Avatar

albertoplus

albertoplus

About

Username
albertoplus
Joined
Visits
4,284
Last Active

Comments

  • The only problem i have with flashlights is that when you pick a survivor, you can just try to counter a possible blind by picking the survivor facing a wall, but that doesn't happen when breaking pallets for example. It has absolutely no counter.

    And no, "bruh dont break it!" is not a valid counter.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733810#Comment_3733810

    Problem with making this ability able to hit while crouched is it basically becomes a better Artist Crows. Vecna would literally just be a better Artist, with map mobility and far more versatile anti loop.

    Artist can totally secure hits at any loop without needing pallets or windows by placing a crow and making the survivor to chose into going into the crow or Artist herself. Even if Vecna FotD wasn't crouchable is still dodgeable due to the tiny hitbox the skeletons have.

  • I still dont have a solid opinion on FotD.

    The cast time after the buffs is sure fast as hell. Do it when you are near the survivor (or even better if they cannot see you due to a wall) and its incredibly hard to counter. It also can lead to hits on some pallets/windows if you do it well enough.

    But on the other hand, still crouchable… i mean, why, really? Why Huntress, Trickster, Pyramid Head, Nemesis, Alien, etc (all the killers with ranged/semi-ranged attacks) can use them freely and having counterplay but not completely negated by crouching but Vecna is crouchable? Is this spell's "only" job to lead to M1 hits?

    If the attack had like, enormous hitbox or was extremely hard to dodge it, it could maybe be more reasonable. But the attack hitbox is still tiny and once the skeletons start going seems to be easy as hell to dodge even without crouching. Bonus points if the survivor has the item to counter it.

    The buffs were really appreciated, i am actually start getting hits right now, not like in PTB, but i still need to play more games to have a solid opinion..

  • I remember back when he was grabbing people after they vaulted the pallet/window, and they said that shouldnt be happening, so they did change it to the "slap" and they made it very difficult to hit them in vault animation anyways, because now they need to be hit at the moment they start the animation. If they are mid animation you will not hit them anymore.

    Which is a bit weird, because literally his M1 or most killer powers let them hit the survivors mid-vault animation the same way as their M1, even when the animation has ended but they are still in front of the window for example. With Wesker for some reason they though that it should not be possible at all, you should only hit them when they just start the animation, if 0.3 seconds have passed then you cant hit them anymore.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731636#Comment_3731636

    Simply rewarding killers for not tunneling isn't enough. Killers will still tunnel because it's the easy way out. Tunneling and camping also need to be nerfed to not be such effective strategies anymore, there is no other way around it.

    Even during the Eruption meta, where killers definitely didn't need to tunnel, there were still enough tunneling and camping killers.

    And to be honest, I still believe, even as a killer main myself, that at the moment you really don't need to tunnel and camp, even against really good survivors.

    Eruption had not much to do with tunneling tho? You kicked the gens and down anyone, the gens explode. Tunneling just made that even easier. Thats why i think there is a need to reward killers for going against multiple people. Doesnt matter if there are times where some killer perks are strong and favour them a lot, tunneling will make those times even easier for them.

    But what on those two situation i did describe on my last comment tho?

    If no one is killed and there is only one gen left, for sure you can maybe still win without tunneling someone out, but you are giving survivors an advantage on purpose on that situation, as in the best case scenario one will be hooked, other unhooking, other being chased and the last one will be on the last gen, making it almost impossible to defend it.

    And what on the other situation, if you just go into a chase with someone and other survivor gets unhooked, you hook the survivor you are chasing, go patrol gens, find the one who got unhooked, down him and get DS if you pick him? You were fore sure not tunneling at all.

    I mean yes you can just slug the survivor just in case, but the question is, why you should do it? Why you have to respect an "anti tunnel" perk when you are not tunneling at all?

  • Its true that 3 seconds DS was not doing much most of the time honestly. The problem with DS is that is still another "band-aid solution perk" to a much deeper problem.

    Tunneling seems to be the best strat a lot of times, because getting someone out fast is better than trying to spread hooks and shooting yourself in the leg as the killer. Maybe its about time to try and reward the killers for spreading hooks instead of punishing them for tunneling. Because there are times where they shouldnt actually be punished for tunneling:

    • Times where tunneling is just an absolute need, like gens start getting done fast and no one is dead. Not getting someone out of the game fast on this moment is like putting a "Mr Nice hat" on you and giving survivors an advantage on purpose.
    • Times where the game sees that you are tunneling where you actually were not. Like, someone gets unhooked, you are in a chase with another survivor. You down him and hook him. You leave the place and find the one that got unhooked and down him. You pick him and you get DS'd. Like, you were absolutely not tunneling, why you should eat a DS?

    Stop punishing killers for tunneling/camping and just reward them for not doing so. Make them want to go fast af into chase another survivor instead of trying to get someone out fast as hell.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415707/so-is-vecnas-spell-collision-intentional

    I don’t see why it should be removed considering Michael has been able to use stalk to walk through survivors for several years now.

    I think the problem was that Vecna could totally ignore bodyblocks while chasing survivors, as when he is swapping between spells iirc he doesn't get slowed at all (he only got slowed once he started charging a spell) and still lost collision but Myers moves as a turtle, so it cannot be used in the same way.

  • @ad19970 said:

    I really do think most changes that Vecna is receiving are fantastic. All 4 abilities are looking very good now, and Vecna looks like he will be powerful but generally balanced.

    The only buff I am somewhat concerned about is the Mage Hand buff. Being slowed down by so much less might be too strong. In a patch that is removing Chucky's guaranteed hit potential, it is surprising that BHVR chose to increase the movement speed during Mage Hand's slowdown by so much, risking the issue of free hits being an issue with Mage Hand instead. Of course it's too early to tell yet, we'll have to wait and see how Mage Hand performs, but I do think this buff is quite dangerous. At least survivors can predrop pallets to counterplay Mage Hand, but I am still concerned.

    And the same to a lesser extent goes for Flight of the Damned as well.

    Other than that though these buffs look fantastic. And I can't wait to play Vecna when he finally releases on monday.

    Holy- i did actually answer on this post but i didnt see it was actually yours. I kinda miss our Mage Hand discussions…

    Ah wait. It wasnt yours i think, two posts just got merged?

  • I absolutely loved every single Vecna's buff, but i'm also kinda concerned about the Flight of the Damned being crouchable and useless on 70% of the situations.

    However, the cast time reduction from 1 second to 0.5 is definetly notable. We will see..

  • @Jovanesco said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729605#Comment_3729605

    That's not a meme perk. Imagine as a killer you have a perk that autosabotage hooks. That's just straight up dumb isn't it? Then we will be telling you you're the problem for taking the game too seriously.

    If i'm not mistaken when the perk was getting buffed some time ago, on a QA i think, the devs compared that perk to the addon that every killer has that is "meme" (like the one from Billy which makes your power not down survivors, or the Wraith one that makes you have terror radius even while invisible) and wanted to mantain that perk as something similar as the killers have with the addons (cant remember the QA tho…), so they buffed it but kept the wounded and broken effect.

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720854#Comment_3720854

    If hatch offered zero points the pursuing it would be pointless the minute a person or even two died the remaining players would just AFK near hooks and the game would end. The potential of getting points for a lost game keeps the game going and interesting to the survivors and the killer.

    This is the issue with slugging for the 4 kill as that strategy becomes more common survivors are more likely just going to give up as the game win potential reaches 0. Or worse they will see the writing on the wall and think their time being used to waste the killers time is a good trade. As I've watched survivors during a slugging at two scenarios wait till full bleed out then hide during end game collapse just wasting every second which realistically could have been used to play almost a whole second game...

    TLDR: hatch keeps players playing the match even when winning is unlikely, circumventing it just makes players give up early or intentionally punish killers by wasting time and vice versa

    TLDR: hatch keeps players playing the match even when winning is unlikely, circumventing it just makes players give up early or intentionally punish killers by wasting time and vice versa

    I totally disagree with this. What happens in most of my games is that when only two of them are alive and is impossible to win by repairing gens, both just hide and try to get the other one found and killed first so they can get hatch.

    So i do think it would totally be the same if no hatch was involved, but at least it would not be RNG.

  • What i dont get is why it doesnt just wound instantly when he is tier 3.

    I can get a point below that tier because he is upgrading his power and getting benefits in the future with every hit. But on Level 3? He just doesn't gain anything anymore. He is just giving survivors movement speeds because "reasons".

    Feels bad to be on the stage where Nemesis is supposed to be the most powerful and sometimes still prefer to not even using his power at all because it makes the survivor actuallty get more distance than just M1 him.

  • @BugReporterOnly said:

    They will get downwd and bleed out and be useless anyway. Removing it will just make it so they will run into the killer and not allow anypne to heal them. Seen this happen also they gerif and throw as many pallets as they can. They need to address the killers tunneling off hook and proxy camping the hook with their powe and the anti 3 gen ( I know has nothing to do with this but I feel the same with this )

    I know, thats why i said "its a start", i know its not going to solve everything.. i just think that the 4% chance of unhooking yourself should not exist anyways, as those things can sometimes carry you, and even if the percentaje is so low, it can still happen.

    But about the tunneling/camping, i know its always a hot topic, but i never see people mentioning one thing: there are times where you absolutely need to tunnel someone out asap. I see everyone wanting the tunneling or camping removed (and i understand why) but sometimes is just necessary to do it.

    And no, of course im not talking about the "tunneling at 5 gen", but if gens starts getting done fast and everyone is still alive, if you dont kill someone fast you are just usually shooting yourself at the leg as a killer.

  • At the very least the posibility to unhook yourself by chance needs to be removed.

    • 4% is still 4% that can win or lose a game for the killer
    • It will remove the posibility or someone just killing themselves faster
    • Perks like deliverance can still work

    At least its a start.

  • @Alen_Starkly said:

    (4)

    Resident Evil survivors

    At the release, the faces of Jill, Claire & Chris were not true to the original. After some time, BHVR has adjusted Jill's and Claire's face, to much more closely resemble the original faces (from RE games).

    Guess who still doesn't have his face adjusted: Chris Redfield. A male survivor. And he doesn't have his iconic BSAA outfit, for some reason. When can we expect Chris Redfield to have his face adjusted to look like his RE 5 self? And when can we expect his RE 5 outfit on him? (currently, the outfit is only worn by Felix Richter)

    Fun fact about Chris: he was teased to be the RE1 version in the very first trailer he did appear with Jill, Leon, Claire and Nemesis.

    Untitled Image

    But for some reason and without saying a word, on live we got the body of RE1 Chris (less buff than his RE5 version, with his STARS outfit) but with the face like his RE5 version. I literally never understood why they did this without even saying a word…

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722047#Comment_3722047

    I mean, you're free to do it, it's just people will call you wrong, so. Go ahead.

    Also kinda minor thing but still something i did notice. When survivors escape (or win, call it as you want) they are more prone to say "gg" rather than when they die (or lose), and im only counting the ones who stay in the post-game chat after dying of course, not the ones who leave to start another game.

    Kinda curious, but when survivor gets hatch they also tend to say "gg" most of the time, same as when they escape. As i said just a minor observation but still interesting.

    So yeah, i'm pretty sure that the people who think that is not a win for them are just a vocal minority here. Most of the people in-game seem to think of it as an actual win.

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721671#Comment_3721671

    I don't see why we're basing wins off score events. You mean the same score events that gives you more points for reverse bear trapping a survivor than hooking them? Those same score events that reward you more for BOONING A TOTEM than sacrificing a survivor? Those score events, that should be buffed because they're inconsistent?

    Also, no one's denying hatch is an escape… Obviously…? We're talking if hatch is a WIN. Well, you were, at least. I think you forgot your whole point 😅

    I agree about the inconsistency of the score points actually.

    But anyways, as i said earlier, in the post-game screen it shows as if the survivor escaped. There's no different icon for the hatch, just the same one as the escaping and the survivor gets rewarded, that is an undeniable fact.

    Even if people don't want to call it a "lose" or a "win", there are far more points that show it more as a "win" instead of a "lose" or a "tie". I always have seen like that since i started playing in the early days, and when i see people saying that is not a "win" i'm always like "Are they blind or something?!".

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720835#Comment_3720835

    points = win? 😜i guess me cleansing 5 dull totems makes me a massive winner.

    Cmon my guy, you know as much as me that literally nothing in this game gives 2500 points or more in an instant outside of escaping the trial or some event scores from events like Halloween or others. Also, in the post-game screen it literally shows as if the survivor escaped.

    Hatch = Escape. The game counts it as an escape.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720835#Comment_3720835

    People say that because it's what the devs have said. They said the game considers hatch null and void, and doesn't see it as an escape. When they release official kill/escape rates, hatch isnt counted at all. You get points for alot of things in the game, so not sure why hatch would be any different. And obviously the killer doesn't get points for a kill that didn't happen. But ultimately, most hatch escapes happen once 3 people are dead, ie the killer has won the game at that point

    But if it is counted as "void" or "null", why is the survivor getting points? Why is the killer not getting points, same as the survivor?

    That is something i do not understand. If it is "void" then one of two things should happen:

    • The survivor gets escape points, the killer gets the same points
    • The survivor does not get any points, the killer does not either

    If the hatch is rewarding the survivor with lot of points (again, i know that 2500 are much less than escaping through the gates, but is still a lot) and the killer does get nothing, then the hatch totally counts as an escape for the survivor.

    I actually agree that should be a real "null", so either remove the survivor points or give the killer the same points. After all hatch is purely "RNG" unless some offerings are in place, so i think it makes sense.

    Also, fun fact, its RNG for both sides but survivor gets 2500 points for finding it (and escaping of course) but the killer gets a mere 250 for finding it (and closing it), so the reward for the RNG clearly favors survivor. It is clearly counting as a escape for the game.

  • Kinda interesting to still see people saying "hatch is not a win" while the game gives points to the survivor who escapes (less than escaping through the gates, but still) and denies the sacrifice points the killer would have.

    The game treats hatch escape as a win.

  • Seeing both the cape and the shape of his hair in the teaser, im pretty sure its Symphony of the Night Dracula.

  • Yes, you are not the only one.

    A lot, and i mean, a lot of times i predict a pallet drop, i go some steps back, i am like 1 meter from the pallet already waiting for the survivor to drop it…and i get stunned.

    For some reason the hitbox the killers have its a lot bigger than it seems, it should be fixed.

  • The killers have the rights to chose to kill all 4 survivors instead of 3 and should not be judged for that. And by doing so it actually awards with more bloodpoints, there are no extra bloodpoints for the killer when the survivor escapes through the hatch, so the "getting 3k is exactly the same as getting 4k as the killer" is just a blatant lie.

    If anything blame BHVR for encouraging the slug to not let anyone escape through the hatch. If hatch is not removed, then i agree that should be a mechanic where the survivor gives up and dies at the ground if that makes the hatch appear.

    And keep in mind that im one of those killers that let the 4th survivor go on the hatch a lot of times, but that's on me and i'm not a "better" killer by doing that.

  • @CarlAlc7 said:

    Maybe Wesker just isn't for you. Have you tried maining another killer to see if you get better results with them instead ?

    I mean, i really kinda have fun with Wesker, just it feels he has so much counterplay by both the survivors and the environment itself, like hitting with his power is more like the survivor doing bad rather than you doing well.

    And yeah i have been playing some killers since 2016. Myers, Pyramid Head, Nemesis, Wesker, The Knight, Alien and Chucky are the ones who i play the most. As i said i consider Wesker fun, just not much rewarding by how difficult is to hit his power "when" the loops already let you use it.

  • First of all, thanks for all the responses. I have 3k hours and even if i main Wesker i know i am not the best Wesker around.

    But what bugs me is why i never see him do well on those tournaments where a lot of high-level players compete. As i said i even see people play low-tier killers and do decently, but every Wesker i see is stomped. Hell even streamers like Otz who has a lot of game knowledge and knows how to play killer and can do just very good or at least decently with any killer (even if he is of course better with some killers) i see him failing a lot while playing Wesker.

    Also, another thing that bugs me, people always call Wesker "balanced" but also said the same about Demo, calling him a balanced killer. Why then on every tier list Wesker is placed much higer than Demo? If Wesker is very good, then doesnt also mean that Demo is also very good killer?

  • What should be done is to take a look at the times when tunneling is actually needed before buffing perks like OTR (long time ago) or DS. If you have only 2 hooks and 1 gen remaining, you 200% need to take someone out fast as hell.

    And no, please, dont bring the "just play better bro/you should just have played better". If you bring that argument then just remove DS/OTR/Anti-camp mechanic/Basekit BT and lets just say "just play better, if the killer never downs you then you will never get camped/tunneled".

    There are moments where tunneling is needed and BHVR have said its a valid strategy, same as camping or slugging. By just wearing the "Mr Nice Guy hat" and spreading every hook you are just shooting yourself in the leg as the killer and making your own game worse.

  • @Moonras2 said:

    It would have to come with something to prevent killers from holding the gates. For the occasion where you get two gates close together. Trapper or any mobility killer could just keep them regressing.

    Make it regress if they are 2 or more survivors.

    If there is one survivor, gates don't regress.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715777#Comment_3715777

    Endurance doesn't stack.

    Exhaustion prevents the use of other perks entirely.

    Neither of these mechanics have a similar analogue for killer perks. It's even been proposed on this forum that maybe the devs should consider that a gen already regressing can't get hit by instant chunk regression a second time (surge, pain res, for example). That would be similar to exhaustion, but I'll emphasize that such a thing isn't currently in the game.

    Counterargument for the exhaustion part:

    Pop and Pain res are the two most gen regresion perks used, usually being both used at the same time. Fun fact: pain res not only makes pop worse as you cannot kick the same gen when it is regressing, but even if it stops regressing and you kick it, it will do far less regresion as Pop is % of actual regresion, not total. When it is said that "both are not good together" because of this, the answer usually is "imagine how damn good they are then".

    Same thing about exhaustion. Imagine how damn good perks like Adrenaline are, that they are even used with other Exhaustion perks.

  • I always find kinda interesting that people hate Knight while Artist does the same as him at loops but much better.

    Knight: Go into a loop - use power - survivor goes into next loop as soon as he sees you using it - you have no power in next loop

    Artist: Go into a loop - use power - survivor goes into next loop as soon as he sees you using it - use power again in next loop

    In both of them if you stay on the loop you get hit by the power anyways.

  • I remember a day yesterday where i hooked a Leon. After the hook, i went to check gens and other was being done, so i started the chase with the survivor on that gen.

    Leon got unhooked and fully healed while i was in the chase. I downed the survivor, hooked her and kicked the gen.

    Went again to check other gens and saw the same Leon. Started a chase with him and luckily i was able to down him pretty fast.

    So i grabbed him……and got DS'd in my face. Like, what? I did already chase another survivor, hooked her, Leon was fully healed at the meanwhile, and the game said "no no no you are tunneling my guy"??

    Add two more actions for DS deactivation: fully healed or another survivor hooked. If you got healed to full you arent getting tunneled. If the killer hooks other survivors he is not tunneling you. If needed, add some workaround in case the killer downs your unhooker while he is unhooks you, so he gets hooked and the killer instantly chases you again, like add 10-20 seconds "grace period" when if the killer hooks another survivor, DS is still activated, but on that time i was surely NOT tunneling Leon and i didnt deserve to get DSd.

  • @jesterkind said:

    Not for the better, I don't think.

    While both sides would lose some strong tools, neither side would lose their equivalent of the other side's lost options, so those things would just get dramatically stronger.

    Without regression, toolboxes become even more OP. Without Exhaustion, any chase perks become even stronger, comparatively.

    Also, losing Exhaustion specifically wouldn't be great for the game. They're an interesting design space and they allow for some slight control over what perks are paired together, like how Iron Will can't be used while Exhausted.

    I see a problem with exhaustion perks that is very similar to the gen regresion ones: no matter what to do, unless you make all of those kind of perks like, utterly terrible, they will always be there, no matter if you buff any other perks a lot.

    Sometimes i think that literally removing them would make balancing the chases/gen times a little easier.

    Right now i have the feeling that for example if gen times are balanced in general, with those gen regrestion perks they become unbalanced again, same happens with the chase time. If chase time would be balanced then having those exhaustion perks makes it unbalanced.

    Like, having those perks are "mandatory" if you wanna compete on high level.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601240#Comment_3601240

    What does even "P100 toxic abuser" mean? Make it make sense. I made a joke and you admitted it's true so keep dodging them lobbies maybe you'll get better at the game doing so! Anways I'll be disengaging since I don't want to muddy this discussion.

    With all my due respect, if you did read the post completely, you would have understand what i did mean.

    But, sure, lets finish this discussion as it is getting nowhere. Let's just agree to disagree.

  • I suppose this is the moment when i answer 🚨^^^^P100 TOXIC ABUSER SPOTTED^^^^🚨 also trying to be cool or something?

    Yes, i do sometimes lobby dodge when i see a P100. I assume you are saying that because i'm using some kind of cheat or-oh wait, the game itself gives you the option to dodge for a reason. Does using what the game gives to me a LoBbY DoDgEr? Is that some kind of title?

    Honestly, i kinda understand some people's points tho. If i had my easy games playing against people with far less skill than me, honestly i would also want to keep being able to do that. No jokes.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600735#Comment_3600735

    you're scared of prestige numbers and still think they mean something nearing 2024? haha.

    I mean, the "prestige numbers dont mean anything!!!" thing has been debunked already. On both the things I see in my own games and people that have posted actual stats.

    As you said, its almost 2024. It's about time to stop with this "P100 doesnt mean skill" non-sense.

    Also, why are people actually against those things like the option i did say? Everytime someone says that the prestige option should not be hidden or to be able to not play against those P100, everyone jumps onto him. If everyone knows that P100 doesnt mean anything, what harm is having it being shown in lobby or just to be able to avoid playing against them? No one would avoid those P100 right?

    Ah, but people want it hidden because people actually try to avoid them. Dunno why.

  • First, give me something in the options menu like "you will not be paired with survs/killers with more prestige than you most leveled up survivor/killer". I should be able to activate or deactivate that.

    Then yeah, you can hide the prestige.

  • @GensByDaylight said:

    You've been bumping this for half a year, they aren't going to respond.

    Probably my guy. But hey never lose hope i suppose.

  • Any news on this?

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530314#Comment_3530314

    You are so wrong I am so sorry. If I play my p100 Ada I am still the same player when I play my p3 Jeff. Not better, not worse. That’d mean now all Ellens are babies because everybody has her low prestige. It’s such an awful and naive take and I hope you drop that mindset that is most likely holding you back from enjoying the game more! Best of luck.

    That actually doesn't make any sense. If you have a P100 character it does mean you have tons of hours with him, no matter if you play another low character, you are already really skilled at the game.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530314#Comment_3530314

    I have more than 3k hours in this game and only have 1 character P100. My friend who was more efficient with their bloodpoints has about 900 hours and 3 characters P100 so far. Which one of us is more skillful?

    If your friend does not have 3 P100 because of anniversary event, he doesnt have 900 hours, he has much, much more.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530295#Comment_3530295

    What are you saying with that? Like it literally makes no sense, sorry. Prestige doesn't equal skill. Period. Just play the game and you will realize how much you slow yourself from enjoying it because you have a lot pre-judging mindset. Try to have fun, you will surprise yourself a lot!

    Prestige does mean skill, as i told earlier, and is just pure logic. More prestige = more hours spent playing = more skill, i don't know why people keep denying that.

    Also the people who went into lv 100 because anniversary event, are just a minority. Probably not even a 3% of the P100 population are because of the event.

    Edit: IF you are curious, here is the post i did talk about earlier:

    Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.
  • For me its fine if they want to hide it, just give me a slider of something that goes from my level to lv 100, so i can chose to not play vs people higher than my level.

    Then yeah i will be fine if they hide prestige levels.

  • The fun fact is someone did a reddit post that debunked the "prestige doesn't mean skill" and showed that the higer the prestige, the better the survivor was. Of course there were some cases where the survivor were not that good and that, but on most of the cases, the higher prestige players played much, much better than the lower ones.

    But anyways there didnt really need to be anything to debunk. More prestige = more BP spent = more hours spent in the game.

    Unless you say you are absolutely bad at the game and still have P100, which proves this point even further. If you are bad what do you mean? That you get pretty low BP on every game? Then the hours you have at the game are insanely high.

    So yeah, even when people dont want to admit it, its just logic. More prestige = more skill.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526592#Comment_3526592

    Dodging isn't fine. Let's say killers can choose to see who's in a SWF. Now let's say out of 100 killers, 93 of those choose to dodge. That leaves 7 killers for 372 Players. This increases queue times exponentially for SWFs who then move on to other games. This then increases queue times for everyone, and anyone who doesn't want to wait quits which then leaves the game with a significantly lower player count.

    I'd be fine with letting killers see who's in a SWF so long as killers can't choose to lobby dodge, and force-closing the application results in a 24 hour matchmaking ban. But you'd never go for that.

    The "Seeing swf in lobby would kill DbD because everyone will dodge" is a blatant lie that im surprised people are still using, as other games are here that let you know if you are against a premade group of teams and they are still healthy.

    Swap those numbers you have and they are probably much more close to the truth. Out of 100 killers, 93 of them would probably chose to play the game and 7 would dodge. That would be closer to reality.

  • Still not fixed.

  • Still not fixed by the patch notes.

  • Some questions have always arisen onto my head about the hatch...

    It doesn't count as a win for survivor, is something like "null". The survivor just gets awarded bloodpoints..

    If it doesnt count as a win, why it is giving BP to the survivor? Shouldnt it also give points to the killer then? A true "null" case would either give nothing or give bloodpoints to both sides. If it awards you for escaping through hatch and killers get nothing, it certainly counts a a "win" for the survivor and not as a "lose" or "null".

    It is not fair for the survivor to not have a chance to escape if he is the last one. Not fair to guarantee a 4k out of a 3k.

    Wonder what would happen if the killer was given something similar? Like, he had a bad game, and all the 4 survivors escape, but when the last one crosses the exit gates, there is like a 15% - 20% chance that he instantly dies. Of course that would count as "null", but still give 5k BP to the killer. Would the survivors be fine with that?

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485834#Comment_3485834

    We've had too many players on this very forum say they shop around seven, eight, even ten lobbies each time they queue up to pick their opponents.

    The most common defense of this they give is "SWF is completely unfair" so they use their own methods to sniff out teams and shop around. Dodging even once wreaks the MMR badly, leading to the backfilling nightmares complained about so much.

    This change would only increase the already very destructive dodging.

    Does dodging a lobby affect your mmr??

  • The fact that "those people will get always dodged" it's a myth. Would there be some dodges? Of course, but people says that "swf would never play a game" and that's a blatant lie. Like 1% of the community would dodge swf and the queue times would not change much. There are tons of people who just wouldn't care.

    Keep in mind that tons of people already know that a LOT of their games are against swf (2, 3 or 4 players), and those people keep playing the game. If they would dodge SWF they would just not play the game at all knowing that, but they keep playing.

    Hell, on other games you already know who is playing with friends (even using external sites) and the games are still running smoothly.

  • @Roaroftime said:

    k yh lets remove all exhaustion perks for in return the removal of all gen slowdown perks, because I don't like watching my gen progress go down when I've been sat on the same gen for >120 seconds sometimes

    I must be on the minority that thinks that the game without both gen regression and exhaustion perks would be far easier to balance.

1 … 5 6 7 8 9