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Peanits

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  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480478#Comment_3480478

    Devs should check their stats deeper.

    Looking at the kill rate is a thing, understanding why the kill rate is that high with Myers or Trapper, for exemple, is another matter.

    They should check if, when the trials ends up with a 3k to 4k, the killer has killed one survivor really fast (camping/tunneling) or has hooked the same survivor 3 times in a row or used pink add-ons (for the clown for exemple).

    If it is the case, it doesn't mean that those killers are ok, it means that players are using cheap mechanics (exploiting design flaws) or OP add-ons to win.

    We do! We have entire dashboards full of detailed stats, and even conduct deeper studies into more specific cases when the situation calls for it. It's a bit of a misconception that all we look at is kill rate. Kill rates tend to be the stats we share most often because they're simple and easy to grasp. When we're writing a long blogpost with a dozen other balance changes, it's very difficult to go fully in depth for each change since doing so would, understandable, make the blogposts way too long for most people to bother reading.

    In reality, stats are only one part of the process. Community feedback and design intention are also integral.

    @UnknownKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480456#Comment_3480456

    Okay we can understand trapper but how about The singularity? definetely not a killer for new people with high skill ceiling and yet he has been struggling with EMP making him a M1 killer 89% of the game.Do we expect it keep the same and he slipstream to the Twins forgotten dimension?

    The Singularity is brand new and has already received a few batches of changes. We'll continue to make changes as necessary. I don't think this would be a good example for a Killer that hasn't been updated.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480456#Comment_3480456

    You ever think that maybe the reason some of these killers have such a low pick rate is because they can't compete?

    I have no doubt that some people would avoid playing a Killer that they find uncompetitive at this skill level, but I would say that trying to boil a Killer's popularity down to a single reason is incredibly nebulous and is a huge assumption. There's far too many factors that play into it to confidently point to one and say, "That's why." I hate to use the same example again, but Legion may not be the strongest Killer in the game, but that doesn't stop them from being one of the most played.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480456#Comment_3480456

    What about Myers? I'd say 99% of the community thinks his base kit is outdated and power creeped to death and needs buffs and his tombstone piece add on needs to be reworked. This killer made DBD what it is today he hasn't received any significant changes in years.

    Without the Halloween chapter does this game even get off the ground back in 2016? How about some love for thr iconic first licensed killer.

    I don't have the details handy at the moment, and I can't reveal anything that hasn't already been announced, but cases like this a bit different. Individual add-ons are much easier to squeeze in than a full scale rework, and there's far less concern of completely throwing off the balance when we're only changing a handful of problematic add-ons. If there's a Killer that is consistently struggling across the board, then it's also much easier to justify giving them a little boost to help them out. In those cases, it becomes more a matter of timing & resources.

  • I can chime in here.

    Being afraid has nothing to do with it, it's more to do with time management and priorities. Large scale Killer reworks require a huge amount of time between designers, programmers, and QA. In order to do these types of large Killer reworks, we need to sacrifice on other things such as new features, perk balancing, etc. In a perfect world where we could squeeze as much as we want into a single update, these sorts of reworks would probably be more common, but sadly that is just not possible. Everything comes with a tradeoff.

    As for why these sorts of reworks aren't the highest priority, this is where it gets a bit more complex. First off, we're at the point where there are 32 Killers in the game and counting. Even assuming that each Killer is played exactly equally, this would mean that each Killer is only seen in a little over 3% of all matches. Spending a significant amount of time on an update that only affects ~3% of matches is harder to justify when it means sacrificing new highly requested features or a bunch of perk updates which could impact all matches.

    Beyond that, there is only so much we can do to make a Killer appealing to everyone. Different Killers focus on different playstyles. Some may be focused on setting traps, others on keeping Survivors busy, some on chases, and so on. These different playstyles can help fill different niches. A newer player who's having a hard time finding Survivors might be drawn to The Doctor, for example. Naturally, certain playstyles become more successful in high end matches and others fall out of favour. Experienced Survivors, for example, are less likely to stumble into a trap because they know what to look out for and can predict where the Killer may have placed them. Each power also has a different skill ceiling, so while some allow you to continue improving almost endlessly, others have an upper limit by virtue of their design.

    Making each Killer equally strong at the highest skill levels is not the goal. Dead by Daylight is for everyone, not just the few at the very top. Often times these Killers are already doing pretty well in the vast majority of matches even if they fall out of favour in higher end matches. In these cases, buffing these Killers to the point where they are competitive in a high end match would cause them to be far too strong in the majority of matches. This is a net-negative change. While yes, it may be better for you, it makes things worse for the majority of players. Everyone's experience matters, not just those with more skill. In reality, it is not possible for every Killer to be equally viable at all skill levels.

    Something else that we need to consider are the players who already enjoy these Killers the way they are. Legion is a perfect example of this. There's no shortage of suggestions to rework The Legion's power to make them stronger. Yet in spite of this, The Legion is consistently one of the most played Killers. While they might not be the strongest in high end matches, there is still a large crowd who enjoy them as is. That raises the question, is it worth reworking a Killer that many people already love to play just to make the people who don't play them happy?

    The Trapper is also a special case. He's the poster boy, front and center on all the artwork. He's the Killer you'll face and play as during the tutorials, and he's unlocked by default. This is all very intentional; new players are naturally going to gravitate towards him. His power is very simple and easy to understand, and it tends to be fairly balanced in matches between newer players. He serves a special role of being a stepping stone toward learning the game. Because of this, his power is intentionally kept as simple and intuitive as possible (pick up a trap, set a trap), and he is intended to be fairly balanced in these sorts of games.

    All this said, that doesn't mean we'll completely ignore these Killers. We do make smaller balance changes on a regular basis, and larger reworks are still planned to release from time to time. But we do need to keep everyone in mind when making these decisions and consider the role they currently fill in the game, as well as whether or not our time would be better spent on balance changes that could affect all players rather than a select few matches. It would be a different story if there were only a handful of Killers to choose from, but the roster is fairly big at this point. The goal isn't so much to make every last one of them perfect for everyone, but to make sure that there's at last few options that appeal to everyone, regardless of how they play.

  • @Science_Guy said:

    Four minutes on the ground doing jack is perfectly healthy gameplay, got it. FFS.

    Hey friend, I don't think anyone would argue that spending four minutes on the ground is a rocking good time for all involved. But the ability to pick yourself up unconditionally had some very clear knock-on effects elsewhere in the game and we saw them very clearly during the PTB where it was tested. If something fixes one problem and creates several others, then it's not something that we can really justify doing.

    This does not mean that we think that being slugged to death is a great time. It just means that this wasn't the right fix for it, and rather than barreling ahead with it, we would rather give it the time and thought to find something that works. But all that said, putting words in our mouths isn't going to help anything. If you insist on inserting your own assumptions into our responses, it's just going to sour your opinion from the get-go. We're not evil masterminds who are out to get you specifically, we're just trying to make a game that's fun for everyone.

  • @ShinobuSK said:

    I hate how reddit works for these things because comments can get easily lost for me. However in this version of AMA, devs have more time and can formulate all answers much better than they could on streams and also they can do more of them.

    Really like it and also very happy about many answers they gave. Good job, pin this pls

    Just throwing this out there in case you (or anyone else) didn't know: If you sort an AMA thread by Q&A, it will show all of the questions that have been answered by us first. 👀

    It makes it way easier to find all the responses.

  • @Huge_Bush said:

    Because they’re different companies. BHVR doesn’t work on the Mobile version of the game.

    It doesn’t excuse how slow they are to give more cosmetics for more characters though. Part of the fun in playing video games is customizing my character.

    Also, did they steal that Froguette design from an earlier community Artist entry?

    On that last bit, I can confirm that Claudette's outfit design was not taken from one of the past cosmetic contests. Only a select few people at BHVR see the entries, and even fewer see the finalists. Outside of the winners, which are posted publicly, we do not share the other entries with anyone, including the DBD Mobile team which is a separate team outside of BHVR.

    Of course if the artist chose to post their entry publicly, there's no telling who may have seen it. But given that frog kigurumis are a real thing and have been around much longer than the cosmetic contests, I would assume it's much more likely that the outfit was inspired by the dozens of real world counterparts. If I recall correctly, this outfit has far more in common with those real world versions than the design you're thinking of.

    For context, we've received thousands of designs over the years. When new outfits are designed so frequently between two separate teams, it's inevitable that there will be some similarities to past entries. But I can confidently say that the vast majority of submissions do not even make it past the first stage of judging, and the designs that are not selected as the winner are not stored or shared with the art teams for either game.

  • @Crowman said:

    You can't fundamentally differentiate a legit crash with someone intentionally d/cing. They can't create an exception for it, because it would be abuseable as people could just unplug their routers to avoid a d/c penalty.

    Bingo. We can already tell the difference between someone hitting the disconnect button and someone crashing. The problem is if we don't treat them all the same, then it becomes exploitable. There are ways you can force a program to crash. Once word starts to spread that you can avoid the DC penalty by closing the game in a certain way, you can bet some folks will take advantage of it.

    Game crashes are uncommon enough to not have a significant effect on DC penalties, and by the time you can get back into the game, the majority of the penalty will have already passed. Whenever crash rates are increased (e.g. if something broke in an update), we disable these penalties so they don't get in the way. Network issues are a different beast, but again, they need to be treated the same. If your network connection is dropping frequently, you need to address that before playing an online game. It's not fair to expect all the other players in your match to deal with the consequences of your connection.

  • You are both correct! This post was written a while ago, but some things had changed since then. It looks like I made a mistake when updating it.

    I've gone back and fixed those mistakes, thank you for pointing them out!

  • I would imagine that under the old progression system, most people picked a single Survivor and dumped a lot of points into them to unlock everything. It would seem reasonable that a lot of people would pick a Survivor that's free and had a good perk/perks to start off with. Switching to another character was a massive bloodpoint commitment, so I have to imagine that a lot of people would have continued maining a specific character purely to avoid starting over.

    But with the way progression works nowadays, there's not as much reason to stick to that one Survivor. People can branch out and play whichever Survivor they feel like, not just the one they invested the most points into. There's so many options to choose from and far fewer hurdles to switching between them, so I wouldn't be surprised if a lot of people found a new main.

  • @PowZapBamWoofMeow said:

    More perks granting BP’s would be nice, especially if you trigger the perk requirements or action. Might encourage lesser used perks.

    I.e.: Get 1,000 BP for successfully using Unbreakable.

    Perks like Predator that are lackluster could use this.

    Predator should have a better effect because once you get experience as a killer , scratch marks aren’t THAT important. They are just a PART of the “find the survivor” equation.

    So Predator maybe should make scratch marks last longer or , just something better than what it is now.

    This is actually something we want to avoid. It's nice on paper, but it ends up encouraging people to run those specific perks to progress faster. We saw this in the past with perks like BBQ & Chilli and We're Gonna Live Forever. Ideally we'd like people to feel free to run the perks they want to run, not the perks they feel like they need to run just so they can level up quickly.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417380#Comment_3417380

    I would not agree with that. Even if you don't know when they are in play you know when they activate:

    Letal- Beginning of the match

    BBQ- After hooking

    Floods of rage- After unhooking

    Nurses's calling- Healing near the killer

    Bitter murmur- Completing a gen.

    These perks have easy to track tells. NWH also has it, if you saw the killer kick a gen, but because the aura moves with the killer, killers with high movement get a way bigger area of aura and you can get caught while not knowing that the killer has that advantage, because you were never close to the gen to begin.

    I agree that survivors have perks to help them for this situation, i just wanted to explain why i didn't feel that it was fair.

    The point is more so that you can't realistically confirm that you aura was revealed - without Distortion, at least - not so much that you don't know when it could happen. Yes, you'd know when they've activated if they're running them, but you don't know if they're running them. You can't reasonably play around every possible aura reading perk just in case the Killer has it, otherwise you'd spend the majority of the match in a locker, so it's always safest to assume that they can/could see you.

    You've already listed five, but then there's also Awakened Awareness, Darkness Revealed, Gearhead, and I'm All Ears to name a few. That doesn't even begin to include perks that reveal locations & perks that show the aura of the objects you may be interacting with (e.g. Discordance, Surveillance).

    Nowadays, there's so many ways for the Killer to know where you are that you can't realistically say for sure (barring cases where you can identify their entire build) when they can and can't see you, and hiding just in case one of those perks activated is out of the question.

  • Other folks have beat me to it, but the Killer didn't have a ton of pressure early on in the match. The Survivors had nothing else to do but work on generators and heal- and given that three of them seemed to have a med-kit, it's safe to assume they self healed while the others continued working on generators. The first down wasn't until ~2:15 into the match, but since they weren't hooked, there still wasn't much urgency to force them off the generators. They have four minutes to make the save before they bleed out, meanwhile they'd hit the next hook phase in only 60 seconds. Beyond that, they gave up potential downs to build up condemned (e.g. ~4:00 mark), giving up even more potential pressure. Even without any perks or toolboxes, I would expect the generators to go off fairly quickly in that scenario.

    Hit & run / building condemned / slugging can all pay off in big ways, but they're also a gamble. You need to get the ball rolling quickly or you're giving them plenty of time to work on generators.

    Personally, I wouldn't have tried to hit and run with that many med-kits in play - at least not at the start of the match when you know they still have charges. I'd feel fairly certain that they'd heal the moment I dropped the chase and hop right back on a gen. Getting a hook early on would have forced at least one Survivor off of a generator, and then you could force a third off by chasing them. But I say this with the luxury of hindsight. You can't always predict how a match will go, and nobody makes the right call 100% of the time.

  • I can confirm as other have said: We can still make balance changes & bug fixes as needed.

    That said, I don't want to get your hopes up, it's unlikely they'll see any significant changes anytime soon. As far as performance goes, while they aren't the strongest, they also aren't the weakest. There are other Killers that could use that attention more urgently, especially since over time fewer and fewer people will have access to that Chapter's content. With only so much bandwidth for changes in each update, priorities are a major factor.

  • Other folks have beat me to it, but most aura reading perks do not have a clear tell when they activate. That said, Distortion can prevent your aura from being revealed. If you want to take it a step further, you could even use Alert to see when the Killer is kicking a generator and get the upper hand. While it alone won't stop the Killer from seeing you, it will let you know if they're heading your way.

  • Just to clarify, what kind of freeze are we talking about? Does the game completely lock up, or are you stuck in place with the game still running (e.g. you can see mist and other things still moving)?

    If it's the former, I would suggest verifying your game files - the steps vary depending on your platform. In very rare cases, corrupted files may cause the game to crash when certain things happen. If you're on PC, I would also recommend checking your graphics card drivers and making sure they are up to date.

    If it's the latter, it's unlikely that the Killer you're playing is affecting your connection. I've just done a search and there doesn't seem to be any known issues with The Artist causing disconnections. Are you playing on a wired connection or on Wifi? I'd strongly recommend a wired connection whenever possible, it'll be far more stable than wifi, especially if your PC/console is far away from your router.

    If you're certain that this issue only happens when playing The Artist, I'd strongly suggest creating a Bug Report and reaching out to our support team.

  • @ironblade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413818#Comment_3413818

    Nobody is making you the bad guy here. I want to understand why someone that played Dead by Daylight since Alpha don't understand that exhaustion perks are a huge problem in this game. Dead Hard has been finally nerfed after so many god damn years of agony but survivors have already adapted to it and now they use it again especially in high MMR. Adrenaline is now the new meta and since gen rushing has been at full speed, and regression perks has been nerfed (except for Pain Resonance but whoopdiedoo it only has 4 uses for every unique survivor and by that time, 3 gens has already been completed + you have to go to that specific hook to activate it), you can see all their injured to healthy state, or from dying state to injured state.

    I'm going to drop this discussion here because I feel like we're going in circles, but again, I haven't claimed they are not a problem a single time, and I am not disagreeing with you when you say that they are. Yet in spite of that, you have implied that I don't understand because I don't play the game and that if I did, I'm bad at it. That is quite literally giving me an opposing stance when I haven't taken any stance at all.

  • @ironblade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413772#Comment_3413772

    Then why don't you understand the problem with exhaustion perks or did you play in low MMR?

    At no point did I say that I don't understand the problem. Again, the last sentence is only to say that it's important to explain your reasoning if you want to have a constructive conversation. I'm not here to convince you of one thing or the other. I do my best to stay out of balance discussions completely, but I will pop in to point out misinformation when needed.

    I don't know why you insist on trying to make me some bad guy when the only thing I haven't said anything to disagree with you, but trying to suggest that I don't understand the problem (when again, I haven't said whether I think there is or isn't a problem) because I'm bad at the game is frankly a very immature way to go about it.

    At the end of the day, I'm here to convince the dev team that whatever y'all have to say is right, not decide if I agree with it. "If you disagree with me, you're bad at the game" is never going to be an argument that convinces anyone.

  • I can definitely say that they are not ignored, it's just that everything takes time. There's only so much room in each update for us to make changes to older perks. We squeeze in as many as we can each time (last update had buffs for Gearhead and Overzealous among the other meta perk changes), but there's only so much we're able to do in a single update. For weaker perks specifically, although it's no doubt nice to revisit them and give them some love, they tend to be a lower priority than perks that are too strong for a couple different reasons.

    We're hoping to make perk balancing a more regular part of Mid-Chapter updates going forward, looking at both meta and non-meta options.

  • Do you have anymore info on the perks, items and add-ons being used? With the changes in 6.7.0, this should be very difficult if not impossible to do, and Med-Kits would give at most two self heals per match. You'd need quite a lot of healing speed to manage a 10 second self heal, but all the biggest healing speed bonuses apply only to altruistic healing.

  • @ironblade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407110#Comment_3407110

    If you played your game, you would understand the problem.

    I have played this game since the alpha, even streamed it several times a week. I'm not your enemy, I'm not sure why you feel the need to make things up. The last sentence isn't trying to convince you that they aren't strong, it's just to say that giving reasons why you think something is a problem will lead to more constructive discussions.

  • Just a quick note, while this site is more inclusive, it's not necessarily accurate. Dead by Daylight is on a lot of different platforms, most of which don't have publicly visible player count information, so a lot of what you see there is an estimate (as the page also says).

    It's neat and all, but I wouldn't read too far into it. Even Steam player counts aren't too relevant these days since the game was given away for free on the Epic Games Store; many new players will naturally end up playing there instead of Steam because they already have the game on Epic.

  • There were balance changes for both sides in this most recent update. That said, this really isn't a fair comparison. You're trying to link balance changes for one side to something completely unrelated on the other. You could apply the same logic to absolutely anything to create a constantly moving goalpost that we can never possibly reach. In the end, there's only so much time in between updates for us to make changes. If we waited until we changed everything we could ever want at once, you would be waiting multiple years before seeing any changes at all. That's simply not an option.

    If you feel like The Blight is too strong, you can always say that. Give a couple reasons why you think that's the case and it'll stand on its own. But bringing up something completely unrelated doesn't help your case.

  • They don't really expire, but the sooner you write in the better. It makes it easier for the support team to find your in-game report and deal with it in a timely manner. We ideally act on the reports sooner rather than later so the person who was reported has a better understanding of why they were banned and can hopefully learn from it.

  • @gelukrait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407116#Comment_3407116

    Thank you for your quick response. I see your points, but let me give some more detailed information of the problems, which are:

    1. Freezing while vault window / pick up trap / set up trap / pick up survivor / hook survivor
    2. Teleporting randomly (both sides)
    3. Rubber-band while moving
    4. Randomly change camera angle
    5. Some actions were not registried, such as hitting or setting trap

    I agree the connection issues might cause point (2) and (3). But why does using killer ability made the game frozen?

    Other 2 additional information:

    1. Not all of my matches show the red network icon, but the teleport and freezing issues still happen randomly
    2. No matter how good connection is, 100% trapper matches have freezing issues when picking / setting traps

    I took a long break 3 months ago, and these things did not happen since the last time I played the game.

    And yes, I did test in 2 days. I also double checked my network for multiple trials, but it only happens with DbD.

    I can confirm that network issues would cause the rest of those as well. Dead by Daylight uses dedicated servers, so whenever you do something like vault a window, set a trap, or even move, your game client needs to send that information to the server, the server has to authenticate it, and then it needs to send that info out to all the other players. Whenever the server stops receiving information, it does its best to predict what you're doing to make things as smooth as possible, but since you could move in any number of ways, sometimes this means you'll teleport or rubberband slightly when you regain connection.

    If this is only happening when you play Dead by Daylight, please contact our support team with the link above. They should be able to give you a few other things to try and investigate further if needed.

  • From what I can see in this video, the issues you're running into aren't related to your console, they're caused by your connection. The red icons above the Survivors' portraits mean that your connection is very poor and some of the data isn't making it. There might be a few reasons for this:

    • If you're using wifi, your console may not be getting a good signal where it's placed. You can try moving it somewhere less obstructed or closer to your router to see if that helps.
    • If you're not already, using an ethernet connection will help. Wireless connections tend to be slower and very unstable.
    • If neither of those help, you may need to check your network settings through your console to see if anything has been changed. If everything is normal, you may need to contact your internet service provider to see what's wrong.

    But I can confirm that this is absolutely not normal, even for consoles. Those icons should rarely if ever appear to begin with, let alone appear as solid red for the entire match.

    If you continue having issues, please reach out to our support team: dbd.game/SP

  • Just to chime in real quick, both the Killer perks and Survivor perks that we've toned down in the past few updates have seen a decline in usage rate, as intended. It's not just Killers who stop using a perk when it's nerfed, Survivors do the same. It might be harder to tell since you're the only Killer in your match, but there are still many who continue running those perks.

    Beyond that, I will just say that you haven't explained why you consider them a problem (or why they will always be a problem), so it's very difficult to have any sort of constructive conversation about it.

  • It does stack, neither perk should have been changed. That said, math for positive modifiers work a little differently than negative modifiers, so they don't quite cancel each other other (e.g. the 50% increased speed from Botany Knowledge does not cancel out the majority of the 65% speed penalty from Self Care, leaving you with a 15% penalty). The math look something like this:

    16 / ((1 + 0.5) * (1 - 0.65)) = 30.47

    So you should expect your self heals to take around 30.47 seconds with those two perks equipped, assuming there's nothing like Mangled to slow you down further.

    If that's not the case, please be sure to submit a bug report.

  • Gotta be honest with ya', those are two very different perks. The only similarity is that they both do something at the start of the match.

    Corrupt Intervention will force Survivors to go looking for an unblocked generator to work on and make it easier to patrol them since there's fewer to check.

    Lethal Pursuer will show you where people spawned and help you start a chase sooner.

    Both can work together (Corrupt Intervention buys you a little more time as they move to another generator while you're chasing that first Survivor).

    It really depends on what you value most. After playing the game for all these years, I can usually predict where people spawned and get a chase started fairly quickly anyway. But if someone hasn't gotten that game sense yet, I can see Lethal Pursuer being much more appealing to them. Either way, I really wouldn't say either one makes the other one irrelevant. They achieve two different things.

  • This update caused some settings to be reset, and part of that may trigger the tutorial for some people. Your progress should be there, but you may need to complete the tutorials first. Apologies for the inconvenience, our team is looking into it as we speak. If you complete the tutorials and still do not see your progress, please let us know.

  • If you want to calculate how many heals you get from a medkit, you can ignore speed completely. Speed only affects how quickly you do the heal, not how many charges you use.

    So the only thing that matters in this case would be efficiency.

    • Botany Knowledge reduces it by 20%
    • Med-Kits reduce efficiency when self healing by 33%
    • Streetwise increases efficiency by 25%

    DBD math can be a bit confusing at first, but in short:

    • Positive modifiers are additive
    • Negative modifiers are multiplicative

    This way, no amount of stacking positive modifiers can ever make something instant or infinite, and no amount of stacking negative multipliers will ever make something take forever or deplete instantly.

    So in this case, a heal takes 16 charges to complete, and you have a -20%, a -33%, and a +25% multiplier. When we put it together, it looks something like this:

    16 / (1 + 0.25) * ((1 - 0.20) * (1 - 0.33)) ~= 23.88

    Meaning with all of those modifiers, a single self heal with a med-kit, Botany Knowledge and Streetwise will require about 23.88 charges.

    You can do the same math with the speed multipliers to see how quickly you'd use those 23.88 charges.

  • For me, it's partly the mindset I go into a match with and partly what I focus on. If you go in with the sole intention to win, you're bound for disappointment sooner or later when you inevitably lose a few matches. You're never going to win them all and there will always be someone that's better than you (and that's okay). Instead, I focus on having some good chases and trying to improve. If I have a bunch of good chases, odds are that'll lead to a win anyway. If I end up losing, I reflect on what I could have done differently (did I make mistakes in a chase, did I waste a bunch of time, did I make the wrong decision in X situation, etc.)

    When I go into a match with the goal to improve, it's hard to get frustrated. Even a loss is a learning experience. There's almost always something I could have done differently to change the outcome, even if that was just winning the mindgames.

    Nobody is going to remember that you lost a match in Dead by Daylight. Even you won't remember it a week from now. When I was younger, I used to get a lot more frustrated when I lost in games, but over time that changed. I could take the loss and use it to improve, or I could take the loss and let it ruin my mood. Either way it's still a loss, I can't go back in time and change that, so I might as well try to learn from it. It might be easier said than done, but the key really is to accept that none of this matters. Nothing's riding on this random public match in a game that doesn't even have a competitive mode.

  • It is random. Each tile has a possible spawn location for the hatch. One of these spots is chosen at random and the hatch spawns there once it becomes available.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398687#Comment_3398687

    But wouldn’t it be possible that you make a preselection and the community can vote between the -say- 3 choices that you would already all approve?

    I'd have to check with our legal team to say for sure, but the laws surrounding selecting a winner are very particular. I do worry that leaving it up to a vote would leave a lot of people feeling bitter when the one they voted for doesn't win, though.

  • This year's contests are in the works now! I'm very excited to kick them off again.

    As far as voting for the winner goes, however, that's not something we're able to do with these contests. There's a lot of technical discussions (what is and isn't possible in the game) before we can pick a winner, and it also needs to fit with the overall art direction of the game. While I'd love to get the community more involved with that process, there's far too much to consider for a popular vote to work. On some level, I also shudder to think what the winner would be if that were the case.

    @BlightedDolphin said:

    Hopefully sometime soon. Usually they announce this around the anniversary event.

    I just wish it wasn't restricted to certain countries. Where I live hasn't been eligible to enter the last few :/

    We do too. Sadly this comes down to each country's laws for contests. Most countries have very strict rules and requirements in order to legally run a contest, such as submitting forms, giving a deposit, and completely translating the contest rules & pages. When it comes to doing that for dozens of countries, it becomes very difficult, time consuming and costly, and ultimately we have deadlines we need to hit to make a contest like this possible.

    We'll always try to include as many countries as possible. Our legal team is on top of things and keeping us updated whenever these laws change.

  • If someone put themselves in a corner, you have no obligation to let them go before you hit them or use your power. They made a mistake, not you. It's totally fair game to capitalize on that. It only becomes a problem if you refuse to hit them or let them go.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384669#Comment_3384669

    Thank you for info.

    Can I just ask why is secret to tell us when is the PTB? I mean, even like few day(s) ahead would be nice. Something like "PTB will be in 3 days".

    Most older players allready can quess when the PTB will be anyway and we are usualy right (⁠◕⁠ᴥ⁠◕⁠).

    There usually isn't a hard set date for PTBs. Since it's still a work in progress, we try to get the most up to date and stable build as possible so it's closer to the finished update. But since it's a work in progress, there are sometimes bugs which need to be addressed before the PTB can go live, so the start date often shifts.

  • @K_Nottie16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383722#Comment_3383722

    Correct me if im wrong but isnt this game perk reliant? Why wouldnt people use the best perks that would give them the advantage. I feel whether your a killer or survivor if you go in a match without perks you would probably lose. Also it seems like a marketing strategy that in the last couple of dlcs some of the best perks have been with the licensed characters.

    The game is not, no. Some people might be, on the other hand, and their use of meta perks can further drive others to use meta perks to counter them. There's absolutely nothing wrong with using the best perks to improve your chances of winning, but you should always expect them to be adjusted if that's the case. It's on us to make sure that there aren't undisputed best perks and instead a lot of different options to pick from depending on your playstyle.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383765#Comment_3383765

    Well I sincerely hope you guys are considering doing some of these nerfs less severe or even forgoing some due to some negative feedback from a lot of these things.

    We'll consider everything once folks have had a chance to try it. We always approach things with an open mind.

  • I respect the theory, but I assure you there's nowhere near as much scheming going on as you might think. I would love nothing more than to announce some changes and celebrate with people as they say, "Wow, this is perfect!" from the get-go. Obviously that's easier said than done with an asym game, but we try our best.

    In reality, we just aren't afraid to try bold things. The PTB exists for a reason. We can try these things out and see how people feel. If it's not popular; that's fine, we can change it before it goes live. We've gotten a lot better at this as time has gone on. There's a lot more knobs and switches we can fiddle with behind the scenes to make these changes a lot quicker than before, making it less risky to try. Basically, be bold, but be receptive.

    Ultimately, nobody can say for sure how people are going to feel about something until it's actually out there. Not even us. We would much rather test things and get feedback than be too scared to touch anything and constantly wonder, "What if?"

  • @icedrake402 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383695#Comment_3383695

    An EVE Online dev once said something that stuck with me--if they left balancing to the community, every ship would end up with a million HP and 99% resistance to everything.

    But even so, use rate isn't the whole story. If something is dominant, it might be overpowered....or it might be fine by itself but necessary to counter something that is busted (old Borrowed Time), or might be the only good option to make a weak character viable.

    Absolutely! Data is a sign of where to look, but it doesn't tell the full story. There are some perks which are used fairly often, but don't provide a significant advantage. When you look deeper, you find that a lot of people using those perks are simply using them for QOL (e.g. solo players keeping tabs on what their teammates are doing).

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383695#Comment_3383695

    why change something in the fist place? are you not happe with the kill rates?

    We have very detailed dashboards that show not only pick rates, but also win rates for each perk and/or loadout. When something is not only used often but also makes people far more likely to win, it's a sign that it's doing far more than other perks. Ideally people should be winning their matches because they played well, not because they put on the strongest stuff. That said, data isn't everything. Each of the perks in this next update had no shortage of complaints.

    The alternative of leaving them as is leads to a meta that becomes very stale after a while. When there's so many perks in the game, it can get a bit boring to play against the same dozen or so over and over. Over the past year or so, we've been making sure that any emerging metas don't stick around too long.

  • If you only buff weaker perks, you end up with power creep. Each perk needs to be better than the last in order to dethrone the meta, and so over time perks would become stronger and stronger. Eventually you'd reach a point where perks are ridiculously strong and have far too much impact on a match, making skillful play less important than the perks you brought.

    Even beyond that, this simply is not feasible. There's 228 perks in the game. Even if we assume that 50 are in a really good spot (already meta in this case) and don't need any changes whatsoever, that's over 170 perk updates that need to be done just to balance things.

    Instead, we do a bit of both. Most perks are already in a decent spot and see a good amount of use, but there's a few outliers that either don't get used enough or are used way too much. Bringing the top few down and some of the bottom few up is a lot more manageable. You pretty much answered yourself with your example. With Dead Hard being weaker, suddenly there's a lot more reason to bust out Lithe, Sprint Burst, or another exhaustion perk instead.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368793/otzs-tunneling-experiment

    There’s an easy fix to both tunneling and doing gens being boring. Add another objective. It would massively reduce the amount of tunneling

    I love the optimism, but that would most definitely not reduce tunneling. Folks who find tunneling an effective way to win will still tunnel, only they'll be even more successful since the Survivors now have to worry about another objective on top of trying to save their friend. Those two things are ultimately completely unrelated. It's like trying to fix a leak in your roof by oiling a creaky door hinge.

  • @MarbleThrone said:

    Do you need to link your account in any way like with Hooked On You? Or is it enough to just own the game on the same platform?

    No linking required, you just need to own it on the same platform.

  • I can confirm that it is for accessibility. It provides absolutely no advantage over the regular terror radius, it's purely for folks who need a visual alternative.

    At the moment, there is no equivalent on the Killer side, though it would no doubt be nice to have. When it comes to accessibility, we would rather get these features out sooner so the people who need them can use them than wait until we have other features to 'balance' it for both sides.

    That said, if you ever have suggestions for future accessibility options, please feel free to drop them here: https://forums.bhvr.com/dead-by-daylight/categories/suggestions

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369595#Comment_3369595

    Is it pure RNG? Have BHVR stated how the perks are selected?

    It is almost entirely RNG. The shrine is and always has been randomly generated, the only exceptions are when perks are required for a current Tome challenge. In those cases, the perks are guaranteed to appear in the shrine for a week.

    Outside of that, it's all down to chance. There's 102 unique Survivor perks and 90 unique Killer perks that can show up in the shrine, but only two slots for either side each week. That means any given perk only has a roughly 2% chance to appear each week. Since some have been in the game much longer and there were fewer perks back then, they've had a lot of appearances. But these days, the chances are very low in comparison.

    The shrine was designed back when there were only a few chapters, not so much for hundreds of perks. If you have any suggestions to improve it, please feel free to share!

  • That's certainly unusual. It's possible, but unlikely, that some of the game files were corrupted before updating or when the update was interrupted. If that happens, Steam will detect any files that don't look right and redownload them to fix it.

    If you get a large update like this again, please let us know!

  • Friend, there is quite literally a penalty for disconnecting. Nobody is being rewarded. Over the years we've changed frustrating perks and mechanics for both sides, and disconnecting doesn't play nearly as much of a role in those decisions are you imply.

    That said, Killers disconnect too. You may not see it as often since you are the only Killer in your match, but it happens more often than you might think.

  • @Adjatha said:

    MMR is not a bad idea in and of itself.

    The problem is that Matchmaking Time is more important to the DbD team than Matchmaking Accuracy.

    We know this because they conducted a large number of different mmr strategies and reported on them. The one that most accurately matched skill levels together took somewhat longer than they were willing to accept (and in the case of hyper-ranked survivors, FAR too much longer). So now we have a system that starts accurate and grows less and less accurate as every second passes in the survivor queue.

    If we had kept the strict MMR borders, MMR would be a tremendous blessing for game quality, but a burden for wait time.

    Personally, I wish we wouldn't had longer waits for better games. The short wait for crummy games sucks.

    For what it's worth, the overwhelming majority of matches have hardly any different in ratings. It is not common for the matchmaker to expand to the maximum range- most people will have a match long before that can happen. It'll be a little more common if you're at an unusually high or low rating or if you're playing in off-peak hours for your region, but at that point there's only so much the matchmaker can do. No matter how long you wait, it can't find you a better match without players of your skill level playing at that time in your region.

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