VantablackPharaoh91
VantablackPharaoh91
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5 Killers at a time each iteration in order of release, and at least 1-2 new Survivor classes each time, to keep things balanced. Add one or two new maps each time. NO map variants. One per realm.
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It's more chaotic and hard to handle over lots of sessions for me, but it's also less stressful overall because I have a friend to help me with trouble Survs. So yes and no.
It HAS made me appreciate the slowness and intimacy of 1v4 mode in comparison. I will never complain about gens speeding by again after seeing how nonsensically fast they were in 2v8.
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I don't want the Devs to get so out of hand they ruin the game I already love.
The Devs also only have so much time. This is a big game. It's been alive for 8 Foggin' years now. It's got tons of characters, it's got hundreds of perks and many many maps. The Devs need to consider ALL of this. Changes take time and little changes more often are better than big sweeping changes less often. It makes players feel heard, and gives the Devs a smaller workload.
Do you really want the Devs to crunch so hard they end up burnt out and ruin the game or don't change anything anymore? Or do you want the game to be its best?
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The issue is 2v8 is not just easy mode for both sides, it's also somehow so hectic it's more stressful. The chaos everyone praised sure is less fun now because it's not unexpected chaos and novel anymore. Now it's just chaos. Chaos is stressful. Stress causes tilt. Tilt causes anger, and anger leads to the Dark Side…
I stopped playing 2v8 entirely. I cannot get into a Killer game in 1v4 either, haven't played DBD since last week and I am extremely annoyed that this is the case. This game mode CANNOT be permanent, either people will optimize the fun out even more, or they will become bored with it and the mode will fail, AND queue times will continue to suffer.
As much as we all want 2v8, the game suffers from it. Please just stick to rotating limited modes, BHVR. They're loads more fun than this.
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I want them to fix the maps and make more varied maps so one map is not the One Stop Shop for a certain Killer or for good Survivors. But I also don't want 5 cruddy Badhams, I would rather some be more Surv titled, others be more Killer tilted, and most of them be balanced.
I do think it would help if one map offering went more than one place and we had many maps or map variants it could pick from. If they can't do that, map offerings should remove that realm from consideration so nobody gets shafted.
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@mizark3 said:
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times." -Bruce Lee (Allegedly)
You are the 10k kick Myers, and they are only used to 100-200 kicks. That's what happens when people practice and extensively play any Killer. You know how to play in the Myers mudpit, and they don't. You can try to learn a different Killer and eventually you will have the same thing happen more or less.
This is a good way to put it. Myers is your Main, OP. Of course you make him look amazingly S tier, you know exactly his every in and out and how to use him very very well. I'm the same way as a Ghostface Main, I can make him do things that people call BS on just because I know him THAT well, and am THAT good with his kit. But on other Killers I am not as good, though I do admirably on most Killers I play anyway.
That said, I do think MMR is not functioning properly, especially right now. I think 2v8 screwed up a lot more than just queue times…
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777440#Comment_3777440
A decrease? No, users are used to the filters by now and will only notice scratch marks easier from this.
Your argument could be made towards stretch rez.
Ohh it's hard to track where the killer is, so I need strrtch rez to see easier around loops and track.
Stretch rez is a basic feature of any pc regardless of gpu.
I somehow missed this, but no, stretched rez was NOT intended by the developers and NOT part of the game. Stretched rez unfairly messed with aspect ratio of the game and was not planned for in regards to any character. Stretched rez could only be abused by one side to create situations a Killer could not play around, unlike scratch marks and knowing you leave them which you CAN play around.
Scratch marks being brighter to fit the now brighter maps is not an exploit. Stretched rez was. They don't even remotely compare.
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@deckyr said:
why is this still being argued?
running = not stealthy = scratch marks.
the purpose of scratch marks is TO BE SEEN. that is WHY they exist and the entire justification for their existence is to tell the killer that a survivor has been running in this area in the last 10 seconds. therefore, the scratch marks should be blaringly visible.
you are not supposed to be stealthy while running, unless you have a perk that specifically enables you to do so. if you don't, then the very notion of stealth is directly in opposition to the very notion of running.
taking advantage of bugged, bad scratch marks for months does not mean that your playstyle was valid or that the game should remain in that state. it is FRUSTRATING to have a game that is designed around scratch marks suddenly not have scratch marks in it any more. it does not make you good at the game when the killer loses you due to a bug, and it does not make you good at the game to be able to break away from a tile and leave no tracks, for free, without a perk to do so. actually, this crutch has made you actively worse at the game, because you now think scratch marks being made visible is "a nerf". that, frankly, is worth mockery.
this is not an opinion. this is a fact. this is developer intended. they have come into this thread to explain the purpose and function of scratch marks. you may not like it, but you CAN NOT under any means argue that scratch marks were intended to blend in or intended to be subtle, because that is directly opposite to what we have been very kindly told by peanits.
FACT: scratch marks are designed to be seen
FACT: running produces scratch marks
FACT: running is designed to not be a stealthy action
if scratch marks being fixed genuinely takes away from your ability to be stealthy, equip a perk to deal with it or get better at stealth.
I honestly couldn't have said it better myself.
If you wanna be a stealthy Surv, you need to not run around everywhere. The Devs have stopped listening to people whining for more get out of jail free, handholding, "save my bacon for me" mechanics for either side. You need to actually learn how to play stealth if you want to play stealth, OP.
@Paternalpark said:
https://us.v-cdn.net/6030815/uploads/Y8GV007TV4PU/screenshot-20240810-175025-reddit.jpg
So..nothing wrong with this? This is pre buff I think.
Makes sense a Billy is using this as he could take advantage of survivors thinking they are safe to run, meanwhile he sees your scratch marks from across the map.
Blight and nurse will also do very well using this.
Nope, nothing wrong with that as the Devs have stated filters are considered a-okay. If someone wants their game to have that filter, they are allowed. That's intended. It's Dev approved. The game allows it, it isn't considered cheating, and it's not bannable. You can't punish people for say, being colorblind, which those filters are meant to address. You also can't punish people for wanting to have a competitive advantage in a game as long as every other aspect of their play is fair.
@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775561#Comment_3775561
It wasn't by design to place giant neon signs all over the map pointing to every survivors location. It's also not by design to sneak everywhere to avoid this, as one of the most sensitive and major balancing mechanics in the game is how fast gens go, and if survivors walk the entire match they will lose 100% of the time, especially since the massive buff killers got a while back that increased gen repair times.
Stratch marks should be subtle hints at where a survivor went or has been, I shouldnt be able to stop in the middle of a map and 360 seeing scratch marks across the map which tells me exactly where every survivor is at all times. Which is what this change does.
this is an unbalanced change and to say "that's not by design" is an excuse when the game HAS been designed like this for nearly a decade now and things have been balanced around it.
Well, the Devs are adding it in, so obviously is is 100% by design. Because the Devs are adding it in, as a fix to a known glitch that has existed for months, because Killers are intended to and designed to be able to see and track scratch marks. You are allowed to be annoyed at this change, but that doesn't make it "not by design" when the Devs have come in, kindly pointed out WHY they are doing it and why it therefore IS by design, but you still disagree. There are perks to help if you're not happy with this change, I suggest you consider running them if this is that big of a problem for you.
Survivors are designed to be chased, not hide because Killers cannot find them. The Devs are pushing for more chase, which is what everyone says they want. Why are people so upset that hiding becomes harder when everyone says they would rather chase/be chased? Surely since this means more chase we should all be happy?
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I'm lenient. If you're silly, kind, or friendly, bribe me, etc. I am likely to let you go or get hatch. IF you are the last man standing, or IF you are clearly struggling, or IF I already have at least two kills or so under my belt. I do not consider ever showing mercy until we at least tie. I also just usually let last guy play hatch game with me, if they get hatch they get hatch. If they get gate they get gate. If I find them they may or may not go on hook.
There are rare occasions I load in intending to let you all go. For example it's tradition for me every Masquerade to go in as 3rd Year Anniversary Wraith and spam my Bell and be a silly party farming Bing-Bong Boi. But it's only for events, if I am super chilling, if I know Surv rounds have been nasty and I wanna be nice, or if I'm just doing dailies or something. VERY VERY rare.
I am tamable as basically any Killer I play, but you need to either all be silly from the get go, or one of the last couple standing, or SUPER cute. Otherwise I assume you want a normal round and so do I, and I can and will attempt to murder you. My favorite thing is boops especially as Ghostface. I also like to crouch around with Survs.
As Survivor, me giving an item or wiggling on the ground is either a very last ditch effort of "mercy please I beg", or it's a thank you for kindness usually coupled with two longer crouches so you know it's not a teabag. Otherwise I assume normal game. I never really go in intending to tame a Killer, but if my friends all want to I'll act silly with them. That usually gets folks to chill out in my experience.
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I do it because I don't give enough of a crap as Survivor to wanna win every match, and it baffles me there's people who do. I prefer Killer and solely play Survivor for BP and to hang out with friends.
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I ignore BM, they're little wusses who want attention and I am not their dance monkey. I don't go out of my way to start things and I don't ever BM for no reason. I just don't like to.
However… if you really want my attention that much, and you BM and you're not very good… then I might BM you back briefly. Very briefly. Like, ONE humptech or hook hit or a couple bags, never a ton of it. If you annoy me badly enough, maybe I'll give a cheeky response back, but it's not my usual.
If you BM and then DC or get salty in the EGC though? I laugh, really hard, because you could dish it but ultimately not take it.
I'm a nice person, 95% of the time. Please don't test my patience by trying to turn me into that 5% of the time.
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The issue is that MMR in DBD is not swingy enough.
Basically, think of your MMR like this. Wins are weighted heavier than losses, so they count more. Your average matched game should be in that first (-10 to 10) percentile with Matchmaking increasing the range of the bell curve every time you wait too long. if queues are good, you seem to match in the first percentile. If they're a bit slow, they seem to match in the second percentile (the -20 to 20 range here). The model starts to break down, apparently, when you get long queue times and it opens up to the third percentile (-30 to 30 here). If it's a worst case situation like with 2v8's massive queue time disruptions, you get the whole curve, and even top and baby MMRs get thrown in (that less than 0.1% shown, or the tails of the curve). As queue times get longer, matchmaking suffers more and more. The INTENT is therefore to keep brackets having enough smoothness that sometimes you get people below skill, sometimes above, and sometimes just right. This gives a nice bell curve of results to draw from when the game matches you with another opponent.
When this system was designed it was intended for chess. Chess has a wider bracket for MMR than DBD. This makes sense for chess because you can't stay in the right bracket of player if you always get babies or always get pros. You need a wide range to learn and also reflect skill. In chess, winning more doesn't boost you more than losing lowers you, and in chess, the bracket isn't so narrow you are restricted to a limited set of people right in the peak of your bell curve with NOTHING for the lower and upper percentiles.
DBD isn't chess, though, and the way BHVR does MMR is that this bell curve seems to be very narrow AND winning boosts you more than losing lowers you. So not only is the bell curve narrower than shown here, it's also got a longer tail than expected because the game expects you to win more than you lose as Killer, but lose more than you win as Survivor. The result is you need to lose twice as much if you accidentally boost into the wrong bracket by winning too hard. Right now it is possible to get terrible lobbies as Survivor all the time but simultaneously get amazingly strong lobbies as Killer, because Killers are designed to win more on average. That's fine, but it's not balanced for how the MMR actually seems to work. And none of this would even be an issue if BHVR massively relaxed MMR for everyone, and made it so a loss or win are equal levels of skill adjustment.
Basically, I theorize that this is a problem related to not keeping the bell curve normalized for MMR, and it can be fixed by normalizing it. It's a statistical issue, not a skill issue, when you get lobbes super out of your range on either side - be they very baby players or super strong players. -
It definitely needs to be addressed, as does slugging for a 4k. Nobody likes having their time wasted. The culprits are hatch, hiding, and the game only rewarding Kills/Escapes.
Why not just make it so either the hatch spawns (locked, you need a key to open it so you either must do gens or find a key if you want an out this way) with two players left if not all gens are complete, and then have it close after that person (it can be unlocked again though).
To address slugging for 4k, autosacrifice someone left on the ground this way the second the other person is hooked, or make the bleedout timer 2 minutes. We can stand endgame collapse being 2 minutes, I'm sure nobody will be upset about bleeding out taking 2 minutes either. Make the game based on hookstages and not sacrifices, a 3k should be worth the same as a 4k. A 2k is still a good enough effort against a strong team and it's time to reward people for TAKING that challenge and having a fair tie, both parties need to walk out with something. You can still base MMR on actual kills, but people could then pip by being less than amazing, unlike what the game currently demands from the stifling "only kills/escapes matter and pip you" system we have now.
For hiders? Permanent crows or intermittent aura reveal/noise notifs for lockers after 25 seconds not interacting with gens. You can't be rid of them. You can't hide from it. If aura hiding is a concern, Killer Instinct for free on every Killer when Survs do this. This counts for slugs, too.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778874#Comment_3778874
i read this before i voted and all a sudden my vote is randomly nurse #bestbudsbilly
Just someone please give Billy a friend, man… ;~;
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778852#Comment_3778852
Endurance ends if the survivor is in deep wound, so it doesn't matter if they're using basekit endurance, borrowed time, off the record, dead hard, styptic, etc. They don't stack, so they cant force "multiple" protection hits. They get one endurance hit and then they're in deep wound, which disables all other endurance perks. The only exception is mettle of man but that perk is a meme.
That's not really what I meant, the problem is really how multiple Survivors can run endurance perks and force the Killer to waste hits this way, including off hook, which inevitably can do stuff like force the Killer to tunnel or let the Survivor go, force a hit, and literally prevent spreading hooks just because they don't want their friend out of the game too fast. The auto aiming issues do not help; you could be going for an unhooker but due to autoaim, hit the just unhooked person and look as though you are tunnelling.
The issue isn't that you can have more than one endurance hit up at a time on one person, you can't. The issue is that multiple Survs can have endurance up at one time and it creates a lose-lose situation for the Killer if even one of them decides to be aggressive, creating situations where the Killer tunnels without WANTING to tunnel.
The endurance status in this case is used aggressively, which is not really what it's designed for. It's designed as antitunnel, and it's being used in an unintended way to cause situations that the Killer player cannot control, getting them accused of being a jerk when they are just countering a tactic. This is, I believe, where a good chunk of accusations about tunnelling actually come from and why cries of "but tunnelling is so common now!" need to be taken with a grain of salt.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772584#Comment_3772584
could you tell me what "blurry photo" is?
i dont even know what killer its for
It's an addon for the Unknown. I believe it decreases teleportation cooldown, but I'm not an Unknown Main so I have no comment on how much it works or how useful it is.
But if it's a "must-run", then I agree. Partial basekit it. No addon should feel like it's "run this or you suffer/lose" for any Killer.
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I think what @kit_mason is trying to say here is that this playerbase is both overly competitive for what this game is, and overly whiny and judgemental for what this game is.
People DC and leave lobbies because of prestige levels so we're having those taken away from us. What do you think people will do when we can all see everyone's MMR?
People already bully perceived new players, especially new Killers. People already smurf for easier targets, both sides. What do you think they'll do when they can see everyone's MMR?
People are already horrible to others in the endgame chat and on profiles, in DMs on console, etc. What do you think they'll do if say, a really mean high MMR Survivor group gets matched with a really new low MMR Killer who gets just absolutely bodied, and the Killer happens to be learning a difficult to master Killer with techs like Wesker, or a hated Killer like Skull Merchant, and they don't play well and lose?
People already dismiss others based on hours played, who you play, and whether you like Killer or Survivor more. What do you think they will do when they can see MMR on everyone?
For several reasons, no. MMR should not be shown. If it's shown, it should be in the player stats tab you open by clicking the badge - private and anonymous and for the player's eyes only. -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778836#Comment_3778836
This is a common complaint lately, and I really have difficulty understanding how people have no idea the flashbang rescuer is there.
They're following the entire chase. Leaving scratch marks, making sure they're close by for the inevitable down and pickup. They can't keep up with the chase if they're just crouching and walking, they have to be effectively chasing the killer.
So, to me, the answer to this is situational awareness. If you're so tunnel visioned that you don't realize a second survivor is literally chasing you in not sure what advice to give you on this. You already have a second person voluntarily not doing gens and in the times this has happened to me I can either fake a pickup or just slug and chase the other survivor. This is literally free pressure for the killer.
I never run lightborn. I think it's a waste of a slot, and if someone is choosing to try and blind over gens, then I want to actively encourage that. I'm pretty good at this point at avoiding useful blinds/saves with the base mechanics. Not perfect, but I gain so much by people who stand still to blind me at a pallet instead of "holding w". Otherwise, just look up in almost every situation.
Not everyone again, wears headphones. You seem to have conveniently missed that part of my post though. It's also an accessibility issue for deaf or hard of hearing players.
If they can't hear the footsteps or the click, they won't know, and a reminder that Background Player even at 150% means they won't always KNOW the person is following them. They don't "always follow you around in the chase for the save". They can hide their footsteps in the chase music which on some Killers is loud, run perks that hide scratch marks, etc. I have seen this happen. This is part of the game and not a glitch. This is fine. Perks are supposed to work this way, and the issue is with some sounds probably not being loud enough for these gamers.
Reminder that, until the coming Dracula chapter, the scratch marks were glitched and not bright enough. Someone may not have seen them due to being spaced far apart and erratic due to a glitch, and due to how dark they were.
And reminder that, as Reinami points out Flashbangs never used to work this way. You could face a wall before no problem. But as of about the patch where they turbobuffed Background Player to 200% (which they reverted later), possibly earlier, a glitch occurred where for some reason Survivors could glitch into the killer's model mid-pickup, drop the flashbang and blind them even while facing a wall. This glitch hasn't been patched so right now, the only way to prevent it is slugging or Lightborne. This is a known glitch.
It's not always that they don't know the rescuer is there. Sometimes it's that they can know the rescuer is there and still get hit, or not realize the rescuer is there at all due to a bunch of glitches, or not know that a smart Survivor used gameplay tools to set up because of an outplay with certain perks. You can't "just look up" when you're animation locked, which is when Survivors do Flashbang saves, they have no reason to do it any other time if they're not derping around. THAT is why it's being complained about lately - because two of those reasons for this happening more frequently are not skill issues, they are actual uncounterable BS. -
OK friend, maybe not the cuddliest thing here, but did you know that some species of bee sometimes sleep in flowers and hold each others' little feets when they do?
You do now. :)
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This for me was a hard decision.
Trapper clearly truly doesn't wanna do this. He had to be tortured into it and I doubt if left to his own devices he considers it much more than a crappy job he's forced to engage in. If left alone, he probably would not be as much a threat as the others because he might be willing to show mercy. If not, it's gonna be a quick machete blow after stumbling into a beartrap, the man puts you out of your misery fast. A pretty fast death if not entirely painless.Wraith is a rage and pain fueled man scarred in multiple ways, he probably sees himself as a monster and honestly strikes me as someone who would be the type to cry between trials because he just despises the fact he's become such a monster. He never wanted to hurt anyone and he very obviously first snapped when he found out what Azarov was doing in his junk yard. Though he's very intimidating and scary, I also get the sense that the Wraith just wants to be left alone and maybe is even a bit afraid of his own power, knowing what he can do to people and WILL do to people. Wraith is terrifying because he's hard to spot of course, you would be terrified the entire time because of the nature of his power, never trusting your eyes. That alone makes him terrifying, but the worst to face? I don't think so, primarily because of how he kills. Though death by the Wraith is quick and brutal, it's over rapidly, repeated axe blows to the spine causing paralysis and rapid bleedout since he clearly hits the Greater Thoracic Artery with his blows. A relatively painless death.
Hillbilly is hard to pinpoint for me. Here we have someone who was neglected and abused his whole life, shunned, abandoned. Clearly, he only wants a normal life. He seems desperate for friendship even. What Hillbilly is, is a misunderstood and very lonely man who is taking out his anger at years of neglect on others around him. Though terrifying I feel truly more sorry for him than that scared of him, and actually feel like with some effort he could even be easily befriended. If not, the chainsaw will make fast enough work of you despite the terror of being hit with a sledgehammer. It would be exceedingly painful, but again, the bleedout would make sure it's a pretty quick death after the initial strike.
Nurse however… Oh boy. Nurse is scary, Nurse is something else. Nurse is someone who believes she's HELPING those she kills. Nurse is so mentally unstable she is called to put "the wicked" or "broken" out of their misery, and that means anyone she sees as too antagonistic or sick to be cured. Nurse has a lot in common with the "Doctors of Death" that have cropped up many times throughout modern years, physicians or nurses who would poison or sicken those in their care with the twisted thought of making them suffer less or getting a payout for it. Nurse actually cares about your wellbeing still, even though she murders indiscriminately. You not only cannot hide from her in solid structures due to how her power works, you can't even truly run from her. You can't escape her in any way, and you can't hope to beat her at her own game. She's so relentless she will chase you out of places just to "save you from yourself". Not only is she hard to shake and mentally twisted, she kills the slowest of all of the Killers here - by strangulation. Strangling to death takes a very long time, it's not as quick as the movies make it. It's a prolonged agony of breathlessness and pain as you die a slow brain death, pass out, and then are strangled a few minutes more for good measure until your heart stops. That, and it's an uncomfortably intimate way to die. The other Killers here end you fast, and with a merciful bleedout in seconds. The Nurse kills you over several minutes. That alone is enough to make the Nurse absolutely terrifying in my eyes. -
I'm sorry but I just think Art in DBD would be like Human Centipede in DBD - it's too mean-spirited and disgusting/disturbing for the game. The game itself is more silly over the top cheesy slasher horror. Terrifier is brutal hardcore meanspirited gore splatter horror, and while that DOES have a place in horror as whole I just think it's too much for DBD.
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I never set OUT to tunnel but if there's a valid tactical reason to focus one Survivor more, I don't see any issue with that. But I would never go in with the intent to just hard focus someone out.
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I like the chaotic nature of 2v8 but it gets overwhelming. I find 1v4 to be just right. :)
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Bullies never deserve to have a fun game, they came with the intention of ruining your game. It's well within your right as a Killer to ruin theirs right back. Usually they're the first to DC or salt in the endgame too because they can dish it but not take it.
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I'm just glad people have started appreciating my favorite Bing-Bong Boye more.
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Can confirm this happens most often when Killer is undetectable and may be related to Chase not detecting the Killer as being close enough to engage the chase while Undetectable. Common issue on Killers like Myers in Tier I, Ghostface, and Killers running stealth perks.
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Can confirm this DID work with Ghostface or any Undetectable Killer in the past, but it no longer seems to work now. :(
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This seems to be an old glitch involving Legion being stunned and forced into Frenzy this way, and it was related to a stun-into-blind or stun-into-stun. Another reason Devs should remove those sorts of double stuns, but that is besides the point.
Legion's functionally broken with this glitch.
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I do not think Weave Attunement is broken but I would agree it's maybe slightly overtuned for what it does. I think all it really needs is to show the aura of the item the Survivor just dropped, or maybe to nerf its effective range to "when Survivor is within 8 meters of the item".
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I do agree the MMR system needs a rework or looking at badly, and I prefer the modes and modifiers where MMR is neither gained nor lost because I like the swinginess, but overall I think for the game it should stay SOMEWHAT. I just wanna see gain and loss be normalized so it's not so easy to boost yourself unintentionally as Killer, OR become trapped in low MMR hell as Survivor with teammates that don't know how to play effectively, taking you down with them.
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I don't think this mechanic should be eliminated but I do think it's absurd that people can force multiple protection hits with multiple second chance perks. Second chance type perks probably need looking at in light of how people actually use them.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778644#Comment_3778644
This is a highly RNG-based game. The old rank system with de-pipping punished people heavily for a single bad match in which skill may or may not have been a factor. As survivor, your teammates affect whether you live or die more than your own abilities. According to BHVR, MMR is not overly affected by a single match, whereas we saw the old rank system with de-pipping was hugely affected by a single match.
The average player just wants to enjoy the game and earn Bloodpoints. It's not fun when a bad match has a larger impact than just being miserable while it's happening, most people don't want extra punishment on top of that. Region and matchmaking and RNG are all huge factors in how matches go, and most of us understand that and don't feel a need to "flex" a number at the cost of everyone else's enjoyment.
Very well said.
I do not want to have five good to great to OK games, only to end up with one crappy game tanking my hard-earned progress. That's bad. That feels bad. That punishes me for something I may or may not even have been in control of. I may have had hackers I genuinely could do nothing against, I may have had an MMR mismatch, I may have brought the wrong perks, I may be playing a Killer or build I normally don't. Why should I be heavily punished for losing for any of that being the case?
Depipping is, was, and always will be a trash idea in a game of tag like this one with this many characters you need to prestige to unlock the full game. DBD isn't meant to be a comp e-sport just because it's a competitive game.
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Just make BP gains similar between Killer and Survivor, we don't really need grades anymore IMHO.
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@Dreamnomad said:
Lol, I hadn't thought of that before. We all need to agree on some kind of system so we understand that this is the survivors intention. Because when I'm playing killer, I usually kill first and ask questions later. Maybe if the survivor stands on a hill top and waves me over or something. Or just open and shuts a locker a couple times and then stands in the open waving. But if the survivor is progressing the game in any way when I find them then straight to the hook you go. That will be my personal rule.
Whatever we decide on, don't try it on me unless a couple of you are already dead. I want to have some of my points too please. I like playing the game normally too, please.
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@rysm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777721#Comment_3777721
I kinda agree with this tbh. Like the 400% incentive was the only reason I played the 2v8 mode lol. I wanted the BP not the 2v8 experience. So it kinda manipulated the "play rates" of the mode, which was maybe not the intention but that's whats happened. I'm gonna play other things until it's gone. I don't wanna wait for the longer queues. I want to chill with a game after work not play lobby simulator lol
I agree and think they will be sorely disappointed next time they bring this back. The data was skewed from the get go because they bribed Survivors with 400% BP. The second that was gone, many Survivors left and so the Killer queue times are still quite bad.
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@BritneyMitch said:
I mean there really isnt a way you are going to get survivors to keep queing up in 2v8 without some massive changes. The main thing is getting chased by two killers basically just defeats the entire point of the game from survivor side. Nobody is playing this game to do gens or hit healing skill checks. I think if you were to give endurance for like 10 seconds after getting hit by a Killer. That would stop two taps from happening when getting chased by both killers at least forcing them to win a chase twice like the game was intended.
The problem with that is they CAN'T give that sort of mechanic due to how fast paced the game is in 2v8, everyone including Survivors is already overpowered in the mode. Something like that on everyone would make chase unbearable for M1s in the 1v1 with someone, let alone the 2v1…
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@Sarrif said:
People will say you are wrong but let's be honest, dbd is not really fun outside of 2v8 if you are a survivor in 2024. Sure there's still SWF and that will be fun since it's with friends but really just the survivor experience is ass. Like how hard would it be to make sure hits are validated by the server instead of a laggy killer?
I actually agree, hit validation and auto aim both need fixing, and i say this considering myself more of a Killer player (though I tend to play more Survivor than Killer because my friends do).
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If queue times for one area aren't getting better, doesn't that imply this mode as wanted as it is, is bad for matchmaking in those areas? Surely you don't think it's OK to sacrifice, say, SEA which may have really bad load times, for the sake of NA which may have short load times.
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@MechWarrior3 said:
Must be nice to have intimacy and slower pace lobbies in 1v4. Mine are still finished in 8-mins max. lol Redbull gives gens wings.
I don't generally sweat too hard so I get some pretty non-sweaty lobbies. I'd imagine the more you care about hardcore winning, the more you get lobbies that aren't very slow paced at all.
But even my genrushiest lobbies in 1v4 pale in comparison to how hectic and overwhelming a 2v8 lobby is.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773794#Comment_3773794
Flashbangs are easy as hell to avoid. They have a loud audio cue that sounds off like 1.5 seconds before they detonate. Survivors try using them against me and I’m looking up or away or wherever before it even goes off. I never get blinded. lol
OK, but what do you do when you're mid-pickup facing a wall and hear the little click?
And as a reminder, not everyone plays with headphones. Some players are hard of hearing. Not everyone hears the click.
Flashbang needs a better counter than a really soft hard to hear soundcue.
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@GolbezGarlandGabrant said:
It's terrible for them to do this double ritual week when the majority of rituals are killer oriented with 2vs8 still going and queues the way the are.
They shouldn't have extended it at all.
They SHOULD have brought it back later.. They SHOULD have known putting this mode on for only two weeks might cause issues. They SHOULD have anticipated the free weekend and not launched it then.BHVR doing this has made a lot of people very unhappy all for the sake of a selfish few.
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@Nazzzak said:
I was burned out a few days in. Played for the incentive until even that wasn't appealing anymore. On the plus side, it's made me enjoy 1v4 and many of the killers I usually dislike alot more.
Yeah there's that. 1v4 feels so much more manageable, slow-paced, and intimate now in comparison. I never knew what I had until it was gone.
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@foolsparadise said:
i was burned out after the first week lol... im glad other people like 2v8, but it got stale pretty quickly for me
Wait you too? I got so tired of it I just kinda stopped playing, I was hoping it would be done but they extended it. It definitely needs to bake more, I am not sure why they extended such an obviously flawed mode just because it's "fun". I guess people begged enough and the 60% of games that aren't 2v8 ones (AKA the rest of the player base) just doesn't matter.
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I am here to have my fun with my friends as Survivor, and judging by the randoms we get, no. Survivors aren't a team unless they SWF up.
I get randoms who sandbag. Randoms who see my style as "detrimental" despite having a reason to go into lockers (Built to Last) and will lead the Killer to me because "I didn't do anything" (I cranked multiple gens while they looped the Killer).Randoms who purposefully grief me. Randoms who give up the second they see a Killer they don't like, they get hooked once, or they go down. Then my friends and I suffer.
I don't give a single solitary iota of a crumb about other random Survivors. I am here to help my team be that people I just queued in with or my friends. If other Survivors wanna be a detriment then no, they are not part of my team.
SWFs are a team. But individual Survs are not to me until they prove otherwise.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777544#Comment_3777544
This actually isn't true, just to clear this up. Mandy has already stated that this wasn't the problem.
Then, I guess, what is the problem? If only 40% of people are the ones doing games in this mode where does that leave the vaster majority of 60%? if we still have the same exact issues where "Killers get destroyed Survivors get bad teammates" on the same person as in 1v4, where does this leave us?
Because all I know is I literally have had queue times so severe on both sides I got maybe four or five rounds a day as Killer. -
I need it to end. I miss the quiet intimacy of 1v4 in comparison.
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@Devil_hit11 said:
they're buffing flashbang from 50% to 40%. Jokes on you.
Lightborne is gonna be one of the four perk slots every Killer equips now, enjoy that fun while it lasts.
Besides this, every other stun has a counter besides a singular perk. Flashlights? Look away. Pallets? Use care. DS? Don't tunnel/fall for bait. Head On, Power Struggle, etc.? Don't fall for bait.
What counter besides Lightborne does Flashbang have? We know when Survivors do it. It's when they know the Killer can't do anything about it. -
That looks like an exploit or hack, report it.
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Well maybe when my Mains are added I will like it more, but until then i miss the intimacy and slower pace of 1v4. It's so much less ovwewhelming.
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I would say I like or don't mind most of the roster, but I've never had fun against Slinger, Plague, or Trickster. I'm starting to resent Trapper and Huntress too because of 2v8.

