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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • @GentlemanFridge said:

    The real question is why they even attached the Until Dawn name to this.

    https://www.youtube.com/watch?v=2b3vBaINZ7w&ab_channel=SonyPicturesEntertainment

    It's the opposite of what people disliked about Frank Stone. The references to the source material are so far and few in between that it may as well have been coincidental.

    Damn, it really does look like DBD in a way. The killers (loosesly based on trapper and huntress it seems) look familiar enough.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918412#Comment_3918412

    I’m pretty sure it’s not instant and that’s just some residual survivor “i don’t want to play” mentality. It literally has only triggered for me less than a handful of times.


    can’t test it in kyf, doesn’t trigger.

    We found out it didn't trigger in custom matches, but from my own experience, it does trigger in public matches if everyone is slugged or hooked as soon as the last survivor falls.

  • I tried playing on the American servers last night with @HeroLives
    It was not bad in my exerience, despite me being located in northern Europe. I sat at a constant 120-130 ping, and it did not feel choppy on my end.

  • @MechWarrior3 said:

    A cosmetic for the character you got to p100. (Killers too) obviously Freddy is an exception since they said due to his license they couldn’t do any cosmetics with him.

    What about giving Freddy a striped sweater with flipped stripes (black becomes red, and vice versa). Subtle, but different

  • @CrossTheSholf said:

    It feels like you either have to play like a jerk with meta perks or just get stomped. Every chase has to be under 20 seconds. You have to get a hook if you do chase. You need to be find a survivor in under the next 30 seconds, repeat l.

    You really don't have to play meta to do well as killer.
    Just play smart, and don't over-commit to chases.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917712#Comment_3917712

    I miss a time when online gaming was less toxic. There used to be large online competitive gaming communities where players would form their own lobbies and self-select who joined matches based on reputation.

    Players who demonstrated they belonged in another skill-tier would be asked to join other lobbies, and booted if they refused. And while that sounds negative, it worked great. Players self-selected into something like nine skill tiers and refused to play with people who were overtly toxic. That led to more friendly gaming than we have in a lot of modern games where matchmaking is done for the players. And we practically never saw dramatic skill-mismatches.

    I don't think that would work today though. People don't act like adults... even though we acted better when I was barely able to play games as a kid… Anyway, enough reminiscing... yes, backfilling with the wrong MMR is a problem :/

    Backfilling is absolutely a big problem with the current matchmaking system. It really don't work based on the average lobby MMR, but instead prioritizes speed over quality.
    This is the reason why you sometimes get into lobbies that are heavily skewed towards one side or the other. And it is especially true if you have been sitting in a long queue.

  • I would absolutely love to get a special outfit for P100.
    Sort of like the legacy outfits for P3 characters in the past, but something new and unique.
    Or as @warp1die mentioned, a GTA-esque T-shirt with a cool flavor text

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916043#Comment_3916043

    That's interesting. Splitting gens has been my default for quite some time. That way if the gen is targeted by the killer, only one survivor gets disrupted, while overall gen speed is also higher. I only break that rule at the start of a match to knock out a center gen. I just assumed most people would want to do that... although I've definitely abandoned a gen before because a teammate got on it with me, but with no teamwork perks.

    I was always more into teamwork, but I found that once you split up on the first 3 gens, while having one teammate who can distract the killer for long enough, you get a lot of progress done around the map.
    Any remaining gens, two survivors will then split up on, or use teamwork to hammer out a gen that might be in a strong position for the killer to defend, while the third is providing aid for the survivor being chased, by either serving as a distraction, or buying the chased more time, before meeting up with the gen jockeys again to reset.
    At least that seems to be the best tactic.
    This does not work well in SoloQ though.

  • @Steakdabait said:

    forum community not active enough to be split like that tbh

    We're in it for the long run.
    And having topics categorized can be really helpful

  • I'd say that is a pretty good job so far 😉

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916824#Comment_3916824

    MMR in Valo and WoW is hidden, idk for GoW since i haven't played it.

    Counter-Strike 2 has a visible rating. While not your true MMR, it is a good visble representation of how well you are doing.

  • @brewingtea said:

    Just practice AS him, and you'll get better at COUNTERING him.

    Now, that'll be $5 please

    Don't know why this got downvoted, but the point stands true for most killers.
    The best way to counter a killer is to play as them, and learn counterplay from watching the opponents you get, like the best ways to loop and evade and such.
    Example: I used to struggle a lot against Wesker in the beginning, but after I started playing him myself, I find him very fun and engaging to play against, since I now know how to counterplay against him.

  • Oh, that could be arranged too. Server owners can grant anyone full admin rights if need be 👍️

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916936#Comment_3916936

    Yeah, I just don't know if they'd want to since it's unofficial and not regulated. Also there's technically already a dbd discord but it doesn't have any of what we're wanting.

    Oh, we will get regulations in place, since there are plenty of options to do so.
    The part about it being an unofficial community server on the other hand, that cannot be changed.

  • Doctor: High Stimulus Electrode. Longer range on Shock Therapy is definitely a must have.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916831#Comment_3916831

    I wonder if we could get the devs to pin that discord for forum people to see.

    Not a bad idea. That would most certainly get people on board.
    Maybe getting a few inside voices (devs) on board as well.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916608#Comment_3916608

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916610#Comment_3916610

    Yeah, other than someone streaming and having different people on in a separate Discord call, that'd be the way to do it.

    There are ways to go about doing this.
    Like setting up channels in a way that only allows people within a server role to talk, and the general public being able to listen in.
    Anyways, I am currently setting up the basis for a server. Still a work in progress, but anyone with interest could come and check it out. Feedback and suggestions are greatly approved. And I am going to need a lot of people for administrating and moderating once things gets going
    Link to server here:

    Check out the Dead by Daylight Forums community on Discord - hang out with 1 other members and enjoy free voice and text chat.
  • Honestly, I kind of hope there's something more to it than K/E because that's astoundingly lazy and inadequate, even if all evidence points to it.

    You and me both. I certainly hope there is more to MMR than just the simple kills/escapes.

  • @kommandantlocke said:

    iri quality for killer and survivor what a joke how would u get this done? in this bs game mode

    It can be done in any mode. And it does not have to be in the same match.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916626#Comment_3916626

    We are a proud bunch but few in numbers these days. One of us will get around to you. 🐷🐽

    If you come across a Sable that looks like this, then you know it is me, and I will gladly boop the snoot.

    20250424023518_1.jpg
  • A community Discord server would have been sweet.
    Considering how many channels and categories you can fit, I am sure we could create an entire encyclopedia around DBD, down to every little detail.
    I am actually down to set up a server dedicated to this, even knowing how much work it will be 😅

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916553#Comment_3916553

    I think one of the reasons players would question MMR less in a game like SF (or fighting games in general) is because the criteria are more cut and dry. Skill is quantifiable (and actually matters), win conditions are clear, measurables are all very measurable, etc. One doesn't have a lot of reason to question it.

    I think the general reason the DBD community is so curious about the details is because it's pretty unclear how anything is quantified, and questionable as to whether what is known is even applied to SBMM with consistency.

    I mean they say people above the soft cap comprise 10% of the player base, but it seems evident that the matchmaking doesn't reflect that, as new or lower skill players leak into higher MMR games with regularity. Knowing how many active players comprise the other 90% might help explain why.

    In theory it's possible that the 10% of those at or above the cap comprise a much bigger percentage of active players, depending on how/who they count.

    It seems reasonable to assume that BHVR is stingy with details because it wouldn't reflect favorably at all.

    It seems reasonable to assume that BHVR is stingy with details because it wouldn't reflect favorably at all

    I think the general reason the DBD community is so curious about the details is because it's pretty unclear how anything is quantified, and questionable as to whether what is known is even applied to SBMM with consistency

    About that. The general consensus about the rating is that only wins and losses count towards your MMR
    For survivor, you gain points if you escape, or lose points if you are killed/sacrificed. You can have the best match ever, clearly outclassing your opponent, until you exhaust all resources and get caught. I managed to double-pip despite being hooked and sacrificed in the endgame, but I know all too well that I will still lose MMR because I did not escape in the end.
    And for killer, it is all about getting 3 or 4 kills to count the game as a win. 2 kills is considered a draw, and 1 or 0 kills are considered a loss.
    The curiosity stems from whether or not this is the truth behind MMR gains / losses.

  • Hmm. I recently saw both Hag and Twins.
    What I haven't seen in what feels like forever is Myers and Ghost Face. Wraith too for some reason.
    I haven't seen Houndmaster as much lately either. I remember seeing her a lot upon release, but after that, it has been pretty quiet.
    Oh and.. I can't remember last time I saw a Pig.. I miss booping the snoot 😌👉️🐽

  • Don't question it. Take the massive BP bonus and be happy about it
    It's not often we get to have +500% to all gains.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916078#Comment_3916078

    because all they saw was “gen speed buff” and the short sightedness made them lose sight of how beneficial it was to have multiple survivors in the same spot for pressure purposes. Kind of like how when survivors learned they could speed rush gens with resi a long time ago when killers demanded nerfs to healing, so healing got a nerf and anti healing got buffs, and well then it was not “they’re healing to quick” it turned into “they’re not healing and gens are flying” I can go on and on.

    They nerfed Prove because they didn't like the idea of perks giving BP bonuses.
    Look what happened to BBQ, WGLF and Distressing to name a few.
    All of which were perks that incentiviced a different playstyle, and offered a significant BP bonus.
    BBQ incentiviced spreading hooks.
    WGLF incentiviced going for saves and taking hits for your team.
    Distressing was more a wildcard, but the larger terror radius opened up for some interesting builds.
    And Prove Thyself incentiviced teamwork, with a double co-op BP bonus on gen repairing.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915653#Comment_3915653

    No hate involved. I just think that's a crazy thing for people to have complained about. I was trying to be playful :)

    Also, I think I never saw that complaint before. I've seen lots of complaints about something called gen-rushing, but I think that should only be complained about if someone brings a Commodius, two charge add-ons, Stake Out, Hyperfocus, and Built to Last.

    What was implied with gen-splitting, is that it is by far the most effective way to gen-rush, since you split the progress to three simultaneous gens, while one survivor runs the killer around.
    If done correctly, you could end up with a match that takes less than 3 minutes.
    Hens and some other strong survivor players (I believe it was a part of Team Eternal) tried this as a speedrun tactic, in which they managed to get one survivor out in less than 2 minutes and 35 seconds.
    In the video, watch from 22:37 to see the tactic on full display.

    https://www.youtube.com/watch?v=MtnZqgSJeiw

    Bear in mind that this is not common at all, but still, some people on the forums has been complaining a lot about splitting gens is in fact becoming more common as a strategy used by survivors nowadays.

  • Maybe cap them at level 50 until you unlock them.

  • Doubtful. Since the only other option is going back to ranks.
    However, the MMR gains and losses could be reworked to utilize emblems in order to gauge how well you are doing during the match. That way, you won't lose or gain MMR based on wins/losses alone.

  • I know for Nurse specifically, her top build revolves around aura reading.
    Nowhere to Hide, Pop, Predator and Lethal Pursuer.

    Taking away her aura reading while charging blinks would definitely make her significantly weaker, since she would now have to predict where survivors are instead of using "wallhacks" to blink on top of them.

    As for the others, they still have excellent map traversal, like Billy, Blight and Kaneki. Nurse and Wesker are a bit more limited when it comes to traversal, thanks to longer cooldowns on their powers (including Nurse fatigue), and shorter effective range.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915846#Comment_3915846

    It was confirmed a while ago by some people that matchmaking has basically 4 brackets. And the top bracket is at 1700 MMR.

    While the game does try to match you close in MMR, if you are 1700 you are still technically in the same pool as otz who is probably like 2500+ for example.

    This is why a lot of streamers have such wild swings in play often. Where 1 game they are playing against a SWF comp team and the next is a bunch of randos, because there are so few people at that high MMR that the matchmaking has to quickly expand its search bringing in people that are way worse than you.

    For context, even just 100 points of difference leads to a big skill disparity. For example, if one player is say 1800, and another is 1900, the probability that the 1900 player wins is 52%, the probability of a draw is 24% and the probability of the 1800 winning is 25% (these are rounded btw so don't add up to 100).

    Realistically you'd want to match people within 50 points at most of each other. But in a game like DBD that is extremely difficult when there are so few players at the highest levels, so you are seeing big differences in matchmaking quality.

    The point is, that the game has to balance around waiting a long time and fair matches. There was a point a while ago where they had a matchmaking test for example, and you saw streamers waiting legit like 30+ minutes to find a match. Which really isn't acceptable.

    There is some evidence that there is a hard-cap in place at 2100 MMR rating.
    1800 seems to be the "soft-cap" where it takes a long time to drop down from, if you happen to find yourself there and going on a very long losing streak for instance.

    Looping back to Choy's video from about a year ago, when he talked about the MMR brackets, he mentioned that a 1400 rating being the "gateway to high MMR". It is possible that an additional bracket has been added at 1800 and over at this point, making it 5 brackets in total.
    But from what we know, the 4 brackets go from 0-649 (lowest tier / protected bracket), 650-899 (novice-tier), 900-1399 (casual tier), and 1400-2100 (high-tier) - If there is a 5th bracket, the distribution from 1400 and up would look like this instead:
    1400-1799 (high-tier) and 1800-2100 (top 10% tier).
    New players start at 650 rating, and move up or down from there, based on their performance.
    At least from my own experience, I have faced much less sweats in my games lately. I did run into a couple 10,000+ hour survivors a few days ago, but it looked like they were actually just goofing around.

  • I think the longest recorded in the modern day was 53 minutes. Chess Merchant vs. Team Eternal.
    There were talks about matches going until server timeout during the Chess Merchant era, but I have not seen recordings of that. Servers time out at 60 minutes (1 hour).

    Back in the day, before the time limit came along, I have heard examples of hatch standoffs that took several hours. The most stubborn players would often end up in ridiculous stalemates that would last for way too long. This is the reason behind the End Game Collapse and the subsequent one-hour time limit.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915591#Comment_3915591

    I am not doing a gen for 120 seconds. Considering gen regression perks take % of the gen progress I would be done as survivior - never queue up again. We can't do that. Gens already take 90 seconds, that's a lot. It used to be 70 sec.

    Initially, generators took only 65 seconds.
    And killers could not regress them in any way.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915591#Comment_3915591

    What?!? Did someone actually complain about survivors splitting up on gens?

    I would like to complain about how the killer is faster than survivors, and how the survivors I face only need to do five gens. Wouldn't, like... 15 gens be a better skill expression?

    Edit: except Nurse. Nurse has a good speed ;)

    Hate my comment if you want, but yes, I have seen it mentioned several times on these forums.
    Common complaints are the following as of late:

    • Gen-splitting (Killer-players)
    • Tunneling (Survivor players)
    • Slugging (Survivors)
    • Humping (Survivors)
    • Kaneki (Obviously survivors)
    • Matchmaking (Both sides)
    • SWF (Killers)
  • A classic mode modifier, like Blizzard did with Overwatch 2, by going back throughout certain metas, from the very beginning (before metas) through the most popular eras of the original game.
    I would personally love a mode like this, where it feels like you are stepping back in time.

  • They should totally add a "mark all as viewed" button. That would solve a lot of problems for people with "red exclamation mark OCD" - I am one of them.

  • Regarding gen-splitting, since killers often complain about this. How about changing the individual generator repair time to 120 seconds (120 charges), and remove the teamwork debuff instead. This would also serve as an indirect nerf to BNP's, considering they take away 10 charges.

    That way, gen-splitting would become less effective, and teamwork would be more necessary to complete generators faster.
    However, with a change like this in place, generators would need to be spread much further apart, to prevent excessive 3-genning by killer players.

  • This idea needs to be brought to the game. Like a training ground of sorts, where you can practice different aspects of the game, or test out certain perk combos.
    Sort of like the Sandbox mode in League of Legends.

  • I'd say my take on the tier-list would be something like this:

    my-image (2).png

    And for all of you Pig mains, this one is for you 🐽

  • Just a tip to OP:
    Make sure you censor the names of the other players in the match.
    Naming and shaming is against the community rules on the forums.

  • Okay, I'll bite. I have had some creative perk ideas as well during my "career" in DBD.

    Killer perks:

    (taken from an idea of the killer from the Cold Prey movies)
    Vengeful Iceman
    Remembering his parents' betrayal, the Mountain Man has an inner rage that gives him an unnatural strength.


    Perform break actions 15% faster, and recover 25/30/35% faster from stuns, flashlight blinds, flashbangs, blast mines etc.
    Does not counteract Decisive Strike
    Survivors that successfully stun or blind you will become Exposed for 15 seconds, and having their aura revealed for 6/7/8 seconds.
    Additionally, you gain a 10% Haste status for 6 seconds.

    Feline Grace

    You have mastered the art of the unseen predator, and the Entity has granted you the ability to hunt on your own, without it interfering in any way.

    • You become permanently Undetectable for the entire duration of the trial.
    • Your ambient noises (breathing / footsteps etc) is 50/75/100% quieter.
    • Your base movement speed is reduced by 0.4 m/s.
      All the points above does not affect killer powers, like Nurse's blinks or Hillbilly's Chainsaw Sprint.
    • Once all the generators are powered, all survivors can be killed by your own hand, if they have at least one hook stage.

    This perk would be like giving every killer "Scratched Mirror" without the aura reading. Trading speed for permanent stealth. The speed debuff could be circumvented with other perks like Play With Your Food.

    Hex: Masochism

    Flavor text: A Hex that roots its power from the Entity itself. Its effects are brutal.

    • As long as you have at least two Dull totems available from the beginning, this perk can activate.
      Upon first hooking a survivor, two random Dull totems will light up. Gain tokens and increasing effects based on the amount of tokens you have. Each unique survivor hooked grants a token.

    With both totems lit:

    • 1 token: Survivors suffer from a permanent 5% Hindered status effect
    • 2 tokens: Survivors suffer from a 15% reduction to all action speeds
    • 3 tokens: Survivors will encounter red skill-checks on both repairing and healing. Good skill-checks stops progression for 1 second, and great skill checks progresses normally.
    • 4 tokens: Survivors are now permanently Exposed, until both totems are cleansed.

    If one of the two totems gets cleansed before more tokens are gained:

    • 2 tokens: Survivors have their repair and healing speed reduced by 15%
    • 3 tokens: Skill-checks has a 75% shorter warning cue, and moves 15% faster.
    • 4 tokens: Survivors will now become Broken when injured.

    Both totems needs to be cleansed for the curse to lift.

    Marathon Runner

    Flavor text: "I don't know what the Entity did with the beast, but it sure got hella faster all of a sudden" - Vigo's journal.

    • While in chase: Press the Action button (Spacebar) to sprint at 150% speed (6.0 m/s) for 3 seconds.
    • Causes Exhaustion for 60/50/40 seconds upon using this perk.
      While Exhausted, your movement speed is set to 110% (4.4 m/s) / 105% (4.2 m/s) for killers that have a base speed of 110%

    How cool would it be to have a speed-based Exhaustion perk for killers? A Sprint Burst counter if you want.

    Survivor perks:

    Trapper's Stash

    Flavor text: "I am pretty sure this is the place where he stores all of his bear traps. Why don't we make use of them as well?" - Unknown Survivor

    • Gives the survivor the ability of placing 2 bear traps in the level. Press the First Ability button (default: E) while crouching to place a trap. Traps cannot be picked up once placed.
    • Killers that step in the trap will be stopped in their tracks and have to free themselves. This action takes 3 seconds.
    • Setting up or resetting a trap takes 10/9/8 seconds, and survivors will always see the aura of a placed trap.
      This effect only works on survivor-placed traps, and not against the Trapper.
    • If a survivor gets caught in their own trap, the same rules applies as for the base-kit Trapper's traps.
      Traps has a 3 second grace-period after being set, where survivors cannot be trapped in them.

    The idea of survivors being able to utilize some of the killers' tools would have been really cool. - Speaking of which ⬇️

    Axe-Throwing Champion

    Flavor text: "You grew up in a town where there were frequent competitions in axe-throwing, and you became very proficient, winning several championships, thanks to your superior accuracy"

    • Entering a locker gives you the ability to pick up a Huntress hatchet that is stored inside (Special item).
      You can use this item against the killer at any given time.
    • Press the Use Item button (default: M2) to charge up a Hatchet Throw. This action takes 3/2.5/2 seconds.
      While charging the Hatchet, your movement speed is reduced to walking speed.
      Killers will get the same notification as survivors do when the Huntress has a fully charged Hatchet.
    • If you successfully hit a Killer with a thrown Hatchet, they will get briefly stunned, and suffer a 50% Hindered status for 5 seconds.
      The perk then goes on cooldown for 100/90/80 seconds.

    Once again, the idea of survivors being able to utilize killer tools would be awesome.

    I Was Never Here

    Flavor text: "I made several attempts to communicate with the Entity, and it seemed like I was able to make it understand once. I got my wish fulfilled, and a very strong power for the Trials" - Unknown Survivor

    • When not in a chase, press the second ability button (default: F) to become fully invisible, lose all collision with other players, block all kinds of aura reading, and leave no scratch-marks for 5 seconds. Your footsteps will also be silent for this duration.
      Your breath, pools of blood or grunts of pain will not be hidden. This also applies to fast actions, which will trigger a loud noise notification.
    • This perk has a cooldown of 60/50/40 seconds and causes Exhaustion for the same duration upon use.
      Can not be used while Exhausted.

    A special filter will be applied to your screen when using this perk, so that you can see the outline of your survivor, in order to prevent you from getting stuck on random objects.

  • @BlackRabies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914506#Comment_3914506

    Necrod a 4yr old thread... anyway

    Can't figure out how to provide a link since I'm on phone I'll just leave the YouTube title.

    "A work of Art" Dead by Daylight X Fnaf animated music video

    Short 2min song i start playing when playing as killer as match starts.

    Actually, 7 years old. It has been necroed twice

  • I mentioned in an earlier post about survivors "going next" being an issue that became more prevalent after the introduction of MMR, since the losing streaks often end up being unbearably long.
    That really kills your will to play out matches if you feel like things are going bad from the beginning.

    I have had a few matches of SoloQ lately where I had teammates who started actively trolling as soon as they got caught.

  • So you mean that every survivor-sided map needs to get the Rancid Abattoir treatment?
    I have played plenty of killer matches on Blood Lodge and I have never really had any issues with it.
    And if I am going by your logic, what should we do with maps like the aforementioned Rancid Abattoir, Forgotten Ruins and Haddonfield, which are absolutely horrible to play as survivor.

    Personally, I would much rather see the maps being more balanced for both sides, not horribly skewed towards one side or another.

  • And how is wrestling relevant to DBD?

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914439#Comment_3914439

    Verbally attacking the devs. Have fun while you can dude. Your account will be nuked soon

    Well, I guess he got his wish fulfilled

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914070#Comment_3914070

    Then BHVR should not have released it on the Switch. They should have known before release that the performance wasn't up to par, in which case releasing it and charging people money for it was only going to make players really pissed off.

    BHVR's PS4 port and Xbox One port are also un-optimized messes, so the Switch release was really ill-conceived.

    My other Nintendo Switch games are great. This is on BHVR for not knowing how to port games but doing it anyway, even on a console they must have known wasn't strong enough to run the game.

    Absolutely. I think the mobile version of the game would have made much more sense on the Switch to be completely honest.
    But yes, Unreal Engine 4 and 5 games in general has been really hard to optimize on console. PUBG is another example of this. The console ports of that game never ran well either. The only exception of this as far as I know is Fortnite, but that game is literally made by the people behind Unreal Engine.

    Like you mentioned, other games runs well, because they were likely made specifically for the Switch.
    I too believe that BHVR should have never ported DBD onto the Switch in the first place, but in all honesty, the fact that they made it run on the Switch hardware at all, with semi-playable framerates is nothing to scoff at.
    I will say that the options for controller tuning should definitely be a priority, in order to make the experience a little bit better for the Switch-players.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912730#Comment_3912730

    In Juliy 2024 there were around 100 k players on average and now its just 50 k.

    https://us.v-cdn.net/6030815/uploads/1WVNN43ER43E/image.png


    So each chapter brings in a few new players but on the average it is in decline.
    On average the game peaked in 2021 and since then each new chapter gets a spike but the decline after release are happening faster and faster which foreshadows a faster decline then growth over time

    I don't think the game is dying any time soon. It has always been hovering around 30-40k players on average for the past 4-5 years or so (and this is only the Steam numbers).
    This shows the averages over the past year, and the graph shows the average player count since 2016.
    The anniversary events always draws in more players, and just think about the major chapter releases we have gotten around that time as well.
    Right now, the game seems to be experiencing an upward trend in player counts, and comparing with April last year, we are seeing around 5000 more average daily players.

    The average numbers for 2020 and 2021 was definitely a bit inflated thanks to the COVID lockdowns, and people having more time to play overall.

    dbd player count.png
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