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TieBreaker

TieBreaker

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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833056#Comment_3833056

    no. the whole problem is that to make replay system, it is usually integrated into the game before you make the game. the way replay functions are made is that you have to make bots replay the player action and the actions sequences are stored into file where when you click it, the bot plays the game == to players actions.

    here's the problem. DBD for long time didn't have bots and the current bots don't exactly use all the perks. there is also the fact that… there isn't bots for killer to replay their gameplay. I am sure BVHR behind scenes does a little bit of work making bots for each killer they make but…. there is a lot of killer right now in dbd and making a bot for each killer is a lot of work.

    after you successfully make a bot to replay the game, you need create interface to replay the game. common feature include a pause button, rewind button(5 seconds), a speed-up button(1x,2x,3x,8x), slowdown button (1/2 speed), forward button to 5 second ahead and restart button.

    lots of work, doesn't bring any income. probably why they haven't bother do it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833053#Comment_3833053

    replay systems don't have anything to do with servers. most of replay functionalities are almost always done local on computer.

    👍️

  • As Devil said above, a perk like this would have zero impact on SWF, and only be effective against solo queue. Which means it wouldn't be a good perk overall. It's an interesting idea though.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833061#Comment_3833061

    I'll admit, I haven't heard much about the changes to this iteration of 2v8 (other than the three additional playable Killers). I told myself I'd rather be surprised by the new info when it gets closer. So I'm curious how this "rubberbanding gen" thing is going to work...

    If these changes (along with the changes in the first 2v8) are going well, I'd like to see this mode become permanent. It seems unlikely that they'd implement any of these changes to 1v4...

    I'm guessing that the gens will go faster or slower when the ratio of gens completed to survivors hooked or dead, is too vast. So if a survivor dies with four or five gens left, the gens go faster. If a killer has only one hook when survivors complete their second gen, the gens go slower. Something along those lines.

  • BHVR is trying out rubberbanding gens in 2v8. If that works then it can be applied to gens in the main game. That will help with matches where gens are going too fast, or if a survivor dies early, dooming the remaining survivors.

    BHVR should fix the game before adding options to escape crappy matches. Otherwise it will just enoucrage the community to give up more often.

  • I have no idea if a replay function would work. The servers seem to be uncertain as to what is happening in many matches. I don't know if a replay would be accurate to the match from the player's perspective. The replay would probably include quite a few errors.

    If BHVR could make it work, it would be a neat addition. But I don't trust the servers to be able to map out an entire match without making mistakes.

  • Makes sense if you only play killer. You have a unique power to play with. Survivor is just vaulting windows and dropping pallets. The role needs stuff to spice things up.

  • BHVR has resisted changing how her blinks work for years now. I don't think any changes like this will ever be implemented.

    @Marc_123 said:

    As some suggested she needs blindness during charges and blinks.

    Just remember - the strongest killer in the game has always to be a free one. So it will never be pay to win.

    Changes like this feel much more realistic.

  • It's true. Before, Larry sounded engaged. Like he cared about your interests. His voice reflected a distinct empathy. But now, he sounds distant. Uninterested. Like his attention is elsewhere.

    My theory: Larry is having an affair.

    @GentlemanFridge said:

    Why I couldn't say, but this happened during the transition from his PTB to live.

    Or this.

  • I don't think that Cheezits has a realizable mascot that BHVR could make work in the world of DBD. I think we're gonna have to settle.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831565#Comment_3831565

    The Huntress has unlimited Cheezits and can throw Cheezits like ninja throwing stars piercing right through the survivors skull.

    She can also eat Cheezits to gain a power boost That makes her throw Cheezits faster

    Make it into a Legendary outfit, along with voice lines.

    2x56ph.jpg
  • Crumpled Cheesit Bag

    "You found a bag of cheesits one day, and you quite enjoyed them".

    The Huntress has unlimited hatchets, that replenish at a rate of 1 hatchet every twenty seconds. The Huntress can no longer reload from lockers.

  • This is something that has been suggested many times, and despite it being a small change, it's never been implemented. My guess is that BHVR doesn't want this change in the game.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830367#Comment_3830367

    A lot of people are seeing a significant increase in toxic playstyles (e.g. tunneling, camping, and slugging for 4k) since the time the finisher mori was introduced. And the finisher mori incentivises this behavior by rewarding a 4k with a mori, regardless of the tactics that are being used to get it.

    My matches have become stressful lately because I've experienced a significant increase in hard tunneling in my matches recently and I even now expect most killers to run straight to unhooks. It's also not uncommon now for me to see killers intentionally tunnel to get an advantage.

    I've even seen some killers repeatedly hit the third survivor on hook because they have the slug nearby and want to get their free mori after they slugged for the 4k. Repeatedly hitting on hook like that is even considered bannable harassment by BHVR.

    We can say these behaviors may not be impacted by the finisher mori, but there definitely appears to be a correlation between an increase in the rate of these behaviors and the release of that update.

    I think what you are seeing is what happens when the community gets arsey. Killers were also spamming the mori reset glitch too. It's not the mori that's the issue. I also don't think that killers who would have given hatch before the update, are suddenly not doing it because they want that mori. Most killers use it to save time, not because they care about it.

    The community needs to fix other problems. Removing the mori wouldn't change much. The change would likely inspire more hostility, resulting in more toxicity.

  • Slugging has been rampant for a long time now. The finisher mori isn't responsible for it, or even making it worse. BHVR should fix slugging and leave the mori alone.

    I think many people need to be honest and admit that the mori just exacerbates the salt from losing. It's not toxic to use a mori, but slugging players to death is. Unless the survivors brought Boil Over and Sabo. Then it's self inflicted misery.

  • I swear it feels like people have spent years asking for an aura when using head on. My guess is that BHVR is not in favour of doing this, as they've never added it, despite being asked repeatedly.

    You might get a buff for Solidarity though.

  • Seems fair. The only issue with the perk is when a survivor gets tunneled out early, and then the last three still have to deal with another three pain res hits. I'd be fine with it getting a regression buff at the same time.

  • Bots that are good at looping? I'll trade you my boiled potatoes for some of your spicy fries. Cos the bots I meet are terrible.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828411#Comment_3828411

    They do. For who do you make a game ? The extreme minority "pro" scene or the majority of the player base, even at top 5% MMR ? Who generate revenue ? Who buys the skins ?
    Nerfing nurse more will just hurt the new players, while butchering a fun and unique killer.


    Please leave her alone. At this point it is just misogyny.

    Misogyny? For thinking Nurse is OP?

  • The dreamworld needs to be extremely dangerous. If it's not, then he'll never feel like Freddy. Even in his previous form, the dreamworld wasn't threatening. It just slowed everything down. Which was tedious, but not threatening. His power should be similar to the Onryo or Myers. Once he gets you into the dreamworld, you should be in grave danger.

    I'll be disappointed if the changes are just snares and pallets as basekit.

  • It does need a buff. Specifically, buffing the ugly off the map. It's just crispy looking wheat everywhere.

  • @Nazzzak said:

    Playing in a swf. Bodyblocking. Taking an endurance hit for someone else. Just to name a few that are frequently complained about.

    I'll add a few more. Using exhaustion perks, flashlights/bangs, boil over, sabo, having a healthy marriage, crouching, trying to save in end game, heal/cj/dumb tech, completing more than one gen before the killer gets their first down, bringing a tool box.

  • @BurnedTerrormisu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824385#Comment_3824385

    you can check the evidence by yourself on nightlight.gg. The numbers are off by over 5% for most killers.

    if you dont trust or like nightlight.gg, like i do, you might ask BHVR to give out the official numbers, like i did.

    Accusing someone of lying based off of Nightlight alone is nuts. It may acknowledge trends, but Nightlight's data is nowhere near exhaustive.

  • If you want something to replace Distortion, maybe try Sole Survivor. It's the closest you will come to consistent aura blocking.

  • If we're gonna get a hair themed killer, I'd prefer Sindel from MK.

  • It's not that SWF are too strong, it's that solo queue is just that bad.

  • Being in a SWF gives you some consistency in your matches. You can avoid matchmaking issues. This is probably the biggest issue for solo players, as one weak teammate can doom the entire match. You don't have to deal with teammates griefing you whilst you are in a SWF. You can limit the effects of snowballing by the killer, by coordinating with your teammates. If you are getting tunneled, a SWF can help keep you alive. That's much harder to do in solo.

    Playing in solo queue can be very frustrating at times. Not only because you are much more vulnerable to a killer player that wants to isolate and eliminate you, but because you are forced to rely on the matchmaking working, and the other survivors pulling their weight. It makes sense that most experienced players tend to only play with their friends. I think that's why solo matchmaking fails so often, good players likely don't want anything to do with solo queue.

  • "Why is it so hard to balance a game so both sides face a challenge and require skill.."

    Balance in this game is incredibly difficult. Both sides are completely different mechanically, and have completely different objectives. Not to mention the vast expanse between a competent SWF and new solo survivors. It's like when killer players say that they should have access to sixteen perk slots, as survivors have sixteen in total. Sounds good on paper, but in practice it would be a complete disaster. Game balance is extremely messy. Especially for this game.

    Although, if it's not hard to achieve, I'd be interested in hearing about a simple and easy way to fix the game's balance.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820053#Comment_3820053

    not really an issue with SWF players

    1v4

    So what are solo players experiencing that makes them so prone to giving up instantly?

    1v1v1v1v1

    If BHVR can identify those things and find suitable remedies

    By BHVR's own design: "Survive Together… Or Not - Survivors can either cooperate with the others or be selfish."

    The problem is BHVR holds "Player Agency" in high importance. There's no way to make DbD fun for everyone when it's designed to allow both playstyles.

    I feel like if BHVR can address some of the biggest complaints that players collectively have, such as gen speeds, hard tunneling, bad matchmaking, excessive slugging or excessive hiding, then players will be less likely to give up when negative situations occur.

    Killers that hard tunnel a survivor have often been gen rushed in the previous match. Survivors that DC have often been hard tunneled in their last match and just give up.

    I like the system change to 2v8, where gen speeds will rubberband depending on how the match is going. That alone will make matches more bearable for many players. I'd love to see more changes like this, that don't impact a balanced match, but help sand the edges off of a bad one.

    I think BHVR can find ways to deal with the worst situations, whilst keeping player agency intact. The gen speed mechanic is a really good start.

  • Ratcheting up punishments isn't guaranteed to increase preferred outcomes. Punishment beyond a certain point doesn't tend to yield positive results.

    If you actually want real change, you need identify why players are so quick to give up. It's generally solo players who want out after getting downed once. It's not really an issue with SWF players. So what are solo players experiencing that makes them so prone to giving up instantly? If BHVR can identify those things and find suitable remedies, then the problem has the potential to get a lot better.

  • I really didn't need to see that. I scrolled off the image to report it, and it popped up on the screen again as soon as I tried.

    I have a question though. What's to stop that person from coming right back and doing it again? Can BHVR hardware ban people like that?

  • @sizzlingmario4 said:

    The Dark Sense change doesn't make the perk better. The whole point of it is to show you the killer's aura as they approach you so you know where they are coming from and/or potentially see their aura at the start of a chase. It also can warn you of a nearby stealth killer (you won't see their aura but you can see the perk triggered which means they are within 24m). Making it map wide takes most of that away, and the old Dark Sense basically already did this and it wasn't that good. Eyes of Belmont now is the same thing but it's better than what Dark Sense used to be because it has an additional effect.

    The only thing they have to do to make Dark Sense good is make it not waste its activation while downed or hooked, because it currently does that which makes it worse because that information is typically not as helpful and doesn't help you in chase or tell you where the killer is at a time that you can actually act on it. Maybe also reveal the killer's aura for 10 seconds regardless of distance if a generator gets completed while the perk is already active so you don't completely "lose" an activation (since right now, completing 5 gens doesn't necessarily mean the perk works 5 times).

    Yeah, I can't say my buff for Dark Sense was very inspired. Your suggestion would likely be better.

  • It definitely needs a buff. It's terrible, and what's worse is that it's a general perk. New players deserve better tools.

    Other ideas:

    • Remove the survivor's scratch marks for a few seconds.
    • Make the survivor silent for fifteen seconds or something.
  • Whoever can hide in a bush effectively. Using Bite the Bullet mid chase is very fun.

  • This doesn't sound like feedback from someone who has been playing for years. Complaining that killers move faster, as though that's unfair somehow. If killers weren't faster, the entire gameplay loop would be broken. It's necessary for most killers to ever land a hit.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815636#Comment_3815636

    Bat form did totally need buffs. His teleport was hell slow for a limited range and restricted places to teleport into. The 6.0m to 6.5m mov speed was also a nice change but i dont think it did change much.

    People bash on Bat form right now but ignore two things:

    • Even if people bashes Bat form the actual problem for them seems to be the 2.5 sec shapeshift CD. If only they had buffed shapeshift and not Bat at all, people would still be calling Bat form op because "it can ignore vault and quick follow the survivor", and that didnt change before the buffs to this form.
    • Wolf form still underpowered as hell. They should not touch Dracula at all before taking a look at the Wolf form first.

    Killer players complained that bat form was the worst variant. Not acknowledging its ability to ignore god pallets, catch up to survivors, or to traverse the map. All because swapping from bat to go for an M1 was worse than Spirit. That's the kind of feedback the devs got, and so bat form got blanket buffs. Despite the fact that the form was already very strong, and had a ton of useful applications.

    The problem is that players expect the tools of a killer with multiple abilities, to be just as strong as a killer with just one. Dracula shouldn't be able to attack from out of bat form, because he has multiple abilities, Spirit has one. He has a strong anti-loop power, so he shouldn't be able to teleport anywhere near as fast as Hag, as he doesn't have to deal with setting anything up. His teleport gives him good mobility, that's enough. Should the wolf's lunge be better than Demo's shred? No.

    Dracula should not be extremely strong in everything he does. Part of having lots of options is that they are all meant to be on the weaker side. Otherwise he's just a better version of multiple killers.

  • @ReverseVelocity said:

    It would be the easiest way to make a sabillion dollars.

    "Sabillion dollars"

    fR3xx8.gif
  • When I heard that Twins were receiving a rework that had been going on for years, I really expected major changes. But the PTB just had some tweaks. I feel like a rework should be more than tweaks. It should be removing some mechanics and creating new ones.

    I don't want a Freddy rework that is just snares and pallets as basekit. Those are tweaks. I want snares gone and something brand new in it's place. The dreamworld should be an actual threat, instead of just being annoying at worst.

    For Skull Merchant, her drones need to do something completely different. No tweaking them, a complete rework. I don't envy the devs, as I can't think of what to do with them. But it can't be just tweaks.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814489#Comment_3814489

    T bagging for using a legit strat? Think that's the problem lol. Using an optimal strategy isn't bad sport it's being good at the game imo

    I consider using my rear end to distract hard tunnelers as an optimal strategy,

    Seriously though, I think tea bagging is so common that it doesn't mean much anymore. It lost it's edge like over a decade ago. It feels so inoffensive at this point. I don't think most players are trying to cause great offense with it, so it doesn't bother me. I guess it really comes down to how you perceive it. You don't really know what survivors are trying to convey. Sometimes it's an F-You, but other times it's just a WHOO! I DIDN'T DIE! I can't tell intent on the internet, so I assume the best, as it makes me happier overall.

    Plus I watched some compilation videos a while back, that used a dog toy squeak every time a survivor tea bagged. So when I see it in game, I hear the squeak in my head. It's hard to get mad at that lmao.

  • Are the ones tea bagging you the ones you are tunneling/camping? Cos if I'm playing solo queue, and the killer is hard tunneling da baby out at four gens, I might get in there will some of those good old tea bags.

    Or are you speaking about survivor players in general? Who started the BM?

    This thread needs more context.

  • @Prometheus1092 said:

    Makes me wonder what the survivor did that match, if that survor was goading the killer throughout, looping, dropping pallets and t baging the killer at every opportunity then is there any wonder that the killer does the same? So many drop a pallet and t bag immediately after, and t bag at the gates, t bag at the hatch even. Every opportunity it's a t bag. At some point the killer will do it back.

    I think it's fair for a killer to BM back. But does it require full bleed outs? Tea Bags = Full Bleed Out seems kind of overkill.

    A personal experience of mine: I once played against a Whiskers player. They were not very good, and had a lot of trouble landing his M2. I eventually went down, and he hooked me in the basement. He then proceeded to M1 me on hook long after the gates were powered, as my solo queue teammates stood in the gates and waited till the last minute to escape.

    I didn't do anything to him other than dodge his M2 attempts. But their failure frustrated them enough that they felt the need to BM me for over two minutes straight. In hindsight I should have attempted to unhook myself, but I decided to return the disrespect and just waved my arms until I died.

    In short, sometimes there's two sides to it. But sometimes it's just one side being a grocery bad full of douches.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814404#Comment_3814404

    Killers can see before the match starts if the team has 4 flashlights and can equip lightborn a basically free perk to get.

    Yeah, if Lightborn didn't exist that stuff would be an existential crisis for the game. Although Boil Over + Sabo, Power Struggle + Flip Flop + Unbreakable are still pretty cheesy. Lightborn won't save you from that.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814387#Comment_3814387

    bad players already cheese kills with pig. it is design flaw in pig's ability. it is why i don't like reverse bear traps. their concept is inherently unfair and can be exploited by the killer player to get mori kills. this is why they have also taken measure to make it more difficult for pig to cheese killers with reverse bear traps by removing aura of jigsaw boxes. unfortunately, losing information doesn't remove ability to do said gameplay. it only increases skill-floor for a player optimize it. In other words, you can still do everything post-pig as before. it is just that pig's base-numbers on stealth, crouching and ambush dash are marginally better. the ability is still inadequate and not strong enough but it is step in right direction for buffing pig to be stronger killer without the cheese.

    So we agree that Pig is terrible and should be removed from the game. Awesome.

    200w.gif

    Seriously though. I'm in favour of BHVR reworking the traps. Then you can turbo and it won't be a problem.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814391#Comment_3814391

    I never said it was fine. But i try to be unbiased, and see this from 2 sides. Sadly it cant just be fixed with perks, there was a video not long ago where a streamer could not get a pickup, because 3 team mates with flashbangs and flashlights were around all game.

    The only option was to bleed people out.

    Also, the majority of people have no issues standing at the exit gates and drag time, when the game is won. Yes the killer can push them out, but that is not the point, people stay there for a full 1.59 minutes if the killer doent, and they do it game after game after game. The only difference is who is in control of that time.

    Yeah, survivors have a bunch of tools that can make picking them up frustrating. Pallets, flashlights/bangs, sabo. I've always felt that killers should have some sort of system that limits the worst of aspects of the game. Things like stun reductions and flashlight immunity. But I have no idea how it would be implemented. I'm not getting paid, so I'm not going to try and solve that rubix cube.

    If I couldn't push the survivors out at the end, it would annoy me. But I have some agency left. I can push them out or go break things. Survivors stealthing till the last second is much more obnoxious. That feels more akin to a four minute bleedout to me.

    I can take trolling or toxicity, but I hate people wasting my time.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814189#Comment_3814189

    the difference is that people can hide until the server shuts down.

    Bleeding ends in 4 minutes. - because of this, its not hostage taking. On top of that there are scenarios where the killer have no option than to bleed survivors out.

    Here you go:

    @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814271#Comment_3814271

    Yes, one is worse than the other. No question. There's just no need to state than bleeding someone out for four minutes is fine, because survivors can potentially do worse to the killer.

    I've said before that there needs to be a system to stop survivors from hiding and not progressing the game. I still believe that. But when people say it's fine to do a full bleed out, it's clear that they just want their tools to grief others kept intact, so they can use those tools against whoever offends them.

    In regards to situations where slugging is necessary, those situations also need to be fixed. I've said that perks like Boil Over need to be reworked, as they are either useless or extremely obnoxious. That stuff needs to be fixed, but so does a killer bleeding out survivors because they got mad about something and decided to take disproportionate retribution against the whole team.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814177#Comment_3814177

    yeah maybe against new player but i am not losing the survivor ever. i know how to follow scratch marks and i understand survivor routing to a dime. the m/s only hindered pig from using her ability and makes her a poor stealth killer. buffing her stealth will elevate her power-level without making her too strong with reverse bear traps.

    There's no chance that BHVR will make changes that make it easier for bad Pig players to cheese kills with head traps. That's why the OP is asking for head traps to not deactivate in chase. People want cheap garbage that has no counterplay.

    You can't have super fast movement speed whilst in stealth, because bad players will just use it to cheese kills.

  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814189#Comment_3814189

    I'm not gonna defend Killers that slug everyone for all the matches they play, but holding someone hostage for 4 minutes, vs holding them hostage for 60 minutes until the server automatically closes are pretty different offenses

    Yes, one is worse than the other. No question. There's just no need to state than bleeding someone out for four minutes is fine, because survivors can potentially do worse to the killer.

    I've said before that there needs to be a system to stop survivors from hiding and not progressing the game. I still believe that. But when people say it's fine to do a full bleed out, it's clear that they just want their tools to grief others kept intact, so they can use those tools against whoever offends them.

  • So when survivors waste your time, it's hostage taking. But when you waste their time by bleeding them out, it's not. It might be worse on the killer's end, but it's still the same crap.

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