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KayTwoAyy

KayTwoAyy

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KayTwoAyy
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  • I really hate to say it, because I've given thousands of hours of my life to this game—so too have the devs, and they absolutely deserve success for their hard work, but…

    Stop playing the game. There are infinitely better things you can do with your time.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736421#Comment_3736421

    If thats true, thats a huge L and i really hope you guys are wrong about that. I dont want bots.

    At some point in the near future, all major online games will need to decide if fabricating the multiplayer experience is in their best interest. Fortnite was the first to fully implement this and it doesn't seem to have negatively impacted their numbers.

    What happens when studios start placing bots in lobbies with less than 10 players?

    Do people actually care that they are not playing against a real human? The bot backfill in DBD is certainly an early experiment, if not a primer for people to stop caring about who they are playing against so much as the quality of the match.

    I don't have an opinion either way. I think DBD specifically could benefit from a fully offline mode that feels like multiplayer, with a "League" mode that is 100% human and advertised as a sort of premier mode for people seeking a real challenge.

  • This might just be the most ignorant discussion I've seen on this forum.

    It's okay to not know why Dungeons & Dragons is horror. …but acting like you know more about Dungeons & Dragons than the people who actively play it?!

  • With perks like Background Player and Sprint Burst, it's pretty difficult for someone to definitively determine you are cheating by footage alone.

    Even if you are literally flying through the air, I'm pretty sure the moderation team would need to assume innocence until more reports come in. As far as someone reviewing the footage is concerned, the footage could be doctored to make you look like you are cheating.

    As frustrating as it is to encounter cheaters, a system that is frequently banning innocent players is a bigger problem.

  • About 2 and a half minutes in I realized this whole post could have been a jebait and that we need to start bringing back Rick Astley.

  • I wish the players I encountered were less all-or-nothing when it comes to memeing.

    I'm all for leniency and giving my opponent an opportunity to establish pressure when the game snowballs early. But I still want to play the game.

    I don't enjoy giving a Survivor a free pass, and then having them act like we are best friends the next 3 times I come over to their gen. I want to engage in chases—please run away so I can try to catch you, and then I will let you escape/wiggle off afterwards.

    Likewise, if you're a Killer who has decided to spare survivors, don't just AFK next to the gen you wan't me to work on. Chase me around the nearest loop and then carry my ass over to the gen once you've downed me.

    I really appreciate players who know how to change the intensity at which they play based on how the game is evolving.

  • Not that it is necessarily to blame, but BHVR made a huge mistake putting "Kill 3 survivors by any means" at the end of the event archive.

    I worked through the entire archive 2 hooking every survivor and letting everyone escape in the end. I was doing way more than should be asked to ensure that everyone was happy with the results of the trial, even if for some reason they did not enjoy it in the moment. …until I reached the last archive challenge.

    I did not want to spend any more than 1 game completing the archive, so I instantly played like a miserable POS who didn't care about the survivor's feelings.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722913#Comment_3722913

    I swear to god if i played dnd my char would kill himself in the first ten minutes triping over his own feed... thats how bad my dice are

    Dungeon Master here… my dice rolls are so notoriously bad, I frequently need to describe the BBEGs as blundering, clumsy combatants, because entire battles will take place in which they couldn't even hurt a fly.

    My dice rolls have certainly tested my ability to describe someone as incredibly intimmidating and all-powerful when the dice are constantly telling a different story.

  • I used to be on the "play for hooks" train, but the more I think about it as a designer, the more convoluted it makes the win condition.

    The core concept of the game is very straight forward, which makes it very easy to understand and introduce new players.

    I would like to see BHVR experiment with basekit buffs/debuffs that offset the strength of camping/tunneling. Make camping/tunneling feel like throwing, while providing support for players who spread out their hooks.

    Tunneling/Camping are the equivalent of spawn camping. You wouldn't remove the ability to kill players in an FPS game because of spawn camping—you'd give the respawning player limited immunity and/or a safe zone to spawn within so they rejoin the game with a fair opportunity to outplay their opponent.

    It's safe to say that the current basekit BT and paid DLC anti-camping/tunneling perks are not providing survivors with fair opportunities to outplay a camping/tunneling killer. These design solutions feel more like speed bumps than roadblocks to killers.

  • Do you ever take a step back and wonder, why do we bother with this?

    All the time.

    I can't wait for F1 24 and F1 Manager 2024 to come out. I'm going to drop this game for good as I help my boy Lando drive to the top step week in and week out.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719628#Comment_3719628

    more like why do you do something that literally hurts your team and benefit opposition, but to each their own I guess

    I ask my tome-chasing survivor buddies the same thing. Been a problem I've had to deal with for the past 5 years.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719587#Comment_3719587

    Literal throwing, I'm not sure if that's allowed in the rule

    Probably not, but why deny someone something they so desperately seek, yet don't need any validation achieving?

    Survivors are experiencing massive burnout from this gameplay loop. If BHVR won't fix it, then we will.

  • I've been playing Dungeons & Dragons for nearly 10 years now. I've been a Dungeon Master through all of it, and I couldn't tell you a single thing about Vecna.

    I watch Critical Role. I watch Stranger Things. I have Vecna cards in Magic the Gathering.

    Doesn't matter… I still don't know a single thing about him, thats not how Dungeons & Dragons works.

    I don't really know how to explain this issue other than saying that everyone plays Dungeons & Dragons differently. I could play Dungeons & Dragons for another 50 years and still know nothing about Vecna.

    Difficult to get excited about the prospect of Vecna as a killer, when I don't know what that means, even as a fan of the game.

  • @H2H said:

    This argument that anonymous mode is mostly used for nefarious purposes is and always has been nonsense.

    not really…

    people are emboldened by anonymity.

    Until BHVR studies the pattern of behavior and reports back with their findings, the discussion has a place on the forums.

  • Not so sure I agree there is a big advantage on display here.

    I don't have an opinion on the matter—just don't see this as convincing evidence one way or another.

  • I think a good start would be PTB testing gen regression perks not being able to procc on gens that are actively regressing.

  • Not pleased with WotC currently, but this is just mindless hate.

  • For the uninitiated…

    Beholders (the cyclopse creature in the video) create a cone of anti-magic in whichever direction their large eye is looking.

    While a Beholder is a monstrosity worthy of being a DBD killer in it's own right, I wonder if the teaser is hinting at a part of the Killer's gameplay loop. Perhaps there will be a secondary objective for Survivors that compell them to keep the Beholder locked in the basement?

    If set loose, the Beholder could be capable of nullifying all of a Survivor's perks while staring at them.

  • This is an insane buff, and that's all I'll say as someone who didn't think BGP was an issue before and doesn't care to debate this until players have time to draw their on conclusions in-game.

  • I don't want to sound overly critical, because I appreciate the recommendation.
    …but in the off-chance a dev sees this, I don't think this sort of Killer would be very fun to play against.

    Skull Merchant, Freddy, and Clown are all able to moderately hinder survivors, and I must say it is the most frustrating status effect in the game.

    Someone once remarked on the forums that one of the reasons exhaustion perks are so popular is because they are "feel good" perks. I am inclined to agree. They went on to draw comparisons to Fortnite, and how the mobility elements added to that game over the years have been a net positive for player experience.

    Not being able to carry out tasks our brain thinks we should be capable of performing threatens human autonomy, and becomes a huge point of frustration. I might need the universe to release a hotfix on human psychology before another Killer like this joins the roster.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413232/pov-you-feel-like-going-easy-on-the-survivors

    Awesome, they are basically perk less if you don't tunnel... And they send you to haddonfield which is currently not too good for survivors... I don't really see the issue here ^^

    @NODD3RS said:

    is haddonfield not a killer sided map with many dead zones? And unless you tunneled every survivor most of the survivors in your game only had 3 perks, one survivor only had 2 if you didnt tunnel them. I dont really understand the uproar because the map offering isnt bad… and the builds are strong I guess.. but most people want to win nowadays so idk? Most people bring strong perks everygame so how is this any different? And if they were using their perks offensively then it really isnt hard to just ignore them considering theyre contributing nothing for the duration of otr..not doing gens/healing teammates..

    No uproar, no issue.

    I created the post for the dichotomy. The image is up to personal interpretation.

    What I see is a killer who doesn't care about the outcome of the trial vs 4 survivors who care quite a lot about the outcome.

    Someone else might look at this photo and say "hah! 5 perkless gamers, nice."

    Or maybe someone comes along and thinks "don't you feel special, you can 2k with no perks."

    Up for you to decide…

  • @The_Krapper said:

    What's funny is if you didn't tunnel you made the whole team waste 2 perks lmao

    Unfortunately, Vittorio went down on a pallet (probably calculated) with 2 gens left, and the Laurie who was most recently unhooked with OTR and DS threatened to pallet save.

    At this point, I had already gauged that I was against a full SWF, but I had no idea how equipped they were.

    I hit Laurie once, deep wound, then I naively used bound on her and immediately ate her DS. Not 15s later I hit into her Dead Hard, and not 10s later I downed her. Admittedly, I was pretty pissed that she used all three perks aggressively, and I would have bet my life she had Adrenaline, so I proxy camped her out of spite.

    I managed to ward off an injured Ellen and Vittorio, only for a healthy Mikaela to come in for save with 10s left on Laurie's stage 2. Mikaela was ahead of me running back to hook, and would have made it against any other killer. …but I'm Wesker, so I used bound to get ahead of Mikaela, and then threw her a mile in the other direction.

    I was very chill up until that point (everyone hooked once iirc), but I think Laurie got what was coming to her.

    As for the rest… I don't think a single one got value out of their build—no flashlight saves and the syringe was not used, not to my knowledge anyway. Funny enough, it probably would have been a 4 escape if Laurie didn't bite off more than she could chew.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712918#Comment_3712918

    From what I have see I would agree, old gameplay, videos, friends playing years ago, also wasn’t BT not a thing back then as a base kit. If that’s true tunneling would be that much easier especially since the anti camp mechanic also isn’t in place.

    I wasn’t around at that time of course so I am not sure but that’s what’s going through my head when I think about this.

     If that’s true tunneling would be that much easier especially since the anti camp mechanic also isn’t in place.

    You would think, but tunneling was less effective 5 years ago than it is today.

    Camping and tunneling are absolutely more prevalent today than they were years ago, and I know why. I was just curious to hear Blueberry's explanation.

    Over 70 Survivor perks have been released since Laurie Strode. With each new Survivor release, the odds of a survivor using Decisive Strike, or Borrowed Time, or Unbreakable, or [insert meta perk] goes down. Years ago, a Killer could reasonably assume that a survivor was running one of the aformentioned perks, and that alone was enough of a deterent to prevent would-be campers and tunnelers from throwing their game away.

    Camping and tunneling used to be throwing, because Survivors were well equipped to combat it. Even if they didn't have DS or BT or UB (I never ran them), the loops were so broken that they could run any Killer for 3 minutes immediately off hook.

    Today, not enough people are running anti-tunneling perks and the loops are no longer as strong as they used to be. Tunneling is incredibly rewarding because it very rarely backfires.

    Why do people camp and tunnel? Because it works.

    Thats why the only solution is to make it stop working.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712916#Comment_3712916

    I actually don't think I agree with your premise. There was significantly high amounts of camping and tunneling back then, honestly probably even more than today.

    Guess I just imagined it then…

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712912#Comment_3712912

    People playing at different skill brackets have different experiences.

    You're also ignoring many, many buffs to survivors and nerfs to killer over those same years as well as the fact that so many years ago survivor was wildly over powered. Something that overpowered can get nerfed and still be simply over powered, even if it's no longer as extreme an amount of overpowered.

    Don't get me wrong, I want tunneling/camping removed as well, I just think you're not seeing the games true balance as well.

    Care to explain why camping and tunneling is so much more prevalent today when Survivors were exponentially more powerful 5 years ago?

  • Some people just want others to have a bad time. Some people want to win so bad they don't care if others are having a bad time.

    Killers have received a plethora of buffs over the years, and camping and tunneling has continued to rise alongside it.

    The only solution to camping and tunneling is to remove it as a viable strategy completely.

  • There is no one-size-fits-all solution here.

    Length of chase is variable based on Killer being played, perks being used, the map and it’s available resources, as well as the strategy the Killer seeks to employ during the match.


    I’ve seen Killers 4k after 3+ minute long chases, and I’ve seen Survivors 4 escape after multiple 10 second chases.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712093#Comment_3712093

    I'm not sure how much I agree with your general message, but there is essentially one important point in it IMHO.

    BHVR should make it obvious that a survivor that escape is a "win" for all other survivors.

    Doing an hook exchange should be rewarded.

    Sacrificing oneself so someone else can escape the trial should be rewarded.

    I think they've spoken about something like this a while ago. I don't know if it's a thing they still plan to do.

    We could argue at length about design ideologies, and methodologies to achieve this… but the philosophy remains the same:

    BHVR should make it obvious that a survivor that escape is a "win" for all other survivors.

    You might believe the game just needs to reward players for these actions, I might believe the game needs to be completely redesigned to ingrain teamwork in survivor gameplay from start to finish.

    It's neither here nor there.

    The point is that BHVR needs to do something to cultivate teamwork between solo survivors.

  • DBD is a 1v1v1v1v1

    Are we seriously surprised that Survivors are at each other's throats?

    Does anyone here honestly expect their teammate to hold their hand and sing kumbaya when the prisoner's dilemma dictates that defection will always result in a better payoff than cooperation?

    You want to see change?

    Hold BHVR accountable.

    Stop tolerating game designs like hatch, left behind, sole survivor, and low profile, which promote teammate-abandonment.

    Stop tolerating comments like "why should I die just because my teammates are bad?"

    4 Survivors. 1 Team.

    Give survivors a reason to be a team player.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711285#Comment_3711285

    Sad thing. I have to be sure that person trying to send me to Badham / Eyrie / Garden will get the most unpleasant match possible.

    I still find it pretty obvious which survivor brings the offering—assuming they brought it for the competitive advantage.

    Survivors who bring map offerings often play/path more intentionally, and have an air of confidence about them.

  • @squbax said:

    Could be possible but I am not talking only about gameplay aspect, which is why I think you omitted the other part of the post, when has a survivor player ever avocated for chages that make the killer experience better? Literally have seen it like 3-4 times in all my time on the forums and dbd related social media. When lockers were bugged almost everyone was using it and justifying it, same with wake up and after boil over was buffed people felt a strong need to play on rpd for some musterious reason.

    Now killers do this too, as when mercyless storm was bugged its pickrate went up, or when legion was bugged people also played them a lot.

    However the debate is always "killer has to make sure everyone has fun", but a survivor has not that need whatsoever.

    When we have had patches that change killer and make them more cluncky/worst to olay as, from the survivor side you will hear no voice claiming that maybe some qol changes are needed, but you will habe a lot of voices claiming "good riddance, maybe less people will play that annoying killer".

    Sorry but I do not buy your narrative, I have never gotten any empathy from any survivor player, not even as their teamate, as all I get is flamed, deathreads or just mocking messages, you can a 100% be telling the truth, but its hard to convince someone that the dog doesnt bite when every dog they have met has mauled them.

    I did not respond to your remarks about the forum, because I don't consider out-of-game experiences a part of the social contract.

    The governing bodies on this forum do not exist in-game, and the power disparity between players is not felt on the forums in the same way that it is in-game. In other words, I believe that individual player willingness to uphold the social contract in-game has a larger impact on game health and overall player experience than the feedback and/or criticism that takes place on the forums.

    I won't deny that player opinion outside of game impacts player behavior and/or perceptions in-game, but player opinion over any one element of the game (however heinous) wouldn't matter if everyone treated their opponents with respect.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701631#Comment_3701631

    This social contract only comes i to play for killers tho, in my time playing this game (2016-2024) I have never seen an ounce of empathy or regard for gameplay quality from a survivors towards killer. However I have seen multiple times the contrary being avocated to. When the stun save timing patch that broke saves happened, no survivor said that was problematic and it made killer horrible to play as, when a killer gets killswitched or has a game breaking bug that makes playing them bad I have NEVER seen survivor players avocate for their fixing, I have however seen them celebrating because they dont have to face said killer. Its kinda hard to respect this social contract when you are not getting any benefits of it while having all the drawbacks no?

    Have you only played Killer during those 8 years?

    What you are claiming sounds more akin to motivated perception that objective reality.

    Just this past week I…

    • Stopped working on gens because Survivors completed 3 before the first down
    • Gave Dredge a free down because 3 gens popped before he could down me
    • Gave Wesker as many free hits as he wanted because he was struggling on Garden of Joy
    • Gave the Unknown 3 free downs on the same pallet because I made him look silly early game
    • Gave Myers a free down in EGC because I was directly responsible for the numerous challenges he faced that game

    …and I'm just one player who I know for a fact is not the nicest, most considerate gamer playing DBD right now.

    You can't possibly claim that Survivors lack empathy toward Killers' experience, when Survivors are capable of lifting their foot off the gas without cueing anyone else in the lobby to their behavior. Do I think a Killer will feel good seeing me give them free downs? Hell no! So what do I do? I pretend to be outplayed.


    Hell, I may have pretended to be outplayed by you at one time or another. From your perspective, you just pulled off a great play and feel real great about yourself. From my perspective, I just gave you a freebie to protect your ego.

    You're none-the-wiser, so of course you're going to think no one did you any favors.

    Edit: Just so we are clear, the acknowledgement and adherence to social contracts in gaming is not a Survivor or Killer thing. Survivors are just as capable of demonstrating good sportsmanship as Killers, if not for the sole fact that nothing is stopping a Survivor from playing Killer, and vice versa.

  • For Killer,

    A perk that allows the Killer to rebuild a hook.

    Maybe takes 3 seconds to do? Don't think the perk needs any other bells and whistles.

    Obviously would be a handy counter to sabo squads, but generally it'd be nice to have as countermeasure against survivors dying on hooks that create deadzones.

    Of course, this is the type of QoL update where once it is a perk everyone will be asking why its not basekit.

  • @Beaburd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707953#Comment_3707953

    This is actually where debates get super fun and occasionally raunchy, but I'm going to do my best to limit how much I type (but no promises).

    So now we're actually leaving the argument of what constitutes cheating, and entering the argument of what is 'right' and what is 'wrong' to do withinin the context of cheating. The actual answer of what is 'right' and 'wrong' depends on the person, their perspectives, and their personal standards. As such, the debate becomes an eternal back-and-forth between two or more individuals with different perspectives/standards and rarely ever comes to a tidy conclusion.

    But first, to respond to you directly: yes, the use of an external resource to cover up a disadvantage is a form of cheating by definition. To understand why that is, we have to understand why cheating is defined the way it is in the first place.

    The reason for that is because competition, at its essence, is an activity between two or more individuals in an attempt to discover who is superior at that activity. This includes capitalizing on one's own strengths and covering for one's weaknesses, while simultaneously trying to exploit the other's weaknesses and avoid their strengths. The reason why competition is so exciting is because everyone is born with different strengths and weaknesses (some might be stronger, faster, calmer, more tactical, strategic, reactive, discerning, etc.). And it is the utilization of those various attributes to see which is superior that makes competition so fun.

    However when someone starts using external resources to cover up their flaws or enhance their strengths, the integrity and purpose of the competition becomes challenged and even diminished. This is particularly true when the opponent has no knowledge of the use of those external tools; because they will (as they should) try to exploit those flaws, but then inadvertently place themselves in a losing position because of that.

    This is why cheating has 4 parts to its definition:
    1. The 'cheat' in question has to be an external tool (third party program in this case)
    2. The 'cheat' in question has to give the user some form of advantage (diminishes the significance of one's natural strengths and weaknesses, which competitions are used to gauge)
    3. The 'cheat' in question is not readily available to all competitors (so the average competitor cannot utilize it, creating an uneven competitive landscape)
    4a. The 'cheat' in question is not known and consented to by opponents (which leads to poor decisions based on incomplete information at no fault of the competitor)
    4b. The 'cheat' in question is not sanctioned by the competition's governing board (this is to respective the competition organizer's wishes, since they are the host)

    Now there is somewhat an exception to this, and that is when the competitive activity itself is specifically about utilizing whatever you can to maximize your rate of success at any cost. Survival is the oldest example of this, where every person, and heck every animal, does its best to do what it can to survive with only their conscience to limit them. A more modern gaming example of these competitions would be battle royales like PUBG where, even if not necessarily fair for someone with a gun to kill someone unarmed, the whole purpose of the game is to place yourself in those advantages situations however you can.

    Even in the PUBG example however, because it is still a video game, the advantages you can try to take are still limited to what's available in the game itself. Third party programs, like here, are still cheating. The main I was aiming to get across however, was that there are definitely competitions out there where the individuals are encouraged to use whatever they can to succeed. Funny enough though, even in those situations where everything goes, these conditions defining what is cheating still applies. The reason they don't get violated though is because of rule 4a, where, in these types of competitions, everyone should be aware that there are essentially are no limits, and therefore the competitors are expected to expect the unexpected (that's fun to say).

    —

    I went into a bit of a tangent in the last two paragraphs there, but they're relevant and fun so I opted to keep them.

    Going back to the original topic:

    So yes, using an external resource to mitigate one's weakness is a form of cheating because part of a competition is utilizing the opponent's weaknesses to come out on top. By removing those weaknesses, you provide yourself with an artificial advantage that violates the integrity of the sport since it's no longer an active gauge on how well you do as an individual. It also misleads opponents into making poor decisions they otherwise would not have made.

    A great example of this is the use of shaders or even basic brightness adjustments as a killer. Competitive integrity is harmed by using these, since part of the many attributes that constitute a person's skill-set is their attentiveness to details as well as their ability to discern those details in the first place. By lowering the significance of these skills on gameplay, it becomes harder to correctly judge who is the superior killer in this instance, because we immediately give favour to those who excel in certain aspects of the game over others (like chasing instead of finding).

    It's not only the killer players who excel at detail attentiveness and discernment that suffer from these competitive violations either, as the average survivor plays believing that what they see on the screen is how their opponent perceives things. Little do they know, hiding in what - should - be a dark corner of the map, is actually suicidal for them and leads to them making a critical error through no fault of their own. It's not just simply not fair to either party in this scenario, and that is what makes it cheating.

    A similar line of reasoning exists for audio, but I went with shaders since visual benefits are easier to discuss and understand in my opinion.

    —

    But circling back to the beginning, does that mean it is 'right' or 'wrong' to cheat by using external resources like shaders, brightness adjustments, EQ, or even discord communications to derive an advantage?

    I cannot say.

    It is understandable that people get frustrated by the use of these cheats since it does de-emphasize the importance of certain individual skills in the game. It is also equally frustrating when an opponent has these advantages and you are not aware of them, leading you to commit to an action that's only a mistake because you did not know your opponent was using them.

    But on the other hand, this is both a business and a game, so inclusivity and comfort is just as important. After all, why support this game if it's not profitable, and why play it if it is not fun? The developers understand this, and that's why I will be surprised if they do anything less than encourage all but the most blatant and overbearing types of cheating. Though, because both stances for and against cheating have valid points, they're more likely to stay silent so as not to alienate either their competitive nor casual audiences (which I'd say has been their approach for awhile now).

    So while I will argue to the death that the use of EQ, reshade, and whatever else is cheating by both the general and DBD-specific definition (until whitelisted anyway) since it violates the integrity of competition; I will not argue for or against its use, especially if it helps people with their mental health issues.

    (that was a fun write up)

    Damnnn, Dwight with the PHD in Cheating!


    This was an enjoyable bit to read. Thanks for taking the time to write it.

    I’m not even reading it in the context of your conversation, I just genuinely appreciate your analysis of cheating as a construct in competition.

  • My least favorite perk is arrogance.

  • @scorpia said:

    I disagree with KayTwoAyy (idk why the quote didn’t work?), if I click the shop while I am on a certain character, it is because I want to see that character’s cosmetics. Do not change this.

    👍🏼

    I forgot to check last night—I’m assuming players are taken to the featured page when they click Shop from the home page.

    If so, probably fine to remain as is.


    The experience should really depend on what BHVR wants to achieve—I’m assuming increased traffic to the store, but I could be wrong. Do they want people routinely going to the store to find out what new cosmetics are in rotation (curiosity/discovery/impulse buyer)? Or do they want people going to the store because they are ready for a wardrobe change (informed/decisive/planned buyer)?


    Like I said tho… I’m not a habitual store visitor. So unless BHVR is trying to attract the likes of me, my input can largely be disregarded.

    Definitely listen to the people who use the store.

  • Seldom do I open the store, and I am no more inclined to open it now than I was before.

    I'm assuming the intention was to drive more traffic to the store—maybe I'm not the target audience here, but I'll share my feedback.

    The Collections Page has an Identity Crisis

    Collection Page_Hooked On You_Concept.jpg

    None of it feels intentional.
    Cinematic render here, digital illustration there, a sprinkle of concept art and photobashing everywhere else. I hate to say it, but It just looks amateurish.

    …and maybe it doesn't need to be said, but the diversity of mediums is far from the issue.
    There is no intention with any of it.
    It looks like someone grabbed whatever image files they could find and plugged them into the code.

    Take the Community portrait for example… why are we using a rendering of Mr. Puddles?!? You have an amazing opportunity to use a community-created piece of concept art there!

    Similarly, Hooked On You… use assets from the game! Make that portrait POP! That sh*t should look so stylistically different from everything else that it catches everyone's attention, provides an amazing quick-read about what's inside, and tells viewers in seconds exactly where those cosmetics came from without even reading the title of the collection.

    The Featured Page is Ineffeciently Using its Space

    The featured cosmetics DO NOT need so much real estate, while the featured characters are sorely undersold.

    WHY should I buy any of those featured characters? WHO ARE THEY? WHAT DO THEY DO?
    I don't get any of that from the main page, and they definitely feel secondary to the cosmetics which have been given prime real estate. I'm not sure what this section looks like when I own all the content, but it's doing a poor job of grabbing my attention.

    SELL ME THE PRODUCT!
    Show me gameplay, show off the killer mori! Show new perks in action! Show me SOMETHING.

    Also, (if you want players to frequent the shop to discover new cosmetics) the featured page should be the landing page for the shop—not the cosmetic section of whatever character I'm currently playing. If you want me to immediately dive into my characters cosmetcs, make navigation on the featured page.
    *If your target audience is people who already know they want to buy cosmetics, but they don't know which cosmetics, disregard

    Store UI Concept:

    Featured Page_Concept UI.jpg

    The shrine of secrets looks nice, but the need to scroll to read the perk description feels horrible.

    The specials page feels completely unnecessary

    I get that it puts all the FOMO deals in one place, but thats not really how marketing deals work. You need to place limited time offers in the buyers face when they are not looking for it, to funnel them into conversions. This is a strangley passive marketing approach—maybe based on feedback about limited time content—that I don't see driving an increase in conversions.

    Visually, the specials page is too robust to drive someone like me into impulse purchases. But I haven't seen your data, so maybe you've found success with this arrangement.

    Lastly, what is up with the backwards navigation?

    Why does the [ESC] button not take me immediately back to the lobby? Needing to go back 3-4 pages to be in the lobby is extremely frustrating.


    And to end on a positive note, because I'm sure this could be read as overly critical… I really like that the store is getting attention from the team's designers. There is definitely more you can be doing to increase your conversions, so this is an exciting step in the right direction! Keep up the great work BHVR!

    *Edited for clarity and ease of reading. …also, my images are being stretched when viewed in the forum—anyone else seeing that?

  • Dude's comment at 4:03 is comedy.

    Had my undivided attention until then.

    In just about every creative field, there is a fixation for the tools people use. Architect students see their professors' drawings and ask "what pen do you use?" An artist will ask "what brush do you use?" A photographer will ask "what lens do you use?"

    The skill is not in the pen, the paint brush, or the camera lens, but in the person who wields it.

    Good players make good perks look really strong. That is why they are good players.

    Give a less experienced player the same perks, and suddenly the perk is not a problem.

    For as long as there are skilled players challenging themselves to extract value out of the game's mechanics, there will be people complaining about the tool skilled players are using.

  • I think it’s worth mentioning that Invocation Perks are likely cornerstones in BHVR’s attempts to change how Survivors play the game, so it is unlikely we will see them reworked until 3 or 4 have been released.


    I could be way off base here, but all signs point towards BHVR pushing Survivors down the path of stealth and evasion.

    If that was the meta, Invocation-users could depend on first chase starting as late as 1-2 minutes into a trial—making the perk strong enough to have Killers entertaining a visit to basement every so often.

    Invocation is only considered weak right now because Survivors seldom take measures to avoid being detected by the Killer.

    If evasive playstyles were to rise in popularity, the time between Survivors being hooked would theoretically increase, allowing more time for lengthy side objectives like starting a cult in the basement.

  • @Snowbawlzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704520#Comment_3704520

    That's actually not true at all, they were just working on the Twins

    …and it took how long?

  • By no means an answer to your question @Tyler3, but…

    I don't play the Artist because I've always felt like she was added to fill the gothic-horror/vampire subgenre, and I'm extremely salty that a vampire and/or werewolf killer has yet to be added to the lineup.

    I don't even like gothic horror—I just feel like a vampire killer would be epic, and there are so many directions you could go with it. I've also always seen it as an excellent opportunity to collab with Wizards of the Coast and bring in Strahd von Zarovich + Barovia to the game as a licensed killer.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704520#Comment_3704520

    Well, feelings and facts are two different things.

    “Feelings” are not really relevant in this particular situation. The Knight may not be a major priority for them, but that doesn’t mean that he shouldn’t be fixed… it would make the experience better for the player playing him as well as for the survivor. The killer matters too

    He’s still a character that the developers took 11 months to create. Of course they are going to fix him at some point.

    Of course they are going to fix him at some point.

    I most certainly hope so.

    I'm not saying they shouldn't fix his issues. I'm just acknowledging that the company has limited bandwidth, and I want to express my opinion about where they should focus their time and energy.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411513/is-30-escape-rate-normal-now-in-solo-q

    30% is definitely normal. DC s easily make the 40% average win rate way lower

    after otz did his 300 games solo q run and only got a 40% excape rate i decided to do my own.! after weeks i got to 198 games and stop it there (to frustrated). I got over 15 hatch escapes which i won't factor into the score because it a draw mmr wise. A magic hole opening up in the ground after the team got destroy never felt like a win anyway.

    rerecord was 75-123. 37.88% excape rate

    My conclusion is matchmaking decide your fate rather than your own skill. You being a good looper feel irrelevant because a chase can be drop and a weak link can be focus. Maybe after the DS buff that might change but probably not. Tested many different builds and by FAR gen rushing builds had the best win rates. I think it also clear that most survivors don't play killer much. Teammates will constantly ask for heals under hooks, constantly double gens (not always a bad thing), and constantly focus the wrong gens. I just don't see the appeal of playing a mode that almost guarantee you losses. DBD is excellent for giving new players the horror vibe but for more experience survivors who wanna play more competitively it pretty bad. I find killer way more enjoyable

    My conclusion is matchmaking decide your fate rather than your own skill.

    I have been trying to wrap my head around this exact feeling for quite some time now.

    I don't know if it is Patrick's comments in a developer stream years ago that tore down the veil of matchmaking for me, or if DBD's matchmaking system is just fundamentally different than other PvP games, but any influence I previously believed I had over the outcome of a trial has been completed decimated.

    The realization that all this time there has been a false sense of player agency has completely shattered my trust in online gaming.

  • The jump scare is supposed to come from a Killer materializing on your six without any warning, when they traditionally have map-wide audio queues.


    The jump scare heavily depends on the killer hiding the fact they have silent saw and undetectable.


    Just remember there is a human element at play, and a person is entirely capable of ruining their own surprise. …so the effect may not have worked as intended.


    Edit: Personally, I find this style of play most effective when the killer behaves unpredictably. …camping hook is anything but predictable these days.

  • @appleas said:

    If picking up becomes so much of an issue in games, people will eventually be incentivized to slug more or the at the very least only hook when it's clear that the BGP Survivor is busy elsewhere. Not saying it's the Survivors' fault for this but the devs are encouraging the shift in mindset about hooking if they think BGP is fine.

    Played a ton of games recently with Knockout, Infectious, Coulrophobia, and Thana on Pinhead.

    Gotta be honest… some of the most chill games of DBD I've played in a while.
    Didn't have to worry about blind saves, pallet saves, Dead Hard, Decisive Strike, or Off the Record.

    I can't imagine the Survivors were loving it—between the box, thana, and the time I was saving by not hooking anyone, survivors didn't have time to do anything other than ping pong between downd teammates.

    But as far as universally viable builds that hard counter BGP, Flashlights, and Flashbangs…10 out of 10 build imo

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704060#Comment_3704060

    It’s not about your feelings or what you “feel” regardless your lack of remorse.

    It’s about what’s balanced and fair. He’s very buggy and it’s not right. He needs to get fixed.

    BHVR will prioritize fixing and improving content that people enjoy and will continue coming back to the game for.

    So I'd say my feelings on the matter are fairly relevant to the discussion.

  • My video froze the moment you marked all 3 survivors. I had a laugh thinking "the moment things start going downhill" was 3 survivors being marked at the same time.

    Impossible to say, really, but I doubt any one of the survivors crashed your game.

    Maybe there are people out there who use cheats solely to crash games and avoid being reported, but I would assume they'd use their cheats to harass you in-game before they decided to burn everything to the ground.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704278#Comment_3704278

    I mean he said he could do all that and just hard tunnel a person and win off rip to make it have no chance. But it's about keeping it casual and just trying to have fun and do the normal back and forth. If your doing a hard counter like lightborn. Running a meta build and slugging or tunneling. You'd win very easily. But all that does is promote stagnation and hardcountering to something which can't be countered in a usual game with a build like he had or a killer. BGP literally removes all the necessary timing basically. And flashbang the intended counterplay (looking at a wall). If BHVR wants to promote stagnation and hard countering everyone could just do it. It just won't be as fun. And all the techs and mindgames and tricks you have to deal with survivors doing just won't register to a killer with like 1/10th of his hours. They will get hit by this over and over and the fov techs or the forced swings. Or the vault tech. Or the counter tech. And just not want to generally play at all because half of that isn't even intended gameplay. "OH I have to know if a survivor runs toward me and the side they are trying to force my hit reg to go that direction so I have to manipulate my camera to fix it" or "Oh a survivor might be waiting to run through my killer model itself when i finish vaulting so i better walk back a second to make sure" just a casual thing you have to learn I guess trying to have fun.

    …and this will go over all the heads of those who try to comment on this discussion without watching the video.


    Otz hit the nail on the head with his commentary here. This is exactly the type of trial that drives new and casual players away from the game.

    It wouldnt be as much a problem if MMR protected players from this experience, but for whatever reason a player of any skill level could encounter this at any time.

  • Playing against a Knight feels like playing against someone who is too lazy to spend any time learning the game's skill expression, so I feel no remorse for this Killer.

  • Sorry to hear about that.

    Also, I'd like to see the escape rate for that perk. It has to be abysmal.

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