Skittlesthehusky
Skittlesthehusky
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i'm not really sure what point this is going to serve or, in the context of forum posts, how this is supposed to change the course of conversations tbh.
personally, I believe that MMR is never an accurate representation of someone's experience in the game (which appears to be a shared sentiment with quite a few others). with the way that people fight so hard to use MMR as a platform for their arguments makes me think that they don't truly understand their capabilities, thus they have to tie it to a number. while i do think it is an issue that this number can now be seen and that people will use it in their arguments even more, because of the nature of MMR and how people generally are on these forms, it doesn't make any of the posts that use it any more valid or as strong of a point to begin with.
frankly i never truly understood the obsession with MMR or why it has become such a major conversation in the community. is it because it's a system that isn't directly visible? why do we care so much about this particular number to the point where we are now using privacy data requests for this?
competitively i can understand, but what sets an actual competitive person apart from those who focus on numbers like this is that they actually analyze their performance primarily on their skills and experience paired WITH progressive numbers over a period of time, not just 1 number. that's why i think that nowadays people are really just trying to find anything to give themselves the upper hand in discussions rather than doing anything productive with it. -
i wouldn't necessarily mind this if all bots didn't play the same way. for the most part, they all have the same template behavior which kind of makes them boring to go against when they do happen to take over. i hope they look into at least giving variances in how they play to increase some of the randomness.
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this person is not the only one that encountered a bug like this. i also dealt with it at one point, on top of the game randomly interrupting the progress for snapping out. i dont know what causes it!
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@Shirtless_Myers said:
The direction of Dead by Daylight is horrendous, and I wish I hadn't ever touched this trainwreck of a game. The game feels heavily one-sided and exhausting to play while in solo queue. I win almost every match as a killer because the devs continue to spoonfeed victories and make every mechanic in my favor. No game I've ever played has felt as poorly balanced as this game.
@biggybiggybiggens said:
Another year of quantity over quality… :/
may i ask you two to go into further detail about why you have these positions? if any of the representatives read this thread, they can take these more into account.
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@TragicSolitude said:
I'll keep this pretty short.
I'm a Switch player. I feel betrayed, let down, lied to. Gameplay? On Switch, it's abysmal in every way. At my MMR, I get miserable teammates. Killers are inconsequential; teammates are much more impactful. BHVR has removed console QoL features when they should be working on improving the console experience. My playtime in this game does nothing but decrease.
For BHVR to repair the damage they've done, they would have to provide Switch players with the thing they said they had functioning and online years ago. No, I don't expect it to happen.
I just don't think I have anything positive to say. I haven't uninstalled the game because it's the one cross-play game I have I can play with my friend. We don't play that much, though, and we often choose watching bad movies over starting up DbD.
this is a very valid argument and i vaguely addressed this in my write-up. while BHVR has made improvements to the gameplay, some platforms continue to suffer due to the lack of priority or resource allocation. i hypothesize it may have to do with the fact that they do not see as heavy of a presence in console players in comparison to PC platforms, as well as the jumps that have to be taken to push updates to console versions. this may not be correct though.
i hope they do address the issues that console players have been plagued with next year. most changes this year have surrounded the PC platform in particular and i feel like these optimizations and updates they make need to be more generalized. -
@Langweilig said:
Maps:
- They are pushing a really bad direction with this one. They keep making terrible and really hard to play loops for survivors and many windows are straight up unplayable.
- This leads to even more gen rush, because the longer survivors stay in a trial, the less chances survivors got, which brings me to my next problem.
Matches last too short
- The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game.
Balance changes:
- We still got FAR TOO MANY BAD/USELESS perks in the game, which should get attention a lot faster, but to be fair they did better lately.
- Too many nerfs are focused on removing popular perks from the game and put them in a pretty much useless spot instead of doing fair nerfs.
- They take in very many cases far too long to do changes and then they nuke whatever they change. Got better in some cases than it was in the past, but it is still happening far too often.
Sadako:
- She is in a pretty bad spot. Either she stomps survivors, who don’t understand her or she got no chance, because survivors got so much handholding and can remove her whole power for free.
- They took 11 months to fix a bug, that made her a lot weaker, which is ridiculous and she is still not completly fixed.
- I want her first version back and hope they bring it back. It was the most fun version we had and most fair / enjoyable one to play as and against.
My experience as survivor is extremely frustrating because of maps being very unfun to play on and killer sided (at least most newer ones). Killer feels unrewarding, because it has become too easy. I’m very unhappy about how they balance the game and that they favor killers 90% of the time.
Matches last too short
"The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game."it's interesting you say this, because that's exactly how i interpret dead by daylight as a whole. if you think about it, every action and interaction that is performed is all time-based. typically, with the focus of the future of the match. it's a tug-of-war match for precious minutes and seconds. a game of investments!
i believe that this is not communicated enough to where people understand that this is the type of game that's played, which is why it becomes difficult for many and loses its fun once people start to deviate from that. there's too much emphasis on completing the objective and not enough emphasis on what actually makes the game.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855243#Comment_3855243
Your Quality section perfectly explains how I feel. 💐
It was a wonderful write-up and I’m glad I’m not the only one who understands that Dbd is one of the greatest game/horror experiences of a lifetime.
thank you! i greatly appreciate it. i'm super passionate about this game so i had to say something about its progress this year. :D
i hope it sparks more discussion moving forward. -
@ContentCreator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855337#Comment_3855337
"you recognize a survivor (or multiple) has flashbangs after they used it in the match"
If you can read this sentence and not see the problem lol
i indeed did read it! and i do not see an issue with what i've written nor the scenario i just described. perhaps we see the game differently from each other and that's perfectly fine with me.
as i don't think this is the proper subforum to continue this discussion, if you wish to further converse about this topic i'd be more than happy to chat with you about it in messages. it's an interesting topic to go over. o/
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@ContentCreator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855319#Comment_3855319
That is not counterplay. That's pressure on the killer.
When a survivor falls on a pallet, you know to take these steps. You see them on the pallet. Your counterplay was to stop them from going down there. Now you can try to body block or scare people off.
When a survivor has a flashlight, you know to take these steps. You saw it in the lobby. You could've equipped Lightborn. Now you have to pick up facing away or face a wall or scare people offWhen a survivor has flashbang, you have no idea. You scare them off anyway or hope they mess up.
lets say you're playing a game of chess. the opponent places a threatening piece in a position you initially did not expect, and you adjust your pieces to better defend yourself against their plans later in the game. what would your reaction to their position then be called? it could be you being pressured, or this could be your own form of counterplay. either way, it's still a response from the person in the 'weaker' position, which is a counter by definition.
this same logic applies to flashbangs. you recognize a survivor (or multiple) has flashbangs after they used it in the match. your counterplay is to now discourage the usage and play around future use cases.
edit: i'm making an adjustment to my post to reflect your current one accurately.
i think we shall agree to disagree on the premise of our definitions being different from each other. my definition of counterplay is specific to how a player reacts to future engagements, either by prediction or by exposure to a pre-existing plan. primarily in an offensive or defensive manner. -
@ContentCreator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855264#Comment_3855264
There is no counterplay beyond "predict they have it" and "hope they mess up"
i disagree. there is actually quite a bit of counterplay!
you can:
a. play for positioning to decrease chances of successful flashbangs at pickup (not guaranteed because otherwise it will remove the purpose of the perk all together)
b. threaten and punish altruism, this can be done by slugging or increasing risk by applying damage or killer powers
c. lightborn, as you described
d. study survivor habits to prepare for when they plan to use it again. do they drop it in chase at 50/50s? do they prefer using it after pallet stuns? pick ups? how often do you find them on a generator?
e. try to force them to waste it through pressure in chase or bait drops
f. pressure generators to increase the time it takes for someone to obtain one
g. if you find the survivor that uses flashbangs frequently, just beat the bollocks out of them and get them on hook or kill them if you can! that's one less flashbang user to worry about
…list goes on
you're not going to be 100% correct all the time, this goes for all perks. you have to adjust based on the information you have. even i struggle against flashbangs occasionally, but it's not impossible to win if theyre heavily used :] -
@Dwight_Fairfield said:
They buffed my boy Mikey. I can forgive any sins they made this year.
a valid response. michael deserved love for the longest time <3
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@GeneralV said:
Hello friend! Good to see you here!
what do you think was done right or wrong? why do you believe so?
Well, 2024 was quite the year for DBD. Overall I'd say the experience was mostly positive, but with a few exceptions here and there.
I really liked the idea of the modifiers changing the game as we know it, despite my dissatisfaction with Freddy being excluded from Lights Out twice. Generally speaking the chapters and the content we got were pretty good. Doomed Course is a bit mid, but All Things Wicked and Castlevania really took the spotlight, those chapters were amazing.
The events were also pretty good, except for the anniversary. Blood Moon had probably the best visuals of any event, and Haunted by Daylight was the most fun I've had with DBD since the days of the Old DBD, and that says something.
The balance is where things begin to get a little bit worse, with one decision in particular: Skull Merchant's nerfs.
Quite possibly one of the worst, most unnecessary changes I've seen since I first started playing DBD, all the way back in 2018. Her previous iteration was fine the way she was, this execution was not needed and it reward players who refused to learn how to play against a character who wasn't problematic in the first place. It is very similar to what happened to Freddy one week after his release in 2017, and something that I strongly believe shouldn't have happened.
has your playtime increased or decreased throughout the year?
Increased.
Shadow of the Erdtree took a bit of my time, yes, but overall I played a lot of DBD this year. Didn't take any extended breaks from the game, and I do not regret it.
how do you perceive the developers' areas of focus on the game? are you satisfied with BHVR's performance (in the context of the game, or the company itself)? how could they improve their relationship with you as a player?
This one is a bit hard to answer right now because of the upcoming Freddy rework, which is something that means A LOT to me.
What will happen next January will most likely have a very big impact on my opinion regarding BHVR and their approach towards DBD.
The fact that we have confirmation Freddy won't get his old power back is already a bit concerning, but we still have to wait and see what is really going to happen.
what is your current experience at your current skill level?
Not terrible, but the tunneling and unnecessary slugging has been a bit too much as survivor. As killer, I don't think there is much being stacked against the killer role right now. Not saying that I win all of my games, because I don't, but there isn't anything in particular that I would describe as the culprit behind my defeats.
All things considered, I'm excited for 2025 DBD.
hello general! i figured you were gonna show up eventually ;] how's freddy's #1 fan doing?
The balance is where things begin to get a little bit worse, with one decision in particular: Skull Merchant's nerfs.
Quite possibly one of the worst, most unnecessary changes I've seen since I first started playing DBD, all the way back in 2018. Her previous iteration was fine the way she was, this execution was not needed and it reward players who refused to learn how to play against a character who wasn't problematic in the first place. It is very similar to what happened to Freddy one week after his release in 2017, and something that I strongly believe shouldn't have happened.
i heavily agree with you. i seriously hope they reconsider giving back skull merchant some of her strength and instead balance things out by providing more information to survivors for them to work with. i was upset that she received the freddy treatment and i'm glad someone else saw it too.
this is actually part of the reason why i mentioned the lack of direction and instructions for players. i believe that while it's good to allow a player to experience and learn for themselves, constantly forcing them to go in blind can give too strong of a sense of hopelessness or weakness, especially if they only run into that character every once in a while and have no time to adapt. -
@ContentCreator said:
So assume they have flashbang and take time to scare them off some vague minimum distance?
For every down in every game? And hope they mess up otherwise?@BritneyMitch @Skittlesthehusky
hi! sorry, i was not tagged so i didnt see your comment right away.
that is an option, or you could make a decision based off of the information that's available to you at that time of the down. you choose your own counterplay to the perk. 😊 -
i personally believe that dead by daylight has seen some pretty positive changes this year and has a good setup for better performance in 2025. while there were some questionable changes, it did not deter me from enjoying the game any more than i already did.
i am a player who has played this game since late 2017 and actively play both sides, as well as engage in both competitive and casual settings. i would consider myself to be an above average player and have a more technical and strategic approach to the game. currently, i am more of a killer player than i am survivor, however i have enough time with both sides to understand things in-depth.
GAMEPLAY
BHVR has shown a much higher attention to detail to the flow of gameplay as well as a willingness to provide new ways for players to play the game. maps, perks, and killer powers now seem to be more generalized yet unique to their identity, which opens up the possibility for all sorts of different combinations and playstyles. the game incentivizes the usage of strategies and awareness of events as you play, which is fantastic!
additionally, both the killer and survivor experience has been tailored to cater to different skill levels and methods of thinking. it actually has made for an interesting playing field, since there's now a lot more variability in how a match can be played without having to strictly stick to a predefined blueprint. to me, both sides don't feel like they're overpowering each other at base.
towards the beginning of the year, i initially felt as if the gameplay was being changed to lean heavily on a player having to be ABSOLUTELY on top of everything since the core of dead by daylight is time management. however, my perspective on this has changed with the new QOL features introduced that equally benefits both a casual and more competitive player. i'd argue that the game feels much more accessible to newer players as well since they're given a reason to experiment and learn about things!however, i do believe there are some negatives to this approach.new or intermediate players still do not have a clear starting point on how to actually PLAY the game since there's no actual definition beyond "complete your objective" (kill survivors, escape the match). this is incentivizing players to resort to tactics that consistently allows them to achieve their goal easier rather than experimenting and interacting with the different mechanics that the developers introduce.
on top of that, there's difficulty in on-boarding a new player because of the amount of information that has to be digested in a short amount of time. in a live match, this can especially make a newer or more casual player's experience painful if they're by themselves (often referred to as the 'solo Q experience' by the community as well, since this is especially prominent when playing in an uncoordinated or inexperienced team).while loading tips and information blurbs can help, they only address a small aspect of the game. it does not go over the nuances of different strategies or explains why the player needs to make certain decisions, like why they should be mindful of the direction of a killer's red stain at tiles, or why they should be aware of how long they're chasing someone, or why they should be careful about which generators they complete.
because dead by daylight has so many different variables, i believe BHVR should take more time to focus on helping players understand what the game actually is. this could also aid in balancing and reduce the amount of changes necessary, since you can also get a more accurate picture of the performance of mechanics if people are aware of what they're meant for and what to do in some scenarios.
QUALITY
dead by daylight's quality, in terms of assets and immersion, has been outstanding. i have enjoyed the different artistic and creative expressions through the mediums (audio, modeling, environmental work, technical design, etc), introductions of the new and reworks of old and outdated content, as well as the storytelling and world-building that is being done. it's very clear that dead by daylight is still a project of love despite some ups and downs. it's also clear that there are some very talented people on the team who enjoyed putting a bit of themselves into their work. each part of the game is carefully crafted to represent those who have worked on that piece of the puzzle and gives dead by daylight the essence it needs as a universe.
(and yes! this even applies to sable and skull merchant. despite how seemingly lackluster these two characters are, they still have an identity that is worthy of exploring just like any other asset of the game.)
as an artist and a technical person who loves to develop, innovate, and engage with the things i come across, it was fantastic to see this game grow to be what it is today. there's a level of detail that tends to go unnoticed that the development team deserves credit for.
in reference to the actual gameplay, the game feels significantly more solid.
FINANCIAL HEALTH, PRIORITY, AND ITS IMPACT
with that being said, it is also noticeable when the business behind the game supersedes the passion of the developer team and oversight of the game's health. in BHVR's defense, money is necessary in order to even function. people also have lives and things they wish to see, so profitability naturally will be brought into question whenever a project for the game is started.
micro-transactions and sales are a common aspect in most live-service games, both as a profit-making tool as well as a way to promote support for the game. this is perfectly fine, so long as there is a balance between the corporation and the consumer. there are currently a few running examples in which the game's quality has been effected by layoffs, focus shifting (to funding and profits or lack thereof), and marketing tactics. this is noted in the pricing of certain cosmetics, DLC advertisements and releases, and traits of gameplay (bug fixes, accessibility to perks, addressing issues and allocating the necessary resources in a timely manner).
while i do not pretend to know how much BHVR gains or loses quarterly, nor am i familiar with the company's culture, it is distinct when an internal decision or change is made that impacts the health of the game. sometimes chapters, paragraphs, patches and hotfixes, and community events feel rushed or unfinished. other times, we would see unusual pricing for cosmetics or licenses that don't exactly feel consistent with what is regular to us as a playerbase.
the largest example of inconsistency in focus is the community's emphasis on the presence of cheaters. while cheating can never be 100% prevented (if it's man-made, it can be hacked!), it has been noted that dead by daylight does suffer from a lack of priority (or communication of priority) for things that are prominent. some issues are able to be addressed quicker than others, and rightfully they should be if they can be gotten out of the way. however, it doesn't feel as if BHVR is as responsive to major problems like this and that, at times, there's more of an emphasis on what can quickly overshadow the problem.
whether this is done to buy more time in preparation of a solution or not, i have no clue. as i am not a developer or a team member, i cannot confidently propose a solution to this problem either. this is merely just an observation.COMMUNICATION
something i am quite satisfied with in spite of that, however, is how much more communicative the developers have been as of late. while they cannot say everything, they definitely do provide information that is asked of them to incite and contribute to discussions or probe for feedback. this was a significant step up from how things used to be and it's clear that they are listening! the community managers at BHVR have done a wonderful job at providing context to scenarios and helping to establish a connection with the playerbase. it's not too often that you see a team be willing to talk to their clients (especially with a community that can be very opinionated at times).
sometimes, there is a bit of a disconnect in what is being discussed or asked of the team—for better or for worse—. but this is to be expected since… well, they have things to do! XD
additionally, developers don't always share the same vision as the player since this is a project they're actively working with daily and will see the game from a much different perspective, which is what i think a lot of the community tends to forget. how this is to be addressed is beyond my power. overall, i don't have much else to really say about this. it could be better, but it's not like it's a ghost town and they're not paying attention. they most definitely are.CONCLUSION
i think, for what its worth, dead by daylight is set to be what i consider one of the most interesting tales of game development i've ever witnessed in my lifetime, and i think it will become much more successful next year with the right amount of dedication and adjustments. after 7-8 years of non-stop work, the game is finding its place on solid ground and can only expand from here. i'm very curious to see how else BHVR will choose to expand upon it moving forward. sometimes i find myself wishing i could contribute to such a fantastic story in the making haha
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i have not experienced this yet, however i can see if i can offer any assistance.
-what directory are you installing DBD to?-after uninstalling, have you checked that directory to see if there are any left over files?
-do you notice any other weird behavior with downloading files outside of this issue?
-what's your internet connection like?
-what's your system like? operating system, setup, etc.?
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usually, the counterplay is general awareness of your surroundings and noting survivor habits. as @BritneyMitch said, distance is also key when using the perk. try to push for positions that force the survivor to have to travel further to get to you and discourage them by downing them in tiles rather than in open spaces if they're playing offensively.
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i agree! i really enjoy the themed cosmetics quite a bit. they give a interesting aesthetic to the game. in the right settings (for example, with maps), the artists' work really shines. moving forward it would be fantastic to see what else they can do thematically.
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why do you believe so?
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i agree that the nerf to his speed is a little too much. while i appreciate the ability to evade scamper easier, it's a little too easy to dodge and actually tends to cost him too much time in chase if he misses. perhaps they should give it, at minimum, 3% more speed for dashing in order to give both sides an equal chance.
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i would say so! gameplay both as and against her feels much more responsive and accurate. i think she still needs a little more time before she is brought up to speed, but i quite like her as i did when she released. :]
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funnily enough, the promise of extra points for your performance actually incentivizes people to make the most out of it. hence, that is why people play more offensively during events.
unfortunately there's not much you can do. if players want to perform their best to maximize their gains, you just have to play around it or join the fray. it is a game, after all! -
well, it depends on what you define as 'original'.
with the current existence of thrill of the hunt, many people are wanting to try the build now that a new combination is available. this is no different from the developers adding additional perks to the game and a bunch of people running them at the same time to see what builds are like and what they can come up with. that's the nature of curiosity and play.
sure, it may be boring and frustrating to always see it, but maybe you can use it as an opportunity to devise a game plan or try different things yourself. a lot of people fall into the trap of monotony. -
i think if they made the smile raise the cheeks and less of the corners of the mouth it'd be perfect. i think when rigging the models the character's facial structure isnt always taken into account
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im a hardcore demo main, but my build has usually always been perkless with rat liver as my only addon xd
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i've always thought about a system like this for the longest time. i used to actually greybox map designs for fun because i was patiently waiting for the day BHVR allows the community to chip in and make new environments.
truthfully, i think BHVR would benefit from allowing passionate members of the community to create for them beyond the artists. this would allow the community to be heard for changes as well as showcasing the talent amongst us. :D -
i have mixed feelings about this change.
i think a shorter duration for endurance when exit gates are powered would be more suitable, as i don't exactly feel comfortable with the idea of a 100% secured kill just because the gates are on. the survivors should have an incentive to play more carefully since late game involves more risk.completely removing the option for the survivors to be able to get one more person out would simply pressure people to leave those behind who are hooked since they'd just die anyway.
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i haven't noticed a significant difference in my games when this perk comes into play, no. i've seen STB prove beneficial for survivors when they're preventing a teammate from dying early, or prioritizing a survivor with a stronger build in a SWF.
i believe the perk is fine. i also believe that parts of the community may have just gotten a little too concerned about the "transferring hook states" aspect. it doesn't really change much of the game if you understand how to manage your survivors.
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dracula and spirit have similar gameplans, but different ways to approach it.
spirit is a simple and unified form of dracula's tracking and chase with mindgame potential and emphasis on reading survivors, preventing them from executing a plan as much as possible.
dracula is more complex with emphasis on cutting off options and applying pressure via. having access to tools that suit a job accordingly. both meet in the middle on controlling the survivor they're chasing.
as you would expect, this all boils down to preference at the end of the day. numbers only contribute so much to what a player feels comfortable doing and what suits their playstyle best.
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i'm quite curious to see what's in store for this coming year. since i've been approaching the game much differently, DBD feels so much more fun to play than it has in a long while. i like all the little intricacies, but i think that's just because of how i am.
i feel like DBD is leaning back into the direction of the core of its gameplay and is becoming more well-rounded. i'm expecting the game to become more solid during year 8.
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i'm confused as to how p100 has any relevance to what your primary statement is.
p100 is a cosmetic and extended number range for the amount of levels you have access to. p100 bloodwebs at level 50 do the same thing as old p3 with level 50 bloodwebs. xD
i agree that rarity doesn't really hold much semblance when purchased through the bloodweb however. rarity is more applied to the actual game through chests and item RNG than nodes. although even if they did change how items are purchased, this would not change a player's decision to bring more powerful items. a player that wants to bring iridescent items will bring them or increase their chances of receiving one in-game.
i don't think you can change this without outright removing these items or applying a limit to how many of these items appear in a game at a time. if BHVR did that, it'd make playing survivor less desirable and painful unless you're coordinated with someone else to leverage them effectively.
your best option is to learn how to play against these options in the best way you can.
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sometimes i feel like i'm the only person that doesn't really mind her as she is right now with the exception of the bugs XD
her power needs a bit of tweaking for the weird behavior as well as a couple of numbers, yes, but i actually quite like her potential as a herding and zoning killer with the way that she is. you have to outplay with the dog and her by positioning, and it makes for a fun interaction in chase both as survivor and killer.
i'd need more time with her to say, but i don't think she's as terrible or weak as people make her out to be. she just needs a few fixes and that's all imho :]
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she's simply just the better player 🤷
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@Grigerbest said:
I'm sorry, but I have to ask: What in the God's name of 2006-2008 are these graphics?
Dude, these graphics are unacceptable even for a mobile game.
It looks like from Dynasty Warriors 3\4. (Rant over)
i love it because its so simple! i kinda wish we had the option to use low poly models
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love my middle eastern gamers! its always fun playing against you guys even with the high ping. hopefully bhvr addresses these concerns and realizes the benefits of being more inclusive regionally.
+1 on expanding eastern servers -
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843511#Comment_3843511
More likely: OP is simply trolling and doesn't actually play killer. This happens often on these forums
could be, the comment wasnt just directly towards him though. it was a comment meant for anyone scrolling as a reminder
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contrary to popular belief, SFTS is actually a pretty good perk when it comes to countering the more careless stealthers, as well as making edge-map plays more risky. information-wise, it's decent in your average match since most players tend to ignore the crows and it makes the team more predictable based on how many crows have been disturbed in an area.
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sounds like you're not actually playing dead by daylight but you're letting the game play for you. change the way you play if you'd like a challenge
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the person is using a bug that exists with most teleporting killers. that person is playing very cheap and should be ashamed
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i think you may need a break from the game, honestly.
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i've only played 2v8 for a small amount of time so my post does not hold as much weight as those who have. however, i can confidently say that 2v8's current formula for gameplay is not suitable for either side and that i recommend the devs dial back on some of these changes they're making for the gamemode. OP's post is one of the few things i noticed with the modifier that reflects what i'm about to talk about.
the current main issue i find with 2v8 is that it steers away from the core of DBD's gameplay loop by introducing new variables such as the introduction of classes, changes to how hooks are performed, and killer passive abilities. this is far from what was (in my interpretation) originally asked for, which was simply double the survivors, double the generators, double the killers, and some map adjustments.
realistically, i can see why the modifier was developed the way that it was, and it was to account for the fact that so many survivors on the board can easily nullify pressure as well as create a scenario where normal perks can become broken and/or disruptive to the gameplay.
although while i understand why some of these things have been added, it makes it difficult for killers or survivors to enjoy the chaos of the match when they are being countered by mechanics that invalidate core gameplay. similarly, it's another scenario where the game suffers from the lack of player interaction with the killer in the match. what carries interactions is the abilities and linear options pre-programmed by the developers, not the actual players.with that being said, i propose to BHVR that by changing 2v8 to reflect regular DBD but with adjustments like restrictions and slight number tweaks, it can increase player retention by allowing all players to breathe and play with a plan. this can account for both casual and more competitive players in the modifier as a result.
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@Devil_hit11 said:
shred distance is pointless. it is better to make an add-on that reduces charge time by 100%.
i cant tell if this comment is in a joking manner or not but please no 😂 that'd be awful
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shred does not need any changes in distance. it's fine as it is as it's meant to be a multi-purpose tool. any excessive changes to its properties would place more emphasis on one trait and encourage players to not take advantage of demogorgon's kit versatility.
however, i do agree that undetectable and range portions of addons do need to be adjusted. as maps grow larger, the range in detection no longer has an appropriate effect, especially when trying to control lanes in indoor maps. -
crouch tech has little to no effect if you understand how to play around it. anticipate your opponents the next time you chase them.
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i agree that there needs to be some regulation in the forums. i feel less and less comfortable interacting with the community on here because there's barely any room other for discussions other than someone being displeased with an in-game interaction, derailing balancing conversations, or ragebait.
additionally, this type of culture seems to be harming the community overall and placing an impression on people that the only way they'll be heard is by being the same way, and it has become very disappointing to log into the forums and constantly seeing that sort of thing every day.a post that garners negativity receives more attention than a post that attempts to start a positive or informative conversation actively. i've tested this with my own positive threads. to me, it feels like there's no enjoyment with talking to others anymore. it's whoever screams the loudest to be heard.
i understand that people are disgruntled with the condition of the game, but turning this into an entire platform dedicated to that may as well solidify all the negative aspects of the game since that's all people can ever focus on nowadays. the forums have merely become a place for people to vent their emotions and form a chain of agreement, not to interact with others and be social. -
@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825611#Comment_3825611
Not unexplainable. It's caused by Unreal Engine 5.
true, but what specifically causes it within unreal engine isn't explainable xd probably just mainly poor optimization
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825642#Comment_3825642
there's no way they'll net nerf him.
it's possible they finally recognize how unhealthy his insta cancel is and do something about it, but they won't simply nerf low killrate low pickrate killer like demo. it'll probably be a bunch of addons basekit or maybe big QoLs to his portals alongside that. would be nice being able to teleport to portals without having to stand on one or being able to place them instantly.
in reference to your instacancel statement, i'm assuming you're speaking of the abrupt ending of his shred when you release m2, particularly used in zoning. to me it's not really unhealthy. it's merely just another tool used to threaten the survivor similar to how other killers can threaten the position of a survivor or force them to burn a resource.
however, i wasn't speaking on the premise of him being nerfed. i'm speaking from the perspective of making changes that otherwise affect how the demogorgon plays in general. i do agree some QOL would be appreciated! -
@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825611#Comment_3825611
that´s some next level type of bug what the hell
😂 it's okay, it adds flavor to the game to some extent i suppose
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i'm a wee bit concerned about demo being on the list of changes but given how his performance has improved from what ive seen since stranger things ptb, i'd assume he's not going to be touched too much.
hopefully the changes will merely just consider tweaking a few numbers rather than whole changes to his kit or add-ons. he's in a relatively good spot and suits a variety of different playstyles. at the most he might need a few numbers changed for his portals, but that's really all that needs to be done as far as he goes.
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nah it's not just you. i'm getting some weird stuttering too that's unexplainable
sometimes it happens when i collide with some walls, sometimes its specific to some sides of the map, sometimes it's during chase interactions. i can never pinpoint what exactly causes it

