WolfePhD
WolfePhD
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@TonTon said:
https://us.v-cdn.net/6030815/uploads/MWO80JYV1DUR/20250208-051630.jpg
Except we have confirmation it won't be force and this was to assert that many survivors were being massive babies
A lot of people care about Dead by Daylight. Some care about Dead by Daylight so much they will b!#ch and whine about any change thst concerns them. For some, that is every change. 😁 It’s how they show they care. Even if they are upset, they are still communicating. What’s important is the flow of information doesn’t stop. When people stop complaining, we know they gave up.
Not yet discussed in the forum, but I saw a lot of content creators use #DBDPartner yesterday. There’s not much information on what that means just yet — but I’m really excited that DBD is at least establishing relationships with content creators and having dialogue. After the privacy data request situation, there really needs to be a silent message sent to the community and “hey, if you just give us 5 seconds of respect, we will let you in the toy box before everyone else” is a really good way to start things off. I want to more of that!
It’s really important from a health perspective to have SOME relationship with the people who talk about you and play your game to thousands of people every day. I’m hoping that whatever #DBDPartner becomes encourages content creators to be … more graceful. There are some DBD content creators that come to mind (one is a farmer with a generic name; one likes to tell the entire world they are truly talented; one is known for being spooky and jukey) whose entire online personality can be boiled down to “I like to complain” and “I deal with toxicity.” We should reward creators that enjoy themselves playing the game and have a good time with their audiences. And I am glad they finally did.
JUST IMAGINE FOR A SECOND …- Next patch notes are delivered to #DBDPartners one day early. They also have PTB access one day early. They re-do what they did yesterday with it.
- BHVR makes #DBDPartners sign a contract that says no videos/tweets/leaks can be posted until after the official release at X time on Y date.
- Content creators have a dedicated BHVR employee they can contact and ask questions BEFORE they make videos and publish them online. This will reduce so much confusion in the community. A big reason why we have questions is because the people we watch are confused and we parrot that.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881571#Comment_3881571
I think it works more like 50% Ormond Lake Mine and 50% Mount Ormond resort. If the game decides for Mount Ormond Resort, every variant of it has a 33%. So it is not a 25%/25%/25%/25% when a map offering is used.
@topic I really love the new Ormond map (unique and fair balanced map) and it is so sad it is not very common and every time I get the Ormond Resort, I get a little bit sad but the last thing we need are more map offerings. In fact, I really hope the devs rework or removes them to make the game healthier and better.
I respect your opinion, but I am concerned with how boring the bloodweb would be without map offerings.
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Nostromo has questionable placement. The map just feels “wrong” to play on.
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https://youtu.be/inkuDbAwoHM?si=nrcFbiqnBG8UaCPg
The first thing that comes to mind when reading this.
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@Nathan13 said:
I’m tired of this community not being listened to when we clearly said bots were not a good idea to be added into a lobby. The survivor bots are about as bad as your average solo teammate. And honestly I was over 2v8 after the second round. So anyway that being said for an unbalanced mode I think I’ll pass after getting the free rewards because I’m not dealing with all that nonsense.
I respect your opinion and I am glad you shared it. Everything in business is calculated risk. In this case, queue times were prioritized over player experience. I hope you keep an open mind and at least play one lobby. Even if there are bots in the lobby you play, a lot of people worked hard to improve the mode to be fun.
What personally makes me scratch my head is the flow of information here. We are having this conversation because a journalist didn’t realize how sensitive the information they were reporting was. Did someone really sit in a conference room and say “this will be a very unpopular change, let’s hide this information until they ultimately find out”? I’m sure the strategy pivoted when the news went public — but I wonder when things will become proactive instead of re-re-re-re-reactive.
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@MissiCiv said:
In the same year when the slugging started to increase BHVR added or made significant changes:
→ Added Hook Camping timer
→ increased hook timer to 70 seconds from 60
→ Nerfed almost every Gen. regress perk that was working via. hooking
→ Buffed back DS
→ Gave Survivors alot of second chance perks and utilities that works with hooking/unhooking
→ Bugged Flashbangs
→ The punishment for hooking increased while there was no rewarding anymore
→ Gen speed is horrendous to deal with when you go just for hooks
On top of that, they asked how Survivors feel being slugged but didn't cared in the first place why the killer started to slug and thats extremly worrying because with this mind set BHVR will just add another band-aid fix or give the Survivors another Basekit buff to deal with it
My genuine answer: toxicity has spread through the community because of developer inaction. If you ask anyone what gets under their skin right now, they would say “slugging”. People who want to inflict pain on the community will now slug to get what they want.
The problem is that those players will not go away. Slugging will eventually be addressed. Then we will all be upset about something else and the cycle continues. We need BHVR to decide to be heroic more often or try to make a peace offering with those players somehow.
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Dead by Daylight is 100% my special interest. I’ve been playing the game daily for hours for years now. Part of me wonders if the Ohio server came to exist because of how many matches I’ve been playing. 😅
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880857#Comment_3880857
BBQ. he doesn't like that you can jump into a locker to counter BBQ. Friend till the end as well. A perk like this exists but it is terrible. It is called Iron maiden. it doesn't block lockers. it only inflict expose and makes survivor scream.
You are assuming intent that is not there. I did not think about BBQ when making this post. It was just a fun idea.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/438087/new-killer-perk-block-locker-entry
What would be the purpose of this Perk? The only thing I can see this being used for is Decisive Strike maybe.
Forces players to play in the environment where they can be seen.
Survivors in a locker when activated are forced out.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880766#Comment_3880766
Could you elaborate? I’m really not sure what you mean with this.
I spend too much time thinking about game theory. To me, the developers have clearly shown they are trying to communicate with the community, but we can't really say they are successful or effective when we have evidence in the community there are still communication problems. I've been thinking why other people haven't noticed it the same way I have. I think it's a language barrier.
@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880766#Comment_3880766
It's not their job to deal with that…
I agree with you — but I think their hands are tied. It's difficult to ignore a disconnect when you see it.
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@XtremeDBD said:
The first variation is better, why did you bring back the old live version in this update? They're both good but the ptb version is better. Recommendation is you do what this guy did in this video and combine them, cus it sounds way better. Small pet peeve, please just revert it
https://youtu.be/O2Gx6WVXuXo?si=Aj1cj1kZI2vguxDX
Wish somebody would actually play the latest killer so I could hear the chase music in the actual game and not on YT. Part of me wonders if they went with “Doomed Course” as the title because they had no confidence in the final product and wanted to temper expectations.
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@ChurchofPig said:
I was curious, what are some of the hot takes that the community has on dbd? I feel like everyone has them and I definitely know I have a couple. Like mine are:
- Nemesis is well adapted into dbd, people just don't like it because they like the image of Nemesis with a flamethrower better. He's killed more people with his tentacle though.
- Map offerings can have a place in dbd, but they need to be reworked, it should not be a guarantee (map offerings are an opinion of mine that have changed a lot over time).
- There is no permanent solution to the grind in dbd or map balance
- Lithe is not the most brain dead exhaustion perk, it's Sprint Burst, the only reason people think it's Lithe is because the requirement to vault makes you feel like you did something and it granted you a nice reward
- Original Chapters are better than Licenses and the fact that the game needs licenses to stay alive is sad
- dbd is in it's best state now in terms of balance and the only reason people think differently is because of the nostalgia of older dbd
- There is no excuse for all original killers to not have unique lobby, chase, and terror radii themes, the excuse should be a license only thing, seriously there's only 4 original killers that don't have all 3 and that's Trapper, Wraith, Huntress, and Plague and actually if they just gave those killer the themes, it might convince some of the harder to convince license holders to allow special themes for their killers
- Since so many killers at this point either have an obvious tell or unique music, unique hooks should also make a return since their main reason for disappearing after like 3 major patches was because it would give away the killer before seeing them, but that's 99% of killers nowadays anyways with the amount of hud elements and other items that spawn
- The devs shouldn't announce things months or even a year in advance, the amount of hype the announcement gave will be gone by the time whatever it is (give it a cosmetic collaboration, dlc, or whatnot), the only exception is for dlc but only if it's the actual next dlc to drop, if it's not, save it, if you can't tell us what the next dlc is, I don't want to know what's 2, 3, 4 chapters down the line (looking at you FNAF)
- Speaking of FNAF, this might just be a fear, but I think it'll be the worst thing to happen to dbd, whenever dbd has massive releases like that, the game breaks BAD, and FNAF is by far the largest thing to ever come to dbd and I don't think with how the devs are now in terms of length of time to fix bugs as just one reason, that we are ready for what's going to happen with FNAF
Now I'm curious what some of your hot takes are
A large portion of the player base is neurodivergent and the developers still aren’t sure how to deal with … that.
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@Langweilig said:
It would be extremely hit or miss. If the killer has no scourge hook perk, you get nothing and if he does, it is extremely overpowered.
Soul Guard is overpowered if you run Hex perks. 🙂
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@WolfePhD said:
I genuinely believe the game will be in a very bad place if the developers allow us to see each other’s perks in the lobby. At the slightest inconvenience, players leave matches and suicide on hook. I don’t understand why giving more information to these players about their matches is presented as a solution. They need less!
That player has a yellow perk? Baby. Lobby dodge.
That player isn’t running an Otzdarva 4/5 star perk? They aren’t taking this match seriously. I am. Lobby dodge.
That player has a selfish perk? Bad player. Lobby dodge.
I don’t want to load into DBD and have long waits between matches because I have a casual build. I should not be forced to run a meta build every single game in order to get people to play with me.
I am aware that Otzdarva suggested the feature should have a toggle to be turned off/on—but anyone who plays DBD has the ability to think critically and strategically. Very quickly, the entire community will realize that having your perks turned off means you aren’t running meta perks. Not communicating is still communication.
With that said, I am also aware the world does not revolve around me and what I think. I am open to changing my opinion, if presented with a valid argument.
I really hate that I am recommending this, because my hands are tied and I genuinely don’t agree with the time investment required, but if players REALLY want to announce they have Deliverance — they should prestige Adam and put the Deliverance charm on their character. I know it takes hours to do that — and it’s not very realistic to have people prestige characters to communicate — but I’m not sure what else to suggest. Console players don’t have the ability to chat. Maybe the developers will make a change that allows us to buy prestige charms from the Shrine of Secrets. There has to be another way to communicate this information.
>Add a 4th charm slot.
>New functionality: Charm Match. Press a button and all charms equipped will reflect current loadout if unlocked.
>Have small marketing campaign on the 4th charm slot. 4 leaf clover … March?
>Sell prestige charms in store for 1000/1500/2000 shards each.
- Veteran players are rewarded for already having prestige charms unlocked for free.
>Ask Fog Whisperers to use the new Charm Match functionality.
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@jesterkind said:
The Invocation perk type is an interesting one, and in my opinion it's not too far away from being genuinely great. There's just small things standing in the way, but cumulatively those small things really do weigh the archetype down far too much for them to be consistently worth bringing - albeit not equally across the two perks we have, one is considerably better than the other.
Here's what I think the perk type should get. There are two changes I have in mind for the overall framework of Invocations, and one change for each perk individually. We'll start with the framework:
- Change one: Broken no longer lasts indefinitely, but rather only until you are next put into the Dying State.
I can understand why permanent Broken was settled on for the Invocation framework, especially since the release Invocation - Weaving Spiders - is arguably strong enough to actually justify it, but I think currently that it puts too much pressure and penalty onto players. Reworking the Broken to only last until the next time you're downed still maintains it as an immediate threat if the killer catches you on your way out of the basement, and it still pushes you to play cautiously and carefully (as well as encouraging bringing perks that work while injured), but it doesn't make you as incapable of engaging with any healing or protection related game mechanics after that point.
Since there's also the time investment to activate Invocations, I think a more temporary Broken would add up to a more appropriate level of downside and investment for the effects.
- Change two: Running both (or more, in the future) Invocations only requires one channelling action.
This decision I don't understand. Boons work this way, Scourge Hooks work this way, I don't see any reason that Invocations shouldn't. Stacking the perks takes up multiple perk slots and doesn't allow you to bypass the setup time or Broken downside, with those downsides being the exact same per perk, so why not allow survivors to do both at once?
Simple change that'd make the perk archetype feel a lot more usable.
Now, the changes to the perks themselves:
- Weaving Spiders: Now applies its effect to generators that are blocked when the Invocation finishes.
Weaving Spiders is already a pretty good perk with a very strong effect, so it doesn't need a genuinely potent buff. This is more of a QoL buff that takes away feel-bad moments where you're screwed out of your perk working fully even though you paid the cost for it on both counts.
- Treacherous Crows: Now reveals the killer's aura as long as a survivor is in the terror radius and a crow is startled by any means.
Treacherous Crows is not as good as Weaving Spiders, but that doesn't mean its core effect isn't potentially strong. Map-wide consistent aura reading on the killer for the whole team is damn good, but the perk's currently held back by having too many restrictions.
This way, the perk still requires the killer to have a consistent terror radius, which limits its uptime a little, but ultimately actually provides a consistent reward for the dual price of charge time and temporary Broken.
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With those changes made, I think Invocations as a framework would be in a much healthier spot with far more ability to design newer ones. A defined shared framework, but room for each individual perk to have good variation.
In January, I read another user’s post on the forums that said something like “the developers actually think invocation perks are strong and trial-altering” but this sentiment has never sat well with me. It’s a pretty bold move to accuse the developers of having limited game knowledge. I think they know what they are doing, and they are being mediocre intentionally. If BHVR wants to reduce complaining and backlash, it makes business sense to make meh perks that don’t need adjusted. Playing things safe isn’t always the solution, though.
My genuine conspiracy theory is that invocation perks are mapped to two different buttons because there was a game breaking glitch when they combined together. If I am wrong and BHVR actually thinks they are strong perks, my mind will explode. We know they have a conference meeting just to discuss tomb names. If there was really a conference meeting where Taurie’s invocation was intentionally made to be strong/good — that means a table of people agreed to the idea. If a group of people who hold the keys really thought that — we have much much much bigger issues. -
Instead of a perk, I think this idea would be better implemented if it were split apart as two new add-ons for the flashlight.
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@CursedPerson said:
This has been something going on for a while. Adding restrictions to weak perks just seems backwards to me. I do not understand this at all.
Wake-up - why did it need survivors to be alive- your punishing the survivor using the perk for teammates dying.
calm spirit - why is there unnecessary downside to have totems take longer
Cut loose - How are you even supposed to use this perk with the number of restrictions and while quick and quiet exists
Friendly competition - after prove thyself nerf this bad perk was left in the gutter you have to use negative gen efficiency to get a measly +5% for a short time
Invocations - these are always a massive wasted time investment for perma-broken????
potential energy - a potentially mediocre perk gatekept by the fact its too risky to use. Its already a negative time investment why does it need to lose everything on injure
Technician - for the love of new players why is the training wheels perk so punishing? do they really need to be punished for using this perk? Most players would rather run any other perk then the one that makes their missed skill checks even more punishing.
This is just some of the problems. Please consider not adding so many downsides to the least used perks in the game. Anyone else have perks i missed?
I really agree with your comments about Technician. When I introduce a new friend to Dead by Daylight, I always ask them to play Feng so they could use Technician and learn how to play the game without becoming frustrated or upset they are a major liability. Technician should be reviewed to enhance the new player experience before FNAF.
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@MrMooseyMan said:
I've noticed lately that survivors seem to get really triggered when they can't stalk my Steam profile. I play killer with an anonymous profile and hide names (both survivor and killer) to just focus on the actual gameplay, but apparently this is some kind of cardinal sin?
The amount of salt I get in post-game chat just for having a private profile is wild. No toxic gameplay, no tunneling or camping - just the mere fact that they can't see my profile seems to set people off. And my profile is literally empty anyway, so what exactly are they hoping to find?
To the survivors who get worked up about this: What's the deal? What dark secrets do you think I'm hiding by wanting a bit of privacy? And to other killers - do you get this kind of reaction too, or am I just lucky?
I only play in Anonymous Mode because I know the game is streamed to a live audience and I've always been afraid someone watching a streamer would send me a nasty message or make fun of me for making a mistake in the game. This has not yet been brought up in the thread, but for awhile, people thought anonymous mode was a cover for using cheats or cheating.
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Her power has no limits.
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@CursedPerson said:
https://us.v-cdn.net/6030815/uploads/UBPHINV320A5/boon-radius.png
Most of the boons spawn at the the edge of the map and I believe boons were forgotten about with the updates to killer actions/recovery, survivor speed bonuses, gen time increases, and weaker & farther tile generations. The radius could use a bit of bump to the effective area considering the time investment required of finding and setting up a boon. The radius just isnt big enough to get use out of on most maps with the exception of the game and midwich.
I believe this is a fairly accurate visual representation of what a radius buff would look like. And considering how weak they are and the setup up required they should have a larger effective range.
please please please please please please please please please please please please please please
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@UndeddJester said:
I disagree, it isn't a failure at all, from a game design perspective it is doing exactly what it is intended to do, and I think it achieves that admirally… and your issue lies in the fact you're only thinking about what the AFC gives you personally, and not thinking about the AFC gives you in terms of all of the survivors as a team, which is a complete counter to camping strategies when used correctly.
You can see this in how different types of players react wildly different to the same feature:
- For more casually minded players, they argue it doesn't really do anything.
- For more competitive minded players, they argue it does way too much to restrict the killer and is a broken feature that should be removed.
So why is there this disparity?
For most survivor casual players, they are primarily focused on a micro scale, i.e. their direct interactions with the killer. Their gameplay goals centres directly on their chases on a 1 to 1 level, and camping gives them a directly negative chance of surviving the game, with no new killer interactions, and thus an overall bad experience.
Survivors with a more competitive minded mindset however are looking at it on a more macro scale, i.e. how this interaction affects the killer's pressure in trial on the survivor team as a whole. A killer who is camping out a survivor on hook has no pressure on the actual trial and gens, and thus the survivors as a group sitting 3 people on gens gain an enormous amount of uncontested progress and very are likely in a winning scenario.
The teams overall chances of survive massively benefits a killer camping a survivor on hook if the survivors use the time the killer gives them.
Well this game isn't comp… you shouldn't be comparing it to comp…
What this means in a nutshell is the reasons you guys believe the Anti Face Camp system sucks, is because it simply doesn't prevent camping (by design)…. and you don't want to be camped. Camping directly negatively affects your individual chance to win, thus semantically there is no real significant difference really for you between being face camped or proxy camped… however that is not the AFC's purpose.
To successfully camp out a survivor, the killer must maintain a distance from the hook, which means when combined with the removal of the hook grab, it is almost impossible to make a scenario where a survivor cannot trade. When survivors are playing the macro game, focusing gens and using the fact this killer isn't pressuring them to camp, the survivors as a team are gaining a massive advantage, getting gens done entirely for free over the 70-140s the camped survivor is on hook… the killer is putting themselves at a massive disadvantage IF the survivors take full advantage of it.
If the survivors as a team work on gens unimpeded, and only move towards hook when the timer is getting close, then due to the distance the killer must remain in range of the hook, they have ample time to make the trade on their terms. If they have further anti camp/tunnel defences (OTR, DS, Blood Rush, Reassurance, Camaradarie, Shoulder the Burden, etc.), they can put the killer even further behind, to the point they are likely looking at a 1k maximum, or 0k due to the killers extreme lack of pressure for such an extended period of time.
Your issue is most SoloQ players don't understand these principles, and do not make use of hook timers anywhere near as much as they should…. but you absolutely can employ these principles in soloQ to great effect, and if you play with these principles in mind, and have a team of SoloQ survivors who understands this principle as well, you will be surprised how much more difficult life is for even strong killer players, even as a SoloQ player.
Why I believe the AFC is great
So to my mind the AFC is a great feature. If you exploit all the mechanisms the game gives you (notably hook timers), you gain a huge appreciation for this feature… tactically thinking about what benefits the killer the most at any given time, and then denying it makes the AFC a very strong feature to play around.
However the double edged sword is you also gain massive contempt for survivors when the entire team comes off gens to get you off hook while you're being camped… if no one is on gens, there is no benefit to the team for you being camped, and even worse, no one is creating a scenario where the killer has to choose between camping or leaving…. and that is extremely frustrating to watch with your yellow auras.
In short, the AFC is a much bigger part of the tactile macro gameplay of DBD, not the direct 1to1 micro gameplay… and as a more tactical player (with meh mechanics), this feature gives me a method to shine in a game where my shoddy mechanical skills let me down ^^
If I play in Solo Queue, I am required to immediately save the person on hook, or else they will attempt the sacrifice process. I do not benefit from increased hook times. The only way I can keep someone alive on hook is if I play Reassurance and force the other player to cooperate and play the match just a bit longer.
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[NEW] - "Bloodfill/Blood Drive/Workshop the Name Later" mechanic that automatically grants 2 million bloodpoints to the user when either auric cells are purchased from the shop, or when a chapter is purchased.
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Someone get Peanuts a megaphone. Please.
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/B0C33GBHVFQV/picsart-25-01-30-18-42-49-155.png
Image is fan made.
I think it is balanced. It is balanced for fun. 🙂
This isn’t supposed to be a competitive mode.
Players can still play competitively if they want.
But the core design is to make people happy.
I only like playing 2v8. 1v4 is too stressful for me.
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Did anyone notice the Dragula mori challenge was implemented in the game as Houndmaster’s intro pose?
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@PleaseRewind said:
Not going to argue against this but so should Jonah. BTW Gabriel's crop top is ridiculous. He needs a real one and a shirtless skin too.
if we both combine our powers maybe Vittorio and Jonah can be in Waterfront Massacre this year!!! it’s about time Vittorio gets a pair of shorts too.
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The developers can CTRL + C and CTRL + V your perk as Boon: Shadowstep and finally make it a decent perk. The only boon worth running is Exponential. Nobody plays Shadow Step and barely anyone will after it’s buffed. Boons are situational and often easily countered.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877958#Comment_3877958
Cheat developers are obviously going to be aware of these incredibly basic detection methods and implement countermeasures against them.
The argument that I am making here is that cheating in DBD warrants action now that there is an established market with affiliate codes. I agree with you and believe the Ouroboros is a continual problem and waters down efficacy. I still believe there is value in reverse engineering their software to aid detections. There has to be something they can find to identify players with it.
If a large group of users are banned, most would be dissuaded from purchasing another account. They recently banned a big creator in the DBD cheating community and the only reason I know is because the cheater I watched the other is was still upset and acting out over the loss of his friend days later. There is direct evidence that taking action has real effect. When the big creators get hit, it sends a message that no one is safe.
If they take the most recent version of the cheating software currently in use and use it to identify a large enough group of people—then it only needs to be done once anyway. While it is true that some will choose to purchase new accounts, others may feel burned and wary. The only way BHVR can increase the risk of buying a cheat account is to make it risky to own it — which means targeting people that specifically use those apps. Eventually it might trigger a change in behavior.
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Reformatting for discussion with important context …
After repairing Generators for a total of 10%, Red Herring activates:
- Press the Active Ability button while near a Generator, Totem, Chest, dropped Pallet or Window to place a Trap, which stays active for 120 seconds. While crouching and motionless, press the Active Ability button to activate Red Herring.
Important Context
- Wiretap - 40% of Generator Progress for 120 second trap. Reveals killer aura within trap radius.
- Blast Mine - 40% of Generator Progress for 120 second trap. Stuns and blinds killer if generator is kicked.
- Flashbang - 40% of Generator Progress for a flash grenade which can stun and blind the killer.
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@ReverseVelocity said:
It would be nice, but the addons are honestly not really refined. There's no purples, and some of the effects just don't make sense, like extra detonation delay. I'd like to see firecrackers as a base item with it's own set of addons, but just adding the unused ones as-is would probably be a little uninspired.
Side note: You seem to be using the old fandom wiki, which isn't being actively updated anymore. It's moved over to wiki.gg:
I agree with you, but I do not think much work needs to be put into the add-ons already created. I think it’s fair to disagree, but I personally assume that programming code has already been written for the add-ons, and the decision was made before the icons were created to focus effort somewhere else. All conjecture.
In terms of the add-ons themselves, I’m not sure what players would expect from a firecracker. In the real world, you light it on fire and it explodes. I think it was an accomplishment they have 8 add-ons. If the only problem is that there isn’t a purple, Magnesium Powder and Black Powder can be bumped up a rarity and Black Powder can be the Purple add-on. Buckshot might need to go in the trash can, though.
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I love your idea and I think it should be included in the game.
I know it's going to be an uphill battle getting this in the game.
But I really hope it does. This would be so fun to play with.
The issue is that someone is going to be suicidal and use it to leave the game at 5 generators.
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@PetTheDoggo said:
Just why exactly Skully just got her new best skin and in my opinion one of best killer skins in DBD, while she is in such a garbage state?
I doubt anyone can honestly say she is not the worst killer in DBD at the moment, especially after Freddy rework. Why are devs even wasting resources and creating skins for killer they completely nuked on purpose?
Depends how strategic and intentional you believe the developers are with every little thing they do.
A lot of people in the thread have shared their opinion that they would not buy the skin because they don't like the killer. That's fair. But I don't think it's safe to assume that everyone with a debit or credit card feels the way we feel about Skull Merchant. If BHVR wanted to separate the noise from the news, it makes sense they could release a cosmetic for a killer that people largely don't like. It would be very valuable data to have to collect a general baseline for how much money you can make from something disliked. Maybe all you need to have good sales on a cosmetic is for it to be a good cosmetic. We will never see their cosmetic sales data, but little pieces can tell little stories over time. Problem is it's too easy to read too much into things that might not be there.
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@Jarred2504 said:
Alright so after being in the game since near launch The Nightmare aka Freddy Krueger finally got buffed, now time for another one long overdo.
The Executioner is a very tough killer yes but there some things that make him somewhat impractical features to his abilities and add-ons, his 2 ultra rare add-ons are almost useless with Obsidian Goblet kind of decent but it really is on that line between useful and bad.
Main issue is survivors shouldn't be able to crouch to avoid being inflicted by torment when crouching through rite trails, that completely defeats the use of it and would make it be even more underpowered if more survivors knew of this trick, this needs to be patched or redone so any contact with rite trails inflicts torment and makes survivors scream.
Next is Punishment of the Damned should be buffed to be able to inflict torment as well when Rites of Judgment is at least 75% charged as currently it can be difficult to get survivors to walk into rite trails unless you are chasing them and if you use the cage than of course they lose the torment and the survivor rescuing them also loses torment (that should be removed to) POTD is basically a ranged Rites of Judgment trail so it make sense to be able to also inflict torment and it be more rewarding given how easy it can be to dodge.
Main issue is survivors shouldn't be able to crouch to avoid being inflicted by torment when crouching through rite trails, that completely defeats the use of it and would make it be even more underpowered if more survivors knew of this trick, this needs to be patched or redone so any contact with rite trails inflicts tormentYes! The trails literally go away over time. It makes half his power useless. There does not need to be counterplay for everything.
… and makes survivors scream.That might be a bit much.
Next is Punishment of the Damned should be buffed to be able to inflict torment as well when Rites of Judgement is at least 75% charged as currently it can be difficult to get survivors to walk into rite trails unless you are chasing them and if you use the cage than of course they lose the torment and the survivor rescuing them also loses torment (that should be removed to) POTD is basically a ranged Rites of Judgment trail so it make sense to be able to also inflict torment and it be more rewarding given how easy it can be to dodge.Not that long ago there was a PTB similar to this where we learned this idea cannot, in any way, be implemented into the game. I'm sorry to write that, because you put a lot of time and energy into your post, but the PTB where he inflicted torment on M1 went so bad. Giving him the ability to do the same thing on M2 would replicate the same issue we saw before, at almost the same level. His power is too strong for him to "confirm" trail on another survivor. Survivors must be punished for bad movement for it to be fair.
The current problem is that his trails expire way too quickly, so everyone on the entire planet plays him in the same exact way. And while it is fun, it's extremely boring because when you see a PH on sight, you immediately know how the entire match will go. There isn't much thought into what flavor of PH you are going to play against, you know the exact playstyle, the exact moves, and the exact counters that you specifically have to take against this one single playstyle that everyone runs. It's a stale, stale, stale, yucky feeling.
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@SoGo said:
Before you start assuming things, keep in mind I mean the ones marked with roman numerals, that only shuffle the map around.
They really, really suck.
First of all, they are yet another thing to learn (as if we didn't have enough maps to learn) and be confused by. I cannot tell Badham II from Badham IV and I don't think anyone does.
As if Badham wasn't enough, they added one to each MacMillan map, 2 to Ormond (so you won't see the new map even if you bring an offering) and one to each Yamaoka maps (even though they are fine).
My suggestion?
Remove Badham II - V and the new MacMillan, Ormond and Yamaoka variants.
Yes!!! I wrote about this in the most recent community survey. I'm glad to see other people feel the same way. Dead by Daylight feels so "same-y" and boring because of the variants. We have the Blue Woods, the Green Woods, the Orange Farm and 5 versions of Poop Preschool. I haven't played with the Realm Prevention System yet to have an opinion, but the game used to be very stale.
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I think it's important that you shared your opinion on the forums and let your voice be heard.
I am not sure how I would implement and package this idea if I were BHVR through. Everything they do is examined closely.
If this were brought up at a DBD board meeting, I feel like someone at the table would say "We have dealt with enough controversy this quarter. Implement safe changes ONLY." I can already imagine all the content creators complaining about this on YT.
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@Grigerbest said:
The very core "issue" of DBD - this game doesn't have any worth competitors of the genre. If there was a game that is nearly as good as DBD (threatens DBD to withdraw\steal players) - watch how immediately the developers are working numerous times better.
The lack of competitors usually being "greeted" by lazyness, and lack of desire to try better\be better.
The quality of the game would've been MUCH better if the game were having any competitors that threatens to withdraw a playerbase.
I've said nothing new btw, DBD was not having any worthwhile competitors since the very 2016.
I would like to hope that the people BHVR employs has a desire to make a quality product … without being threatened to do it. I know that Dead by Daylight is ultimately a business — but we have to acknowledge the impact we have on the final product too. In my head, it feels like the community already has their foot on BHVR's neck. Nothing they have done suggests they are in a power position. The other day they made changes to a perk that nobody plays and got laughed at on every single social media platform.
Over the course of the last month ALONE, BHVR had to deal with …
- … the most recent chapter being considered a failure on release due to technical glitches.
- … being accused of bait-and-switch predatory tactics for how Skull Merchant was nerfed.
- … a popular community creator inciting thousands of privacy support tickets to be opened to determine MMR data.
- … being accused of having little knowledge about how the game actually works and actually plays on a daily basis.
- … ongoing DC/hook suicide epidemic, ongoing performance issues, an entire black market of cheaters with affiliate codes.
- … the Sadako/Alien chest issue, which was considered not to be a problem.
I think JCglitchmaster's Sadako video series is a good reflection of this. You get the message immediately from the video titles.
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@Senaxu said:
I don't know what you're dreaming about, but dead by daylight still doesn't have server side validation.Bans happen based on a manual reporting process (ticket and evidence)
This is the sober statement and a fact.
Priority is elsewhere (skins, DLC's), topics that inc revenueYou're really telling me that DBD has the Easy anti-cheat program, and that program can't search for known malicious file hashes?
I know that file hashes are very flimsy because one change to a program changes the entire hash — but it's still a detection method.
If you are correct, it really says something when the crappy tools I have at my normal job do way more than what DBD can do.
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877766#Comment_3877766
Duration and more charges is all I can think of
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877768#Comment_3877768
Maybe an iri could take a picture of the survivor and create a static copy the person who took the picture can place somewhere, like as a decoy.
I really like your idea of using add-ons to add new functions to the camera. I did not think of that, but I like those ideas a lot.
Before I went to bed last night, I was only thinking of the Camera as an item where you could take a picture of a survivor to copy their build, or take a picture of the killer for a very large bloodpoint bonus if you survive the Trial with the camera still equipped. Important Note: Taking a picture of the killer with the camera does not blind or stun them. The camera must use the flash setting.
More thoughts I've had since waking up this morning:
New Tomb Challenge 1: Scrapbook - Take a picture of 5 survivors.
New Tomb Challenge 2: Shutterbug - Take a picture of the Killer and survive the trial.
Licensed Character Tie-In: Frank West, Photojournalist from Dead Rising (Capcom).
- Perk: Combat Correspondent ("I've covered wars, you know.")
- Perk: Primal Hunger (DR1 ending reference AND Frank literally became a Zombie in later entries in the series.)
- Frank would be a survivor only chapter. Carlito, The One Note Psychopaths, and the US Military don't translate as well.
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@crogers271 said:
Sounds like a fun idea, but:
1: Technical aspect, there are lots of perks with charges and time. If I snap a picture of someone with off the record, I have to be hook, hit, and use the perk in 60 seconds for it to have any value. If I get a perk with charges do I get it with the charges they have, or whatever the perk would have started with?
2: I hate to be the guy (I really do because I hate when this is used as an argument for everything), but I feel like there are probably SWFs out there that this would be insanely strong on. Passing around shoulder the burden, being able to pass the anti-tunnel build to the person actually being tunneled, etc.
3: In soloq this feels like throwing. I imagine a week of soloq disaster as survivors just run around copying builds and not doing objectives.
I feel like a 'chaos plus' mode where perks change during the course of the match would be a better idea for mid match craziness.
There’s nothing wrong with sharing your input and opinion. We are on the same team. 😊
1: I personally believe the camera should copy what the other survivor sees on their screen, which would include any charges they have acquired. The inherent balance of getting to change your build mid-match for a short period of time is that you do not know what you are going to get. Having an item like this in the game encourages perk diversity – otherwise a survivor brought in an item that produces no value.
2: You are correct. By introducing an item that allows survivors to change their build mid-match, BHVR is increasing the skill ceiling of Survivors. Anything that increases the Survivor skill ceiling would be a buff to SWF, as they can more reliably execute the purpose of any item more than a SoloQ survivor would.
Where we disagree is on how impactful the change would become. A survivor that chooses the Camera is still a survivor that is not bringing a Medkit or a Toolbox into the match. If added into circulation, the Camera would be another item that reduces the chance an injured survivor gets a Medkit. There is a lot of value and risk in using the camera. For most players, they do not know what they are going to get. For experienced players, including SWF, it could allow for skilled plays to turn the tides.
Using the camera does not reduce the inherent risk from perks that are passed around. Anyone who uses STB is still exposed and goes down in one hit. Even in a SWF, being forced to immediately change your playstyle to meet the demands of the situation requires skill, effort, and knowledge expression.
3: You are describing a valid point on why the Camera is inherently balanced and should be added. 😊
4: I hope BHVR read what you wrote and includes it in the next variation of Chaos Shuffle. I hope you also write a post in Feedback and Suggestions about your idea. When I think of the word Chaos and the word Shuffle – having your build change every 60 seconds sounds very chaotic and very shuffle.
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@Senaxu said:
There is no cheat proection in DBD. So the “arms race” point is no factor at all.
Don't try to understand a cheater/hacker either. Apparently something went wrong in their RL.
In the end they only harm themselves.I'm not sure how their products work, but at least at my job, I can block behavior by file hash.
If they get the file hash from the official program, they could use it to identify rulebreakers.
But, hash values change very easily and very frequently — so it would have to be a preemptive strike.
At the very least I think BHVR can afford $5 on the expense report and justify someone digging into it.
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I posted in the wrong section but I am unable to move it. I am sorry for the trouble.
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@Tamo said:
This is genuinely so sick. Best one in a little while, so much to like, so much to be happy about, genuinely so cool. Love the red not blue deep rift, not super ecstatic about all characters involved but I'm not arguing with how cool it all is still. Nice job BHVR, on that at least. 👀
At a certain point in real life, I looked at my closet and I got tired of how many black shirts I owned. It's good to introduce variety. If Deep Rift is the same color of cobalt blue, it's difficult to make multiple outfits for a character. By choosing alternative colors instead, the value of Deep Rift is kept without becoming stale.
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These zero-gravity straps are so unserious. It makes me chuckle every time I see it now. Dead by Daylight embracing Pay To Lose skins keeps gameplay interesting. I can't wait to see someone try to hide with it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877238#Comment_3877238
BHVR should nerf all of the perks that encourage survivors to have a selfish playstyle, where the survivor decides before the match has even started, that their strategy is to wait for the other survivors to die, so they can use their "last man standing" perks.
And the Steam description should be reworded, because it should be considered unsportsmanlike sandbagging, when a survivor decides, before the match has even started, that their priority is their teammates dying.
Perspective is very important. Do you really think BHVR sat down and intentionally designed a perk for players to sit in the corner and ignore the entire match? The storefront description was probably written years ago and hasn't been touched since launch. What reason would they have to edit the storefront page for the base game? New content is delivered to the game through Chapters. I genuinely believe that BHVR's reaction to seeing the store page used as an argument earlier today was "Oh, that's on there? Hmm. Interesting. Didn't know that."
It's more likely that they had a specific use case in mind when designing the Sole Survivor. Most games end with one player alive at the end. Giving that player options and utility gives room for a niche perk. The low perk utilization rate is an indicator that we are spending a lot of time and effort today balancing a low priority issue.
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@100PercentBPMain said:
One of my swf members is a dedicated Quentin main who rocks Wake Up religiously. So i can confirm that at least one human runs it and will miss it. Poor Quentins can't have anything nice
I’m really glad that BHVR is spending time to make sure your friend and the other 4 people that use trash perks behind a paywall have a reason to smile tomorrow instead of addressing real problems that cause people to quit the game.
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@UndeddJester said:
I think that's actually a pretty sound suggestion.
Even just psychologically, having that extra button press makes it a bit of a pain to do, and if you showed the DC penalty they'd acrue as well that's a natural way to incentivise players to keep playing...
All we need is a solution to SoH and we're set.
I am sorry about double-posting, but re-reading your post with something to drink has made me think.
You know how the number of bloodpoints goes up at the end of a match? People who DC should experience the reverse. Imagine if BHVR went to the nearest college and got some unpaid internships from students in the Spring semester — and had them make a carbon copy of the special end screen for disconnections where bloodpoints count down to 0 instead of counting up. It would begin by showing the number of bloodpoints earned by the survivor. And they would have to watch it reduce to 0 before moving on.
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@bdonqwe said:
This is kind of an over-debated topic, but I have a simple idea to help reduce DCs (that I feel like at ton of ppl have already thought of tbh).
I think that adding a pop up confirmation window after hitting the leave match button would reduce DCs by a significant margin. If someone is dcing from a game, it's because they're letting their emotions overwhelm them, and giving this small second of 'Are you sure you want to DC?' can be just enough time to calm down a bit. Plus, it's a pretty unobtrusive thing to add. The pop up could warn the player about the loss of blood points and challenge progression, and maybe even show the DC penalty they'd incur if they decide to quit, but that's all just extra. <3
I know this mock-up doesn't look visually attractive — but I think it expresses the concept behind the design well enough.
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@ReverseVelocity said:
The amount of swastikas and slurs you'd see… please god no.
My thought process here is that this is something I really want. So I am seriously willing to spend $40 USD on it.
And there would naturally be a report system … which would be funded by the high entry price.
Violations would disable access to the feature, leading to self-regulation for a majority of the community.
I think the positives greatly outweigh the potential for negatives here. I am a normal player that likes the game a lot. It would be really cool to use the in-game DBD custom badge creator so I can participate in next year's cosmetic design competition. I'm not an artist, but I think I could make a cool design if I had something in game to do it.
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@xCakeStick said:
It's as if since the new years started everybody's new year resolution is to use all their map offerings! Like, I am against map offerings, I still play against it it's not like I disconnect or give up, but I feel like they just be reworked a bit at this point. It's getting boring, as I'd like to use some of my blood points offerings. Could be a regional or an MMR thing, but it's getting irritating now. As If I do use blood points offerings I face multiple offerings, or the offering of either AutoHaven and MacMillian… Screenshot from my last game:
https://us.v-cdn.net/6030815/uploads/FI8BGD3V8JEB/20250127011632-1.jpg
I think it is very important for all of us to remember that BHVR has changed their design philosophy and the past 2 events had event-only offerings that can not be used after the event ends. A lot of players have been spending bloodpoints on things they can no longer use once the event ends. The last event that had a universal 10X% bloodpoint increase offering was LAST SUMMER. Anyone who plays the game frequently has already run out of cakes. Nobody uses the yellow and green bloodpoint offerings because the effect is so minimal you might as well not bother. I have a P100—I am out of BPS and I barely have any green envelopes left. Imagine the normal players. Most of the offerings have no gameplay impact or purpose unless combined together in a SWF. This leads to map offering after offering.
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@HamsterEnjoyer said:
I was just wondering if we'd be seeing any updates on updating the cosmetics in game that have issues anytime soon. I know theres a LOT of cosmetic bugs but will we see things like hair, seams, skin textures, and such be improved upon?
Further more, will we see updates on any of the low quality cosmetics? After Junji Ito's reaction to the survivor cosmetics I think that should be a wakeup call..Further more, will we see updates on any of the low quality cosmetics? After Junji Ito's reaction to the survivor cosmetics I think that should be a wakeup call..Can you help me understand what you mean? I went searching for his reaction, but I found marketing material where it looks like BHVR sat Junji Ito down and had him play a few matches for content. The closest I've found to a complaint is that he considered the clothes "flashy" for a game about hiding from the killer. Did he walk back what he said on camera after the video was filmed?
I am not allowed to link to Reddit on the forums, but on R/Junjito there is a post called Junji Ito reacts to and plays the new skins made with Dead by Daylight that has the video I am talking about.


