MrMori
MrMori
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I think even the best players agreed that the boots were very strong, so I don't think the nerf to them was that unwarranted. But they probably also nerfed them because of usage rate, which is kind of dumb because the boots were by far his best yellow/brown addons, so of course they'll have high usage rate.
It's sad that they made the boots so much higher rarity. It was really nice and comfy to have such strong addons as a common and uncommon. Sure it makes more sense now with them being high rarity and overheat addons that are weaker being low rarity, but still sad.
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The update just came out, people just wanna see the new free mori in action. It'll probably get better.
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@Science_Guy said:
They added a single window in a former death trap location to prevent survivors from being held hostage indefinitely. If not being able to trap players until servers close is a nerf for your play style… good?
They added a powerful window to an already strong buildings in one of the strongest realms instead of fixing bodyblocking by making it so survivors with crows have no collision, neither with killers nor other survivors. They should have implemented that years ago but for some reason they haven't.
That would solve more than just bodyblocking in a corner by the way, it would solve killer standing on top of hatch then going AFK, or both the killer and survivor getting stuck in a doorway together trying to get to hatch and then getting into a mexican standoff because hatch never closes by itself. Or survivors bodyblocking teammates to try and get them killed to EGC while they barely run out, etc.
All fixed by just making crow survivors have no collision with other players.
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I noticed that last night too. 150% bonus, even though survivor queues were well over a minute and killer queue was instant, so queue bonuses are still clearly not working like they should. The survivor games were extremely hard, with very new teammates.
Then I played killer, and was pitted against extremely new players that stood no chance, so I guess the survivor queues being super hard right now makes sense. I guess it's because other than perk buffs, there were 3 killer nerfs and one tweak, while plenty of survivor perks got buffed, so everyone's playing survivor. New tome too.
I don't mind matchmaking being all weird, but at the very least fix the bonuses so the faster side gets the incentive. They've been bugged out for so long.
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I don't know, Badham has such great scenery. I love sending myself to Badham every single match to observe the scenery. Sure it has extremely powerful buildings and is miserable for lots of killers to play but gosh that scenery, just can't get enough of it.
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@Akumakaji said:
I once had such a situation and was the first to be trapped. That left the other 3 head traps with 11 boxes between them - ouch. My lucky moment basically doomed the team >_<
We MUST nerf the total searches to 8 to remedy this!
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812831#Comment_3812831
I said that because I never think that killers go into the game just doing that off rip. It’s normally something that the survivors do that make the killers BM.
Totally disagree, some people even admit to taking the frustrations of last game out on new survivors that had nothing to do with it. People are extremely childish and petty when given the opportunity, especially online and doubly so in DBD.
I doubt bleedouts, hatch camping, people hiding forever, bodyblocking in a corner will ever be fixed and it's sad. Fortunately it doesn't happen that often, at least to me.
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@Caiman said:
I have seen suggestions of reworking Hexes so the totem only lights up once the Hex becomes activate. For example, Ruin wouldn't appear until a survivor let go of a generator for the first time in a trial. Devour Hope wouldn't appear until a token was gained. Etc.
That's a good solution, but then people would just do a "ruin check" at the start of the match. Maybe the hex totem would only light up once hte hex becomes activated, and at least 30 seconds has passed.
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@Autharia said:
I'd love random addons and items also so all we can bring are offerings.
Yes! This is what I want too. That would be way great and also ban map offerings. Make it REAL random.
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The cynical answer is "when it starts losing them players", and cheating just isn't prevalent enough that the average player is affected by it.
Like some people have said, the game has a total and complete lack of sanity checks and live checks. If a survivor suddenly starts running at 110%, that should instantly get them banned, or just not be possible, but DBD is coded from the ground up as a Peer to Peer game that trusts the client way too much.
Rebuilding all the parts of the game to trust the server rather than the client is too big of a task and too much of an investment for BHVR to feel that it's worth it, I think.
Huge shame, because subtle cheaters aren't that uncommon in the higher MMR brackets thanks to how easy and risk free it is to do. How many players can say you're wallhacking when there's no replay system at all? How many can tell the difference between 100%, 103%, or 107% only when out of line of sight?
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814129#Comment_3814129
I haven't played in years now but haven't they implemented some kind of afk detection that kicks you from the game and give you a leaver penalty?
Iirc I read something about that for killers here, so dunno if it also detects survivor or leaves them to the crows.
I think so, but fairly sure that's only if you do it from the start of match. If you start AFKing after a few hooks, you seemingly don't get kicked. I don't AFK much at all though, but the few times I've had to do it mid match I haven't gotten kicked or any penalty.
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Pro tip: The matchmaking completely falls apart when there is any kind of big disparity between the amount of killers and survivors queueing. But the real pro tip?
The time of day you play determines how hard your games are as well as how much BM are in them. At least for killer, here's how it goes:
If you play in the morning, around 7 AM to 12 PM, the games are pretty solid. Decent survivors, but not overly difficult, and overall matches are pretty balanced. From 12 PM to about 6 PM, the games are extremely easy. For some reason, super casuals that are having a day off play during these times. Between 6 PM to 12 AM, the games are slightly harder, but overall fine. Probably the most "balanced" time to play.
But if you play after 12 AM, aka at midnight… The games are hell. Absolute hell. BM. The worst post game chats you've ever seen. People showing up to your house after, trying to break in because they hacked the server to find your IP and tracked you down in real life after you killed them. Threats on your family, with them sending real pictures and addresses, as well as purchased travel tickets to find you.
Unless you're ready to experience hell on earth, don't ever play after 12 AM if you value your sanity, safety, and autonomy. Because they will find you. They will catch you. And they will destroy you. Both in game, and out of game.
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The only issue I have with the DC penalty would be hackers holding the game hostage and internet outages. But the truth is, the overwhelming majority of players don't get held hostage by hackers, they mostly target streamers. For them it's a serious issue though.
And if you DC because you're not having a good time in game or people are playing toxic, that's on you. If you don't want a 6 hour penalty, go AFK and accept the 10 minutes to 1 hour it'll take before the survivors leave and let them waste their own time trying to get your attention. Better than getting a 6 hour penalty. I don't like toxicity in this game either, but there aren't many countermeasures to slugging for 4 minutes, people hiding for 30 minutes, so you just have to make a choice when people do these things.
The DC penalty needs to be here. Sure getting a DC penalty for crashing or losing internet a lot sucks, but at the same time, so does the match for the remaining players after you escape. No exception for killer either, it's not fun that a decent match just gets cut short when the killer DCs.
I say we keep them, but take a serious look at hackers, holding the game hostage, and DDOSing.
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I never engage with rude players in postgame chat. No point. Unless I'm interested in their perks or hours, I press continue and move on. Try it sometime, it's a chill feeling.
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It's fine. Instead of a yellow mori you would have bought a terrible yellow bp offering or some other useless offering. Keep it simple I say. If you've been collecting them I guess I can sort of get it, but at the same time now you won't need them at all so what's the big deal? It's not even about the bloodpoints, like I said those would have been spend on other terrible yellow offerings anyway.
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As long as you have P1 to P3 on all characters you own, BP isn't all that important.
They should still fix survivor BP gain though, 1250 for an entire gen is pitiful, and getting 300 from greats and only 50 for good skillchecks on gens only hurts new players. Also the "Survival" points being entirely tied to escaping and getting nothing for surviving for 1-5 gens is lame.
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No they didn't, the whole Hyperfocus thing is out of the question now because it doesn't give Great skillchecks anymore, it gives Good skillchecks.
It's now just a more consistent and powerful version of itself and does what it has always done: Prevent your teammates from blowing up gens. But now it's global, and you get to see who blew the gen up, so you can laugh at them if you're playing in a SWF.
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The most impactful part of this change is when a safe pallet is dropped, she can't just rotate the drone back and forth at pallet while walking over to the other side, forcing the survivor to vault and get scanned, or stay and get hit. So now there's a lot more counterplay in chase with her.
Hopefully survivors understand what the white scanline means when they can vault without being scanned, so they don't panic and start running and get scanned anyway on a safe pallet.
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Why not? They tuned down the most overpowered perks, buffed Skull Merchant so she's at least usable as a chase killer but still less oppressive, and reverted the green and iri mori changes. And I heard they reverted some Unknown movespeed change that would have made him feel worse to play.
Good changes from the PTB in my book.
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That's how DH worked after 6.1.0 and it was still broken and the most powerful perk in the game which every survivor used. Limiting DH uses to being unhooked is the best balance decision they've ever made. I don't want to go back to not having a lunge attack every single time I'm chasing an injured survivor.
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I picked one of the strongets killers in the game and lobby shopped until I got a lobby of brand new players, then I went in with the strongest build I could think of.
I tunneled and slugged until everyone was dead at 5 gens except 1 survivor, which hadn't been downed at all. Then I ran to hatch before them and stood on top of it, since I had used a hatch offering and knew where it would spawn, but they probably didn't because they were new. The survivor eventually found me at hatch, but couldn't get it since I was blocking it. After a while, the new player chose to go do gens to escape, and after about 10 minutes or so they finally finished the last gen.
The moment they did this, I left hatch, found them, and downed them. Then I carried them to hatch. I put them a few meters from hatch and made them crawl to it, before finally closing it in their face when they were right near it, making sure to nod the whole time. Since I hadn't downed this survivor at all before, I spent another 3 minutes and 50 seconds or so walking back and forth over them on the ground, before picking them up right before the bleedout. Then I put them on hook, hit them as many times as I could while shaking my head and nodding until they were sacrificed.
I specifically chose this player because they were the only PC player in the lobby, to make sure I could send them a message in post game chat, where I spammed "ez" over and over, then immediately left before they could respond.
Also this entire story is literally made up and I did it purely to see if someone responds before reading this spoiler
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I don't see a good reason why hatch shouldn't close on its own after a minute or two. Also would be good to be able to give up once EGC has started as killer but keep your BP to not have to force people out at gates.
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Bloodpoint good.
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This is not a DBD problem, this is a console problem. PC players don't have to pay a monthly subscription to play their games, on any launcher or game.
Look into buying a decent second hand computer, it's worth it over console. No better time since BHVR just added cross progression. You can use a PS controller on PC too if you prefer to play that way, but you need either a USB-C to USB cable or Bluetooth on the computer.
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@Arbmos1998 said:
Pretty wild that to this day people think their grade icon number actually means something
At the same time, when you hover your grade the tooltip doesn't explain at all that it's purely used for end of month rewards and not matchmaking. That probably should have been added a long time ago.
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Slugging people for 4 minutes to bleed them out when there isn't any Unbreakable, Exponential, Deliverance or DS in play is entirely pointless and a pure ego power trip move. I find it strange that people defend it in this thread. Hooks respawn now too, so eventually you'll be able to hook the last few survivors even if they crawl to a corner.
Even if people are absolutely awful ingame and I manage to get everyone slugged, I simply walk around the map and hook them one by one, making sure none of them get a self unhook if I really want the 4k.
You can't discourage people from using DBD as a tool to be unpleasant to other players, only BHVR can. The only reason this still happens is that there is zero punishment to not do so, nor is there any way for survivors to surrender and skip the pointless waiting.
And until BHVR does something, it won't change. Almost no other online games allow people to stall in this manner to drag out a guaranteed victory. Imagine you're playing chess online and you win, but you still have 10 minutes left on the timer. What kind of person waits for 9 minutes and 59 seconds to make the last move that wins you the game? And if someone does that, there's a surrender button the other player can use to skip the waiting.
This is the exact same thing as that. There's zero point in doing that other than to spite the person you're playing against. That's why other games have a surrender option to prevent situations like this. And I feel the same way about people waiting at gates even when everyone is safe, 90% of the time after a match with lots of BM it's done out of spite and it would be great if killers could surrender at that point too to move on to the next match.
And I want to point out that there are exactly zero challenges or achivements that require slugging survivors to death, it doesn't count as a "kill" for challenges even if it has the same icon as a mori once the survivor dies.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808460#Comment_3808460
There aren't any items or addons that make survivors feel clunky or unfun to play. And there aren't any items or addons that are such a huge boost to quality of life, that survivors feel awful to play if they don't have it.
That is why I'm focusing on killers. If a survivor gets the worst item in the game with the worst addons, it doesn't make the survivor feel chunky or unfun to play. It's not like the game is giving them cursed items, that can't be dropped, that are inflicting random nerfs they are stuck with the entire game.
In fact, the only way randomized addons would be fair, is if survivors could randomly get cursed items, that can't be dropped, that inflict random nerfs on them the entire game.
That's fair. Some people mentioned that maybe they could randomize everything but manually exclude the detrimental addons for killers, but I don't think BHVR would bother with a solution like that.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807856#Comment_3807856
I won’t agree to disagree. I think you’re objectively wrong.
There are too many killer addons that either make the killer worse, or are literally so undertuned that they might as well not be there. And some killers are just super clunky and unfun, unless they have specific addons.
What people find fun is not objective, it's subjective. Some people will laugh and play a terrible killer addon and have fun with it. Why do you think people do challenges instead of just playing with the best build or loadout? That's the whole appeal of chaos shuffle. Why do you play chaos shuffle? I play it to get to play a match where everyone isn't bringing the same thing on both sides. That's the appeal. Nothing objective about it, it's about fun.
It would objectively be less balanced, but like I'm trying to say, the fun part of chaos shuffle is the randomness of the builds. I don't know how that can be twisted as being objectively wrong, that's a subjective opinion on why the gamemode is fun. Plenty of people in the thread agree with me.
Also, why are you focusing on killers only? By items and addons being random I mean a survivor can spawn with a key with two duration addons but no aura reading addon, aka a useless item. Or a super kitted out medkit. Or anything inbetween. Likewise for killer. So for every awful killer addon combos you get, there may be a survivor or two that got terrible items with terrible addons too, it evens out. And I disagree that killers are as addon reliant as you say, I often play with brown or no addons to practice and it feels just fine.
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@aliciakeys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807778#Comment_3807778
Yeah, that's true, too. Prices used to be a bit lower and there were often 50% discounts, now there are only 25-30% discounts at most.
I live in a rather poor country called Kazakhstan, and if I used to be able to afford to buy some killers at 50% discounts, now I probably won't be able to afford it anymore.
I realize that this is purely my personal problems, and no one forces me to buy DLC's... but still.Yeah, getting all the licensed chapters has always been a pretty big cost, worse now. Personally there's several licensed chapters I haven't got since I don't think they're worth the money.
Is it a better deal for you to get the specific characters you need with Auric Cells ingame instead perhaps?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807828#Comment_3807828
There are some killers that I think need specific addons to be playable, but there are zero survivors that I think need specific addons to be playable.
Addons are way more important to killers than they are to survivors. Random addons would not be “fun for both sides”.
Think we gotta agree to disagree. BHVR have been doing a solid job making many killers less addon reliable, like Bubba, Deathslinger, Doctor, Dredge, and so many more just in the last year. I think the randomized items and addons for both sides on average would be perfectly fine balance wise overall, because while you may not get the best addons on killer, you're not going to be going up against strong items every game either.
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@A_T_E said:
Nah, I'm trying to get the Racoon City RPD achievement: Outbreak Breakout
"Open the exit gates and escape from Raccoon City Police Department 20 times in public matches."
Imagine trying to do it WITHOUT map offerings? No, mate, that would literally take years with the amount of different maps that exist now and having to not die as well.
Also, if I can't use map offerings, I can't play Trapper. I need my Midwich offering, don't you dare touch my Midwich offering! 😫
Map achievements are the main reason to keep offerings. But that specific achievement is an outliar and a mistake, it should have been only a single match. Too bad they can't change it on consoles because of rules by Sony and Microsoft.
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@Seraphor said:
Some killers could be pretty annoying to play this way, but it might work out ok.
But only if add ons aren't spent when used. It sucks having to grind out some of the rarer add ons and to have your small stock of them used up by chaos shuffle would be a pain in the ass.
Offerings probably shouldn't be random, unless we go with no offerings at all and give everyone a default +200% BP bonus on top of the role incentive.
Yeah, addons you'd get would have to be free for sure. And I was hoping we'd have offerings, but only BP offerings too, so people wouldn't just bring map offerings, because the whole point is for everything to be as random as possible. It would also be really cool to have a "random killer" option that you could choose which gave a BP bonus on top. I wonder if they can tweak any of this now that the mode is out but probably not. I hope they change these things for next time if this mode returns again in the future.
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@Coffeecrashing said:
Randomized addons would just be a large nerf to killers, because many killer addons are barely noticeable, or can actually make the killer worse.
There’s also the fact that many survivors don’t bring any items or addons, so randomized items and addons is just giving them free stuff. Meanwhile, it’s very rare to see a killer use zero addons.
In my experience, survivors are bringing medkits with syringes and other strong item+addon combos every match. I don't know where you're getting that people aren't bringing items, that hasn't been the case in my matches in the mode and it's all I've played since it released.
You're right about killer addons being a nerf to killer, especially since there are some killers that are quite addon reliant, and not being able to bring them would be sad. Also meme addons like you mention, like the one that makes billy not instadown, etc. But at the same time, survivors not being able to bring their strongest items every match would counteract that.
I think that added randomness on both sides would quite fun. I wouldn't mind sometimes getting a terrible addon combo, because other times I'd get a really strong one. And sometimes the survivors get strong items, other times they get something terrible like a map. I'd rather have that randomness than what I'm getting with meta items and addons on both sides.
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Play something M1 like Legion, crush newer players until you're high MMR, and you'll start to see plenty of looping. There's still loads of loopable tiles in the game. Sure, they've added more jungle gyms that are much weaker, more weaker filler tiles, but still as an M1 killer you're still quite loopable on lots of different maps. And plenty of powerful maps haven't received any changes at all, like Badham.
I think part of the problem is the abundance of antiloop powers. Just in the last year or so alone, we have 4 killers with quite powerful antiloop in Xeno, Chucky, Vecna and Dracula.
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Overall pretty solid.
I think it's amazing that they're finally giving some serious attention to the worst and least used perks in the game on both sides. And despite what people think, the Twins and Hillbilly nerfs were warranted as they are both very strong killers, even if Twins are still unpopular.
But SM was nerfed way too hard, Hillbilly didn't need his boots addons nerfed, and some perks will probably be a bit too strong. I get the idea behind the finisher mori and mori offering changes, but the way they are in the PTB now is not good.
BHVR are listening to feedback and have commented on a few of these controversial changes in the forums, and I'm sure they'll fix the biggest issues before it hits live. I'm looking forward to it.
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This has pretty much always been DBDs business model, you get the game cheap but then DLC costs quite a bit. But what I've noticed is that DLC hasn't been getting as big of a discount as before, only dipping to 30% off instead of 50% like it used to. Plus the licensed chapters that got adjusted up in price.
But I've seen plenty of older games and DLC on Steam getting their price increased in recent years too so, probably to adjust for inflation, so it's not unique to DBD. It's unfortunate that older items are getting more expensive but oh well.
At least original chapters have never been easier to grind with iri shards, that's a great improvement from how it was a few years ago with every character at 9k shards and practically never any sales on characters for shards.
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@Malkhrim said:
Honestly, I would rather ask why Trickster has a lullaby. Trickster needs to hit people 8 times with his power to affect a single health state, he can't snipe people out of a health state instantly like the Huntress can. So why does he need a lullaby? If he hits one knife outside of his TR, the survivor still has enough time and distance to dodge the others and gain time.
Yeah, really wish he didn't. People begin to prerun before they even hear your terror radius on some maps. I've run Trail of Torment and had a bit of success. Because of the confusing nature of is lullaby I still catch people off guard sometimes. But something like Monitor&Abuse does absolutely nothing to get you close before they prerun while it works fine on someone like Slinger thanks to no lullaby. Hope they give him some changes in 2025.
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I hate map offerings, and I'll be disappointed if they're part of chaos shuffle again. If we're balancing the game around scratched mirror myers, buff him instead of keeping map offerings. I'm willing to bet that less than 1 in 1000 map offerings are burnt by scratched mirror myers players. It feels like a weak excuse that people use to justify their existence when truthfully they just want to keep sending themselves to the best maps they can.
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Refunding 25-50% of offerings would be absolutely crazy, there's no way. I'm not one for a big grind, but this basically just means you'd see the best offerings every single match on every single character.
Other than that, what I really want is a faster bloodweb. Or at the very least the ability to make the auto bloodweb feature prioritize certain nodes, rarities, addons, etc. And make it so it keeps going automatically until you toggle it off.
Being able to spend a set amount of bloodpoints to jump up to a certain level and get a bunch of stuff would also be great.
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DBD mobile has a shared inventory. We could for sure have shared items and addons for survivors, and offerings for killers and survivors.
Although nobody would run out of anniversary cakes ever again so players would on average get far more bloodpoints, and I think BHVR don't want that. Only reason I can see not to do it.
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Glad to see I'm not the only one, and I'm still getting this problem. Incentives were 25% on survivor. Killer queue was 10 seconds. Survivor a little over 3 minutes. Something isn't right.
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24m terror radius would be great. That's all I think he needs. If the TR reduction addons combined with Monitor and Abuse is a problem, nerf or rework the terror radius addons so he can be 24m.
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Bring Lightborn for peace of mind. I'm serious. While doing that, practice looking away, checking for survivors nearby before picking up and play as if you don't have it.
Keep acting like you don't have lightborn even when they blind you btw, they'll keep trying and waste their own time. Plus, you'll slowly when to pick up and when not to and get better at countering blinds.
Also, pay attention in lobby, see how many flashlights are there and think about who you're chasing. Of course that doesn't help against Flashbang but still, keeping who has a beamer in mind is important.
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Give solos more info. Why can't they see self unhook progress, or show which perks they have to their teammates ingame?
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The only experience I've had playing survivor is that killers will just patrol gens plus hit and run, since you can't see them coming. Pretty boring.
But I get why they do it, because as killer if you commit to a chase with anyone half decent, 3 gens will pop since gens take less time and there's no slowdown.
I also really, really wish you could bring BP boosters into this mode. That alone would make me want to play it more. Like why can't they just allow only BP offerings and ban the rest? I seriously hope they do this for Chaos Shuffle.
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I've played with the cosmetic for a while and for looping it's not a huge deal honestly.
But in terms of stealth, the tail is undeniably a huge disadvantage and will make you way easier to spot. It glows in the dark, and when trying to hide behind a thinner or smaller object your tail will stick out and reveal you.
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The matches I've been getting on killer have been extremely easy lately, like the matchmaking is way too loose and I meet less experienced survivors. When I'm actually matched against good survivors it's a serious struggle every time. You'd think all the good players would stay in regular mode and sweat it out but that hasn't been my experience.
I've noticed that any time the playerbase is split between the main mode and an alternate gamemode like Lights Out, the matchmaking becomes completely wack. Maybe it'll be better tomorrow when Lights Out is over.
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@CoolerBleend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801160#Comment_3801160
That's not what is changing about the perk. All that's happening is that it's becoming great skillchecks when they miss and being a range around you rather than being explicitly the same action.
Yeah. I thought that it would work on yourself, but looking at PTB it still only works on people around you.
You can still do Corrective Action combo with another player with Corrective Action though and feed each other infinite great skillchecks and max hyperfocus stacks for free by doing nothing, crazy stuff. Obviously getting changed before it goes live.
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Okay, how about we add a mori rework so you get a huge bonus if you mori the last survivor, which will incentivize slugging for the 4k even more?