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JPLongstreet

JPLongstreet

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JPLongstreet
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  • @YuffieGreatestWaifu said:

    Personally I hate to say it Switch 1 should stop being maintained give it 6 months and allow Switch 2 users access to the better ver.

    There is no better or more optimized version of DBD for those on Switch 2 to get. The game will run the same as it does on a Switch 1 it's the same game.

  • @jinxykinz said:

    I suggest a banner that looks like the offering screen background and a badge featuring the random beam, which people on Reddit seem to have affectionately named Jim. Perhaps it can be a giveaway code, JIMTHEBEAM.

    Embrace it as a feature! 🤣

  • Could we let the lil fellow stay awhile? See if he likes fog or develops language skills?

  • @ThatRyanB said:

    Me: Trawling the forums to make sure I'm reporting serious and important feedback back to the team
    Also me: "📝Beam good. Got it!"

    Sometimes we must embrace the chaos, and enjoy the shared little moments! 😊

  • @cogsturning said:

    Somebody 3-D print it and make keychains.

    One version could have all the names of the survs on it, and the other all the killers. As content is added they just make the keychains longer....

  • @Shroompy said:

    wait so youre telling me my toolbox isnt supposed to have 10000 charges?

    And I'm not supposed to get head-pops in "chase" either.

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974150#Comment_3974150

    It's not banned. You can play it any time you want. You aren't allowed to stream it as it contains violence and sensitive content

    Ahhhh thanks for clarifying

  • @Ressccue said:

    I dont know why ? all these chinese players got drawn to SEA server, why they're not matchmatking in Hongkong server or something ?

    When I play Survivor or Killer, my ping should be around 40 when I encounter players from the SEA server. However, when I encounter players from the Hong Kong server, my ping is around 80, even up to 100.

    Will the developers fix the issue of players being thrown to servers they shouldn't be playing on ?

    I thought DBD was specifically banned within China, so they VPN around that?

  • @Hexonthebeach said:

    It's probably a hint for a Donkey Kong chapter 🤔

    That or old school Pitfall maybe?

  • @PetTheDoggo said:

    I wonder if they will ever fix it…
    It really makes me miss BBQ/WGLF.

    BBQ & Chile is still my most used perk on me beloved Piggly Wiggly, even after all this time. I really needed those stonks back in the day!

  • @kosaba11 said:

    I know it's a bug, but keep it. It's funny.

    Some quirks and bugs and glitches we can tolerate much more than others! 🤣

  • @ShanoaLegendaryPlz said:

    What happened the first time was i couldnt get into survivor, swapped to killer, then swapped back put to survivor and it was fixed. Its like aome kind of first time starting up the game bug that will require those steps the first time until they fix allllllll the broken stuff like daryl still having the ptb placeholder screams, michones voice being twice as loud as anyone in the game, ricks screams not being heard by other survivors across the map, the fog vials getting stuck in your hand 90% of the time in the lobbies and the list goes on.

    Don't forget this vials breaking the chase mechanic when used.

  • @UnluckyMan said:

    Yesterday:

    I had to download entire game for some reason so no game tor that day.

    Today:

    Lunch game - game server error restart game

    Spend bloodpoints - blood web error restart game

    Create lobby - lobby error try again

    Join lobby - lobby error try again

    after few tryes

    Match loading screen - server error game canceled

    PC reset

    files verifycation

    everything seems fine

    Lunch game

    Join lobby - no error this time instead entire pc froze

    Again PC reset

    Lunch game

    Find match

    Start match

    Take few steps

    Game crashed

    Nah… I think I will pass

    Also do anyone else has something like that?

    The reason for the huge update size was an engine upgrade. The rest of that nightmare I can't speak to.

  • If those vials are what's causing chases to not register, which seems likely, then they'll be Killswitched. They'll prolly take that opportunity to change them I bet.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970748#Comment_3970748

    And controllers still won't be able to pull the same flicks that mouses can now do. Both peripherals are fundamentally different, BHVR won't ever be able to do anything about it no matter what they do. Whatever input-related killer tweak they implement to a killer, mouses will be able to do it better than 'rollers. Always.

    Which is probably why they're messing around with Oni's turning, trying to lessen that disparity.

  • @MechWarrior3 said:

    https://us.v-cdn.net/6030815/uploads/QI26LTXFI2PI/img-0592.jpeg

    I had a treasure chest build so of course he gets all my goodies! 🥰

    I too have had decent results offering up my medkit for my surv's life, less so for giving up a toolbox. Flashys don't work for me at all though.

  • @Interocitor said:

    DBD is great on the steamdeck OLED w 80-90fps on low settings

    id imagine an optimized Switch 2 version would be similar

    We don't use that "optimized" word around here! 😂🤣

  • @Rokku_Rorru said:

    Give me console only queue by default and that'd fix it, thank you (it probably won't) lol

    I'd like that too, but for this it wouldn't help because the cheaters can inject themselves into any lobby, CrossPlay on or not.

  • @Ohyakno said:

    BHVR uses epic anti cheat. They can't fix it because it's not their software.

    Dunno how yall are getting so many cheaters. I see an identifiable one maybe once every few weeks.

    Like so many things in DBD, what anyone sees depends mightily on time of day and especially what region.

    Apparently cheating is more preventant nearer Asia and around Russia than it is in the other places.

  • @Meydix said:

    In this post, I want to talk about why Oni’s new flicks on the PTB 9.1.0 are worse than in the current live version of the game. A small introduction…

    I started playing DBD in September 2016, and to this day I’ve played over 12,000 hours. Five years ago, one of the best chapters in DBD’s history was released - "Cursed Legacy", and my favorite character - Oni.

    From the moment of his release and up to today, I’ve played over 6,000 hours on him, and I’ve fully mastered this killer’s power. I’m saying this because I understand what this character is capable of and what he’s supposed to be. Now, to the point...

    For five years, Oni was able to instantly turn 180 degrees by directing his long strike backwards.
    To do this, you had to use dpi, which technically was a bug - but that doesn't change the essence.
    Over time, many survivors got used to Oni having this capability.

    In patch 8.6.0, the developers removed the ability to use dpi and added 180 flicks to his base power.
    However, those flicks were extremely slow and much weaker than what the community had used for five years - which is why many players didn’t like the change.
    Especially those who spent a lot of time mastering him.

    In patch 8.7.0, BHVR partially brought back the old one-frame flicks, like before.
    But the issue was that these flicks became extremely uncomfortable to use due to the overly high sensitivity.
    You could slightly move your mouse - and the character would instantly spin 180 degrees.
    As a result, most players found Oni very hard to control.

    All the developers needed to do was slightly lower the turning sensitivity, so the flicks would feel smoother and more manageable. But then PTB 9.1.0 came out...

    BHVR finally implemented proper flick sensitivity for Oni - but at the same time made them significantly worse.
    Now I’ll try to explain why...

    As I said earlier, since patch 8.7.0, Oni can instantly turn 180 degrees by quickly moving the mouse and directing his massive strike backwards.
    Since this flick happens instantly, the player can turn even when close to a wall or in tight spaces.

    So, what’s different about the flicks on PTB 9.1.0?

    Instead of turning instantly in one frame, Oni now rotates in an arc around himself.
    He winds up and swings behind him, doing a smooth turn.
    The biggest difference is that this turn now requires open space.
    That means if you’re close to a wall or any object, you won’t be able to flick 180 — and your hit will just go into the wall.

    This greatly interferes with many situations where you previously could land a hit.
    And because of that, this change is 100% a serious nerf.

    On top of that, if you’ve spent thousands of hours playing Oni - this change completely devalues the time you’ve invested.
    Everything you learned with this killer no longer matters (at least when we’re talking about flicks and the possibilities they give).

    What can be done to keep Oni’s flicks just as effective and comfortable?

    The developers should keep the ability to instantly flick 180 in one frame if the player quickly moves their mouse - just like it’s worked since patch 8.7.0.
    However, if the player moves the mouse smoothly, Oni should turn smoothly too. Simply put, the flick sensitivity should be slightly reduced so the flicks feel more controlled and natural.

    If done this way, Oni will retain all his potential, and flicks will feel much more comfortable in all situations.
    If the player wants to turn 90 degrees, it will look smooth.
    If they want to snap 180 degrees quickly — they’ll still be able to.

    BHVR, just give this character a bit more attention, and he’ll be in a perfect state.
    Players like me, who’ve spent thousands of hours on Oni, will be truly thankful that you didn’t limit his capabilities and potential.

    If you agree with what I said - feel free to share your thoughts.
    Maybe this post will get noticed…

    I’d like to add one more thing...
    Throughout the entire lifespan of DbD, the game has had plenty of issues. And right now, it’s far from being in its best shape. On top of that, DbD has never truly aimed to be a competitive title where every character and every mechanic works flawlessly (except for that one time :DDDDDD). So why am I bringing this up?

    As of now, there are very few killers left in DbD whose abilities have real depth and contain a lot of hidden mechanics. Simply put, these are killers that take a lot of time and effort to truly master. But if a player fully masters someone like Wesker or Oni, they’ll have the opportunity to showcase their skill and everything they’ve learned. I personally find it incredibly rewarding to invest time in such characters and work toward real improvement.

    In almost any competitive game - like The Finals, DbD, Apex, and others - if you play one character long enough, you’ll eventually get good with them. And naturally, there will be moments where you outplay your opponent just because you’ve mastered your character and know exactly how they work. That’s completely normal.

    In our case, it’s exactly the same. The only difference is that for 5 years since Oni was added to DbD, 180 flicks only worked due to high DPI settings - which was essentially a bug. The problem was that console players couldn’t take advantage of this. But since patch 8.6.0, that bug is gone, and now players across all platforms are on equal footing. And I’m definitely glad about that.

    I wrote my post because I want Oni to keep the potential for skill expression - so that players who’ve been playing him for years can still use what they’ve learned.
    For example, going for stylish plays or doing one-frame 180 turns. Things like that make Oni a very fun and interesting killer - and honestly, there are barely any killers like him left in the game.

    I really hope that when this update goes live on July 29, the developers will make a final decision and keep the flicks as they are in the current version (9.0.0). All they really need to do is slightly reduce the sensitivity, so we don’t end up in situations where a player moves their mouse a few centimeters and Oni does a full 180.

    Thanks for reading…

    The reason for most of these Oni changes has been because his flicks could not be done with a controller, so they've tried to make it possible. Of course this would change how he plays with a mouse there's no avoiding that.

    So they continue to tinker with it, I'm guessing with the goal of somewhat appeasing Oni players using either input device.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970430#Comment_3970430

    You are still misunderstanding. I'm not saying i hate it, i'm saying it causes massive balance problems with this game that affects solo queue players negatively.

    I'd say solo queue surv behavior hurts more than any balancing decisions then or now, with a more selfish playstyle much more likely to bring a team down.

    But realistically what could further be done to bridge the experience between SWF and solos? They cannot split the queues. They apparently will not do things like a team-action debuff. They certainly will not just yeet SWF. So they do what they've been doing, baby steps that somewhat close that gap, like the HUD did quite a bit to do.

    Imo the true power of SWF isn't directly comms, but midigating the randomness of solos in being able to choose your allies:

    You know what builds are being run sure, but more importantly you know if they're doing a challenge/daily whatever. You know they'll come back for you if possible. You know they prolly won't let you get to second stage. And over time you learn their strengths and weaknesses and tendencies.

    There's no way to get that to the solos as far as I can see it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969890#Comment_3969890

    Right, so he described the game then, as in, it was originally designed to not have SWF.

    i don't really know what to tell you. The statement saying SWF was always intended has been provided. So maybe we have to put that particular interview over there in a box somewhere, and focus on the reality of the situation then and now?

    Listen, I get that many players who primarily play killer and do so extremely well hate SWF with a passion. But the truth is without it there's no way this game lasts anywhere this long. It's existed almost all of the game's span, and the devs know they have to cautiously approach messing with how it works because we're talking around half of all survs here.

    And from what I can tell, the issues most players have is the insanely strong trio and especially quad teams, which are the absolute rarest to encounter. Should a killer truly get such god-like squads regularly (which I doubt) then congratulations you're in that mythical top MMR area have fun sweating with the sweats all day. But for the vast majority of trials, that's not the reality.

  • As others have said maps used to be much bigger. The issue with maps in general is the huge gap between mobility among the killers, more so than map size these days.

    Also further shrinking then adds in other issues, such as gens often being shoved to close, totems having less spawn possibilities, and many killers belongings also being put in too close as well.

  • I think they described the game as he saw it then, and how he thought it would be going forward. The players themselves and technology changed it for him.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969359#Comment_3969359

    Not really, the interview i mention is specifically him talking about the point of the game is and i quote: "you don't know who the killer is, what their power is, or who you are playing with and what abilities they have" specifically he is talking about your teammates as a survivor, as in, you do not know who they are.

    That is heavily implying that the game was designed with solo queue as the only option in mind, and SWF was later added after.

    Over the years they've said repeatedly they always planned for SWF, just that it wasn't ready at launch in 2016. Back then the game was only on Steam, and survs wishing to team up would mad dodge lobbies until they found each other, which worked because of the small player pool and things like Discord. But not long after they added in SWF.

    There's no doubt they considered lack of information a big chunk of the game's appeal and design, particularly with many of the perks. But once they ported the game over to the consoles (most with built-in comms) they stepped though a door there was no coming back from. And even now around half of all survs are in some form of SWF, mostly duos.

    Not considering comms in all they do has bitten them in the rear lots of times that's true. But there's not much that they can realistically do about it either.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968891#Comment_3968891

    You're gonna need to explain why mccote specifically said that part of the fun of the game is not knowing the people you are playing with.

    That would be covered in my opinion of them underestimating comms.

  • @AdamZ said:

    For my first, it was legion. I just liked the idea of running around the map like flash and stabbing people nonstop, it was fun at first but after a while i just realized what a truly weak killer he WAS so i stopped.

    But then i found knight, and i just really connected w him the instant i tried him, his playstyle, his looks, and everything abt him.

    so yea, i stand high and proud as THE KNIGHT MAIN, at least i wanna be known as the knight main

    When I first started out it was Myers and a splish splash of Bubba, and then for weeks I tried Nurse but her in 2019 was super buggy and not fun with the controller.

    So I settled on my beloved Piggly Wiggly and have been with her ever since. She is by far my most played killer it's not even close! 🐷🐽

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968998#Comment_3968998

    While I do think console players are a large percentage, I think 70% is way over the mark. I'd be willing to believe a number between 35% and 45% of active weekly users. That doesn't include people that boot the game 5 times a year.

    Because of the various UEA's etc out there we sadly cannot ever see the exact active numbers, but for DBD globally it breaks down like this:

    The largest portion is on one of the PlayStations at around 26% of the whole or so. Next would be Xbox and Steam at roughly 22% each, and then those on a Switch. After that comes Windows and Epic, and Stadia has long been dead.

    We can easily see the active Steam numbers and extrapolate from there, and imagine we could find those from Epic as well. I do wish it was possible to see these numbers ourselves.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968784#Comment_3968784

    Apart from the fact that there's probably only at most 500 switch players that actually play the game on a weekly basis, switch players can use voice chat. They can use discord on their phones. Switch 2 players can use the new native voice chat features on their devices.

    As for the first part though... I dont think anyone buys consoles because they hate the option of using kbm. Controllers are able to be used on PC.

    I have no idea what you're trying to say, let alone what point you're trying to make. This conversation was clearly about using 3rd party software to obtain competitive advantages. If you cannot use that software on consoles, it is most likely considered against the EULA in 99.9% of cases. That was my point. Not about controllers. Not about the switch 1 not being able to use voice chat natively vs everyone else who can (PC, PS4, PS5, xbox one, xbox series X, etc.). Third Party Software used for an advantage. If you're using reshade to deepen every shade of red to see scratch marks farther than the devs intended? That should be against EULA in my opinion. If you're using a tool to track hook timers/hook states, that should be against EULA in my opinion. Based on the in game report system, "any third party software used to gain a competitive advantage" breaks the EULA. That's the wording. It doesn't matter if you agree or disagree with the statement, that's the wording for if it breaks the EULA or not.

    You'd be astonished to see just how many are playing DBD on a Switch. We cannot ever know exact numbers, but for this game more than 70% are on one of the consoles, with the PlayStations being the largest portion globally.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968667#Comment_3968667

    Its not demonizing. Its just a fact that the game was fundamentally designed from the ground up to be about not having information. McCote said in an early interview part of the fun is "queueing up, not knowing what killer you go against, not knowing their power, not knowing the people you are teamed up with or their abilities".

    SWF was an afterthought, and it has created problems ever since it was added.

    Nobody is mad at the players for playing with friends. But if you want the game to truly be balanced, something must be done to fix that.

    They always intended for SWF it just wasn't ready for launch back in 2016. They could have either finished KYF mode or SWF in time and went with KYF, with SWF added in not long afterwards.

    Imo they underestimated the effects of comms, but teaming up with a friend or two was always planned.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968669#Comment_3968669

    He would make an interesting killer, but I dont know what his power would be lol.

    We all know what his mori would be though

  • As others have pointed out, it looks like the conversation is moot because it's undetectable and therefore unenforceable.

    Sadly this also widens the gulf between those on one platform or another, which is concerning.

  • What players see in their trials depends on time of day, MMR, cycle between patches/chapters/events, day of the week, and especially region. Only the devs see what's happening across all levels and regions at any given time.

  • @ChuckingWong said:

    wouldnt work because their current mode has an mmr system that isnt tight enough. It values speed over anything else really.

    Casual modes can work as long as the mode that is ranked provides proper incentive to work. Thats why LoL unranked stuff works just fine.

    First though, MMR system that they currently have needs expansion and way more variables it looks at in game rather than just escapes and kills. And it also needs to be extremely tight and have safe guards.

    Waiting a bit longer to get into a game that will actually have evenly skilled players in multiple categories is better than what we currently have. Ill take people in a different region if it makes my games actually make sense on survivor.

    Even if they tightened the MMR brackets again, wouldn't help so long as lobby dodging and shopping around exists. One or two dodges and their system goes out the window and it grabs anyone available if players are waiting too long.

  • @TxQ said:

    bhvr, can you please give us the option to have 2 different buttons to pick up or search the locker? Let me give you an example.

    i played against 4 survivors with 4 flashlights i don't have any issues with flashlights at all… but

    https://us.v-cdn.net/6030815/uploads/4UG9S2MZLGGO/87678.png

    but when i downed one of them, i couldn't pick the survivor up because she was facing the locker, but if this QoL was in the game, then i could press the shift keybind or whatever to pick up that survivor without opening the locker.

    https://us.v-cdn.net/6030815/uploads/W0MVC5VDCC9O/987798.png

    Thank you for reading.

    Why in the Entity's taint do these shots look washed in nuclear winter? 🤔

  • @BirdiePlays said:

    These toxic ahh survivors on psn have been purposely sandbagging people, both myself and other randoms all night and working with the killers.

    For example my last match i had someone temp something from psn bc name banned i guess. He left me to 2nd hook while tbagging the whole time, then kept pointing only me out to the killer

    Cheaters and hackers can inject themselves into any lobby, with or without CrossPlay on, so what you are suggesting wouldn't help anyway.

  • Most of the time when I get that Dedicated Server stopped responding " error message I wouldn't get a penalty. Most of the time.

  • No Bubba should leave their basements without Bamboozle!

  • @RizeKagune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966454#Comment_3966454

    Unfortunately they'd still be pretty easy to find. It's just simple game knowledge that makes them weak and for sure not viable in higher play.

    How about when the third and fourth unique surv is hooked the Entity blocks a lit totem for 20/30/40 seconds or whatever length of time?

  • The answer should never be "go YouTube or Twitch it". But what makes it difficult for DBD is the huge amount of killer powers, perks, add-ons, and especially game sense needed to know, and it's ever increasing too.

    The new player experience has always been rancid, no matter which role they start out on.

  • @Deadman7600 said:

    If it was idling in the main lobby I'm cooked.

    If it's while there we're all cooked, baked, and boiled over

  • @Mr_K said:

    24/7, you signed the EULA now you must always play. Forever suffer in the fog.

    What fog? 😂🤣

  • @CatFish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451488/a-new-system-id-suggest-for-solo-queue-players-and-killers

    Okay, survivors can reduce killers, but then killers should be able to reduce swf

    Killer queue times already are long. With around half of all survs globally in some form of SWF (duos mostly) this suggestion would make those queues even worse.

  • @mail2003 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965545#Comment_3965545

    so exactly like the present? I mean DBD could Probably make a built in icon download if they wanted to, BG3 did it for their entire mod community, but the Steam version sounds easier for someone to actually do

    My point is you're asking them to put time and resources into something that 4 out of 5 players of DBD couldn't even use.

  • @MeduSnake said:

    https://us.v-cdn.net/6030815/uploads/QEPSWN4URQT6/20250716-202050.jpg

    This simple thing the mobile version had would help soloq so much. Just one new keybind/up or down dpad on the controller to open the menu and select something to say.

    Would indeed be nice. I believe the mobile version was from an entirely different team, and they recoded the game from scratch, so many cool things were able to be added in. I wonder how difficult it would be to put this in?

  • @mail2003 said:

    We all already know Custom Icons exist, Changing the Perk Icons, Character Portraits, Even the Items, Wouldn't it be nice if we got a Steam Workshop update to legalize it?

    Then it'd all be built into Steam, It'd be more accessible to be a fun, Cosmetic only thing without needing to install a third party to do it for us

    And while i don't entirely understand how the anti cheat works, yes i know no ones actually gotten flagged for changing icons so far as we are aware, it'd still cure my crippling anti cheat paranoia about changing those Cosmetic Only files because it'd be an official DBD / Steam thing XD

    Sounds like those using Epic or Windows or any of the consoles could not use this if added. So like 80% of the playerbase couldn't.

  • @PlutoIsLegit14 said:

    I saw that KBM for console is supposed to be coming in phase 2 which is listed from July-December. Anyone know a smaller window of when it's going to be released?

    They haven't narrowed it down anywhere I've seen, just that it's sometime this year.

  • @Madmillennial said:

    Me? Lately? Pig...

    She's weak. Yeah. But man is she fun. Lose or not. Going against vets or noobs i 100% get scares on all sides. If you play her stealth right idc who you are or how good you are. You get surprise hits and freak outs. So fun. Idc about winning with her.

    With her its about being smooth.And its so much fun. However.... nobody boops the snoot anymore

    I feel thats dying or dead now :(

    You're right my snoot rarely gets the boop these days. 🐷🐽

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451226/mods

    Too much work for the developers for no real gain for them. Would require work both to make the game able to be modded as well as to verify all the mods published. Not only that, they would need to either publish an API of sorts or make more of their source code public for modders to do anything that isn’t purely cosmetic, which is a security risk that just helps cheaters. Even if they are completely cosmetic, developers would then have to make sure that the content within is OK to all the license holders that would have their IPs interacting with this custom content.

    Neat idea but can’t and won’t happen.

    Oh I didn't even think of the license nightmare that would cause.

  • Doesn't Steam have their maintenance on Tuesdays? That could be messing things up some.

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