THE_Crazy_Hyena
THE_Crazy_Hyena
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029803#Comment_4029803
Showing my age, but I'm from the time where you'd get to the final level of the original Super Mario Bros, die, and have to go all the way back to level 1. The internet wasn't a thing, so none of us knew any different back then. I think the popularity of shorts, reels, and tiktoks have created a generation with a need for instant gratification. People aren't keen on investing time to learn. DBD isn't that sort of game. From recent reworks (both killer and survivor) though, I think they're trying to lean that way.
I think the popularity of shorts, reels, and tiktoks have created a generation with a need for instant gratification.
I think so too.
People aren't keen on investing time to learn. DBD isn't that sort of game.
Correct. I would love to see the younger generation tackle some of the harder games from the past, where the hands aren't held, and tutorials are non-existent. Here is the game, go figure it out by yourself.
I was born in 1990 myself, and I grew up with games from the 80's and 90's, like Super Mario, Donkey Kong, Sonic, Rayman (man that game was HARD).
Lately, I came back to a game I used to play a lot during my teenage years, called "Devil May Cry". That game takes an awful lot of practice to beat on the hardest difficulty, but the reward for doing so is totally worth it. -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029754#Comment_4029754
I have to agree just haddonfiel needed more pallets and then maybe vecnas map on top but what they did now is just too much just swamp maps got some buffs too like this
https://www.youtube.com/shorts/VFckeYi_8T0
loop that was kinda ok now is like back from DBD 2019 where double pallets were just still thing even on jungle gyms but surely devs learn from history and have rich experience righ.
Or on gasheaven the is behind shack some truck with window and i got bus with pallet few times there which is busted now I havent seen it but I get it there few times right after pallet density update.
Haddonfield, and Rancid Abattoir needed it the most.
I would also argue about Temple of Purgation, as that map had like 5-6 total pallets around the perimeter of the temple before the update.I would also say Forgotten Ruins, even though the map layout makes it inherently killer-sided, the increase in pallets sort of balanced this factor out a little bit. However, the pallet update only affected the outdoor part of the map. The dungeons are still the same.
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They went overboard with many of the realms, and some maps in those realms got incredibly survivor-sided as a result.
Also, the spawns are so inconsistent.As of now, the worst offenders (at least from my own observations) are these:
- Mother's Dwelling - After getting hit by a bully squad on this map, I realized how many safe pallets there really are, and how easily chained together they are, also considering how many window tiles that can spawn there. This map is probably the worst example, along with the likes of Disturbed Ward, and Mt. Ormond Resort, in terms of pallet density, and chainable loops.
- MacMillan Estate. Most of the maps in this realm really didn't need a ton of extra pallets, as there were already a lot of tools for survivors to use on these maps. Though Shelter Woods was the only map in the realm that needed more pallets, it really didn't have to apply to every other MacMillan map. I do however like the additions of pallets near the log stack and the water tower tiles, so those can stay in my opinion.
- Greenville Square. This map REALLY didn't need any more pallets, as it was quite dense to begin with.
- Autohaven Wreckers. Most of these maps were fine before the update, say aside from Azarov's Resting Place, but that map has always been problematic due to its layout.
- Torment Creek - It was fine before the update. It really didn't need more pallets, especially around the main structure.
- Fractured Cowshed - Like Torment Creek, it really didn't need more pallets. It also has the problem due to its "postage stamp" size, that the loops spawn very close together, making them incredibly easy to chain.
- Ormond Lake Mine - This map was PERFECT before the update, and really didn't need any changes.
I have also noticed that pallet tile spawns can be very inconsistent, even after the update (that was supposed to make the consistency better). This means that bigger deadzones still occur on certain maps
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@AcesSpeedo said:
are we fr ?
i dont want blight to be nerfed because i quite like versing him. his add ons however? slight tweaks would be nice. his double speed add ons to be specific need to be reworked or lowered to 1% and 2% to give a max of 3% when paired together instead of 5% — or remove the ability to stack them.
Personally, I don't see the speed add-ons as the main issue.
The main issue with Blight is that he has no penalty for chewing through pallets like no tomorrow. Take Ghoul, who is close to Blight in terms of power. His power stops recharging when breaking a pallet, so as to not being able to instantly power after a survivor, once that hinderance is out of the way.
Also, Ghoul cannot down survivors with his power, but Blight can. -
@Leon_van_Straken said:
Hello everyone,
Could you honestly answer these questions?
There is no correct answer to these but I am curious about your opinions.
How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)
How many hooks happen before the first Survivor dies in a game? (3? 8?)
How long should a new thing (Killer/Perk/Item) exist before the devs touch it? (Instant/1 week? Never?)
What do you see as a win? (4K/4E? I escape?)
What should happen if devs change something? (Make it useless?/Fix numbers till it hits the sweet spot?, Change it completly?)
Please don´t scream at each other. I just want to hear your voice.
So, I have logged around 1750 hours of playtime. Been playing on and off since Halloween week in 2018, and I have seen a lot of ups and downs when it comes to the game.
- From a survivor's perspective, a good chase lasts at least one full gen, but from a killer's perspective, you'd want to finish the chase fast, to avoid losing pressure too quickly. Losing one gen isn't the end of the world though, especially if you can eat through a lot of resources during that time, creating deadzones.
- I would say at least 6 hooks. Personally, I like the challenge in going for 8. Does that mean I will likely lose more games? Yes, but at least it was a more wholesome game, where everyone got to participate adequately.
- Ideally, you'd want new things to get at least a week of proper testing before considering changes. Though if something is truly game-breaking, and affects match outcomes greatly, it should rightfully be killswitched, and promptly fixed.
- Personally I see a 3K as a win as killer. You have killed/sacrificed the majority of the survivors. Besides, this is the accurate outcome of any horror movie. As a survivor, 3+ escapes is considered a win. Bonus if one of the 3 out is yourself. Even better if you turn a bad outcome into a good one (this goes for both sides).
- Ideally, tweaking until the sweet-spot is the best outcome, though if it isn't feasible to simply change numbers around, a full rework is the best outcome.
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I think this current era of "go next" might stem from the abundance of tunneling as well.
Think about this: You are playing a survivor game with some friends, and you have already faced a lot of tunneling killers who have always hard-tunneled the first one found, every single match. Now, you would assume that this will happen again in your current match. So instead of having to force yourself through another round of "pain", you instead choose the easy way out.The solution: There are no direct solutions to this issue, and it will instead have to gradually become better once tunneling and other easy strategies mellows out. So instead of seeing a hard-tunnel 75% of the time at least, once that comes down to like 1/5 or 1/10 games, you would probably stop seeing survivors "going next" all the time.
I felt this way during the release week of Krasue, becuse of how easy hard-tunneling was back then. It came to the point when I saw a Krasue running Dissolution and Bamboozle (to remove the little counterplay she had), I would outright DC, because I knew which way this was going, thanks to being a victim to several hard-tunneling Krasues.
I have not DC'd once since the Krasue nerfs though, and I probably won't do it again, unless I somehow get stuck in a match with a cheater or something.
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I had the misfortune of facing an actual cheater, who was playing Spirit (also a P100). No matter what you did to counterplay her phasing (she was using MDR, and couldn't see scratchmarks anyways), she would always land a guaranteed hit. She also did not use Stridor, or the Cherry Blossom add-on (in fact, she had 4 slowdowns). Fortunately, the report caused a ban in this case.
I have 1750 hours in the game, and I know how to counterplay Spirits, but this one was something else. -
@crogers271 said:
I like how many different reasons people came up with to highlight the problems with matchmaking in DbD.
Anyway, I'll throw on a couple:
Having one side get MMR increasing events ~60% of the time, and the other ~40% of the time. This could balance out, but it creates more complexity.
Having one side with unclear win conditions - play as a team, or play for yourself, BHVR is cool with both, but the MMR system only likes one.
Having one side with unclear win conditions - play as a team, or play for yourself, BHVR is cool with both, but the MMR system only likes one.
This is probably why survivor MMR should be team-based instead of individual, or at least take an average of the team into account when matchmaking, so that you get a more accurate opponent.
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To be perfectly fair, it used to be better in the past, when ranks were still in the game.
Match queueing took about the same amount of time it does today, even back when crossplay wasn't a thing.Also, looking at @jesterkind 's comment, I do agree on what they are pointing out.
Ideally, the matchmaking should take more than kill/escape rates into account. Emblems could also tell a good story. A player that is constantly getting gold or iridescent emblems over all 4 categories should definitely get matched with better opponents, until they level out. -
I would say aside from your standard M1 killers, Billy, Ghoul and maybe Oni are strong picks that are doable on controller.
Reworked Myers too -
Personally, I would say that the MMR calculation needs to take hook states into account.
Even if you 8-hook the survivors, and end up getting zero kills, you still lose a lot of MMR, which doesn't make sense.
I would instead scale it like this:
0 hooks = Maximum decrease in MMR
1-2 hooks = Heavy decrease in MMR
3-4 hooks = Moderate decrease in MMR (similar to 1 kill today)
5 hooks = Slight decrease in MMR
6 hooks = No change in MMR (similar to 2 kills today)
7 hooks = Slight increase in MMR
8-9 hooks = Moderate increase in MMR (similar to a 3K today)
10-11 hooks = Heavy increase in MMR
12 hooks (4 kills) = Maximum increase in MMR -
Who keeps necroing all of these old threads?
I'm starting to notice a funny smell in the forums -
@Pulsar said:
I believe the new season will delve more into that.
He's certainly psychic, like Eleven, so most of her powers should carry over. He may be able to control the creatures of the Upside-Down, he can certainly command the Vines. He can also affect people mentally, driving them insane.
He's definitely a psychic like Eleven, and the other Subjects. Being that he was the original subject (001 / Number One).
He gets stronger by killing, absorbing the life force from others to empower himself, similar to how the Mind Flayer gained power. -
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028282#Comment_4028282
50,000 people used to post here...now it's a ghost town
Best reference right there. What a legendary campaign.
As for killer nicknames I use these:
Wraith = Bing Bong
Hillbilly = Billy Boy / Mr. Chainsaw
Myers = Stalky Boy
Pig = Piggy / Miss Piggy
Clown = Tubby
Leatherface = Bubba / Tomtoms
Legion = Snoozefest / Mending Simulator / Smileyface / Paper plate face man
Plague = Vommy Mommy
Demogorgon = Demo / Demodoggy
Deathslinger = Bang Bang / Yeehaw
Blight = Sonic
Artist = Caw Caw
Nemesis = Big Boy / Nemmy
Pinhead = I Came
Sadako = Ringu / TV's
Dredge = Dyson 3000
Singularity = Aimlock
Wesker = 7 Minutes / Weskin' Time
Unknown = Weirdo
Vecna = Boss
Dracula (True Form) = Final Boss
Dracula (Wolf form) = Doggo
Houndmaster = Pirate Lady
Ghoul (Kaneki) = Auwghuaeeee (kaneki noises) / Tryhard
Ghoul (Rize) = Anime Girl
Springtrap = Freddy / Faz / Bunnysuit
Glitchtrap = Shhhhh
Yellow Rabbit = Dude in a suit
Krasue = That damn head! / Mushroom lady. -
sniff sniff
Do I smell a necro-thread?
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028087#Comment_4028087
I already tried him and it was as big of a disaster as I expected. Maybe worse. Be glad you weren't duoing with me because I'm sure that random Blight was pissed.
No worries here.
I don't mind having my duo trying new things in 2v8. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026882#Comment_4026882
Oh yeah, true, they are. I'd like to try Pyramidhead but I don't want to to ruin some other killers match by bumbling about. Too bad the trial doesn't extend into 1v4.
cough cough
I'm here you know. -
@Struxster said:
I definitely find it frustrating to be under 5 hours as a new killer and get 3 survivors p91 and two p100s other was 19. This type of mismatch is easy to solve by adjusting the parameters to include a block from higher prestige players with a 30 gap block. Then another block based on hours played in the category of k or s. Limit that to 100 - 200 hour gap. Also could add a cap in emblem seems earned. Without fixing the structure players get fed up and quit. Then you punish them for getting frustrated or a broken system. I never quit that nnot how I work. However I have taken breaks and considered moving on vs investing my time in getting frustrated by mismatches in skill level.
With all that being said maybe the reason it never is fixed is because there isn't enough players still playing because they are done forever and moved on. So to get games in a timely fashion it over rides the algorithm and just matches due to lack of players. If that is the reason be up front about it so you don't keep losing more and more people.
Don't mind the prestige numbers as much. It is not that hard to get characters up to P100 these days (depending on events and availability of BP increasing offerings, you could easily achieve this with 300-400 hours of playtime).
But yes, the MMR system has to be a bit tighter when it comes to matchmaking, so that fresh players does not end up in lobbies with players that are several times their skill level. -
I wouldn't call this a healthy way of playing on a team.
I have seen too many players just straight up leave their teammates on the hook lately, which is not cool.
So, don't be the person who just ignores your teammates.I have been playing for over 7 years myself, and I have always tried to save my team, even how grim the match outlook is.
Also, I do agree that some killers are on the borderline overpowered side, thanks to power creep, but the majority of them are not that bad, and certainly not overpowered. Like, you can outplay a Blight for instance, if you know how much he can curve his rushes.
What is overpowered though is tunneling, and proxycamping, especially when combined. -
I'd say, leave syringes as they are today. There is no need to buff exhaustion perks more.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/460490/noed-needs-to-be-nerfed-still
i mean the counter is do totems during the match. noed cant activate if there are no dull totems. personally i think totems should be mandatory to escaping along with gens lol. if more people did gens and totems then the match wouldnt be over in 5min and the killer wouldnt feel the need to tunnel to keep up…then the hard nerfs to tunneling would be reasonable.
its just the price to pay for flying through gens so fast, you run the risk of noed
I have long said that a secondary objective for survivors IS a good idea. Not only will it draw out the games longer, but it also gives survivors another thing to do as opposed to holding M1 all the time.
We might not have agreed on everything regarding the game and all, but for once, this idea I do agree with.Though I would have liked it if the way generators were repaired could be done differently, think like a similar thing to the special blood moon gens, where the survivors had to retrieve something to start them up.
Let's say that some gens need fuel (obtained similarly to the blood pumps), others need parts (scattered around the map), and then once those are obtained, the generators require a startup time (works the same way as repairing today, but much shorter, like 20 seconds or less).
Parts and fuel would count as special items.Not only would this fundamentally change the way survivors play the game, but it would also work as a way to change the way toolboxes work.
The killer can then interrupt the process by hitting a survivor who's carrying fuel or a part, causing them to drop the item. The killer cannot interact with the items once they are dropped (as to not make it too hard for the survivors).
Killers can also interrupt the startup process by kicking the generator, causing it to reset back to zero.I know this idea looked a lot better in my mind, but I'll share it anyways
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027870#Comment_4027870
1. If you are feeling like that, don't queue again or if you do play it out. Don't make the other 4 people in the match worse just because you are upset. Thinking the killer should cater like that, and the other Survivors should just accept it, that is entitlement.
2. Hens literally made a video where he tried that. He made the other two Survivors instantly give up and the other two not touch gens until they were dead. They managed to perform extremely well, even escaping against a meta ghoul player. You absolutely can always come back as Survivor.
I saw that video as well. Now this is Hens and another really good player. They are co-ordinated, using proper callouts and everything. And more importantly, both of them probably has at least 25k hours combined.
This does not apply to the random players you might find in Solo Queue.
Is it possible to win in a 2v1? Yes!. Is it feasible to do as an average player? No! -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027750#Comment_4027750
You can, just not without making tunnel MUCH weaker.
My suggestion to the tunneling issue has been to just delay or turn off the unhook notifications, while having a worthwhile benefit that scales based on the killer you play.
Pretty much everytime you see tunneling, is when someone gets unhooked, even if it is far away. Like in some cases, the killer will actually drop chase with someone who is on the far side of the map, just to beeline back to the recently unhooked survivor.
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You may have a point. I don't think I've ever seen a "bad" Adam before, other than players being new to the game.
Adam mains are usually great teammates, and cracked loopers. -
@sinisterstubbs77 said:
I assume since the pallet density increase you've played on Gideon's? That's a map that certainly did not need a pallet increase. That's an absolute nightmare now, and it was bad before.
"The Game" never got an increase in pallet density. It has always been like this, to offset the fact that there are so few windows.
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@Shaddoll_Serpent said:
Full hex builds with Thrill are the most underrated killer builds currently. People think Thrill and Penti aren't that good anymore after the nerfs when in reality they only got slaps on the wrist.
Going against a full Hex build with Thrill is so incredibly annoying. I am very surprised that it isn't used more
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@Colt45m said:
I may of mentioned before that springtrap is busted but yeah….he kind of sucks. lol His fire axe is way too easy to juke and once he uses it he pretty much has nothing. lol Idk why people pick him. Whoever told me c tier killer was right. Huntress is way better. lmao
That would be me. I was the one telling you that his axe is punishing to miss.
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@tjt85 said:
Remove / Delay the hook notification and punish hard tunnelling with a 25% gen speed bonus.
(By hard tunnelling I mean the typical definition - hooking the same Survivor 3 times in succession, usually at the start of the trial)
I felt these changes would've been the most impactful ones for addressing tunnelling from the last system. Of course the Killer could just proxy their hook, but that would come at the expense of giving up all their map pressure. This would also make tunnelling equally ineffective regardless of the Killer's mobility. Currently, Killers like Billy and Blight can go bother Survivors elsewhere on the map but can always quickly return to tunnel an unhooked Survivor.
Probably wouldn't solve it completely, but I think these changes could make tunnelling a lot more difficult and a lot less rewarding for Killers.
I would say this would work the best to deter tunneling.
At least if we don't want to imply punishments on the killers, having the unhook notifications being removed / delayed would help a lot.
I see many killers drop chase with one survivor, just to beeline it back to the hook as soon as the first hooked gets off. -
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026848#Comment_4026848
Yes especially in dbd it doesn't make sense. I mean the fact he runs slower than the other survivors implies that somewhere in the calculation for the speed of the survivor is the framerate implemented, and not just for the visual but even for the awnser to the server. That the server even accepts that speed without questioning why he's slower without any slowdowns is kinda concerning, but I guess you can walk slowly with controller so maybe that's why xD
Might be interesting to read why some games use the framerate to calculate, I assume it has a reason :D
I think the movement speed calculation also applies to killer.
Skill-checks too -
For the TR (survivor's perspective) I would rank these the highest, although it is not easy, since many of them are really good.
But these are my top 5, with some honorable mentions:5. Artist - There is just something about this theme that is both beautiful, sad and creepy at the same time, especially once you get to the second layer (16-8) meters
4. Ghoul - Kinda has the right vibe from an anime standpoint. Third layer (under 10 meters) especially.
3. Pyramid Head - This TR really makes it sound like your time is about to end, especially once you hit the second layer. Quite fitting for an executioner. Had Pyramid Head kept his original PTB chase music, he would probably be ranked at number 1.
2. Legion - The theme fits really well for a gang of edgy teenagers, and it also transitions very well into the chase theme.
1. Krasue - Hands down the best layered TR in the game, outside of chase. Fits the Thai theming incredibly well. - If only the chase theme had some of the elements of the TR layers, it would have been perfect.
Honorable mentions:
Clown - The theming is really good, and captures the twisted circus vibe so well, especially when the second layer hits.
Singularity - There is just something eerie about this robotic theme, and fits the character really well. Especially once you hit the second layer. - This would have ranked a bit higher if the chase was better.Now, for the chase themes (both perspectives), these are my top 5, with a few honorable mentions.
5. Blight - There is just so much energy in this theme, like you are in a rush. Very fitting for a fast character like Blight.
4. Nemesis - Classic Capcom vibe. Definitely feels like a boss theme from a 90's survival horror game.
3. Myers - Classic horror movie vibe. Easily one of, if not THE most iconic theme in the game.
2. Legion - Perfect transition from the TR, into a high octane beat. The different mixtapes, altering the chase theme also is a huge bonus.
1. Wesker - Was there any doubts? This is a perfect "final boss" theme, and makes absolute sense for Wesker. With the immense build-up from his TR, into the "final battle" kind of theme in the chase. BHVR did a really good job with the sound design here.
Honorable mentions:
Clown - The chase transitions very well from his TR, and builds more on to the twisted circus vibe.
Ghoul - Fits his vibe quite well, where you know that you are being hunted by a high-octane killer.Bonus: Least favorite from both categories.
TR: Would probably have to give this to Nurse. There is little to no consistency between the layers and the chase itself.
Chase: Would probably call this a three-way tie between Skull Merchant, Singularity, and the Hag. All of these being very repetitive, like bricks in a washing machine. -
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026736#Comment_4026736
Lol a game should never rely so much on the fps for basic game mechanics haha. It's actually impressive how much it breaks the game xD
Thank you for showing me that :D
It is kinda crazy how some games are relying on stable framerates to function well.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026723#Comment_4026723
Idk about quality, but the fps are actually capped at 120 like you said because some game mechanics break on higher fps as far as I know. Don't really now why it even depends on that lol xD
Short answer: Gameplay breaks at higher framerate.
https://www.youtube.com/watch?v=xe37TjP33iw&t=162s
Long answer: Watch this video. -
@Nicholas said:
How high can resolution and frame rate go? UHD and 120? Thanks.
4K - 120 fps.
At least that is how high it goes for me. -
Here is a simpler solution:
Nurse
- Add the blindness status when charging a blink - That's all she needs.
Blight
- Rush tokens gets depleted upon breaking a pallet - Gives the survivor a little more time to get to a safer spot before the Blight can perform another Rush.
Hillbilly
- No changes needed.
Twins
- Needs a full rework to be brutally honest. Both in terms of bugfixing, and making their kit less reliant on slugging.
Ghoul
- Slightly increase the "fatigue" window when canceling a leap.
Singularity
- Remove the auto-aim. That's all.
Dracula
- Give Wolf Form a slightly longer recovery time when using the pounces, since missing them is very lenient, meaning that he can almost instantly use M1 when missing, and still guarantee a hit. Funnily enough, you get punished more for HITTING the pounce, due to the howling animation.
Krasue
- Allow pallet-breaking in head form
- Increase the window in between transformation from Body Form to Head Form, to when the Krasue is allowed to M1.
- Remove HugTech™ (sliding).
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@I_CAME said:
My problem with tunneling is that 90% of the time it's done by people who play high tier killers. I frequently hear the narrative that it's "the only way to win" on weak killers. You are going to get destroyed if you attempt to tunnel good survivors on a killer like Ghost Face or Legion. I seriously can't even remember the last time a weak killer successfully tunneled me. Weak killers are bad whether you tunnel or not. It's the high tier killers that benefit the most from it. The sweatiest players are ALWAYS the ones playing Ghoul, Krasue, Blight, Nurse, Dracula, Spirit, etc. They're the ones who hard tunnel from five gens and stack four slowdowns against randoms in solo queue.
I tend to agree with Otz that they should have kept the last system and just toned it down. It would punish the degenerates who tunnel at five gens on Blight and give more benefits to the weaker killers who can't even utilize tunneling effectively. They had the right idea but as usual they caved to the morons who were overreacting. They did this instead of making sensible changes to the initial idea. Now we have this terrible system that nobody on either side likes.
^ This.
I fully support this statement (and I too watched Otz' video on the current PTB) -
@Alen_Starkly said:
https://us.v-cdn.net/6030815/uploads/UV5IG7CA1CNB/screenshot-518.jpg
Has anyone found a use/build for this perk? Obviously, it could be good against Doctor or Infectious Fright, but those are rare scenarios. What I would love to know is whether this perk has any good use in regular matches?
It's kinda cumbersome to use, and like you mentioned, extremely limited in its use-case scenario.
Though I wonder if you can pair it up with Scene Partner for some stealthy aura-reads. -
For me, it is the free hit into the leap cancel, which has a recovery time that is too lenient.
You cannot make any distance away when he cancels the leaps. That is the issue -
@dragonfrutaa said:
Since the new kbm update i think its only fair console players get to know what the pc players are talking about 👀
Trust me, you don't want it.
It is mostly negative, unless you as a player go out of the normal way of playing to have some silly fun.
Like these examples, after playing Scratched Mirror -
Over the course of the games that I have gotten of 2v8, I'd say I land right on the average number for killrates. I do for the most part play all killers on rotation, though I like playing Wesker in this mode.
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@scenekidtrash said:
Both sides are equally insufferable when it comes to the other side.
Queued for 2v8. Queued killer. Played 2 games as survivor while waiting for my killer matches. In both of these games, back to back with different people as the killers, I was one of the last 3 alive and both groups of killers tried to 3 man slug for the 8k. Resulted in over 10 minutes of 3 people rotating between picking themselves up and being slugged.
I get into my killer game. My teammate is afk. Great, kind of sucks but it happens. I just play the match out. I know I'm not going to win but I don't care. I waited 20 minutes so I'm going to play it out. Obviously I don't get a kill, and 5 survivors are sitting in an exit gate waiting for me to chase them out, tbagging me along the way. One of them was a streamer so I went into his chat and asked "why be toxic and tbag me? I'm clearly 1v8 and I dont understand the point"
His response? "Because you tried when you clearly couldn't win". That's ######### insane. That's an insane thing to say to someone else trying to enjoy the game. Why do both sides do this to each other? I think I'm one of the few people left who genuinely just wants to play this game for fun. I don't care if I win or lose, but I'm never going to go out of my way to be incredibly toxic towards other people, even if I'm stomping or being stomped. It's just a game, we should be treating each other with kindness.
Because some people take things way too seriously, and are being jerks about it
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Would love to see a part 2 of Stranger Things in DBD, considering how many characters that are still up in the air.
An ST "Vecna" as killer, and for example having Hopper and Joyce as survivors, with the potential for grown up versions of the younger cast as legendary survivors. Eleven would make a really cool survivor though.So many possibilities. Hell, maybe a new map as well.
One can dream, right? -
Welcome back sir.
salutes -
@Colt45m said:
Don't get me wrong I think this is a nice idea to get more variety of colors for scratch marks. The thing is if this update is scrapped again and new scratch mark colors go through I think its going to make it easier for killers to tunnel. Lets say you know a meg has blue scratch marks well just look for the blue and tunnel out the meg.
The color applies to all survivors in the trial. There are no options to set colors based on individual survivors. That would be way too exploitable.
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In short, the game breaks when it runs faster than 120 fps.
Besides, 120 is smooth enough for this kind of game -
I support this idea
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The first killer I played was Huntress, while my first "main" so to say was Spirit.
I started playing on the patch where Spirit was released.As for survivor, my first main was Feng. Although Sable became my main later down the line, I went back to Feng and got her to P100 a couple weeks back, to come full circle with my first survivor.
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The only things that is still making Krasue obnoxious to play against is the insta-attack while transforming, and her spammable M2 in normal Body Form.
And she is still very strong when running Dissolution and Bamboozle, due to the ever present free HugTech™ -
@hermitkermit said:
I’ve always preferred the game to reward hooks over kills, so if this change is a step in that direction, I’m cautiously optimistic. That said, I fully expect killer win rates will still be considered and that’s exactly how it should be.
What I don’t understand is why some people act like discouraging tunneling will somehow destroy all M1 killers. Why would we want to keep certain killers in a state where the only way for them to be viable is by playing one specific way? That’s not healthy design.
If anti-tunneling measures actually expose which killers are too dependent on that tactic to stay competitive, that’s a good thing. It gives developers clear data on who needs buffs or reworks, rather than letting an unhealthy playstyle mask larger balance issues. Behavior has shown they’re willing to buff and adjust killers repeatedly, and that effort isn’t going to stop because anti-tunnel is implemented.
This could be the step that finally reveals who needs tunneling to function and who doesn’t.. and that’s progress, not a problem.
This is something I have also said for a while.
By taking away the ability to tunnel, it would be a lot easier to balance killers in a better way. -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023717#Comment_4023717
Let's kind of work backwards through this, though I'll do MMR at the end.
So, if BP offerings are bad, then base gains definitely needs to go up, so that the grind doesn't become unbearable againSure, though its all arbitrary. You could say that survivors got 20 BP on average, while also make the cost to purchase things 2.
Basically a company wants to set a number were progress feels meaningful, but attainable, then give it a number structure that people respond to (human beings don't like decimals, they like big numbers, but not so big it feels silly). But largely speaking, its all smoke and mirrors meant to disguise the grind into a more enjoyable format.
Not sure if adding 15-20 variants of each item would help any with de-cluttering.So it depends what you think items should be (now that I think about it, it would probably be 8 to 12, instead of 15 to 20, but that's a minor point).
If you believe that the ideal goal is that as a player you obtain the item / addons that you want to run all the time, maybe with 2 or 3 variations (i.e. a medkit, a toolbox, and a flashlight), then no, it doesn't work (though the bloodweb itself really serves very little point then).
But if you think one of the goals of the bloodweb is to encourage variety, it does. Maybe you want to run the medkit with extra charges, but you're all out, so you have to try something different. In this concept everything is still on the same level of 'good', so you aren't downgrading, but trying something new.
An additional feature of this is whether you believe survivors should be worried about losing their item when they die. Some games engage in this (Hunt: Showdown), where you the player actually risk losing something meaningful in the game. I think that is one of the ideas BHVR tried with the idea of keeping/losing items, but its largely pointless.
Decluttering of the survivor (and killer) bloodwebs would make obtaining Bloody Party Streamers a little easier. I don't see why they need to be rarer than ultra rares, in relative terms.Honestly, outside some of the Iri items, I have no idea what most things are rarity wise.
But you're jumping through hoops in your request. You want more BP, so you're asking them to make the BP item cheaper, making you engage in the BP spending to get it, when all of this could just be done with more points and/or cheaper purchases.
bring on your MMR hot takes. I made this megathread for a reason.So I wasn't around during ranks. I played DbD a few times before 2022 and it never really caught my interest, especially after really enjoying Deathgarden but thinking the flaws were even more extreme in DbD.
But a lot of what you say makes it sound like you want to just go back to ranks. I don't have an opinion on that being I didn't really experience it.
But, in terms of MMR, looking back to your post:
Sometimes you end up with perfectly balanced matches, but other times you end up in a very one-sided scenario.So, sometimes this definitely happens.
But there's a few other issues:
1: A single game isn't a big enough data point. In sports, sometimes a bad team beats a good team, sometimes by a lot. To go a step further and compare it to American football - there will be games where one team's defense shuts the offence of the other team down, but there might still be one drive where the offense tears down the field and the fans are wondering where they've been. Any game could be that outlier.
A single game isn't really big enough to see what happened matchmaking wise, especially given the high randomness. Especially given the snowball nature where the game starts really strong for the survivor and then swings hard in the killers favor.
2: Player skill varies by killers they are hitting. There are some killers I am just trash against, others were I feel like I really get the counterplay. I could look really weak, or really strong, depending on the killer we play.
3: A single event, that might just be a guess, can have massive impacts. An example I like to use: was playing survivor on Autohaven against Pinhead. I was first chase, got hit, and was running toward main. Pinhead throws the chain, its the start of the match so he and I have to guess at how its going to be played. I guess right, chain misses, and I make it to main and I can now run him for a good long while, or he can drop. That one play, which was very random, easily could have made me look like I was a garbage player or excellent at the game (I made it, he chased, then dropped, we got a 3e in the end).
4: A matchmaker can't tell if a player is taking it easy, tired, drunk, etc.
Basically, yeah, it messes up, but its also DbD's nature to swing to one side a lot of the time even if there was a fair match, thus making it hard to tell why a game was lopsided.
MMR should also be determined by more than just wins or losses. There has to be other parameters in play.In the long run, it doesn't matter. Now they should probably count survivors as a team, but if you play better, your chances of escaping increase, if you play worse they decrease. Trying to fine tune it would potentially lead to people exploiting it, but also could easily throw people off - you might escape a lot because you realized your stealth/gen rush build was actually great, but BHVR messed up the valuations and you got no chase time so your MMR stays low.
It's like wins and losses in sports. Ultimately, you need to have good stats in a variety of areas to be successful, but the ultimate goal is the win and it should be up to the individual participant to determine what they think is the best path toward it.
There's also the fact that survivor/killer MMR have to go up and down in equal number, so you would need to evaluate how many good things/bad things were done by each players, which is a lot of possible match when ultimately the escape/death would line up just as well.
There should also be a grace period when testing out new killers, so that you don't get put into a lobby that is way too high rated.This is understandable, but there's a few issues.
1: I don't think experienced killers realize how much they would dominate survivors if they actually got bumped down in MMR, even if it was a new killer.
2: On killer release day/week, this would result at a massive over abundance of this killer in the average MMR, potentially destroying queue times even more.
3: Speaking of releases, this also means the survivors are facing a killer new to them, and they are having to do it against someone with higher MMR.
Basically a company wants to set a number were progress feels meaningful, but attainable, then give it a number structure that people respond to (human beings don't like decimals, they like big numbers, but not so big it feels silly). But largely speaking, its all smoke and mirrors meant to disguise the grind into a more enjoyable format.
To be honest, the grind does feel long enough as it is today. It takes somewhere around 4-6 months to get a character to P100 (assuming BHVR is generous with BP events), with an average of 4 hours of playtime per day. Taking that into account, and applying it to the 90 or so characters that are in the game by now, it's going to take an awful amount of time to get to 100% completion. - Yes, I am a completionist by heart.
So it depends what you think items should be (now that I think about it, it would probably be 8 to 12, instead of 15 to 20, but that's a minor point).
If the Fog Vials, as well as the maps and keys should be a benchmark, then 3-5 variants of each item type would be ideal, with 1-2 add-ons per rarity.
I have made some ideas about changing toolboxes and medkits in the past, and I bet there are certain add-ons that never see any use, regardless of item, so going by the numbers of popularity, it is safe to say that some add-ons wouldn't be missed if they are gone, or reworked. Like, how often do you see someone with gloves or sponges on their med-kits?An additional feature of this is whether you believe survivors should be worried about losing their item when they die. Some games engage in this (Hunt: Showdown), where you the player actually risk losing something meaningful in the game. I think that is one of the ideas BHVR tried with the idea of keeping/losing items, but its largely pointless.
This actually used to be a thing back in the day, when you essentially "reset" your character when you hit the prestige button.
Back then, there weren't an over-abundance of items in players' inventories, unless that player had been intentionally avoiding the prestige (which was optional).But you're jumping through hoops in your request. You want more BP, so you're asking them to make the BP item cheaper, making you engage in the BP spending to get it, when all of this could just be done with more points and/or cheaper purchases.
Not exactly. I am specifically asking to make it more accessible. I think moving it up to Very Rare (purple) would actually make it more accessible, due to not sharing its spawn pool with a plethora of map offerings. Yes, it will cost more to obtain it (4000 vs. 3250 BP), but that is a small price to pay for more accessibility, which is a fair trade-off if you ask me.
This is an example from the killer bloodweb, where two of the same iris can spawn. During this level-up session, I managed to get 8 Scratched Mirrors, but only 4 Bloody Party Streamers, despite the latter being "Rare" instead of "Ultra-rare", and killer bloodwebs has a higher chance of spawning BPS when compared to the survivor bloodweb. - You see the inherit flaw here.
Also, I am not a fan of "personal" offerings. I like the idea of sharing, and I wish there were more stackable offerings instead, and that you could instead have tiers of stackable BP offerings, like a 25% one, a 50% one and of course the 100% one, in addition to the anniversary cakes. More accessibility = less frustration about losing one.- Fair points about matchmaking though.
In the long run, it doesn't matter. Now they should probably count survivors as a team, but if you play better, your chances of escaping increase, if you play worse they decrease. Trying to fine tune it would potentially lead to people exploiting it, but also could easily throw people off - you might escape a lot because you realized your stealth/gen rush build was actually great, but BHVR messed up the valuations and you got no chase time so your MMR stays low.
It's like wins and losses in sports. Ultimately, you need to have good stats in a variety of areas to be successful, but the ultimate goal is the win and it should be up to the individual participant to determine what they think is the best path toward it.
There's also the fact that survivor/killer MMR have to go up and down in equal number, so you would need to evaluate how many good things/bad things were done by each players, which is a lot of possible match when ultimately the escape/death would line up just as well.
Individual skill should definitely play a role in determining MMR gains/losses (like utilizing the emblems, and drawing an average from there), but if the game treated the survivors as a team, we would also see a clearer picture in wins/losses per side.
It might seem a bit complicated to explain, because it is.
Though in short: If MMR were determined by the team's total escapes, as well as the individual performance through the emblem system, it could make it so that even if your team lost, you could still end up gaining MMR if your individual performance was good enough.
Also, DC's and abandons should count as individual losses.1: I don't think experienced killers realize how much they would dominate survivors if they actually got bumped down in MMR, even if it was a new killer.
2: On killer release day/week, this would result at a massive over abundance of this killer in the average MMR, potentially destroying queue times even more.
3: Speaking of releases, this also means the survivors are facing a killer new to them, and they are having to do it against someone with higher MMR.
That might be true.
However, there could be checks in place, like the anti-smurf check that is in place today, that if you totally dominate the lobby, you would lose that grace period, and be moved up a bracket. -
@Anniehere said:
That happened to me a few times when playing as Leon. But I'll tell you this - I tend to dodge Sable only because I'm tired of seeing her. The same thing happened back when Mikaela was the most popular one. It's one of those silly reasons why some players leave the lobby, but being mean to another person just because of the character they play is a whole different level, and those people really need to check themselves.
As a Sable main, this statement makes me sad.
Jokes aside, I used to do this whenever I saw Megs or Kates in my lobbies, because I knew that I would somehow end up getting sandbagged. Nowadays, I really don't care about who's on my team. You never know, that random Sable you ended up dodging, she might have been a diamond in the rough.






