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UnicornMedal

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  • Last couple? The PTB has always served as more of a demo. The testing window is too small, the pool of players is too limited, and the feedback often doesn't go through. Correct me if I'm wrong, but even the devs say that some of the feedback that they do implement can't be put forward in time.

  • @Pulsar said:

    I'm ready for the ban now.

    Attitude-Glitter.gif
  • To be fair, it's probably more of the usual. Incredibly annoying to learn until they're nerfed into line, with the opposite side of the fence saying it's actually F tier.

  • Long overdue, but still a bad call to push any Killer buffs live (QOL or not) after shelving the anti-tunneling/anti-slug patch. Only reinforces the narrative that they don't prioritize Survivor.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004450#Comment_4004450


    DBD effectively is more in the realm of PVE, given how much the game relies on poor matchmaking and steamrolls. 


    If game is straightforward broken, it doesn’t change initial genre. It can’t be PvE because people facing people. It's just that some people like to manipulate terms in an attempt to justify something.

    https://us.v-cdn.net/6030815/uploads/5H6K1YSIA0BE/img-1156.jpeg


    The way how people justify this is ridiculous. People build this sentiment because this game doesn’t provide adequate learning curve and prefers to give an imitation of skill, like broken killer powers or second chances perks. Their sentiment matters more than balance because they can’t learn how to play the game and wait for system babysitting them when they counter someone who plainly play better or don’t deny meta. Whatever. They won’t start to play better, core issues never would be fixed if indulging players whims. The average player in DBD can’t hold any competition , hence we have tunneling hysteria and dash killer slop.


    This will motivate players who doesn’t fit to this forum’s sentiment to turn off any kind of empathy for others, just because some part of players willing to go against balance and logic for a minute of pseudo-fun made it first for them. If, instead of solving the problems and defining that PvP always stands as form of competition, they continue to create workarounds to maintain a low skill floor for players, the gap between sweats and the average fan will grow exponentially, become more acute, and matches will become more unbearable. Matches will be a hundred times worse, and you'll be playing a simulator rather than actual challenge. Because the average player, nurtured by years of inept balance, doesn't know how to play, while some win chasers is given with broken toys like Ghoul or "anti-tunnel." And since MMR with such a message won't appear, it's the average player who will have to deal with it. If that's what they want, go ahead. I'll see how, three years from now, despite all the changes, the same people will still be complaining that nothing has changed.

    BHVR doesn’t have issues because their game is in assemtry genre. They have issues because they trying to ignore PvP key aspects to indulge so called “average player”. This is marketing then and not some sort of actualy competent design. No wonder they fired so many people and only who created this issue from the first day of game existence left. If tgey’ll continue feeding so much, one day or another DBD won't even need a competitor. They'll kill themselves, their game, and their fan base. It’s already rotting

    Idc if I’ll be banned from this forum for such blatant speech, because if what about the forum is - specific sentiment that ignores balance, I’ll be glad to move on.

    I never said that it was PVE, but that it's in the realm of it. I could see it becoming more like RE6 or L4D2 in time if it continues to be as one-sided as it tends to be. More mechanics to push it into a middle ground would pull it away from that.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004056#Comment_4004056

    how can you weaponize having no collision and being unable to do anything to stay immune? i am curious.

    Also the part that keeps getting overlooked in that reply, which is offensive 3v1ing. I can't believe that's an actual concern.

    @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004267#Comment_4004267

    To discourage tunnelling, the tactic must instil in the killer a realisation that the game would've gone over better for them if they hadn't tunnelled

    But it wouldn’t. U don’t have this alternative. Base kits from ptb wasn’t enough. U still didn’t create good incentive

    If killer discouraged by game system only for being deprived of most effective game style artificially, hence no point in PvP. It should be single player then. When I want system discourage my play, I go to Bloodborne, Silent Hill 2 RE, Resident Evil. When I want being discouraged by player (or discourge myself) I play multiplayer.

    DBD effectively is more in the realm of PVE, given how much the game relies on poor matchmaking and steamrolls. It even has scaling difficulty in 2v8, the mode that is easily the most highly praised. You might not agree, but the game is begging for more and better catchup mechanics.

  • If I'm being completely honest, if this proposed change were to roll through, Killers would start running Deerstalker by default and then they'd get upset about that and anti-slug would be scaled back. Even then, being able to crawl away would do very little to solve the larger problem of player fatigue. Survivors need more agency in situations where slugging is used beyond a simple catchup mechanic, which is what anti-slug was proposing. You can argue that they're the power role, which I disagree with, but that doesn't change the fact that slugging does more than it should and it's incredibly boring for the other side.

  • @kit_mason said:

    It felt like the first round of milestone quests were used to benchmark and then they set them so that next to nobody would finish them all.

    Additionally, the over-reliance on dailies makes the game feel like more of a chore, which im sure is fostering more negativity surrounding the game as people feel obligated to play.

    This decision has been baffling. I miss the old rift.

    The reason I prefer the new dailies is because I can actually play them. I remember when they'd do those daily boost weeks and I'd only finish 2 of them because the rest were all for Killer. But having the Rift rely on dailies is also a terrible idea. It's only contributing to the ongoing player fatigue.

  • It's the new system. The penalty waits for you and only counts down when you queue up.

  • @DeBecker said:

    Its clearly the same pace as before.

    I'd argue the biggest issues are everything outside of it. Less events this cycle, longer Rift, and less ease with challenges.

  • I like the idea, but I'm leery about the execution. Let's not forget that we'd be putting the buff in BHVR's hands. After "buffs" like Wake Up and Calm Spirit, I don't know that I need them doing that to my niche perks that I still enjoy running.

  • @tinyypup said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003814#Comment_4003814

    Really tho I be getting the cheap cosmetics 21.6k for one outfit is crazy

    It was nice when new cosmetics came out in different tiers, but they're all max profit now.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003516#Comment_4003516

    Not necessarily. You can blame every company forcing Ai into everything ever for people's knee jerk reaction to it. People who understand the dangers of how AI is currently being used in multiple ways by multiple companies find themselves agreeing with luddites who think its the devil. Thats just kinda how opinions work sometimes, people can come to the right conclusions for the wrong reasons.

    That said, its a nuanced situation. It is completely fine for automating mundane functions to increase efficiency. It is not ok for automating human labor in a way that creates excess and/or redundancy, especially due to its real world impacts. Most people have been conditioned to see the latter more than the former.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003523#Comment_4003523

    Thats about as transformative as a kid copying someone else's answer in school and just wording it differently to avoid being caught. Artistic expression in any medium is just that, expression. When someone writes a story, it has been molded by their life experiences. Same with movies, music, paintings, any medium of art. In many ways, it is a view into the creator's mind.

    There will always be people who just do it for the paycheck, but the entire point of expressive mediums is to expand your perspectives based off of what was conveyed. When you automate or devalue that it becomes bad enough, but when you do so with a model that learns off of how it is programmed to perceive that expression it becomes downright insulting. Anyone who genuinely appreciates a piece of media wouldn't care if it was made with crayons and paperclips if its impact is profound and its perspectives genuine.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003526#Comment_4003526

    Huge false equivalence. A tattoo artist is still an artist, they are working on emulating an existing piece, but their creation of it is personal and unique. It would be closer compared to a cover of a song, which can sometimes meet or even exceed its original. AI learning would be closer to creating a way to detatch a style from its creator by way of attempting forced obsolescence, treating creativity and lived experience as a piece of technology to be replaced in a more clinical yet brutalist fashion.

    Christopher Paolini. The author of Eragon wrote that book at age 15. His book is about dragons and a coming of age story that if I'm gonna be honest is a blatant rip off of star wars yet it's popularity grow to even get adapted into movies.

    This is known as inspiration. We can only convey our own perspectives, but we can use the perspectives of others to bolster our own. Plato preached famously on this, as when our perspective is challenged by contradiction, we adapt our original perspective to the new information that is introduced. We then adapt to an understanding where both are equally valid. Its the foundation of critical thinking, and the reason why many stories share many motifs and even tropes.

    Things like "The Hero's Journey" tie the foundation of stories together throughout history. Its also where the saying "Imitation is the sincerest form of flattery" comes from, and why many artists who draw genuine inspiration are happy to discuss it. The only thing that makes it morally or ethically incorrect is when that inspiration is denied, or the idea is passed off as original, which people rightly call out.

    AI does none of that. it is the equivalent of asset flippers on platforms like steam.

    no one is crying that every anime for the last 20 years uses all the exact same character art but a computer doing it?!?

    Animation has trends. Since you brought up anime, you can see common styles ebb and flow throughout various points in time. People often equate it within decades, but there are also specific artists with specific styles, even when they share commonalities with others within styles. Mangaka like the late Toriyama are a great example. The same can be said for western animation as well, from the styles of the 80's and 90's saturday morning cartoons to the more modern proliferation of CalArts graduates. That said, there are plenty of people who dislike many of the technological injections into the field, especially when it would come at the cost of things like animation fluidity (aka less rigid and more expressive) and even framerate to cut down on animation cels and instead overemphasize key frames. Another famous western example of the former would be the evolution of The Simpsons, with very clear visualization when comparing even the intro across seasons.

    And again, AI animation then creates the worst of all of the above, with a superficial appearance emulating the work that those people dedicated their lives to.

    It's also an innovation. Innovative discoveries we don't fully understand are always intertwined with other things we don't understand, whether that's the afterlife or our untimely demise as a species. AI covers both right now. I expect the outcry and the fatigue is more than real. It's the over-reaction that feels like people are huffing their own farts.

    That's just not true. I know there's this narrative that AI steals art and repackages it, but it does what any human does—it studies the medium, whatever it is, and does its best to replicate it. It's never perfect but it does its best. We don't get angry when an artist does a study on another artist's work and replicates one or more of their pieces as closely as possible (which AI only does via upscaling), we don't get mad at eyeballing and tracing (unless you don't know how to grid), but we get mad at AI for it. Suddenly these pieces we wanted to be shared with the public and appreciated are so sacred that they might as well be private. We don't even know who is being studied unless a specific model is made for that person. But going back to the fear of innovation, there's this hysteria over the idea that any one of us has been marked when it's really not that deep at all.

    I do get the sentiment there as well. But my counter to that is that art has been devalued for generations. Turning it into a career killed the creative expression of it. And listen, I'm not against someone making money off of their talent. But when we see the state of art now, I find it more than ironic that AI is the hill we're willing to die on. We aren't angry at the art schools that only take in talented young people, teach them how to deconstruct their style and their process into the most basic function, and then ship them out into the industry with a bland and simple art style that can be recreated by anyone so that they are more easily replaced (or even worse—cultivate their natural talent and charge them 100k minimum to learn skills they could've mastered on Skillshare) where they barely make enough to survive; we aren't angry at the other side of that industry that takes in young people, puts them up in galleries, gaslights them into believing their work is worth more than it is via money laundering, exposes them to the depraved underworld of high art, and then chews them up and spits them out; so on and so forth. We don't have to save the world every single day. I'm just saying. There are way bigger fish to fry and way more wrong with the art industry, but our ego has to make it all about ourselves and that's the performative part of the AI outrage (in my opinion).

  • Pulling out the Reverse Uno card, but as it currently stands, I say AC. It's a total ripoff, I know. But I don't think I've ever been able to save up the obscene 21.6k iris without help.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003522#Comment_4003522

    Wait I’m confused.
    The way I understood what you’re saying is that, in an extreme case, a player with say a 72h penalty would need to keep their PC running for 3 full days?? On such a demanding game??

    ‘Cause that’s absurd. But now I’m not sure if that’s what you meant.

    As far as I understand it, yes. That's an extreme case, but every penalty needs to be waited out with the game open after attempting to queue up.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003487#Comment_4003487

    I still hold that DbD is a party game. You can't honestly tell me that they created a 60% kill rate "because it felt right" and disregarded balance to do that, and then call it competitive.

    In most games, including things like Overwatch or Apex, the quick play, or casual mode, allows people to just drop out at any time, for no penalty.

    At minimum, no game should ever punish a player out of game for what their opponent does. Which is what DbD does right now, by giving a "you didn't try hard enough" DC penalty for the killer deciding to hard tunnel someone out.

    I do understand the argument that it ruins trials, but there's always this weird morality angle about it. Like you're this horrible person and bad things will happen to you for DCing. The reality is just as you said—there are very real reasons to abandon trials and the game isn't high stakes enough to feel bad about it. I stand firm in my experience that being forced to stay in losing trials hasn't increased my odds of survival or made the game more fun. Now it just means that I'm forced to sit there, take it, and wait for Abandon to kick in. Trials feel more hopeless and more like a waste of time.

  • Escaping chases isn't much of a thing anymore. You're more or less extending them and exhaustion perks are good for that. I think where they're overrated is when you're expecting them to do more than that.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003236#Comment_4003236

    I think most people agree it does. As far as I know, all it takes into account are escapes and deaths. It's needs to be more complex. Factor in bodyblock/protection hits, gens done, chase length, chases won or lost, end game saves, hatch ratting, etc. Upper MMR requires teamwork to survive, even in solo, so the ability to work as a team needs to be assessed in MMR shifts too.

    Someone can correct me if I'm wrong, but I think they tried doing that and got inconsistent results. The gameplay is too varied to reliably use it, but not doing so is incredibly punishing as well.

  • It's trained off of data to replicate an art style. It's transformative. The only difference from the art world is that it's a script doing it and not a human.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003125#Comment_4003125

    Is that a thing? Why on Earth would you need to keep the client open??

    I’m all for DC penalties, but that is absurd.

    They're punishing it like a ranked PVP game, even though it's not. I think they're trying to send a message too. Either way, it's totally inappropriate. Players with a higher penalty weren't playing the game anyway and had to wait a few days for the timer to reset.

  • @BbQz said:

    *shakes fist at sky* ARRRGgG TECHNOLOGY!!!?

    Literally

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003323#Comment_4003323

    "Unfun" is not a valid reason to ragequit. And if someone ragequits for that reason, they deserve to be punished.

    "Unfun" is a petty reason to ragequit. And the actual issues that need to be addressed, are the people trying to exploit loopholes in Go Next, because they deserve punishments if they ragequit.

    The way you worded that makes me want to ask when a valid reason to ragequit is

  • It's tricky. The game would have to be rebalanced around that mechanic or else it wouldn't work. One issue as well that I don't ever see brought up is the competitive aspect of totems. It's in full swing whenever a good totem perk comes along or when there's a Rift challenge/event component to interact with them. You'd want to be able to avoid Survivors getting tilted over it.

  • I think I'm on page 7 out of 13. There's feasibly enough time to finish it, but I'm not holding my breath. Had I played more 2v8, I'd be better off. But that sub-30% escape rate was brutal and completely unfun. Some of these more recent Rift challenges have been terrible.

  • Glad to see I'm not the only one that spends the entire Rift trying to hit level 10 of escape lmao

  • I've heard there's a lot of red tape around console achievements, so that's probably what's preventing it. Now that you bring it up though, I'm curious if I'd still have my Steve and Nancy adepts or if I'd have to earn them again.

  • Can I be honest? Teabagging in DBD is so flaccid. At this point, either ask for Survivor emotes to be removed or get used to the fact that it's gonna happen.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003439#Comment_4003439

    "Probably because they take everything so seriously"

    Not sure if you've ever watched Hardcore Survivor, but the difference between the killer main content creators and the survivor main content creators was interesting to observe lol Otz and Dowsey spent the whole time trying to get JRM and Ayrun to take it seriously. Then Hens took over from Dowsey later down the line and he was even more on edge, constantly going off at JRM and Ayrun. They were all playing survivor for those games, but it was no surprise to me that the players (Otz, Dowsey, Hens) most drawn to killer were assertive and competitive, while the ones drawn to survivor (JRM and Ayrun) just wanted to have fun lol it made for a very interesting dynamic

    I've never even heard of that until now, but it aligns with my own observations that usually seem to go against the grain. Players drawn to Killer play to win, while players drawn to Survivor play for fun. You see it at almost every level of play unless they swap sides.

  • I'm not sure about penalties, but there should be an option to locally mute notifications and screams. I think that would be a decent QOL improvement.

  • @Munky said:

    A good change would be to show in the lobby that you are versing a SWF. I think it's only fair since it requires a completely different mindset. Most killers won't dodge lobbies, cause they don't want to wait another 10mins just to play the lottery. That 'some' might do it sounds like a fair sacrifice to me. At least at this point we know beforehand that we are going to have to play more tactically with our meme build.

    Even if its just 4 randoms that came together on discord, there is a massive shift in gameflow just for having communication like that. Gens are going to be very efficient and you generally never have to be afraid to get caught by stealth which indirectly adds to the efficiency of gens. This is why many matches are done in under 5 mins… I think its fair to say I speak for most killers when I say "We don't want to sit in a 10min Q just to get sent back to it in under 5mins"… Losing is not the problem here. The problem is getting no value out of our game time.

    This might be labeled a false equivalency, but I think if we're going to show that, we should also show the ping for all 5 players and the Killer being played. Then maybe lock in any changes to loadout to counter balance that.

  • @Raccoon said:

    Oops.

    It seems that this has reached the required number of downvotes to become a buried topic.

    Guess I'll abandon ship as it's clearly not worth discussing according to forum metrics.

    rip.gif

    I didn't know the downvote system hid posts like reddit. 💀

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982820#Comment_3982820

    I'll never understand why BHVR never goes for reasonable, gradual changes. They could have increased everything by 1.5x instead of 3x, and then adjust the next Rift based on those results. But no, we jumped straight to this absurdity. More grind, less reward. This is the first Rift since I started playing that I might not finish, because it's absurdly grindy and it makes me lose enthusiasm to play. They can't FOMO me into self-harm. Also most of the cosmetics are mid anyway, I want Detective Unknown and nothing else.

    And can someone remind me, is it normal for there to be only three outfits on the free track? I could have sworn past Rifts weren't that barebones.

    Late to the party, but my thoughts exactly. The only motivator for me are Felix's suits which are nice, but they're not enough for me to bust my butt to grind out. Plus they have the same common issue the game has had for years—a set that matches itself and nothing else. Absolutely kills the potential for mixing and matching.

    I skipped last rift despite completing it because none of my characters were in it. This one is the opposite, but I'll likely skip it as well because the effort isn't worth it.

  • @ponzukun said:

    The Killer's rule is to execute Survivors, so prioritizing those hooked is only natural, right? How much assistance do Survivors need before they're satisfied...?
    If you play as the Killer, you'll understand why they choose to tunnel or camp.

    The issue is always the same. Camping/tunneling/slugging are catchup mechanics and perform as expected on that front. But they aren't limited in their use and can quickly turn the tides at any stage of the trial. So in fact a lot of assistance is required against an overtly unfair and unbalanced set of tools.

  • I think BHVR tends to have a very "my way or the highway" mindset, in my opinion. Anti-go next/AFK crows was a disaster, followed by TWD which was another disaster culminating in yet another PR nightmare to add to the pile. The common denominator between both situations was that very mindset.

    I think they were already walking on eggshells by the time they proposed the anti-camp/anti-slug changes. Nobody was expecting them to make any difference to the gameplay at all and when they did, there was naturally a lot of contention. I think BHVR 1) was afraid of turning two big mistakes into three, and 2) worried that they'd upset the queue again by offending Killers.

    I do think the choice they ended up making was the right one. Regardless of anyone's feelings, two wrongs don't make a right. But there is also a level of accountability that can't be avoided there, so BHVR has to eat crow one way or the other.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002886#Comment_4002886

    Yup same, plenty of killers give second chances and pity escapes and extra points at the end (including me). Never had survivors give up gens so i can catch up, or pity hooks and kills or anything like that, just the usual BMing. The expectations are one way only it seems, Killer has to play for survivors sake but not the other way round in any capacity. If its so one way i dunno why people are surprised others don't really care about their opponents experience when they never afford the same courtesy back.

    There shouldn't be any expectations of one sided "niceness" in a PvP game when everyone is playing within the rules. It's counter productive to the nature of PvP games.

    It's apples and oranges. DBD itself works best when all players respect each other, to the point that I would say it's mandatory in order for it to flow well. That's very counter-intuitive for a PVP game.

    I believe it shouldn't be up to any player to balance the game, but rather the game itself. If we are to assume that role however, that responsibility doesn't make sense on Survivor. Not because Survivor is a special class, but because it's designed to be the weaker and less accessible role. The majority already budge just by accepting to play the role. Asking them to then put themselves at an even greater disadvantage in hopes of Killer playing nice doesn't add up. That olive branch generally lives or dies on the Killer's acceptance and as a result should probably be offered by them first.

    Additionally, Survivor BM is a very different story compared to Killer BM. Survivor BM boils down to pointing their fingers and sticking out their tongues (or at worst, hook denial or meme perks which rarely go unpunished), while Killer BM can actively shut a game down. I do understand that being the 1 in the 1v4 has a unique psychological component to it, but that's entirely personal and has no concrete impact on the gameplay itself while camping/slugging/tunneling does. That's not to say that it doesn't matter, but that they're two different beasts.

    Now all of this to say you don't have to be nice to anyone. Nobody is forcing that. Ultimately it's up to BHVR to decide the flow of the game, even if players hate it. But the expectations are askew and personally feel very out of touch here.

  • @bleep275 said:

    the people demand more Dr. Mommy Chambers skins!

    I'd love the S.T.A.R.S. '96 outfit.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003133#Comment_4003133

    Maybe, just maaaayyyyybe, because your "larger" group will never be happy?

    Because it contains everything from the joe-schmoe that didn't get the map/killer/teammates/chase time/.... they wanted up to people that have legitimate problems and there is no way to differentiate between them but they all chant the same "make the gameplay not suck" mantra.

    We already know this is untrue because there was a point where go nexts didn't happen every trial and then a point where they did.

  • @Aznex said:

    Gonna weigh in my thoughts here: I believe the Quest system is fine.

    I will admit the milestone quests have insane numbers to reach for a reward that doesn't reflect the effort expected, but the Daily and Weekly quests still give a lot of fragments.

    However, I do have one particular issue with the Quest system: the compensation nerf that came with it.

    Before this system was added, you gained fragments based on match XP. This meant during a match, I could potentially gain multiple fragments in that one match (guaranteed during Double XP). Then the quest system came along to increase the required fragments for gaining a tier to 100 (from 10), but the refreshing Quests gave a lot of them to compensate.
    Yet the one thing that got butchered was your fragment gain from the match. Now you get a whopping 5 fragments from the match you played, doubling the matches you need to play to gain one tier when Quests aren't available.

    I honestly would just settle for both the Milestone and Per-Match fragment reward being doubled from their current values.
    Their goal with this system is to make the Rift less grindy. Nothing should have to be nerfed in that same process because it defeats the purpose of what it's meant to do.

    I prefer the system overall as well, especially when it comes to dailies.

  • It'd be nice if they could add modifiers for Legendaries. Something like if you already own the Legendary, you can get additional "outfits" for a discount. If they did that, it'd be pretty good for making variations of existing characters.

  • @Crowman said:

    The game really just favors coordinated squads above everything else. Bhvr keeps adding strong survivor perks that pretty much only function with a team of survivors who are coordinating.

    Killer tools more often then not are being nerfed because bhvr refuses to make adjustments to the best killers in the game and focus on changing weaker killers in a way that makes them more brainless to play but not any stronger.

    Mranwhile nurse's existence pretty much guarantees every new killer perk that releases is rather weak so she can't break the game with it.

    The game is balanced primarily around this and trying to make the game more attractive to new players. It wouldn't be the end of the world if it worked, but it doesn't. More players feel left out if anything, and it doesn't seem like the high kill rates are actually pleasing Killer players. It makes me wonder who actually wins out in the end.

  • @GuardianoftheCrystal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003125#Comment_4003125

    OK that is really stupid indeed, like ######### is BHVR on to think that is a good decision?

    It was a part of the initiative against going next. Overkill if you ask me.

  • If you DC now, it doesn't count down passively anymore. You have to have the client running and wait for it to count down. In return, you get 1 free DC every 20 trials. Horrible change (in my opinion).

  • Ironically I said Freddy Fazbear's was a rare map for me the other day and then today it was in 1/3 of my trials. I played once on Dead Dawg too.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002591#Comment_4002591

    https://us.v-cdn.net/6030815/uploads/LAS7UQ77ORBE/screenshot-20250910-031531-chrome.jpg

    A week ago. Not the first time. Won't be the last. Has never, ever happened to me as killer though. The killer experience is less erratic and thus doesn't feel as miserable, even if both your killer and survivior numbers are at the average, which mine are.

    I don't count streaks, but even 2 or 3 consecutive trials against a camping/tunneling/slugging Killer ruins the play session. At that point I start to see the writing on the wall and gradually spend more and more time sitting in the lobby.

  • @cogsturning said:

    Buffing soloq is one thing, but nerfing SWF is absurd. There's no single SWF experience. I play SWF. Sometimes with one person. Sometimes two. Sometimes a full squad. Sometimes on comms, sometimes not. I have a 39% ER. SWF doesn't mean you're going to be coordinated. It often means you're going to be overly altruistic and die trying to save teammates. It's not an insatwin. Punishing people for having friends is crazy.

    Not to mention that the last time we were shown kill rates, SWF was nerfed.

    @BbQz said:

    Boogie man swf is always silly the numbers don't lie. And at absolute best you have a fair match of 50/50 vs a swf but really it's much lower.

    They will always be the bogeymen of DBD. No matter what happens with the game, they will always be the scapegoats.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002698#Comment_4002698

    Does one count the games with DC's while the other one doesn't?

    The milestones only count completed/progressed challenges. If you DC, it doesn't count anything. I'm not sure if Killer DCs count toward escapes.

  • Not gonna lie, I don't know how likely it is that I'll finish it this time. The added tiers, messy Rift challenges, and really unfun 2v8 Survivor experience is giving me less progress than usual. I won't cry if I don't get a bunch of cosmetics I'm unlikely to use, but it should be more of a viable choice whether I want them or not. Not sure why they made it more difficult this round.

  • Unrelated to the current conversations happening, but man. These trials are as brutal as ever. The "Complete 20 Trials" Rift challenge is making me wish I had to pull my fingernails out instead.

    Edit: I gave up. 😎 Only so much you can do without any hope.

  • @Spirit_IsTheBest said:

    When playing killer, Head On. It's not by any means that great compared to the other exhaustion perks, or very strong in general, but when used properly it's really annoying, especially when used in a SWF and paired with Vigil.

    When playing survivor, Coulrophobia, and I'm surprised no one mentioned this one yet, it's not often used or that strong alone, but when used right with certain killers (Doctor) and builds + add-ons that affect your terror radius, it makes healing almost impossible especially paired with Sloppy Butcher, I've versed some killers where they made healing miserable with this perk equipped.

    That's a big reason why I think Doctor is ultimately unhealthy for the game. Too many ways to deny progress via skill check builds.

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