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Toybasher

Toybasher

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  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/167827/an-idea-for-noed-nerf

    If anything be attached to a perk like small game cuz that’s how thrill of the hunt works you get a totem counter as killer but only on a perk

    That's also because TOTH has a few effects. (Each totem = 1 token, and the tokens increase cleansing time and hunting bloodpoint gain. It also notifies the killer when someone starts working on a lit totem.)


    If we get a totem counter for small game small game needs to have an extra effect. Maybe we could do the opposite where you start at 0 and each totem cleansed by you and your team gives you 1 token, with each token decreasing the cleansing time (or make Small Game's tracking recharge faster? Or slower, but increasing the range making finding that last totem a bit tricky?) and giving you extra boldness gain rate.

  • You think it's bad now?


    You should have seen the days with pre-rework Doctor. He could grab in treatment mode since shocking was an M1 prompt and has no cooldown, meaning a Doctor in treatment mode spamming M1 would pretty much insta-grab even if survivors were trying to fake an unhook. I used to do this to win the hatch standoff back in the day.

  • This is such a weird, bizarre concept and I like it just for the uniqueness.

  • I remember a similar idea where the basement has a totem counter to track remaining totems. Something like a shrine with 5 candles lit and each totem cleansed extinguishes one of the candles.


    Another idea could be killer-specific basements and hooks. Doctor could have a bunch of electric chairs he straps the survivors into, Pig could have the drill chair from the first movie, etc. More reason for survivors to check the basement early if they want a clue who the killer is.

  • Either add regression from the kick like you suggested, or have it so the survivor needs to spend a certain length of time on the generator (5 seconds?) to halt regression so they can't "Drive-by-gen-tap".


    For Ruin something else I noticed is when Ruin is cleansed, all generators currently regressing instantly stop regressing. I think they should continue to regress at a normal speed (not the faster-than-normal regression) until gen-tapped and halted manually. It's not a huge deal, just seems weird if I chase a guy off a generator, (and ruin starts regressing it) ruin being cleansed suddenly makes the generator stop regressing even though nobody tapped it.

  • @DwightOP said:

    I reeeeallly dislike this vfx it's nearly as worse as the red screen vfx when you got stunned.

    Actually what happened to the red screen FX? I remember how horrible it was when Ghostface was on the PTB but I'm pretty sure it was toned down to be subtle. Was it axed completely?


    IMHO the bloody screen is fine, I just wish it didn't play from ranged attacks. I remember a few times where I got a huntress hatchet hit and blood splattered on the screen from very far away, and it was kind of immersion breaking.

  • It's only DS that does this pretty much. If you have DS it ends up making a "fake" obsession to try and prevent the killer from knowing who is running DS.


    I hate it for a number of reasons, one of them being mori'd via Rancor because 3 other people have DS and I don't but I was made obsession anyway.

  • NOED is fine. It's frustrating to play against but has counterplay by destroying the dulls/lit totem.


    I've been clapped by NOED a few times after I destroyed 4 dulls. I am almost certain at this point survivors are ignoring dull totems because it hinders doing the generators as fast as possible. If people are deliberately ignoring dulls they have to accept the risk the killer might have NOED. For weaker killers like Clown, Wraith, Leatherface, etc. NOED is practically necessary because they lack map pressure and Leatherface's chainsaw is so hard to get hits with NOED is almost mandatory.


    The ONLY problem I have with NOED is people who face-camp right off the bat with 5 gens left, and use NOED to get an extra kill. That's not NOED's fault though. I blame the scummy players since they'd still do this even without NOED.


    There's also people who combo NOED with Remember Me and Blood Warden. That's just an end-game build and it's refreshing to go against rather than the enduring + spirit fury + BBQ + Pop meta for M1 killers.

  • @dhealy646 said:

    Gets cleansed before you can even affect 2 survivors with a fairly useless status effect. It should apply oblivious not blindness

    Or both. Maybe a bit much but I 100% agree Oblivious would be better, although there's still situations where Blindness can be good. (Slugging, if a survivor has OoO applying oblivious only would make OoO work at any distance and make mindgaming extremely difficult, etc.)


    I think Oblivious + Blindness would be best. There's also a deafness status effect used for a Hag addon that could be fun, although it could be a bit too annoying if nobody can find the totem. (The hag addon in question only applies deafness for a few seconds when a trap is set off)

  • CoH2 has a similar "X is OP" "X is UP" issue.


    Untitled Image


  • Nothing wrong with being immersed provided you're still contributing to the team in some way.


    I'm bad at chases and I play immersed but almost always get a gold or iri lightbringer. I play Tapp with Detective's Hunch, Stake Out, Prove Thyself, and Better Together and I'm always on a gen or totems.


    EDIT: I do look down upon blendettes who literally do nothing and just hide and wait for everyone else to die to grab hatch.

  • I'm poo-poo with Billy AND Bubba but I do better with Billy, usually.


    The chainsaw can be hard to hit people with when using Billy, especially at a distance.


    However, when actively revving the chainsaw up, Billy only slows down to about survivor movement speed, which means if you press right up against the survivors back, and THEN start revving (Be sure to "feather" the revving so you can let it rip at the right time if they're trying to 360 you) you are almost guaranteed to hit the survivor since they'll be practically point-blank.


    Even if you're bad like me at landing medium-to-long distance chainsaws (Besides the occasional "Barbecue N' Billy" cross-map chainsaw which is more luck and the survivor being unaware if anything) you can still use his chainsaw as a point blank insta-down similar to with Bubba.


    Failing that, you can even just never use the chainsaw for attacks, M1 only, and simply use the chainsaw for mobility to race around the map rapidly to find a new target after hooking someone with BBQ, or to patrol generators. This is especially important on wide-open maps like Rotten Fields.


    Bubba on the other hand is just meh. When revving his chainsaw, he slows down FAR below survivor speed. This makes charge addons (99% of his addons are copy-pasted Billy addons btw, which further hurts Leatherface as they were designed for Billy's power) almost mandatory since you tend to lose more distance than you gain, and even point-blank chainsaws can still whiff at the very last second of the attack. If you skid, unlike Billy you tantrum which wastes a ton of time. This CAN be used to your advantage if someone yeets into a locker, as crashing and skidding into the locker will make them often jump out only to get hit by the tantrum.


    So his chainsaw isn't as good in a chase. It can't be used for mobility like Billy can either. With low map pressure and a very unreliable insta-down which is so hard to land IMHO running NOED on him is practically mandatory, I argue Billy is superior to Bubba. Bubba still has some cool things (Great perks like BBQ and Franklin's, the collectable survivor faces, basement chest protector bubba, etc.) but in terms of squaring up against strong survivors, Billy will give you way more mileage.


    This is why I think Billy is better than Bubba. I am hoping they give Bubba new addons eventually and not copy-pasta Billy ones.

  • @Arctic_Krampus said:

    https://forum.deadbydaylight.com/en/discussion/162262/no-borrowed-time-from-cage-rescue

    As far as I know with the cages, Borrowed Time, Decisive Strike, and We're Gonna Farm Forever. I've also noticed that when Adrenaline activates when on a hook, I come off the hook healthy and with a speed boost. When Adrenaline activates when I'm in a cage, I don't gain a health state or speed boost when rescued. Killer perks like BBQ and Chili also don't work with the cages.

    Adrenaline should definitely proc when rescued from a cage.


    Currently it procs from stuff like being dropped by the killer while he's carrying you, (Either a manual drop or a break-free caused by wiggling/flashlights/stuns) being rescued from a hook, etc. and the description explicitly says "Adrenaline is on hold if you are disabled when it triggers and will activate upon being freed."


    I know cages are not hooks but Adrenaline doesn't mention hooks, it simply mentions if you are "Disabled" which includes being on a hook and being carried by the killer. I argue being in a cage should fall under that same category.

  • Another problem in the map is those weird "Alcove" things in the hallways made up of lockers or whatever.


    You can hide in them from the killer. That's fine and dandy, the problem is if a survivor/killer decides to bodyblock you in there there's no way out.

  • @emptyCups said:

    Killer perks are trash and need major buffs.

    The killer is clunky and hard to use at best and at worse he's got too many simple counters for barely any power.

    The one quote killed me "we want players to know what's going on "

    ######### is the point of a stealth perk !a!a!!!

    Why whywhywhywhywhywhy.

    For the Trail Of Torment one I understand why it's like that. It might be frustrating to play against if the TR just disappears for seemingly no reason. It's a silly reason though as perks like Tinkerer, Beast Of Prey, and Dark Devotion also exist which hides the TR with no warning.


    I think the best solution is removing the yellow gen aura and replacing Undetectable with all survivors becoming Oblivious for the duration. The effect is the same (Kick gen, enter stealth-like state), survivors still know you're stealthing, but don't know the location of the gen you kicked.


    It'd still be a meh perk but it'd be a little better.

  • @Washu_YouAreAGenius said:

    I feel like the thread that @Williamz started on March 12, 2020 which is in "Acknowledged Status" is simply still not resolved.

    That thread is located here: https://forum.deadbydaylight.com/en/discussion/136961/survivors-have-no-grunting-audio-effect-when-injured

    However, the sound bugs seems to be expanded beyond what was reported in that thread as now survivors actually make even less sounds. I have done some additional testing and would like to add to this thread since I feel the issue now goes beyond the scope of Williamz's bug report.

    Steps to Reproduce:

    1. Install and launch build 4.0.0 on PS4 or PC (only platforms I can test)

    2. Queue for game as ANY Survivor OR Any Killer (you can play KYF, Tutorial or Public to experience this issue)

    2a. Testing done during the following times: 2 PM, 4 PM, 6 PM, 8 PM, 11 PM, 2 AM (MST)

    3. Play on ANY version of ANY map

    4. If playing as ANY Survivor you may instantly notice that even PERK-less you emit no sounds while performing the following actions:

    Simply breathing, walking, running, being hit by the killer, being injured, being in the dying state, being hooked by the killer, falling from a great height or landing from a great fall.

    5. If playing as ANY Killer you may notice that even PERK-less OR with tracking type perks such as Stridor that Survivors emit no sounds in the following circumstances:

    Simply breathing, walking, running, being hit by the killer, being injured, being in the dying state, being hooked by the killer, falling from a great height or landing from a great fall.

    6. Uhm... Yeah. That's it really. You don't need to do anything other than play the game to experience these sound bugs.

    Occurs on:

    PS4 and PC as I now have the ability to test on PC

    Attachments:

    The video in @Tomozudoari's post at the start of this thread showcases the bugs pretty well.

    ***MIGHT HAVE IDENTIFIED THE CAUSE OF SOUND BUGS -- IMPORTANT FOR DEVELOPER (SEE BELOW)***

    In all of the testing I've been doing I'm starting to think this bug might be a concurrent sound priority bug!!! My line of thinking assumes that to reduce system load there is a maximum number of concurrent sounds permitted by that game at any given time and if that limit is reached anything with a lower priority is muted. Some games have this as a setting that the user can control. These sound bugs are much more noticeable when playing on the newer/reworked maps that have plenty of ambient sounds. This leads me to believe when a match loads-up and the systems of all the players begin to load in the map assets that the sound priority tree is bugged, incorrectly ordered, not ordered at all, ordered on first come basis or straight up random.

    This would make a TON of sense as to why this bug affects some players in a match and not all, why it is not easy to replicate and why it affects Killers and Survivors differently.

    ***POSSIBLY IDENTIFIED THE CAUSE OF SOUND BUGS -- IMPORTANT FOR DEVELOPER (SEE ABOVE)***

    The sound priority thing reminds me of a similar issue in Red Orchestra where the long, drawn out death sounds (Rarely, people would writhe on the ground crying/moaning for like a minute and a half which added a Saving Private Ryan vibe) would bug and get cut-off due to sound priority/layering since there's so much stuff going on. Rising Storm 2 uses an updated engine and had the opposite problem where certain sounds would play too often. (Artillery raining down on your men? Expect to hear like 5 different people say "I'm gettin' a heart for that one!" or when playing as Commander, your soldier shouting "SOMEONE NEEDS GLASSES" at himself because some napalm accidentally did a team kill) Even then there's a bug where gunfire ends up getting cut-off since weapons use looped audio and something like a guy firing a LMG right next to you is completely silent. Was never fixed.


    I am curious if the sound layering is the cause of this issue. You'd think high-importance sounds (Survivor noises) would have priority.


    Does this bug ever occur in reverse where survivors cannot hear the killer's footsteps or other sound effects?

  • I don't understand it. The only survivor that I might target just in the lobby is Legacy P3's (Usually they play like scumbags, although in reality I'd just dodge em) Blendettes and Pink Hair Neas. (usually toxic)


    I literally see nothing that says tunnel/camp me on that skin. Do people with that skin play toxic or something?


    EDIT: I see now, it's because of the price/legendary skin set thing. I understand why people do it now, but I still think it's stupid to tunnel/camp for it. I'd rather protest/complain at BHVR/Konami instead of targeting people who chose to spend their money on that skin.

  • @tixerp said:

    The point of Pyramid Head isn't to tunnel whoever is caged. That actually hurts him, if the survivors aren't rank 20's.

    Therefore perks on his cages are irrelevant for both sides. If someone abuses it to successfully tunnel, then

    1. There will always be bad apples, and people who tunnel with any killer. You cannot avoid it, but you can discourage it. Which PH does for the most part.
    2. The survivors didn't take advantage of the situation.

    He's in a good state. I like him. People are very much over reacting. If I were to suggest a change, make it so he cannot see cage auras. Maybe make it a rare add on with some downside.

    Reminds me of Classic Freddy. His power was often used to simply tunnel one survivor to death at a time "Because he sucks at everything else" but in reality playing that way was literally the least effective way to play him and his power was best used for juggling targets, hit n' run tactics, and extreme unpredictability, grinding the game to an absolute halt and constantly disengaging and reengaging to keep 2+ survivors asleep at any one time and abandoning loops for someone else being woken up if your time seems to be being wasted.


    Pyramid Head is similar. Can you use his power to tunnel 1 dude to death at a time? Yes. Is it the most effective way to play him? Not really.

  • Best solution I can think of is simply randomizing the TR/chase music every time it is played.


    IIRC this happens with killers with the default "Generic" chase/TR themes. (Wraith, Trapper, Billy, Ghostface, Leatherface, Hag, Plague etc.)


    Every time you get near them or start a chase, the track that plays is usually different. (Although I think there's a different TR/chase that plays specifically as survivor when you're injured but I'm not 100% on that.)


    Simply have it so sometimes the older PTB version plays, and other times the new live version plays.

  • Yeah if it was 10 minutes in a standstill it's a gray area and might be a hostage situation, although the other survivors could do generators and open the gates to force EGC. Still scummy though.


    I was initially under the impression when I first saw this thread maybe he bodybocked you for like 5 seconds to hit you like I do with BIlly when I corner a survivor and I chainsaw them but if it was for 10 minutes just sitting there, that's definitely a while.

  • Bodyblocking is a valid strategy though, provided he hits you in a reasonable timespan.


    I've bodyblocked people in corners to chainsaw them or when cloaked as Wraith to trap them for an easy M1 after uncloaking. Or as Plague to vomit on people to fully infect them. Bodyblocking to wait out borrowed time isn't a hostage scenario either.


    It's only a hostage situation if you're stuck in a scenario where you're only real alternative is to disconnect. Like if I body-block someone in a corner and go AFK for an extended period of time (Well over several minutes.) and everyone else is dead with hatch not shut so no EGC.


    If he body-blocked to hit you with his ranged attack, that's not a hostage situation.

  • I've had someone do this to me earlier today. This IMHO is a perfect example why you should mori anyone with .ttv in their name.

  • PRETTY GOOD JOB SO FAR.


    Anyone have that reddit meme where Claudette is whining about DS not working vs Doctor and Mcote is like I'm so sorry, and it's fixed in a day, but the trapper complaining about dying survivors sound bug and Mcote is saying go play civ 6?


    EDIT:

    Untitled Image


  • @Nubgutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358517#Comment_1358517

    Because it just came out today lmao, Wait until 4 man swf survivors get ds, unbreakable and one for all with it, Mark my words you will regret it lmao.

    One For All?

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357854#Comment_1357854

    Use this to report it: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    And your friend had a VAC ban on record. So they definitely know what they're doing is against the rules.

    https://forum.deadbydaylight.com/en/discussion/comment/1357863#Comment_1357863

    Real friends don't accept poor behavior from their so called "friends", so the OP is doing the right thing.

    Lol I have a policy where I tunnel off hook and mori as fast as possible anyone with a VAC ban.

    Shouldn't have cheated!

  • This reminds me of people who say not to cleanse ever vs Plague.


    Because apparently giving the killer NOED literally the entire match + noisy, stinky survivors is a good idea vs cleansing and simply going immersed once she ingests corruption. (It only lasts a limited time + getting hit by a pallet instantly ends it)


    But no, people would rather deal with being one-shot the whole game + 4 stacks of Thanataphobia and Blood Echo (meaning exhaustion after each hook).

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356578#Comment_1356578

    No I'm not going to do gens. If you have 5 braincells you can easily get at least a 2k from facecamping cages. The devs should fix this.

    Well, you can just sit nearby and watch the guy get camped to death then like 99% of survivors when camping happens. Even with Kindred I see it all the damn time.

  • You're not imagining it. Someone else complained about it too so it's definitely not your imagination.


    My guess is in the process of fixing a "VHS PORN (An All Time Classic) + Smelly Inner Soles = Super Speed when reloading" bug on the PTB, (Which was in the patch notes for this update) they accidentally caused this.

  • @Yung_Slug said:

    I've been wanting a school map for a while. It's pretty cool that we got one now.

    We've already had Badham Preschool, although that was technically more like a neighborhood with the school being this few-room building in the middle.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356928#Comment_1356928

    The problem is doing it regularly and to the same people. If I let a survivor bleed out every now and then, it's just random. If I let the same survivor bleed out every single time, that's griefing.

    Or you could let everybody bleed out, every match, and can't be accused of targeting anyone in particular since that's just your preferred playstyle.

  • @Orion said:

    Do you regularly let survivors bleed out on the floor, hit survivors on hooks, sandbag, anything like that?

    IIRC devs have said slugging and camping isn't bannable. If you ban for letting people bleed out (Which isn't even a hostage situation since the game does eventually end and is in essence, extended slugging) and hitting on the hook (Toxic, but not much different from ordinary facecamping. IIRC when dedicated servers first went live you couldn't hit on the hook and it was later added back) you have to also ban teabagging and waiting at the exit gates.


    Sandbagging is definitely bannable and people who intentionally screw over teammates definitely falls under griefing.

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png

    We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.  

    https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png

    Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.  

    This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks. 

    To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches. 

     

    Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes: 

    • If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose. 
    • If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose. 

    This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly. 

    In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature. 

     

    Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”. 

    Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times. 

    The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.  

     

    The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers. 

    When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. 

    We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward. 


    "In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature. "

    It's being considered apparently.

  • Great, so they brought back the OLD days of when literal facecamping (Up against the survivor) would block the unhook prompt?


    Definitely should be changed. I'm fine with everything else but that.

  • It might be Cashier Carl from the Ghostface trailer.


    Untitled Image


  • IMHO the worst part of Trail Of Torment is the name.


    It sounds more like part of Pyramid Head's ability since it leaves a trail, and survivors who get exposed to it suffer from torment.


    I think the name should be changed to something like "Darkest Hour" (Although that sounds more like an endgame perk) or "Black/Lights Out".

  • Yeah I can confirm as a Doctor main I try to force out 3-gens. This especially applies to maps like Azarov's Resting Place where there's 3 gens on one side of the map, 3 on the other side of the map, 1 in the middle.


    If I'm a low mobility killer I'm throwing the match if I leave my side of the map.

  • What's Crack-Billy? Isn't it something like a charge time addon + chainsaw speed addon?

  • @Nos37 said:

    The game can still be taken hostage; Survivors just do it differently now. If they haven't "gotten their fair share" of Bloodpoints they will not finish the last gen until they're done bull-- milking the Killer for points. This is why I wish there was a Concede option. I know I lost. I know it's over, but it's not over until the other team who is beating the crap out of me says it's over.

    I wish killers could open the door to start EGC at any time but it'd be ripe for abuse. Killers could throw on NOED and Blood Warden, rush over to the door to open it at match-start, and make everyone depip.

  • @Freddo50 said:

    the way that they know is there's a third-party software that tells you who the killer is in the lobby, what perks they're using, what map your going to etc. the reason i know this is my friend found out about it and we had a big discussion over how it ruins the game lol

    the image below is a photo he found in a thread about the third-party software

    https://us.v-cdn.net/6030815/uploads/BI12XWT0VDLU/image.png

    Does it actually say what map you're heading to and perks they're using? AFAIK it only says who/what killer it is and not their perks used.

  • @[Deleted User] said:

    I can second this, OP. My Nurse games very mysteriously feature 4 Dead Hards and a Coldwind offering a lot of the time. Less so when I last second switch. The exploits are completely out of control

    The worst part is it's literally come full circle. "Sweaty" survivors often last second switch from Baby Dwight to P3 Legacy Claudette with a flashlight.


    Now killers are the one last-second-switching.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348887#Comment_1348887

    Oh well, then maybe they already know what to do and are working towards it, IMO a husk is too exploitable by the killer, but we'll see.

    Yeah I don't want to get started with the Mobile bots, I already had a discussion with a guy who didn't understood why the fact that if they work on mobile it doesn't mean they would work on the PC/console version as well.

    Let's just say that they are different games that run on different systems, bots could work in both, but there is a lot of work to do (yes I'm hoping they will come to the main game too).

    2 votes and 4 comments so far on Reddit
    26 votes and 13 comments so far on Reddit


    The worst part is there used to be a bug that actually caused this effect to happen.


    A BUG, ACTUALLY IMPROVES THE GAMEPLAY EXPERIENCE. Literally if they let it happen every time someone DC's there'd be nothing to lose, and everything to gain for game health.

  • I can confirm. I won't go into details but there are external programs that show who the killer is (Both steam name + if it's doctor, wraith, etc.) in the lobby.


    BHVR NEEDS to patch this because it's pretty busted for the survivor.


    Also note many survivors are using this to dodge killers they don't like. They whine about long queue times and killers dodging their P3 Squadette 4-flashlight SWF but dodge themselves when it's a killer they might not be able to bully. Hypocrites.


    Anyways yes if you quick-switch they won't be able to react in time.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348754#Comment_1348754

    And what happens if the survivor was never hooked before? Should he go straight to the sacrifice? Should the other survivor be able to save them? What if the killer picks him up and drop them 3 times, should they treat it differently and never let the husk break free?

    There is for sure a way of making it work, I know, but in a tech company you have to always take in account the cost-benefit ratio and all the hours of reasoning/coding you have to sunk in developing something like that.

    Plus, if in some games you can't activate a perk once it's not the end of the world, chances are you already got your BBQ stack, and of course they should give the killer Sacrifice points for each DC.


    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/128/LZA4TNB7FCXS.png

    We are back with our third Developer Update, a blogpost which focuses on some of the most frequently discussed issues and the steps we are taking to resolve them, upcoming features, and general improvements coming to the game. As we have done previously, we’ll be revisiting our topics from the previous Developer Update and share our progress before jumping into new topics.

    UPDATE ON PREVIOUS TOPICS

    The Nightmare Rework

    We have revealed new details about Freddy through the Third Anniversary livestream as well as a follow up stream this past Thursday. If you missed either of these streams, you can find the archived versions linked below.

    Our team has been hard at work tweaking and polishing Freddy since our last Developer Update, and we are almost ready to share a playable version with you. The Nightmare rework will be available for testing in the Player Test Build on Tuesday, July 9th along with the other changes in the mid-chapter update, including the Springwood map rework.

    Third Anniversary Livestream: https://youtu.be/JyWcUp8RcSE?t=1840

    Freddy Rework Livestream: https://www.twitch.tv/videos/448233426

    Matchmaking

    Since the launch of the new matchmaking algorithm, we have seen far fewer reports of excessively long queues times. While we are happy with the results so far, we are continuing to investigate the remaining edge cases. The matchmaking system remains a priority for us and we will keep iterating on it until we are satisfied with the results.

    Following the 3.0.0 update, many people experienced longer than normal Killer queue times. In short, the longer queue times were caused by an abnormally large number of players playing as Killer, resulting in not enough Survivors to fill their lobbies. While queue times are expected to be longer when a new chapter launches, it seems to be exacerbated when a Killer is not accompanied by a Survivor. Additionally, the Bloodhunt and subsequent Anniversary Celebration appears to have caused more people to switch sides to maximize their bloodpoint earning. We will keep these factors in mind as we move forward, but we will also be making changes to the Survivor bloodpoint scoring to help alleviate this issue in the future. More details surrounding the scoring changes can be found below.

    In a future update, Survive With Friends groups will begin being matched based on the average rank of the group. This will give us better control over matchmaking and provide a more consistent experience regardless of who created the group.

    Hitboxes and Hit Registration

    When a Killer attacks, the game checks a cone shaped area in front of them to determine if they hit or missed a Survivor. If a Survivor is inside this area while the Killer swings their weapon, the game will register the attack as a hit.

    All Killers share the same attack cone in order to maintain consistency; this ensures that your regular attacks feel the same no matter which Killer you play. From the Survivor’s perspective, this could cause some attacks to appear like they should not have hit even though the conditions were met. A Killer with a smaller weapon (such as the Hag) would have the same reach as a Killer with a large weapon (such as the Trapper). In the 3.0.0 update, we reviewed the attack animations for all Killers and modified them to match the attack cone.

    This is our first step towards resolving hit registration issues; basic attacks should now more accurately reflect the size of the cone. Following this change, we will be targeting desynchronization issues. As mentioned previously, migrating to dedicated servers will give up better tools to handle desynchronization, reducing the edge cases where the Killer and Survivor feel too far apart for the hit to connect.

    New Topics

    Disconnection handling

    With the current peer to peer system, all players are connected directly to one another. This can make it difficult to determine why someone lost connection. There are various issues that could happen between the host (the Killer) and a Survivor, causing the Survivor to lose connection. Determining who is at fault can prove very challenging on a peer to peer system since the issue could be the result of either player’s connection.

    Following the migration to dedicated servers, we will be better able to detect who is at fault and handle the situation accordingly. Since all players are connected to a server rather than directly to one another, if one player experiences a connection issue, we can be sure that the connection issue lies between them and the server.

    This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

    Following dedicated servers, we will shift our focus to a new system to punish disconnects. This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches.

    While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.

    Bloodpoint Scoring Changes

    One of the most consistently discussed topics throughout the years has been bloodpoint scoring and progression. Over the coming updates, we will be introducing a variety of changes to bloodpoint scoring.

    We will be reviewing scoring for the Survivor side in order to bridge the gap between Survivor and Killer bloodpoint earnings. New scoring events will be added for wiggling while being carried by the Killer and for healing other Survivors with a medkit, creating new opportunities to earn bloodpoints. Survivors will also be rewarded with survival points based on how long they survive in the match. Various existing scoring events will also be revisited and tweaked to provide a more rewarding experience, including an increase to the amount of points awarded for cleansing totems. These changes will offer players more freedom to play whichever side they like without impacting their bloodpoint earnings. We will be monitoring the impact they have and continue to make changes if necessary.

    This concludes the third edition of our Developer Update. We have a lot of big changes on the way and are working hard to get them in your hands as soon as possible. Hopefully we were able to address some of your top concerns, and we look forward to reading your feedback. As always, we’ll do our best to keep you posted. Until next time…

    The Dead by Daylight team


    Here's a post about a year ago which mentioned the husk system the developers wanted to implement. IIRC they said on the forums it would auto-sacrifice when hooked.


    https://www.youtube.com/watch?v=mquQq7wUWL4


    Mobile actually has BOT killers and survivors take over seamlessly in the event of a disconnect.

  • Nobody is entitled to be given hatch. (Besides maybe a genuine Baby Dweet)


    If the last survivor is given hatch or not is solely the killer's decision to make. Not the survivors.

  • @I_Teabag_Gate said:

    When are they going to address the Slug to prevent hatch opening exploit?

    Now I'm not encouraging or endorsing this behaviour or anything but my SWF will always DC if the killer tries this. I'm not going to lay around for 3 minutes so you can ensure your 4k.

    The issue is the mechanic. It needs to be changed. Give survivors a bleed out option and change the endgame so it's not a race for hatch.

    Unbreakable, Flip Flop, or even No Mither. There's anti-slugging perks in the game.


    Waiting for a long time on the ground I can understand why someone would want to DC (Especially if another survivor gets you up, and the killer ends up downing you and leaving you on the ground again and this goes on for a long time.) but 99% of Tactical Disconnects I encounter happen within an average timespan of 10 seconds of me downing them. Like it's not even "Grah this is taking forever and my time is being wasted. I might as well leave at this point." but "HEY I FOUND HATCH DC NOW" "Okay mate" "Lmao ggez baby killerino, no 4K for u! XDDDDD"


    It's gotten so bad I'm considering DCing myself as soon as the first survivor DC's out of spite, meaning their friend technically couldn't get the hatch, and they forfeit all their points for nothing.

  • I agree that some of the "Freddy is boring" complaints is just cries for nerfs.


    There is still some merit though that Freddy matches always play out the same way.


    You start the match, you see the sleep timer, instantly know you're playing vs Freddy, and you can suspect he's running BBQ, POP, and either Enduring + Spirit Fury or something else. (Dead Man's Switch is fun with the class photo addon since if anyone falls for the fake blood when you teleport the gen is blocked)


    I do think Freddy's addons are mostly really bad. This is coming from someone who loved old freddy for the massive variety in builds you can run on him in combination with his addons like 0 TR Freddy or massive range freddy.


    New Freddy's addons are all bleh.

  • https://youtu.be/XPtSRv_79Lc https://youtu.be/q69cj8pKXRU


    With all the BNP/Mori bickering I just wanted to show this. Mori's and BNP's were already nerfed. (BNP's twice IIRC)


    The OG Mori didn't even require a hook, and the OG BNP was an insta-gen.

  • @Lycidas said:

    The risk of it being exploited by the killer is really high.

    Probably simply adding an animation to people who DC could be enough to give the killer enough time to find the last survivor/go to the hatch.

    If survivors got stuck in Dying State until bleedout/hooked/mori'd I think that'd be better than an auto-EGC sacrifice.


    Auto-Sacrifice still means quitters screw the killer out of hooks and associated perks. People could DC on the way to the hook during EGC to prevent blood warden which was something that actually happened to me about a year ago. I saw a comically sweaty 4-SWF Survivor Team Six SWAT team on Twitch who would always DC on death hook to deny BBQ aura reading and POP activation since they're dead anyway. (This was before they implemented the DC penalties however.)


    Dying State "husks" can't be exploited since there'd be no change in the outcome of the match via a DC. If a survivor quits it's the exact same as if they went AFK, and they're stuck in the Dying State so even if the killer ignores them they'll bleed out after 4 minutes. If someone quits on the way to the hook I can still hook them and get my perk activation.

  • tacticaldcincoming.png

    TACTICAL DISCONNECT, INCOMING!!!!!!!! is imho abuse of out-of-game mechanics for an in-game advantage. Devs should add the DC bots from mobile or even just survivor husks (Same as bots, but they automatically fall into dying state and bleed out unless hooked and sacrificed/mori'd) so it's no longer possible to do in the first place.


    Dead By Daylight is literally the only game I know of where ragequitting can actually give you and your team a competitive advantage. Besides maybe Siege, although even Ubisoft patched it so DCIng keeps you in the match for a bit so Caviera can still interrogate you.


    It seriously needs to be fixed. The DC bans haven't stopped Tactical Disconnects as the sweatiest SWF will do it no matter what just to ensure the killer doesn't get a 4K.

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