TieBreaker
TieBreaker
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- TieBreaker
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I've never seen a dog I didn't want to pet. Today is no different.
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Honestly, the best thing for the game currently is for 2v8 to disappear. It's not functional as the primary game mode, as the matchmaking is barely working, and almost none of the killers are available. It's draining players from the regular mode, which is making the matchmaking worse in 1v4. There's not enough players to sustain both at the same time.
The only option is to merge both together somehow. I think having two killers is better for the game, but it completely uproots the gameplay loop that BHVR has built and monetized all these years. Whatever they decide to do, it's gonna take time to do.
Stop giving BHVR the Karen treatment, and give them the space to do the work that's needed.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772782#Comment_3772782
The unspoken rule, I think, is that people here believe nerfs should only happen when they affect killer gameplay. You’re unlikely to receive a response from the person you’ve quoted, but if you do, I guarantee they will not say any of the things you’ve mentioned should be nerfed.
Imagine if Lightborn appeared on an updated road map. The meltdown would be insane.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772753#Comment_3772753
what do you mean people are too reliant if you make a build with the purpose of getting aura reading NO PERK should have the power to completely destroy a build you should have value no matter what I hope they gut distortion like they did STBFL eye for an eye
So should Lightborn get nerfed? It's one perk that counters multiple perks and items.
Plague will also need a rework. She trashes healing builds and medkits without needing perks or add-ons.
The game has a ton of hard counters. Should we nerf all of them?
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I think they will completely rework her from the ground up and turn her into this lady:
It will release for the 9th anniversary as the newest Resident Evil chapter. It will be the glow-up of the decade. Skull Merchant players would be somewhat pissed, but the presense of Mommy Milkers will ease their pain. It will feature a new version of RPD, now with 3 additional levels. The map will start causing consoles to brick, and it will be killswitched shortly afterwards.
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If you think adding MMR would fix 2v8 matchmaking, I'm sorry to have to remind you that solo queue survivor has had MMR for years, and it does not work lmao.
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I wonder if the limited killer roster is due to there not being AI ready for the other killers yet.
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@drsoontm said:
And to do it, instead of playing with a random killer, I've played with a friend who has never played killer and hasn't played DbD since the Trickster was released.
After we lost a few games (but still had a lot of fun) he stopped and I went back to solo-Q and resumed winning games with 7 or 8 kills.
This to say: if you struggle winning 2vs8 as killer, maybe at least one of the killers lacks experience.
This wouldn't be surprising as "everyone" wants to play this mode.
So, if I'm ready this correctly, if balance is represented as a neutral smell, roses represent a skilled killer and a bag of farts represents an unskilled killer, combining the roses with a bag of farts results in a balanced match?
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Does the BP bonus really make that much of a difference? Unless you are spending it constantly, it builds up pretty quick. I can't imagine many people are willing to play a mode or killer that they don't really enjoy, just so they can earn more BP.
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Trapper out here enjoying his best, most annoying life whilst he can.
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Imagine a game mechanic that means you can put your controller down for a full minute, then pick it back up, and have the outcome be the same. That's like the golden years, where the killer could bodyblock the basement by just standing in the middle of it.
I think the worst parts of this game are the things that limit your ability to actually play it.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768952#Comment_3768952
Let's assume your premise is correct. How many 8 SWFs are you aware of playing taking this super seriously and clock callouting? That basically means no Survivors are even remotely taking the game mode seriously, so it would make it Killer sided by default.
I did see a video where some players tried an eight person SWF and it was chaotic.
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Nothing will fix the matchmaking for the event. The best you can hope is that the event returns with some suitable tweaks. I don't see any game mode where survivors don't have their perks being popular long term. It's where all the creativity lies. Without that, it's gonna get old pretty fast.
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You completely ignored every change involved with the game mode except one, the numbers. So much about how the match can play has been changed due to the removal of perks, hooking, and the numbers of survivors and killers. Simply doing the math on the number of players and deciding that ten gens would be fair makes no sense. It's a conclusion based on very little, that actively ignores a lot.
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I'm guessing it's the matchmaking. It's like solo queue matchmaking on crack. It rushes to find eight survivors and as a result ignores skill level and just grabs anyone.
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Just focus on playing alongside your friend and have fun doing things that you could never do in the regular mode. Sweating in this mode is pointless.
There's no way to fix the queues. The killer experience is fresh and interesting, and the survivor experience is just a more restricted version of what they had already. Even BP boosts won't fix that problem.
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Some of you are completely overreacting. Using terms like "evil" and "predatory" to describe BHVR showing you a trailer for one of their upcoming projects. There are a lot of evil and predatory things in the world, this is not one of them.
You erode the meaning of those words when you constantly use them like this.
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Solo queue players shouldn't get shafted by any new mechanics. It's already hard enough to coordinate a rescue in end game without any communication. This would just be a massive buff to end game camping.
If you want the match to end faster then you can open the gates yourself. It's already an option that's in the game and it wouldn't screw over solo players in the process.
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There's no fixing selfish, tribalistic division online. Don't even waste your energy trying. Just remember to disengage from it when necessary. This place is basically a dumping ground for people's complaints. As a result this place often has a very negative armosphere. Many posts are poorly thought out, and posted immediately after a bad match. So they are full of insults towards the other side and lacking in real feedback that the devs can use.
As soon as the game or this place starts to sour your mood, disengage from it for a while.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767768#Comment_3767768
Everyone agreed because big content creators told them what to think. And actually now that I mention that Spooky, Coco, True and Scott Jund said the change was very strange but nothing crazy. And I can tell you didn’t play the PTB either because literally nothing changed about her counter play at all. She still moved 22% slower than survivors instead of 33% so it didnt change anything except for make her lose a little less distance.
You can't blame content creators for everything. The problem was there, they just showed it to more people.
One of the only things a survivor can do at a loop with low cover is bait to pallet drop and continue looping. It's high risk, as it requires a hard read, but it works if the survivor guesses correctly. It's a positive thing, as it rewards survivors for making a good read (skill expression), whilst being counterable with a hard read from the Huntress (also skill expression).
Making her that fast whilst holding hatchets made that interaction substantially weaker for survivors, and made those interactions much easier for the Huntress to win.
BHVR should never have even tried that buff out. It made Huntress feel amazing to play, but was removed because it was too strong. They gave you something that you never should have had and then took it away. The best thing would have been for them to never make that change in the first place.
It's the same thing that happened with Xeno's tail. It felt amazing to miss with the tail and just glue yourself to the survivor and basic attack anyway for a free hit. But it was horribly unbalanced and removed skill expression from both survivors and Xeno. It got removed and it made Xeno feel worse to play. No killer enjoys being slowed down when they whiff an attack, but it's part of how the game is balanced.
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I'm not into being humped, unless it's Booba.
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There's only two interesting things to do when playing survivor, looping and trying out different builds. Looping doesn't work if the killers stick together, so there's zero skill expression for survivors, and there's no perks, so no creativity there either. Doing gens until the killers find and down you in ten to fifteen seconds isn't engaging gameplay.
I know people want this mode to stay, but it's really only good for a quick laugh. Maybe it will return with more tweaks to give the survivor experience more longevity. I think the queues are only going to get worse for killer players.
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That movement speed buff was stupid and everyone recognised that. It one was of the few things that the community seems to agree on, somehow. It made winning at loops incredibly easy, completely caving in the Huntress' skill floor and ceiling. It should never have even made it to the PTB. Five minutes of testing would shown that, and it did when the PTB began.
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If fairness is the goal, then please remove the ability for killers to two-tap survivors. It has no counterplay and is also unfair.
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If your day is ruined by someone teabagging in a game, and you have so much rage that you go out your way to grief other people, then you're the problem. At least own the fact that you're a lousy person with behavioural issues, rather than blaming everyone else for it.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766747#Comment_3766747
I will admit having people bump into invisible objects will be pretty funny
Watching survivors go for flashlight saves and get teleported to the hook was the funniest thing I've seen in years. BHVR should make a perk for that. It could be called Hex: Eat **** or something.
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766747#Comment_3766747
I've been clearing off the archive of videos on my PS4 to make room for the inevitable deluge of 2v8 clips I'll undoubtedly be recording…
Not even joking.
If it all works perfectly and there's no jank I will be genuinely disappointed. I'm hoping for the return of Space Billy.
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On the upside, think of all the hilarious jank that could happen. I'm looking forward to all the clips.
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Imagine looking at a 50% escape rate and deciding that's unfair to play against. Yet solo survivors, with their 40% escape rate should just accept it? What kind of logic is that?
If you can't handle anything but solo queue players then that's a skill issue. Have you considered that maybe you could be playing better? Or is the only option to nuke SWF, seeing as their average of a 50% escape rate is so busted?
@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765968#Comment_3765968
I personally have never understood why killers can see the lobby prestige and item load out. I’ve heard the arguments that killer needs to be able to prepare against the team but, would that not also cut both ways?
I just think it would be more fair all round and lead to less lobby dodging if neither survivors or killers could see each other in lobby beforehand.
It's a luxury that most take for granted. That's why killer players jump on here and ask for more lobby shopping options, whilst also getting angry when survivors ask for info on the killer so they too can shop for a match they want. There's always some excuse for it, despite the fact that it's terrible for matchmaking in general.
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I'd like to see BHVR take another shot at testing out a build with death hook mori's and unbreakable. Just more refined and tailored than the last attempt. Something like mori becoming basekit, and unbreakable being basekit for the last two survivors when they are far enough away from each other.
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If your opponent is trolling, then troll back. Hopefully you are a good judge of other people's intentions, and don't end up griefing the wrong people. Good luck.
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It really comes down to whoever unhooks you. If they pull you off infront of the killer then you're screwed. Ideally your teammate should wait until the killer is engaged with another survivor. That's the safest time to unhook. Killers tend to return to the hook if they haven't found anyone by the time the unhook happens.
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@ReverseVelocity said:
Dead Hard does not need a buff.
Can we get a QoL buff and let it activate when standing still?
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763888#Comment_3763888
Catch up mechanics would be unfair to the side who is winning and has played well. Even if it's done by tunneling or gen rushing. There are other ways to nerf these than give losing side mechanic to help them win. Killer can have 8 hooks and then kill one and lose because of current bug.
Only scenario which could have new mechanic is 2vs1 as it's often hopeless and survivors just hide and wait other to die to get hatch well at least bleedout button is needed for that if killer slug for 4K.
Matches in this game has almost no consistency, especially in solo queue. A fair match requires matchmaking to work properly and for survivors to be able to work together in some capacity. If one side brings the strongest tools and the other side doesn't it can lead to one sided stomps. Some killers require strong coordination to beat, and solo players at best can bring things to see what their teammates are doing, which isn't enough.
If the game could provide some consistency in the gameplay, then comeback mechanics wouldn't be needed. But the reality of the game is that too many things have to work at the same time for a match to be well balanced. That's been the reality for a long time. So at this point I think that comeback mechanics should be on the table. It's not like every comeback mechanic has to be vanilla MvC3 X Factor levels of strength. Just enough to sand off some of the rough edges.
It's not like the game doesn't have them already. Things like DS deactivating in end game. AFC disabling so killers can guarantee a kill in end game.
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@Iron_Cutlass said:
The gamemode isnt even out yet?
OP has a time machine. They've returned from the future to warn us..
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+1 for taking the time to think it all out. Seems to be a better and less cheesy Myers.
Although I'd like to see a deeper rework of his insta-kills, to further reduce the frustrating aspects of it. It would be great if he had to stalk multiple survivors before being able to insta-kill one of them, so he couldn't yeet someone out of the match within the first two minutes.
I'd prefer it if he took longer to get an insta-kill, but was more threatening later in the game to balance it out. Someone dying early can be great in movies, as it can keep the audience on edge. But in a gameplay environment, especially when it's team based, it's just frustrating.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761450#Comment_3761450
I don't understand this mindset and why you feel the need to say this.
Being unhappy with bad feedback =/= abuse.
I never mentioned abuse. Don't even try and start with that crap. Go back to Twitter.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761463#Comment_3761463
It is but they make a point to tell you what to expect from the performance. Just skip to the 1:32:00 time mark.
https://www.youtube.com/live/QEe2ZZnKy08?si=IGaBYbuiLsg1V5BL
TLDR about what the performance will look like:
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761558#Comment_3761558
To be fair, the Devs released SM.
And they either saw no problems or decided to ignore them, so yeah, I think it's totally fair to question that.
As for it being a bug, bugs seem to become features nowadays, so I hardly think it matters
The pre-rework version of the Skull Merchant was indeed a skidmark on the game, which we have never truly recovered from. Generations of Dead by Daylight players, scarred for life.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761558#Comment_3761558
I'm sorry you think that the post came off as bratty and disrespectful.
To your point of instead asking if it's an intentional change: new tiles don't get created because of bugs or weird interactions with new perks. New tiles are added because someone sat down and took the time in unreal engine to drag walls and pallet object around and place them intentionally. It would be a moot point to ask if this was done intentionally because any way you look at it, yes is the only answer imaginable.
I'm going to give them a couple of weeks to fix it. If at that point it hasn't been remedied, I will join you in protest and start saying mean things about Hag again.
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I'm not sure that balance is the sole reason for the changes. They might want to encourage players to coordinate and synergize their movesets. Maybe they found Billy to be too strong in play testing? Who knows.
I'd avoid expecting a well balanced experienced from the mode. It's going to be chaotic, and I'm sure a few things won't have been accounted for by the devs, leading to some absurd situations. But hopefully it's still fun.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761486#Comment_3761486
There is a PTB for a reason. If you could help me understand how my post is "inarticulately screaming at them like a bunch of kids" instead of genuine feedback with concern, that would be awesome. I'm not asking for them to run every single little change by the community, but something as critical to the gameplay of every match like tile generation and tile design is very much relevant to the community.
That comment is not so much specific to you, more a reference to how the forum is filled with people being angry at BHVR because they don't implement every change that they want.
Specifically speaking about your post, you could have taken the time to ask them whether it's an intention change or not, or even just tell them that the tile is weak. Instead you take the approach of suggesting that the devs either can't understand that the tile is badly designed or they just want useless tiles to pad out kill rates. It's a disrespectful way of communicating feedback, and to me, comes across as kind of bratty.
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@TheArbiter said:
Its pay to lose because of situations like this, but also pay to win because it blocks half the killers fov when they pick you up XD
It's a good skin to run in case you end up playing against a furry enthusiast. Free hatch every time.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761486#Comment_3761486
Some things shouldn't even make it to the PTB. Those tiles are horrific.
If we collect enough tears we can bargain with BHVR for the removal of the offending tile. We just need a thread declaring that Santa isn't real and we'll have enough.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761497#Comment_3761497
I faced a Nemi the other day who (after 3 DC’s lol) let me work gens and protected me from the Zombies lol
Nemesis players have a bad rep for being tunnelers, but almost every one I meet is goofy as hell. I've farmed with them, participated in slug races, I've even stood on the second floor, admiring the view with one.
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Easy going sounds like Nemesis. He's not too mechanically demanding. But he's decently strong, and you can have fun with him if you're looking to goof off a bit. Trapping survivors between zombies is always fun and you can fist bump. Plus you get to name your own zombies.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761456#Comment_3761456
Giving away extra information is also under pay to lose for me.
Mainly for killers tho, like when you have higher model than usual etc.
This skin can definitely make a difference if I find you or not.
I was just kidding. Seriously though, can you stalk the tail?
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761450#Comment_3761450
it would help if they did things that were actually in tune with what their player base asks for and not the direct opposite. DBD is quite a rare beast in that the feedback from survivors is quite consistent as is it from killers. Unsafe loops have been complained about for some time now, so for BHVR to double down on them is absurd.
What makes you think the change is even intentional? It might not even be a change they are testing out. It could just be another random bug that has appeared. Why assume it's BHVR doubling down on bad map design?
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761450#Comment_3761450
How is the feedback not useful? Saying pallets that may as well not exist are bad design seems like useful feedback.
Feedback is useful. But the devs are allowed to try things out and see how it goes. People acting like they are offended because BHVR didn't run a change past them just comes across as entitled. It's their game.
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@CountOfTheFog said:
I feel your pain but this honestly makes complete sense. Nintendo 4 years ago didn't have a new console about to be announced.
There's no reason to risk losing a customer to a competitor if their next gen console is literally months away from being announced.
Most Nintendo players are loyal anyway for the exclusives (Mario, Zelda, DK, Pokémon) and didn't buy a Switch for DBD.
They want players to stay with Nintendo and my hope is that we will get an upgrade of the game the same way PS and XBOX players did.
I don't know if Bhvr would make a Switch 2 upgrade or not though and even if they were working on one, they would have an iron clad NDA not to tell us as Nintendo hasn't formally revealed the Switch successor.
I personally have decided to completely stop playing and purchasing DLC until an announcement from both companies are made.
After today's Livestream, where a developer stated despite their best efforts, 2v8 has performance issues on Switch, there is no other rational choice.
There's no point investing time and money in something that could be discontinued so near in the future.
It's not even beating around the bush that bhvr isn't going to be able to support the Switch port for much longer at this point and Switch has lost 2 live service games in the past year.
You can skip to 1:32:00 and see the devs talking about Switch performance today with the new mode:
https://www.youtube.com/live/QEe2ZZnKy08?si=IGaBYbuiLsg1V5BL
I do understand your frustration, I'm not thrilled as I've bought every dlc and $500 of auric cells but this is the reality.
Good luck with the Switch 2 launch next year. You'll finally be able to play Dead by Daylight in 30 fps.
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@VomitMommy said:
I was laughing a lot, when I noticed it.
In this instance I am pretty sure it was done on purpose, but still…https://us.v-cdn.net/6030815/uploads/QN1I199RK3SV/20240716231452-1.jpg
It's only pay to lose if you can stalk the tail.


