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Langweilig

Langweilig

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Langweilig
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  • @Coordi said:

    Please provide a video and/or logs.

    Press the Windows Key + R to open the "Run" command.

    In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs

    Click "OK" - this will open your Dead by Daylight Logs folder.

    If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.

    The file called "DeadByDaylight.log" is your log file

    I have added a video. In there you see me doing an emote which causes me to not fall in any direction when being downed. Maybe it’s a feature I don‘t know.

    About logs; I‘m on ps5, I don‘t have any. I edited it to ps5 to not create confusion.

  • @Suggestionator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449873/doing-emotes-makes-you-immune-to-fall-in-any-direction-when-getting-downed

    This is a feature. Emote teching as its been dubbed, is used to position yourself wherever you want when being downed and making a little more distance from the killer when the down occurs, since you don't get stun locked and immediately begin crawling

    Is this confirmed to be a feature?

  • I keep getting coldwind, borgo and temple of purgation all the time, which I hate all of them.

  • True. I‘m not even a fan of switching of switching between powers. The only killer where this is executed well is vecna.

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954563#Comment_3954563

    If the devs add the feature of seeing the build early then SWF teams will take advantage of it even if it is added for solos. The devs give solos and SWF the same features, genius. You need a history lesson.

    If the devs would add this they’d make that when your whole party is dead, you can see the killers perks. There is no way to abuse it and even when the survivors would know the perks, it‘s not a big deal.

  • I would say haste perks and enduring/spirit fury combo.

  • @Memesis said:

    It still shocks me these weren't considered when they added all those survivor progress bars.

    I also wish I could see when my teammates have certain status effects, like it would be so helpful to see the timer for endurance to know if it's safe to let them bodyblock when injured and vice versa.

    Agree. Same with mangeled and hemorrhage.

    After thinking about it more. It would also be helpful to see healing progress of survivors even when they are not being healed.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954563#Comment_3954563

    Two possible ways to abuse it:

    1. You soloqueue and get out into a match with a 3 man SWF. The soloqueue dies and puts the killers build in the chat. One member of the SWF dies and reads the build from the chat to his teammates.

    2. All soloqueues on the same platform add each other as friend pregame, once the first one does they DM the rest the build.

    Okey, but I don‘t think this would be a problem - maybe a minor inconvenience. I also doubt that this will happen more often than one out of thousand matches.

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449695/give-solo-q-players-the-possibility-to-see-killer-builds-before-the-game-has-ended

    This would be abused by SWF teams that would tell their teammates the killer's perks after they die to help them win.

    Maybe read first before commenting. Op clearly said for soloq when you are alone and dead. There is no way to abuse it.

  • @XtremeDBD_YT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954544#Comment_3954544

    Singularity? Wesker and Nemo? Pig? None of those killers NEED their belongings to be near gens to actually make their power more useful, if anything that'd make it worse lol. Singularity doesn't even have a set location for his pods, he can place them anywhere he pleases.

    Sadako, Xeno and Animatronic have machanics based on their interactables beibg near gens, whether its condemned or a quick travel tool to the objectives, they need these tps to be close to gens to be useful. Otherwise you don't get condemned stacks and you won't catch survivors as off guard

    For pig you could make the boxes spawn close together which made screaming builds more effective.

  • @XtremeDBD_YT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954528#Comment_3954528

    https://us.v-cdn.net/6030815/uploads/H9P1Q3MTEB11/1000013898.jpg

    Thats a translation error. The offering states that it has no capabilities to add chests this time, accordingto the wiki. This is due to a complaint from Ōnryo and Xenomorph players because chest spawns override their power belongings

    They have changed the killer belongings to spawn before chests, so this is no longer an issue. Thanks for the clarification.

  • @MadDragon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954528#Comment_3954528

    The English version doesn't say this. They probably removed it and forgot to update translations.

    Wow, but thanks.

  • @XtremeDBD_YT said:

    This years cake doesn't spawn extra chests

    image.jpg

    „Erzeugt 1 weitere Truhe“ translates to creates one more chest

  • Please put scenepartner in the shrine of secrets. Thanks

  • The anniversary cake doesn‘t increase chest like it is supposed to be.

  • This is complaining at the highest level

  • I would do almost the same things, but instead of making them even smaller I would make the skill checks faster.

  • Please it feels so bad to lose matches because of this stupid feature.

  • I actually thought about that lately too. It would be a nice little feature for boons.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953178#Comment_3953178

    I think it’s saved through cookies or Probably using a fancy form software for data collection like PowerApps/SharePoint or something where it’s recorded off choice but changes if you change it, but it’s identifying through your account, on the back end they probably have a sortable list of choices. If I had to guess.

    Thanks

  • How do I confirm my choices? I could only select something for survivor and killer but there was no confirm or send button.

  • @100PercentBPMain said:

    I am #team110

    I think the war between team110 and team115 made bhvr take a step back and think long and hard about where they want to go because both sides are passionate

    Me too, but main event shouldn‘t require 30 knives again. It should be between 18-24 knives and it would be cool if the bouncing knives became basekit. Then he would be a real trickster.

  • @Mandy said:

    So whilst the number of cakes throughout any level has dropped slightly from last year - the issue was particularly relevant with Level 50 bloodwebs where often there were none of the offerings available, this is what we addressed.

    Please revert the number to how it was last year or make it even higher. There was no need to reduce the cakes.

  • @Rokku_Rorru said:

    She doesn't need buffs at this point I feel.

    The new TV spawns have literally given her a huge QoL to make her have better pressure with tvs near every gen now more consistently.

    This wouldn‘t be a buff. Making iri tape basekit would be a massive nerf. This addon so bad.

  • I would prefer buffing her TV teleport. I want the TV auras gone again and an addon that lets you teleport to turned off TVs without spreading condemned.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951724#Comment_3951724

    there is always a bonus when buying the chapter instead of the individual characters.

    But the character is the chapter and I didn‘t know you would get something if you bought it in the ps store instead of the ingame store. I just found out a week ago that the banner and the picture existed.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951684#Comment_3951684

    I can confirm that this is simply a case of a bugged description. The actual values of the perk (which impact gameplay) have not changed. The team's aware of this bug.

    As for your question about the Ken Kaneki badge and banner, these items were exclusive to purchasing the Tokyo Ghoul Chapter DLC.

    I have bought the Tokyo ghoul dlc (just ingame). It is a bit unfair that I now would have to purchase it again just for the banner and picture. Would it be possible to refund the character to then buy him in the ps store again ?

  • Is „up the ante“ supposed to only give 1% or is it bugged, because it was 3% before the last patch and it wasn‘t mentioned in the patch notes as nerf?

  • @ThatRyanB Why didn‘t players that bought kaneki in the ingame store get this? I really want the banner and the profile picture, but it isn‘t worth it to buy him in the PlayStation store again just for it. Sadly as I bought it I didn’t know that I wouldn‘t get this then.

    image.jpg
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951359#Comment_3951359

    Struggle skill checks are the only thing that should have been removed. They affect new/bad/console players much worse than older players and they are very annoying

    I feel less strongly about the second stage skillchecks personally. They are thematically accurate/satisfying, not too hard for the most part until you get to the very last few checks, keeps me engaged instead of looking away at my phone for the unhook, and all things considered, missing one isn't that much time off your progress bar. It takes 5 missed checks to die, which is approximately 7s of your timer if I guess at 5s between a missed check animation and the next skillcheck.

    Additionally they need to fix the obvious oversight they created with slower dieing on hook. There are situations were you want to die faster to give your last teammate a chance. So there should be an option to instasacrifice yourself on hook by pressing a single button when you are only two survivors

    This is a possible hot take, but I consider this change to be part of the fix to slugging for the 4k. There are multiple reasons that Killers slug for the 4k and the fact a survivor can quick kill themselves is one of them. As someone who always plays the hatch game, I much greater appreciate this change, as it gives me more incentives to actually hook since I have chance to try and find the last survivor, maybe even use my perks to assist me.

    If players don‘t want to play the match till the end you can‘t force them and punishing isn‘t a good approach for everything! Now that we have bots, the best they could do is encouraging players to give their teammates that bot.

    Sure, but that doesn't mean leaving should be easy. Bots are still bots, and easy for the killer to catch because they can be read/mind gamed very easily... and that can't change, because bots generally speaking should not be outperforming players for obvious reasons. A DC bot is a band aid fix, nor a fair solution, the survivors are still at a big disadvantage, so the DC penalty must stay, and players should not be allowed to subvert it easily.

    The 3 self unhook attempts are to a certain degree player agency. If a person wants to use them so badly that‘s their choice, but I would restrict it if they are used too often.

    Ideally sure... but we are basically creating an automated self kill feature with this though... which is exactly what the Go Next Prevention feature is... and we've seen how easily that can go wrong. Would you trust such a system to be reliable at preventing players "using it to often", but also not catching false positives? Seems highly risky to me.

    Lastly I would improve luck. Afterall luck decreases the the chance of people going next, but the percentage you get from luck offerings needs to be increased.

    I am very reluctant to increase Luck, cause I've seen the old Luck builds... they are very nasty and abusable, and tbh surprising they are still in the game at all. 4 players taking Vigo's Salty Lips, Slippery Meat, and Up the Ante gives each of you a 97.8% of unhooking yourself on 6 attempts.

    Even as a solo build, it's still a 73.8% chance to unhook yourself on 6 attempts, or 48.8% on 3 attempts.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951439#Comment_3951439

    Effectively my overall point is, the benefits of reducing unhook attempts, as far as I've seen, have improved my survivor experience substantially. Far too many survivors quit far too easily, and it almost always dooms everyone... and with regards to all these additional scenarios you list... it all still reeks of giving up too easily to me.

    E.g the Trapper/Hag situation. A team might try to save and get wiped...or they might abandon you and do gens... the latter is the correct play. By sitting on hook for 140s, you are making it more difficult for the Trapper/Hag to go too far... you are helping your team by staying on tne hook. Killing yourself imemdoately, you free the Hag/Trapper from having to watch you, and likely put your team at a hefty disadvantage.

    These proposals tend to have the same issues of abandoning your team and making it easier for the killer, or are gonna be error prone to identify and trying to implement them with appropriate safe guards causes more problems than its worth. The most obvious issue being a team of 2 can facilitate each other leaving on these quite easily, basically making "Go Next" a SWF privilege, and sucks to be SoloQ

    Nothing about this helps against slugging for the 4K. The killers that hooked would have given the chance for hatch either way and the ones that didn‘t, won‘t after this change simply because there is a chance they won‘t get the 4K. Behavior finally needs to actually fix 2 vs1 situations instead of making them much worse than they already were.

    Sure, but that doesn't mean leaving should be easy. Bots are still bots, and easy for the killer to catch because they can be read/mind gamed very easily

    Then they need to improve bots.

    A DC bot is a band aid fix, nor a fair solution, the survivors are still at a big disadvantage, so the DC penalty must stay, and players should not be allowed to subvert it easily.

    Removing self unhook attempts puts survivors in an even bigger disadvantage and you can still not force players to play. You saw that in the clip above. The person staying alive screw over the team more than him being dead.

    You don‘t get a 97% chance to unhook yourself, not even in swf. Sure swf can make it almost a guarantee but why is soloq left out and can‘t do the same?

    Would you trust such a system to be reliable at preventing players "using it to often", but also not catching false positives? Seems highly risky to me.

    My intention was to keep the system available for the majority that didn’t give up and only disable it for certain players. Sure some might still do it, but like you saw in the clip of OP you can‘t force players to play and in my opinion the bigger problem were the struggle skill checks than the self unhook attempts.

    Removing the unhook attempts has just dumbed down the game even further and now the last comeback mechanic is just gone. Additionally behavior will continue to ignore reasons why people don‘t want to play matches till the end.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951467#Comment_3951467

    They are not, but I can check in on these three issues today to make sure they're flagged to the team.

    Thx

  • Did you also fix the other Sadako bugs? I couldn‘t find them.

    • Shadow bugs when you use the deadly equinox skin and while she is invisible.
    • Grey circle under her position when using the deadly equinox skin and invisble.
    • The arrows don‘t disappear above the TVs and you teleport to the wrong TVs.
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951335#Comment_3951335

    While I agree, I would have liked to keep the 4%... I've tried many times to come up with a solution that lets players keep the 3 unhook attempts, but still stops immediate SoH. Unfortunately even my best solutions, still aren't good enough... the player base just can't be trusted with it.

    If you make it have no/a small penalty, you give 3 unhook attempts for free so everyone tries every time. If you give it a strong penalty then people die faster and can use it to get out of/ruin the game... there isn't really a way to make one of these scenarios not true...

    BHVR have made it so that you can attempt a self unhook when only 2 players are left, thats the primary scenario you want to try and unhook... The only other one being if the rest of the team is hooked or slugged.

    They could piggy back off their abandon system and have the self unhook option come up in the scenarios those trigger... like a "final hope" mechanic... that would be a solid suggestion... it's a little hand-holdy, but it's the only way I could see it work without being abusable.

    To come back to the scenarios where you should be able to try to self unhook yourself. I will probably forget some of them because there are a lot of different factors that play into it.

    • Always in basement against Hag/Trapper…
    • 3 people downed or hooked. The last survivor can‘t get close.
    • 2 or more people hooked in basement and the killer is nearby.
    • 15 seconds before second stage you should get one last try and not get punished for other survivors leaving you there to die.
    • Always in endgame.
    • Everyone hooked, dead or downed.
    • Someone is slugged in the anti camp radius and refuses to crawl away.
    • Two survivors have an active pig trap, hooked or slugged while the last one is occupied by the killer.
    • …
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951335#Comment_3951335

    While I agree, I've tried many times to come up with a solution that lets players keep the 3 unhook attempts, but still stops immediate SoH. Unfortunately even my best solutions, still aren't good enough... the player base just can't be trusted with it.

    If you make it have no penalty, you give 3 unhook attempts for free so everyone tries every time, if you give it a penalty then people die faster... there isn't really a way to make that not true...

    BHVR have made it so that you can attempt a self unhook when only 2 players are left, thats the primary scenario you want to try and unhook... The only other one being if the rest of the team is hooked or slugged.

    They could piggy back off their abandon system and have the self unhook option come up in the scenarios those trigger... that would be a solid suggestion... it's a little hand-holdy, but it's the only way I could see it work without being abusable.

    Struggle skill checks are the only thing that should have been removed. They affect new/bad/console players much worse than older players and they are very annoying. I remember times were I was frustrated and just couldn’t deal with these (stupid) skill checks anymore. With them being gone the whole give up system would have been improved by a lot. Additionally they need to fix the obvious oversight they created with slower dieing on hook. There are situations were you want to die faster to give your last teammate a chance. So there should be an option to instasacrifice yourself on hook by pressing a single button when you are only two survivors, which would be such an easy thing to implement.

    What caused the giving up after all? It was the dc penalty, which players found out they could easily bypass. Behavior needed to encourage dcing over giving up, hopefully they understand that one day. If players don‘t want to play the match till the end you can‘t force them and punishing isn‘t a good approach for everything! Now that we have bots, the best they could do is encouraging players to give their teammates that bot.

    The 3 self unhook attempts are to a certain degree player agency. If a person wants to use them so badly that‘s their choice, but I would restrict it if they are used too often. Like it isn‘t reasonable to use them every match. My approach would be to simply deactivate the self unhook option for players that hit second stage too often with self unhook attempts. I would probably make it deactivate self unhook attempts when you use it in 4 out of 10 matches and then it deactivates for ten matches where you can‘t try. I wouldn’t count using it as the final two survivors.

    Lastly I would improve luck. Afterall luck decreases the the chance of people going next, but the percentage you get from luck offerings needs to be increased. 1-3% is nothing and doesn’t improve your chance really. Same with the base chance, 4% is such a tiny number. Then I would remove the luck offerings that only affect one person and make luck affect chests. Lastly the luck chance needs to be visible somewhere on the screen to everyone, so my teammates can understand my intention or decide whether or not they should try to unhook themself. The problem of luck builds in soloq Que always is that your teammates don‘t know what you are trying to do and to be fair how should they. The real strenght of luck builds is when no one comes to the hook and by even one person coming they ruin your whole build.

    In the end it really doesn’t matter to suggest anything. Behavior is probably not going to read it or they simply ignore it.

    To summon it up. I would remove the struggle skill checks, give an instasacrifice option to the final two survivors, encourage to use the dc mechanic, improve the luck mechanic and restrict the self unhook attempts only for people that hit second stage too often. Sure some go next would still happen but it would be much less and far less reliable to do for certain people.

  • The anti go next changes (alongside making map offerings useless) was one of the worst update they did in a long time. Instead of implementing it in a way that only punishes go next people, behavior rather punishes all players by robbing them their 3 unhook attempts. Removing the unhook attempts didn‘t even solve anything and made the game even worse for the other players than it would have been if Steve just died.

    Behavior please bring back the 3 self unhook attempts. There are legit reasons for trying it when you have no other hope/chance. You should also encourage people to dc to give the team a bot rather than standing there and screwing over the whole team.

  • I hope for delaying the unhook notification and hud by 10 seconds for the killer and that the unhooker and unhooked get scratch marks, pools of blood and grunts of pain suppressed for 20 seconds, so you can actually get away from the hook to hide somewhere or they could increase the healing speed by 100% for a short time after the unhook.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946417#Comment_3946417

    Yes, the survivor role received an extreme amount of changes that took away most of what they had. And this deterioration of the survivor ole just creates scenarios where they have almost nothing to work with, no way of properly defending themselves against the increasingly high number of anti-loop and dash killers, arguably the most difficult killers to deal with.

    While I do not think killer is the easiest it has ever been (though DBD is not in its most balanced state ever and it isn't even close to it), the killer role itself seems to have received more attention in recent times than the survivor role, which hasn't received any improvements in a long time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946430#Comment_3946430

    Hello friend, good to see you here!

    While I do agree with your points, my friend, I think Skull Merchant is more of a reflection than the cause. I mean, she caused the DCs when she first released, of course, but the DCs should have stopped the moment she was changed to no longer cause an actual problem for the game.

    The context of the survivor role itself affected her too, I'd say.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946438#Comment_3946438

    And it seems to me, my friend, that you're no longer expected to even "win" a chase anymore. Time efficiency seems to be more prominent than every other aspect in modern DBD, which just creates a miserable experience, even for killers.

    Skull merchant was even very unfun to play against after her rework. She got so many things for free and it didn‘t really matter what the survivors did. Since the nerf most survivors stopped dcing or ending themself on hook against her in my matches.

  • That‘s the thing I wanted for such a long time. At the very least this should replace her iri addon.

  • I‘m taking a break until I either can play killer without waiting ages or until Springtrap is not insanely bugged when playing against him.

  • Mangled can become permanent again but hemorrhage shouldn‘t. Losing all the healing progress over and over again was just frustrating back then

  • The problem isn‘t really the 3% of the perk, but rather that the base luck percentage is so damn low. I‘d prefer they increase the base luck chance over buffing this perk to be honest.

  • Hopefully they one day improve chests. I‘m gonna leave this here to give some additional ideas.

    @Langweilig said:

    Chests

    • 4-6 chests spawn outside of the basement per trial without offerings.
    • Chests can be opened faster.

    Basement spawns….

    • …2 chests with at least blue or better items and those items have 2 addons on them.
    • …a safe which requires you to find a special key on the map. This key can be found at a corpse, which spawns at a random location (like on nostromo).

    Items from chests changes 🔦

    • You can find up to 2 addons on items from chests with a certain chance. Rarer addons have a lower chance. You can still be unlucky and get no addons on items from chests or only get one.
    • You keep your addons upon escaping.

    QOL for killers whose power relies on chest locations 📺

    • Sadako‘s TVs, Plagues fountains and xeno‘s Control stations spawn before chests and take priority.

    Luck affects chests 🍀

    • Influences/increases the rarity of addons/items you get from chests and the chance for getting multiple addons.

    Thanks for reading!

    What do you think ?💭

    My ideas for perks, killers…

    1. Dcing was punished to harsh. If people don‘t want to play out their match, they should be allowed to leave and give their teammates a bot.
    2. Giving up on hook was too easy to do.
    3. Ending yourself on hook bypassed the dc penalty, which encouraged people to end themself rather than dcing and giving their team a bot.
    4. Too many unfun maps and killers for survivors.
    5. Camping and tunneling. Self explaining.
    6. The survivor experience was neglected for far too long.
    7. Skull merchant.

    I also agree with your points GeneralV

  • @Coordi said:

    Thanks for the follow up information, it is really appreciated.

    Did someone else already report the new bug from the this patch where the arrows above her TVs don‘t disappear which also causes you to teleport to the wrong TVs?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945602#Comment_3945602

    It already would since map offerings are usually to a realm. So you would be banning multiple maps already.

    Well there are realms that only have one map and only banning one map isn‘t worth it and you probably don‘t want to ban an entire realm either which only has like one map you don’t like.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448157/how-is-everyone-feeling-about-map-offerings-being-gutted-now

    They should have swapped them around and made them a map ban. You use the thing to make sure that you don't get that map.

    No one would use map offerings to just ban one single map. If they introduced something like that they would need to allow banning 3-4 maps with one offering.

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