Skittlesthehusky
Skittlesthehusky
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- Skittlesthehusky
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i was engaged with your post until i read the following line:
I do think SWFs should go, but I know without a doubt that that's definitely not gonna happen.
i think i reserve the right to air out my grievances henceforth. i fail to see why we should punish people for playing with their friends and coordinating in a game that requires some level of coordination to succeed, or what relevancy this has to what you were talking about. i am going to assume that this is yet another dead air post that doesn't contribute to anything meaningful, as this is what the forums have ultimately devolved to.
for starters, my issue that i have with posts like these is that they never consider the entire picture for why someone may play a certain way to begin with. they never consider the fact that:- efficient play styles for this game are due to the fact the meta and foundation of the game is solved
- players are being conditioned to play more aggressively or defensively
- the game is intentionally designed to be based around luck and chances in regular matches
- the game favors extremely impactful playstyles and builds over passive skill expression
- mistakes are made because the team is playing altruistically
- players are hovering around objectives which the killer may be trying to defend
- the killer is placed in a position where they need to obtain and keep pressure (either due to maps, RNG, the killer they're playing, the game's pace, etc.)
- someone is simply having a bad day or is reacting to a game that was rough prior
- someone has their own vision on how to play the game
- the nature of the game becoming more competitive has changed player behavior
and rather than taking it on the chin and accepting that this is something that is not going to change given the nature of the game (like how we used to in other games back in the day), we end up with mountains of posts repeating the same rhetoric and playing the blame game. this is the same portion of the community that continuously pushes for more and more changes to suit their comfort and convenience, rather than taking it upon themselves to address the problem differently. i have never seen a game community become this horrible with the "me first" mentality. obviously, there's always going to be the sadistic individuals that, in your words, "abuse" mechanics for their personal enjoyment. but the reality is that this is a game, and everyone is here to play.
you are not going to stop someone from pulling out cheap tactics or doing something simply to cause chaos. you get this everywhere else, so where does DBD make a difference?
now, to address the real problem behind this post: on top of the persistent hyperbole with no proof of these back-to-back matches, i feel that these posts do nothing more than to encourage echo chambers of no accountability. if you're finding yourself regularly getting tunneled, slugged, and camped, you are more than likely putting yourself in these situations rather than playing around them or acknowledging the cause of a situation like that to begin with. at some point the issue, in some form or fashion, circles back around to you. and instead of questioning if that's the case, rather than trying to problem solve, you come to the forums to complain about this hoping to have people agree with you (typically in the mask of morality) when we've had this conversation at least 500 times. even if someone were to provide a argument in good faith, it always ends up with some emotional reply that doesn't make the situation any better. it's exhausting.this is the issue with majority of people who make claims like these. every single one of you that has made a post like this is stretching the truth or refusing to acknowledge your own mistakes in some capacity. then you use words like "bullying" and "toxicity" to refer to the masses who may play in a particular way and propose some sort of solution that does nothing other than take away someone's ability to play the game or have autonomy. nothing is ever enough for any of you. and this goes for both sides. everybody wants their cake and eat it too, but the second that something becomes a mild inconvenience, we cry for its removal or want the harshest punishments for the offender.
for the record, this post is not targeting you, but rather the countless individuals in this playerbase that are persistent in trying to pressure people into having others play their way through posts like these and the premise behind this post. these people flood the forums with garbage, provoke 'us vs. them' debates, and intentionally incite chaos in a platform where users are leaving en masse because we can't even have a regular conversation without someone derailing and trying to scream the loudest about something that cannot be changed about others. we're to the point now where moderators are forced to be active on weekends to ban troll and ragebait accounts because of crap like this.
and look. even if BHVR somehow came up with a way to "punish" people for doing these things, there's always going to be a way for someone to inflict misery. you're not going to patch that out, and the more you try to make people comfortable, the more people are going to resent the game. you're not going to please everyone, and people will do what they want. the nature of games is to win, complete an objective, or have the most positive outcome that is defined by you.
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its not about what the offerings do. it's about sending a message
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i would actually like something like this! my only question is how this would interact with something like huntress lullaby, since at 5 stacks it removes the cue entirely.
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demo buffs have me cheering but cautiously.
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while i don't think maps need to be deleted, they desperately need to be reworked.
a lot of the game's balance heavily relies on maps. most of the maps are not designed well, so perks are being used to compensate for the design flaws. this is not how the game should be balanced, nor does it make it fun for anyone.
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unfortunately this is a repeated pattern. as a sys admin i can tell you that it feels like there's more cost cutting now than ever. i don't doubt that the infrastructure is going to get more unstable from here
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i think bhvr wants you to know that the new chapter is here…
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some of the traditional maps are still somewhat decent, with the exception of wrecker's yard. but every other map that doesn't follow the traditional playstyle of the game suffers in quality greatly.
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where's the video? if we can see it, we can analyze it and help you make better decisions in future games.
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while you already got your answer, i just wanted to comment and say how tiring it is to encounter issues with maps while they're boosted or are already prominent enough. in general, it's exhausting that maps have the tendency to decide the outcome of a game if you're not well-equipped for it and that you're placed into them actively.
though even if you are, sometimes it doesn't even matter if the map chooses to not spawn proper resources to begin with. it really does feel like the game is playing you more than you're playing it nowadays. :/ -
@Ragna_Rock said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062736#Comment_4062736
If you end up in a dead zone the killer either herded you like a sheep or you misplayed your positioning.
If the killer blocks the window that is a good play on their behalf.
But none of that really matters to the point, why should you get another health state for losing?
sure, but how are you supposed to predict when something is a deadzone without having known about its existence to begin with, in order to avoid it effectively?
for example; say you were caught off guard by a stealth killer and chased into one after not having been around the map for a while and you are still injured. what options does the survivor have in this scenario? just dying?
and what about cluttered or LOS-disruptive maps, like indoor maps, that make it hard for you to see what resources are available if it's not static, or you don't have a perk like 'windows of opportunity' to help you make better decisions?
i can also understand a play being well performed by the killer if they deny you a resource or zone you, but it's a 50/50 on whether or not you're capable of making it to something else if you're placed in a bad position in the scenario i described. would it be wrong for a survivor to use a tool (that is only given after a hook state, mind you) that gives them the ability to recover and buy a little more time for their team?
as an analogy: if someone is repeatedly trying to punch you in the face with brass knuckles in a fight—after you already took a nasty hit by them earlier while trying to get away—wouldn't it make sense to try and even the playing field by finding a brick to deal a painful amount of damage to them (to either gain the upper hand or discourage them from continuing the fight), or something that you can use to protect your face with so you have the opportunity to get away?
in my perspective, it's more than just 'getting another health state for losing' as you describe it. DH enables survivors to buy more time to keep pressure on the objective. with the game centering around a tug-of-war and time being the focus, you want to give players a way to tug on the rope. sometimes things like this make the game less prone to getting stale, since now you have things that can shift the dynamic between players. -
@Ragna_Rock said:
The only exhaustion perk in the game that's healthy is Smash Hit as its the only perks that requires you do something where as all the others are awful for the game and promote thoughtless gameplay (E.G. Sprint Burst or lithe ) or give you a reward for playing bad (E.G. Dead Hard or Overcome.)
The usual cope to this is but muh Blight/Nurse a few top killers means that the rest of the roster has to suffer is insane.
in dead hard's defense, it's at its strongest if the killer manages to put you in a really difficult spot that forces you to go down if you dont have any options left. this is especially helpful if you end up in a zone with zero resources left because your team previously used it all, or if a killer prevents you from taking a window that gives you access to the rest of the map again.
it's not really meant to be a reward, more-so a tool that gives you more options.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062543#Comment_4062543
You can't balance exhaustion while vigil exists, its an unhealthy perk it needs to be reworked. Remove reductions to exhaustion timers and then you can balance perks based on their fixed value. Otherwise you HAVE to balance them based on vigil existing and is in play, which they clearly aren't. The easier it is to use the worse it should be though generally.
this i can agree with. vigil throws off the balance of perks heavily in its current state because it's making exhaustion perks way too accessible. these perks were not designed with fast recovery in mind.
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at this stage of the game, i wonder if it makes sense for players to choose their own balancing with public custom games that can introduce banning of perks... i feel that may be more applicable and offer a chance for the roster to play the game as players see fit, rather than forcing games and available perk combinations to be global across all characters.
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@GentlemanFridge said:
Is it known and/or intentional that we can't change our avatars anymore? When editing your profile, the option has disappeared entirely.
i was wondering the same thing. lately ive been considering changing my pfp, but the option is completely gone. additionally, it seems that i keep getting "permission denied" errors when trying to access the home page of the forums. what is going on?
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@100PercentBPMain said:
@NotJared is a pretty steady workhorse who you can count on to gather PTB feedback; I never see this guy post anything but PTB feedback, but when you see him he's working hard
i was about to mention this guy too. i love their feedback and how detailed it gets. it's very underappreciated
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058010#Comment_4058010
the problem with word-based wheels is that language barriers exist
One really nice thing about a ping system or comms wheel is that localization is client side.
So if I use the wheel to say something like "going for unhook", then each player would hear that call out in their own language automatically.
And since the comms wheel callouts are determined by BHVR, there's no moderation issue with bad actors. Well, aside from spamming, which can be mitigated with ping cooldowns.
you're quite right. i completely forgot that locale can make a difference haha!
i agree, i don't really see what could go wrong with this kind of system.
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i think a communications wheel would work wonderfully if it uses images rather than words. the problem with word-based wheels is that language barriers exist. symbols can be used much more effectively for information and can be used universally. i think this would also coincide with the emote system wonderfully too.
as far as a ranked system goes, i think we are at a point where a ranked game mode would make sense for this game. there is a clearer distinction between types of players in this stage of the game's lifespan, so i don't think it'd really hurt anything. the argument of "sweats using casual modes to bully casual players" wouldn't really change much either, since this technically already happens due to the player pool mixture. for those who are wanting to take the game more seriously or are looking for something different to do with the game in general, i feel that the ranked mode would invite them to congregate there as these modes have always have in other games.
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i'm not sure how much it would change to make it into an offering. based on what i'm understanding about your position, it's still going to be a direct counter to the flashlight when it's brought in. the aura reading aspect of it is also negligible in the grand scheme of things, since it requires a survivor to blind you before it even activates. by that time, you may already be in chase with the survivor or still have them in your line of sight.
lightborn is a situational perk, in that it's reliant on survivors actually using flashlights to make sense to bring it. it's meant to protect against the possibility of an offensive blind or a defensive save. changing it to make up for a scenario that happens maybe 3/10 games doesn't make much sense.
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i think there is something weird going on. my shreds as demo hasn't been landing properly lately. i'll either hit someone further away than intended or the attack whiffs even though i am on their model. i am also bumping on objects that have abnormal collision even though it's a clear line of sight that normally could be lunged through, or you're expecting to slide past.
if i can get more clips of this, ill drop them here. but i think ever since the henry release stuff has been ever-so-slightly off. for the record, i'm on PC, so i don't think this is an xbox-specific issue.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057313#Comment_4057313
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057332#Comment_4057332
I did play him again but approached him like old myers in the sense that i would only pop evil incarnate when i know it would gurantee me a down and i had a lot more success. But i guess i just don't really like that he still has to be played this way. I find the addition of the pallet breaking power to be misleading, so i found the lack of intuitiveness and guidance frustrating. I also don't really enjoy his early game since it's mostly just breaking pallets with pursuer mode which i don't really enjoy but he's always been like this so i guess myers just isn't really for me.
such is the case that we all have our preferences. there's nothing wrong with that :]
i agree that it can be a bit stale. i wish evil incarnate could be used in a more dynamic way, but i'm unsure how it can be changed to make it more dynamic without sacrificing too much time or changing his identity.
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well part of the reason is because there's not many of them here in the first place now. to play devil's advocate, as well almost every time a community manager comments on here, they get flamed up the wazoo for things that have nothing to do with them, so i can't really blame them for not wanting to comment personally.
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wowie i have the memory span of a goldfish. i forgot to post my thoughts here
so i played myers for a little bit and tried different things, including perk-less and addon-less. i think my thoughts about him still hold true, maybe a bit less when he has nothing for perks or addons obviously. his snowball potential is still quite good and he still can keep immense chase pressure slowly just by forcing survivors to either burn pallets or zoning them.
to me he greatly resembles bubba with pig dash. the second survivors don't have an immediate resource to go to, the chase is in myers' favor and they almost always die to slaughtering strike unless the myers misses. the only time ive seemed to be given a really hard time is with survivors pre-running me, stealthing me out when i have tier 3 up, and preventing me from zoning them with good pathing, which seems to be on-par with his counterplay.
i definitely was able to force a lot of 50/50 situations at windows and tiles that i was able to take advantage of breaking line of sight on.
based on what i've learned, i think he's still fine. even in higher level matches he seems to do alright in my perspective, so i still believe the pallets are good enough for the type of killer he is currently.
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unfortunately it definitely seems like the cheater problem has gotten worse over the past couple of years or so, but the beginning of this year is probably leading into the peak of this epidemic lol. it's usually subtle cheats with faster movement speed, longer-than-usual flashlight beams, walls, or auto-skill checks, but lately it's been much more bogus with remote actions and purposefully locking survivors into place.
this screenshot is from a game i was playing with friends, this meg purposefully kept trying to sandbag while doing this. normally i DC the second i see someone like this because i can't even stand being in the same lobby as these people, but at this point it feels pointless when it happens so frequently. it makes me not want to play public games anymore because i half expect some foolishness to occur.
the same week i ran into this meg, i think i ran into at least 6 cheaters in the past 4-5 days, including a game where i had the chance to meet a wonderful streamer who unfortunately had all 5 gens pop on them with insta-healing survivors. i DC'd that game the second i saw it.
i really don't know what's going on at BHVR and i hate to be a negative nancy given i was once super passionate about this game, but it feels like they gave up on dead by daylight and are purely focusing on getting as much profit as they can out of it before it keels over. it's not a passion project anymore, clearly, and it's a shame to see it turn into what it is now. i may have repeated myself before, but i can't really see it any other way now.
the fact that i personally helped contribute to a support ticket entry that involved me sharing discord server log evidence (im talking an actual dump of data btw, including attachments, channels, images, etc.) of a community that was selling these cheats, blatantly, and there was no notice of action taken made me lose confidence in BHVR's willingness to address the issue. you cannot convince me that not one person on the team responsible for DBD hasn't heard about this being a problem. the deafening silence is actually unfortunate, and i partially believe it's due to management decisions. BHVR has recently been making moves to focus on publishing and social media marketing rather than game development it seems, so my outlook on DBD's health is quite bleak.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056728#Comment_4056728
I think myers is much weaker than you think. There are no 50/50's you can do with this killer. They either drop the pallet and you break it or they just go down. He moves too slowly whilst charging for the survivor to feel like they have to stay at the pallet and he also has a 180 degree turn limit. Exhaustion perks are also horribly effective so even if there is no pallets his time to down is pretty subpar.
Also you're kinda just proving my point with how they both have similar counters yet Oni just gets rewarded more. Oni can also pressure survivors at the same time as building his power.
Also i have no clue what perks you are talking about that restrict access to pallets. Seriously i can't think of any that are good for him. None of them really synergise with his slaughtering strike.perhaps i'm not really seeing what you're seeing because i don't play him as frequently then.
i'll be playing later tonight so i'll play myers for a little while in various scenarios to see if what you're saying holds up to my personal experiences. i'll post back here with my thoughts afterwards because i'm interested in your perspective as someone who seems to play him more than me.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056720#Comment_4056720
Well i think his counterbalances are just far too effective. What is the point of his power if survivors can just deny it. If he boils down to a killer where you have to create a dead zone, then leatherface, trapper or hag are better doing this.
When it comes killer that power up… just play Oni. He practically has no counter in blood fury and he has mobility.oni's counter is to deprive him of as much information about the survivors as possible and to force him to play m1 as frequently as you can during chase if he is in blood fury, either by taking him through congested sections of a map, camping pallets, or breaking line of sight. effectively his counter is the same thing as myers—he's just able to dash at you longer, curve his power more, and do it all a bit faster depending on how much blood is on the map.
oni heavily relies on being able to keep his power resources on the map, which you can easily deprive by healing as often as you can and stealthing him out or playing safely to delay hits and downs. that's typical of gameplay for killers that are capable of dashing.
myers is in the same boat where survivors have to play safely against him as a dash killer in power. the time to kill is not very long otherwise since he's able to transition between dash and m1 easily in interactions, while also forcing 50/50 situations more frequently through vaulting and pallet control.
i think for what he's capable of, he is in a decent spot even though he's personally not my favorite killer to go against or play. depending on your build, you're also able to further restrict survivors from gaining access to pallets, so weakening pallets further risks throwing the matches heavily into his favor.
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i think it's a trade off. survivors need some way to counter myers' ability to gain his power quickly and his chase pressure potential. he is no longer a basic m1 killer, as he can use his dash to close the distance, zone, take away resources, etc. given he also has buffed movement and action speeds when tiered up, he needs something to counter that as well. the only way you can really do this is through pallets or preventing him from taking certain actions.
it's quite similar to bubba in that your ability to stay alive against the killer heavily relies on having as many objects between you and them as possible. pallets force them to lose the amount of distance they gained on you.
technically, the gameplay you're experiencing is correct for his archetype. he is one of the killers that are capable of chewing through pallets, and the lack of resources can easily cause a snowball effect if luck is not in the survivor's favor. that's why you have to expect survivors to play very safe against him.
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i wouldn't really have a problem with them being added personally. maybe they could be an option as a custom game mode where the effects of shards are magnified.
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@KaTo1337 said:
What is this?
The Anti-Cheat-Thing is now a trojan and finds it way to quarantine immediately. 1 hour before the game works…https://us.v-cdn.net/6030815/uploads/2LQ8AF1Z5XSQ/1.png
https://us.v-cdn.net/6030815/uploads/YO17935GRMT7/2.png
Any help @devs?
I already deinstalled and reinstalled the game…so the technical skimmy is that antivirus software can cause false positives and, at the same time, cause conflicts because they often do some low-level stuff on your computer that can break and trigger anticheat services. while this is not an endorsement in compromising your own personal security measures, i would suggest you either disable or remove antivirus software if you are planning on playing games that have things like easyanticheat, battleeye, etc. due to how problematic the conflicts can get.
easyanticheat creates some appdata files to reference system logs if i remember correctly, so that's what those probably files are.
fortect also seems to have some sort of "driver updater" software embedded in their product. this can also cause issues if you don't know exactly what it's doing and what drivers and .dlls its replacing. frankly i would turn this off as well. (in my personal opinion i dont trust it, but i won't go into that here)
afterwards i'd recommend validating your files, reinstalling dbd, or giving easyanticheat itself a reinstall. some of the files it relies on in /appdata/ may have gotten quarantined.
now: i'm not sure if this is right for me to comment on this since this is irrelevant to OP,, but i question the decision to allow responses from third-party service providers to provide product support on a community forum meant for a game. given that fortect has a very questionable reputation using bots to promote their services on reddit, i don't think this should be allowed. (edit: post was deleted by mods.) -
i think map design changes would help. frankly majority of the game's original issues stemmed from maps having a hard time finding a middle ground. sizing, resources, and navigation can either heavily favor or heavily punish a particular side. as a result, macro and micro is instead being managed by movement capabilities and perk choices.
if a map does not have good design, the gameplay is going to suffer significantly due to the game being time-sensitive. only those who have the best tools to combat the weaknesses in the map have a better chance at being successful, which is why i believe most of the current meta is surrounded by quick access to resources, faster movement, objective defense, and second chances.
what i personally think would go over well is more consistent tile generations. for example, suffocation pit 1 struggles to be a fair map against killers with more movement options because your crossing point (the middle) can spawn 4 four-lanes adjacent to each other. it gives the survivor barely any options to work with outside of pre-dropping and breaking line of sight in hopes they can lose the killer and gain distance.
coal tower 1 also suffers from this same issue with the middle consisting of fillers, so the most optimal plays are to use the sides of the map to make it to main building. the resources in the middle can be used very quickly at the beginning of the game, which can swing chases into the killer's favor if someone is out positioned there.
while i don't think we need a pallet density change, as i think it's fine the way it is, we need less moments of what i described. more consistent layouts that levels the playing field would be a much better way to address skill gaps as well, and could even address the reliance on some perks, which can also increase diversity in builds.
once a change like this occurs, then you can get a clearer picture as to what is overtuned or undertuned and make decisions accordingly.
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@THE_Crazy_Hyena said:
This would be a fine topic for @Skittlesthehusky to cover
yesyes
demogorgon definitely needs attention now, i'll agree. the versatility he offers is getting more limited due to the lack of tools available to counter perks and map sizes effectively. it wasn't nearly as bad as it was a few years ago, but now it's gotten to the point where you have to play the game with the expectation that you are going to get a poor result against a decent team unless you strictly focus on using shred, liberal usage of portals, and very tight generator control (which is even still up in the air, since he can no longer manage pressure well).
the killer cannot effectively control portions of the map, ambush, play hit-and-run, nor play as offensively or defensively like he used to. it doesn't help that his kit no longer encourages versatility in builds due to changes of the addons to more generic behaviors in an effort to "buff" him. he is now forced into this strange flowchart of threaten chase or commit chase → out position survivor → force pallet break or win 50/50 → try to play for domino effect after slug/hook and repeat. if this flowchart is disrupted, the killer's pressure is lost and very difficult to gain back if you are not prepared for it.
and even if you wanted to, say for example, herd survivors into the path of active portals with extended range to take advantage of blindness and oblivious, the size and open designs of most maps simply do not allow you to do it since survivors can easily avoid them. likewise, addons have bugs that have not been fixed in years, including red moss (which is intended to make portal emergence silent and doesn't work). portals cannot be used as tactically anymore. i will not say that they are entirely useless, but their range of what they can offer has been reduced significantly.chases, at the same time, do not feel consistent for survivors. there are claims that demogorgon chases are full of "RNG", and i can agree, but not because of the killer itself. more-so it's just that these maps make it difficult for both the survivor and killer to outplay each other in a satisfying way. if an immediate resource is not nearby, demogorgon can slaughter you, which is partly due to how shred is a multi-use tool. but part of his interaction is that threatening aspect, which is easily taken away by survivors being given poor luck or the killer being reduced to regular m1 interactions due to survivors having access to so many tools that allows them to escape or reduces the effectiveness of his chase power.
there's a lot more i can mention that's a major issue and a laundry list of changes to propose, but my major concern is BHVR making changes that completely strips the identity, fundamentals, and versatility of the killer when it's not entirely his fault. before they make changes to him, i wish BHVR would address the fact that there's too many elements in the game that can determine an outcome for the players or swing a game way out of favor rather than changing one aspect.
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its nice having people who you know will offer an engaging experience on these forums ( i dont mean this in a derogatory way)
a lot of interesting conversations have popped up over the years and ive always been happy to read or participate in them. glad to see the folks that contributed for so long get a light shined on them like they deserve :]
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@dbd900bach said:
This was pointless
i disagree. i think it's a very good question to ask and i'm glad you made a thread about it.
realistically, player retention is kind of up in the air right now. on one hand the residual hype may be able to be carried over depending on how BHVR handles the momentum of successful sales, but on the other hand you still have the shadow of the player experience that may, or may not, drive players to stick around.
i would assume BHVR's next move would be to try to soften the experience through game modes or events to give an incentive to participate longer and explore while things are discussed behind the scenes. that's something i would do as a developer at least.
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i don't particularly enjoy him, playing both as and against. i don't necessarily have a problem with his lunge, more so just the fact that the time it takes for him to down you in tier 3 makes it really difficult to adapt to him in chase.
he also shreds through pallets fairly quickly, akin to demogorgon and the chainsaw killers. i think this would've been fine if they at least made it so after he breaks a pallet he just throws you in deep wound if he hits you within a certain window. unfortunately i'm not a myers player, so i don't know what would be good or terrible for him, but i think his chase pressure is a little much.
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it sounds cheesy, but ive always wanted to be the one of the best demogorgons on the game since his release. so i grind the killer a lot. not really for prestige or accolades, but just to prove to myself that having a good mindset and understanding myself in-depth is the key to it all.
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@Garboface said:
Ah, the lunacy squad deploys from the ceiling full force. Reality filtered through your perceptions is just as clandestine as would be the case through that of my own mother goose narrative, yes? I mean, if we are to be regarded as equals that is. You simply assemble, as you always have, like kids during recess at kindergarten, to assail the new kid at the school. To pester into a frenzy and then get them in trouble. A long, standing tradition.
Have fun with that.
i have no clue what your problem is but that's not very cool or cashmoney of you 👎
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lately there's been a lot of buffoonery on the forums. they may have made a change that requires posts to be approved by mods manually after a post meets some criteria. the best thing you can do is DM a community admin or mod and ask directly.
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>posts screenshot with player's name in it of them on a generator with the first tier of 'technician' equipped
>writes post with language that insinuates they're being intentional
>people raise concern about potential bullying of a new player
>edits opening post to remove everything
>claims it was a "joke" when people express distaste, uses language to downplay concern and insinuates hysteria/witch-hunting in doublepost
interesting
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@Garboface said:
I always forget that this is where the virtuous come to ply their trade.
what are you talking about? you literally made a post that was making fun of someone for being new. idk how you expect that to be accepted on the forums. you editing your opening post after making such a comment does not help your case.🤷♂️
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the fact i met @THE_Crazy_Hyena, @cogsturning, @GoodBoyKaru (for the 3rd time in the past 2 years), @GentlemanFridge, @Pulsar, @Shroompy, @For_The_People, and many more. :]
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i think that's a new player. the situation is absurd but i don't think it warrants them getting blasted on the forums.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040953#Comment_4040953
Your mention of Epimenides makes me think of the similar Socratic paradox
"I neither know nor think I know,"and how I feel it applies to our understanding of the experiences of others in the game. We can relate, but the only constant is that which we actually experience: For streamers who play the game publicly facing for hours daily, its still not enough to understand how every given match is experienced to them. Those visceral feelings can only be emulated via context or explanation, but the long and short of it is that no two people have the exact same experiences, but especially "under the hood" so to speak. Thats why, while not concrete in logic, its still always worth some consideration. As many of these things can be adjusted within reason (anxiety and hopelessness being pretty big ones in the community,) they should primarily be seen as personal avenues to improve before bending the game to them, with the latter being a result of the elements impacting the game's health directly.Connections on strong levels like that are a big part of what I feel pulls many people together on subjects. Personally I've had discussions on a topic like, say, how double sided the abandon feature is in its current application. Using that as an example (please nobody use this to derail the conversation,) I feel that killers should be able to abandon in true checkmate scenarios, using logical consistency regarding elements like it only requiring a check rather than a checkmate for survivors. On paper, its a very simple point. But then you get other layers like the killer role being load bearing making it a much more difficult position to fit within the abandon system they decided on.
In the end, there is a lot more nuance to the situation. Its actually one where I feel Hegel should be invoked and the abandon system should be replaced with something more direct to the overlapping issues that would make either side want to leave a match early, but the responses range from strawmaning/downplaying/disparaging to agreement/expansion/zealotry. The more people zoom out their perspective, the more they can find common ground. The more they look at discussions as argument fodder rather than actually seeking insights, the more they will try to force bias either for or against their belief. And unfortunately, that tends to lead to concepts like nuance and objectivity itself to suffer for it.
well said. i agree with your vision. i think it would help for people to expand outside of their viewpoints, both the players and the developers. your response was so well put i don't have much to say about it.
@BorisDDAA said:
DBD balance discussions are exactly like political debates. Survivor main this, killer main that. And I'm convinced that these terms are usually used in a derogative way.
i joked about this in a voice call a couple days ago, but sometimes it really does sound like they're almost being used like slurs at times. xD
but yea, it really does feel like political debates. it makes for interesting commentary regardless, but it definitely strays too far a little too frequently.
@Zuiphrode said:
All I know is that anyone saying anything positive about killers or even saying that a surv's idea to nerf a killer is bad usually gets heavily down voted no matter how valid their point is.
i think this goes for any post that counters a particular opinion. as time goes on, this place appears to be more divisive and does not allow for diplomacy. i've seen it go both ways, which is making it increasingly more difficult to have good conversations, especially if individuals are somehow finding it more engaging to antagonize another side. Like @Ryuhi said, "there's a very big difference between having a focused audience and ragebaiting."
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041126#Comment_4041126
If that were the case my post count would be zero 💪
this guy grinds 💪
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@jedimaster505 said:
HELL YEAH that's why I just drop one truth bomb after another. red pill all the way exposing the heavily killer sided nature of Dead by Daylight so that we can make Dead by Daylight great again, nerfing one killer at a time until solo Q is saved.
?
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@Ryuhi said:
what is the true validity of most arguments that are made in the community when such biases exist? How can you have a productive conversation and steer something in a healthier direction when discussions become gridlocked by subjectivity?These same questions exist in politics, which is what makes it really intriguing to read.The answer is the same as it is in politics: You can only control your own mindfulness. Bias is inherently human, as we live in a subjective perception of an objective world around us. That said, acknowledging and being honest with others (and ourselves) is what we do to apply dialectics. Bias becomes an issue when it inhibits the ability to face thoughts and experiences that directly contradict our own, while facing those contradictions instead allows for understanding in adjusting conclusions to allow for both. Many arguments are not as mutually exclusive as one might think. Essentially it comes down to critical thinking, using information that seemingly contradicts our own to instead expand our hypothesis to incorporate it as possible/viable/likely/etc. Some people get lost in the emotional details and seeking validation rather than having their mindset challenged, which leads them to hunker down on biases like a flotation device instead of adapting or even attempting to find common ground.
Unfortunately some people do this willingly and knowingly. Can't do much about them, which is why its better to have reasonable discourse than pointless arguments, and instead not engage with hyperbole in favor of nuance and mediation. People can do this pretty easily, it just takes an ability to find commonalities that go beyond the more personal aspects of our gripes and woes. But the most important thing is honesty, as its one of those "you get what you put in" kind of things: When people are constantly hyperbolic or knowingly hunker down on logical fallacies, they make it harder to be seen as objective, and it makes their own arguments much more likely to be discarded by anyone who tries to be (or just disagrees in general.) Its part of why proof claims are almost envenomed with this game, seemingly always used (either offensively or defensively) for spite instead of just simple coaching.
In the end, there is much wisdom to be pulled from a surprising amount of rubbish. Even people who do blatantly one sided campaigns can still be correct about some things, a broken clock is right twice a day. The big takeaway for anyone who wants to actually be heard is to honestly work toward that goal of objectivity when discussing anything specifically outside of their personal visceral reactions: If someone provides a counterpoint on something that aggravates you personally, they're not saying you're not allowed to feel that way, just that clarity can often make the medicine go down easier. People can learn to improve in reducing subjective biases, but they have to want to. All you can do is give them the opportunity to work toward a more objective assessment, or strip the hyperbole for parts of actual points and reasoning that get reasonably close to it and deprioritize the rest. Because again, no matter how emotionally charged or even irrational an argument might be, that isn't to say that the feelings that evoke it aren't valid. Just misguided, sometimes.
I think its worth noting that this is something that seems to come up a lot especially regarding content creation for the game. Creators tend to get their niches, where they may find themselves essentially chosen by an audience who may have overlapping beliefs that the creators themselves might not even have. Sometimes they have to play things up or down as entertainers, and a lot of good ones know how to do so in ways that aren't dismissive but instead can help players grow from other perspectives. Honestly, I enjoy occasionally watching some of the more passionate creators on multiple subjects regardless of their perceived biases, because I end up learning more from them even when I don't agree with many of the things they say. I feel like that type of patience to curate information instead of people is something we can all improve on, personally its just something I've tried to get better about over the years, and I know plenty of others do as well.
you bring up a very good point. on a personal note, i guess this is the reason why i observe people so closely when it comes to a lot of the conversations that are had on here. a lot of the time is spent learning what not to do, learning what not to be like, and how to cut through things rather than solely just discussing the subject matter. its in the interaction that i gain my wisdom.
the nature and relationship of argument and human emotion is one of those things that i can never fully quantify, however. i suppose it's because of the difficulty trying to pick apart something that tends to be more visceral than logical. but i think that's because of my failure to understand just how intertwined it can truly be, especially when it comes to anything that contradicts the self or someone's perception. frankly, i don't think others can quantify it either and don't realize what they're up against when they create responses to posts that are emotionally charged.
in a way, it all reminds me of the epimenides paradox with the way some of us communicate our perspectives about the game, but in more of the lens of an assumed 'reality' of a situation than directly self-reference. it is such paradoxes that make this community probably the most interesting thing i've come across.
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i legit just got done posting about this. 😭
edit bc i accidentally posted early: i dont know what it is nowadays but everyone is so aggressive with each other when they dont need to be. i think the holidays just exposed it. -
you're correct that the max range is 40 in-game meters. more than likely they were modifying the range or simply spawning a notification. they may have been cheating.
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part of the issue too is that BHVR leverages amazon's gamelift servers for multiplayer. there's a whole thing you have to go through to purchase and use servers in different regions, which costs money as @FerrousFacade expressed, which influences where people can connect to (especially if amazon takes a region offline)
often times people are being sent to regions they don't belong in, either because of lobby queues prioritizing times over match quality, or someone's closest region being offline. that's a consequence of going from peer-to-peer to dedicated servers. while i don't know enough about AWS since i avoid amazon like the plague, i suspect that gamelift servers may also be throttled based on how busy networks are.
so not only do you have VPNing, wifi connections, residential internet plans, and other player-adjacent issues, but you also have the backend to worry about because they're dealing with third party hosting. ping limits would be nice in a perfect world, but people can easily be barred from playing if ANYTHING goes wrong which wouldn't do much good.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040735#Comment_4040735
It really can't be this easy what
@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040735#Comment_4040735
Then I don't even know what the excuse is
yeah idk. i'd genuinely like for them to make positive changes using the tools that are available. it's really not that difficult to go into the CAP and set rules for both newly registered and registered users. they already have anti-spam mitigations in place, so what's preventing this? we'll never know.
imma be real, at this point it feels like the forums are becoming more abandoned the longer i'm here as a user?? it just feels like more of a knowledge base platform that CMs touch every once in a while than a place to interact now (when there isn't gore being posted and users beating up on each other). perhaps all their attention is towards the discord server for all i know. i'm banned from it so i personally have no idea what it's like there now, but i wouldn't be surprised if they want us to move there instead at some point.
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@TheArbiter said:
It's unfortunate but its getting to the point where if mods aren't active they need to either disable the creation of new accounts or disable accounts with less than a certain number of posts from uploading images. I know they have stated before its up to there "partners" or whatever but I dont see how they can keep ignoring the issue. Especially when its consistently during inactive mod times because these forums just aren't moderated at all over the weekend or in this case during a holiday
not even that, but vanilla literally has automation that allows you to perform an automated action based on how many reports something receives, and it can be a specific type.
this image comes directly from their documentation.
if we can't have trusted users to delete posts, at least have it so reports with specific keywords or report types get escalated. you can even set it where a post that meets a flag threshold gets hidden for mod approval. this would mitigate like 60% of the problem off the rip.
why they refuse to leverage anything in the administration panel is beyond me. even though vanilla sucks, they still have options.

