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ReikoMori

ReikoMori

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ReikoMori
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  • @mecca said:

    Killer is definitely too easy now. MMR and balancing for very high efficient survivor play has really destroyed the game. There's no turning back because BHVR seems too stubborn to think this is a perfect symmetrical balanced game about skill.

    I think the biggest issue is instead of asking killers to get better at the game and accepting the statistics for what it was, they constantly nerf survivors to compensate.

    People are definitely leaving. Every metric says so.

    The stats don't even line up with the reality y'all are presenting that killer is too easy and that the game is being pushed in a killer centric or even high efficiency survivor play. The stats that we have been given over the years have been very consistent with a near 50/50 split of Kills and Escapes. The most "out of balance" it's ever been overall is about 60/40 which is stated as within margin for the devs are looking to see.

    Per killer stats usually have most killers around the 40-60% killrate range across all mmr. High efficiency strats are being heavily mitigated on the killer side by additional system mechanics and target killer changes. While for survivor side high efficiency somewhat discouraged through the addition of perks that encourage survivors to engage with anything other than gens. Survivors just choose to steamroll their objective though and the devs have done nothing to forcibly limit survivor efficiency the same way they are approaching killer balance.

    Killer is easier than it used to be, but that's only true for about 10 killers out of 30. Most are either slightly worse off than in the past or relatively the same as in the past. The ones who are really bad off have pretty much always been bad due to fundamental design flaws. Solo Q seems worst than it was in the past, but that is because matchmaking is worse overall and Solo Q in almost every game is bad compared to playing with a dedicated groups. The only difference is that 7 years of being propped up by unbalanced solo healing and gen efficiency has greatly affected how bad the experience actually has been this entire time.

  • @SleepyLunatic said:

    @Alice_pbg Also i am not a sony defender, they do alot of ######### things but its still not fair to ALWAYS blame then.

    Take crossprogression for example, litterally everyone in this is blaming Sony for that even tho no one ever said the true reason we still dont have it.

    But if its a primary Sony issue, then why do other games on Playstation have full Crossprogression and Crossplay compatibility? (final fantasy online for example)

    You cant tell me they allow it for so many games but not for Dead by Daylight for some reason.

    Final Fantasy is a flagship Sony title in conjunction with Square Enix who they've had a decades long working relationship with and is a proper MMORPG title.

    Fortnite shipped out of the box with crossplay and progression built in due to Epic leveraging their own networking protocols and paying a very high fee most likely.

    Warframe has been on Playstation since the launch of PS4, but only just got cross progression basically in the last year or this year.

    Sony is known to have antagonistic relationships with their close market competitors such as Microsoft and Nintendo as well the PC gaming space which they've only in the last few years started to cater towards.

    Nintendo to this day does not really care for or view interconnected online ecosystems as a priority investment and actively views the PC gaming space a net negative influence to the point they actively fight against emulation of their titles to the point of creating lost media.

    Microsoft probably has the highest adoption rate of crossplay and cross progression schemes due to its position as industry leader in the PC operating system space and viewing cloud gaming as a major priority investment.

    DBD's a massive game with decent reach, but it is also beholden to the whims of platform owners and while they've stated in the past they were working to bring cross progression to the game they have also stated that whatever is holding them up isn't within their control. The exact specifics are unknown, but if someone was going to hold it up the likely culprits are either Sony or Nintendo.

  • You think DC penalties should be incurred for leaving the lobby? That's exactly how you end up ruining a game.

  • @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543983#Comment_3543983

    This is true I don't think they can mess her up worse then she already is but if she's too weak survivors will exact their revenge upon her mains. May the odds be ver in our favour.

    I want to be hopeful that they don't absolutely dumpster her, but previous experiences with reworks have given me trust issues. I'm legit on the fence about just dropping the game if her rework turns out bad.

  • @oreoslurpee said:

    lobby dodging is probably the most important factor on why matches feel so off skill level wise, lobby dodging messes with the matchmaker and there needs to be some changes to lobbies in order to attempt to fix it, fixes such as;

    • killers can no longer see survivor's prestige levels until the end of the game
    • killers & survivors can't open each others steam profiles
    • (not sure but definitely a suggestion) remove the ability to leave a lobby, so the only way to leave is to quit the game

    and with all those, maybe you could do something like reduce the total lobby time from 60s to 45-50 maybe because its awfully long. but the 2 bullet points, maybe the third one too, should be implemented into the game. i also know that the first one is most likely being implemented soon as its already available for some players, but still i felt like it should be included.

    Not allowing people to leave lobbies literally is the worst idea.

    What if someone needs to get off the game or changes their mind about playing another round?

    Why do people think turning matchmaking into a hostage negotiation would fix matchmaking

  • @HamsterEnjoyer said:

    Like why does Borgo just look like a weird flat wasteland with a burning building instead of a burned down village? Why are the badhams home devoid of furniture and lifeless even after the Haddonfield rework which redid these same structures? Why are the houses and furniture so gigantic in Haddonfield? Hunting Grounds is probably one of the more immersive maps why cant every map have that same realistic feel? (though it should have more trees and foliage to feel like a true hunting grounds tbh but beyond that its pretty).

    Lore wise it is because the Entity is recreating places from the memories of the survivors and killers, but it doesn't necessarily understand the material world in the same way they do. It twists everything it makes into a dark parody of it's original

    Gameplay wise, immersion has not been a thing in this game since the end of 2017 as the gameplay routines of both survivors and killer became more defined around chasing and objective completion efficiency immersive elements got in the way. New players come in wanting to play very immersively and slowly which more experienced players view as severe detriment. So things that let you be too immersed aren't really favored over more balanced and cleaner designs. Borgo's a bad example of this take to the extreme as it's bad precisely because it's barren to a fault on top of having the worst color filter effect.

    Another thing to consider is that maps need to be easily navigated for killers. It isn't entirely uncommon for the game to spawn areas where survivors can fit through a space that a killer can't. When that does happen it's a pretty bad feeling as you basically lose distance pathing around those spot in chases. Also every map has to within reason be able to accommodate the use of every killer's power so you can't really load it up with tons of static elements. Indoor maps are some of the least liked map types precisely because they end up very packed and cramped making a lot of powers much less effective by default.

    It's a balancing act in a game where survivor stealth isn't really valued all that much rather than constantly getting in and out of chases.

  • @qNorax said:

    I dont use it, but I want to know if is bannable or can cause crashes.

    I've not had any issues while using reshade and it shouldn't make your game crash in most cases. It's a filter program so if it is having an issue reshade itself should crash rather than DBD I would think.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541507#Comment_3541507

    I just love it how you only focus on the Bloodlust-Part and not on the "ideally the game should resolve around a lot of unsafe pallets". Unsafe pallets = fair pallets because both players can outplay each other. And this is only possible without Bloodlust.

    It's possible with and without bloodlust though.

    You know the pallet is unsafe so why try to overplay your hand rather than move on to a safer loop and force the killer into a situation where they have to reset their bloodlust? You have plenty of ways to play around the mechanic and the game is literally balanced around the fact the mechanic exists.

    People do all the time, if you're getting bloodlusted at unsafe loops that's a skill issue on your part. Don't greed that loop, just predrop and chain into the next tile.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541518#Comment_3541518

    Do you even play survivor? Like really play survivor? I have several videos and stream clips where friends and myself haven't had a speed boost from being hit by a killer. Just because a dev writes something doesn't mean it's set in stone and that it ALWAYS WORKS.

    I do play survivor actually, not as much as I play killer, but a fair bit. I've sunk 8 years worth of time into the game more or less so if I didn't play both sides I'd probably go a little crazy.

    You're correct that just because devs give us the information doesn't mean it can't change and that it always works as intended.

    You're so far the only person I've seen make this claim and as I said it would be a very noticeable problem if true. Now if you want to supply your clips that would be a lot better than yelling at folks to go test it themselves.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541278#Comment_3541278

    And it's clear you're not even reading what's been written. Why don't you try ACTUALLY TESTING. Before you comment about something. I have.

    People aren't testing it because you're just straight up wrong. You may have tested it, but it isn't impossible to get the wrong result when you're trying to observe it visually. This is further compounded by the fact that we literally have the numbers from the devs and survivors we're not getting their injury speed boost against a killer that would stand out in internal testing.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541179#Comment_3541179

    I mean, ideally the game should resolve a lot of unsafe Pallets and no Bloodlust. Because this would actually mean that the better player wins.

    But claiming that this is the case with Bloodlust involved is just wrong. Because after 15 seconds, the better player loses because the worse player got a Speedboost.

    That's a gross misunderstanding of the reality of DBD.

    First of all, bloodlust isn't suddenly making "the better player" lose. Most killers in the game can't actually catch a survivor in the first 15 seconds of a chase. The speed boost from Tier 1 is basically nothing and if you're truly "the better player" then you're still maintaining a distance advantage.

    It's a known fact that even with the map reworks that a lot of maps just flat out have psuedo or proper infinites were bloodlust not there. There is no amount of skilled play that can cover for borked map design unless you're playing the handful of killers who have either ranged attack powers or specific types of innate mobility powers.

    Bloodlust is rarely the deciding factor in a chase, but a facilitator of actually fair and balanced chases despite the state of certain maps.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541064#Comment_3541064

    I would agree, if Bloodlust would not exist. So even if the Survivor plays better, they will lose.

    The game is borderline unplayable without Bloodlust which is a design issue rather than a player interaction issue.

  • In that particular instance you've shouldn't have thrown the pallet and just kept running. Setting aside the issue of Xenomorph's bug where they aren't being slowed down during recovery of tail attacks, a hit or a miss has a three second recovery period. You dodged the tail which is good, but ended up trading hits due to throwing the pallet rather just running forward or breaking to the right to extend the chase. You would have still needed to dodge another tail attack, but as long as you did you'd be a health state up rather than injured on a stun trade at an unsafe loop.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538807#Comment_3538807

    Comeback mechanics aren't too much of a problem in games. Even competitive games have them. They really only become an issue when they are too strong. X Factor in Vanilla MvC3 would be a good example of poor implementation. Two of your three character die and you get the ability to kill all three of your opponent's characters in under thirty seconds. The pendulum should swing but if it goes too far it'll knock out Grandma.

    I think there are certain things that you can only band-aid fix. How do you stop survivors from going AFK when things go bad? How do you stop a killer hard-tunneling someone out at five gens? You can't. If players are in an unsociable mindset there's nothing you can do. The best you can do is have systems in place to limit the burden it puts on the other players.

    X-factor still required you to understand how to best use it and was a controllable choice that actually had counters. High level UMvC3 play tends to use X-factor earlier as a combo extender or round closer. Both sides have access to it and for the most part get the exact same benefits. DbD being asymmetrical in design means that both sides can never get the same level of benefit and unlike fighting games in general where comeback mechanics are purposely made to be skill-based rather than consequence -based this game doesn't really have skill-based gameplay where comeback mechanics would fit. Dbd is a game where the most skillful aspects are actually mental exercises with little true mechanical skills unless you're playing killer.

    You can't stop survivor behavior entirely, but you can disincentivize it greatly by making true substantive changes to the game. Someone getting tunneled out at 5 gens could be greatly reduced if the benefit of doing so was sharply reduced and the game conditions that make killers feel they need to do it were addressed. Like they could introduce respawns or revives in the early game while also making the survivor objective take more individual steps. This would solve a lot of the issues on both sides in regards to tunneling as now the benefit of tunneling severely diminished and both sides are incentivized to be more engaged. People who are going to tunnel regardless at that point will have actively worse games until they adjust to playing more inline with the new design or stop playing altogether.

    The game doesn't need to rubberband because snowballing isn't really an issue, but trying to make it rubber band will make for worse games on both sides.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536571#Comment_3536571

    Couldn't BHVR just have someone check his channel daily and band whatever username they see him using?

    It might not stop him from hacking, but it'll stop him from releasing a stream of new content in a timely manner.

    That could also get expensive for him quickly if he has to buy new accounts and socks every time he gets an account banned.

    It's a bit impractical to dedicate a staffer to keeping tabs on a single malicious dbd content creator.

    He's a pretty active twitter user who openly boasts about the fact he's basically able to sidestep any consequences for what he's doing. Fresh accounts don't really cost much of anything and are so readily available you can just do a regular internet search for them.

    Maybe if they hit him with MAC address level bans that would help because that's a ban at the hardware level which is much more difficult to circumvent. Not sure if BHVR has the ability to do that though.

  • @K_Nottie16 said:

    I got him twice yesterday and im wondering why hasnt he been banned yet. I posted the videos of him cheating on my youtube channel (Nottie16) and reported him in game. He has been let doing this for too long. One of my friends got IP banned for using bloodpoint cheats why cant they IP ban this guy?

    Chances are if it is who I think you're talking about, he is already IP banned and he's probably spoofing his IP which means on top of seemingly being in possession of a large number of backup accounts there may not be a good way to permablock him.

  • @Nirgendwohin said:

    Here is an idea how to buff turrets and take oppression away from the tail attack.

    If a Xenomorph gets hit by the flames of a Turret his tail attack wind up time gets slowed down for the next 30 seconds by 100%. That would give the Turrets a use even if they cant kick him out of his power but gives the survivors a reward for the setup time of a turrert and the chance to dodge his tail attack.

    There really isn't a wind up time.

    You're talking about going from 0.2s to 0.4s

  • @AykDanroyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535618#Comment_3535618

    I said myself that the game should be split into Solo & SWF modes. In solo, the perks would be buffed for survivors back to levels where they were prior to the big perk rework of 2 (maybe more now?) years ago where Dead Hard, Spine Chill and many other perks were nerfed. Meanwhile killer perks would be nerfed in Solo queue mode and things would stay the same in SWF mode or with changes as-needed (if killer perks needed a buff). It would improve things though some things would still be atrocious in Solo since nobody you play with are people you know or can really count on for sure. The game would be able to detect if anyone in a lobby is friends and thereby place them in the proper mode. Or perhaps survivor players would choose the mode and only SWF mode would have the option to add or join friends.

    I want the modes split between casual quick play and a proper competitive ladder mode

    But I don't want the perk balance messed with because the game's perks aren't balanced around SWF and I'll keep saying this:

    The game isn't Solo Q vs SWF, it's survivors vs. killers. Changing perk balance between survivor and killer along a Solo vs SWF logic line is a bad decision.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535127#Comment_3535127

    With all due respect but I think a good chunk of that impression you have is biased / a misconception.

    There are no "vibes" in lobby and the prestige you see is saying pretty much nothing about the player. And if "someone doesn't feel up to playing with you" I do sincerely hope you apply that to all players, those hook suiciding ten seconds into the match included.

    For me it's a little more tangible, I'd say: if the people and I play with out high prestige characters (mind you, we're just vibing, chatting and trying to do some of the more stupid archives or something along those lines - the escape rate sits at, what? 15% tops?) we get dodged left and right, on average half a dozen times (in the evenings, during the day a little less - I guess killers too don't like to hang out in Q for long). - A little less now since we get someone who has the prestige hidden as well.

    But all that being said, if "the vibes are off" is enough of a reason to dodge a lobby then I guess going forward leaving a lobby will have to be treated the same as a DC.

    There are definitely vibes for me and the vibes aren't related strictly to the players and prestige level. The vibes are just a general sixth sense type of thing where sometimes I go into a lobby I just start to feel "off" about it and the "off" feeling goes away when I leave the lobby. It I get that vibe multiple lobbies in a row then I usually just end up switching to survivor or not playing at all. It's hard to explain, but there are definitely vibes.

    I also don't have any good experiences with p100 players in terms of endgame interactions. While I know that is confirmation bias and not all p100s are jerks, my experience encountering them has been bad to the point I don't want to play with them at all.

    If they treat leaving a lobby pre-match as a DC and penalize folks. I'm simply dropping the game because that's dumb, the game hasn't started yet, you're not loading into a match, you're in a lobby. It should be ok someone wants to back out at that point no matter what their reasoning may be and no matter what side their playing at that moment.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535581#Comment_3535581

    Wow. Since I'm on Xbox we have almost nothing to see as for other players' info. In most of my trials everyone has that globe next to them. So losing the lobby altogether would have a smaller impact on me, and most likely many other consolers as well.

    My issue with lobby shopping is the awful backfills that are created whenever any player yeets on out, in either role, but it seems to be a much bigger problem with killers leaving.

    So long as backfills work as they currently do, not having lobbies at all and/or not providing player info I feel should be tested.

    Do you have a another suggestion that they could try with their current backfilling system to reduce lobby dodging and allow their matchmaking to do it's thing? Because I don't.

    The only fix I can think of is just adding different modes to the game so people can sort of better tailor their experience to what they are looking for.

    Like there are a ton of players who only want to play against very strong opponents and in optimal ways.

    There should be a mode for them to sort of gather in and just have at it. I'm just really used to setting my build up based on what I see survivors bringing into the game and I'm also a very vibes based player who backs out if it doesn't feel right or if there is more than one toolbox.

    I would say switch to drop-in/drop-out matchmaking so games could go back to starting with fewer players like in the old days, but now with the benefit that someone can be thrown into a match in progress to take the place of a bot. It wouldn't really help much for lobbyshopping by the killer, but it would sort of solve backfill once you had a killer.

  • Yeah.

    I value the ability to see what I'm potentially dealing with so I can either prepare effectively or back out.

    Once I have no idea what I'm dealing with after years of having access to that knowledge then I see no reason to stay.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535127#Comment_3535127

    I think I dodge even more than before because im not seeing prestiges so if lobby just looks sweaty I dodge.

    But hard disagree on your last point P100 is more likely to be decent player and that does not mean being jerk. Just they like dbd and enjoy playing it's not bad thing. I think it's all your imagination. I had just P100 meg who I though was baby survivor. P100 just means they have used all their bp on one character and play a lot.

    Best survivors I have seen have been under 5 prestige and most bully survivors too. They don't use high prestige characters because they want killer to focus on them. Inexperienced/casual killers are more likely dodge based on prestiges and those killers bully squad want to bully.

    It's my confirmation bias after many games of p100s speedrunning to set the world record of how fast they can say the most wild and reportable stuff. I know it isn't absolutely all of them, but let's be clear from my experience it has been a plurality of the ones I've encountered on pc and I find that I have a better both during and after games that do not feature them. Everybody's experience in this game is going to differ and we're gonna encounter different sorts of players for a multitude of different reasons.

    I tend to encounter p100 survivors who've went from having at some point to thinking that their the best thing since sliced bread and that they have the right to lay into you if you're not playing to whatever personal standards they have or because made a mistake that cost them. I don't have a single character at p100 because for as long as I have been playing the game which basically since release I didn't bother to prestige and I don't sit on a single character long enough to dump points into them more than necessary.

    It's not about the skill level it's about the kind of energy and behavior folks that I have personally encountered. So for me I do not want to play with any p100s if I can help it since my luck usually gets me jerks. It makes my experience infinitely better mentally and I value you my mental comfort more than a p100's matchmaking.

  • @Alen_Starkly said:

    There are many ways that you (BHVR) are currently not using, that would make you more money, and that would make us (players) happier. Here it is:

    1) Let us gift things to our friends! Things such as: the rift, auric cells, cosmetics. In my opinion, this is a huge missed opportunity. People LOVE gifting things to their friends and making them happy and/or surprising them. So much wholesomeness.

    2) Linked sets - most of them would have no problem with the head piece being unlinked. How many times have I heard someone say, "Ooo I love the hair! But it's a linked set, so I'm not buying it". You unlinking the head in the linked sets where unlinking it would cause no issues, would increase the sales of those cosmetics!

    3) Backpacks, hats, (sun)glasses. How many times have I heard people saying, "Oh I love the skin, but ugh I hate the backpack. I'm not buying it". How about you let us be able to toggle backpacks, hats and (sun)glasses on/off? That would incentivize all those backpack/etc. haters to buy the cosmetics, because they can toggle the backpack off! I personally love the backpacks, so I would most likely keep them on most of the time. And this would add variety in the cosmetics, so more personalization. A huge WIN for all!

    4) Please for the love of gods, start making and selling custom emotes and moris. The argument that the emotes would be used for BM is unjustified. You've accepted the teabagging as a norm, and even added it to the bots, as well as flashlight clicking. No need to gatekeep more emotes for a faulty reasoning. Especially if you add a heart emote (a survivor making a heart with their hands or arms). This one couldn't possibly be used for BM-ing. In fact, it would add SO MUCH of wholesomeness and fun to the game.

    Custom moris would be a banger. You know how much we want them. You had to have read people's feedback on DBD Mobile's moris. We want those. Take our money!!

    Custom emotes is the only thing I absolutely disagree with on this list.

    Not even for a game tone reason, but for a principle reason.

    Emotes should not be monetized or otherwise gatekept from players. They are ultimately in my opinion something that if they are going to come to the game should just be something given away to players. Fornite does a terrible job with the way it handles emotes and it has led to the younger players who weren't able to participate in the concert events or afford battlepasses or v-bucks getting bullied. When you can just give your players things for freely and equally that's always the best option. Plenty of other stuff to with better value to monetize.

    I honestly feel the same about cosmetics as well, but I know that those are better value items that make the best sense to monetize. Would be nice if we got more cosmetic pieces we could buy with shards that have the same aesthetic quality as auric cell only cosmetics every once in a while.

  • @SabercoderedYT said:

    Is there anyway to code, that if a killer is within "said" radius of a hooked survivor, the killers speed and perks will be nerfed? If they are let's say, 10m of a hook for 5 seconds they become powerless and movement slowed? Just a thought .

    There is already anti-camping feature in the works.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535127#Comment_3535127

    Then they will eventually hide everything and you'll see nothing but a silhouette.

    Doubtful and if they did I'd just leave the game entirely

  • @Halloulle said:

    Pretty mcuh 100% agree to what pulsar said.

    In addition, on "the player can decide if they want to show or hide it": in theory a very nice idea and definitely worth a try but my suspicion is that people will just assume you have a very high prestige if you feel the need to hide it which would change nothing. I assume bhvr has the tools to measure how many lobbys were dodged and if there is a significant difference in dodging rates.

    If I can't see it that doesn't make it any less likely that folks are going to dodge.

    It's just going to make folks treat every lobby as if it there is someone with a p100 character in there. So folks will just dodge at the same rate, but for a different reasoning.

    I dodge lobbies if the vibes are bad, if there is more than one toolbox, if suspect I've been backfilled. If someone doesn't feel up to playing with you the hidden prestige isn't gonna change that much at all.

    I wanna have fun and be mildly challenged which is not an experience I get with p100 survivors cause usually the ones I encounter all have the same hyper competitive loudmouth jerk mentality they can't wait to unload after a match. I simply do not want folks like that in my games in any way at this point in life and when I started dodging p100's fairly consistently wouldn't you know, I saw a decrease in folks with that hyper competitive ego trip and increase in fun whether I won or lost.

  • @Peanits said:

    We are currently investigating some inconsistencies with vaulting between male and female Survivors. I do not have an ETA for a fix at the moment, unfortunately.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534308#Comment_3534308

    There's a couple incorrect things I need to clarify here.

    1. The cone that is used for basic attacks are not the same for all special attacks, such as The Xenomorph's tail. The tail attack happens to be much more narrow and longer than the basic attack's zone.
    2. That screenshot is fairly old, so the capsules don't quite line up with the animations as well as they do now.
    3. Your capsule does not lag behind you, it matches your movements perfectly. The issue that you'll usually run into is that - being an online game - where you see you and where the other players see you are two different things. It takes time to send your location to the server and for the server to send that information to everyone else. This means that while you see yourself having already vaulted, the Killer sees you slightly in the past where you are still near the window. We do some magic to reduce the effects of latency, but it cannot be removed completely.

    All that said, the hit in that clip is well within the reasonable margin for even a lower latency. The tail attack does indeed reach that far, and it would likely still be overlapping the survivor's capsule (both from the Survivor's POV, but especially from the Killer's POV).

    Thanks for the clarification!

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534308#Comment_3534308

    Good point, maybe they could show us an animation how the hit box while vaulting looks like. Also how the m1 hitbox looks like at windows.

    Survivors complain they get hit after vaults and killers complain there are I-frame's with vaults.

    A small animation could clear these things up.

    I honestly don't think there are any i-frames on vaults at least not intentionally.

    To me it has always seemed like when I miss a window hit that it's due to latency not being on my side at the moment or I wasn't close enough to get the hit.

    If there is i-frames I would suspect they're a consequence of the spaghetti code. Sometimes it is honestly had to tell and for as in depth as wiki is it this one area where they just don't mention it.

  • @Nirgendwohin said:

    https://youtu.be/unDS1mbtYZo

    (killer was from denmark, usually they have pings below 80. i'm from germany with a 40 ping)

    So this is a textbook example of people not understanding how big the survivor's hitbox actually is.

    Your character model is overlayed with a hit box that is a little bit bigger than the size of the actual character. It's shaped like a capsule as well and it doesn't follow you perfectly. Instead it kind of lags behind you a bit during things like vaults.

    OIP.jpg 5oylgs12onq31.jpg


  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534116#Comment_3534116

    IIRC, this was the reason why they didn't implement this in the first place. I read somewhere that this was originally how killer hooks were supposed to function.

    Not supposed to, but did function.

    Originally in the first year or so of the game, hooks were tied to killers rather than realms.

    Then due to a combination of stealth killers losing their surprise factor one you learned the hooks and the feeling that haddonfield hooks looked super strange outside of the haddonfield map they became tied to realm.

  • @Travis_Bateman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533880#Comment_3533880

    Thx for sharing. Also,if you really want a miner,you should check Harry Warden,he also happens to have a pickaxe. Why don't you want the Spider ? I understand Jeepers Creepers but why her ?

    Lots of people have varying degrees of arachnophobia or just generally don't like spiders.

  • @Emoba said:

    Don't worry, the 3-gen change is coming by the end of 2024! (Even though SM is the problem rather than 3-genning in itself)

    Both are problems that should be addressed as 3-genning has been a deviant playstyle for basically the entire lifespan of the game, but most killers lacked access to the perks that make it so strong now and most powers aren't suited to defending.

    Doctor literally exposed this flaw basically the moment he was added to the game and folks proceeded to use his power to grind games to the exact same type of stalemate. As the game has progressed and more killers and perks have been added the problem grew worse in the background. It wasn't really that big of an issue because AoE and summoning type powers we're extremely rare or didn't exist.

    The flaw was then brought back to the forefront with Knight until he got a balance pass which didn't really prevent him from doing it at all it just became less worthwhile to do considering how his power functions. Skull Merchant is despite the devs likely intent and hopes basically purpose built to function best by dominating an area which regardless of her power shouldn't be possible. That's a gen spawn and map design issue that needs to be sorted out on top of Merchant getting the necessary changes to her power that prevent her from being able to use this playstyle to such a degree. She needs to actually have ways to get meaningful full value from her power without basically sitting in the same spot.

    The devs have said they are working on both of these issues already.

  • @focouxs said:

    I know that buffed vast vault was broken, but why nerf fast vault to the ground?

    It's not nerfed to the ground, they reverted the buff which has the knock on effect of bringing back the long standing issue with vaults for female characters being shorter than they should be.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530591#Comment_3530591

    Dredge is still not fun killer to face but the reason is not because he has no counters or op. It's just Nightfall so annoying and hurting my eyes. But Dredge is fine tho.

    Xeno can be fun killer to face but he has some issues atm and they need to be addressed by devs.

    People already pointed and proved them.

    Turrets is rarely countering his power. You can't put turrets everywhere.

    And we are not sure if it is bug or not but missing m2 hits is not punishing him, he catches survivor pretty fast again.

    There is no difference between a hit or miss in terms of recovery for the tail attack. They both take 3 seconds and it's speed is dropped to 2ms then goes back to 4.6ms. There isn't really an acceleration curve between 2ms to 4.6ms so you aren't really going to make that much distance to start with.

    That is why Xenomorph is the one killer you need to get an earlier running advantage on as it's going to punish people who can't run loops optimally and force them out of their power. Honestly, the killer is fine the devs just need to remove or down tune the addons related to turret resistance so there is more game to game consistency with the counter mechanic in it's current form. Making them not stack after PTB was a good call, but leaving turret resistance alone makes things lopsided as the counter mechanic by default isn't as strong as it used to be so those addons probably don't need to exist.

    I don't see there being much of an issue with Xenomorph's current numbers and just slapping cooldowns and charge times on them will make the killer clunky and uninteresting to play. Just make it so the turret's effect is consistently effective that way everyone still needs to learn how to adjust their playstyles around Xenomorph being the way they built now.

  • Most likely it is a combination of multiple factors.

    You could possibly be in a region where the player density is relatively low and the the most consistent players are the ones with lots of hours.

    Your MMR might be at a weird number in the background and the game in an effort to get you into matches quickly just expands the range to compensate even if you get a mismatched game "skillwise". Since MMR only moves based on kills and escapes and absolutely nothing else you could be in either a high or low level no man's land of matchmaking where the game just gives you opponents seemingly at random.

    If you're in EU server region then you're just kinda boned. It's considered one of the more competitive regions basically at all times of the day and night.

    There isn't a good way to know what exactly is going on, after a while you just have to kinda accept matchmaking in DBD is just an expression of universal chaos.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530832#Comment_3530832

    that's the problem, when a perk is buested on nurse, it's kinda bad that they need to nerf a perk because the just can't rework her, wich is the right choice

    Or we could evaluate the perk on the basis of long term usage and outcome statistics rather than nerfing things because the anomalous outlier of the killer cast has access to it even if the perk is strong. Weak perks are busted on Nurse, strong perks are busted on Nurse, the absence of perks is busted on Nurse.

    That's a Nurse issue, not an individual perk issue because for the majority of the cast this perk is either strong, but fair or somewhat useless because they're a killer who drops or isn't reliant on their TR. The only other massive outlier for this perk is Doctor, but even then it just gives him a better idea of where to drop static blast for maximum effectiveness and increased interaction interrupts.

    Even with that we don't have anywhere near enough playtime with the perk to make any concrete decisions one way or the other yet. Just like folks worrying about whether or not Alien should get nerfs, like we aren't even a week in. Relax.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528849#Comment_3528849

    It's a matter of opinion I suppose. I personally believe it's OP when you consider the kit this killer has. I don't expect killer mains to admit it's too strong considering nobody in this game regardless of which side they play ever admits something they have is OP.

    • Extremely good map mobility
    • Doesn't have to get multiple hits like Nemesis
    • Built in slowdown with survivors having to interact with flamethrowers. These can be made trivial by a good Xeno.

    I don't feel like there being SOME actual consequence to missing your special attack is unreasonable at all. Considering how strong this killer is overall. I expect they will eventually tone down his tail attack slightly. The kill rates Behavior uses will speak for themselves regardless of what I personally believe. He already has one of the highest kill rates based on third party data. This wasn't the case for singularity at all. I can't imagine how high it will go once people learn the finer points of playing this killer.

    Every killer will have extremely high killrates literally the first few weeks of their release because people will have to learn how to play against it on top of the number of people playing the killer having not reached an extremely high saturation point to where the people who aren't getting kills starts to really affect the data. The only time this doesn't happen is if a killer is functionally unable to be used properly.

    Basing things off killrates is so dumb when it's probably the least reliable stat in the game just by the very nature of how people even interact with DBD.

  • @adam1233467 said:

    This perk is busted on nurse, she can find every survivor location in those 30 seconds

    Everything is busted on Nurse because she's Nurse. That's not remotely noteworthy because that killer is literally playing a different game than every other killer and the survivors.

  • @I_CAME said:

    Most of the complaints are completely fair. What most people want is for them to go back to the PTB version where Xeno was punished more for missing his tail attack. They essentially made him nearly twice as fast in live as he was on the PTB. You can't really gain much of any distance even if the killer screws up. There's also apparently a bug where he doesn't get slowed after a successful tail attack.

    First off, Xenomorph is nowhere near twice as fast as it was on PTB. It's in tunnel movement speed was increased from 16ms to 18ms. They increased the movement speed on a missed tail attack from 1.2ms to 2.0ms.

    ^That's pulled straight from the patch notes so how you came to conclusion that the killer is twice as fast as ptb is wild. Now a major change survivors could actually complain about is that turrets no longer stack and thus can't instantly pop the Xenomorph out of it's power. Even then though considering the disaster of Singularity's emps it is understandable that this time around they erred on the side of caution another full power denial mechanic.

    It's only slowed 3 seconds regardless of whether the tail hits or misses so you weren't going to make that much distance to begin with, but if it is bugged then they obviously should fix it.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529804#Comment_3529804

    I still think in hindsight it's better to just focus on chase when the killer is new and not so much winning yk. The knowledge you gain from chasing different survivors with different builds, skill levels or experience is what makes you turn the learning curve and you can't really gain all you can from that if you sit on top of someone because you aren't patient enough to learn because your ego cant handle it

    Considering most chases are the same regardless of who you're actually chasing and the focus isn't chase, but mechanical competency it doesn't matter as long as you get the playtime in against an actual player rather than a bot. Now chasing one person only can negatively impact the level of confidence built if that particular player outclasses you in terms of how to handle chases. That isn't something you can control or immediately tell when playing a new killer unless your own general skill level is really high.

    Would I recommend tunneling as the first thing one should do when learning a new killer? No, but I also don't think it is extremely detrimental to either side especially when we're only a couple days into the chapter drop. I'm also more forgiving when it comes to killers with innate counter mechanics rather than more skill based counter play.

  • @TheCarelessGamer said:

    I just want to say Devs, this and the last chapter yall did are amazing and nothing short of your best but I have one major complaint relating to The Xenomorph...

    As a massive fan for the Alien liscence, yall did Ripley and The Xenomorph extremely well! But, the PTB's chase music was wayyyyyyy better than the live music, I loved how in the PTB the chase resembled the Nostromo's alarm, but the live music feels soo, generic its saddening. So please reconsider looking at the chase music and revert it back?

    Overall though Ripley is my new survivor main, The Xenomorph feels extremly fun to play and in general I've had fun playing against them. The chapter is a solid 9/10 for me, would be a 10 if the chase was reverted :)

    The portion the killer heard was unbearably hard to listen to with it being a very short loop with little of the same musicality found in the other parts of the composition that the survivors got to hear. While it may have had neat little nod that gave it some personality it was very irritating to hear over and over and over and over. It didn't sound like music, but just noise for the sake of noise because it was robbed of the greater musical context that leads into it.

    Half of the playerbase only gets to hear one part of the music and rather than treating that part as a mere throwaway section it should actually sound like music because remember the portion of players that only get to hear a single part of an entire composition on repeat are human beings who also enjoy nice music. This why I rail against the notion that chase music needs to be used as part of game balance because it has setup a situation where for some reason the killer side will just stop getting actually listenable music sections and just get headache inducing noise.

    Make no mistake they could have still had the Nostromo's self-destruct sequence sound be a part of the composition, but it can't be only just that on a loop with some barely legible instrumentation. The new composition may come off as generic to a lot of people, but it is infinitely more listenable because now rather than a 4-6 noise loop we have about a 30 second musical piece with variation and discernible instrumentation. It sounds and feels like music rather than machine noise. It's a bit of an overcorrection, but it is a step in right direction of striking a balance between character and quality.

    The sooner we decouple DBD's music from it's game balance we can probably get some really nice tracks consistently that appeal to those who want unique easter eggs and those of us who want to not be driven insane.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529774#Comment_3529774

    This is honestly a new experience for me as I can't recall any killer release with this much of an issue with immediate tunneling. Skull merchant tunneled her 3 gen maybe (and still does) but I can't recall a killer having a release this bad. I'm not really sure why as the killer seems decent once learned and wouldnt extending chases make more sense from a learning standpoint so you can know how to approach any survivor counter play? Maybe I'm just more of a technical learner

    Legion, Twins, Ghostface, Old and New Freddy, Sadako(but she was so weak it didn't matter), Blight(massive tunnel fest early in his lifespan), Skull Merchant(Until folks settled on 3 gen defense)

    It basically happens with every release to a degree, but some are more memorable than others depending on the hype of the chapter and the learning curve of the killer. Xenomorph has a decent skill floor and fairly high skill ceiling without having extremely burdensome mechanics. Tunneling is going to be particularly effective way of playing until people build up their confidence and overcome the largest barrier the killer has which is managing flamethrowers. Once people get the hang of that and are able to consistently track and juggle survivors with Xenomorph's kit the tunneling will taper off and that usually takes around two weeks in my experience.

  • @EldritchElise87 said:

    Actually serious question, it's something I have wondered fort a long time regarding the Alien franchise, assuming the Queen skin is she/her (although if not, that's cool too, you're a psychosexual avatar of gender and sexual confusion, you do what you want. )

    The biology makes everything ambiguous, as it should be, I notice most people default to calling the default Xeno male, and while that's valid (and certainly reinforced by some fanart ive seen ahem), I really don't see it based on design and lore biology, nor does female, genders weird like that.

    Would xenos actually meet the gender of "its" unironically? They/them?

    Discus in a light hearted and non bigoted way.

    It's we're going strictly by the films, they have no gender and are living weapons so it best to describe them as an it.

    The Queen lays eggs, but Xenomorphs don't necessarily have secondary sex characteristics in the same way we as humans understand them.

  • @HamsterEnjoyer said:

    Took a small break when TCM came out, came back to try alien and every match was just a tunneling and camping Alien who’d slug for ages, and legion. Like this game would be so fun if every single player didn’t try hard to the max every single match and be as toxic as possible while doing so. It’s one of the only games I know where playing toxic annoying wins you matches and I don’t get it.

    So you've been playing TCM, a game that is fast gaining a reputation of being exceedingly toxic because the player base for DBD is also the player base for it.

    This is the game that can end in 90 seconds because the victims can literally speedrun their objectives before the family even really has a chance to start moving around and setting up.

    This is the same game where currently Sissy is machine gunning victims with a poison wombo combo build that applies poison on every single hit.

    The game where you can chain stun killers with doors.

    Got it.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527793#Comment_3527793

    I bought all chapters except Nic Cage. Now i am skipping Alien too even i am so excited and hyped for it.

    It's kinda imposible but hopefully Alien sells fails and people actually force them to stop this crap strategy. But i have no hope on community tho.

    I have bad news for you then.

    The chapter isn't even going to come close to failing because the majority of players are on console to start with.

    Also, even if we don't like the price increases without verbal communication the fact is boycott type responses have never worked in DBD. Ultimately, you need to pick another strategy to make your voice heard because they're not going to take hit financially because even if a plurality of the playerbase do skip the chapter the increased price makes up for a potential drop in sales unless you could galvanize most of the players across all platforms.

    That would have needed to happen before today though cause now the chapter is out and from a technical standpoint is a hit with decent perks, a beloved license, nice cosmetics, and good looking map. These are things that folks are willing to pay an increased cost for by default and I'm surprised this isn't a 15+ USD chapter because they could have gotten away with it easily.

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527527#Comment_3527527

    The thing is, they'll have to introduce new hooks for some Killers which haven't come with a map. Blight, Trickster, Twins, Cannibal for example.

    Billy and Leatherface share the same hook like they share a third of their addons. Problem solved.

    Twins can get the Borgo hooks while Knight gets a new hook.

    Trickster gets a dripped out neon hook.

    Blight gets a Blighted hook, they're already in the game.

    Pinhead gets a torture pillar for a hook.

  • @Xyvielia said:

    pshh, ikr! Maybz by end of year?🤷🏼‍♀️ …we hope

    I don’t camp (or tunnel, fwiw😎) so I’m all for this new feature; Interested to see its effectiveness n how matches will play out once it’s released🥳

    Gotta say tho, feels like one of those things that shouldn’t have been teased so soonly. If they weren’t going live w it for such an extended period of time (what, like 3 mths now?), they could’ve saved many of us the buzzkill n not brought it up, at all, ‘til they were ready to drop it in-game.

    ”Got you a super awesome gift! You’re gonna LOVE IT! It’s crazy amazinggg! Can’t wait ‘til you get to have it!!! Not gonna tell you when you’re gonna get it, but you’ll be sooo stoked when ya do!”😩

    btw, If they REALLY wanted to curb the tunneling everyone is assuming (some are threatening) will transpire following anti-camp mode’s establishment (or just to curb tunneling, in general), Devs would add a precautionary feature similar to DS (only activating for possible usage everytime a survivor is immediately tunneled off hook), as well as increasing the basekit BT effect to 30 secs.

    Players probz wouldn’t wanna bother w all that unless they’re hellbent on tunneling. Most Killers would end up choosing to chase someone else😌

    We already want to chase someone else most of the time, but you know, base kit BT turned everyone in Captain America rather than just actually using it as intended and escaping.

  • @dbd_newbiefan said:

    Famous killers that should be added to the game

    • the creeper from jeepers creepers
    • predator

    I got some bad news for you, you can take Jeeper's off any list the devs have said they're not even gonna entertain putting him in.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526103#Comment_3526103

    Not really, no. No one else does that. All they have to do is add a mute button and an option to report for vc abuse.

    Rainbow Six Siege does that, it actually will auto kick and ban you from the game if you start making a habit of getting spicy on the mic. No votes or mutes needed, it is freaking hilarious when someone on a tear and just gets banished to the shadowrealm cause they just had to spew their slur filled hot take about Clash players.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526647#Comment_3526647

    BHVR is making a movie. They're paid by the Canadian government to exist. Who knows how much profit they make off of their cosmetics sales. I don't think they're hurting for money.

    They are not hurting for money probably, but they also have considerable overhead and structural issues to contend with that Digital Extremes and Warframe do not.

    To say that BHVR is paid by the Canadian government to exist is a bit of an overstatement. They are most likely getting very considerable tax breaks and some grants due to being a Canadian owned and operated content producer, but it is far from enough to keep them in business at their current scale.

    BHVR is partnered with another entity to make a movie, they aren't making a film by themselves. Making a movie is a massive drain on resources with literally zero guarantee that you'll see a profitable return unless you do some sus stuff involving film insurance.

    People seem to forget that a lot of the games with cross progression on playstation and consoles in general are also classified and handled more like MMOs rather than smaller games. Warframe is straight up just an action MMO and doesn't really have a dlc structure where as DBD isn't considered an MMO in the truest since and has a rather large and complex dlc structure that Sony benefits from keeping as intact as possible.

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