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bm33

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  • @Wezqu said:

    Like also the fact is that I feel like the Very Rare rarity makes the cakes more likely to appear on bloodweb. My reasoning is because there is only about six Very Rare offerings on both sides. There is about 11 offerings on the common level so to me it makes it more likely to see the event offering to appear on the Very Rare offering slot on bloodweb than its chance to appear on the common offering slot because there is more possible offerings to appear on that Common slot than there is on the Very Rare one.

    Still it might get balanced by there being more common offering spot on bloodwebs but I don't have data on that.

    Previously cakes and event items were "event" rarity so the % chance for nodes on the bloodweb was separate from common rarity nodes even though they were same BP amount. Its how they were able to adjust the frequency of the event items/offerings appearing in the web.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093120#Comment_4093120

    So you are incapable then. Its fine, we know where your biases lie then.

    They are definitely pointing out their killer bias by prioritizing spending 400k BP on killer for cakes and 0 on survivor.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093128#Comment_4093128

    Just wanted to be clear that we are investigating bloodweb and Event Currency issues reported. Bloodweb errors may be resolved already.

    The cakes aren't a bloodweb bug to be investigated though. BHVR changed their classification from "event" (which was same as "common") to "very rare." This not only lessens the chance of them showing up but also makes them cost more BP. People saw leaks of this change to see it was a planned change rather than a bug that popped up. It kind of feels like people complained about event nodes on the bloodweb not showing up much last year so this year instead of making it feel better BHVR doubled down by making them very rare and also increased the cost. Just feels bad during what should be a milestone celebration.

  • @wesker_shades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092983#Comment_4092983

    It feels like a kick in the groin to be brutally honest. Paired with all of the bugs that has shown up today. Bloodweb not working properly, event currency goes missing, unlocked items disappearing from inventory, and so on.

    This whole start of the event has been a nightmare.

    I take long breaks from DBD, I come back for 2v8 and events if they seem worth my time. Current state of this event doesn't feel like it's worth logging into the game.

  • The made them "very rare" instead of "common" so they show up less and cost more.

  • I feel like they've handled a milestone anniversary very poorly. People were saying it felt lackluster a month ago but the response was "wait until the event." Now its the event and the main thing people look forward to is "very rare." It doesn't feel like a celebration.

  • @Mandy said:

    Thanks for posting here, we're checking on this now to see what the issue is! We'll let you know as soon as we hear something

    Should players with invalid code be sending tickets down or wait to see if its something BHVR can fix without a ticket? Don't want to add another ticket to the pile support has if it's not needed.

  • My code also says it's not valid.

  • Old devs McLean and Almo used to stream playing DBD fairly often. Peanits used to stream when he was a community manager. McLean and Peanits always seemed pretty happy to be involved with DBD.

  • Diablo 4 - They could have character skins, Maurice could be a horse cosmetic, Victor or mini Dwight could be a pet. They could make the undercity DBD themed for limited time where its gens or need to make dull totems a boon totem instead of lighting spirit beacons and boss at end is a DBD killer.

    Outlast Trials - Could have skins in an event catalogue with DBD theme. Trials could have fog variator and secondary objective to collect gen repair parts. All the trials for the events would be the ones that require gen activation.

    Phasmophobia - Could do an event similar to the Alan Wake event. It could take place on the camp maps. There could be totems to cleanse or gens to activate around the map for event points. Ghost forms could be DBD killers. Rewards could be survivor cosmetics.

    Powerwash Sim 2 - Could do several levels of cleaning main building/shack of different maps. The texts about why it's so dirty could vary from different killers or survivors.

    Houseflipper 2 - Renovate different main buildings/shacks on maps. One employing/giving description could be killer or survivor.

    I wouldn't mind seeing another DBD side mission in the upcoming Assassins Creed Hexe. The Oni one in Shadows was fun.

  • In one of their streams before release they answered a question about in game comms. They considered adding them but decided not to because people tend to choose a 3rd party comms with friends over in game comms, so to save time/resources they opted not to add it.

    In later Q&As the answer has basically been the same with the addition of it probably having more tickets go through support both from people who can't behave in voice chat and those who would file false reports. More tickets for support to go through and they'd need to listen to voice chat to see if rules were actually broken before deciding to take action.

    I do think a chat wheel should be added to the game. Have basic/common phrases like need help, going for hook, heal please, etc. Things that you don't get from a HUD.

  • Maybe I just had higher expectations for 10th anniversary but I agree it's felt very lackluster so far. I don't know about the event but the teasers have felt more dragged out than anything, especially the choice to do a 13 hour stare at cabin stream. I'm happy Jason is finally added but no map is a bummer. I think I was just expecting BHVR to do more with a license they've wanted for a decade. Teasing the survivor after the PTB with their perks just feels like filler until the patch drops, especially since we don't get the survivor until the end of the month. Personally I prefer seeing bits of the survivor and guessing what their perks will be based on their lore, getting the lore after the perks isn't as exciting.

    As for the event can't really say much yet, all we have is the name. I can say what I'm hoping for. I hope they came up with something both sides can enjoy and have fun playing. I hope they revert the decision from last year to have less event nodes in bloodwebs, especially when it comes to event offerings for survivor. I hope they make it so all survivors in the match earn event BP from finished gens like in the old Lunar New Year event, that way if a survivor gets chased off at 95% and another survivor finishes it the chased off survivor doesn't miss out. I hope they have more ways to earn event currency to unlock rewards, not just limit it to challenges. They could have it tied to emblems - bronze 1, gold 2, silver 3, iri 4 so max per match would be 16. It would be nice to not feel forced to complete challenges and have more options for event currency. I think if there's a challenge you're having trouble with it can make the event feel more grindy and frustrating than fun.

  • I noticed in 2v8 you have to wave at the bot to heal them if they start to run off, if not they'll go use a tonic a real person could've used. I'm guessing it's the way the devs chose to fix the complaints of bots being useless teabagging for a heal next to someone trying to fix a gen. It's either be obnoxious for heal or avoid heals, no in between.

  • @Mandy said:

    There are no plans to have live design changes during new content release - history has shown us that this is more problematic in getting feedback on new content as well as the changes.

    Does this mean a mid-chapter patch with DLC would not have any live design changes since it would be new content release?

  • Since 2v8 started I've wanted them to rotate in/out killers. Have 10 killer options each iteration and either keep the 5 free killers and rotate 5 dlc characters in/out each iteration or rotate in/out the 5 top picked killers. This would force a variety from iteration to iteration since just adding killers isn't working and buffing killers is more likely to turn away survivors making the killer waits worse.

    If they were to start rotating killers the first couple days will be the best for variety while people figure out strongest combos that will be seen for the remainder of that iteration. Even though would end up seeing strongest combos for rest of that iteration its better than just seeing the same combos in every iteration like we are now. It would solve the issue of conflicting killer status effects in HUD or items clogging the map since can rotate in/out those killers. Could also more easily avoid broken combos, can just make sure they don't appear in same iteration.

  • I had that happen with the Naughty Bear Trapper a few times last 2v8. Was hit/miss if the prompt would appear on the last survivor. I just stopped trying because it would look like I was being a bad sport walking on the survivor when I was trying to get the prompt.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079017#Comment_4079017

    oookay i get it 😅

    but still … the doggo?? (Which would be a too obvious teaser and way too far ahead for the anniversary)


    yeah okay.

    Oh I'm not saying its not TLOU, just I wouldn't be using that date being circled as a clue when its the anniversary day for DBD. It's a coincidence rather than clue.

  • @Mooks said:

    June 14th is circled red and all other Dates are yellow.
    And since this year that falls on a Sunday, its unlikely related to new announcements or anything like that.

    interestingly, June 14th 2013 was the Release of the original The Last of Us Game on PlayStation. And we have seen the dog in one of the dev streams that is speculated to be a hint for TLOU as well.

    June 14 2016 is the official release date for DBD, it's the actual anniversary date.

  • In TCM if you blocked someone you could get matched with them BUT when they entered the lobby a pop up would appear saying "There is a player you blocked in this lobby, would you like to leave?" So you had the option to leave or stay and play the match with them. I loved it because it made matches feel alot better. For such a small player base, especially compared to DBD, the amount of times I actually ran into those players again and had the pop up was pretty rare. The only queue issue I had was backfill bug they never fixed, outside that finding and filling a lobby wasn't a problem.

  • 19e19a8cb1463-screenshotUrl.jpg

    The Pyramid head cage aura in this looks more like a glitch rather than a cage. Killer aura is nearly non existent. Both used to be way more defined and easier to see.

  • Usually when countries are excluded it's due to the give away laws in each country. BHVR is in Quebec and anyone living in that province is excluded due to the specific give away laws in that province. It sucks but this is a case where it's out of BHVRs hands.

  • The point is to fill the side that has a low player count in the mode you're waiting in. If 1v4 has a low survivor count going to 2v8 survivor while you wait in a 1v4 killer queue isn't helping the 1v4 survivor count that requires play while you wait. Same applies for waiting in a 2v8 killer queue but playing 1v4 survivor.

  • I am having a ton of trouble seeing the cage auras in 2v8. I feel like I'm just spinning my camera a bunch trying to see where 1 is across the map. It wasn't a problem in the previous 2v8s.

  • I had this happen to me last 2v8 by a random Steve. Had random teammates waving at him to move but he wouldn't until I reached 2nd state. The other survivors immediately rescued me when he left but by that point the killers had made their way over so it was RIP for me.

    I think instead of requiring an anti-camp bar to fill up they should allow the caged survivor to move after 20 seconds to avoid situations like this. Or make cages like hooks where a rescue can happen from multiple sides.

  • At this point in the DBD lifespan I don't think its going to cull players but I don't think it's going to draw back old players or draw in new players. It's going to create a stronger meta which usually isn't a draw for the casual or returning players.

    I think the majority that play 1v4 regularly will continue to play 1v4 regularly. I have a feeling it'll probably be another change that pushes players to be more efficient which will make games feel more sweaty.

    The players who take breaks and only come back for events may be more selective about the event they choose. 2v8 is fine because there's no perks to get hit with DR. Chaos Shuffle could lose players unless they put in coding to prevent someone that gets a random load out that is stacks that will get hit with DR. Lights out there's no perks so no problem. Halloween, anniversary, etc. will be hit/miss depending on the current meta and how the gameplay of the event works with DR.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073129#Comment_4073129

    In our Game Rules, we specifically state we do not handle off platform reports:

    NOTE: We do not control anything that happens outside of Dead by Daylight.

    This includes private Steam messages/groups/names, PS4/XBOX messages, Discord messages, Twitch/social media interactions, etc. Anything that occurs on these platforms must be reported to their respective authorities.

    Please don't call people ignorant.

    This is a nitpicky thing but the game rules should get a little update in the wording to change PS4 messages to Playstation messages, especially since Playstation has announced they are working towards ending support for the PS4.

  • With the changes to being able to self unhook people probably don't know that there is an exception. The tutorial isn't great and the average DBD player isn't reading up on the details for the updates. They saw "can't self unhook without a perk" and that's all they cared to read. They probably figure its the same as the rest of the match and since gens are done you don't have the anticamp bar to fill up so they just leave. Alot are a monkey see monkey do - if the times they stick around they don't see someone successfully unhook themselves they aren't going to think thats a thing to do.

  • Heads up, you should probably edit your post to remove the names so you don't get hit for breaking the name and shame rule.

  • Only when it becomes griefing: body blocking another survivors cage during 2v8 so they can't be rescued, body blocking another survivor in a corner so they can't play, etc. People trying to get themselves killed quickly though? No, I don't care if someone does that and definitely not somethint I'd waste time reporting.

  • @ArcT said:

    The real insidious effects are things like Thanatophobia or Dying Light, which trigger the penalty even when the effect is at a single stack and microcosmic. It just straight up halves those when they're already weak AND at their weakest, and are easily triggerable just by survivors working on a gen together. Or BT haste getting reduced after being hit immediately after unhook or SBing away, so tunnelling is indirectly easily.

    I feel like they didn't consider all the possibilities, just focused in on some YouTube problem builds. Like that BT example feels like something they should've noticed? I think this is something they should really put on hold bringing to live so they can more thoroughly look at the impact its having because its not just diminishing returns on a haste build or gen/healing speed build.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070912#Comment_4070912

    that's the thing though, the doors are there for solo q to communicate. it's how you get everybody on the same page. people don't cleanse their own playthings because "just pay attention" however fiddling with the doors helps everybody pay attention, like a mini Kindred. I may be aware and awesome but my 50 hour Mikaela could use the help I'm sure.

    If the issue is most survivors aren't using the cameras that means the communication it provides isn't worth leaving gens to go sit on a camera.

    You did bring up a good point though, that 50 hour Mikaela is going to struggle more with permanent undetectable. The players that won't have a problem being more aware of their surroundings will stick on gens since there still won't be a good incentive for them to leave the gens and interact with the doors, no reason to leave their objective and take the risk of interacting with the cameras. Meanwhile Mikaela who is too new to have the game sense is going to be the one hopping off gens and being the target for the killer because she keeps removing the undetectable.

  • Can give him permanent undetectable but I don't see that as being something survivors would see as being worth it to hop off gens over and over to go stand at a camera, especially in a solo q lobby where they can't coordinate. When Hex Plaything is in play survivors don't go out of their way now to remove the one time effect, if they pass a glowing totem that's when they'll stop otherwise they are just more alert to their surroundings. Permanent undetectable I think would just have survivors be more alert the entire match rather than wasting time standing at a camera over and over.

    Make doors deactivate for a time after looking through a camera to shut down a teleport option, that would be a better incentive to get survivors to hop off a gen and stare at a camera.

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070376#Comment_4070376

    My Theory is that:

    1: I made them mad of something I did in another match before. There was one I can remember. They decided to go for a save at End game and The Killer had Noed. They Went down right away. I didnt want to risk it so I just left. The killer was near the Hex totem so there was no way for me to save them.

    2: I was there killer a match and probably did something dumb to make them mad like I tunneled them or played a killer they didnt like. (Unknown Main)

    I doubt it is being upset from a single previous match unless it was the match just before this where they were frustrated. People generally don't remember someone's name unless they made a previous match absolutely miserable (more than just left on hook during end game or played a killer they don't like) or they've had that person in their lobby multiple times and every time the person is frustrating them to the point the name now sticks out to them. What you're describing isn't anything memorable.

    If it is just this one time it happened to you it was most likely something in the match. If this happens to you often then it is more likely from previous matches and you are probably doing more than just leaving someone on hook during end game or playing a killer they don't like that tunnels - it takes a bit more than that to make someone remember a players name in future match.

  • A screenshot wouldn't show what lead up to it, only the result. Without seeing how the match was played there is no knowing if they had a reason (petty or not) or if they just randomly decided to teabag and leave you.

    If this was a first for you I wouldn't put any thought into it. If this happens often to you then you probably want to consider how you're playing that you getting teabagged and left isn't a rarity.

  • Since you said teammates and not teammate I'm assuming it was all 3 survivors not just 1. Would need to see a video of the match to see if there was any reason for 3 teammates to do this.

    If you made them mad enough in a previous killer match that they remembered your name and did this I would imagine it must've been a pretty miserable match (or matches) for them. I personally have only ever remembered killers names who have a tendency to do slug until bleed out builds, and it would be killers I faced doing this multiple times not just a one off match.

    On extremely rare occasions I've had 1 teammate do something like this, never multiple in a match.

  • I just kill them. Leaving them slugged or ignoring them the team is still down a player. I don't know headspace survivor is in from previous matches, what they see their teammates doing/not doing when they go down, or whatever other multitude of reasons they could have for giving up that match. It's just a game, if someone decides they don't want to play that match oh well, I'll take the BP.

    I do find it funny people say how they need/want to tunnel out first survivor as fast as possible for easier match but if a survivor gives up it turns into a need to slug to punish them instead. It feels very much like "I want you to die quickly! No, not like that!"

  • I thought you do go up grades just not MMR (which MMR shouldn't count in casual chaos mode) because I'm able to complete old emblem tome challenges in 2v8.

  • I think hidden until a trigger like first chase would be fine since that would be the same as swf call out. It's too bad they can't make pointing at killer/killer item be what triggers an announcement to team who the killer is - could even tie it to a scoring event like "first to identify killer."

  • As long as this is info in match, not lobby, the only killers that I could see this maybe hurting are Myers, Ghostface, and Wraith but only until the first chase. Pig and Sadako I run by their boxes/tvs before they even get into a chase with someone so their stealth surprise is ruined pretty quick anyway.

    Maybe hold off the info until the first chase since in a SWF that would be the time they too would know and share who the killer is, that would help bridge the solo to swf information gap without ruining killer surprise moment you load into a match.

  • Hackers were always a rare occurrence for me. Since 2018 could count number of blatant hackers on one hand, most were before crossplay when PC nurses would hack into the PS4 lobbies with their legacy cosmetics. Would have some things that could be subtle hacks but still not frequent. Couple years ago when people were saying they were seeing blatant hackers every match I didn't have a single one.

    This past 2v8 I saw multiple blatant hackers. Ghostface players that were instamarking. Survivor players at start of match instantly opening gates and then disappearing in front of me, showing as escaped on the HUD - they also had their name as the discord to visit to get the hacks. There were also more occasions where it seemed like players on both sides were using more subtle hacks. At this point I take long breaks from DBD and only come back for certain events or 2v8. Coming back to increase in hacking isn't very encouraging for me to come back for the next event or 2v8.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062306#Comment_4062306

    It isn't. Account deletions that request their data removed can look this way.

    These are showing up on new posts fairly quick though. Are account deletions happening that frequently that these show up on nearly every post?

  • Because the tutorial would have you attempt escape while on hook I thought you were supposed to do that every time instead of wait for someone to unhook you. I was 2 hook survivor for awhile.

    Also didn't know BT was a perk, thought when people were unhooking me in front of the killer and I could take a hit that was just a base game mechanic. I would also unhook in killers face and was confused when they could not take a hit. Thought maybe I just wasn't timing it right to trigger BT. 😂

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060451#Comment_4060451

    Because one was a streamer he checked the stream and heard them bad mouth him as he said.

    Ah, so he went out of his way to track them down after the match he had already won. See that alot in streams where someone goes to be a sore winner/loser in the streamers chat until they get called some insult by the streamer.

  • You're not on the same platform and there's no end game chat. How could they have told you that you were trash when they couldn't communicate with you in chat or DMs? Did you go out of your way to track them down after you won the match?

  • I get that the goal was to make them so people don't feel forced to p100 but they didn't have to make them so boring. Give the badges some animation like eye winks or something and include a banner with animation. Community entries for badges/banners have more effort put in to them than these that are to celebrate hitting p100. Giving original survivors a red tshirt with p100 and original killers a red glowing weapon would've been good, just a recolor that celebrates they put in the time/BP into the BHVR designed characters.

  • I hope they have option to disable. They get old quick. It's one thing for it to be in the lobby but in the actual trial it's pretty annoying. Also not a fan of licensed characters having voice lines that aren't performed by the actual actors - if it costs real money I want the actual actor not someone doing an impersonation.

  • I complained about similar issue on survivor side years ago. On survivor side pick up item connectes to interaction while drop item is a different button. I wish pick up item could be separated from interaction so I could set it to a different button. Way too many times I can't unhook in basement or remove from cage because someone else died there and dropped an item. If I have item in my hand I'm wasting time switching item and then trying to get in right spot to have the prompt go for unhook/cage instead of pick up item.

  • Doing gens on outside first or only one side entirely. Running the killer(s) at the guides on gens, then not hopping on the gen the guide has now been chased away from to stop regression. If grouped up on a gen, instead of returning when it's obvious the killer is after the other player after kicking the gen the players just leave it to regress back to 0. Running chases around the unfinished gens instead of away to the finished gens.

    As killer playing as Trapper: Teammates just completely ignoring the caught survivor next to them when they can see my aura across the map and I obviously won't make it in time. Nemi players using their tentacle on a trapped player that wasn't infected giving them a free escape.

  • The thing I love about playing Trapper is how basic his power is. I do think just some minor tweaks would be good. I'd be bummed if they did a big rework that changed how he plays.

    I like the idea of collecting distant traps with a cool down. Still gives him the slowdown of collecting all the traps but doesn't allow him to just trap up the first survivor downed easily. Maybe have option to also reset the furthest traps, also on cool down.

    I want them to make traps blend in with the maps better since they've removed so much ground cover on certain maps and on others there's pretty much no ground cover at all. Also maps are brighter now making traps so much easier to see. Make it so survivors can't see traps unless they are near them, like how you don't see Wraiths cloak until he's a certain distance away.

    I think if injured survivors step in traps they should get hit with deep wound. Also give Trapper haste when his traps have been disarmed.

  • I had a Ghostface in 2v8 instamarking. Was only one match with Ghostface using that hack, rest of the Ghostface players have been normal.

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