Skillfulstone
Skillfulstone
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Honestly, it doesn't change much, won't be forever, and could honestly have long-term benefits.
The perks will become free and general perks, which means Killers get a new half-decent slowdown (Dying Light) and half-decent chase perk (STBFL) without having to pay, and Survivors get DS no longer paywalled. Less paywalled stuff is always nice and anti-tunnel perks that aren't paywalled is even better.
We all know the new game will flop in about a year (since Illfonic and Gun Media are behind the game, it's doomed to fail by default) and the license holders will come crawling back to BHVR.
It's a shame for new players who won't be able to get him, it's also a shame to see the chapter that truly put DBD on the map temporarily leave, but it's not only temporary but also gives a couple nice things to free players.
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@Clayton said:
- Either rework the existing quests/achievements to something else or conditions that could be triggered regardless of if the Killer uses the new Abandon feature or not.
- Count Killer abandons as Survivors escaping out the gate.
If Killer Abandon when gates are powered/opened isn't an option, what do you suggest to fix the problem of endgame toxicity? And don't disparage it or argue "it's just pixels, why you mad?".https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037785#Comment_4037785
If you read my post again, at the end I say "unless the game doesn't end when a Killer DCs or Abandons".
If BHVR made it so a Killer DC/Abandon would instead replace the Killer with a bot, like with Survivors, and like they did in 2v8, then problem solved.
Killers no longer have to wait out the EGC if they don't want to see Survivors t-bag at the gates and don't care about going around bp farming or tabbing out while waiting.
Survivors can get their achievements/quests AND the trials will be still be able to be played to the end.
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Even disregarding the various gameplay arguments (good or nonsensical), Killers cannot abandon when the exits are powered/opened for a simple reason: the game instantly ends when a Killer DCs/Abandons.
Some achievements, and any quests demanding escaping through the gates, would become nigh-impossible since gate escapes would become a lot more rare.
Think about it, before bots were a thing and the recent Myers rework allowed him to Mori Survivors on the ground if on 2nd hook, Survivors would go in lockers and stay there forever out of spite to deny the "Evil Incarnate" achievement (since they could still get pulled from the locker and sacrificed, but it would void the achievement).
Now imagine trying to go for "Outbreak Breakout" or "Hand-Eye Coordination", or hell, any map-specific achievement, if the Killer could instantly decide to end the game the moment the gates are powered/opened? Achievements that are already obnoxious and utterly dependant on chance to even try to get would become borderline impossible.
However, if BHVR implements functional Killer bots that would not void any achievements, then that aspect would be covered.
But unless the game doesn't end when a Killer DCs or Abandons, there's no way that opening/powering the gates can enable a Killer to just dip. Even if the achievements didn't exist, gates escapes would become rare and nearly every games where the Killer lost (and/or doesn't have an endgame build) would end the moment the gates are powered/open and barely any matches would actually be played to the end.
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@lunaeliana said:
leading developers to launch a major 2025 "Quality of Life Initiative" focused on fixing core issues, though its success is debated within the community. While new content is popular, many players want less of it and more focus on stabilizing the aging "spaghetti code," improving spacebar counter performance (especially on lower-end PCs), and addressing issues like extreme hiding, AFK players, and repetitive Dead by Daylight is an asymmetrical horror game where one player is the Killer and the other four are Survivors. Matches are referred to as trials. The Survivors' objective is
That has to be not only AI-generated, but also copy-pasted wrongly and not from the beginning of the response and not until the end.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035794#Comment_4035794
TCM had issues at the start regarding shoulder charge abuse and various different things but they were being worked on pretty well. Shoulder charge pretty got stopped, loops ended up being pretty minimal and no where near as effective as in dbd due to 3 killers. Even the loops were better, there was more of a route to take which was way more interesting than the dbd pallet/jungle gym system.
As for players making noise, thats in any game, even in dbd there are players that grief and intentionally blow gens, get the killers attention, and sabo the match. Thats nothing to do with the game or style or stealth or interactions….thats just toxic players which is seen in any game.
i have given an example of a game that made it work in an engaging way. TCM. i believe if they handled the dlc and the content better it would be doing very well by now because the gameplay was better for both sides. killers had a team, no real loops to deal with, there was no dash slop killers, they had actual unique powers. Survivors had comms, it felt more horror like, more tense. More ways to escape, way more fun the doing gens. i stopped playing dbd and only played that game until i maxed everything out shortly after i found out they are stopping updates. After that, i went back to dbd….not because its better or more fun but because its the only option. Im hopeful for the halloween game, literally all that needs to happen is a stealth game that handles other aspects well like content, cost, maybe a long term prestige system similar to dbd and players will flock to it. i know i would.
While players would, initially, flock to a new assym (assuming it's good), it would likely be temporary for two simple reasons.
1: BHVR, like Blizzard when Marvel Rivals showed up and started stealing their OW2 playerbase, would "suddenly" deliver on a ton of promises and would lock in for balance changes/QOL that have been asked about for years.
2: BHVR would just switch up the roadmap and start pumping out licensed chapters, automatically bringing back players and drawing new players. Just look at what happened after the latest update: people started to loudly complain, and suddenly we got Stranger Things chapter 2 trailer, lo and behold, complaints died down a bit and was replaced with speculations and anticipation for the new chapter.
It would kill the new assym, unless it was exceptional, and then BHVR would de-lock-in and we'd go back to now.
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Even disregarding the various gameplay arguments (good or nonsensical), Killers cannot abandon when the exits are powered/opened for a simple reason: the game instantly ends when a Killer DCs/Abandons.
Some achievements, and any quests demanding escaping through the gates, would become nigh-impossible since gate escapes would become a lot more rare.
Think about it, before bots were a thing and the recent Myers rework allowed him to Mori Survivors on the ground if on 2nd hook, Survivors would go in lockers and stay there forever out of spite to deny the "Evil Incarnate" achievement (since they could still get pulled from the locker and sacrificed, but it would void the achievement).
Now imagine trying to go for "Outbreak Breakout" or "Hand-Eye Coordination", or hell, any map-specific achievement, if the Killer could instantly decide to end the game the moment the gates are powered/opened? Achievements that are already obnoxious and utterly dependant on chance to even try to get would become borderline impossible.
However, if BHVR implements functional Killer bots that would not void any achievements, then that aspect would be covered.
But unless the game doesn't end when a Killer DCs or Abandons, there's no way that opening/powering the gates can enable a Killer to just dip. Even if the achievements didn't exist, gates escapes would become rare and nearly every games where the Killer lost (and/or doesn't have an endgame build) would end the moment the gates are powered/open and barely any matches would actually be played to the end.
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Any experienced player, whatever their "main" is, will agree that the 1st density update was rough on many Killers and was too much on most maps except for a couple who did need a few more pallets (Haddonfield being chief among them).
And any experienced player, whatever their "main" is, will agree that the current density update went too far in the other direction by not only reducing pallets on some maps (I'm not sure why but R.P.D. and Lerys seems to have been mostly spared while Yamakoa is sometimes a barren wasteland...) but also by weakening loops (and outright breaking some, there's literally a few places where pallets can be found just floating there with nothing next to them, basically unusable).
People can say that the decision was bad and blame BHVR for it and call for a revert to pre-first pallet density update (back to Springtrap time). But people should stop trying to put blame on "Killer mains", no one asked for such an overkill change in the other direction. Even the most vocal "Killer mains" merely wanted a revert and not for BHVR to just create another problem.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030222#Comment_4030222
Not to be mean, but why would they start now? People have been buying and supporting them for almost a decade, and quite honestly, the game is really ######### quality. Amazing concept, nothing else like it, but the polish is unacceptable from any other publisher.
You'd think that since they have no other successful games, they'd prioritize their runaway hit a little more.
I mean, not to sound pessimistic, but BHVR has effectively no incentive to do more than the bare minimum.
There's no meaningful competition (every other assyms are either dead or dying).
The licenses alone could keep the game standing (let's be honest, if licenses never came to DBD, that game would have died years ago) and every new licenses bring in a wave of players from an entirely different community (retention is bad, but it's enough).
Even after every repeated disasters this year (all those disaster streams/collabs, major changes being repeatedly canceled etc.) people are still buying stuff. So from a business point of view, there's no need to put more effort and resources on a formula that already works and isn't in any real danger no matter how many mistakes are made.
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The process is slow and not quite consistent, but in hindsight, I can kinda see it. Although the Autohaven rework (a unasked for rework, there's a reason why it's one of maps that is considered fairly balanced, Swamp needs it way more in my opinion) is doing the opposite and making it even brighter.
Fallen Refuge in particular comes to mind (when I actually manage to play on the freakin' map).
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022690#Comment_4022690
Makes me wonder what they were banned for. I know some people had wild takes, but is that really bannable?
It's not a matter of "wild takes" so much as "repeatedly derailing threads and often managing to rile everyone else up so much that it devolved into insults which then required mod intervention.".
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022689#Comment_4022689
Yeah, I never know if people are farming, griefing, or just dumb. Pretty sure it's usually option three.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022673#Comment_4022673
Truly a who's who of the October bans. I tried really hard to walk away but...
I'm not familiar with the term "October bans". Is there a pattern of ban waves during October? (Genuine question, I truly don't know if that's a thing XD).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022441#Comment_4022441
I was being a little cheeky in my response, but broadly yes, I agree.
The issue is really that the game wasn't thought out with this level of longevity or meta progression. Not a knock on BHVR, nobody knew what they had with DBD.
They REALLY need a DBD 2.0 if not a DBD 2, where it's just a total rebuild from the ground up. As it is now, its clear they don't know how or cant implement the systems required to REALLY advance the game. Balancing for so many different Killers invidually is a nightmare, and it's only getting worse at their current speed.
Honestly, if it wasn't for sheer sunk-cost fallacy and licensing hell, I wouldn't mind a "DBD2" and it could even help.
However, the sheer amount of content, licensing contracts, time and playerbase backlash would essentially make DBD2 DOA.
People have sunk too much money and time in this game for BHVR to go "Sorry, development is discontinued and servers will close in a while." and not expect the playerbase to burn the place down in response.
The ONLY way that a "DBD2" could exist without failing instantly would be if everything carried over and "DBD2" was essentially just "pay the amount of a new game to keep playing DBD but with future development and tech having modern standards.". And even then, unless DbD and "DBD2" players could play together, DBD2 would have a vastly inferior playerbase than DBD since everyone who plays with friends (and/or got the game because of a friend in the first place) wouldn't switch games unless everyone they play with also switched.
I also believe that current (and future) licenses would need to be (re)negociated differently due to them now being on a different game and/or a new game.
Also also, having both games active at once would effectively require a serious staff increase due to having to develop two games at once, both of which almost operating on a different era of technology and coding but also needing to be compatible with each other.
No, unfortunately, unless BHVR wants to make arguably one of the biggest gamble in gaming, there's no way a DBD2 can exist safely. DBD became too big and complex for it to possibly be replaced.
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Quite frankly, if they could somehow implement a "join back" button, it would fix many issues.
People who didn't quit on purpose would, of course, frantically use the "join back" button and would reconnect to the game (and take over the bot who took over).
People who ragequit/unplugged their internet on purpose wouldn't use the "join back" button (what would be the point, they DCed on purpose in the first place) and would get hit with a DC penalty when they next try to queue up.
There would still be a few unlucky people that get hit with a power outage or something that literally makes them unable to play at all, but every instances of simply lag spikes/server issues that kick someone would be fixed since the people who didn't mean to quit (and who want to join back) will be able to join back and avoid an undeserved DC penalty which now takes 20 matches to go away, making subsequent tech issues even more annoying (I haven't yet encountered this, luckily, but a friend of mine once got hit with a 50 sec penalty due to a crash followed by what he thinks is a hacker who overloaded the server just before he died, he didn't play for a week afterward and I can't really blame him).
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It's BHVR's attempt at punishing people that go next on hook...
Despite also removing self-unhooks outside of perks/offerings/2v1, which by itself already essentially removes going next on first hook.
Yeah it's a crappy automated system that basically doesn't do much except flag players who get tunneled fast and players who are insta-killed by a hacker. The system was turned off for a while but was turned back on without notice eventually for some reason.
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@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/DBFED3ONMU2A/image.jpeg
So we know abandons are bugged, because we had patch notes tell us that survivors are supposed to get a loss if they abandon because all remaining Survivors are in the dying state.
This means the official stat tracker isn’t reliable.
The problem is we don’t know if the official stats BHVR releases about kill rates, are also completely unreliable. When BHVR says the average kill rate is 60%, is it really higher than 60% because it’s not counting abandoned games correctly?
(I'm going to regret this...)
I think it's pretty safe to say that BHVR's way of tracking stats is much different (and far more detailed) than the official stat tracker that we can use to track our trials.
In streams/AMA in the past, some devs would sometimes mention winrate for a specific map, for example. They have methods of tracking that are different and more precise.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016712#Comment_4016712
I never said I wanted DC penalties changed for everyone. Not once did I say that. I asked WHY the specific change was made that made it so you had to stay logged into your game for their timer to run out.
I’ve been playing this game since 2020. The DC penalty timer was changed very recently with the go next prevention which made it so that if you had a timer, you now have to stay logged into the game for it to run down. It did not used to be that way. Before if you had a penalty, for let’s say an hour.. you could log out of the game and go watch tv for an hour then come back and your penalty would be gone and you could play again. That was your “cool off” period for ruining the games by DCing. Now they changed it to where in order for your penalty to run down, you must keep your game launched and sit in lobby while your timer runs down.
THATs what my complaint is about. Why is BHVR making people sit in their game lobby like a child in the corner forcing them to stare at a lobby screen for the duration of their timer? Whether you stay in game or log out, you’re still being banned from playing their game until your timer ends and that’s supposed to be the point of the penalty. This extra step of having to stay logged into feels like being petty or punishing for the sake of. Like “we don’t want you to be able to go play another game and have fun while you wait for our timer to run out. You have to sit here in your corner (corner being the game lobby) and think about what you did until your time is up.”
That’s the point I’m making. That’s silly and absolutely stupid imo. You’re not playing the game regardless of if you’re logged in or not so it just seems like an extra step to punish for no reason. Now they want to control your ability to have fun elsewhere outside of their game if they’re currently punishing you in their game? Thats weird full stop. I had a friend decide to take a break because after Dcing for like 4 matches, they obviously were not enjoying it/raging and decided to step away. They logged off for 3 days, came back and when they logged in, their 15 minute DC penalty was still sitting there. Waiting for them to sit in the lobby for 15 minutes to wait it out.
I’m sorry for the novel but I’m trying to make it clear what my complaint is because I don’t think you’re getting it. I’m not advocating for removing or lessening the times of the DC penalty. I’m simply asking why this extra step was added that was never in the game the entire time to begin with, and only seems to be there to infantilize the games playerbase.
I’m not gonna continue to reply to your responses about my troubleshooting because it’s not relevant to my complaint. How I chose to troubleshoot is my business and I’m not complaining about the fact that I received the DC penalty. I knew it would likely happen and I accepted it.
I strongly recommend not engaging further with who you are trying to communicate.
In about a dozen thread now, that same person has basically derailed the threads and riled up a bunch of people to the point where some threads got closed. Dozens of people have tried to get through to them, but we always just get repeated the same things in slightly different words forever. You won't get anywhere except get roughly the same thing repeated to you.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015655#Comment_4015655
It's unfortunately not a simple one to resolve, it's also not affecting everyone - so that always makes it much harder to find the cause. I totally get that it's frustrating and that it feels like a long time before being fixed, but when bugs are not affecting everyone it is much harder to get a repro of it, to be able to find the cause
Huh, wasn't expecting an explanation, but thanks for clearing that up!
Hopefully the cause is found soon!
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It's impressive that, for almost a full month now, a big issue causing actual strain on every hardware hasn't been fixed still, and it's been what, 3 patches since then?
It's happening on Xbox Series X too.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014537#Comment_4014537
Good, good. I need to be fashionable when I'm getting shoved back to the lobby or am eating dirt for 3 minutes.
That made me laugh way more than it should've XD
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On a side-note, apparently the game is so broken that it spread into the forums. I can't see any profile pictures of any images even if the rest works.
Edit: That was fixed fast.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014096#Comment_4014096
Judging by community feedback, bully squads aren’t a problem because it’s fun for survivors.
No, it's not a problem because killers don't care.
Aside from you bringing it up exclusively to derail threads about tunnelling, how often do you see complaints about bully squads?
It’s like how killers can’t complain about generator speeds, without people telling them that gen rushing is a hyper specific thing, and they weren’t “really” being gen rushed.
Because every single time, it comes down to 'gens got done and I lost, fix it', with nothing further to add. It's people taking an issue with the survivors having the ability to win the game at all, and that's not something that can be 'fixed'.
And remember that a lot of ragequitting threads get closed for breaking forum rules, and a lot of comments about ragequitting get closed for breaking forum rules.
I can't remember what hasn't happened.
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014105#Comment_4014105
You responded to a comment literally listing various fixes to bully squads with "BHVR never does anything to fix bully squads!" while also proving AmpersandUnderscore's previous comment about derailing the thread about tunneling. I am truly flabbergasted here.
Also, if "most" Survivors play out their matches, that would imply that ragequitting isn't as big of an issue, meaning that the current penalties are doing their job just fine. So why are you advocating for harsher punishments?
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014096#Comment_4014096
The thread was started regarding the anti-tunnel and anti-slugging changes. You derailed it into ragequitting. Now you're derailing it into bully squads. You can't just make your own threads about those topics?
@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014105#Comment_4014105
The point isn't "killer problems aren't real", the point is YOU on a thread about survivor issues trying to derail the entire discussion to talk about anything but survivor issues.
If you think that bully squads, or gen rushing are a problem, make a thread about those issues to discuss it. Don't repeatedly derail a different thread talking about problems that are impacting predominantly survivor players. I don't think anyone in this thread is saying that killer is a perfect role and that there aren't issues there that probably need to be addressed by the devs.
But this isn't the time or place for those conversations, especially when they're only brought up to draw attention away from issues other people are having.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014095#Comment_4014095
I'm not going to feed the troll here, but just to also point out:
And why isn’t bully squads on the official roadmap?
It's not on the road map because it's been addressed directly every time.
Boil over buff reverted very quickly when it was a problem (2 weeks).
Base kit light born on locker grab to effectively delete double locker saves.
RPD library was reworked to have a hook, which was then immediately abused by killers, before they finally deleted the upper library entirely.
Infinite locker glitches got kill switched same day and fixed.
Hooks respawn to make sure there are no dead zones, even if a survivor died on hook.
Maps are smaller to mitigate hook dead zones. (Admittedly, current pallet spawns is messing with this, which is actually 2 issues once they fix pallets).
So yeah, there's no road map for "bully squads" because they actually fix it, and quickly if it's actually an issue.
As sad as I am to say this, while the forum is meant for discussions, feedback and opinions, all of us are currently just feeding the fight (I gave up trying after seeing like a dozen thread get derailed like this and three get entirely closed).
When reasoning with the mentality that "not enough innocents are being punished to matter, so the punishement system is fine, also most people are lying about being innocents and getting false-flagged and are actually frequent ragequitters." There's really no point to continue trying after several threads.
This thread is about the anti-tunnel system (and how it can be properly implemented next time so it doesn't mess with normal gameplay and create lose-lose situations) and its consequences when it eventually comes back out of the metaphorical oven. What are our thoughts?
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It's really a shame that ever since the Castlevania Rift, it's just been a steady decline in Rift quality.
Especially with how much more grindy the Rift has become (dailies are much more important) the Rifts should increase in quality, not regress.
The Castlevania Rift was perfect;
Good-looking skins for base-game characters (Reaper Nurse is awesome).
Good spread of more "generic" skins in the free track, still decent looking though and recolors are still somewhat decent.
And finally, you are rewarded for finishing it with a truly worthy skin (True Form Dracula) for your time and money. An entirely new model AND Mori. Sure he's massive and easier to spot but look at it!
How did we go from this to now? Same price, barren free track, recolors early, best reward is the Community Contest skin that is not only pretty different from the original art (kinda just looks like Dredge accidentally went through a bunch of clothing lines and got tangled in them) but also covers half the screen. Dredge had a decent track record for skin until now. Sure the Rift is much longer, which means that it'll be easier to finish even for those with less time on their hands (I'm convinced that shutting up complaints was one of the motivators for making Rift longer without making rewards better) but it's too bad that it's just...not worth it.
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Surprised that they didn't take the opportunity to add the Trapper Titan Eren skin from the (now unsurprisingly dead) mobile version.
Despite being inferior in nearly every other aspects, DBD mobile did have cool skins (locked behind random gacha though, unlike core).
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Setting aside the ludicrous and paranoid belief that (despite the complaints being rather sparse compared to other common issues) most of the people complaining about being false-flagged are either lying or are serial-quitters, it's currently impossible to 100% determine an absolute trigger of the system due to BHVR refusing to talk about it. However, thanks to various reports (and even the couple clips out there) it is possible to see a pattern.
Many false-flagging reports were from people that went against cheaters who killed off the team in seconds. So we know that match time (or at least time between hook & death) is a major factor.
One of the most known cases of false-flagging (I do believe it's a big reason why the system was turned off before, only to be shadow-turned back on again later) was from a content creator who, during one of his first DBD games, got tunneled and died fast due to lack of experience despite the Killer not cheating and got the "suspicious behavior" warning at the end. This shows that even regular hard-tunnelling can trigger the system although the time needs to be very low.
Most reports mention missing skill checks on hook, which usually mean trying to die faster (although why even have those until there's two people left or everyone except one is hooked? Especially since it takes like 10 missed skillchecks to die slightly faster unless in a 2v1 since the update.) but sometimes is effectively either an honest miss (missing one happens to the best of us if distracted) or trying to die faster when in a 3v1 and two people are hooked with no hope of unhooking without at minimum trading (and then the unhooked getting downed soon after anyway) to give a chance at Hatch. But more than anything, missing skillchecks on hook outside of a doomed 2v1 is used to get out of a game against a cheater or a game when your teammates are obviously sandbagging/griefing/farming you and there's no point to even play. Again the system takes time into account without context. If it wasn't obvious, luck offerings & perks are excluded from this (and quite frankly, if failing to self-unhook through offerings or perk can actually trigger the system, then BHVR really needs to send it back to the oven.)
Where it gets interesting is that hard tunnelling is not that rare, everyone can agree that while it's not every games, it's not that rare for the first person hooked to be focused on instead of the unhooker, especially if a gen got done by the end of the first chase. However most people don't get flagged by the system when it happens occasionaly, which might mean that repeated instances play a factor even if there's no warnings before the "official" warning of "suspicious behavior" that we know. After all, DC penalties don't show up until the 2nd DC within 20 games which means it's not unprecedented for the game to record things without obvious signs or warnings.
I believe the system works on a variety of factors, trial time being the main one since cheaters who end matches in seconds tend to trigger it the most, but that it also uses missed skillchecks and frequency to determine when to warn, an obviously flawed system due to lack of context that no automated system can determine.
And before the inevitable "it punishes go next more than innocents so it's fine" crowd comes in; If you honestly think that punishing, even just warning, innocent players (sometimes beginners and often victims of cheaters) for something utterly out of their control is fine, then take a moment to put yourself in their shoes and think of how you'd react if it happens to you.
I'm not saying that I approve of going next, it was annoying and ruined matches and needed to be mitigated, but removing self-unhooks outside of perks & offerings already took care of the brunt of it, there was no need to double-down on it by adding such a flawed system.
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It's not you, there's been frame drops issues since the last update. It's especially bad near exit gates when frames easily drop to 30 and less, which makes the game legit stutter.
I think DStrike on YT made a video on it recently...
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@Alicia_Tried6041 said:
Are the map offerings bugged? Everytime I offer one we get sent elsewhere.
They're not bugged, but they only grant a 20% bonus to the chance of going to the map (and with the sheer number of maps, which keeps growing over time...) so they are mostly useless.
There's whole treads dedicated to saying how deleting map offerings has made many achievements disgustingly hard to even attempt, let alone get.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009585#Comment_4009585
Tenacity is such a strange hill to die on. It really isn't an issue, I assure you.
I'd like to see you focus on Boil Over instead.
Tenacity being a perk that can be "weaponized" and as such deserves a nerf is up there with "Survivor gameplay is easier than Killer because the only thing you do is hold M1 for 90 seconds." for wildest takes I've seen in years...and both of them were within days of each other.
In all seriousness, you ever saw wilder takes in the past, that the people actually believed unironically?
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@ImWinston said:
- I don't want to defend the Devs, but if you do the challenges, both the daily ones and the "special" ones (like 2Vs8 challenges), progressing in the rift is quite easy. In my opinion, according to the Devs' philosophy, the ideal is to play "a few games" (like 2-3 a day) but every day. Obviously, if you play 1 day a week (maybe playing 10 games), you will still progress very little in the rift.
That's the exact thing people are not happy with.
Before, you could afford not to do daily challenges every day if you played a bit more when you could to do the other challenges and milestones. Most people who have jobs and other things taking time outside of DBD were satisfied with this (even if it's still inferior to tome challenges overall in my opinion) since even if they could only play a few days a week, playing longer to power through the challenges and maybe advance a few milestones in the process could make up for the lost daily challenges.
Now, the milestones numbers are insane to reach. Every challenges overall give less and/or demands more time except the daily challenges who, if done every single day, can do most of the work as they grant more and can usually be done in 1-2 games.
But that's the problem, someone who doesn't have that kind of time is now forced to make time to at least do dailies, which makes the game feel like a chore more than a game. It frankly demotivates to play further than necessary for the rift.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009341#Comment_4009341
Its licensed, so it probably wont ever be available for shards
Damn, oh well.
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Meh, it's cool-looking and the new mori is nice, but like Were-elk, I'll wait for it to be available for shards if I decide to get it. Time isn't an issue.
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It's really insane that this system was ever turned back on again (without prior notice, of course. People had to be false-flagged to know it was back).
Like…why does BHVR even entertains the idea of an automated system to judge if you went next and wasn't just tunnelled out (accidentally running into a stealth Killer after being unhooked, especially indoors, is not that uncommon)?
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@Dwight_Fairfield said:
Pros;
- Unlimited stalk on survivors. Should have been done years ago.
- Being able to switch between stalker and pursuer mode.
- Pursuer mode having extra advantages like base kit brutal/enduring/longer lunge etc.
- Being able to mori/tombstone death hook survivors.
- The stalking stinger returning is great.
Cons;
- Slaughtering strike feels clunky.
- 40m terror radius is unnecessary.
- Reduced stalk range. Go back to 40m stalk range and have it lore accurate again. The further away he is from survivors the faster he stalks them.
- Make evil incarnate 60 seconds.
- Get rid of that start up animation for evil incarnate.
- Get rid of the six second cool down on slaughtering strike.
- Give him his 4.4m/s stalker mode.
- Remove the decay on stalk meter if he hasn't stalked anyone for 20 seconds.
All of this is nice, but I would add that you are not stuck in pursuer mode when fully charged and can still switch.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008247#Comment_4008247
once again, prove it.
I would say you've clearly got an agenda or a bias against Survivor, since all I've ever seen you do is talk down to them as if every player is skillless.
But Im offering you a chance to prove it, all I've seen is words so far.
I'm usually not one to do this, but after seeing him make like three different threads (that I know of, it's likely more) devolve into a war which escalates until it goes into personal stuff (a mod decided to close one of them because it went too far) I would frankly prefer to not engage.
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Haddonfield by far, on both sides.
The map is minuscule, even with the extra pallets it feels like there's nothing to use after 2 or 3 chases as Survivor. There's also no in-between for trials, it's either a complete stomp if the first chase is long (since there's like 10-15 seconds of travel between each gens so they go faster than on most maps if the Survivors do gens) or an utter snowball if the Killer manages to get an early hook due to how hard it is to unhook safely on this map (in SoloQ at least).
As Killer, it's not even that the map is hard to play on, it's that it's so small and there's so little LOS blockers that hooking a Survivor in the street always makes me feel as if I'm proxy-camping even if I don't want to because it's basically impossible to not see an unhook coming unless I chase someone in one of the houses (it's also one of the most toxic-inducing endgame chat map in the game, since people tend to rage more, win or lose on either side, on this map).
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008097#Comment_4008097
That all depends on how urgent it is, if the Killer is very underperforming.
The easier or urgent something is the faster BHVR will respond to it.To be fair...
The game came out in 2016.
Trapper got one additional trap basekit in 2021 (update 5.3.0) and got a minor Haste for 5 seconds after setting a trap in 2023 (update 7.3.0).
Those changes are...very minor, to say the least, and it took around 7 years, nearly half the game's current lifespan, to happen.
Trapper isn't exactly known for being strong either.
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My bad, it was in the wiki (makes sense that BHVR would omit that detail though, just look at how people reacted when they figured it out. It's also not the first time patch notes do not contain certain details about Killer powers).
Even then, there's countless videos and threads about it. Be reasonable, there's no shame in accepting that you were wrong.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007882#Comment_4007882
Difference is I've played her in many matches. You make it out that I've never played a match and couldn't know. I have her adept and her power's achievement. If it's stupidly easy to hit a survivor then it shouldn't be my experience missing shots. Maybe some skill is involved.
If you want to complain about something productive, maybe why can she just fly up to a survivor and attack with little cooldown?
There is an autoaim, it's literally written in a patch note, even if you deny other people's experience and video evidence and only consider your own as valid.
However there's a few caveats to the autoaim (which may explain why you don't see it, somehow).
The autoaim splash only triggers when "bouncing" the projectile (I've yet to see it "explode" when hitting the ground) on walls or on a Survivor.
The splash only autoaims within 8 meters if I recall correctly, so you still need to hit within the general location of a Survivor (in my experience, it seems to be able to reach within most tiles).
The initial projectile doesn't autoaim, only the splash does.
Edit: It's written in the wiki, not in patch notes, likely for backlash reasons, but there's actual demonstration videos.
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I mean;
1: People trying to frantically do the achievement before the change.
2: people who want to experience Tombstone Myers before he's mostly gone.
Nearly everytime something is announced to be gutted/removed/reworked, there's a rise in use before it's gone, so it's not surprising.
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Since all perks are already unlocked in customs, making the game fully playable in customs by having Killer bots would effectively create a PVE mode.
A lot of people would just ditch pub lobbies to go stomp a Killer bot with perks they haven't purchased. No need for another player.
From a purely business pov, making custom games more attractive than SoloQ, not to mention likely reducing a tiny bit some DLC purchases (as people will be able to toy with the perks on their own and no longer get some characters for their perks) isn't a great move.
I personally would love it since it would give a great toxicity-free training grounds for new Survivors and would likely help fill the large holes in the "tutorial".
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@Viciusaurus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003008#Comment_4003008
The walk animation alone would be worth it, but it'd be strange to see her use the drones
I mean, the Armored Titan skin for Oni swings a crystal sword around and still uses the regular Oni stick for his power, as long as the weapon gets a bit of flavor then it can work.
The weirdest thing would be to get Lady Dimitrescu but at like half the size XD
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002968#Comment_4002968
is re9 coming out? been a while since I even heard anything about it.
Gameplay recently came out.
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I second this and would very much approve.
Like, Dr.Salvador as Billy skin is a perfect choice.
However, I think that the next RE content we'll get will be based on RE9, not too far from RE9's release, for maximum effect.
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@redhat74 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001777#Comment_4001777
A video of the issue isn't a player log? What is a player log if not that, it doesn't appear to give detail when logging.
If this is a reoccuring issue, perhaps intructions to logging are needed or maybe it is intentionally done that way.Have to ask the question then, what are these player logs on PC?
I should point out that the bug looking up and down with Victor and Charlotte being totally different whilst y axis is inverted can't be more obviousTo find the logs (PC only).
Press the Windows Key + R to open the "Run" command.
In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
Click "OK" - this will open your Dead by Daylight Logs folder.
If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
The file called "DeadByDaylight.log" is your log file.
There ya go.
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@ArynJ55 said:
I'm not sure if I'm reading this right, but it sounds like killer's are losing any ability to keep track of whether or not a survivor is hooked, has been hooked and how many times they've been hooked. Which is incredibly valuable information that can be used to prevent accidentally tunneling, which is now heavily punished by removing the use of some of the more powerful perks killer's have if a survivor who you don't know is on death hook gets downed too early?? Also sounds like survivor's could intentionally allow the first hook to go into second stage and use that survivor to bodyblock for everyone else since the killer would be kneecapping themself for killing them and downing them has little to no consequence??
Fortunately, enough people talked about it and rejected it that BHVR realized it was flawed.
The changes were sent back in the metaphorical oven to be polished and to make sure that normal gameplay isn't wrecked and the systems can't be abused/weaponized. They will be back in a futur PTB when they are ready for another attempt.
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Before Pentimento was nuked from orbit, Hex builds were semi-reliable (even a SoloQ team with a good enough memory of totem cleanse notifications can easily deduce where the Pentimento totem is when it procs) and it was a decent alternative to gen slowdown if I wanted to shake things up since even non-mobility Killers could get some value.
Now though, Hex builds are a true coin toss between "it spawned in a corner and carries you because no one finds it" and "gets destroyed before the Survivors even know what the Hex was".
Currently, nearly every Hex perks are simply too weak to justify the possibility of losing them less than 30 seconds in.
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I can get behind disagreement and outcry when something so clearly flawed that not much (if any) direct testing is needed to know it's flawed is announced (Og SM, the latest PTB, og Finisher Mori/basekit Unbreakable PTB, og AFK crows etc.) But quitting a role entirely even though the changes went back in the oven to be polished (for the specific purpose of not affecting regular gameplay, which is what almost everyone said would happen when it was announced and then was proved) is a tad too early in my opinion.
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While the version of basekit Unbreakable we got in the recent PTB was nowhere near as bad...
https://youtu.be/4YylV9xqt9A?si=uFEzbgiOfLfqHlXDThe last time BHVR tried giving basekit Unbreakable (although far more powerful than the recent attempt) it resulted in more harm than good. Last time, a turbo version of the Finisher Mori (in which the game would instantly end on a Mori animation if everyone was slugged at once) came alongside it, it didn't fix anything and mostly created new issues.
Just like this time, almost the whole community showed and informed BHVR on how flawed it was, and it went back in the oven.
The Finisher Mori of today was first tried then before getting rejected by most, and I assume the anti-slug in the recent PTB is the 2nd try at a much tamer basekit Unbreakable, still sharing similar flaws but on a less obvious scale.
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Although I personally haven't really noticed a noticeable difference in tunnelling, it kinda makes sense as we have a few precedents;
After Map offerings were announced to be killed, suddenly map offerings were used every game almost without fail since people knew their offerings would soon be near-useless (rip map-dependent achievements, the offerings really either should make more of an impact or at least not be consumed if the map wasn't chosen).
Whenever a Killer, or any perk, is announced to be nerfed into the Shadow Realm, there's a rise in pickrate before the update (people using the Killer/perk before it gets nerfed.).
After the (2nd) BNP nerf was announced, I had rarely seen so many BNPs in matches since the days where BNPs did a full gen with one button press.
Now tunnelling is effectively on borrowed time (pun intended) so, either in "protest" or just to do it while they can, people might tunnel more since it won't be an option forever.
I don't know why, but people seem to forget that the changes weren't scrapped, they were just delayed since almost the whole playerbase showed/told them all the holes in their first try. In a coming PTB, when those systems won't completely overshadow a new Killer, the systems will come back hopefully improved and, at the very least, getting hard-tunneled at 5 gens (hooked 3 times in a row) will be either much harder or punished and incentives for not tunneling will also return better.
I hate getting tunneled as much as anyone, but if it's not done correctly then the system could do some serious harm to the game. I'd rather wait a bit longer and have a system that won't be easily abused/weaponized and/or forces players to follow a set gameplay loop every game.
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Honestly, there's too much to say about that update to really explain everything wrong with it, so I'll just leave this here until I muster the energy to make an essay myself.
https://www.youtube.com/watch?v=sCrvIwrkksw&t=1915sThis, while made in an angry state after a miserable experience in the PTB, is by a very experienced player & content creator (I'm sure many here are familiar with theMrHeadache, one of the best Xeno mains and creator of the Xeno guide, he was one of the most thorough critics when Xenomorph was almost gutted a while ago but didn't lose his mind and start throwing accusations either while giving suggestions to try to follow BHVR's reasoning for the changes while not gutting the Killer.) who played the PTB a lot and, in the span of a single day, was unfairly hit several times with lose-lose situations and weaponizing of the new measures (among other issues).
I'll just put a two cents: Even now in Live, when I know the general hook states of the Survivors thanks to the wheel and hook progress bar, when I try to purposefully go for 8 hooks & no kills I sometimes kill someone by accident because I forgot their hook state (especially if I end up against duplicate characters). People who want to tunnel aren't stopped by being misled by the HUD delay in the PTB, they proxy-camp and see the unhooking anyway. If you want to make accidental "tunnelling"/accidental early kills less common, then the HUD should do the opposite and show the Survivors' actual hook states. Again, a Killer determined to tunnel won't bother trying to do mental gymnastics to remember hook states anyway.
Edit after announcement: Good, it's back in the oven and those changes will come back later, polished and hopefully not being so heavy-handed and affecting non-tunnelling situations. There were some good ideas in there, but there was just not enough polish put into this first attempt at anti-slug and anti-tunnel. I honestly believe that such major changes should have their own PTB and not be overshadowed by a new Killer/Survivor(s).
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I find it insane that, in a patch that is supposed to get rid of tunnelling (it doesn't even do its job the right way and is completely overkill) they nerf one of the handful of decent perks that actually incentivizes people to spread hooks into the Shadow Realm.
12% for a max of 4 times each trial? Completely worthless, low-mobility Killers won't even have time to get to the gen before all the regression is recovered and even surpassed.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992845#Comment_3992845
I mean knowing bhvr and killer mains doomposting right now, the "6 hook state" thing will be nerfed before live anyway, so in effect what you get with these changes are only buffs if you don't tunnel… and slight inconvenience if you do
it's all overreacting me personally if I get 8-10 hooks and only 1 or 2 kills I'm ok with that it's a good game, if I get 4k it's great too, problem is this community will do anything for a 4k even slug for minutes and hard tunnel the "weak link", devs have to do something at this point
Oh I agree that there's some overreacting going on, but there's a lot of valid and nuanced worries around.
Honestly, it's not just "Killer mains" that are against this (or at least against some parts of these changes, like myself am not a Killer main, nor a Survivor main, and thinks that parts of those changes are flawed) lots of people that aren't Killer mains are skeptical of these changes due to how much they'll change the game's flow and how much the mid-low tiers Killers will be way more affected. Even Survivor mains don't want to see nothing but high-tiers.
And quite frankly, with how much anti-tunnel and anti-slugging has been requested since day 1, I doubt that BHVR will back off that much unless there's some major backlash (like review-bombing and playerbase freefalling stuff). This is happening, but the community has to be loud and clear enough to make those measures only affect the worst cases without affecting normal gameplay as much as possible.