answering some questions, I was able to prove I own both accounts/platforms, and they lifted the restriction one time. I just linked my Steam account with my PSN, so I'm good to go.

    If you're having this problem, just reach out to their support team. They said they can only do this once per year, and even then, if it's too frequent they may not be able to. So make sure you're detailed and follow their instructions/answer their questions.

    Hope this post helps anyone else facing the same issue.

    Awesomesause! 😁

  • @[Deleted User] said:

    Separate the game to two queues:

    Quick Match: No pregame lobby, completely random matchmaking (no mmr), static 3 minute dc penalty that never increases, same ranking system as usual for bloodpoints at the end. Essentially classic DBD with less downtime.

    Ranked Match: Many fundamental changes to better balance the game without directly affecting perks or powers. Due to the imbalance of swf, matchmaking will act differently according to the type of survivor players.

    • Full SWF premade (4 together): they will receive a separate, hidden matchmaking queue within ranked in which it is easier to increase MMR and harder to decrease. They start off at a higher bracket than standard. More likely to get harder opponents. Same logic for high tier killers like dracula, singularity, ghoul, blight, nurse, etc.
    • Everyone else (3, 2, and solos) are mixed together.
    • Added optional voice chat along with ping system and quick chat messages. Lets you ping anywhere in your line of sight but doesnt show aura or anything else. All survivors can see it but killer can't. Similar to map beacons but map wide and more integrated with UI. Icon can look like illustrations of gameplay elements like a hex totem, dull totem, killer icon, heal, etc., or a general ping icon. Quick chat messages have text like "going for unhook" "lets heal here" "killer is slugging" "do not unhook me".
    • Different skill brackets that actually matter and are visible at the end of each match.
    • MMR is influenced differently by number of exit gate escapes, hatch escapes, chase time and gen progress. Someone who has the killer looped for the entire game but dies at the end with 3 others escaping will gain significant MMR. Vice versa for killer.

    This is a pretty basic idea of what I had in mind, let me know what you guys think. Do you think it is needed or a simple matchmaking tweaks are enough?

    I think this would be better because it is more "fulfilling" for comp players where they can show off their skills in an environment filled with like minded people, and casuals and average players can just exit out of frustrating games for minimal penalties with minimal downtime between matches.

    Every time we have split queues the wait times soar for pretty much everyone. I just don't think we have the overall playerbase size to handle it.

    Also around half of all survs are solo and about half are duos, with trios and especially quads the rarest outside of the highest MMR areas. So this suggestion would send those quads off into oblivion as they wait three weeks for a trial.

  • @Elan said:

    Generators

    → Generator base time increased to 125s

    → Rework hyperfocus, bardic inspiration and overzelaus

    Healing

    → cap healing others at 200% (max 100 % bonus)

    → cap self healing at 100 % (no bonus exceed base 16 charges)

    Toolboxes

    → Remove comodious toolbox entirely

    Flashlights

    → blinding killer grants them blindness immunity for 60s

    To your point about Flashlights, I do think something should be done about chain blinding. After say the second blinding maybe the killer gets a short mini-Lightborn like effect?

  • @runningguy said:

    personally, my reason is to give a much needed alternative view to things 😉

    This will always be needed 😁

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