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Skillfulstone

Skillfulstone

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Skillfulstone
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  • I'm honestly wary of it. There's many ways false positives could happen. BHVR also mentioned that the mechanic would cover people running to the Killer to get hooked again;

    What if there's only 2 Survivors left and one is hooked? The Survivor can no longer die on hook to give a chance at Hatch to their teammate or else they are punished?

    What if a recently-unhooked Survivor accidentally runs into a stealth Killer and gets hooked again? Are they punished?

    What if the Killer tunnels? Does this count as "running to the Killer"?

    What if a hacker forces Survivors to die on 1st hook (because yes they can do that)? Are Survivors punished?

    What if people don't want to play with/against a cheater? They are now forced to deal with it? Cheaters can literally bypass server-closing time!

    If hackers can make people lose entire grades/give penalties at-will then what's next?

    As sad as it is, I don't think punishing is the way to go. I genuinely believe that rewarding players for sticking out the match is healthier than punishing leaving. I don't know why, but BHVR seems to forget that the carrot can sometimes get better results (and have less workarounds) than the stick.

    Just look at the surrender system, I haven't seen a single match end with 0 bots. Even if Unbreakable/Deliverance is in play, the game ends when all remaining Survivors are incapacitated (as being on hooked or carried is the same as being slugged for the "surrender" option).

    While this video might be a tiny bit hyperbolic, the point is valid.

    https://youtu.be/k7uM-eN3zeE?si=Kr0-TxpnWhs07MGe
  • Side-note: If the bug also confounds MMR, it might cause countless people's MMR to skyrocket to places where they should not be and put them against far superior opponents…

  • The issue with a ranked mode for DBD is that it would become pointless pretty quickly.

    The casual players would be overjoyed...at first.

    Think of the average mindset of very good/competitive DBD players favoring one side: they want to curbstomp everybody and will absolutely make the game miserable to do so.

    Now imagine if they had to go against equal opponents, and eventually superior opponents. After sweating too much or too many losses, they would leave the ranked queue to go pubstomp people that are either not trying or newcomers in the "casual" queue instead, making the experience miserable for the casual players again.

    After a few weeks/months, only a handful of comp players would stick to ranked queues out of principle and most sweaty players will be back to casual queue, returning the situation to what it is now: most games being pretty sweaty and the occasional chill games. All the dev's work and time likely wasted.

    It just wouldn't work.

  • Yeah I used to play Xeno from time to time (was pretty good at getting tail hits) but now it feels like using a Spartan laser rather than a pistol. It feels so slow and I've never struggled so much to get a tail hit. It's pretty crazy how much difference such a seemingly small increase does.

    Maybe I just need a bit of time to adapt but it just feels clunky and pretty ######### for a power that Survivors can actively take away from you.

    Before, Nemesis and Xeno's M2 powers could be compared; Nemesis has better range, control and can break pallets after tier 1 but it needs to build up while Xeno has sheer speed and doesn't need 3 hits but it can be taken away and it can't break pallets. Both can attack over pallets/windows and both can be baited by a good enough Survivor, now Nemesis just feels overall superior even without map mobility, I find myself using M1 more than the tail now and merely using the possibility of the tail to make Survivors zig-zag and lose a bit of distance, usually only using the tail during animation-locks.

    BHVR should have just scrapped the entire update (maybe kept the tunnel exit speed but even that was more QOL than anything else) because what's the point in having a power that can be taken away feel so clunky and slow to use?

    UPDATE: Apparently I have reacted too early as the tail is currently bugged and is at 0.35s and NOT 0.3s (the time which was supposed to be in the PTB but never was since it was also bugged during the PTB). So hopefully BHVR corrects their mistake and feedback can be truly collected on the actual numbers we are supposed to have.

    See this video for a complete breakdown of the current Xeno situation. https://www.youtube.com/watch?v=oOI7jDWTdqU&t=11s

  • Because a lot of people found it annoying (and to be fair, hearing a screech non-stop gets old after a while, it's why I mute my game when waiting in lobby while searching for a match as Kaneki: dude won't stop screaming even though nothing is happening) and it's not like he's exactly discreet even without it.

  • Nowhere to Hide doesn't grant any bonus regression/slowdown, only a few seconds of aura-reading that like 90% of the Killer cast can't exactly expand much yet still consumes 1 out of 8 kicks for each uses (no aura-reading = wasted a kick which is a limited resource now).

    I could maybe understand if it was a regression perk that granted big slowdown (as every other regression perks were harshly nerfed to utterly remove the OverBrine Eruption meta/3-gen meta even after the kick limit was implemented) but it only grants a chance at a chase (and isn't chasing the thing that most people want and not hiding? One of the "reasons" why Distortion was gutted, shot, burned and had it's tattered remains thrown into the Shadow Realm never to be seen again?) if someone is around for too long. Most Killers can't move the zone that much anyway and it's not like it's a perk that's hard to deduce and play around, if the Killer books it straight for you after kicking a gen even though you are hiding then NTH is in play and you then can either pre-run or find a locker in the future.

    I once heard someone say something very wise; "A perk having a high usage rate doesn't necessarily make it overpowered, some of them are even just something to make the game more enjoyable or accessible for newcomers and casuals."

    Of course the 2nd part doesn't really apply to NTH (although it does help newcomers/casuals not getting absolutely destroyed by Survivors hiding nearby and simply getting back on the gen as soon as the Killer turns around, undoing the kick's regression in less than 5 seconds if no regression perks were used) but it helps players get into chases while patrolling gens without increasing slowdown of affecting looping/chasing ability at the cost of one kick.

    Side-note: It's not rare for this perk to encourage "dry kicks" on low-progress gens in order to get value, it is easy to fall in the trap of kicking the gen too much if it keeps being focused by Survivors (especially if perks like Surge/Eruption are used) and running low on regression events before the end.

  • @MrMori said:

    Not sure why people are downvoting, this seems very sensible and the exact kind of situation which surrender was made for, to avoid already decided matches from dragging out. I think if all survivors are within 16 meters of an open gate, and the killer is farther than 16 meters away, the killer should be able to surrender. The game is effectively over, just like when all survivors are downed and they can surrender, right? Would save quite a bit of time and make killer a less stressful and frustrating experience in general. Sure people would play around it but still. I'd like that a lot.

    You're getting downvoted because you can be downvoted, the same can be said of basically any comment. Some will downvote for no legitimate reason.

    I saw people comment day 1 of the downvote button returning that they were gonna downvote everything and enjoy the reactions. The downvote button serves no useful purpose other than spite. No reliable data can be acquired from it due to how people will downvote for the smallest reasons (or even no reason at all) and it only makes some people, instead of explaining why they disagree with something and encourage conversation, press the "no" button and move on instead.

  • This is the kind of change that doesn't even feel like it should require it's own update, changing the Mori POV from 1st person to 3rd person feels like something that could be done in some random hotfix.

    If a hotfix for a bug can be made in a matter of days (the locker glitch of last winter for example) then a simple POV change feels much simpler.

  • Going by previous instances of content being handled differently between countries, like some skins being unavailable to certain countries for example, or the time when some countries were simply not allowed to participate in the first (and only) official DBD tournament. It is likely that only players in the concerned areas will see those changes.

  • @paranoidmad80 said:

    Is it worth buying the Trickster and the Skull Merchant? I don't have these two killers yet. I bought all the survivors first. Or should I wait and see? But that might take a while, right? I haven't been at it that long.

    Depends on your definition of "buying".

    With Iridescent Shards? I guess so? Trickster's perks are pretty good and Skully has some cool skins and a rework on the way.

    With Auric Cells/real money? Not really, especially not in their current state, if you lack the Iri shards then wait for the reworks.

    Everytime an original Killer (not licensed which means not paywalled) comes out, ask yourself this: Will the Killer be fun? Are the perks fun/decent enough to be worth using for more than the Adept? Will the Killer's power design cause mass DC/going next/increased toxicity/giving up which will ruin most of your games?

    Depending on the answer to these questions, judge if they are worth real money or if they are merely worth some grinding time.

  • @SoGo said:

    So they just pressed Undo for every change.

    Not quite, Emergency Helmet kinda became partially basekit (the add-on will most likely be destroyed or reworked to compensate). The tunnel exit speed boost was also reverted and the tail will still have higher delay than in current live server.

    Better than the nuking Xenomorph almost suffered but the tail attack will likely still feel off (even without any bugs) and will make precise "thread the needle" attacks harder and less reliable to land (especially when taking ping into account) but still pretty bad and should have just been sent back to the drawing board.

  • If they also reverted the tail changes I'd say decent, however it will likely still feel kinda sluggish and I don't really see the point in nerfing a power (the louder audio cue is a good thing though) that not only can be actively taken away by the Survivors but is also already outclassed in some aspects by other, similar powers (Nemesis with a longer range/shorter cooldown & pallet-shredding ability on tier 2&3 or Pyramid Head with his massively superior range and ability to go through any obstacle, for example, their powers can't be taken away and aren't that difficult to dodge with enough experience outside of animation-locks and are less punishing to miss).

    If the turrets didn't exist or weren't so easily accessible then I'd kinda-sorta understand the tail changes (even though it would still be outclassed by many powers). There's a reason why Xeno has a low pickrate and it's not exactly difficult to see. Making a power that can already be taken away weaker is just gonna discourage the handful of Xeno mains.

  • I honestly half-agree, I don't believe it should 100% go back to pre-nerf purely due to how the Killer couldn't really get value out of a single aura perk if it was the only one in their build (unless the perk was like Gearhead in combo with another aura perk or was Undetectable often). However (like usual) BHVR nerfed the perk into uselessness instead of thinking of the bigger picture.

    Good Survivors that can reliably get chased for a while and possibly make the Killer drop chase still get good value from this perk (especially against Killers on the weaker side of the spectrum) but they don't need it in the first place. While more casual/beginning players (those that often prefer to be discreet and do gens/unhooks while avoiding chases when possible) will basically never get consistent value since they will go down every chases, they're better off bringing OTR if they want to avoid aura-reading.

    This also means that the perk might as well not exist for the stronger Killers (or stealth/range Killers that can get a hit/down without really starting a chase) but will see some use against the weaker ones. Sure it made aura-reading perks overall stronger (since the main counter is mostly gone) but again it was much more of a boon to the powerhouses that can capitalize well on the info while slower/weaker Killers didn't really get as much.

    Once again, the nerf basically removed the perk for some, those that needed it the most, but made little difference to those who didn't really use it in the first place without even fixing the issue of Survivors hiding forever (which was one of the most common argument for the nerf but they just go in lockers/map corners and drop items to avoid crows instead).

    What should have been done instead, to make the perk useless for rats but still useful for others (and arguably healthier overall since it would encourage doing the objective) was tying token recharge to gen repair (either through repair percentage or a fixed number of seconds) to make the perk still useful for most but pretty useless when hiding without progressing the game (this would also make excessive hiding in endgame weaker if Survivors decided to try to hide it out without going for gen repairs and exposing themselves in the process). Fixing the issue without essentially removing a perk from the game for the sake of silencing complaints.

  • @Caiman said:

    Escaping the trial as a certain survivor is a commonplace Tome challenge. Since survivors are just skins, it doesn't even demand a mechanical disadvantage. Just play as them until you eventually get a match you can escape. The Tome is open for almost two more months so people rushing it are just causing themselves and their teammates unnecessary stress.

    Well..escaping as Bill or Feng is arguably harder than escaping as Ace or Sheva purely due to how they can be heard from so far away it's harder to escape chase and hide when injured unless Iron Will/OTR is used XD

  • @ChainsLogic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895815#Comment_3895815

    This year. I imagine that one of the things we'll get with the anniversary chapter will be a Skull Merchant rework.

    Edit: Damn, somebody really hates Skull Merchant if a fact and someone guessing the date of rework makes them downvote, lol.

    Yeah the downvote button serves very little useful purpose. There were people day 1 commenting on threads that they were gonna downvote everything and laugh at the reactions when the button came back.

  • I heard they mentioned on Twitter (shortly after she got destroyed last year) that the rework is planned for this year or next year (not sure which it's been a while).

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439812/whats-stopping-survivors-from-hiding-for-10-minutes-and-winning

    You cannot force the killer ti surrender. Its still their own choice to use the option or not. Also, why would someone - who just wants to play the game - waste 10 minutes of their own time to hide for a meager chance the other side is sick of the gameplay?

    Why would someone waste 4 minutes of their own, and somebody else's, time by slugging for the 4k? Many "reasons";

    Thirsty for the Mori animation.

    On a winstreak.

    Pure spite.

    Adept achievement.

    Near-guaranteed victory by essentially removing Hatch from the equation.

    Annoyed after getting steamrolled by another team previously.

    Getting the other side to give up because they were sick of the gameplay was the Chess Merchant playstyle's whole thing.

    People will waste other people's time, and their own, in this game for a plethora of reasons, no matter how ridiculous or petty said "reasons" are.

    It's already commonplace for SWF to try to deny the Finisher Mori at all costs (leaving at the last possible moment if the Killer is waiting over a slug for the Mori to make EGC or bleedout timer kill the last Survivor instead) out of spite. Do you really think that Survivors won't try to bore the Killer into "surrendering" the moment they realize they can't win normally?

    Quite frankly, I think the wording BHVR used in the patch notes made it way worse. Calling it "surrendering" when Survivors are simply staying away for too long just innately sounds like a loss even though the Killer typically has the advantage in those situations.

    I imagine that, if the mechanic sees live servers, then Killers that end up 3-genning (accidentally or not) will now end up in a reverse-Chess Merchant situation where Survivors (mostly SWF) will simply stay away and hope to outlast the Killer's patience and proceed to mock the Killer if they "surrender", there's no way those "surrenders" won't be clipped out of context to make "ragequit compilation" videos (unless there's a special animation for it from the Survivor's POV).

  • Doesn't Vittorio and Renato have cosmetics that are pretty close to that? XD

    In all seriousness, while it would be amusing for some, too many people would clamor against it.

  • I honestly would like more and more Resident Evil content to come to DBD, so far there hasn't been any true (or at least long-term) failure when it came to RE Killers/Survivors/cosmetics. The Nemesis chapter broke the game for a bit on console but it was fixed in short order and both RE chapters marked the highest playerbase increases for a while.

    I still remember how Wesker was such a success that it took around 2 MONTHS for his pickrate to drop down to normal levels enough to not see him nearly every game, usually new Killers drop back after a couple weeks, maybe even days (cough Houndmaster cough). And neither of them are overpowered (in fact Nemesis is pretty weak against good Survivors despite being fun to play and Wesker has lost much of his luster since they made infection almost irrelevant instead of only targeting the single issue yet he still has a good pickrate) it also helps that however is in charge of music absolutely cooked when doing the RE chapters music.

    If Krauser comes to DBD in some fashion, he's got to have his own voicelines/Mori though (with Leon-specific ones).

  • Unfortunately, knowing the exact number wouldn't really tell us how many cheaters are gone because, in big part due to the game having once been free for a weekend (a big mistake for an online competitive multiplayer game with minimal anti-cheat) hackers made like 100+ burner accounts which means they essentially can never be truly gone.

    At best it would give us a rough idea of the frequency at which action is taken.

    A dev said in an AMA stream, a long time ago, that BHVR stays purposefully mostly silent on the topic of cheating in order to prevent cheaters from adapting.

  • @LockerLurk said:

    Finisher Mori is not the problem I'm afraid, it's the slugging for it that is. The problem is it's hard to distinguish between a genuine example of that, and just normal Killer play when you find two Survivors in a bad spot. I do agree that we need to be able to let the Survivor surrender without penalty if this happens, leaving a bot in place if so. I think it's a sensible change but the issue is 100% not the fact Finisher Mori exists, it's how some Killers try to get the Finisher Mori.

    People don't mind the Finisher Mori per-say. Before this, Mori animations were liked (or at least tolerated) but now, with them happening in most matches, it got old really quick and now they're merely seen as "additional reason why the game won't end" instead of a cool cutscene that didn't happen often.

    By hiding a Mori animation behind a 4k no matter the means, it automatically incentivizes people to slug for the 4k...and we all know how fun and riveting it is. It's true that it happened often before already, the Finisher Mori didn't create it, but the sheer number of new threads talking about it since the Finisher Mori was introduced speaks for themselves of how it got worse.

    We already hear it everywhere, Killers slugging the last 2 and then waiting for one to die (either by bleedout or simply standing over the last slug after hooking the 3rd, wasting minutes instead of ending the game in seconds even when there's hooks within spitting distance) just to Mori the last, is only making people hate those animations due to them encouraging such endgames and making the game even less casual/newcomer-friendly than it already is (as newcomers/low-mmr players will see their games end in a 4k more often).

    There's a reason why the dreadful basekit Unbreakable was attempted alongside the previous Finisher Mori PTB: otherwise almost every single games would just end in a slugfest. Hell, during that PTB there were more bleedout slugfest games than normal even though people could get up because Killer players wanted that animation after killing the first 2 Survivors.

    [Quite frankly, it wouldn't be that hard to keep the Finisher Mori but make it into something that rewards those that don't slug for the 4k and win the Hatch race without removing 4k slugging for those that merely want to secure the win: The Finisher Mori only becomes available if the last Survivor is on their feet (healthy or injured or Plot-Twisting, that last one is to prevent from trying to purposefully deny the Mori by using the perk right before the other dies) when the second-to-last Survivor dies by sacrifice, by unique Mori (NOT by bleedout) or escapes. Succeeding would grant extra BP for the extra steps.]

    (There's threads about similar solutions)

    The goal isn't to remove things, it's to make things healthier. Slugging for the 4k was already a common thing, but it wasn't as prevalent and Mori animations weren't seen as a chore. This same mindset applies to countless aspects of the game but this one is currently making a big impact but could be turned into something good.

  • Say it louder please, BHVR didn't realize that the Finisher mori would create issues and make Mori animations a chore that people no longer look forward to.

    IIt would be so easy to make the Finisher Mori a healthy thing though...

  • More Moris are inevitably coming at some point. There was no positive to the Finisher Mori, all it does is encourage slugging for the 4k and makes people hate Mori animation nowadays instead of liking them (or at least tolerating them).

    No dance emotes, just no. BMing is already a big issue in this game, I'd rather not have to deal with Survivors literally dancing at the exit gates or over slugs until the last second, REsistance was enough of a chore.

    In fact, outside of a chat wheel (with things like "I'm going for the save!" and "don't save he's camping!") then there should be as limited communication in-game (outside of the necessary for coordination) as possible. The community already has a tendency to throw slurs and jeers post-game at people for any reasons (sub-optimal build, didn't loop well enough, didn't get a 4k etc.) it would be nice to not add fuel to this.

  • @SnakeManvsArbok said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892817#Comment_3892817

    Considering that this would be best on Bubba, Nemi, Hillbilly, and Iri Button Legion, what do you think best fourth perk would be? I'm thinking Surge myself

    Assuming the point isn't necessarily to win at all costs, the 4th perk would likely be some kind of info perk like NTH/BBQ to get into chases quicker or Bamboozle to soft-counter windows or, if strictly sticking to anti-pallet gimmick, something like either Twack (for mini-info after breaking a predropped pallet and possibly using the scream to cancel a flashlight attempt) or Dissolution for small or double-pallet tiles.

    Hubris would be a solid pick too.

  • Please say it louder, slugging for the 4k got so much worse since then...

  • @MechWarrior3 said:

    I am glad the Old KnockOut is gone. That perk was terrible. I will happily at least try the new Knockout with like brutal or something.

    Bruh;

    Enduring, Spirit Fury, new Knockout.

    Put that on any kind of insta-down/pallet-shredder Killer and it's basically a guaranteed hit/down unless there's a god window/pallet within the next 15m.

    No need for Brutal when you can essentially force Survivors to predrop or get downed.

  • I honestly believe that the fact that awesome skins for a Killer that might as well be killswitched are still being made shows that the Art team has some passion for the game.

    Like, outside of her most devout mains (which boils down to like 10 players nowadays) most people won't look twice at an SM skin due to her being borderline unplayable but they still put in the effort to make cool skins for her even if she has almost the same pickrate as Twins (a feat in and of itself).

    Balance changes might be often botched and/or made with short-sightedness, but the Art team delivers most of the time.

  • @Marzipan210 said:

    It is clear that all you did was gut her for no reason in utter defiance of logic. The problem was always the survivors who refuse to even try to play against her. Once you have started adequately punishing survivors for trying to go next you should give Skull Merchant her damn power back and leave it the hell alone.

    @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889980#Comment_3889980

    Skull Merchant 2.0 was the more interactive and skill-expressive version, so it'd probably be healthier to bring her back… absent the context that a lot of players vehemently hate both versions for arbitrary reasons, anyway.

    That's the problem though: SM wasn't nerfed for her strength, she was driven into the ground for the sole purpose of silencing complaints until the full rework (in the process reducing the complaints in the forum from burying feedback on new releases/other ongoing issues) comes out about a year later.

    The fact that so many people just didn't want to deal with her (no matter their reasons) and instantly went next (giving her a staggering 70% killrate) made any kind of data completely invalid for balance purposes due to a lot of her kills being people giving up. There is no point in trying to find reason behind her overkill nerf: It's whole purpose was to destroy her pickrate (an "unofficial killswitch" in a way since they can't exactly completely remove her from the game until the rework) until her next version is ready, her strength wasn't the main factor driving this nerf.

    Don't misunderstand, I'm not defending the nerf (It sets a frightening precedent: if players refuse to play against something for long enough, it'll get nerfed into uselessness eventually) but I'm fairly certain that until the rework is ready she will stay as she is to keep her mostly irrelevant and absent from feedback.

  • I would LOVE this guy as a Killer!

  • When I was trying to do David's Adept (and tome challenges requiring No Mither/being Broken) I would get more teammates DC than usual and even more people would go next on 1st hook.

    I'd get insults thrown at me post-game if I run gimmick builds and I/the team died.

    Many people would rather get hit by a penalty than dealing with someone not playing optimally, let that sink in and imagine if people could see perks before the game starts and could leave without a penalty. Survivors would literally have to last-second switch their own perks in order for teammates to not dodge.

    If they want to show the perks in the pause menu or during the load screen then fine (although it would likely still increase people going next a bit if an Invocation perk or a gimmicky build is seen since those are usually not obvious at first in-game until they are used) but not in the lobby where people can leave if they don't like their teammates' perks.

  • @AssortedSorting said:

    Huh, so the downvote button has been reintroduced, well, downvote if this is a bad idea? I really don't get the lack of frankly… any response at all.

    This option doesn't add anything of value and merely removes potential interactions in the community. People just press the "no" button and move on instead of elaborating.

    Not only that, but the very first day that this feature came back, you could see some people going "I'll downvote every comments and it'll be funny" (or something along those lines) in some threads. By default, people like that make any kind of data from this option unreliable.

  • When I was trying to David's Adept (and tome challenges requiring No Mither/broken) I would get more teammates DC than usual and even more people would go next on 1st hook.

    I'd get insults thrown at me post-game if I ran gimmick builds and I/the team died.

    People would rather get hit by a penalty than dealing with someone not playing optimally, let that sink in and imagine if people could see perks before the game starts and could leave without a penalty. Survivors would literally have to last-second switch their own perks in order for teammates to not dodge.

  • I'm more worried about potential cheaters being able to make players lose entire ranks on-demand (since cheaters can force a Survivor to die on 1st hook) and the potential future inability to leave at all against a cheater without getting a penalty.

    Not to mention the inability to die on hook to give the last Survivor a chance at Hatch (however rare that it happens since the Finisher Mori and will never happen again if the surrender-when-slugged mechanic happens).

    Not to mention that it's just impossible to fully stop people from leaving a game they don't want to play. If they can't go next on hook then they'll just run to the Killer and get in their way to get hooked asap.

    (Side-note: would those people getting hooked quickly trigger the future "anti-tunnel" mechanic? How to distinguish between someone purposefully running to the Killer, accidentally running into a stealth Killer or getting tunnelled? Would the Killer have to slug to avoid the punishement? Would this trigger the anti-slug mechanic?)

  • Yes it does;

    However do keep in mind that doing this results in the gen losing 3 "kicks" out of 8 in one go (first kick to apply Eruption, the other two when the gen is hit by Eruption + Surge since it counts as 2 separate events). Depending on the map this can cause gens to be low on regression events rather quickly (a decent SWF that manage a couple saves or a bad hook spawn causing a wiggle out can make this even worse).

    I wouldn't recommend stacking Eruption with Surge due to this (in fact Eruption is arguably not worth using at all since it's latest nerf, let alone after the "anti-3-gen" system was implemented, the slowdown it offers is simply not enough compared to how quickly it goes through your limited regression events, the aura-reading being almost completely useless since outside of slugging with a high-mobility Killer there will almost never be a way to both hook the Survivor and capitalize on the info) since they can unintentionally chew through your regression events quickly and some teams will weaponize this against you if they realize it.

    The perk "Undone" (a perk already DOA even without the system) also uses 2 regression events IF tokens are consumed when kicking (tested this with a friend in customs and got a sad laugh out of it when the gen blocked after 4 kicks).

  • FNAF is likely not the only reason that it's happening, but it's obvious that the potential for a massive playerbase upgrade (if they manage to keep the wave of new players that will come with the chapter instead of driving them away) is part of the equation.

    And...I won't go into specifics, but some of what was shown to us so far isn't exactly filling me with hope.

    I'll give BHVR this though: FNAF or not, DBD isn't in any real danger of dying anytime soon simply because it has no real competition in the genre (both contenders, TCM and F13th, are dying or dead) and have no reason to do it. In no other game (and likely in no other game in the future) can you see Nick Cage being chased by Nemesis in the streets of Haddonfield. I appreciate the thought. Doing QoL work was unecessary yet still done.

    BHVR has no real pressure to work on QoL but still chose to do so, the matter of if those changes will have a healthy impact on the game, or if we end up with another Finisher Mori situation, is yet to be seen.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888721#Comment_3888721

    At the very least I think the Moderators should have access to the voting data. I am not really convinced us being able to see who up and downvotes is a good idea.

    What you are saying though proves the point @smurf made at the beginning of their comment in this thread. Downvotes drive less engagement and the entire purpose of this forum is to be a place of discourse not only between both ourselves as players and between us and BhVR staff as well.

    Downvotes discourage discourse in favor of a quick "I dont like this" button. Maybe im alone in this, I can only speak for myself, but I think it is important to understand why someone might disagree with something and not just that they disagree with a thing. At least trying to understand each other is a good thing, and for that, discourse is super important.

    You're not alone, this option doesn't add anything of value and merely removes potential interactions in the community.

    Not only that, but the very first day that this feature came back, you could see some people going "I'll downvote every comments and it'll be funny" (or something along those lines) in some threads. By default, people like that make any kind of data from this option unreliable.

  • If this forum didn't exist then it would be something to think about.

    However, just like showing MMR, making this sort of information readily available would just turn the feedback section into "how long until someone who doesn't agree with you says "well what's your MMR"" or "well show us your stats if you're so good". It would be used as a way to discredit other people's opinions and suggestions (and/or reinforce their own opposing opinion) more than for personal use.

    Due to this, it would also push people to tryhard more in order to have better stats for when they do get asked to show their stats. We already have enough slugging as it is, it was made worse by the Finisher Mori and it's about to be even worse with the surrender-when-slugged mechanic that was announced.

  • I assume, since the Survivor bots act this way, the AI is confused between chasing Survivors and trying to interact with the nearest herb for no reason.

    There's also the fact that I wouldn't be surprised if the Killer bot AI was mostly rushed since apart from the tutorial (which is somehow also buggy, not to mention lackluster) then AI bots rarely come into play and were tutorial-only (and Trapper-only) before 2v8.

    And even then, AI is... odd in DBD, to this day the zombies still get stuck on hills and bots use yellow herbs at 1-0 hooks instead of leaving them.

  • Hackers can join basically any lobby they want (bypassing the MMR system entirely) and tend to target content creators to promote and sell those cheats.

    It's the reason SpooknJukes has DBD on all platforms AND the Roblox discount version in case of hackers trying to hold him (and his stream by proxy) hostage forever. This has come in handy several times when hackers tried targeting him but he merely switched platform and continued streaming instead of quitting/DCing.

    Side-note: the "Anti-go next" mechanic that has been announced in the "QoL update" could be a horrifying weapon for hackers since they are able to instantly kill Survivors on 1st hook (which might fool the game into thinking they went next and get a penalty).

  • Due to the massive backlash that basekit Unbreakable got before, I doubt the "anti-slug" is going to be a simple basekit Unbreakable, it will likely have some caveats.

    And let's be honest, a bunch of things (not everything) in that "QoL operation" are meaningless, are rendered meaningless by something else, or make something else meaningless.

    What possible "anti-slugging" mechanic can coexist with a "surrender-when-slugged" mechanic without making the other irrelevant? How can a mechanic be impactful if the very thing it's trying to address essentially became a 2nd victory condition?

  • @Kirimurov said:

    Worst suggestion in dbd in history.

    nah, basekit Unbreakable and basekit NOED are the worst.

    This might be in the top 10 though.

  • While OP is rather...blunt in his statement, let's elaborate. People don't mind the Mori per-say. Before this, Mori animations were liked (or at least tolerated) but now, with them happening in most matches, it got old really quick and now they're merely seen as "additional reason why the game won't end" instead of a cool cutscene that didn't happen often.

    By hiding a Mori animation behind a 4k, it automatically incentivizes people to slug for the 4k...and we all know how fun and riveting it is. It's true that it happened before already, the Finisher Mori didn't create it, but the sheer number of threads talking about it since the Finisher Mori was introduced speaks for themselves of how it got worse.

    We already hear it everywhere, Killers slugging the last 2 and then waiting for one to die (either by bleedout or simply standing over the last slug after hooking the 3rd, wasting minutes instead of ending the game in seconds even when there's hooks within spitting distance) just to Mori the last, is only making people hate those animations due to them encouraging such endgames and making the game even less casual/newcomer-friendly than it already is (as newcomers/low-mmr players will see their games end in a 4k more often).

    There's a reason why the dreadful basekit Unbreakable was attempted alongside the previous Finisher Mori PTB: otherwise almost every single games would just end in a slugfest. Hell, during that horrid PTB there were more bleedout slugfest games than normal even though people could get up because Killer players wanted that animation after killing the first 2 Survivors.

    [Quite frankly, it wouldn't be that hard to keep the Finisher Mori but make it into something that rewards those that don't slug for the 4k and win the Hatch race without removing 4k slugging for those that merely want to secure the win: The Finisher Mori only becomes available if the last Survivor is on their feet (healthy or injured or Plot-Twisting, that last one is to prevent from trying to purposefully deny the Mori by using the perk right before the other dies) when the second-to-last Survivor dies by sacrifice, by unique Mori (NOT by bleedout) or escapes. Succeeding would grant extra BP for the extra steps.]

    (There's threads about similar solutions)

    The goal isn't to remove things, it's to make things healthier. Slugging for the 4k was already a common thing, but it wasn't as prevalent and Mori animations weren't seen as a chore. This same mindset applies to countless aspects of the game but this one is currently making a big impact but could be turned into something good.

  • @ShanoaLegendaryPlz said:

    Think of ghostface's reveal mechanic and how survivors are forced to look away from you in order to not give away their position. That would end up basekit on all killers. Not giving away their exact location but telling you there is a survivor there watching you so you can start looking all over for them etc. Would kind of nerf survivors ability to hide

    I mean...ever since Distortion was gutted, shot, double-tapped and had it's tattered remains thrown into the Shadow Realm, hiding hasn't been exactly reliable anyway (SWF of course can manage it better due to being able to somewhat recognize & call out probable perks in order to preemptively avoid them when possible). With most Killers running at least one aura-reading perk (and the top-tiers like Nurse, Billy & Blight usually running 2 or more) there's little ways to avoid being found out. There's even a perk revealing a Survivor's aura when managing to break chase (basically a near-guaranteed hit for a Nurse when a Survivor breaks LOS long enough but doesn't have enough distance).

    With how dysfunctional the criteria for being "seen" is (like Ghosty being sometimes revealed through walls from 20 meters away yet sometimes not being revealed despite being stared at in the open from shorter distances or downright in a staring contest with the Survivor) losing the Haste when seen (on a cooldown) would dictate very little in the way of detection.

    Although honestly I think that forms of map-traversal should be integrated in specific Killers's basekits (for example giving Nemesis the ability to temporarily sprint at high-speed but little turning control and slow stopping animation after a map-wide roar that must end fully before being able to attack normally: helping his non-existent map mobility while not making him stronger in chase) rather than a perk. Most top-tiers already can cross the map in record time, adding passive Haste even out of their powers would just make stronger Killers stronger while being QOL for the weaker Killers. This kind of problem (some Killers get vastly more affected than others, often the the top-tiers, by a change) is very common when perks on either side get changed.

  • Honestly, the easiest and most simple way to incentivize playing Survivor more (and shorten queue time as a result) would be to simply grant a small amount of Iri Shards for playing (or maybe for escaping?) as Survivors.

    However BHVR will likely never do this since it would likely result in a short-lived but high number of cosmetics/characters purchases that might have been made with real money otherwise (especially for newer players).

    The exp boost that's being tried is a thing worth exploring I guess since it, although indirectly, does speed up Iri Shards gain by making level up quicker.

  • @RpTheHotrod said:

    It's a weird map. It's easy gg win if survivors knock out the lobby gens, but it's hell to pay if they don't knock them out. Thats why they are the first gens i knock out as a survivor. Even if the killer camps them, there is the 8 regression limit.

    This, crucial gens essentially can't be defended for long now. Eventually the Killer will just have to concede the gen without being able to do anything.

  • Put yourself in the shoes of a new player and think;

    You just bought the game, you have almost nothing unlocked (so no DS, Unbreakable, OTR etc) and in your first few games you end up dead just as quickly than the time you waited in lobby because the Killer tunneled you out at 5 gens. And basically everytime you manage to be one of the last two Survivors alive, you end up slugged for minutes at a time just so the Killer can get his Finisher Mori that the devs thought was a good idea to implement this way.

    You don't have time to learn anything, you don't have time to improve, you twiddle your thumbs for 4 minutes in most games where you lose at the end, and eventually some people won't want to improve because they'll get sick of it.

    This will in turn result in two things: either they drop the game or they start playing Killer the same way they had to deal with, continuing the cycle.

    Tunnelling is not griefing per-say (although it sometimes can be a form of it if used to target specific people out of spite from the start) but it's not fun and absolutely ruins the new player experience (granted it's not the only thing but it's one of the big ones).

  • If you are the type of players to slug the 3rd Survivor for 4 minutes in order to guarantee the 4k, well you're in luck.

    BHVR decided it was a great idea to reward this by giving a free Mori on the last Survivor (yellow Mori essentially became basekit).

    If you were very dependant on gen slowdown...well that took a serious hit since essentially every slowdown perks were nerfed (most are now basically worthless on their own and a couple are still decent although still a shadow of their previous version) and there's a limit of 8 kicks (or gen explosion from perks) per gen (which means that a gen affected by both Eruption and Surge, for example, will lose 2 "kicks" in one go plus one for the initial kick).

    If you like aura-reading then you're in luck since Distortion was gutted, shot, burned, and had it's tattered remains thrown into the Shadow Realm. Especially for Killers with little chase time (usually the top-tiers/insta-down like Nurse & Billy or ranged Killers like Huntress that don't need to even start a chase to down someone) this was an indirect buff as the perk is now reliant on chase time.

    Hook timer was made 10 seconds longer, mostly irrelevant unless you are camping and facing Survivors that will actually use those 10 seconds effectively.

    Many bug fixes, bugs created, and Freddy revival recently. Apparently there will soon be a way to freely try Killers so you will be able to test the ones you don't have and decide if you want to buy them (props BHVR, good and respectable decision despite it being a financial risk since people might not impulsively buy things they end up never using/not liking). BP is easier to earn.

    Overall, could be worse.

  • @WolfePhD said:

    I believe this is a real problem that should be considered and addressed, and warrants some attention from BHVR to investigate. If YouTube expanded to India, so should DBD (long term) from a business perspective. With that said, almost 80% of this specific forum looks like it came from one user who created a bunch of accounts. My eyebrow has been suspiciously raised this whole time.

    With that said, I really hope a community manager reads this thread, and then does research to see if there is value investing in an additional server. I've seen the bills that my job receives from AWS, and I know firsthand that these things genuinely cost a LOT of money, and I mean A LOT of money. One AWS bill is the equivalent to having an entire small team of people on payroll. No. Joke. In the business world, there would need to be significant justification to be allowed to spend that much money. I hope it exists, because I want more players to experience Dead by Daylight and allow the game to continue growing.

    BHVR did see this thread, because this one thread is technically dozens of threads merged into one in order to not bury actual feedback (as like you said, it's most likely bot accounts/one guy with several accounts making very similar posts, sometimes almost copy-pasted, at almost the same time).

  • Don't worry, BHVR went through the trouble of removing prestige in lobby precisely to tackle lobby dodging/targeting.

    Showing perks would undo, and arguably make it much worse than before, all progress that change did. There's no way they are too shortsighted to not know this.

  • Same on Xbox, while playing yesterday was merely a bit laggy, today I can't even play one Killer match without getting kicked out of the game straight back to the startup screen after a couple minutes.

    Edit: It seems to be specific to certain Killers;

    Freddy makes the game unbearably laggy and the stutter is horrible, not to mention everybody's ping jumps to over 100.

    Trapper just can't finish a match, after a few minutes the game will just go "connection lost" and give you a dc penalty.

    Most of the roster seems to be fine (although the overall ping seems higher? It's rare for me to ever break the 55 ping mark unless something is wrong and everyone seems to hover around 70 now) and Survivor seems fine as far as I experienced.

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