TragicSolitude
TragicSolitude
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This! I've completed 42 Rift Pass quests but only 33 are counting towards that final goal for the Catacomb Study banner. This needs to be fixed. I'm so tired of the limited-time quest counts being broken. Players shouldn't be required to complete all Rift Pass quests to unlock the final banner. Even the Tomes let you pick a path, they didn't require you to do every single challenge, and the majority of Tomes were not time-limited.
There's my screenshot as proof. In the sidebar it shows 45 Rift Pass quests completed. 3 of those are Completion quests, so that means 42 weekly quests are completed. But there in the final Rift Pass Completion Quest it says "33/40."
That's 9 completed quests it's not counting. That's not a small number. That's 1 quest per week not being counted, and each week only has 5 quests.
Platform: PlayStation 4
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Thank god, I hated trying to read the tiny circle thing to see if someone reached second state on their first hook so I didn't accidentally kill them. And sometimes I'd still get it wrong even when I got closer to the TV to get a better look.
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Same here on PS4. Loadouts are gone.
Dude, what a humongous pain in the ass.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002653#Comment_4002653
Step 1: Aim dressing makes proximity checks, to see if the killer is "too close" to a survivor, and is facing them enough
Step 2: If the proximity check succeeds, then Aim Dressing will yank the killer's camera if it's not "centered enough" on the survivor. And Aim Dressing will force the lunge attack to turn into a short M1 attack
Step 3: The game makes a hit validation check. This hit validation check might fail, specifically because of what Aim Dressing did in Step 2.
https://www.youtube.com/watch?v=Uo_gkU_HnQI
This video is proof that Aim Dressing works this way. The giant thing on the left side of the screen, is recording my keyboard and mouse inputs.
You can clearly see my camera getting yanked, and my lunge attack forcibly being changed to a short M1 attack, but the survivor doesn't get hit.
This can only happen if Aim Dressing forcibly changes a killer's attack BEFORE hit validation.
Thank you for the video and explanation!
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As killer? Boil Over. I play on console, this perk basically specifically hurts console killers while PC killers hardly notice its existence. Survivors who bring this when I play killer have a high likelihood of bleeding out.
As survivor? No Quarter. Like playing on Switch doesn't feel crappy enough, this perk rears it's head and then I can't ever heal. Merciless Storm at least only happens the one time per generator, but No Quarter just laughs and says, "You thought you were miserable before because you're playing solo and can't rely on your teammates? Well, you ain't seen nothin' yet!"
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002626#Comment_4002626
You are interpreting the dev incorrectly. Aim dressing can give killers hits they otherwise would not have gotten, but the killer has to aim their camera correctly for this to happen.
This is because a killer can hold the lunge button, and Aim Dressing will automatically replace the lunge with a short M1 attack, when the survivor is within range of the M1 attack. This means the killer doesn’t need to manually let go of the lunge button when they want the actual weapon swing to happen, and they can do this because aim dressing exists.
And the majority of the time, this works correctly, but it can cause aim dressing to steal hits from the killer, because it’s forcibly altering killer attacks before hit validation occurs.
I absolutely hate that the game will turn my lunge attack into an M1 if I'm too close to the survivor. I have to back away from generators if I want a hit instead of a forced grab, and even then I'm not great at judging the distance and will sometimes have my lunge turned into an M1 and thus an attempted grab despite having backed away. When I tell the game I want to lunge, it should lunge, I don't care how close I am, it's my decision. ugh. I hate the way some mechanics in this game function.
Anyway, from what I remember (and unfortunately I don't have a source, so I'm going off memory and might be wrong), hits are validated twice: first the cone in front of the killer is checked to see if the survivor's hit box is in it (first validation), then the killer's camera is yanked, and then the hit is validated a second time. The killer's camera being yanked is the aim dressing, which only happens after the hit was validated the first time. If the killer wasn't going to get the hit, the aim dressing doesn't happen. That second validation is where losing the hit can occur.
If anyone has a source that verifies or corrects that, I'd much appreciate it. I hate going off fallible memory for things like this.
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When I tried to play Vecna on PS4, it was like:
- spend a stupid amount of time fiddling in the clunky spell menu to select a spell
- pick Mage Hand before pallet has dropped
- input lag is so long that the survivor drops the pallet before the hand is summoned
- Mage Hand picks up the pallet
- now I lost a large amount of time in the spell menu and the survivor can throw the pallet on my head
And this is why I do not ever play Vecna.
Not sure this is relevant to the thread, I just want to regularly remind BHVR that Vecna's controls are garbage on console.
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@Ayitsdroop said:
Genuine question cause auto aim has only just messed me up and never helped. I know this is mainly a problem for us controller users but it would be very nice to just toggle the feature on and off like in most games instead of forcing it. And for me personally since the walking dead update i've been having way more of these auto aim whiffs. Thoughts?
never helped
Aim dressing in DbD will never help killers. It makes hits look nicer, which is basically something only survivors will care about. Killers don't care how it looks, they just want their hits to connect. Every killer player would disable aim dressing if it were an option. That's why it's not an option, because aim dressing isn't for killers: aim dressing hurts killers so the game looks nicer for survivors.
To back up what I'm saying a bit, here's a post from a dev:
As the dev says, auto aim gives you a hit you otherwise would not have gotten. Aim dressing doesn't do that, but it can cause a hit that should have connected to miss. There is no reason any killer ever would have it enabled.
@TWS001 said:
Playing on PS5 and controller, the amount of hits I miss that are completely inexplicable and should be unmissable, far far outweigh the hits it gifts you that probably should miss. Extremely annoying and frustrating mechanic.
far far outweigh the hits it gifts you that probably should miss
The situation is worse than you realize. Read my post/dev quote: DbD doesn't gift you hits you should miss. Aim dressing only takes away hits you otherwise would have gotten.
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I was wondering if anyone else has experienced this kind of wait with no official confirmation.
Oh, absolutely. The Skilled Huntress achievement is broken on PlayStation: it says it requires 20 hatchet downs, but it actually requires 100.
@FixSkiledHuntresPS4 said:
The Skilled Huntress Trophy is bugged and doesn't match the number the trophy asks for, this also applies to the PS5 version!
Steps to reproduce: Get 20 downs with hunters further than 24 meters, the trophy will NOT activate but will after 100.
How often: All the time.
The person who started the thread did so back in June 2024. I posted video evidence. The Skilled Huntress achievement still has not been fixed.
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I liked the Tomes. Some of the challenges were bad, but overall they provided engaging goals and I always got the Rift done.
Quest challenges are not fun. This is grindy. My friend and/or I go in daily and do the daily challenges and then turn off the game. We barely ever play for fun, one of us will just do DbD's chores and then turn it off. The Tomes had us playing together and having a good time of it. The Quest system is not fun, it's not rewarding. On top of being daily busy work, it's extremely frustrating that every day it wants three hook saves and every day at least one of them will run up to the killer and get the safe unhook taken away because they only wanted their friend to do it. Freaking tired of it.
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I like Myers as he is (live, not on PTB). I find it enjoyable to try to figure out which add-ons he's running. And he's one of the few killers who feels fine to play on console because his ability isn't ranged or a dash or speed or an extended lunge. Messing with that risks making him another hard-to-utilize-because-of-input-lag-and-low-framerates-and-analog-stick-limitations killer, and there are plenty of those already.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000202#Comment_4000202
"we also had a backup plan in case one of us was no longer around" and "I brought Up the Ante just in case one of us died long before the other", both mean that one of you is dead before you starting using the perk. You specifically mentioned twice, that the perk is being used AFTER one of you is already dead.
So it was a completely valid assumption that you were referring to ragequitting. It' wasn't realistic for me to assume you meant " in case teammates didn't attempt to rescue us", because that doesn't require one of you to be dead long before the other.
"My friend started off playing solo today. He'd get left to hit second state on his first hook. So I joined,"
"We had each other's backs, we also had a backup plan in case one of us was no longer around."
We had a backup plan in case one of us was no longer around to have the other's back. So that he had an option if the survivors left him on the hook to reach second state (and possibly die). I'd already mentioned teammates leaving him on the hook. From my perspective, it was obvious that "backup plan" was referring back to him being left on the hook, since I stated that was the reason I joined (thus "He'd get left to hit second state on his first hook. So I joined").
Anyway, I guess it doesn't matter. We each read into it differently: you were already under the assumption my friend and I are rage quitters and were working from that, and I was working from the knowledge we aren't rage quitters so I read what I said differently from how you perceived it. Our perceptions are colored by our assumptions and experiences. It's cleared up. Sorry I ranted a bit. Like I said, today was a bad day in the game.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000151#Comment_4000151
"we also had a backup plan in case one of us was no longer around" sounds exactly like intending to use the perk to ragequit.
??? This started with you saying my friend rage quit. I assumed it was a misunderstanding and so explained how that wasn't the case. Now it's become "well, your intention was to rage quit," which is a rather rude accusation but it also feels a bit frustrating since today was a series of bad matches and we held out and played through them despite how it seemed like our teammates were purposefully throwing. I thought I was clear about why I brought Up the Ante: so we were prepared in case teammates didn't attempt to rescue us. Which was why I started playing with him today to get the dailies done, because he'd been left on the hook. I'm sorry if you've had bad experiences with people running the perk, but that doesn't apply to everyone.
All the time, people say, "If you keep running into X problem, there are perks for that." If you keep getting slugged, bring Unbreakable. Today it was teammates who weren't playing like we're a team (being left on the hook to reach second state or even die; a camping killer with two survivors in the basement, one slugged and one hooked, my friend rescued the hooked one and she didn't move, just stood there and let the killer down her; a prestige 100 who, after my injured friend healed her, threw down a pallet and slow-vaulted it so the killer downed him; a high-prestige player who repeatedly ran to near-completed gens and immediately failed a Merciless Storm skill check; and one player who for some reason spammed the unhook action when I tried to unhook her so she couldn't be saved after I popped the last gen and opened the exit gate, and it was down to just the two of us at two gens left so her actions gave the killer a 4k… it was a bad day, so it's not cool to be told "your intention was to rage quit" when we played through all of our matches, including those). My friend runs Botany and Self Care because experience has taught us we can't count on teammates to heal us. Up the Ante is the same thing but for getting rescued on the hook.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000133#Comment_4000133
I don't understand why you purposely brought a perk that completely revolves around letting people self-unhook, unless you and your friend really like the option to self-unhook when the game isn't going well.
My friend started off playing solo today. He'd get left to hit second state on his first hook. So I joined, and I brought Up the Ante just in case one of us died long before the other. We had each other's backs, but we also had a backup plan in case one of us was no longer around. Or, in this case, if the only remaining teammate spent the entire match living in a locker.
Edit: I guess I should mention, my friend's usual build is Empathy, Botany, Self Care, and Bardic Inspiration. My usual build is Bardic Inspiration, Plot Twist, Diversion, and Mirrored Illusion (or Plunderer's or even maybe Red Herring, but usually Mirrored Illusion). Up the Ante is not what either of us normally run.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/456486/i-had-a-grade-taken-away-from-me
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000075#Comment_4000075
To be completely fair though, both of these scenarios literally involved the person ragequitting.
As in, you can give feedback that the game should expand the Abandon function to these scenarios, but both of these people literally ragequit, and Go Next correctly identified that they ragequit.
My friend didn't quit. He held on through second state. The only not-on-a-hook survivor stayed in a locker. My friend died and when the end screen loaded it gave him the warning.
I don't know if the third survivor got a warning for dying on their first hook, as I have no way to talk to them. I didn't get a warning. At some point, the survivor in the locker disconnected (perhaps when the hatch was closed), and the bot opened the exit gate and escaped.
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Just had a match where my friend was hooked first and I was on the ground and a third survivor got hooked, and the final survivor was hiding in a locker. My friend used my Up the Ante to try to get off the hook, it didn't work, and even though they hit the skill checks in second state the final survivor stayed in the locker and never even attempted to make the save. My friend died and got the warning about "suspicious behavior."
This is ridiculous. By the time he died, three people were hooked and the final one hadn't left their locker. This system that punishes people for being tunneled or for having non-participating teammates needs to go.
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I'm going to miss Tombstone if this goes through. I find it fun to try to guess whether he's running it or not.
I also hate the lunge thing. Right now, Myers is a good killer for console because he doesn't have a ranged attack and his ability isn't extra speed or a dash. This change is going to turn a killer who's good for console players into another killer best played on PC. That sucks. It's bad enough most new killers are designed around PC, but to have BHVR go back and change a killer who's good on console to one who's not is extremely frustrating.
BHVR talks about wanting to improve the console experience, but their words don't match their actions. Stuff like this is going backwards.
I'm just so tired of it.
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@TheTom20 said:
Amount of people say they are getting tunneled an they aren't i always find weird.
Even seen people saying they are getting tunneled when they haven't' been hooked lolI've had this happen. Back when I still had messages turned on on PS4, I would get these sorts of complaints. The most ridiculous was when my friend was in his first chase of the match, had not hooked a single person yet, and less than 60 seconds into the chase the survivor hopped into a locker and disconnected, then sent a message: "You're tunneling! The devs said tunneling is cheating. Stop tunneling."
???
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I don't like it.
I enjoy Mikey as he is, both playing as and against him. I would not play as new Mikey. He is going to be less fun to play against, as well. Personally, I really enjoy trying to figure out what add-ons he's running. He's a mystery to go against. Does he have Scratched Mirror? Is he running Tombstone?
I have trouble playing any killer with speed or a dash in this game. This rework will take Mikey from a killer I can and do play as to a killer I will never touch again. It's frustrating to see BHVR take a killer who is easy to use on console and make him less console friendly. Between the low framerates and poor response to controller input, I usually don't find dash/speed killers fun. It's like trying to do precision driving in a school bus with broken steering and a windshield that hasn't been cleaned in ten years.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992221#Comment_3992221
it's not different from other games you just play and learn with experience… many games are more complex than dbd
if these changes go live the new meta should be spreading pressure and suboptimal playstyle will be focusing one guy, still possible but nerfed, just anti tunneling mechanic doing its job
many games are more complex than dbd
I'm not talking about complexity. I'm talking about it being unintuitive.
it's not different from other games you just play and learn with experience
Maybe it's different for each person. DbD is nothing like other games I play. I learn a lot while playing other games. I learn a little bit about DbD from playing, but I learn most from reading the patch notes and wiki and watching other people play on YouTube and Twitch. The game is not intuitive. For example, the intuitive/obvious way to play killer (focusing on a single target and then focusing on the next target) is not the way the game wants people to play.
Maybe it's just me, but there's a lot in DbD I wouldn't have learned through playing.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992319#Comment_3992319
Twins need a rework anyway and they'll probably get it. I think the three people who main them just weren't heavily considered over the health of the whole game.
I think killers need to see hook states now, with the most recent hook highlighted. The whole reason it was hidden was, I assume, to avoid targeting. Now it would be the opposite: to help with spreading hooks. I also think different color auras for different survivors that reflect a border color on their HUD image might be a good idea. The game is gonna have to be a but more handholdy if they want killers to spread, because expecting people to remember anything is too optimistic.
But I think we'll see a ton of changes before things go live, and a ton more after. It's going to be an evolving process but people are already mad and it doesn't even exist yet.
I think killers need to see hook states now, with the most recent hook highlighted. The whole reason it was hidden was, I assume, to avoid targeting. Now it would be the opposite: to help with spreading hooks.
I've been asking for this ever since survivors got it on their HUD. When I play killer, I often spread out hooks and even avoid killing anyone. And I can't always keep track. Sometimes I lose count or I get distracted and don't realize someone hit second state. I've been accidentally killed by friendly killers before because they lost track. Tunneling killers never needed help tunneling: keep going after the same survivor until they're dead, the end, no HUD info needed. Killers spreading hooks have always been the ones who would benefit from the info.
Now killers get a penalty for killing too quickly and still the info isn't on their HUD? What sense does that make? It's like purposeful sabotage.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992234#Comment_3992234
didn’t want this either. Really didn’t. But the moment you play something weak, people stop respecting you. You’re not even the killer in that match anymore. People chase with me to the hook. People farm their teammates right in front of me, just because they want to keep the pressure on their side: time efficiency for survivors, u know? No one on their team ever has to leave a gen. And then two gens pop -> because the guy in chase already farmed, so nobody else on the team had to ‘waste time,’ and I lose so much pressure because of that. And now I’m not allowed to get that pressure back by tunneling?
And what about the person who tries to sabotage the hook right in my face -> if I manage to stop them, one person is hooked, another is slugged next to it, clearly bad plays, down-next-to-hook situation… and I as killer ‘amn’t allowed?’ Out of jail card for what?
Or take my Nurse match in that video on page 1… people don’t even respect Nurse anymore. That Yun literally tried to go for a flashy save on my very first down on Alucard (they were ALL swarming me, hello, I’m a Nurse?). Felix was there with a flashbang, Claudette ALSO there with a toolbox to sabotage the hook if needed. But yipp, I’m supposed to give that group their fun time with me when I’m playing a normal M1 killer – and then not even be allowed to slug or tunnel? Sabo, flashbangs, double Background Player, and the whole team stacked right on top of me just to deny the first hook.
I mean, luckily I was Nurse that game. I could do Nurse things. :D But… why am I the one who’s supposed to be punished as killer, and not the survivors? Bad positioning, all grouped around the killer, the WHOLE team, the killer has insane snowball potential there, and he KNOWS no one is on gens – but the killer isn’t supposed to tunnel? not to slug?
That’s supposed to be the punishment for those high-risk survivor plays when they fail. Not some ‘I get out for free’ card.
… I honestly hate this community by now. That’s why it’s not even hard for me to go all in with the current state of the game. Any lobby, whatever, especially with the next updates. Why no punishments for insta-unhooks? For chasing to the hook? For running greedy right in front of the killer? I mean, how many downs do you think you should get… especially against SWF, where two people run chase builds and the other two support builds with Shoulder, Babysitter, Reassurance, whatever… and someone literally decides to chase me, the killer, during the FIRST chase just so their teammate with the support perk doesn’t get targeted, or to set up Deliverance or whatever… hard bodyblocking me already in chase one. That guy farms his mate instantly, but I’m not supposed to tunnel? Even though the dude who just farmed clearly isn’t doing gens right now.
I just come from a different time. Back when I started DBD, you usually had ONE chase. One chance
Uhm… but… but… I was new once too. Like the survs that are xrying all the time now.
Sure, back then we had boosted maps, omega loops, infinites, all the good stuff, but when I was completely new, you think it was any different for me than for new players now? I also didn’t know how to use the things on map properly. I was just new. Like many players today.
And back then there was old Nurse, no recharge, with omega range addons, Huntress with multiple insta-down hatchets, red Moris and old facecamping (like real facecamping). You knew you often had only this ONE chance. And then: direct facecamp, insta Mori, and you are out. There was insta-saw Billy. Sure, there were old brand new parts, the old hatch, but still situation was: one chase… one chance. Then RIP.
And as new player, you also didn’t know instantly how to use old omega structures. Killer was threat back then. So you learned game. Not by super stealth (I never was uch into stealth), but by thinking about your positioning, your movement, your camera control, your overall gamesense. Not 'I stay until last second on gen, killer coming'… not 'I never learn how to use pallets/windows/resources around me'. Back then you had to, more than today, where more second chances exist.
Sure, old DS existed, active without hook, but only obsession got insta DS. Others had to wiggle first. Killer knew, and dropped you on way to hook. So yes, back then often many matches: one chance and you out. Versus Nurse no recharge + omega range addons, old insta saw Billy (I miss him <3), or Huntress with multiple one-shot hatchets. Like I said, one attempt, one chase. That’s it.
You didn’t have so many second chances as today. Sure, survivor back then was boosted like crazy. But you were new, everyone was new, everyone had to learn first. And you learned. Because if not, many matches you went down once, one-shot, insta out. And only after you learned you realized what you actually had: boosted tiles, boosted items, old insta heals, old insta blinds, old exhaustion perks… but before that, you went through hard school against stronger killers than today.
And even when you started to understand maps, the tools you had… then things like prayer beads Spirit came into game. You had to deal with positioning, develop gamesense. How many people today have hundreds or thousands of hours and still don’t use what they have?
I started playing in 2018, so I remember a lot of that stuff. Different times.
I'm not perfect, I'd never claim I am. I'm still learning, and in some areas I'm pretty sure I've plateaued because I'm a casual player. I accept that, I don't expect the game to change itself because I have difficulty using what resources the game gives me. What needs to change is SBMM, which puts me with teammates who are way, way worse than me. And I mean teammates who are so useless and only exist to sandbag others to the point where, if I let them die, the match goes better.
SBMM is the game's biggest problem. BHVR is making huge changes to other stuff before fixing that, which is like building on top of a faulty foundation. The house is wobbling so they keep adding fancy new pillars and arches to hold up the second story better but the foundation holding up the first story (which is holding up the second story) is still wobbling. If and when they finally get around to fixing the foundation, there's no guarantee the other stuff they built hasn't cracked and deteriorated because it wasn't properly supported when it was built. And now they have to change or outright tear down all the stuff they added when they should've been working on the foundation in the first place. It's a waste of time and money and effort, and it frustrates the playerbase who is going to have to roll with the changes but is not going to ultimately be happy because the thing really causing a lot of their problems is still broken.
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992272#Comment_3992272
They're not. BHVR doesn't care about new killer players. Look at the perks available for free without grinding for Survivor, then look at the free perks for killer. Survivors get half the meta for free. Killers, iirc, don't have a single meta perk that is free. You have to either grind for an insane amount of time to unlock someone like Artist, or you have to spend money. Meanwhile, Survivors are getting Sprint Burst, Botany, Self Care, Lithe, Dead Hard and Unbreakable, just off the top of my head.
You could play survivor and have a meta build in a day or two without ever spending a cent. You'd have to grind for months to do the same with killers.
You'd have to grind for months to do the same with killers.
Every time a killer is removed and the perks go general pool, I then see them so, so much more. That's not a surprise, obviously, but it does show that yes, good perks being free and easily accessible is a huge factor. I know BHVR needs players to spend money for the game to survive, but killers get the short end of the stick here. Survivors probably buy more cosmetics than killers, so instead killers have to buy their kit. Which sucks when you're the one against the four. People argue about the best killer (Nurse) being available for free, but I play on console, and on PS4 and Switch… hahaha no. Killers who require fine motor control but handle like a bus with a framerate that would make some people cry are not good options. Analog sticks and triggers are not good for frame-perfect adjustments, especially when the opponent has anywhere from double to quadruple your framerate.
… there's a reason I've pretty much stopped playing killer. Doesn't mean I think killers should be forced into playstyles like NPCs, though.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992238#Comment_3992238
Yep. But it'll definitely hit live pretty much unchanged. Just like Clown, just like Fog Vials. (They actually buffed FV from PTB to release lol) They've been hyping up this anti-tunnel stuff for a year now, and it's something survivors have been whining about forever. There's no way they neuter it or delay it. The only way we'll see any changes is if it causes enough killers to not play the game that it affects survivor queues and BHVR's bottom line.
Fog Vials
The great example of how poorly things are handled in this game. The fog items were buggy in events, and they were buggy in the PTB, and then they were released to live. Some of the reasons the fog is too strong have to do with bugs and inconsistencies across maps, but those issues weren't fixed. Instead the Fog Vials were nerfed so hard they're just more clutter on the Bloodweb.
In terms of these proposed changes…
This is the most unintuitive game I've ever played, and they're about to add some of the most unintuitive mechanics possible to the game. How are they going to teach these things to new players? How are killers supposed to understand these new complicated mechanics on top of all the other unintuitive aspects of DbD? I used to advocate for a better tutorial, but I don't see how anything less than a college class could teach new players to understand gen pressure, looping, anti-facecamp, anti-tunnel, anti-slug, perks, powers, items, and add-ons. And I don't mean getting good at those things, I just mean understanding the basics.
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@Trufas said:
Hey, hello there.
I will try to keep this short, although I have many things to say, all of it involves the current Rift Fragment system and the fragment nerfs.
Before the quest system rework players used to be rewarded 1 Rift Fragment every 500 XP (1/10 - 10% out of 10)
But after the quest system Rift Fragments are rewarded at a rate of 5 every 500XP (5/100 - 5% out of 100) so it takes double the amount of games to get the same amount of rift fragments.
But now Milestones rift fragments have been nerfed by a whopping 55% when compared to the previous Rift. Now each Milestone level gives a total of 25 rift fragments per milestone level achieved, it doesn't increases like it did on the previous rift, previous rift when this milestone system was implemented the first milestone level would give you 10 Rift Fragments at level 1, consecutively increasing by 10 on each level capping at 100 at Level 10 (A total of 550 rift fragments per milestone, now each milestone give a total of 250 rift fragments)
Sure, we got 1 extra daily mission as compensation, problem is: Not everyone can play the game every single day. Some people can only play on their weekends (And sadly DAILY MISSIONS DON'T ACCUMULATE) so whatever games they can get they will not only get fewer fragments from their matches from getting 500xp but also each milestone will grant way fewer rift fragments (Which for a casual player those milestones can be a grind of their own, not every player plays survivor or killer)
Some people have other things to do or get burned out from the game, I myself took a break from the game because of all the many issues that have been around. But after checking my current Rift Rank and how much time left there's until the Rift ends I feel like I will have to do every single daily if I want to get all the rewards, and even then I will barely have a break until the next rift starts, I will burn out from the game because of it. And that doesn't even account for any that could arise in the future, if the game were to become unplayable for a week then I would miss an entire week's worth of daily missions.
I will make emphasis in the following paragraph to make something very clearIf you can play DAILY the system works perfectly, you reach Rank 100 and you have time to spare.
But if you are a casual player that can only play once once a couple weeks or during the weekends a couple hours then daily system is quite hostile, specially because even finishing milestones is a grind of its own.
Once you run out of weekly missions and milestones (Which as I've mentioned not only do they now give fewer Rift Fragments, but also most casual players will never play enough to reach Level 10 on each of them as some don't play the killer or survivor role) then you wont be able to finish the Rift in a comfortable manner and you are required to farm daily missions (Which obviously are time-limited or play an insane amount of matches for the 500xp 5 Rift Fragments reward)
I (Myself) will most likely reach Rank 100. But I know not everyone has the same amount of time to spare to play a videogame, DEAD BY DAYLIGHT is supposed to be a distraction from daily life, it's supposed to be entertainment, this feels like a chore and I genuinely hate it.
I'm personally not a fan of FOMO (Fear of Mission Out) in videogames, I know there's more hostile games out there, but I also know there's less hostile games when it comes to "season passes" and I wish more companies would take the same approach as games such as Deep Rock Galactic or Outlast Trials. Both of those even go as far as letting you play previous seasons and earn their rewards without any time grind outside of specific seasonal events that cycle through the year and repeat.
My recommendations to become more accessible for casual players and players with fewer hours/days per week to play this game, so casual players don't feel left out and everyone gets a chance to get their cosmetics are the following:
- Give 10 Rift fragments every 500xp to make each match feel rewarding and less grindy: This would put the Rift Fragments per match be the same as it was before the Quest rework system.
- Revert the milestone rift fragment nerf: Milestones are grindy enough as they are for casual players, the fact they give 55% fewer Rift Fragments baffles me, it FORCES you to do dailies, that's not very healthy and being burnt out from the game.
- Allow a certain amount of daily missions to accumulate (Perhaps 3 or 4 days worth?) : This is honestly the best thing you guys could do, people that play every day will still continue to do their missions normally, but this way people that don't play every day or can only play during the weekends can do a good amount of missions comfortably without having to worry about connecting every single day multiple times a week so they can get cosmetic content. I'm sure many would welcome this change in a positive manner.
I really hope it gets addressed, because it honestly feels like most people don't care to put themselves in the shoes of players with fewer hours to play the game. You mention not everyone can play the game daily and they for some reason disregard you saying "Oh well I play daily 10 times per day and I've almost finished my Rift, the system is working perfectly!" like… what? It feels like being in crazytown and no one cares about the players that don't have that much time per week to play this game.
it FORCES you to do dailies, that's not very healthy and being burnt out from the game.
This. My friend and I play the game a lot less, now. And when I say that, I mean we hardly play at all. We do the dailies and that's it, we pretty much want nothing else to do with the game. Not all games, just DbD. I'm playing the hell out of Lords of the Fallen. Even grinding the same spot for 5 hours in LotF is more appealing than playing one more match of DbD.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992234#Comment_3992234
Which is exactly what this is. It's taking away the killer's ability to punish survivor mistakes. It's handholding at it's finest. It's saying, "Yeah, the Sable keeps trying to make the same dumb Head On play over and over, but you're not allowed to punish her for it." "Yeah, that Feng missed her flashlight save… AGAIN… but you're not allowed to punish her for it." "Yeah, Renato just keeps going back to the same gen area while he sucks at chase, but you're not allowed to punish him for it." "Yeah, they unhooked in your face, but you're not allowed to punish them for it."
Yup. And god forbid you use slugging to stop them without killing them, because now they get infinite self-pick-up after 90 seconds. So that flashlight user you're trying to stop from preventing hooking others without killing said flashlight user gets rewarded for you playing by the game's rules.
This. Is. Borked.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992054#Comment_3992054
uh?
I mean… why?
It’s not a threat, it’s just a consequence.
Survivors asked for their goodies — they got their goodies — and they didn’t care that it ruined the killer experience for M1 killers and the weaker killers who have to rely on slugging and tunneling. They also didn’t care that it took away the killer’s ability to respond to certain survivor group plays.
Some lobbies were already brutal with the current killer kits, but still fun to play because I had my counter-pressure tools.
The survivor community didn’t care what that meant for killer gameplay — they wanted their goodies, they got them.
idk..
I’m fine with it. They got what they wanted. But I’m not going into matches just to lose and entertain certain survivor groups, giving them their free “ez tutorial killer and now watch me leave” moment at the exit. Nah. I’ll accept the change. I’ll adapt so that I can still have fun with the update myself.
But huh? Why does that make the game “unfun”? Survivors wanted the change, not me. I’m confused. Do they actually not enjoy what they asked for after all? They got their anti-tunnel, anti-slug, all of it. And still not happy? Just because the killer doesn’t play the way they want?
They got what they wanted.
I play more survivor than killer these days, and I didn't want any of this. How do I opt out of this nonsense I didn't ask for and don't want in my matches? My teammates all go down in five seconds and die at 4 gens left, I'm used to it and it really is their fault for relying on sandbagging teammates and never bothering to actually get better at the game. We're getting to the point BHVR should just make killers NPCs if they want to take away the killer's ability to punish their opponents' mistakes.
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If these changes go live, I don't see how they can be made intuitive for new players. And this is already a very unintuitive game.
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Basekit DS wouldn't help me at all unless they got rid of the skill check; I've never been able to hit DS on Switch. Brand new players who can't even hit normal skill checks yet also wouldn't be helped by basekit DS.
@AmpersandUnderscore said:
They have already said twice now that 5 second DS isn't allowed: first when it was nerfed in 6.1 to 3 seconds, then again when they revisited the perk and tried 5 seconds again, then resorted to 4 seconds before it actually went live.
And I'll point out that we had 5 second DS before 6.1, and it was much stronger to boot (worked in end game, no conspicuous actions), and people still tunneled. So no, this isn't the solution.
It's might be part of a solution, but by itself isn't enough. Demonstrably.
Yeah, whether DS is long or short, killers have always tunneled through it. Hell, I'm pretty sure getting hit by DS makes them more determined to keep on that survivor, to make eating the DS worth it.
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Anonymous mode isn't the problem. The majority of players who pull this garbage in my matches aren't anonymous. I use anonymous mode because I'm on console, so my name is always the same, and I don't feel like dodging every ttv'er just to avoid being a named participant in someone else's content.
BHVR massively messed up the crow system when they recently tried to make it better. First, they made it horribly strict and gutted stealth. Then, they pulled so far back it's actually worse than before. I'm glad players can't get rid of crows by running in a circle, but on the flip side it's frustrating how long it now takes an actual AFK survivor to get crows. (Bonus points for matches where the AFK survivor finally does get crows, but then they become the only survivor left so the crows disappear and they "miraculously" return and get hatch.)
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I love this shirt template and I've never understood why BHVR doesn't put a bunch of versions/recolors in the store. Some can have designs, some can be plain. Easy money.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985846#Comment_3985846
We totally are crabs in a bucket though. We shouldn't be, but we are. :P
My cynical side tells me the reason they don't do this is because they want people to buy characters with real money for their perks. By randomly offering them in the shrine they can SAY you don't need to spend money to get all the perks while making it prohibitively difficult to actually do.
I wouldn't call that cynical, just realistic. Iridescent Shards don't pay BHVR's bills. They need people to spend real money for the game to survive. It's a live service game with dedicated servers and devs constantly working on new content, players only spending money once to buy the initial game and never paying again would be the death of DbD. But BHVR also doesn't want DbD to be a total "pay to win" game, because that would be bad for business, and besides, people playing a lot to grind Iridescent Shards is good for player numbers, which are also important.
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I've gotten "connection lost" while just trying to spend Bloodpoints. The servers don't seem to be in a good spot at the moment.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984509#Comment_3984509
I have noticed that using the mic within certain games can tank performance significantly, even on PC.
As someone who used to play a lot of Counter-Strike, there was one update that completely broke the in-game voice chat for me, and caused my game to freeze for like 2-3 seconds whenever I used push to talk, which was really annoying. Even to this day, I see performance dips whenever I talk in the game.So, I can only see that problem being amplified a lot on a console, especially when factoring in the difference in hardware, and a good reason why it should not be a thing yet.
I could really see them using D-pad functionality for certain things, like Vecna's spells, which must be a pain to use with a thumbstick, or for other actions. I mean, does the game even use the D-pad for anything on consoles? If not, then there are essentially 4 buttons on the controller that serves no purpose at all.
Also, when it comes to optimizing games for consoles, I remember when PUBG came to the consoles, it was practically unplayable, thanks to the inconsistent performance. It too is built on Unreal Engine. The game ARK: Survival Evolved is another example where the optimization was terrible, even on PC. It ran like crap, no matter the settings used.
I know many consoles use a checkerboard rendering technique, to make games run smoother, as opposed to the traditional rendering method used on PC, but does Unreal Engine support that render technique?
Of course, there are settings that could be tweaked for consoles, in order to make the game run smoother. Upscaling such as AMD FSR could be useful, since it renders the game at a lower resolution and uses upscaling techniques to sharpen the image, making it appear like you are playing at the native resolution.
Some settings, from a PC player's standpoint that often tanks performance are:
* Antialiasing (image smoothing), and more specifically multi-sample antialiasing (MSAA) is much more taxing, depending on the number of frames used for reference (2x, 4x or 8x). This could be rectified with using FXAA (fast approximate antialiasing), which is much less taxing on the hardware, and does not look that much worse than 2x MSAA.
* Particle Effects - Very taxing on the CPU, depending on how many particles needing to be rendered.
* Shadows and Lighting
* Post-processing effects - Also includes certain settings for lighting and shadows. These settings are probably the most taxing settings on the graphical hardware, and are not that necessary from a gameplay perspective.
No idea what the standards are for consoles, but if it is like running the game on medium settings on a PC, I can see that it might be tough to run well on certain maps.
Speaking of which, I have noticed a huge framerate drop when playing on Nostromo, if you happen to pass through the steam vent as it goes off.I have noticed that using the mic within certain games can tank performance significantly, even on PC.
If performance dips in other games with voice chat, then DbD would be doomed.
does the game even use the D-pad for anything on consoles?
Only for survivors, and that's the up and down button for the two survivor gestures. Killers don't use the D-pad at all. Since Vecna's release, I've been asking BHVR to map his four spells to the four buttons on the D-pad, but there's been complete silence in response. The D-pad isn't used in the menus, either. The menus rely on using the analog stick to move the cursor. It's clumsy and annoying and it likes to freeze, especially when selecting a character. I really miss the hotkey buttons for doing things like going to the previous/next character and for accepting a SWF invite; BHVR removed those a while back and has ignored requests that point out how important things like that were for console QoL.
No idea what the standards are for consoles, but if it is like running the game on medium settings on a PC
I haven't played on PC to compare it, but it's probably something like medium settings on PS4. It's almost certainly some form of low settings on Switch, which has basically no anti-aliasing whatsoever, is missing a large amount of foliage (sorry, Trapper), and is much lighter on the particle effects.
Of course, there are settings that could be tweaked for consoles, in order to make the game run smoother.
I'd love it if BHVR would tone down the particle effects and the lighting and shadows. The PS4 fans spin up and sound like jet engines in certain map areas where there are heavy light and particle effects. Smoke and fog and dust motes floating in the air are things that the game could absolutely live without. Audio, though, is essential to gameplay, and even with headphones on the fans are louder than skill checks or the killer's TR.
I have noticed a huge framerate drop when playing on Nostromo
On console, Nostromo has always had framerate problems. It often has a pretty low/choppy fps from the moment the player loads in, though it's better than it was on release.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984209#Comment_3984209
yeah I also think they could look into optimization for consoles. I dare not play this game on my ps4. It runs better on ps5, but even then consoles still take the backseat to pc. Which makes me sad because like they quickly let pc go up to 120 fps, but ps5 can do 100fps and have been capped at 60fps for a long time. Makes me salty ngl. It feels like favoritism. I tell hyena sometimes I feel like cross play was a bad idea because the performance differences, even though I like playing with them.
consoles still take the backseat to pc
Absolutely. And PS5 doesn't have enough games on it for me to justify buying one. I know, optimization is legitimately difficult, but BHVR doesn't even do basic QoL things that would benefit all consoles like give us hotkey shortcuts (actually, they took a bunch away the past couple years), instead making us use the cursor as if an analog stick is the same as a mouse when it's absolutely not. Game menus, Vecna's spell menu, those things are designed for PC players only. Console was not taken into consideration. Plus, still no dead zone or response curve settings for controllers.
Oof, this isn't an optimization thread so I shouldn't go off-topic, but my main reason for posting on the DbD forums is to—politely as possible—rant in BHVR's general direction about how badly they messed up their console ports. I've been going off a lot for the past few years about how their particle effects are terrible for performance, especially on console… they just added fog grenades and the new TWD "map" is a festering dead zone of particle and lighting effects, so it's good to know that adding Bloodweb clutter and the most disappointing map ever is more important than the game functioning well. I admitted optimization is difficult, but not making it worse creating new problematic elements would be a hell of a good start.
Oh hey, actually, I can go back on topic: adding voice communication within the game would almost certainly make performance worse. Doing a simple Google search, I see players in other games complaining that performance takes a hit with in-game voice chat. There's also a possibility BHVR would need new servers dedicated to voice chat. I mean, who here thinks DbD's servers are good? Now imagine adding a new load to those servers.
@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984046#Comment_3984046
turn it off then? no would be trying to stop you. just because you dont want something doesnt mean you have to disregard everyone who does want it because you have few issues. i have social anxiety too, doesnt stop me wanting to be able to communicate with my team mates in team based games.
My social anxiety is not why I think it shouldn't be added. I simply expanded on my personal reason for why I wouldn't use it. (Notice, I didn't say other people shouldn't use it. I said I wouldn't use it. I then thought that since I didn't give a reason, it came across as overtly negative, so I added an edit with a reason and tried to make it clear it was personal.)
I do think it would be a bad thing to add to the game, and I have multiple reasons for thinking that. For one, in terms of my experience when I would receive random chat invites, the majority of those players were young. Many, many high schoolers. Some junior high . No, that's not a surprise, but it is a point against adding voice chat to a rated M game.
I also mention in my reply to someone else (directly above my quote of your post) that voice chat would almost certainly hit performance. In a game that is already notorious for terrible performance. It would be a new load on servers that are already constantly complained about. Don't forget, when the servers have issues and players get kicked, the players also get penalized.
Another thing, players who turn voice chat off would be viewed negatively by many who do use it. It'd be nice if the effect of a feature you don't use would be neutral, but that's extremely unlikely. Players get mad about the perks teammates run, 3-mans see the random as their own personal sacrificial goat, and there are DbD players salty about people using anonymous mode. Those are things I've seen said and things I've experienced, and none make me think in-game voice chat would have a neutral effect on those players not using it.
Those are three of the reasons I think adding voice chat would have a negative impact on the game. Off the top of my head. I didn't even mention how likely it is that players would use in-game chat to be toxic, people could just mute it (unless it can't be turned off… Red Dead Redemption Online had that issue and it sucked, being forced to hear people's music poorly transmitted over their cheap mics did not enhance the experience), but it's a reason many other people give for not wanting chat added.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984046#Comment_3984046
You should come and banter with me and @HeroLives sometime. We don't bite
Often times we band together a group of people and doing customs too.
And yeah, we are both adults@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984155#Comment_3984155
yeah we got a little group of like 5 people. All chill. Some join the voice chat but don’t talk, but texts in chat. No pressure to play if you don’t feel like joining. Kinda come and go as you please type of group. People run whatever they want. We meme sometimes. Everyone’s respectful. I take pictures of Hyena getting moried daily. All adults. If you wanna join we can add you to the group, if not that’s cool too.
Thank you for the offer, that is very kind. It's nice to know there are other adults playing.
I don't play DbD like I used to, though. I mostly play when my irl friend wants to play, it's an activity for us to do while we spend time together, so we hang out and focus on doing challenges or something. The console optimization issues, the bugs, SBMM, the console optimization issues, we'd have moved on and uninstalled if it weren't for the PS4 and Switch cross-play that allows us to bond over our shared struggles to overcome performance problems and do things the game wasn't made to handle… you know, like drop pallets, hit skill checks, the really hardcore stuff. lol
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984069#Comment_3984069
It's also, like, just straight up a terrible place to be. They should really move their main presence elsewhere.
They make posts on the twitter that they don't mirror to the Bluesky account. It's real annoying. Their official website is also terribly optimised, and barely updated.
Twitter, Facebook, Bluesky, Instagram, all of those are terrible platforms to force players to rely on. And yeah, DbD's website is also a huge pain in the ass. If they would redesign their website to be reasonable and use it as their news feed which they then mirror/link to from their social media accounts, that would be better. There should be a central hub and social media accounts are like convenient RSS feeds for people who already use the platform, but no social media account should have an exclusive post, especially if it can't be seen by non-users.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984067#Comment_3984067
Yeah Withered Isle has some rough glares and I like those maps too.
And my poor PS5 also works overtime with this game. Buddy gets so hot.
Yeah, I still remember back when I first started playing and the opening loading screen and the offering screen turned the fans up to max and would make my PS4 super hot. It took a lot of complaining from people before BHVR finally admitted the fog rendering was causing issues because it was uncapped, after which the animated background fog became basically a JPEG. I was happy with that, because I was no longer worried about my PS4 overheating from a glorified loading screen, but the particle effects in the game have only ever seemed to get more pervasive and more resource intensive. Happens on the Rift pages, too, which BHVR fixed once or twice but it always went back to being a resource hog with the following update. Menu screens should not make my system's fans go nuts.
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Twitter is a really bad platform for DbD to focus on for news updates because viewers have to be logged in to see more than like one Tweet from ten years ago followed by a "sign up" button. It wouldn't be so bad if it were like the old days where it was open to anyone to view, but requiring people to sign up makes it a bad option to force players to rely on.
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BHVR needs to optimize/fix the particle effects in their game. Particle effects, especially with the added lighting effects, are huge resource hogs. There are places on maps I outright avoid because they always always always turn my PS4 Pro's fans into jet engines. What's the point of trying to work on the gen in the basement of the Badham house when I can't hear the skill checks or the killer terror radius over the deafening fans? (No, I'm not going to turn my headphones up to ear-damaging levels.) It's just a fool's errand and a death sentence.
Also, the atmospheric haze on some of the Withered Isle maps combined with the street lights create areas where I have about zero visibility, it's like someone is driving with their high beams on in the fog. Some of DbD's maps are really hard on my eyes at times.
The fog definitely needs to be improved and all particle effects and lighting effects need to be optimized.
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There's no world in which I wouldn't immediately turn it off without using it once. If there were no way to mute it, I'd either play without audio or I'd uninstall the game.
Edit: Maybe I should specify I have social anxiety. I'm not being contrarian or negative, I really really would not be able to continue playing if I were forced to have voice chat on. Every time I've tried meeting people through DbD and playing SWF, I've gotten more and more uncomfortable with each session until I started hiding my online status at all times (this was before DbD's in-game friend's list, which totally ignores PS4's online status setting and would mean even more problems). It did not help that basically any time I had any interaction with anyone from the game, they always seemed to still be in high school. Being an adult talking to someone in high school only made it more uncomfortable. I think even without social anxiety I would absolutely hate being forced into that.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983398#Comment_3983398
From what i've heard from Cote and former dev McLean regarding the insta-blind incident (maybe Almo also talked about it at one point during one of his personal twitch streams long ago, but i can't quite remember), the change to insta-blind was already in the works prior to the korean match. It was just coincidental timing that the release of the change and the event Cote played was so close to one another.
Don't remember specifically what the official DBD account on twitter said, but i remember something about the colorblind change also already being in the works prior, when they were called out by some big shot on twitter around the time when the Almo Clown incident was still fresh.
I haven't heard anything in relation to the most recent one, however given that the Quality of Life initiative was announced way prior to the recent TWD livestream, maybe there was something there as well.
Regardless of what is or isn't the truth though, one thing is certain. Alot of people are always gonna believe in a popular or widespread community sentiment no matter what.
Two is coincidence, but three starts to look like a pattern. To be fair, all any of us have is speculation and talk, because none of us were present there in the company to witness it for ourselves. Anything said by a company is PR and damage mitigation and should be taken with a grain of salt. We should neither blindly trust nor blindly mistrust everything said, but actions always speak loudest.
There was also the recent incident with Streetwise: BHVR said they had no intention to killswitch it, then suddenly they killswitched it and said they're going to re-look at their conditions for killswitching things. It became an issue when responses from official representatives came across poorly. BHVR could have nipped that in the bud when the bug was reported a week prior, but instead it festered and grew until it really started to look bad, and then BHVR changed their response to it. Again, they didn't take immediate action for the health of the game; changes occurred when their appearance was under threat.
I haven't heard anything in relation to the most recent one, however given that the Quality of Life initiative was announced way prior to the recent TWD livestream, maybe there was something there as well.
In the works or not, this fix was released three days after the stream. BHVR dismissed reports of IP leaks and DDOS attacks back in 2023. People have had to deal with it on their own in the meantime. A celebrity stream was completely ruined. Three days later there's a possible fix released, and the change is going from "auto join" to "request to join." If it's released three days later and the problem has been known about for over two years, there is no way the fix couldn't have possibly been released before the stream. The condition for making it actually a priority was a total and complete public disaster. That's what people are talking about. There's a repeated history of fast fixes after public disasters, which shows things could be fixed faster than they are and that there are changes BHVR should prioritize but doesn't. Plugging IP leaks that lead to DDOS attacks is one of those changes. People have clamored for this to be fixed, BHVR's customers and content creators have been facing DDOS attacks for years and there's been dismissal and silence, but three days after it affects BHVR there's an attempt at a fix.
It could be a coincidence, but it looks like a pattern. Especially with this most recent incident.
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@Pulsar said:
It's a nice video, but I've heard a lot of talk from BHVR over the years.
We'll see what actually ends up happening.
The trust of console players is forever broken.
As a Switch player especially, every announcement, every promise, is completely empty to me. Until I experience it myself in game, it doesn't exist. (And even then, DbD's history shows it could be changed at any time. But that's just kind of how it is with live service games. However, the way they fix bugs one patch and then those bugs reappear in the next patch is so frustrating.)
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983339#Comment_3983339
Hot Take: I think there's a likely possibility that those changes could have already been in the works prior to those incidents happening, but got pushed up in priority because of them.
got pushed up in priority
I mean, that's part of what we're saying here. We don't know what was going on behind the scenes. Maybe they had no plans to make those changes, maybe they were just going really slowly on making the changes. But the changes suddenly became a priority when those incidents happened, and that's the important part.
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@Pulsar said:
Remember, just like with colorblind settings, it isn't incompetence.
it is laziness and arrogance.
They are clearly CAPABLE of doing something about it. It took them 48 hours. They just don't care because they know the money will keep rolling in.
Dealing with technical debt and fixing bugs doesn't bring in money. New licenses and cosmetics do.
I'm pretty sure competition is what gets a company to put resources into technical debt and bugs, but DbD doesn't have that. It's sad it takes public embarrassment to get them to take action. Especially when it ruins a one-time event like what happened here. This isn't funny like the insta-blinds incident or a let's-eat-popcorn-while-we-watch-the-PR-disaster-unfold event like the colorblind incident, this was just a huge disappointment for anyone who was interested in watching. It really sucks, and it really brings attention to how detrimental the company's priorities are, at least for us, the players.
Doing the event live was a special kind of hubris. The hackers weren't the only problem. The echoing audio was bad, and Chandler being muted for the majority of the stream was beyond unacceptable, that's a huge part of what people were tuning in for and they couldn't even hear him. You had to watch one of the participant's streams to hear him. There were no issues with the pre-recorded segment where BHVR had Chandler play their upcoming game, that bit of advertisement that people probably mentally tuned out for went smoothly.
I'd like to see real competition for DbD pop up and survive just in the hopes it would improve the health of this game. I don't know how anyone would even do that though when DbD has so many licenses and a new game would have to be really original and engaging to bring in and keep players without those licenses. A part of the sad truth there is that asymmetrical games just don't appeal to the majority of gamers, and the limited market (which DbD already has a stranglehold on) makes surviving even more difficult.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983347#Comment_3983347
The common denominator is efficiency. Work on gens as much as you can, or rescue others when needed, but always try to be as efficient as possible while doing so.
And remember, there are other ways to earn points in certain categories. If you are being chased by the killer for example, you get a lot of points towards your badges, depending on the length of the chase, plus you get a lot of boldness BP.
A lot of killer interactions also contributes to your Survival score.The more efficient I am, the worse my scores often are. That's the sad truth. The faster my team wins, the less points I earn both in terms of emblems and Bloodpoints. With Emblems, being efficient in the early grades can get pips, but as you get to the higher grades you need a lot more to pip.
If I think I'm going to die, cleansing Totems is a good way to earn Survival points, but if I survive then those points are mostly wasted. However, if I need Lightbringer emblem points, cleansing Totems can give me a needed boost there. Hiding and working on gens in the killer's terror radius is good for Emblem points but is a waste of time or unnecessary risk if earning Bloodpoints.
There's a bit of trial and error to see what works best for any player, but basically learning the Bloodpoint and Emblem categories and what goes towards each is a big help. When my friend plays, if he wants to pip, he plays with a mindset to pip. If he wants to earn Bloodpoints, he plays with a mindset to earn BP. And whichever one he's doing, he does it well, but his points in the other type do suffer.
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Are you talking about Bloodpoints or Emblem points? The advice for maximizing either of those is a bit different. Like, with Bloodpoints, you earn garbage for working on a gen alone and a lot more for working on a gen with someone else. However, for Emblem points, I've found that I'm better off working on gens alone if I'm trying to get a pip, because working on a gen co-op eats into my own Lightbringer score.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983026#Comment_3983026
And what is he gonna do exactly? His entire job is just dealing with licenses, as head of partnerships at bhvr. Anything gameplay related isn't his department.
It's not that he makes changes, it's that BHVR makes changes when they're publicly embarrassed. Him being annihilated after BHVR said insta-blinds are fine reflected poorly on BHVR. They don't like being embarrassed or having bad PR. That's why the flashlight changes, colorblind mode, and now this change to lobbies all went through. The people who were the public faces of those things didn't actually make the changes in any of those three cases (I'm pretty sure about that, anyway).
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I want to know what's up with the Witcher charm and why it hasn't been given out. That was one of the most obvious charms to do with a license and it's crazy that it exists but is sitting in the game files unused.
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Why not fix fog vials before nerfing in multiple ways?
I think a large problem with them is the way the entire map can get more foggy after a fog vial is used once. Or the way on Switch a fog vial is used on the other side of the map by a teammate and I hear the fog noise, and I get surrounded by a cloud of fog and sometimes the fog keeps following me around for the rest of the match. It really sucks to have my audio and visibility messed up by a teammate using an item and I'm nowhere nearby.
Edit: Just in case fog vials are being fixed in the patch tomorrow, I want to clarify I mean fix them first, see how they perform, and then implement a nerf if necessary. But doing multiple things at once just makes it harder to pinpoint what change is having what effect.
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I just want to know if they're going to fix the fog vials on Switch. I'm tired of teammates using them across the map and I hear the fog noise and have fog follow me around during the match. This stuff is so broken.

