JPLongstreet
JPLongstreet
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- JPLongstreet
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You can stop any communication but no can't prevent them from opening your profile up. I too want anonymous mode for Xbox, but apparently they can't make it work with whatever privacy settings that are messed with that mode being on. I did enjoy the week or two it worked though.
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@StibbityStabbity said:
the on the that the over the is the of or is the first TIME it to the to
Well, that was all the colored words. The cipher must be something else...
I'll send this on over to the British. They'll know what it means...
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@[Deleted User] said:
The goal should never be to close to the gap entirely. It's unrealistic and unnecessary. You don't need solo queue to be on the level of a top tier SWF. Solo queue does, however, need to be fun. And fun in 2016 does not necessarily equal fun in 2023. Games die when they don't adapt to changing standards.
A top tier SWF isn't an issue if matchmaking is tuned correctly and not putting a a 4 stack of devotion 25+ survivors with a combined 20k hrs against a devotion 3 killer. Put that team against a killer with a few thousand hours. I refuse to believe there aren't better matches for me as killer than 400-1000 hour players that I can 4k at 3-5 gens, and vice versa when I'm playing in a SWF and we hold a killer to 5 hooks while running Slippery Meat and other weird perks. Matchmaking has gone way too far into quantity over quality.
I agree with you about the matchmaking favoring queue times over all else. However part of the problem is self-inflicted when we lobby dodge, which borks up everything and causes that awfully unfair backfilling that leads to the lopsided games peeps complain on here about. It's sad we know about this and dodge anyway, doing it to ourselves.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333594#Comment_3333594
The assumption you're making is that every SWF group ever is perfectly co-ordinated and able to communicate exactly where they are on the map and which pallets have been dropped.
The status HUD is a different matter, because "what are you doing" is very difficult to misconvey. Once you start handing out information with limitless range that conveys this, it gets to be a much bigger problem--you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's. Particularly when you consider other information that gets rolled into this--if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned (or a need to learn how maps are spawned and oriented and then how you can convey directions that way).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333593#Comment_3333593
isn't that just "listening for or spotting the gen"?
Yeah, with better range and accessibility. I'm not advocating for it, just considering what they might add. And I suppose not every one uses badass headsets either.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333569#Comment_3333569
That might be going too far in idiot-proofing things.
Imagine a reverse Killer Instinct like effect, where as a chased surv nears a gen being repaired a visual and audio warning grows, alerting them to sway away.
Be good for newbies, unnecessary as players gain game sense. Much like Windows of Opportunity helping rookies learn the rng elements and tiles.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332498#Comment_3332498
Thanks, she responded back with "blocked" and then deleted every message.
That's why I've only got the one screenshot :(
The fan club grows. What is is about this game and it's sideways absurdities?
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@HamsterEnjoyer said:
So for those of you who don't know, Identity V is a chinese mobile 1v4 asymmetrical horror game BHVR helped create. Now one thing abt IDV, it has several game modes
4v4 Tarot - 8 players on the map. 2 killers, 6 survivors. the survivors are split into two sides, squires and King. The goal is, as killer you have to sacrifice the enemy teams King. As King, you avoid the killer and as squire, you aid the king and prevent them from dying.
2v8 - Sounds as it is. 2 killers 8 survivors. 7 ciphers that take longer than usual (generators) and both the killers and survivors can use item shops around the map which can give them stuff like faster sacrifice time, faster recovery time, faster gen speed etc etc
Ranked - As it sounds, is ranked. In legendary matches (High ranking matches) survivors vote on one killer to ban and killer is allowed to ban 2 survivors (Each survivor has different abilities)
Phantom Shadows - A fun generic racing game. Play any survivor without abilities and race to the finish line
5v5 ranked - So 5v5 is where a team of 1 killer and 4 survivors face another team of 1 killer and 4 survivors. Games play side by side so as killer you're going against the enemy teams 4 survivors and vice versa.
Now, how does IDV manage these modes without killing queue times? Simple, time slots. Every mode is only available for a certain amount of time every single day and usually they're open for 2 hours at a time. By doing this, it declutters queue times and keeps everything evened out. DBD could use this same exact tactic to add new modes without killing queue times
I do not believe any possible effects on queue times is what prevents various game modes for DBD, it is the game's rough coding.
I just cannot see it running an additional killer with all of their assets very well, let alone more survs too. They had to cut wayyyy down on fog effects because of game performance issues. Imagine the last gen consoles trying to run DBD with 6 or 8 characters in the same trial? Or lower-end PCs that barely can run DBD right now? Prolly melt the Switches out there.
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@Marik1987 said:
Piggy doesnt need buffs without nerfs on the other side.
I love playing Piggy, her RBTs are more consistent with the last buff they received.
4 RBTs = 12 searches in total, max. 4 Searches out of 5 Boxes possible.
This is the best slowdown besides Cenobites Chain Hunt in the game.
Her Ambush however sucks.
Here is my idea:
- Nerf: RBTs end up in 10 searches in total, not 12.
- Buff: Increase her crouching speed to 4,0m/s / 100% without addon. Johns Medical File maybe needs adjusted.
- Buff: Make Combat Straps Basekit
- Buff: The Ambush can break Pallets
Maybe the dash can also bring down the breakable walls as well?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332279#Comment_3332279
I sent her the video I linked in the post
Mic dropped. Well done!
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332200#Comment_3332200
This made my day. The image of a Bubba vaulting a pallet like Legion while charging the chainsaw is just too damn funny. 🤣
My beloved Piggy vaults, but the headtrap she's carrying snags on the pallet. Trap breaks, Piggy is stunned, and survs is now four miles away giggling ..
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@DragonMasterDarren said:
I had a Meg like this on a Eyrie of Crows match, i was being chased by a Huntress for 2 minutes straight and she spent the entire time doing nothing, while there was one gen left and we were the only two still alive
It's going to be fun watching SoloQ teammates still doing nothing while they can clearly see i'm being chased
That most likely is your teammate waiting for that hatch, and you actually looping and not going down fast is messing with their plans. How dare you survive as a survivor...
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331799#Comment_3331799
If the majority of the Killer population end up dodging 3/4 man swf lobbies even with incentives, then at the very least, it’s a wakeup call to the devs on how much swf is disliked and they need to rethink their priorities in balancing the game.
If swf not being nerfed is the rule to play around, then the alternative is to let the Killer playerbase decide if they wish to go against swf with incentives for doing so.
The current idea that has been floating around after the Survivor HUD update is that with Solo queue being closer to Swf, Killers can be buffed accordingly. While it sounds great on paper, it’s going to be very hard to pull off. Swf, Solo queue and Killer groups all make up one triangle. Since solo queue buffs will always apply for swf, balancing solo queue and killer will always mean that swf will be one step above the other two.
Balancing all parties means that every group has to be subjected to buffs and nerfs. However if one group (swf) cannot be nerfed and gets indirect buffs when another (solo queue) is buffed, it’s pretty obvious that the game will never be balanced for all groups. I wouldn’t be surprised if after 1 year, solo queue players would still be complaining about killers being overpowered and said killers would be complaining about swf being overpowered.
From what I've seen of their changes over the years they will not show SWF in the lobby pre-game, nor will they impose tourney limitations on SWF. They won't do either, and attempt changes around that. Whether that's the way to go or not is another thread entirely, just the current reality as I see it.
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@Crikety said:
Add the grouped indicator prematch, add massive post game bonuses relative to group size to killers who still opt to go against it.
@appleas said:
Even if swf doesn’t have that high an escape rate compared to solo queue, it sure doesn’t feel good to play against one, especially when playing a Stealth Killer/Build.
Killers should be given a swf indicator pre game and BP bonuses for going up against swf
I do not see how adding an indicator pre-game results in any SWF ever getting a match at all. No amount of bribery will make killers take them on when they have the option to get guaranteed just solos every time. And with half of all survs in at least a two-man team, queue times for everyone in both roles are now screwed.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329520#Comment_3329520
Killer is in a completely terrible state right now if you are playing at high MMR.
I have a request for you and the entire DBD staff : play killer for a month with a 3000 MMR account that can't lose any mmr (if necessary have the accounts have the MMR reset daily).
The rules for the challenge are as follows :
- You may not play Nurse/Blight.
- You may not only play killers with only their best addons. Imagine you get 1 of each addon and then you have to go through all the other addons before your "good addons" reset. ( There is one exception: you are allowed to play Michael Myers with either purple tombstone or infinite T3 because he is unplayable without one addon or the other).
See how much fun you have.
"Would it be cool to know? Yes. Would it be beneficial? I'm not quite convinced"
After hundreds of matching tests in my own game I have concluded the following:
- Playing against SWF is not fun and is more frustrating
- Playing against SWF gives me harder matches and fewer points
- Items make survivors stronger - so I should play people who bring fewer items
- Killer queue times are instant so I can be very selective about who I play against.
- I have the most fair matches when all the survivors are playing alone.
Conclusion:
I should do my best to play against SWF players as infrequently as possible.
When someone is in my lobby with TTV I immediately open their stream to see if they are solo or SWF. Not Queen determined years ago this was not against the rules. Yes I will attempt to also see their perks. Why? Because playing killer is getting less fun all the time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329309#Comment_3329309
The majority of my matches are SWF. I know this because I look at the profile of everyone who comes into my game. I do not play anyone who is playing 3/4 man SWF anymore- unless they are under a certain number of hours. Before this patch playing against 2x 2 man SWF teams was somewhat bearable. But now everyone is more efficient and it feels like every game is against a 4 man SWF.
When I play DBD I am selective with my lobbies. I do not play vs 4 medkits (unless I am playing Plague) because I can't know if they are brown or purple .
When I see people come in to my lobby I can tell if they are solo or in a group depending on when they come in/leave. Often I "shop" around until I know that I'm not playing against a 3/4 man SWF.
Most of the time I already know who is in a SWF before the game starts. If player 3 leaves then the replacement player cannot be in a SWF with anyone else. Then if player 1 leaves I know the same information. Also if player 1 & 2 were alone in the lobby for 20 seconds then I also know player 1 is alone; by odds of elimination I also know player 4 is alone since players 1,2 & 3 are alone.
When someone is in my lobby with TTV I immediately open their stream to see if they are solo or SWF. Not Queen determined years ago this was not against the rules. Yes I will attempt to also see their perks. Why? Because playing killer is getting less fun all the time.
When someone comes in with anonymous mode on I will usually leave the lobby. Why? If you're not sure - dodge. There are an infinite number of survivors lined up waiting.
People lie to me all the time and say : we aren't swf. Then I say : I can see you on each other's friends list. And then they say - well we're not a full swf so it doesn't count. That's not how it works you are either solo queue or you are not.
You've obviously well thought out your post here, and also have some detective-work-backed-paranoia from too many super sweaty matches, so I do not want to simply discount what you're saying here.
From what I've observed of the devs moves over the years, they focus their changes primarily on the casual middling groups of players. Those not veteran experts nor absolute newbies. Meaning they aren't focusing on the top level of play, where you prolly are as well as most of your opponents. This should always be kept in mind when we suggest changes ourselves.
Putting aside the possibly dubious "screen sniping" part of your post, which for all I know is indeed fair game with streamers, I do have one direct problem with one aspect you brought up:
The lobby dodging, or shopping around, or whatever is such a problem where matchmaking is concerned. The current system has just one shot at a fair-ish match, and the dodging and resultant backfilling leads to the lopsided matches others come here to properly complain about. I get that you are attempting to avoid SWF at all costs, but it is borking up the matchmaking as well.
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@foods said:
swf completely breaks the game, bhvr doesnt care about the integrity of their game or they would ban swf. them not letting killers even see when they play swf is just disrespect to killers. you have no idea if youre doing wrong things or if players are on comms. just a dancing monkey for survivors.
Banning them would absolutely kill the game, and putting them on blast in the lobby would lead to endless dodging so they'd never ever get a match.
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@PrincessCalla said:
I'm curious as to know they know people are on voice chat in the first place. Sometimes I'm on the phone on speaker with my friend, how can they detect that? O.o
They can't detect it nor prevent it.
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329978#Comment_3329978
I think she means how killers can see names and click on profiles pre-match. Potential to dodge the lobby if profiles are not hidden.
How does that help against Crossplay players?
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@GingerBeard said:
I would personally like to see it implemented.
The concern that it'll lead to more toxicity is overblown imo, but I understand the thought process and admit I might be wrong.
Holding something back due to the fear that some people (potentially a minority) may purposefully/accidentally misinterpret the system, even while others would benefit, is just a viewpoint hard for me to get behind.
Well said
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@shigavr said:
I play on Nintendo Switch and about two-three times a day, my character will freeze in an action (healing, unhooking, or doing a gen), and then I get disconnected — but it’s not my Wi-Fi. I don’t think it’s my console either since I’ve only had it for a year, and all my other games run smoothly. Is anyone having the same issue? I keep getting a DC penalty for something that I don’t even think is my fault. :’)
it doesn’t happen when I play killer .. only survivor. Is this a server thing?
@Warlord1981NL said:
Clearly your WiFi isnt fine. As a rule: Dont game on WiFi.
I tend to agree. Online gaming is iffy even with awesome wi-fi, but with a game as unstable as DBD can be, best not to.
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@Johnagon_Infinity said:
I'll preface the whole thing by saying I have about 6.5k hours in the game. Most of those hours have been on killer, most of those hours have been on the Hillbilly. I play on NA West servers at nighttime, which is referred to as the "demon hours" or "juicer-hours".
For those unfamiliar, it's when all the sweaty SWFs, God-tier solo-queue survivors and literal comp teams get on to destroy late-night killers. I have a few problems with Dead Hard. Firstly, I will address: yes, Dead Hard was nerfed for bad/average players. The people who used E for distance promptly dropped this perk and picked up something that was easier to get value out of. But for those who always used DH for the ability to dodge attacks, this perk HASN'T changed.
Some of the issues I have with the perk are: the passive deterrence it grants, the fact it's now the obvious choice for an exhaustion perk again, the immense value one-usage of Dead Hard can grant, and the fact it is ping-reliant. When I know a player has Dead Hard, I now have to play around it when it comes to pallets/windows. This means this survivor now gets even more time before I can lunge at them when they are looping structures. The standard lunge-distance is effectively shortened against anyone who is using DH. This is a passive deterrence that the existence of DH has on the game.
Having Dead Hard will indefinitely grant you maybe an extra half second or so around EVERY pallet or window. This effect is exaggerated if the survivor is using resilience or doesn't have an item (watching an item disappear when a survivor commits to a vault is how you can be certain to swing at a survivor and avoid their DH.)
If a survivor is looping a pallet, they are able to, rather easily, time their DH effectively enough to where you either hit their DH, and they get to run off to the next tile. Or if you don't swing, they get to pallet stun you. In these situations, survivors can be exceptionally greedy with little repercussions. They can choose to pretend to drop the pallet, and you respect it, now they get even more distance for perhaps another loop. Or they do a spin, run right at you, but you wait it out, and then they do it once more, but this time they actually use their DH. Either way, this enables the survivor to get an extra couple loops out of a strong pallet.
It is also now the obvious choice perk all over again. DbD has tons of perks where the option is "I can bring this off meta, kind of niche perk that could be super handy, or I could bring the safe perk that always gets value." Because Dead Hard is the best exhaustion in the game, the other exhaustion perks don't matter. Kind of like how Deadlock is a fine slowdown all on its own, but doesn't compare to eruption/brine combo.
When I go up against the God-squad Seal Team SWF who I know is here to ruin my night, do gens in 5 minutes and leave, you bet your ass 3 out of 4 -- if not all 4 -- of those survivors going to be bringing Dead Hard. I don't mean guys with 1.5k hours, I mean literal 3-6k hour survivor-mains who are deadly with Dead Hard. Those guys will very likely get value at least once -- if not multiple times -- every game.
As a killer, there are few things more miserable than when EVERY survivor in a match is running DH. I will pull off some crazy-bump logic on Blight that took my hundreds of hours to master. I'll line up everything beautifully and the survivor presses E and it doesn't matter that I landed a frame-perfect hit on them. Or if I managed to land a sick chainsaw curve on a survivor, they'll just tank it and keep running while I sit there fatigued.
Another issue is that some killers Dead Hard will work nearly all the time on, because their attacks are predictable. Plague's red vomit, Trickster's knives, Huntresses' hatchets, Blight's rushes, Nurses blinks, Oni's kanabo, etc. This is honestly one of the biggest issues with the game I can think of right now. As a killer, the meta of the game encourages you to whiff attacks on survivors. As Blight, I have to rush past them the first time, to bait out their DH. As Oni, I have to glide off of them, stop, turn around and slam, as plague I have to fake a puke. The list goes on. Dead Hard encourages killers to not use their power. If you're thinking about Legion/Slinger, okay. There are two killers in this game -- 3 if you include Pinhead with Original Pain -- who can completely ignore Dead Hard. That's 3 killers out of 30.
And now let's get into the biggest issue: dead hard is now even stronger than before when activated. Old Dead Hard got consistent value. New Dead Hard gets less consistent value, but when activated is FAR more useful than any other exhaustion perk in the game. One usage of Dead Hard easily outweighs whatever 3 Lithes, Sprint Bursts or Balanced landings might buy you. The killer is now forced to sit through a weapon-hit animation, slowed down movement, while the survivor gets an maneuverable boost of speed in ANY direction they'd like, not just one straight line like old DH.
If I could pick any one perk on the survivor-side I'd like to see get re-worked, I would pick Dead Hard again. I hate Hyperfocus /stakeout as much as the next killer-main. And those do need to be addressed, but DH is still the best exhaustion perk in the game. I'd definitely take an eruption nerf in trade for a DH nerf.
Ping is also an issue with Dead Hard. If you have high ping, or the killer has high ping, your perk is now useless. That's not a good design and it rewards those who have low ping -- something the game already does naturally with vaults. The argument that "Well, I suck with it anyway. I can never get it to activate." is not useful to the conversation. I'm bad at Nurse, she still got nerfed.
What's my solution? No more third health stage. DbD has come a long way in the last 6 years and the community has gotten good enough where having a third health-stage on command is too much. It's not viable, it doesn't need to be in the game. People have had 6 years to master this game, they have THOUSANDS of hours invested in it. If you set a new level of mastery for them, they will reach it eventually. Ex. Nurse.
I have some ideas on possible rework ideas, but I know they'd not be a compelling alternative to how strong Dead Hard already is, and it would just anger those reading, so I'll leave them out of this post. I've heard a common complaint that feels necessary with new STBFL in the game, and if it would make the transition easier, I'd be all for a nerf on STBFL. Dead Hard is a problem for the meta of the game, and it has been a problem since its release. If you'd like to post your ideas for a rework, I'd gladly read them. If you want to share your opinions, I'd gladly read those , too.
I think the devs came up with the current DH while looking at what you called bad and average players, what I call the normal/casual part of the playerbase. And this makes sense given those players, including me, make up by far the largest portion. Those groups are where they tend to keep upmost in mind when changing things.
Despite me having maybe almost 2k hours in, I'm an ok surv and a lowsy killer, and I have never ran DH. Yes I have been hit with DH while playing my beloved Piggy but it is uncommon.
Those who get the most from it are highly skilled vet survs who learned again how to master DH effectively. And thankfully they (like the top veteran killer players) are such a small part of the playerbase that how things are used at that level don't really represent usage across the broad scale at all. Kinda like sweats vs. sweats first world problems.
They've shown time and again they focus on the middle-ish and newer ground first when proposing changes, not top level play nor bottom. Now throw in it took what 6 years to change DH? Plus DBD is back around the top sellers again hence even more new players? What conclusion would you draw?
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330507#Comment_3330507
And what about weak killers? Like Trapper, Pig, Sadako, Freddy and Michael Myers?
Those killers imo need both power adjustments and quality of life improvements that outweigh their interactions with DH.
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@sizzlingmario4 said:
Nah. The strongest tools on both sides are too strong. It's not just Eruption, and it's not just Dead Hard either.
That's completely fair to say imo.
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One thing I've never understood is why there's only two base speeds for killers when moving regularly for the most part, 110% or 115% of surv movement speed. This leads to good survs memorizing distances and timings before bloodlust kicks in for instance.
I know a few add-ons can alter their speed, but I wonder if more variety could shake things up.
Little things like Trapper or my beloved Piggy being slightly faster when only carrying one or no traps, or Huntress and Trickster and Clown a bit slower when fully loaded but ramp up some as they toss away. Nemmy gaining a tiny bonus when hunting along side his zom zoms.
Maybe worth testing?
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@lemonsway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327269#Comment_3327269
You're absolutly right but you're only thinking of the lower skill level. Now imagine you get decent teammates. Think about how much more powerful you are and they are.
Just like i said in the post "...powerful in the hands of decent players." Giving Free info is BHVR throwing things for the skillless survivors to shut up and it's a massive boost to every survivor player that already understands what they should be doing.
Any good Solo survivor is now equiped with SWF level info. Again now think what 4 good Solo survivors can do. They're basicly a SWF already.
The strength of SWF is the reliability it offers because it relieves tension tension created from not knowing. Now you have the Knowledge, the tension is gone as a Solo Survivor.
Killers have been on higher end since 6.1 because Tunneling and Camping increased ALOT! Kicking gens to stall match is super easy. It shouldn't be possible.
BHVR's answer? Give Survivors Free EASY info...WE're correcting a Huge Mistake with an even bigger mistake.
When DbD launched the game had no SWF option. It was added later because Survivors wanted it, now survivors wanted SWF level info for everyone, next like i said it's going to be 24/7 auras, just wait a few months and you'll see.
And there will be less killer players and those that still play killer will tunnell and Camp even more, as if somehow it's even possible at this point.
The devs have confirmed many times that SWF was always intended at launch, just not ready yet. They were working on both KYF and SWF modes up to the deadline, and quickly finished SWF soon after when it was noticed survs mass lobby dodging until they found their buds.
So saying SWF was never intended is simply not true.
Imo they may have underestimated the impact of comms, but that is another thread entirely.
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@RaccoonInATrenchCoat said:
Yknow, the thing many, many people get that just locks them out of the game for hours for no rhyme or reason?The issue thats been in the game for years? Please BHVR?
If you're not too busy removing cosmetics for no reason, that is.
When I get this on my Xbox (usually after an update) I uninstalled and reinstalled the game twice to get rid of it.
Might depend what platform you are on.
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@Distortion_Enjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325767#Comment_3325767
this is not true, i played probably 1k hours on controller before switching to m&kb and was able to look behind fine in chase, if you aren't looking behind you in chase then you are not playing the best you could, you probably look like a noob to the killer and get tunneled thinking you are the weak link, i've heard many killer streamers mention players not looking behind them and how easy prey they are and i agree, if i see someone like that, chances are they are new or lost, you just have to suck it up and stop being lazy or hover in low mmr forever
It is much slower on Xbox, the input lag & dead zones for the joysticks is noticeably worse, especially when I play killer. M&K support isn't coming for this game on the consoles, and the $250 adapter doesn't function correctly on Xbox, although I apparently does on the PlayStations.
Members like @BloodShade have written small novels on this forum about how awful the controllers work for this game on the consoles.
This link https://forums.bhvr.com/dead-by-daylight/discussion/comment/2497517#Comment_2497517 brings up some of the limitations of playing DBD with a controller on console, and there are many more.
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@Hannacia said:
People mention Otz and other streamers here, but if you actually watch him play his challenges he plays as nasty as possible to make the win happen. Also i'm not sure but when i watch streamer from NA i feel like the survivors are way more casual there than in EU. A lot of them are from console ( not sure if that matters ) but a lot of them don't watch behind them when they run. A lot of them run from pallet to pallet drop run. in EU i feel like i see more comp minded people. So yeah maybe NA killers have it easier who knows its just something i've noticed :).
Sure killers can win by turbo tunneling 1 out of the game instant, make it 3vs1. Just always tunnel the injured person and yeah games are easy. Proxy camp so people can't get hook saves easily.
This isnt something survivors enjoy though, and some of us don't enjoy playing like that when we are killer. Playing fairly can cost you the game quite easily if survivors are decent.
Turning the camera with a controller is wayyyyy slower than with M&K. It's not that we don't wish to look behind, it's just so sluggish and time-consuming to do.
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I run it whenever I'm in a group. Great for calling out Lethal Pursuer and Nurses, and those annoying add-ons for Wraith and Blight.
I also remember when old Freddy shredded all tokens in dreamland back in the day.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325319#Comment_3325319
It's closing in on FOUR years since they promised us 60 FPS :(
Preach brotha
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325319#Comment_3325319
It's closing in on FOUR years since they promised us 60 FPS :(
Preach brotha
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325323#Comment_3325323
IMO this does not only apply to Anonymous-Mode that people dont really bother reporting. The general process of Reporting is just way too much effort. Not everyone wants to record a game with OBS or similar software. And then all the things you need to fill out while reporting a Ticket, all while NOT forgetting to report ingame.
I know that BHVR bans people. I have seen Hackers who I reported being banned. Sometimes even without ingame-Report (e.g. a Legacy-Hacker I reported got banned, I dodged the Lobby (because they were clearly a Hacker), so no ingame-Report, still they got banned).
But sometimes I also felt that it was not worth my time to report someone, not because they wont get banned, but because it is just so annoying to do everything for a successful report.
Dunno what OBS is, prolly a PC thingy. I've often heard the process is long and tedious from others as well. My point was concerning those not reporting just because they still think they need the ID when they don't.
I've never reported anyone myself, even when I was suspecting someone, because I have no clue how to record anything on my Xbox, although it's supposed to be possible.
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I see this question alot on here. Since Anonymous Mode came out it seems the part about no longer requiring Steam IDs to report hasn't really reached everyone, so long as the other steps are taken.
Any ideas on how to better advertise the reporting system. I'm willing to bet many legit cheaters & hackers haven't been reported when peeps see the Anonymous Mode in use.
The community does seem to rejoice when the numbers of those properly banned are shown.
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@versacefeng said:
So you want my console to drop 30 frames more?
This. Like another has said, they actually had to greatly reduce the fog due to massive performance issues. Their coding and optimization simply cannot handle it.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/361867/opt-out-of-being-paired-against-swf
At my MMR 95% of players I come across are in a SWF (as I can see when they leave the game or I can see who is on their friends list).
It would likely take 30 minutes for me to find a non SWF game.
Rather than deny people the option to use SWF - the smarter idea is to limit SWF so that it isn't broken and an automatic advantage over solo queue.
Add the rule : No character, item, perk or offering repeats inside a SWF.
Lock any changes other than costume once a SWF enters queue.
This would mildly punish 3/4 man groups to prevent bullying and have almost no effect on 2 man teams which are the majority of players.
I doubt they'll ever limit SWF in such a way. Even more than comms, imo the strongest advantage is quality control over teammates, which is impossible in solo queue.
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@0zero0 said:
Ok so my boyfriend has a ps and now has a keyboard and mouse he got for christmas. He was so excited thinking he could use it for dbd and make playing much more enjoyable and fun but he can’t. That’s fine but here’s where the problem is. On console it’s harder to move and look around but on pc it’s so much easier. So I say to make it more equal let people on console use keyboard and mouse, if not I have a different idea then.
My dad and I were talking about this for Modern Warfare but it could work here too. Make it so players can toggle cross play on and off for certain devices.
Ex. I play on xbox so I have cross play on for players on PS but it off for players on Pc.
That makes it more equal and fair to those who don’t feel like playing with pc player who can loop and zoom around a killer easier.
I would love for there to be an option for just CrossPlay between the consoles, but I doubt they'd want to split the playerbase like that, which is slightly dwindling in size these days too.
As for M&K support they've said many times they have no plans to add it. There is an adapter for the PlayStations for around $240 USD that will work, but sadly will not for Xbox.
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@TigerSnake said:
There’s no reason why we’re not allowed to. I really don’t think killer’s have their own MMR, or if they do, then it clearly doesn’t work very well.
The wide quality of the matchmaking is due to lobby dodging & the resultant backfilling, insufficient similar skilled players at certain hours, and/or prioritizing queue times.
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@Chordyceps said:
I'm a huge fan of when games let me see stats for my characters, and I think Dead By Daylight would be benefit from this.
Some stats that would be cool to see:
Trapper: Survivors Trapped in Traps
Legion: Feral Frenzy Chain Stabs Hit
Trickster: Knife Toss Accuracy
Dredge: Survivors Grabbed From Lockers
Onryo: Total Condemnation Inflicted
Spirit: Distance Traveled While Phasing
I know Dead By Daylight definitely tracks some of this stuff since it's necessary for achievements, so it would be cool for us to be able to see these stats past just what we need for achievements. It would also definitely incentivize me to play killers I dont normally play, just so I can see those numbers go up. Could be fun stuff to compare with friends and other players as well.
I'd love it if the devs would consider putting this in.
@Chordyceps said:
To expand on this a little bit, survivor stats would also be cool!
Things like:
Total gens repaired
Total Distance chased
Time spent hiding in killer's terror radius
Killer grasp escapes
Saves performed
Survivors unhooked
Hexes cleansed
Boons created
Chests Unlocked
@GravelordNito99 said:
I also agree with this. I'm amazed we don't have it yet. I'd love to see my overall stats somewhere.
I'm not 100% certain, but I believe releasing such stats would have needed to have been in the game from the start and cannot be added on now.
It prolly has to do with the various privacy and UEA's with the consoles, which I believe explains why they cannot put out numbers like how many play this particular killer on this particular platform for example.
I'm willing to bet stats just for PC are ok to release, but they obviously won't do only two or three platforms for fairness sake, and because the consoles are by far the largest playerbase.
Maybe a dev can dig deeper into this question.
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This has been asked for constantly, but unfortunately they need to strike deals with both Sony and Microsoft that all can agree upon. So it's not just the devs.
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@Iza13 said:
Lightburn is generally a really old, out of date mechanic if you ask me. It affects killers that use "the spirit world" like Wraith when he's cloaked and nurse when she teleports, but not the most obvious killer, the spirit herself. Plus, I find it really hard to lightburn a nurse, right? I think I've only ever seen two people do this, one was Otzdarva with a flashbang, not even a flashlight. I don't really get why it's way easier to lightburn Wraith than Nurse. She's obviously the stronger one. And I also don't get why you can't lightburn Spirit at all. She's also way stronger than Wraith. It just seems to me that they forgot that this mechanic even existed when making the Spirit because it's so outdated today.
If for some reason they were to add torching up Spirits they'd prolly have to add the Ring Girl as well. But I don't see them doing either imo.
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@Emankcin said:
Here are my suggestions. CoH should be destroyable. When the killer destroys the totem, the survivor who made the boon gets sacrificed immediately. Survivors who had used the boon go straight to the dying state. Auras of the survivors who haven't used the boon are getting highlighted until the end of the match and becoming moriable even without the offering. Pallets and windows are becoming blocked and all survivors' movement speed reduces to 1 m/s.
You forgot every killer now starts with a shotgun as well.
Come on fam be serious!
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@TonyXSplash said:
Do you think DBD should implement match review? I want to be able to see the match from both the killer and the survivor perspective. This is a very good way to spot hackers. Games like overwatch have this system and hackers are so easily spotted.
please we need that in DBD and every multiplayer game should follow this system!
Sadly they have said it cannot be added now, that it would have to had been included from the start.
Maybe in DBD2
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@littlepaw said:
Ah, the CoH discussion starts up again. Popcorn is delicious this time of month.
I laughed way too hard at that. Ty
Must get sleep...
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CoH already has been changed a couple of times, but I guess it is still a problem. I'll try to go through both sides here.
There seems to be some set in stone aspects to CoH that they are intent on keeping:
Unlocks self-care, stackable
Provides healing bonuses in groups, stackable
Can be reblessed infinity
Takes a perk to destroy
Now what suggestions has anyone to make to changing CoH that still keeps all of that? One of the few I can think of is diminishing returns similar to Built To Last, so each time CoH is snuffed & reblessed it's range & effectiveness are both reduced. Some kind of token system may be another.
I get that keeping those four aspects may feel unacceptable to many I really do. But if they are here to stay, what do y'all have to offer up?
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@Zaydin said:
Going to repeat myself: Suiciding on your very first hook needs to be punishable somehow. Was in a match just now against a Nurse and we had a Feng Min who suicided the first time they were thrown on a hook despite having three generators done.
They screwed us with their selfish behavior and it needs to be punished when you deliberately die on the hook like that. Dying when you are second to last left and the last man standing is still on their feet is a different matter if you are trying to give them a chance to get a hatch escape.
So if a surv is found first and hooked, and then facecamped at five gens by a Bubba or Huntress or similar killer who can easily defend that hook, you're saying they have to stay and hit those skillchecks and take that 3500 bloodpoints and be happy with that?
Happens often enough to be a problem.
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As with all updates, I think things like:
"This is it. This will be the patch that finally kills my Xbox off and all of the older machines. RIP"
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Cannot separate the queues, it's way too late for that now and I doubt the playerbase size could support it either.
No killer, including me, would willing go against SWF groups when there's an option to get guaranteed just solos. Can't convince em, can't bribe em, simply won't happen. And then SWF groups never ever get matches again. Even now lots of killers dodge lobbies if they even sniff a SWF, further borking up the matchmaking.
Last time they put out such a numbers in 2019 half of all survs were in at least a two-man group. Since solo queue has grown so delightful over the years, I have to believe more and more groups have formed up, especially after the "killer patch" came out several months back.
Even if this was added to customs, there's no progression or bloodpoins in there either.
The only way left imo is what the devs already are slowly doing. That is get solos more info and possibilities of coordination, with the goal of it not mattering which surv mode is played. Then rebalance most killers around that new state of affairs.
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Having her roar more towards the rear of the ambush would be nice, and maybe the tacking from Feral thingy might help.
I've never considered Deep Wounds being added, that's interesting, however I'd favor a timed Broken status.
Her crouch times and speed could use number twerking yeah.
They did go through many of her add-ons a while back, improving a few of them, but there's still more possibilities there.
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@WesCravenFan said:
The only thing that needs to be done about SWFs is they should show who is grouped with who in the lobby.
That's it.
No one should be mechanically punished for playing with their friends.
Shown in the pre-game lobby, heck no they'd be dodged into oblivion and no SWF would ever ever ever get a match again. Shown post-game sure I have no problem with that.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320843#Comment_3320843
You're missing the point entirely.
While impressive, the 2 V 8 mod has a bunch of issues, for the exact reason that it was created by random people without full access to the game code. If BHVR were to make an official version to add to the game, there's so many things that would have to be ironed out. For starters:
- Not all of the survivors in the 2 V 8 match have proper icons in the HUD: BHVR would therefore have to adjust the HUD to accommodate the gamemode.
- A number of perk's effects bug out when used in the 2 V 8 mode: The devs would need to go through and bug fix a whole bunch of perks/items/add-ons/offerings/powers/maps etc. to work with the mode.
- The game's lobby system is not built to handle potentially 12 players (2 killers, 8 survivors, and 2 spectators): BHVR would have to make a new lobby for the mode that could properly display all the players.
- Having multiple AI killers (e.g. Nemesis or Knight) in a match would TANK performance: BHVR would have to make optimisations to these to allow it to work on the minimum specs supported by DBD.
- etc. etc.
These are all things that would take TIME and RESOURCES for BHVR to do. So they'd either have to hire more staff (which means less expenditure available for the primary game mode), or they'd have to divert pre-existing resources to the 2 V 8 mode (which increases development time).
And then once they've implemented it, it becomes something that they have to maintain with every update. Whenever new content gets added, it'll have to be playtested, bug-fixed, and whatnot in the 2 V 8 mode too.
And people on here can say "Oh well, it doesn't matter if it's unbalanced. I don't care if it's buggy. It's fine if it doesn't work properly" etc. but that isn't a tenable position for a video game company to take. Releasing broken, unpolished content hurts their reputation professionally. Us players might not care too much, but license holders, advertisers etc. certainly do.
The options are:
- BHVR adds an official 2 V 8 mode in but does not go out of their way to balance, bug-fix, optimise etc. which results in a buggy and broken mess of a gamemode. This reflects badly on the game and company.
- BHVR adds an official 2 V 8 mode and diverts resources to support and maintain it, resulting in increased development times and less staff for both gamemodes.
None of these options are viable for business.
2 V 8 is best left as a mod. If you want it, I'm sure you can find a way to play it.
The hit to game performance with two killers and all their assets would be massive.
Just imagine the last gen consoles and lower-end PC's trying to run this, not to mention our Switch cousins.
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@MrKrabsArgArgArg said:
I had the idea at work today and I was wondering what some thoughts on this change would be. I don't firmly believe that it needs to be added, but I haven't seen the idea suggested before and I was just wondering what your guys thoughts were on it
Should it be added I think it should only apply to trios and four man squads. I say trios and up because I don't think duos is too bad, as well as the high likely chance a duo could be one player just showing a friend the game.
Survivors in SWFs could get a lean mechanic like ghost face to replace third person peaking around corners
To compensate for not being able to see the killer behind you in chase, your screen could light up red and get brighter as the killer approaches behind you
Oh boy killers are going to love this. Can't look behind you, so now Dead Hard is useless, and all range killers will have a field day.
Nope