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SunaIIanu

SunaIIanu

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  • Someone already reported it in the bug report section and the Devs acknowledged it, so hopefully it will be patched soon.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098346#Comment_2098346

    Beginning to wonder if any of these innocuous terms are actually blocked or if there are some people spreading misinformation. I haven't seen any proof of these terms being blocked, just people complaining that they are and then someone else proving they're not.

    I feel the same way especially with the extreme rejection of chat filters in general.

    But my bf had an interesting theory: Maybe the filter blocks words if the are in a certain sentence or combined with generally blocked words, e. g. "######### Myers" would be blocked to "#### #####" while "Myers" alone is fine. This could also explain @TAG experience. I might test it later.

    No problem :)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098346#Comment_2098346

    Try the letter "u". That one for sure was blocked for me. Yes, I am being dead serious. I wrote "u liek mah build" and the letter "u" was blocked.

    I'm not ingame anymore but you are lucky:

    sketch-1618158762389.png


  • DSC_0149.JPG

    @GeneralV said:

    I want to know why, apparently, "Freddy main" is blocked. I don't like that at all.

    Nope, it is not, I tried.

  • @Orion said:

    It's not, usually. There's proof of that on the forum. You must've activated the filter so many times that it started blocking more and more words.

    It is definitely not blocked for me:

    DSC_0147.JPG


  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2087308#Comment_2087308

    Talking about the general pallet spawns. Has anyone noticed that when you play Freddy with the pallet addon, on the Silent hill map, that there are no free pallet spawns? You can only set a fake pallet, when you break one.

    It's the same on hawkins and I think on the saloon the possible spawns are also very limited.

  • Screenshot_20210406-005902.png

    @Paladin_Goo said:

    Just a question. Was watching a streamer. I won't mention their name but they are in the top 5 of DBD content creators on Twitch and they are a fog whisperer. They were on "the game" map, which the killer put an offering for. It was your classic d-bag Doc build, overcharge, unnerving, all of it. He 3-gen'd them and wouldn't let them repair gens. Now here's the kicker - he also wouldn't chase or down anyone. He just kept walking around in treatment mode and kicking gens. It went on for over 30 minutes.

    I suppose this is considered taking the game hostage, yeah?

    Anyway, they apparently got in contact with someone from BHVR who told her she could disconnect and to submit an in game report and he'd be dealt with. They did this live.

    What do you guys think?

    It's an old response though.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2066984#Comment_2066984

    I love how a fundamental right that all Americans have is somehow construed as being "political"

    It's a fundamental right for Americans, but dbd is not played only in America, other countries have different laws.

    Also, as somebody already pointed out, it's not even developed by Americans.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063021#Comment_2063021

    Why do people always act like silencing language never "counts" unless the government is doing it?

    Because the issue with censorship is that it is used to create and maintain dictatorships but that has nothing to do with private organisations, they are not obligated to let you say or do what you want. For example, if you visit me in my house and you do/say something I don't like I can throw you out for that and that doesn't mean you are being censored because you are still able to say/do this things in your own home, I'm just enforcing my house rules. It's the same when a company enforces certain rules. You are still free to avoid the company and you free to create your own company with your own rules.

  • @Pulsar said:

    Finally, the PC gamers are suffering as we Console players suffer everyday. Horrible FPS, random freezing and stuttering.

    In all seriousness though, can we please fix the performance issues on EVERY platform?

    Lower end PCs have had fps problems for quite some time, optimization was never a console only issue.

  • @Clevite said:

    No. It is nice and sportsman like.

    If someone takes it as an insult, they just have a soft ego and are waiting on their participation trophy.

    A while ago there was a discussion where someone admitted that they like to send people a gg after they destroyed them as a slugging nurse to trigger them, so even though it was originally meant as a nice thing not everyone is using it this way. But in this case it's probably best to just ignore the person saying it.

  • @Mr_K said:

    Survivors have no issue saying gg when they escape.

    That is not true. I won't say GG after a 3 or 4 man escape unless the killers says it first.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055678#Comment_2055678

    The bottom guy switched last second to steve dont know why

    Maybe they leveled a different character while waiting.

    Without an item (or a cosmetic with a reputation like blendette or legacy) there is no reason to last second switch and besides that, three of Steve's perks only work when someone gets hooked so that makes zero sense in a sabo squad.

  • It's an acknowledged bug:

    @traineeofobsession said:

    I tried to complete some adept killer achievement on steam last night and got some decent 4Ks with 10-11 hooks, but my devout emblems were silver. So I didn't get the adept achievement that I deserved. It's frustrating, and many other players reported the same issue. Will it be fixed in the next patch?


  • Go back to Shrine of Secrets This page lists all iterations of The Shrine of Secrets since its implementation into Dead by Daylight with Patch 1.2.0. It also lists the number of times every Teachable Perk has appeared on the Shrine so far. 1 Shrine Perk Count 2 Shrine Calendar 2.1 2021 2.2 2020 2.3 2019 2.4 2018 2.5 2017 2.6 2016 3 Past Shrines of Secrets 3.1 Year 2021 3.2 Year 2020 3.3 Year 2019 3.4 Year 2018 3.5 Year 2017 3.6 Year 2016 The following table lists how many times each Teachable Pe

    This wiki site has charts for each year, so you can lock up the shrine perks from 2019 there.

    I'm pretty sure that the site is correct, I remember that DS was relativly often in the shrine at some time, because people complaint about it.

  • @swager21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042714#Comment_2042714

    i started playing in october 2020 too. i got the halloween dlc just before ds came to the shrine and you dont want to know how mentally painful that feeling is.

    btw, when i said it was in the shrine 2 years ago i meant 2 years ago before it came to the shrine

    If the wiki is correct, DS was in the shrine in December 2019 and returned in Febuary 2021. So it took one year and two months, not two years for DS to be back in the shrine.

  • @NoxVeno said:

    I take those as ultra wins. I like to imagine them throwin their controller or pounding their keyboard. I hit the report button anyways lol

    You are wasting your time with the reports, if someone disconnets they get a matchmaking ban for a certain time, so they Devs won't punish them further over the report system:

    Screenshot_20210315-170035.png


  • What I don't understand is how you can be so rude to people who are obviously inexperienced. Those streamers usually have thousands of hours, so of course they have an easy time against the average dbd player, even in red ranks (and with matchmaking being broken it's not even sure if the DS was in red ranks to begin with), so I can't understand while they feel the need to be so rude and braggy, that is such an immature behaviour imo.

    And if you can't behave while drunk maybe you shouldn't stream drunk. (Drunk streams are childish anyway, atleast in my opinion.)

  • I don't really care about the whole console vs PC thing, each platform has good and bad players. But if you except certain people to do worse (e.g. Console Players/Claudettes/players from certain nationalities) you will remember the players that you encounter that fit your stereotype more than those who do not fit the stereotype, so it is hard to convince people that their view is wrong.

    But I do think you are wrong about two things: PC has optimization issues aswell, I used to lose frames against certain killers aswell, sloppy butcher made my game freeze etc, it only got better with a newer graphics card. It might be worse on console but it is not an console exclusiv issue.

    The second thing is toxicity. Many PC dbd players do not keep their insults in the chat, many comment on players steam profiles, which you also have to turn private to avoid that. And getting invitates from people who want to insult you happens aswell on steam.

  • One killer told me I should kill myself because we genrushed.

    (We finished the gens really quickly but we hadn't brought toolboxes or prove thyself, the killer just overcomitted to a chase in the beginning of the match.)

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015132#Comment_2015132

    Did they say they outright removed games that had DC's in them or simply that they didn't include DC's as deaths? Because if on person DC's and the rest die, that still inflates the stat.

    And as warcrafter said, this also doesn't include hook suicides, which are probably just as common as straight DC's, in my experience they are anyway.

    I think I they excluded the matches completely and I found that quote in regard to the 2020 stats:

    Screenshot_20210312-141431.png

    It is from this post: https://forum.deadbydaylight.com/en/discussion/200064/red-ranks-kill-pick-rates/p2

    @Warcrafter4

    But I don't know which dev said that, maybe it was said on the Stream when they shared the stats.

    Hook suicides are random for me, sometimes they are really often and sometimes not.

    But I think people are missing the point imo: It doesn't matter that much, if the stats are accurate or not because kill rates alone doesn't tell you much. An insidious LF can usually secure two kills, a perfectly balanced match according to stats but it will probably depip/maybe safety pip everbody with a very low bp earning. Sometimes a killer gets two kill with Noed after a very bad match, sometimes a 4k because the survivors refuse to let someone behind etc.

    A killrate alone doesn't tell you how the match went it only tells you how it ended. A 4k with 12 hooks is a very different game than a 4k with 5-6 hooks. Same for a 2k with 6 or more hooks and a 2k with 2-3 hooks. The former fehlt probably more balanced for everyone but the statistics will rate them the same.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015132#Comment_2015132

    They never said they removed them in the 2020 stats which mind you were overall much higher making it seem like DC's were counted.

    It also still doesn't address first hook suicides which accomplish the same thing.

    1. It doesn't seem really logical that they would change the way to collect stats.

    2. No, the stats aren't that differently: In red ranks the highest killrate was around 75% (maybe even a bit higher) and the lowest was around 60% which is similar to the 2020 stats. Also, in 2019 most of the killers in Red ranks had killrate over 65% which is also similar to the 2020 stats. Sadly we can't compared the stats that well because of the weird way that they displayed the 2019 stats, but the most notable difference is Nurse's Killrate who actually decreased quite a bit. Nurse is btw not the only killer whos killrate was higher in 2019, Spirit and Billy are in the same boat (both were nerfed though so that makes sense).

    I haven't compared every single killer but in general: No, the 2020 stats are not significantly higher than the 2019 stats. (Atleast in red ranks).

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014445#Comment_2014445

    KR means nothing as DC/First hook suicides games are counted as even if only one survivor DCs it usually dooms the other 3(75-100% KR) hyperinflating the total KR.

    There's simply put too many factors for KR to matter and it is why the devs have said repeatedly that KR MEANS NOTHING!

    Edit: These satistics especially the rad rank ones means Nurse is underpowered and is the worst killer in the game.

    So should she be buffed because of the red rank statistics?

    As far as I know the Devs do not includes matches with a dc for this statistics. Atleast they did so with the 2019 stats: https://forum.deadbydaylight.com/en/discussion/107244/are-those-stats-with-or-without-dc

    I also don't think you can base balance decisions only on stats but atleast the dc Part of your argument is not correct.

  • As far as I know the matchmaker is supposed to find you opponents within six ranks over or below your own (when it can't find opponents closer to you in a reasonable time).

    So all of these players except the rank 1 would match this description (maybe even the rank 1, if you depipped or they pipped from the game).

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/640/RXK2G328M8H5.png

    We are back with another edition of the Developer Update, a series of posts detailing our progress on upcoming features and known issues. This time around, in addition to the normal topics, we’ll have sneak peeks on some changes coming in the mid-chapter update. 

    Matchmaking 

    Recently, the matchmaking system was changed to use the highest rank in a Survivor group when searching for a Killer. This change prevents groups from using a single low ranked player to abuse the matchmaker and get less experienced opponents. 

    We are on the lookout for any potential edge cases that may remain. To give you an idea of what is expected of the matchmaking system, here’s how the system works: 

    • Survivors are matched to a Killer as close to their rank as possible. 
    • If the Survivor is playing with a group, the highest ranked Survivor’s rank will be used for matchmaking purposes. (e.g. If a rank 1 and rank 10 Survivor are playing together, the game will search for a rank 1 Killer.) 
    • If a match of the same rank is not available, the system will gradually expand the acceptable range until it finds a match. This has a hard limit of 6 ranks above or below your rank. 
    • New players between rank 16 and rank 20 receive an exception to this rule in order to ensure that they can find a match, even when there’s no other new players queuing. 
    • You will not be matched with someone outside of a given range. This is to ensure that your connection to other players is as good as possible. When on dedicated servers, players will be matched to their nearest data center rather than their distance to other players. 
    • Survivors playing in a group with distant friends are an exception to this rule. 

    If you experience something outside of this range, please be sure to let us know here: https://forum.deadbydaylight.com/en/categories/other 

    Nintendo Switch™ 

    Dead by Daylight was just released on the Nintendo Switch™. Welcome to any new players who are joining us! We have received quite a few questions since the launch, so we have taken a moment to organize some of the most frequently asked questions here: https://forum.deadbydaylight.com/en/discussion/90514/ 

    We have also created a Switch section in the bug reports section of the forums in case you stumble upon any issues as you play: https://forum.deadbydaylight.com/en/categories/switch  

    Dedicated Servers 

    Following the test in the last PTB, we decided to postpone the launch of dedicated servers on the live game while we iron out a few issues. Our new launch target for PC and consoles is Fall 2019. We will be running tests on the live build of the game, on PC only, starting in early October. For more details, click here: https://forum.deadbydaylight.com/en/discussion/87216/ 

    Dedicated servers have, however, been active on the Nintendo Switch™ since launch. This is essential as the Switch version does not support hosting a game. Any improvements made to dedicated servers on other platforms will make their way to the Nintendo Switch™ as well. 

    The Nurse Add-on Update 

    A few months back, we announced that we would be revisiting The Nurse’s add-ons to ensure that all of them are as fair as possible and that she has the correct distribution of add-ons (4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare). 

    With these changes getting nearer, we would like to share a few of them with you: 

    Plaid Flannel 

    • Rarity changed from Very Rare to Common.  
    • The blink indicator placement has been improved and will now stay visible until The Nurse has reached her destination (it was previously not visible while blinking).  

    Heavy Panting 

    • Considerably increases maximum blink range. 
    • Considerably increases maximum blink charge time. 

    Jenner's Last Breath 

    • After blinking, allows The Nurse to immediately blink back to her original position by pressing the Secondary Power Button. 
    • Requires a blink charge and must be triggered during the chain blink window. 

    These add-ons—as well as the rest of The Nurse’s new add-ons—will be available for testing in the upcoming mid-chapter 13 PTB. We will be keeping an eye out for feedback once you have had a chance to give them a try. 

    The Archives 

    During the 3rd Anniversary Livestream, we revealed The Archives, a new feature loaded with challenges and rewards. This is one of the most ambitious additions to the game yet and it has been in the making for quite some time. We are very excited to release The Archives in the upcoming mid-chapter patch (and preceding Player Test Build). Be sure to keep an eye out for more details in the coming week. 

     

    This concludes the September Developer Update. We have busy months ahead of us, and we are looking forward to seeing what you think of the upcoming changes! 


  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012525#Comment_2012525

    As an EU player who has played different multiplayer games in both NA and EU servers i can say, for what i've experienced, that EU players (generally speaking) are not necessarily better, but sweatier.

    Interesting. Do you have a theory why?

    (Not trying to sound challenging, I'm genuinely interested.)

  • @Zozzy said:

    The survivor pool otz gets makes me facepalm to much and is agonizing to watch.

    At least tru3 and Monto get gen rushers or decent 4 Man squads now and then.

    That is such a weird argument I have heard from so many sides. ("Survivors in NA are worse than EU" in regard to Scotts win streak, "Survivors in EU are worse than Survs in NA" from Monto etc).

    I think there is are difference in Survs depending on time (more SWF in the evening for example because of work/school) but there is no logical argument for difference besides that.

    Tru3 and Otz are also roughly in the same region, so there should be an overlap in the people that they are matched with anyway

    Monto is in NA,so the region is different in this case (but from both, Otz and Tru3) I do not watch him at the moment but I used to watch his Videos and there were plenty of them where he was also matched with inexperienced survivors.

    I personally think that there are many survivors in red ranks who are not that great and streamers with 4000/5000+ hours will highlight that but I can't see a logical reason why some of them should face stronger Survs than others, when they are all in red ranks.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983517#Comment_1983517

    The feelings on the matter don't change the facts involved.

    Which facts?

    You are acting as if there is an objective assessment criterion on who is the best and who is the worst serial killer but what would this criterion be?

    If you are talking about the kill numbers there would have been other adjectives (maybe most murderous or most sucessful) to describe that without sounding like you are glorifying someone who is responsible for the suffering of many people.

    And about the whole facts don't care about your feelings thing: Yes, sometimes there are potentially harmful facts that need to be said, but there is always a way to say them more nicely. Some people just don't want to do that and use "I'm just being honest or I'm just stating facts" as an excuse to be mean.

  • @SocialDistomancy said:

    H. H. Holmes. It would feel like opening a loot box. I would be wondering if we would have some interesting conversations, maybe head to his place for some serial killing fun, or if I would become the next victim.

    Edit: I just realized I compared interacting with one of the best and most manipulative serial killers America has ever had to opening a lootbox. Seems fair.

    Using the adjective "best" on a real life serial murderer is a bit weird imo.

  • 5 out of 12 male characters are licensed, for the female characters only 3 out of 12 are licensed so I think the Devs had less creative freedom with the male characters.

  • @Fuzzels said:

    A 4% chance with 3 chances doesntt equal a 12% chance though.

    Thats like saying if you flip a coin 3 times, you have a 150% chance to land heads. Its just not true.

    Not to offend or be a dick but this is like, 8th grade math stuff my dude

    Basic 8th grade math is that odds are multiplied if you have more than one try.

    E. G.

    Untitled Image

    The probability to toss two heads in a row is 1/2 *1/2 = 1/4 = 25%

    The probility to toss one head or more in two tosses is 1/4 + 1/4 +1/4 = 3/4 = 75%

    In my math class we called that Diagramm a "tree" the mathematical rule is:

    If you follow the branches you multiply the odds.

    if you have to consider more than one branch you add up the odds.

    For your example: The probability to toss atleast one head in three tosses is 87,5%

  • I'm going to answer you here, because you're right I should have put it in the this discussion, I was petty about your other post, sorry for that.

    I mean there is still a possibility that I'm wrong and BVHR just accepted the bug report quietly to stop complaints but my perspective is, that ranking is more a matter of playing a lot and not of playing good. There are plenty of people who stay in red ranks (usually 3 or 4 because the pip not enough to rank up to Rank 1 but they also depip not enough to rank down to purple) despite not playing super well. But now so many peole say that they get downranked more than before so there has to be reason for that.

    You mentioned the desync issue but I don't think that that alone can explain many people depiping more frequently because desync mainly affects the chase and the survivors who linger at the lower red ranks even though they aren't that great have the most problems with the chase imo, so I don't see why desync should make that big of a difference for these players when the go down in 10-20 seconds anyway (I'm not saying that to be spiteful, I suck at chase myself). If we are lucky the 4.5.2 hotfix will arrive tomorrow and will fix this bug, visual or not.

    Anyway, thank you for considering a different perspective, that is rare on the forums (and rare in general and I'm definitely not an exception to this rule).

  • @ttvbardberd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964204#Comment_1964204

    I don't think the post was condescending at all, it was about how actual toxic/trash players are jumping on the bandwagon of hate towards behaviour just because they're bad at the game, when all evidence shows that the current pip bug is more of a visual bug rather than a mechanical bug.

    Also, as I said in the post, this isn't about me. Please refer to the original post and read it through. If you have, then you'd understand that it doesn't really have anything to do with me. I made this post to have a discussion about this issue that I see come up, and only person has made a valid reply so far, lmao.

    Well you got some answers now. Personally I don't pay attention to user names and while there are definitely people in this community (and not only in this forum) who hate streamers just because they are stream I haven't noticed an insane amount of hate directed towards streamers on this forum so that is why I think your behaviour is atleast partly responsible for the reaction you got/get.

    Many people tried to discuss with you about the rank in the other post so I'll just keep it short:

    @dgsnel01 said:

    It seems by the recent patch notes that BHVR only think the Unbroken badge bug is a visual one that gives you a higher emblem than you actually earned. It’s NOT the case though.

    The unbroken badge does not give any progress at all (black badge) unless you escape. For people that care about rank and pips, this makes the game almost unplayable and is making survivors play super try-hard. It’s impossible to pip up if you don’t escape now.

    Hopefully we can get this to their attention and see if they realize it or not. They may have just worded the patch notes badly. If not, they need to see this.

    BHVR has acknowledged this bug report so BHVR themselves admit that ranking is bugged (and not just visually).

    Just to compare:

    @PlantCollector said:

    I know it's been already reported for many times but im not sure if it gets acknowledged with the new bug report system.

    Summary:

    If a teammate dies while you have the perk "Sole Survivor" equipped, you dont get any tokens.

    Description:

    When a teammate dies you don't get any tokens for your perk "Soul Survivor". I can't tell if it's a visual bug or if the perk isn't working at all.

    Occurs in both public and private matches.

    Steps to Reproduce:

    1. Equip Sole Survivor
    2. Sole Survivor doesn't gain any tokens when a teammate dies.

    Occurs on:

    PC, but i have seen many playersl from console reporting this in generaly discussions too.

    This is report for a bug that made it look like the perk wasn't working but it was just visual, the Devs addressed that in their acknowledgement of the bug.

    In the end it's not my problem if you believe the bug is visual or not (the 4.5.2 hotfix should arrive soon so we should get clarity with the patch notes anyway) but if you tell people that a problem that they have with the game and that they will strongly about isn't legit you will get unpleased reactions.

  • Have you considered that people might be rude to you because you made a condescending post which is a best a troll and at worst just ignorant and not because you have ttv in your name?

  • @Superyoshiegg said:

    Not on Steam.

    https://us.v-cdn.net/6030815/uploads/CVKR5WD97SPJ/image.png

    Not on Xbox.

    https://us.v-cdn.net/6030815/uploads/82FWFQI2OF9J/image.png

    Not on PlayStation.

    https://us.v-cdn.net/6030815/uploads/A4QONQMPY4IV/image.png

    Should probably bother making sure you're complaining about something proper next time.

    EDIT: Additionally, the age rating is stopping people from buying the games themselves, not playing them. It's perfectly legal for their parents/guardians to purchase it for them.

    No, age rating can vary a lot depending on the country, in mine dbd is rated 18+.

    Untitled Image

    (USK guidelines are applied for every platform, so the rating on Steam/Xbox/... is the same.)

    In general I agree with what other people have said, whether someone is mature enough for a game or not is not only dependant on age, some adults behave badly aswell. But for minors is should be the parents job to make sure that their children are mature enough for the game, that are playing they.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940707#Comment_1940707

    That sounds wrong.

    If you reported them in game and recorder the match what other info would they need? Maybe they want the Steam profile of the player as well? If that's so it's dumb as #########, but maybe a mod can help clarifying the situation? @MandyTalk? (Sorry to bother you directly but it feels wrong to me 😅)

    Thank you for trying to find an explanation for the situation, I appreciate it!

    I did send the Steam-ID, so I really don't know what Information was missing. You can call me entitled, but I think that the support team should tell me my mistakes more detailed when I spend a good amount of time with their awful report system, but they obviously do not share my opinion.

    It's been a few months since that incident happened so I doubt that there is something that I could do after this time, I just hope that someone else reported more successfully than I did.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940505#Comment_1940505

    Maybe the ticket was closed because they were effectively banned? I don't know if support communicates the outcome of that kind of reports to who opened the ticket or not (I think they should but idk)

    10+ minutes is enough, at least if we listen to what mods and devs have stated multiple times here on the forum

    Nope, I got a pretty standardised text that they do not have enough information to verify the report and closed the ticket. They did not specify what information was missing and because the ticket was closed, I could not ask. But as far as I know I gave them all the required information so this answer left me really confused.

    It was especially upsetting because the players had troll usernames, the weren't doing it because the were new and scared, they were doing it to ######### with other people and the support apparently didn't even care.

    I also thought that I saw a Community Manager or mod saying that ten minutes are enough, that's why I reported them in the first place. If I remember correctly there was a discussion recently because someone from the Support Team said, that unlocking linked cosmetics was bannable, but a Peanits (I think) later stated, that it was not, so misscommunicates definitely happen within the team.

    The only thing I know for sure is, that I will probably not go through this unecessary complicated, timewasting report system again.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/226797/is-holding-the-game-hostage-still-40-min

    If you recorded the match and reported them in game, you can open a ticket with support and get them banned

    afaik if at least 2 survivors behave like that for 10+ minutes it's bannable, it doesn't matter what kind of perks you have, perks only help you prevent those situations, but I had a game in which I had Spies from the shadows and BBQ but they managed for 5+ minutes until I went and checked every locker at random

    Infuriating situation, those people don't deserve to play online games

    I reported two survivors who did nothing for 15min with video evidence and the ticket was closed, so 10-15 minutes might not be enough.

    But the report system is bad anyway so I wouldn't be surprised if there are misconceptions between the Community Managers and the people who handle the reports.

  • @AsherFrost said:

    Ah yes, the ol "why do I have to play against killers I'm not good at?"

    2nd time in a week I've seen survivor mains who want to control what killers people are allowed to play as. Played overwatch for years, never saw petitions there to make it so one team could choose what heroes the other chose to play. Played Friday 13th, didn't see people trying to ban specific Jason's. Nope, that attitude only seems to exist with DbD

    I also think that a block feature wouldn't work in dbd, it would only increase lobby times but wanting to block something is not a wish that only dbd players have and some games even allow players to block certain characters e. g. Rainbow Six Siege.

  • @EvilJoshy said:

    If you think que times are bad now?

    There was a third party tool I think called make lobbies great again. It allowed you to mark a player you didn't like and you could never be matched with them again. Sounds good against cheaters right? Well survivors were check marking every single killer that killed them. So match making got screwed up even more. You survivors can't have nice things. You will abuse them.

    I'm pretty sure that MLGA didn't prevent you from being matched with the players you blocked, it would just tell you, that you are in a lobby with someone you blocked so you could leave the lobby.

    It's obviously annoying if survivors constantly dodge your lobby but they had to regroup every time, so to me it sounds like they were hurting themselves more than the killer.

  • I also a bit bothered by the healing thing.

    1. Healing alone isn't clear. Does it deactivate if you heal yourself? Or when you heal a teammate? Or when somebody else heals you? Only if you reach full health? What about perks like second wind or inner strengt?

    2. Healing is more a secondary objective and I think having DS disable when doing almost every secondary action will lead to two things: Some people will drop DS and some will just run into the killers face with DS active to make sure that they get use out of it, following the logic that wasting the killers time will also get objective done. And DS and UB will still work together, so will jumping in a locker, so I don't think encouraging people to look for a chase with ds active is a good idea.

    I do agree that DS should disable when you unhook though because it's unfair if the killer gets hit by DS two times because someone farmed when they had DS active.

    So in general I wouldn't say it unfair, DS will still be good but I'm not a fan of the healing condition.

  • Technically the matchmaking is supposed to work like you want.

    To my knowledge the Devs never officially said that they disabled it and sometimes it works like that:

    https://youtu.be/Xt8vYhn8vnk

    Take a look at the second last match in this video, the survs confirmed that they were SWF (3,8 and 16 matched with a Rank 1 killer), so in this case the system worked but sometimes it doesn't.

    Sometimes the system even screws up without any SWF involved so I think it's more a general matchmaking issue.

    The Devs are currently working on a MMR System, but I'm not optimitic, that it will work better.

  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909652#Comment_1909652

    true I don't know if they are pc players but the same logic applies to the first person who didn't even show if they were cross play and even then they could be on the window store. honestly I think our two examples are more of a match making issue than a cross play one. I just wanted to show how the same thing can happen to a console player.

    There is one way to differentiate between console and Windows store: Windows store players can use the chat. I think that it is more likely to encounter console players but you are right, accusations without proof help nobody and bad players/teammates are on all plattforms (also everybody has a bad days, I'm sure that sometimes I've been the bad teammate).

    I also agree on the matchmaking issue and I think we all remember the negative examples (or the example that support our view in general) more than the positive.

    If people have something against players from a different platform the should turn crossplay off (I've heard that that can actually improve queue for PC players) imo instead of insulting other people. It's especially sad that some streamers push that narrative, I mean complaining privately is one thing but streamers shouldn't make the issue even bigger imo.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909652#Comment_1909652

    Exactly as you said. You can tell by their names. Longer words, less restrictions. And if you're sitll unsure you can watch how they loop. PC players 360 differently than on console and is a dead giveaway.

    I've never heard somebody say: "See how that player moves, they are definitely on console." so I'm a little skeptical that you claim to have this skill. Also I can't believe that you have the opportunity to observe how your teammates loop the killer every game. But even if you could reliably tell the difference: Some PC players prefer controllers, so you can never be 100% sure.

    The mayority of the dbd players in my steam friendlist use short, non offensive names (variants of real life names, character names etc often paired with numbers), so they could be on console aswell.

    Also, in my experience, the people that use offensive names are usually not the best players, so you might get a distorted view because the obvious cases of PC players are also not the best players.

    So in short: Sorry, but I do not believe taht you can reliably seperate PC players from console players.

  • @Orionbash said:

    Have you played with PC players? They're the biggest babies I've ever gamed with. They go down in seconds as most of 'em can't loop and then either dc or kill themselves on hook. And if they don't kill themselves on hook they're doing stupid stuff like searching chests when gens need to be popped. So, ya, not a fan. If it wasn't for the fact that PC killers are a challenge compared to console killers I'd be turning crossplay permanently off.

    @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909171#Comment_1909171

    I've had the same exact scenario happen to me I got downed put in the basement all three survivors never even tried to save me but they were all 3 pc

    https://youtu.be/PeKFzKD3S0I

    If you are on console, how do you know that you are matched with PC players?

    A Player on PC can be matched with players from Xbox, PS, Switch and Windows store. Only Windows store is on PC aswell and doesn't have a big playerbase as far as I know (I have never seen a crossplay icon when it used to be steam/Windows store only crossplay), so if a PC player is matched with a crossplay player, there is a high chance that it is a console player but that shouldn't work the other way around.

    To my knowlegde both Xbox and PS have big playerbases (a poll in this forum came to the conclusion that about 1/3 play on PC, 1/3 on Xbox and 1/3 on PS, it's obviously hard so tell if the poll is representative or not) so it is likely that you are matched with players from a different console (or it might be a mixture of PC and Console).

    I've heard that console is a bit more strict with names, but none of the names in your Video contained bad words (unless you count "dirty" but console isn't that strict, or is it?), so how do you know that you have been matched with PC?

  • @EvanSnowWolf said:

    You think game design is based on attractiveness? That is a weird take coming from outfits like the Christmas Hoodie Feng.

    Designing characters like that would get BHVR attacked by feminist groups. It's why there isn't a single large breasted woman in this game despite the horror trope of the "big breasted blonde" that was made fun of in the Scream franchise.

    I mean Jane isn't blond but she isn't small breasted either.

    Untitled Image


  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893204#Comment_1893204

    Yeah. I don't remember the exact number, but I do remember that the chance for escaping on the first attempt is actually lower, but it increases with each attempt.

    It's going to be like that after the mid-chapter-patch. At the moment the chance is the same for every attempt.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/HD1BCBWR14GF/announcement.png

    A new year is upon us, and we’re ready to kick it off in a big way. Welcome to our January Developer Update, a series of blogposts delving into upcoming changes making their way to Dead by Daylight. If you prefer to watch the update instead, check out our first ever Dev Tapes here:

    https://youtu.be/c49bZQ3a2UA

    The Clown: Gameplay Update

    Kicking things off, The Clown is receiving some changes in the upcoming Mid-Chapter.

    Our resident funny man has been cooking something up. Introducing the Afterpiece Antidote: This new throwable bottle shatters and releases a delayed yellow gas. Once the gas activates, anyone who steps in the gas receives a 10% movement speed bonus. Like your Tonic, this effect lingers for a few seconds after leaving the gas. You can swap between Tonics and Antidotes by tapping the Active Ability button at any time.

    ‘Antidote’ isn’t just a name! They will also cure any negative effects from the Afterpiece Tonic, so you’ll want to be careful where you throw them. They may make you faster, but a poorly thrown bottle will make the Survivor faster as well. Or you may want to lure a Survivor to an area with no pallets remaining with a juicy Antidote. But remember: If the two gases collide, they will neutralize each other and disappear.

    We also recognize that every second counts. That’s why we’ve reduced the time taken to reload your bottles to 3 seconds (down from 5). Reloading will give you four bottles in any combination; you do not need to reload Tonics and Antidotes separately.

    Last but not least, we’ve done a pass on The Clown’s add-ons. There’s some interesting new combinations in there that we’re curious to see what you can do with!

    HUD Update

    Out with the old, in with the new: We’ve all got some fond memories of the in-game HUD, but after four years of additions, we felt that it was time to rebuild it from the ground up. Seeing is believing here, so here’s a couple examples of what you can expect:

    https://us.v-cdn.net/6030815/uploads/TU3VYF4TUR7A/hud1.png

    https://us.v-cdn.net/6030815/uploads/0LL7JJRXASQ5/hud2.png

    The first thing you’ll probably notice is the new layout. We aimed to keep things clean and familiar to long time players while updating the HUD. But that’s not all, the new HUD comes with a few tricks up its sleeves.

    Character Portraits

    No longer will you stare blankly at the generic figures in the corner trying to figure out which one is Meg and which one is Dwight-- you’ll now see the face of the Survivor next to their name.

    Hook Counter & Progress

    Next to each Survivor’s portrait, you’ll find a hook counter. This will help you remember who’s been hooked, who hasn’t, and who can’t afford to be hooked again. Killers will also see a meter showing their hook progress to give them an idea of how well they are doing.

    UI Scale Options

    Are you squinting at a tiny screen across the room, trying to make out what that text says? Or are you a minimalist who wants the HUD to take up as little space as possible? Either way, we have you covered: You’ll find new options to increase or decrease the size of the HUD in the Options menu.

    And to any streamers out there, don’t worry, we didn’t forget about you. We made sure to leave a space for you to put your camera without covering up any important HUD elements.

    Survivor Locomotion Animation Update

    Keeping with the theme of updating what’s old, we have revisited Survivor animations. As the game moves towards a more realistic direction, we felt it was only fitting to switch to more realistic and fluid animations.

    We have made a conscious effort to not change movement itself: Your inputs— as well as your character’s speed, turn rates, and acceleration—have not changed. While the actual movement for Survivors has not changed, new animations can make it feel different to control. We’ll be keeping a close eye out for feedback to make sure we find a compromise between making things look better while also keeping the feeling right.

    https://youtu.be/OkAffnSWfQ8

    Matchmaking Rating & Rank Rewards

    Starting with some good news: Matchmaking ratings are returning in the near future. We have been hard at work tweaking the system since our test last year and we are preparing to re-enable skill based matchmaking for another test soon. For more information on matchmaking ratings, click here: https://forum.deadbydaylight.com/en/discussion/173606

    But that’s not all; once we are happy with matchmaking ratings and turn the system on for good, we’ll be introducing rank rewards. Since ranks will no longer be used for matchmaking, they will instead be repurposed to reward dedicated players. Each month, everyone will be given Bloodpoints based on the highest rank they’ve reached and then be reset to rank 20.

    The rewards are:

    https://us.v-cdn.net/6030815/uploads/QBVPESWQIR5G/rankrewards.png

    You’ll earn rewards for both Killer and Survivor separately. For example, if you reach rank 1 on both roles, you’ll receive a total of 500,000 Bloodpoints.

    Please note: These changes will not be available immediately alongside the 4.5.0 update. This system will require further testing before it is fully enabled.

    Graphics Update

    In case you missed the reveal, the next realms due for a graphics update are the Gideon Meat Plant and the Crotus Prenn Asylum! Here’s a sneak peek at what’s to come:

    https://us.v-cdn.net/6030815/uploads/M447HN2IB3MD/asylum-1.png

    https://us.v-cdn.net/6030815/uploads/KX6286AL7GVQ/asylum-2.png

    https://us.v-cdn.net/6030815/uploads/ZHD2V4FVFRV5/game-1.png

    https://us.v-cdn.net/6030815/uploads/7RAF8OY2AXCI/game-2.png

    Miscellaneous

    Finally, let’s round of this Developer Update with a package of small quality of life and balance changes.

    The Wraith: True Invisibility

    A keen Survivor can see The Wraith while he is cloaked by a faint shimmer. To give him a small boost, we will be changing his cloaked shimmer to only be visible when close by. The Wraith’s shimmer will be:

    • Completely invisible beyond 24m
    • Somewhat visible between 24m and 16m
    • Unchanged when within 16m

    The goal of this change is to make it harder for Survivors to keep tabs on The Wraith while he is cloaked while maintaining an opportunity for a Survivor to react if you approach from the open.

    The Trapper: Escape Mechanic Update

    You’ve stepped in a trap. Now what?

    Previously, you would have a 25% chance to escape a trap each attempt. This sounds simple on paper, but four attempts only adds up to roughly a 68% chance to escape. This makes traps pretty unreliable. Survivors could get out their very first try before you have a chance to react, or they could try dozens of times without escaping.

    To combat this, we are switching to a flat distribution: Each time a Survivor steps in a trap, it will take them between 1-6 attempts to escape. What does this mean in practice?

    • Between 1-3 attempts, the chance to escape is lower than before
    • At 4 attempts, the chance to escape is roughly the same as before
    • Between 5-6 attempts, the chance to escape is higher than before

    (Add-ons which reduce the chance to escape will be updated to increase the possible number of attempts accordingly.)

    We hope to keep the exciting “Am I going to escape” / “Am I going to get there in time” moments while reducing the frustrations and making it easier to understand.

    Deep Wound Adjustments

    Deep Wounds have gone through a few iterations, and the once reasonable 30 second timer now seems a little too generous.

    We will be simplifying Deep Wounds: The Deep Wound timer is now 20 seconds long regardless of how it was applied. The Legion’s add-ons that remove Deep Wound time have been adjusted accordingly.

    We wanted to add a bit more urgency to Mending while also leaving room for edge cases (such as needing to Snap Out Of Madness III before being able to mend).

    Diversion (AKA Pebble)

    Diversion has found its way into the hearts of many people in spite of not being particularly powerful. We believe that the world should have more pebbles. With that in mind, we are reducing the time taken to activate Diversion and simplifying its perk tiers to make it more useable at lower levels.

    Fixated

    Don’t you hate it when you get hit so hard that you forget how to walk slightly faster? Us too. Fixated will now remain active even if you’re injured.

    Hex: Undying

    We’ve been watching this one closely, and there’s a few things we’d like to address:

    1. Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.
    2. Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).
    3. Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.

    With this in mind, we are making three changes to Hex: Undying:

    1.  Any time a Hex totem is cleansed, it will replace the Hex: Undying totem. Hex: Undying is then deactivated. This ensures that the first totem cleansed is never your other Hex perk.
    2. Any tokens you’ve already accumulated are now kept when the Hex perk transfers totems. This way you’re not starting from scratch part way through a match.
    3. Aura reading only applies to dull totems.

    We hope this makes Hex perks other than just Ruin more appealing when used with Undying.

    Iron Maiden

    It could be very difficult to follow up and hit a Survivor within 15 seconds of them exiting a locker, so we are increasing the duration of the Exposed effect to 30 seconds.

    Open Handed

    Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand.

    To that one friend who really didn’t want to run Open Handed but did it anyway because the rest of the group wanted to, you’re welcome.

    Second Wind

    Another simple one: We’re reducing the time it takes for Second Wind to heal you after being unhooked.

    With that, we’ve reached the end of our Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build early next week. We look forward to hearing what you think!

    The Dead by Daylight team


  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882190#Comment_1882190

    90% of the killer roster can be played well with very basic game knowledge of looping and map pressure, that's it. Spirit is one of a few killers that on top of those things requires movement prediction similar to Nurse and muscle memory for pinpointing location from sound while phasing and blind.

    This feels like something that shouldn't even need to be explained to me.

    You could know nothing at all about 90% of the killer rosters powers and still do decent if you have map pressure and loop knowledge. That some statement doesn't apply to killers like Spirit.

    Can't you spin that argument around though?

    A Spirit Player needs to know how to use her power but doesn't need to know much about mindgames, while someone who plays an M1-Killer needs to master the Killer's ability and mindgames, because an M1-Killer is a lot more prone to be looped than Spirit is.

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