Avatar

Peanits

Peanits

About

Username
Peanits
Joined
Visits
6,101
Last Active

Comments

  • I would say Hillbilly if I weren't absolutely awful at him, but I'm sure someone else can pull it off. The idea of him showing up behind you with no warning ready to chainsaw you is terrifying.

    In my experience, any Killer that you want to stay away from at all costs is a solid choice! They all become stealth Killers, so I've had fun taking advantage of that opportunity to get up close before they can start running.

  • This is our first modifier, so we're still experimenting to find what works best. There's a couple reasons why it's only available for a limited time, but a big one is to help get matches going in the modifier. If it were available permanently, there would eventually come a point where the novelty wears off for many people and they move on, leading to extremely long queue times for the few people who still want to play it. Like an event, we'd like for modifiers to be fun things that pop up from time to time that people are excited to take part in.

    There will be more modifiers in the future, though, and it's not out of the question that popular modes could return in the future. Any feedback is welcome!

  • This was done because Freddy's Dream World effects (when a Survivor is asleep, or all the time as the Killer) conflict with the darkness effect used in this modifier. We tried to keep as many Killers available as possible, but he is sadly not compatible with Lights Out.

  • @NickMilian said:

    is the patch due today? I'm sure they're normally on a Tuesday.

    I can confirm that it will not be today.

  • I can confirm that these are real!

  • It really depends on your ability to hit them. Great skill checks give 1% bonus progress, so getting more of them and hitting them consistently can certainly add up. Meanwhile missing the skill check will knock 10% off of it and prevents the generator from being repaired for a few seconds, so missing even one can more than offset any benefit you would have gotten from a bunch of great skill checks.

    If you can reliably hit greats, or at the very least hit goods, you'd probably want more of them.

  • Thanks for reporting this. I can confirm this is not intended. We're working on getting this fixed as soon as we can.

  • I can confirm this is an error. We are working on getting this fixed as soon as possible.

  • @Jangles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638132#Comment_3638132

    Just a small bit of feedback on the current in lobby text. Names over 15 characters currently cover the person next to them and its so large on killer the text all bleeds into itself. Not sure if its my settings or something, just gives me "trying to send a text on grandpas phone" vibes.

    This is a known issue, it's not just you. We're on it!

  • @OnryosTapeRentals said:

    Same here. I have to assume this is a bug because the text is just comically large.

    I can confirm that this is a bug. I've just checked and it looks like it's already in our system.

  • If you just signed up for the newsletter today, do not worry! The newsletter gets sent out periodically when there's news to share, it's not something that appears right away in your inbox.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638049#Comment_3638049

    https://us.v-cdn.net/6030815/uploads/DR75VXBA0CXD/image.png

    I think there was enough space for one more line. But if not, i think "Getting Started" could be replaced instead, because it is button that everyone clicks once in a lifetime at best.

    At very least make "Play survivor" and "Play killer" separate please.

    Not to dismiss your feedback, just to provide context: This space is reserved for the event widget whenever there's an event or modifier active, so adding an extra button there is out of the question.

  • Hey folks. To shed some light on this (no pun intended), we needed to make this change to support the new modifiers feature and the first modifier, Lights Out. Modifiers are optional and run in addition to the regular mode rather than changing normal matches, so they need their own buttons to queue up as a Killer or Survivor. There sadly would not have been enough room on the main menu to squeeze two more buttons in, so this was a necessary change to support the feature.

    That said, we have noted the feedback about requiring additional steps before you can play and will pass it on to the team.

  • To clarify, Saga does have unique grunts & screams like other legendary outfits, but does not feature additional voice lines during the trial like Alan Wake.

  • @reallyrellish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635435#Comment_3635435

    I have a question regarding the part of you comment about platforms. I can't say how many other games have it, but For Honor has its ptb equivalent as a separate gamemode within the main game. With DBD getting new gamemodes, would it be possible for the ptb to be made into a gamemode so that all platforms could be included?

    This is a good question! I'll answer this in two parts.

    1: To do this, the game would need to support two separate versions of the same content simultaneously, and currently this is not possible. To give an example (totally hypothetical, not real), say The Trapper has a brand new power that we want to test. He would need to have that fancy new power in that side mode, but keep his regular power in normal matches. At the moment, the game is not set up to do this. It's not impossible to do, but it would be quite a bit of work.

    Additionally, one thing to keep in mind is that queue times in the PTB can something be rough for one role or the other. If a PTB features mostly Killer updates or a new Killer, a lot of people want to play Killer, causing the queue times to be very long for Killer players. One nice thing about PTBs currently is that they can opt to play a custom game against bots to skip the queue and get a feel for it. As a separate gamemode, however, this wouldn't be possible.

    2: Sadly this would also require an update to pull off. Even if the contents of the update are for testing, they still need to go through the usual certification process before it can go live. This would add a few weeks to the process, and those few weeks have to come from somewhere. Either A) the update comes out sooner and eats into development time for that update, or B) the update comes out later and prevents us from being able to collect and act upon feedback before the real update goes live.

    It's a great idea, and I can see how it would be very effective for other games, but it unfortunately does not fit in the current release schedule we have for DBD.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635435#Comment_3635435

    Thank you for responding.

    Does the first round of the PTB have to be as long as it is? As @WhoSoup and you mentioned most people play within the first few days. It's not just add a second PTB onto the existing schedule, but shorten the first PTB to give some time for a potential second.

    A second round of the PTB would attract less interest, I can see that, but being less things are being tested I would think those are more focused. Especially when we're talking about something like an overhaul to a killer that Sadako is looking at I'd feel you'd get plenty of feedback on that.

    This goes back to the part of coming up with changes, implementing those changes, and so on. By the time everything's ready to test a second time, the first PTB will have already run its course and it would be too late to for any feedback we collect to make it into the release. (For reference, the PTB typically runs over the first weekend and then shuts down.)

    Shortening the PTB wouldn't really change anything because that's not the bottleneck, the changes wouldn't be ready to test yet.

  • On its own, I wouldn't say that's toxic unless you're specifically doing it to be toxic. The intent matters in this case.

    That said, pretty much any gesture is open to interpretation, and it really depends on the context. If someone is already having a rough match- or if you're really good and give them a long chase- they're more likely to be frustrated and associate a random gesture as taunting. Meanwhile if things are going well for them and you're clearly messing around with some meme perks, there's a better chance they'll see it as something harmless.

    In the end, you haven't done anything wrong. You have no way of knowing what's going through their head, so you can anticipate how they'll see it. If it's a silly thing that makes you happy, by all means do it.

  • Others have beat me to it, but I can add a little bit more context. It mostly comes down to time.

    The PTB window is already fairly tight. Once the PTB goes live, we have about a week to figure out what changes we'd like to make, implement them, playtest them, and QA them. After that, the update needs to be sent off to the various platforms so it can be certified (where they ensure it is safe and works correctly). By this point, it is too late for another PTB; any feedback we receive from it would be past the cutoff for the release and could not possibly make it in. We use this time to work on any other changes that are needed for one of the following hotfixes.

    Beyond that, we have to keep in mind that there's nowhere near as many people playing the PTB as there are on the live game. The PTB is only available on one platform, and only a fraction of players on that platform make the switch. Within a few days, the number of people on the PTB drops significantly. When a brand new update hits the PTB for the first time, it's obviously exciting and a bunch of people want to check it out. But the second time around, it'd be much less so. It's the same content again, but slightly different. The number of people who would be interested enough to check it out would be even lower. The PTB is great because we can get feedback from a wide range of people, but if that sample size is too small, it doesn't make a whole lot of sense.

    The PTB is a great step to have, but just because something goes to the live version doesn't mean it's final. This is a live game at the end of the day. Things will change, we will reassess, and then they may change again if necessary. We'll always try to get it right the first time around, but nothing is set in stone if we don't.

  • There are currently no plans to reintroduce the achievements for the Stranger Things DLC. When the Chapter was originally removed, the achievements were repurposed as generic achievements to ensure they were still possible to earn without owning the content.

  • Hey folks. It’s clear that the changes we’re making to The Onryo didn’t live up to expectations, so we’re preparing a series of follow-up adjustments to address the feedback we’ve received. These adjustments are planned to release as part of the minor updates in the weeks following the Mid-Chapter. We’ll share more details once we've got a plan locked in.

  • Hey y’all, thanks for taking the time to share your thoughts. It’s clear that the changes we’re making to The Onryo didn’t live up to expectations, so we’re preparing a series of follow-up adjustments to address the feedback we’ve received. These adjustments are planned to release as part of the minor updates in the weeks following the Mid-Chapter. We’ll be sure to share more details once we have a plan locked in.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634421#Comment_3634421

    Wasnt this the same case of something like any means necessary and wesker/legion/chucky? But most of those have been fixed if i remember correctly. (But yeah i can normally kick after they finish the vault if i spam the button)

    Not quite. The intended behaviour for Any Means Necessary is for the Killer to take priority and interrupt it, whether that's by kicking it or using their power. In Chucky's case, his power should override Any Means Necessary.

    Vaults, however, are different. There is no Killer priority, it's entirely based on who's first - whether that's the kick or the vault. One cannot interrupt the other.

  • I can confirm that this is not a bug. It is intended that a pallet which is being vaulted cannot be kicked, similar to how a generator that is being repaired cannot be kicked.

    There may be a very brief window between vaults where you can initiate the kick, but otherwise you would need to uncloak and grab/hit them.

  • I just want to chime in and reassure you that we have not forgotten or stopped caring about cheating. It is still a high priority. To your point, we have been implementing improving detection to ideally catch cheaters before they can do any harm, and we're continuing to work on additional ways to detect cheaters automatically. This makes it a little difficult to talk about, though, since any details could be beneficial to cheat makers trying to find a workaround, or warn cheaters that their cheats are now detected (and would lead to them getting banned).

    We absolutely agree that it is not your responsibility to report them, though we do appreciate any reports we receive.

  • There were a few major gripes people had with the original Freddy. I'll try to name as many as I can remember in no particular order.

    1. Survivors had to be put to sleep manually before they could be attacked. This took 7 seconds. In practice, this gave Survivors loads of time to get somewhere safe, causing people to lose a lot of easy hits, so it was a major point of frustration for people playing him at the time.
    2. Adding to the above, Self Care was very popular at the time (still is in some regions, but nowhere near the extent it was then). Failing a Self Care skill check would wake you up, even during the Dream Transition. This gave you a reliable source of skill checks (even in a chase), letting you wake up at will as long as you got lucky with skill checks.
    3. He was a slugging machine at first. He could see the auras of sleeping Survivors outside his terror radius, making them easy to keep track of. Survivors who helped the person being slugged could not take protection hits if they weren't sleeping, making it almost impossible to rescue the person on the ground. And to add to all of that, sleeping Survivors had a 50% action speed penalty (and had their aura revealed), making it incredibly difficult to pick up a slug before he could return.
    4. Forever Freddy. Sleeping Survivors suffered from a 50% action speed penalty by default. There were no alarm clocks to wake up either, the only way was to fail a skill check (removing progress from whatever you've been working on and slowing it down even more) or finding an awake survivor to wake you up. This was also at a time where old Hex: Ruin was the meta, and hitting good skill checks would knock 5% off your generator. Cleansing the totem also because difficult because sleeping Survivors had their aura revealed and cleansing speed slowed by 50%. This, combined with the Dream Transition issue, made matches very long and drawn out. More often than not, the Killer would put Survivors to sleep and walk away if they weren't able to secure an easy hit.

    The slugging issue was partially addressed shortly after he released, but the other three were the main reasons he needed a change. Stats aren't everything, but it's worth noting that his pick rate was also extraordinarily low at this time - even by today's standards, and there were far fewer Killers to choose from at the time. I know he's often remembered fondly, but the sad reality is that hardly anyone was playing him. (Not to dismiss the OG Freddy lovers out there! He definitely has his own cult following.)

    The other thing to keep in mind is that he didn't have a lot of the QOL stuff that he has now, like teleporting to gens, Survivors passively falling asleep, and being able to hit awake Survivors to pull them into the dream world. This isn't necessarily a problem with his old kit, but they certainly make him feel better to play.

    In short, the meta at the time may not have played well with him, but there were other problems that would have been an issue even today.

  • It really depends on the person.

    Some people are more competitively minded, and in their case, they might want to have a higher rating so the matchmaker gives them tougher opponents. Others are more casual and don't want the stress of those high end competitive matches. For them, going out of their way to increase their rating would be counterproductive. A higher rating would give them tougher matches and feel more punishing unless they play seriously.

    At the end of the day, it's a number that tries to find you a roughly even match. A big part of the reason why we don't show it is because we don't want to pressure people into going out of their way to raise it. It's meant to adapt to you, not for you to adapt to it.

  • Others have beat me to it, but the way the hatch used to work created some awkward scenarios that weren't very fun to play. The Killer could be doing well, have a few people near death, but suddenly everything stops with 2 gens left. They patrol the gens a few times, but the Survivors are nowhere to be found and no progress is being made on any of the gens. Then the remaining Survivors suddenly disappear and the game ends. Turns out the entire time, the Survivors were wandering around looking for the hatch and leading their teammates to it.

    It made for a really underwhelming premature end to the match, and didn't fairly reflect people's performance in the match leading up to it.

  • Way back when the game released, the game was much darker, and there were offerings which would make it even darker. Part of the reason the red stain was there was to help you see the Killer at all. The art style has completely changed since then so that's no longer the case, but you can check some footage from 2016 to get a feel for it.

    Beyond that, having the red stain on your back was a subtle way to warn a new player that they're at risk of being hit. It can make for a tense moment as they're running to a pallet or window knowing that they're in danger and just barely make it in time. Again, this isn't so much the case anymore since there's loads of powers with unique attacks where the red stain doesn't necessary come into play, and because a lot of people look behind them in a chase.


    These days, it's mostly around because it enables mindgames for both sides. You can always turn around to hide your stain, so if you get creative with it, you can use it to your advantage. You can approach a corner backwards to hide it until the last moment, giving the Survivor less time to react (especially on smaller loops). Or you can intentionally let them see it, then turn around to make it seem like you changed directions. This can cause them to run back towards you, leading to a quick and easy hit.

    The short version: Removing it would also remove the potential to use it to your advantage, and that's not really something we'd like to do. If your goal is to sneak up on people, I'd recommend one of the stealthy Killers. Any time you're Undetectable, your red stain will be hidden.

  • I want to quickly jump in and clarify something before things get out of hand. The "Not a Bug" status is used whenever something is found to be working as the documentation describes. It does not mean that we like it that way or that it won't be changing, and it is not to dismiss what was said as unimportant.

    Things like this are important feedback and are escalated and discussed internally beyond the bug report, but the QA team cannot incorrectly classify something as a bug so long as it is doing what the design docs say.

  • For anyone following this issue, this is now resolved!

  • We've discovered an issue which prevents merging progress for the Gold Edition on the Epic Games Store. We're working on a fix now and hoping to have it resolved ASAP.

  • I am torn between Trapper and Huntress. I'm a big fan of slasher horror, where the Killer doesn't have any special powers (at least on the surface), but is instead just a big scary person with bad intentions.

  • (Not my opinion, just echoing what some others say about it.)

    Some feel as though it gives the Killer undeserved kills. To use your match as an example, the Survivors might have felt like they were doing quite well for the rest of the match, but then NOED kicks in and 2 of them die because of it. In that situation, it's easy to feel like the only reason they died was because of the perk.

    That said, it doesn't excuse what they might have said or them misplaying and going for the save without cleansing the totem and giving you a second kill. That's on them.

    I wouldn't worry too much about it. One of the reasons Perks are there is to help you win. If you want to dedicated one of your slots to a Perk that won't be active for the majority of the match and you feel like it's helping you win, by all means use it.

  • @HPhoenix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625867#Comment_3625867

    I got a quetion:

    Do you only have 8 times to kick a generator or can you kick it 8 times per generator, if that make sense.

    The 8 regression events are separate for each generator. If you kick one generator 8 times, that generator would be blocked, but the other generators could still be regressed.

  • Once upon a time, generators could not be kicked. There weren't perks to regress generators either, any progress on them was permanent. Some Survivors would indeed 99 generators to trick the Killer into checking ones that were essentially 'completed'. The counterplay ended up being pretty simple: If they're 99'd, the Killer would stop checking them. They couldn't prevent it from being powered at that point, so patrolling it was wasted time.

    I imagine that same thing would apply here. If you know the generator is basically done and you can't do anything to prevent it, you simply treat it as if it's completed.

    However, this scenario is incredibly specific and I'm not sure if I understand why anyone would ever do this. This would be no different to simply hiding and not repairing generators in the first place. The only difference is the Survivors would have to last long enough to have all the generators blocked and repair all the way to 99%. They aren't safe while they're doing this, there's still a Killer running around and chasing them.

    This would be extraordinarily unlikely, and ultimately no different from the Survivors hiding in the first place.

  • @Rulebreaker said:

    Leaving a door at 99 is still a thing

    This is correct. The gate may be closed, but the instant you unhook yourself, a teammate can open it and there would be nothing the Killer can do to stop it.

    At the end of the match, there is not much else the Killer can do. There's no more generators to patrol, and if they stray too far, someone will definitely unhook them. If they're not around to stop that, they'll be most of the way to the gates by the time they get back. Tempting Survivors to risk it all and make the save is one of the few things they can do at that point in the match.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626810#Comment_3626810

    Isn't it usually about 3 weeks after the previous rift closes? I thought the rift just closed but I haven't been playing for a little bit so maybe I missed when it finished.

    It typically is. A Rift is typically open for 10 weeks. However, given the holidays & the winter event, this most recent rift was open a little while longer. That said, if you had already completed the Rift early and were waiting for more, the wait would be a little longer than usual this time.

  • Impressive! Mine remain unpainted, I'll leave the massacring to the Killers.

  • The timing varies depending on platform & region as the platform stores update at different times, but you should expect it to appear over the coming days. I believe it should already be available on Xbox in most if not all regions.

  • @crogers271 said:

    I'm going to use a quote that I like from Neil Gaiman (an author):

    when people tell you something's wrong or doesn't work for them, they are almost always right. When they tell you exactly what they think is wrong and how to fix it, they are almost always wrong.

    We are all experts on what we find fun. Game development (or any type of creative endeavor) is much harder than people make it out to be. Working on the game is the devs job, they spend a lot of time thinking about the game. Even those who play the game a ton are still limited by their personal perspective and desires, while the devs have a much larger community to think of.

    This isn't to say they don't make mistakes, they do, frequently, as does anyone who does creative design. If the community (which is far larger than these forums) is telling them something isn't working, the community is right. Suggestions on how to fix it though are a much more difficult task than people think it is.

    Which doesn't mean we shouldn't make suggestions, its always possible someone has an idea / point that hasn't crossed their mind, but the expectations that people put onto their 'how to fix the game' posts should be tempered down quite a bit (I say this as a person who has fallen into this and once got a warning for headlining a post 'the devs design philosophy is crazy').

    I'll throw in another quote from Sid Meier (game Civilization series)

    Given the opportunity, players will optimize the fun out of a game

    This is probably the most constructive way to look at it. I can add a little bit from my own experiences.

    You might see a suggestion to buff a Perk in one thread, then a suggestion to nerf that very same Perk in another. Both will be filled with comments arguing why the idea is right or wrong. Even if everyone on the forums agrees, people on other platforms (Reddit, Twitter, Discord, etc.) may not. And then on top of that, various regions around the world will have their own metas and discussions, so different opinions will be dominant elsewhere.

    Who's right and who's wrong? Nobody. Nobody is wrong for feeling the way they do. Everyone has different experiences, and each of them perceive the game and what is fair in a different way. And for every person who takes the time to share their thoughts, there are thousands more quietly playing who feel the same way.

    It's hard enough to get everyone to agree if something is too strong or too weak, fun or frustrating, fair or unfair, and so on. When people don't even feel the same way about something to begin with, it's even harder to come to an agreement on how that thing should change. Someone might propose the perfect solution for them, but rarely is that the perfect solution for everyone. It may address the issues you have with it, but it might ignore or even exacerbate the issues someone else has.

    That doesn't mean that suggestions are pointless, though. Quite the opposite in fact! Suggestions and the reactions they create are incredibly helpful. The discussions help us confirm what people consider the issue(s) to be, gauge interest for or against changing something & how it should be changed, get a better understanding for conflicting POVs, and so on. Even if the suggestion itself is ripped to shreds in the comments, there are still incredibly helpful nuggets of wisdom we can pull out of it which will help the designers find a compromise. For example, people may disagree on whether X Perk is too strong or too weak, but we may find that nobody disagrees that it lacks counterplay. This is an actionable piece of feedback; we can make changes to that Perk that leave it roughly the same in terms of power, but make it feel more fair to play against. Those are what are most useful to us, and suggestions help draw them out.

    If I could offer one takeaway, try not to get overly attached to any one particular suggestion. There's so many different opinions & possible solutions out there, it's very unlikely for the one you have your heart set to be chosen. We'll do our best to address the issues you have with something, but it may come in a different form!

  • @[Deleted User] said:

    Why were you expecting it earlier than usual?

    It actually wouldn't be earlier than usual. There tends to be a little gap in updates over the holidays. The studio closes for a week, and many people take extra time off to be with their families, so we try not to push any new content around that time in case something goes wrong. The last thing we want is to push an update right before we leave, have something break, then not be able to fix it until everyone returns.

    Silver lining, this is a great chance to go back and catch up on any older Tomes you haven't finished!

  • @Rage_In_The_Cage said:

    Pain Res is unchanged here.

    Pop is also unchanged itself, but kicks got a buff. However, you’re also now only able to regress a gen eight times.

    Heres a question, does Pop make each gen kick count as two of your eight regressions on a gen? You kick it, that’s one, Pop procs on it, that’s two.

    This seems to be a good change to the gen tapping meta.

    I can confirm it only counts as one.

  • The changes just hit the test build yesterday, but if all goes well, they should appear on all platforms after a few weeks.

  • No, it is not. You were doing something well within the rules that has a purpose to you and your team. Nothing about that is toxic.

    What that person said after the match is toxic, however, and I hope you sent in a report for that.

  • There was an issue when the PTB first went live which left the system deactivated, meaning generators would never be blocked nor would the regression continue if someone tapped the generator. This was resolved later in the day.

    As for your question, the first scenario is true. Regression events of greater than 2.5% are counted at any point in the match.

  • @Sometimes_Sage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625231#Comment_3625231

    So a downed Survivor getting saved is a failure of the Killer that deserves them to lose the game, (because a save is always preventable - yeah), but if Survivors build a 3gen by going for the savest gens first, they deserve to have their game saved by a mechanic, that was allegedly designed to only activates against Killers who play for a 3gen from the start?

    Nobody has said that.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624848#Comment_3624848

    all of them.

    if the match is still going, and I manage to beat the team after infinite mistakes on my part. I deserved it, because I overcame those mistakes. do you disagree? is there a number of mistakes where I should just put my controller down because I do not deserve the win anymore?

    I find this answer and question you gave in awful taste. It just latches onto what is a tangent, and for what? a jab a someone? and ignores the core of the issue.

    the 3 gen solution exists to avoid killers extending the game for way too long.

    the solution created a scenario where the survivors can do the same and it might be optimal to do it because of the relative safety of it.

    why is one an issue but not the other? shouldn't both be an issue?

    I assumed the correct answer would have been "from our testing and data this type of situation seems unlikely but we'll deal with this if it becomes a problem".

    but apparently it's "git gud".

    I do not mean anything malicious by asking, I am genuinely trying to get a better understanding of what the different expectations are. In the same way different people set a different bar for what they consider a win, something like this (how many mistakes you can make and still expect to come out on top) is also highly subjective.

    The reason why I ask is because many people would consider losing a down to a save to be a very crucial mistake that can kill your momentum and heavily influence the rest of the match. These things do happen, you won't always expect someone to be hiding around the corner ready to drop the pallet or go for a flashlight save. But if someone is losing the majority of their downs to saves, you have to question how much of a role those mistakes played in their loss. This is the part that I would like a better understanding of. How many major mistakes should someone reasonably expect to make and still expect to recover from?

    We try to make mechanics like these account for ordinary circumstances, but in order to do that, we need to establish what those ordinary circumstances are.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624769#Comment_3624769

    You seem to have forgotten two things. First, For the People saves, Flashlight saves, Flashbang saves, Pallet saves, Head On saves, Unbreakable, DS, Body blocking/Breakout, Boil Over, and Sabo saves all exist. So it is entirely possible to have surge go off 8 times and not have 8 hooks. Second, if those 8 hooks are arranged just wrong, all 4 survivors could be still alive which is not winning yet in just about anyone's book.

    Genuine question so I can understand this POV better: In this scenario where you've downed Survivors near the same generator 8 times, how many times do you think you should be able to make a critical mistake and lose a down to a save (flashlight, pallet, etc.) and still deserve to win the match?

  • It was never disabled due to a glitch, I'm not sure where that comes from.

    @GeneralV said:

    Because of MMR. This was done to prevent you from selecting a killer that you're bad with, find a group of survivors with lower MMR, then switching to your main for an easy game.

    This is correct. In order to support separate ratings for each Killer, we have to prevent switching after you've started searching for a match, otherwise you could end up in an unsuitable lobby for the Killer you end up switching to.

  • The price change is in effect now. If your game was left open, you will need to restart it in order for the price adjustments to appear.

    It's worth noting that only characters included in the new packs have been reduced in price. More recent characters and licensed characters are intended to remain at their existing price.

1 2 3 4 5 6 … 127