MissiCiv
MissiCiv
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- MissiCiv
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Duty Of Care —> This perk blatantly favors SWFs, if they release it in this state, it will be a nightmare.
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@HolyDarky said:
The developers released a Status Report statement and explained that this info was wrong in the info grafic: https://x.com/DeadbyDaylight/status/1910422715569225900
Honestly, I could swear this is how it was supposed to work, but I think they just didn’t want to deal with it, so they went with this explanation instead.
Well Thank you for the link, i missed it .
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The devs clearly didn’t even put any thoughts how to actually make this event good, you really think the problem with the special items was ever a priority for them?
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The cooldown should be increased.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/442216/so-what-is-this-event-actually-about
I have no idea what the point of the event is. I don’t plan to play it at all.
you will lose nothing belive me.
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that's the part that should be fixed not Nerfed
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@ChurchofPig said:
I mean… they main feature of the blood moon is the community earned higher bonus bloodpoints so… yeah it is kind of made for blood point farming, but because of several factors, that's not what happens so the event just turns into trash.
Then why call it an event in the first place? Might as well announce it as a 'Blood Feast' and promise 500x BP. That’s basically all it is anyway. Where is the EVENT part?
oh and here’s a fun fact: prove thyself does still work you can fuel 10% faster the blood gens while all killer perks that has to do with gens are gutted
Edit: After alot of testing PT is not working, sorry for the false info!
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tbh they should added the new gens on top of the old system, that would have been much better
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sometimes i am asking myself "do they even try the update before deploying it?" and the answer is always no..
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@ThatRyanB said:
Jumping back in here to thank everyone who's provided their thoughts so far, both from the Survivor and Killer POV! We're continuing to note down your feedback including the specifics, so rest assured, they are being read.
Nice to hear to know there is hope
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@ThatRyanB said:
Hey there folks. Popping in here to let you know that our Community Team is treating collecting and sharing feedback with the team as our top priority today. While I'm seeing general comments about how folks feel about bots in here (which we are also sharing with the team), I'd also love to dig into the specifics of how you're feeling, as these can often be the most useful feedback points.
If there are specific instances of bots doing things that you've liked or have found disruptive in 2v8, I'd love to hear them.They T-Bag for no reason, trying to heal someone who is already getting healed by 2 Survivors so it just stay there and look at us till the healing is finished, hiding for no reason… and the list goes on
if the Team really cares tell them please to remove the BOTS, increase the BP on Survivor Side and let us pip-up
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@sausage11 said:
Oh and has anyone else experienced super laggy servers? Like my ping in 2v8 is above 60 always, when it was always in the 30-40 range before.
Some spikes here and there 😑
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882690#Comment_3882690
I don't even think that would work. We do need more classes both sides though.
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882690#Comment_3882690
Instead giving massive bb bonus they could give small amount of shards that could be even more effective. Also why not add pipping as well.
I think there could be class which has anti-tunneling and survivors should be able to take items in match but not addons to them.
These are just some ideas from the past 2v8 mode i saw.
And yes maybe it would be not the best idea for this mode to fix the problem, but it would be much better than the 2 Bots we have Now
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Only When "Needed" literally every lobby is with 2 BOTS
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@LockerLurk said:
The problem is, they previously tried all this and it didn't work, except pipping for grades which for the life of me I don't understand WHY NOT, it can't be that hard to implement.
The issue isn't bots, though they don't help. The issue is, nobody wants to play Survivor when the 2 part of 2v8 is and always has been the big draw.
The bigger issue is that Killer has simply always and always will be the much more fun mode. You never played Survivor "for fun". You played it to hang with friends.
if 500% BP gain wouldn't worked then just increased to 700 or 800 till it works
and they could add a new class, a Witch Class to be more specific that can Boon the totems and give some sort of Buffs
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882038#Comment_3882038
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882040#Comment_3882040
https://us.v-cdn.net/6030815/uploads/XZ8070UT7A5J/lx-exlth5vknewqyllwbvphu6pgsjanhl-rvoblpbaa.jpg
You both underestimate the power of a dollar that was torn slightly, soaked in the lagoon, and kissed with coral blue #2 semigloss lipstick. The only thing holding the idea back is that legendary cosmetics would need to be created for the new original characters. BHVR invested time, effort, and money into making those cosmetics — and it costs BHVR money because it takes storage space. It makes no sense to me why players should feel entitled to have limited time cosmetics for years and years and years and years. Anyone who rightfully earned them probably feels scared to use them out of fear of being falsely accused of cheating.
Actually it's coral blue number… (BONK)
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i would even accept brutal strength 25%
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Tbh i dont think it's broken at this time anymore, they just tuned it down without telling it anyone. We all now how greedy BHVR is when it's about giving away BP's or make it better to earn it alot
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@Goblin_BHVR said:
Hello!
I'd like to clarify that this is ONLY for PTBs and Event queues and will not be affecting live matches.
No.
let them stay in PTB dont fill our event q with bots. how can you guys think this is a good idea??
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115 should be basekit for him
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@dwight444 said:
well, 2v8 is over. I suspect things have started to normalize. I see 25% and 50% often, I also see no BP incentive sometimes.
being 100% sure that it's off while also saying you see it at 25%???? interesting
i mean it's not like it used to be
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@fixblitzskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843302#Comment_3843302
We got it. Sacrificial wards are brown now.
that's just a band-aid fix… you are sacrificing your BP offering to have a NORMAL game
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i just hope BHVR will not call it a day with these changes, Sac Ward being brown is nice not gonna lie but at the end of the day it's just a band-aid fix for the real problem and on the top of that we cant use BP offerings anymore when we want a NORMAL game with out being sended to Badham, Eyerie etc.
it's so stupid cause the player has to balance his experince and not the devs.
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i miss the old system, SBMM was a mistake
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it should have a 20 sec cooldown atleast
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@SpitefulHateful said:
Endgame chat should be removed entirely. Simple as that.
This!. or add a option to disable it permanently
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Slinger 4.6ms pls
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@NerfDHalready said:
i'll repeat again; windows isn't a problem, majority of maps supporting insta dropping survivors with enough pallets is. killers shouldn't lose 3-4 gens for chasing a survivor running yellow to yellow, inefficient looping should have a cost in the long run but there is no long run after such chases because there will only be 1 gen left.
That's why it needs a cooldown.
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gens need to be 100 sec
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@Peanits said:
I can confirm this is not a bug. The Endurance from Off the Record protects them from the next damage that would down them. If they are fully healed, it is intended for the first hit to injure them, the second hit to give them deep wounds, and the third hit to down them.
They would need another Survivor to heal them for that to happen, though, as self-healing is a conspicuous action and would have cancelled Off the Record prematurely.
Tbh if they are fully healed OTR should be disabled
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@Royval said:
what if it was endorsements like OW but instead the higher you get the more BP you get per match that’ll be cool and they could show it besides your calling card
That would work too 🤑
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@Rokku_Rorru said:
I like these suggestions, I think rewarding the community for supporting each other and enjoying the game is a great idea. Kind of what the old pip system promoted which I miss, encouraging doing a bit of everything… now they are forcing a win condition their is no incentive to have fun, more weighed in the direction of winning honestly.
yea That's the point of this system, to make people a bit more nicer to each other 😜
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@Emeal said:
I also have a lot of passion for these kind of systems for trying to reduce toxicity. Toxic behavior in multiplayer games, especially in competitive environments like DbD, can really detract from the experience. Your ideas to improve the Thumbs Up system and reward positive behavior are creative and I think bHVR should do something in this area, but there are a few pitfalls we have to stay clear of, maybe I can help refine your ideas with a bit of critique so that bHVR can make the best choices they can think of.
1. Tying Thumbs Up to BP (Bloodpoints) or Rewards
- While adding BP rewards for receiving a Thumbs Up seems like a great motivator, there are potential issues with it:
- Exploitation Risk: Players might start using the Thumbs Up system simply to farm BP rather than as a genuine acknowledgment of good behavior. For instance, friends or premade groups could easily exchange Thumbs Ups regardless of how the match went, which would dilute the purpose of promoting sportsmanship. We see similar issues with games like Overwatch, where endorsement systems can sometimes feel meaningless when used thoughtlessly.
- Superficial Engagement: Tying rewards directly to Thumbs Ups might encourage players to prioritize farming these acknowledgments instead of actually improving their behavior. This could lead to more transactional and less meaningful interactions, where players act nice just for the reward but return to toxic behavior when they aren’t being watched.
- Veterans: As a veteran of the game, I personally find that additional Bloodpoints or shards don’t significantly motivate me. Many players who have been around for a while might feel similarly. The thrill of accumulating points diminishes over time as veterans often have ample resources and items. To really capture our attention and engagement, the rewards would need to be something more substantial and meaningful, like Auric Cells or exclusive content that resonates with our long-term commitment to the game.
Alternative Suggestion: Perhaps instead of direct BP rewards, the system could be more about cumulative rewards over time. For example, if players receive consistent positive feedback across multiple games (without reports or bad behavior), they could unlock exclusive charms or cosmetics. This would reduce the potential for immediate exploitation and encourage long-term behavior change.
2. Honor Shop
- The concept of an Honor Shop, inspired by League of Legends, is an interesting idea, but it could face similar issues:
- Reward vs. Intent: In League of Legends, players have been known to farm honors just to gain access to exclusive rewards. As a result, the Honor system sometimes feels less about truly rewarding sportsmanship and more about unlocking cosmetic perks. It would be a shame to see DbD’s endorsement system fall into this same trap, where the focus shifts from improving behavior to just earning items.
- Toxicity Persists Despite Systems: Even with League of Legends’ extensive Honor system, toxicity remains a significant issue in that game. This shows that rewards alone might not be enough to fundamentally change the behavior of toxic players. In Dead by Daylight, where emotions can run high due to the asymmetrical gameplay (Killers vs. Survivors), a simple reward system might not be effective enough on its own to curb negativity.
Alternative Suggestion: Instead of focusing on an Honor Shop with exclusive skins, maybe the system could emphasize meaningful in-game recognition. For instance, players who receive a consistent level of positive feedback could have special matchmaking privileges like slightly faster queues or priority matchmaking with similarly well-rated players. This would reward positive behavior with tangible in-game benefits, rather than just cosmetic ones.
3. Notifications for Thumbs Up
- I understand the motivation behind wanting players to know when they’ve received a Thumbs Up, but this might not always have the intended effect:
- Potential for Toxic Reactions: If a player knows they received a Thumbs Up from the other team, it could sometimes backfire. In the heat of the moment, players might use it sarcastically, leading to passive-aggressive behavior. For example, a Killer might receive a Thumbs Up after a frustrating match and feel as though it's a mockery rather than genuine appreciation.
- Distraction or Fatigue: Having constant notifications of positive feedback could feel overwhelming or distracting for some players. It could also lose its impact over time—if every match ends with a notification saying “Good job!” it might start to feel routine and meaningless.
Alternative Suggestion: Instead of notifying players after every individual match, maybe the game could give periodic updates. For example, after several matches, players could receive a summary showing how many Thumbs Ups they've earned over time, helping them see their overall positive impact in the community. This would feel less spammy while still offering players that sense of accomplishment because by that point they might have forgotten the match that sarcastic thumb up was given for.
4. Focusing on Systemic Change
- It's great that you're thinking about ways to motivate players to behave better, but the core issue might be that toxic players aren't always interested in receiving positive feedback. A system that rewards good behavior is only effective if players genuinely want to improve their interactions. In competitive environments, some players will still prioritize winning over sportsmanship, and external rewards alone might not address that.
- Reporting and Moderation: One aspect to consider is that positive reinforcement needs to be balanced with strong moderation of toxic behavior. Improving the reporting system and ensuring that truly toxic players face meaningful consequences (like temporary bans or restrictions) can be just as important as encouraging positive behavior.
For a system like this to effectively reduce toxicity, it needs to avoid being easily exploitable and should focus on creating a genuine culture of positive behavior, rather than just incentivizing it through rewards. Perhaps a combination of consistent, meaningful recognition (not tied to instant rewards) and stricter penalties for toxic behavior would work best in a game like Dead by Daylight.
Ultimately, changing player behavior is complex, and while rewards can help, the most important factor is creating a community culture where positive behavior is valued for its own sake, not just for the BP or skins. Like if it was easy EVERYONE would be doing it.
If you need more help identifying pitfalls I can give you a list, there are so many ways these kind of systems could work and then don't, because humans are humans and hard to predict.
HOLLLLYYYY, thank you for your time to write that down
i really like your suggestions tbh, im okey to tweak the system for dbd to reduce all kind of BS that can happen
cause yes you are right, humans are hard to predict what they will do and how they will act.
- While adding BP rewards for receiving a Thumbs Up seems like a great motivator, there are potential issues with it:
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815509#Comment_3815509
Prevent a culture of being expected to give a thumbs up
Arguably, there should be no way to tell if a person has thumbed you or another person up. It should be anonymous.
Yea this is an option too, it can say in that case "A survivor gave you a Thumbs Up" without telling who it is
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@smurf said:
This is awesome! For serious!
Might have to limit it to receiving one award from any player to prevent exploits. And/or maybe limit giving the award from your account a certain number of time per month or something to prevent a culture of being expected to give a thumbs up.
But for real should be done. 12/10 would boop the snoot!
A limit? absolutely!! like you can only get one "Thumbs Up" in 24 or 48 hours from the same person.
This system could be tweaked proberly to make it flawless for DBD
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815028#Comment_3815028
i often forget that this is an option, i also forget that you can rate the games you play. But does it have any effects at all ?
Right now? sadly no
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Something needs to be done! gens are too fast.
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@Triplehoo said:
The thumbs Up feature should be that when someone gives you thumbs up, you get notification. Like "Someone gave you Thumbs Up! Keep up the good work" And every time you get one, you receive something like 50-100 BP's.
Change it to somekind of endorsement system. Maybe it would incentivize people to play nicer a little bit
This!! literally this.
Make something like that. the reward could change maybe increased % BP for a short period or shards or a icon, banner maybe a charm?
The old leauge had such a system. They changed and improved it
Overwatch has it too
This way we could reduce the toxicity of the game!
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if something like this ever happens it should be only available for the killer!! i cant imagine what would happen if survivors would get this treatment
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@KatsuhxP said:
I mean brutal strenght was like that before, they thought it would be too strong with the basekit-buff to kicks xD
The buff of surge would be nice for m1-killers I think ^^
yea but maybe they will consider it 😅
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Map Offerings need to go!
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it's since lights out this way
tbh i think they changed without telling anyone
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Map offerings should only work this way:
1—> Map Offerings slightly increases the desired map like 10%
or
2—> Map Offerings Bans the Map which was used
or just remove it completly!😴
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809114#Comment_3809114
I don"t see how this will help anything or how it has anything to.do with chaos shuffle mode. It will just make a new meta form with what are now the best perks.
sure it will create a new meta but atleast we will have a fresh gameplay than this what we have for years
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Tbh BHVR should nerf the top 10 perks on both sides to the ground, the games in chaos are so fun!! maybe just dont touch otr and ds for the tunneling problem
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tbh i wish they would buff thana a bit the passive slowdown is nice
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806700#Comment_3806700
I think they just copied the old description that had a tome lol
oh noooo 😃
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there should be a tome!! i think it's bugged too?? cause in the description it says that
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map offering should only and ONLY slightly increase the chance to get the specific map like 10% or so
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BHVR is just screwing itself with poorly made decisions for a long time. Every game they made was a big flop, look at their last game for example Frank Stone it has poorly reviews and a horrible optimization on top of it i dont even wanna talk about the bugs that this game has.
So said DBD is their only ressource of earning money and they somehow manage hurt their income by hurting the playerbase. i stopped supporting them long time ago because of that that's why i didn't bought the castelvania and the D&D chapter.



