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bm33

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  • BHVR should put in an apply settings button to confirm any changes you make you want to make. Both to make sure your changes are going through but also to make sure you don't accidently change any settings when backing out of the settings menu.

  • @DemonicDemons said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058067#Comment_4058067

    I like Wesker but people just loop around a corner then hop a window and he becomes useless at that point, I guess what you're trying to say is that I should stick to the hip of my partner in game while playing wesker? I find this an issue in 1v4 also coupled with the massive amount of first aid sprays available to survivors rendering his ability near useless for what it's meant to be which is infect them to get a down if healthy but I think I've only had that happen once out of the months I've used him sadly.

    If you're struggling in chase where even a window is killing your chase as Wesker then yeah, stick with your teammate. If you are with your teammate you can both take a side of the window, makes that window useless. Ending chases and getting survivors in cages takes other survivors get off gens.

    Also if you see tonics use them. If a Killer uses a tonic it removes it from the game for the survivors while giving the killer a speed boost.

    A full health grab from infection isn't supposed to be common because it is a reward from the survivor choosing poorly. The infection is meant to get survivors not in chase off gens to spend time going to and searching chests then use the spray which also let's the killer know where they are with killer instinct - it's basically a minor gen slowdown with location info, both nice bonuses for an already strong killer. The ability to down them while healthy is because it needs something to make the survivor feel it's necessary to spend the time searching chests and then giving up their location while not in chase. In chase it also helps you out because if you are having issues catching the survivor they are going to get hit with hindered once the circle is full.

  • @DemonicDemons said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057937#Comment_4057937

    They weren't just throwing the match, I could hear deathslinger shooting off his gun constantly, they'd get a hit but then we'd heal near instantly, ghost face was marking people but we just kept running loops around him using pallets and sprint burst, 6 gens done, they got 2 hooks one for two different survivors on 7 gens, it was wild. I'm starting to get different games now as killers but I'd run Wesker and people would just run loops around me despite him having great mobility.

    I run Nemesis and my zombies do nothing half the time they just stand there while survivors run literally right beside them then they slowly move a step and stop again. When I'm up against Nemesis I get speed hack Nemesis who is visibly faster than when I use him plus his zombies spawn like 30 on the map and move at 150% speed it honestly makes no sense. Like seriously I'll pallet kill one and two spawn in right beside it immediately that doesn't happen when I play him.

    At least now I'm getting killer games where we can actually kill people albeit I bought Dracula to achieve this. It certainly wasn't happening when I was Ghost face or Wesker cause people can easily outrun me. I had a little luck with Chucky at first but as the games went on I started getting paired up with people who just seemed to constantly run faster than me. Idk man this game is very inconsistent.

    That sounds more like the issue was the killer players and not a game mode issue. They just weren't playing well at all, either as the killer they chose or as a team. If the killers were struggling to end chases that badly on their own they should've started working together. You can see your teammates aura at all times, you go to them to cut off loops and double team the survivors.

    Wesker is very strong in 2v8 for ending chases, there's a reason he is one of the killers seen in most matches since he was added. There's been a couple Weskers I've looped but I don't think I've seen any struggle to get a down. Sometimes killers just don't click with a player, even if they are a strong killer. You go with the killer who has a power that you can work with. You didn't click with Ghostface or Wesker in 2v8 but you do with Dracula.

    Nemesis zombies are annoying. When I play Trapper the zombies are hitting survivors out of my traps so I lose a down and the zombies get in my way constantly in chase. Wasn't an issue when there were 2 but with 4 I just find them obnoxious.

  • In 2v8 they can't. A grab automatically sends the survivor to a cage.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058003#Comment_4058003

    Exactly this. Bleedout-slugging is not common at all. Meanwhile, the rest of us managed to get the gens done and the doors open. Yet they ended up getting 5 of us, because we tried to help 😅

    Altruism, the real killer in DBD. 😂

  • The only time I've had any issue with slugging in this iteration of 2v8 is when I was first down, the killers threw the match by standing over me and instantly downing me anytime I got picked up or used my ability for the basekit Unbreakable. By the time I bled out the team had the gens done and were working on exit gates. That was such an extreme situation and was done by 2 TTV killers, definitely not the normal slugging you come across.

    Most matches the slugging is very short term because you can pick yourself up with your ability as many times as needed as long as it isn't on cool down. The only time I see multiple slugs is when Oni is running around using his power, but if the other killer isn't following behind to pick up the survivors or they didn't go down close together he loses quite a few of them thanks to the basekit antislug. Usually it's a single slug in pallet or with a flashlight teammate nearby so the killer is just trying to chase away the teammate to have a safe pick up.

  • The only 2v8 matches I've seen killers have 0 hooks with 2 gens left have been one killer is AFK so other killer doesn't even try and one match the killers stood over a slug refusing to chase anyone else so the other survivors just focused on gens to finish them before slug bleeds out.

    My worst match as killer in this mode (without an AFK teammate) we had 1 kill but had alot of hooks throughout the match, the survivors just were the better team. Majority of my matches the killers have atleast a 3k and a 7/8k is way more common than a 7/8e - and even with the 7/8 escape most survivors have been hooked atleast once if not twice.

    If the killers in your match were actually trying I'd like to see a video because I find it hard to believe there were 0 hooks without the killers just throwing the match.

  • Ghostface disappointed sigh.

    Snap/scream from survivor stepping in a trap.

  • Add more survivor classes. Boon class, chem trap class, head on class, illusion class.

    Remove a zombie from Nemesis.

    Let Trapper start with all his traps. Let teammates reset his traps.

    Do something about survivors being able to block other survivors from performing a cage rescue forcing caged survivor into second state or death. Maybe force cages to move if a survivor is in front not uncaging for a certain amount of time.

  • Guide is my go to. I've been a Blastmine fan since the perk came to the game and I tend to be a gen jockey so Guide is perfect for me. I don't know what it was about the other day but I guess the killers liked being ontop of eachother even when it came to gen kicks because I had a few times where the Blastmine blinded both killers, one time both killers and a zombie. 😂

    If Guide is taken I go for Medic. If I can't Blastmine the killers I'll go rescue and heal my teammates.

    First few iterations I mostly ran Escapist, not because I'm good in chase (I'm terrible) but because it's cooldown was the shortest and the killers seemed to like slugging more often. Shorter cooldown meant I could pick myself up more often.

  • Playing Trapper I feel like Fearmonger is the most useful for me. When I lose that 5% haste I know someone is watching me nearby placing traps. The bonus speed when not being looked at is nice too, especially for getting to my traps if a survivor steps in then and it's a little extra boost to the haste I already have when setting traps at the start.

    If the other killer has Fearmonger equipped I go with Brute or Shadow depending on my mood. Enforcer I don't mind, just compared to the other 3 it doesn't feel as useful on Trapper.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056229#Comment_4056229

    Completely not the point. The fact that you can do it in normal queue is for those that truly hate 2v8 and don't want to play it. The quests should still all be able to be completed entirely in 2v8.

    This is why I pointed it out. If a side of a quest can't be completed in 2v8 it shouldn't be part of a 2v8 quest. Hopefully they change it for the killer players to something like "down # survivors," then it can be done in both 2v8 and 1v4. Hopefully they also don't have 2v8 quests in part 3 that cannot be done in 2v8.

  • I have nearly a 70% team kill rate as solo queue Trapper in 2v8, I'm having a good time as killer. Most matches have 3-5k, have had only a couple 7/8e but more 7/8k that make up for it. Teammates this go around are doing well herding survivors into my traps. My only issue is when I get matched with a Nemesis because zombies are knocking survivors out of my traps early instead of downing them and they keep getting in my way during chases.

    As killer I'm not feeling overwhelmed/frustrated or like I need more ways to add pressure in my matches because most of my matches the killer team is winning. Maybe it's because I've played alot of survivor so have an idea of their pathing getting around the map I can use my power more efficiently or cut them off in chase. Pallets aren't really a problem when you can put a trap on the other side, pushes survivor to a new loop and catches unsuspecting survivors later on.

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  • I would like a MMR mode and an old emblem mode (including negative pips). Let me choose if my match ups are based on end result kills/escapes or based on the performance during the match. For me the old emblem mode felt like a casual mode compared to MMR.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052735#Comment_4052735

    I still kind of feel bad for instigating that whole conversation.

    But like, BHVR shouldn't have been doing anything with NFTs in the first place.

    I thought when he said he was leaving it was a "haha OK, see you next week" thing but nope.

    I remember seeing even BHVR devs surprised about the NFTs and against it. No part of that decision was a good decision, and they lost atleast one dedicated player for good from it.

  • @azaxydbd said:

    it would barely effect matchmaking time because u cannot ban multiple killers at once, also the most banned killers could simply get reworked so people stop banning them, simple.

    Matchmaking is as loose as it is because actual high MMR players, which is a very small percentage of players, were waiting too long to be able to get into a match. Odds are the popular killers (like Blight) would be on the most ban lists. This would definitely be impactful to those killer players matchmaking times just as having a SWF ban list for killers would impact SWF matchmaking time.

  • Having a ban list of killers, while it can sound nice, I can't see it actually working. For it to work as intended it'll hurt matchmaking times for everyone, already matchmaking time takes priority over MMR matchmaking for even matches so I can't see a ban list taking priority. For ban list to take priority they'd need an opt in for people on both sides which they don't even currently have for people who'd rather wait longer for more accurate MMR matchmaking, so again I don't think they'd do it. Then there's the killer side, why would they want a longer wait or not be able to play a killer in 1v4 where there are no restrictions in character/load out choices? Killers would then want something like a SWF ban, another thing to increase matchmaking and has same issues as the killer ban. You'll have 2 sides of ban lists that won't actually work because matchmaking time will take priority - so then you'll get players frustrated that they are still facing the things on their ban list and complaining it doesn't work for them.

    I'd rather they have a selection in game where you can select and adjust over time your top 3 favorite/least favorite killers to face and play as. Can also do top 3 favorite/least favorite perks for both sides and maps. Devs can see what survivors/killers like and don't like tied to the stats of how often they use or face them and stats of when changes are made to selection without impacting the matchmaking.

    The only adjustments to matchmaking I'd want is give me an opt in ability for a longer wait time so I can be matched with/against people at my skill level that includes the old emblem info and include loadouts in the matchmaking. That would also probably help with what killers feel bad/good to go against.

  • @GoodBoyKaru said:

    havent seen anyone mention him yet but shout out to @Orion, gone but not forgotten. we disagreed with a lot but he stood by his principles and i respect that so bad.

    also obligatory @Cheers mention

    I mentioned Orion, just didn't tag because lazy. The reasons you listed are exactly why I did. There's a handful of moments I remember perfectly on this forum, the day he decided he wasn't going to be part of the DBD community anymore is one of them.

  • This one is definitely legendary. Shows up in every post.

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  • 100% agree with your list so not going to repeat all the names.

    You, @THE_Crazy_Hyena should definitely be on there.

    I'm too lazy to tag each one or put where they belong so tippy2k2, Tragic Solitude, Orion, Mooks, C3Tooth, TheGannMan, JPLongstreet.

    I feel like I'm forgetting people. 😬

  • Play 2v8 where they have a better chance at staying alive longer and there's a smaller killer roster for them to learn.

    Play customs until they're comfortable.

    100 hours doing anything else is a long time, but in DBD it's really not much. Have you checked in with your friends to make sure they like the gameplay loop and want to put in more time to get better? If they don't find the gameplay fun I don't think there is much you can do to make them want to stick around.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052139#Comment_4052139

    On a somewhat related note, I'm assuming you mean well, so, respectfully, please don't offer unsolicited mental health advice. Treatments like therapy and what not don't work for everyone and shouldn't be viewed as the go-to.

    More on-topic is how it was brought up to explain how awful the tone of matches are that they create such a uniquely terrible experience for a game.

    I appreciate your input. If someone is publicly and unprompted saying their mental health is getting triggered to the point they feel like it's life or death (which sounds pretty extreme) I am going to continue suggesting they seek out a professional that is trained in mental health. To me it's the same as someone announcing "I have this open wound that won't stop bleeding, " I'd recommend they go see a doctor. Health is health and if people are hurting physically or mentally they should seek out help to address it.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052126#Comment_4052126

    The results don't speak to the journey, meaning that, as someone with PTSD, matches can feel like life or death due to their stressfulness.

    If a game is stressing you out to the point it is triggering your PTSD to make you feel like it's a life or death situation you probably shouldn't be playing that game and you should definitely reach out to a professional. There's plenty of games out there that are fun and not stressful that you can play to hopefully avoid triggering your PTSD.

  • Could just be a clean/bloodless version and a more bloody version. Just go up/down degrees of carnage.

  • The unfortunate thing is old Calm Spirit would've helped a ton against this build because it suppresses screaming. Unfortunately when the devs decided to add interactions chest/totems are silent they also added the negative effect to the perk to make those interactions take much longer. So you could run Calm Spirit to not scream BUT you will also be spending even more time trying to cleanse the totems.

  • @CrimsonVoid said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049735#Comment_4049735

    I just unlinked and linked again my Behaviour account with Twitch but it did not work. Im yet to receive any of the 3 drops that Ive claimed today.

    If you're still not getting the drops should probably contact support because could be something on their end or they atleast can walk you through troubleshooting.

    https://support.deadbydaylight.com/hc/en-us/requests/new

  • You might need to go through the steps to relink your BHVR account to your twitch. I think there may have been a glitch where some people were randomly unlinked. I had to relink mine even though I had participated in previous drop and hadn't made any changes to my account. I relinked, clicked on red claim button on bottom, refreshed page when nothing happened and at top had notification for unclaimed drop. Once I clicked claim in the notification the drop went through and then next drop automatically went through after just claiming on twitch, didn't need to claim again through BHVR account website.

  • This would be the best solution, especially for us console players because universal code can be short while the single use ones are 30+ characters and you can't copy/paste like on PC.

  • I really wish they'd stop sending links in email, it's unreliable and having to contact support when you don't receive the email with a code even though you receive all their marketing emails is a pain. It would be nice if there was a message center on the BHVR account page itself.

  • Is there something going on with the forums? I feel like every post has these "unknown - content has been removed" comments. Are comments getting deleted all the time and now they leave this behind instead of just disappearing? Is it some sort of auto-moderation for an influx of bots/trolls? Or is it some forum bug?

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  • When we lost Stranger Things people were pissed about the map offering reimbursement not matching what they spent. Instead of learning they repeat and again people are frustrated. For years players have been asking for some sort of trade in system for unwanted offerings. Since I doubt this will be the last time BHVR loses a license they should get on implementing a trade in system. Let players trade in the offerings for a fair reimbursement instead of repeating these stingy reimbursements.

  • For the survivor: Cosmetics I like to look at because I'll be the one looking at them. How they sound, some have a super annoying scream or are too whiney when injured. If they have voicelines, while the voice lines can be amusing most get annoying pretty quick so since I can't turn them off I just don't use the character.

    For killer: I go for who has a power that is simple on console and I have fun with. Trapper is my favorite, I enjoy finding random places to put my traps down to catch survivors. Easy BP gains, Doctor is my go to for this because it's easy for me to get BP in all the categories and bonus enjoyment hearing survivors scream throughout the match. Voicelines and noises they make throughout the match. I don't like them being chatty and making comments, some just sound annoying when stunned or using their power. Ghostface being silent and letting out an annoyed sigh when stunned is perfect.

  • Every time a new survivor perk comes out that works with totems someone claims "this is going to kill hex totems" and each time that doesn't happen. What about this perk makes it more of a threat to hex totems than any of the survivor totem perks already available in the game? What meta perk would survivors bump to run this perk instead?

    Totem spawns will always be an issue because of the limits to map design. Objects on maps have been removed to make more open space for chases and less hiding spots for survivors, this leads to less hiding spots for totems. There are broken spots that totems just don't spawn in anymore because either killer couldn't snuff boons or survivor couldn't destroy the totems. There's also the gameplay decisions of totems - totems like haunted grounds a killer would want survivors to find, some killers want to be able to monitor their totems so they can interrupt survivors, and a well hidden totem can become a well hidden boon totem.

  • I've had that happen quite a few times. Will be getting promo emails and then one with code doesn't get delivered so it's a back and forth with support sending screenshots of other emails to prove I have been signed up since before the code email. I didn't receive the code email for this one even though I received plenty of useless promo emails before it should've arrived and have received more after. At this point I just can't be bothered to keep writing to support when the email list for this has consistently been and issue and complained about on socials and here. I take long breaks from DBD, a code in the email would get me to log in so no code just means no reason for me to stop my DBD break.

  • 2v8 is my favorite. I enjoy the simple casual feel to it. I take long breaks from DBD so coming back for 2v8 where I only need to catch up on changes to a small killer roster and not hundreds of perks is nice. In the majority of my games tunneling, camping, and slugging happen much less than in 1v4 and overall losing in 2v8 doesn't feel as bad/frustrating as 1v4 - maybe because it takes more than 1 weak teammate on survivor to bring the team down. I will say I don't enjoy it as much now as I did the first and second iterations but out of all the modes it's the only one I come back for.

    Chaos shuffle I wanted to like but only the perks being random didn't make it feel like anything special, especially when people could still bring whatever items/addons/offerings they wanted. I'd be willing to give it another shot if they removed being able to choose items/add ons/offerings. I'd like it to be real chaos by making everything random including the character selection but that's probably asking too much.

  • Cosmetic collab with Outlast Trials. Have voicelines for the killer cosmetics because they have some great lines in that game.

    Coyle for Doctor.

    Franco for Deathslinger.

    Kress Twins for Hillbilly.

    Gooseberry, and Liliya I'm not sure which killer to give them to. Gooseberry does sing alot so maybe have her be Huntress and change lullaby to Gooseberry song but with her hand drill she could also go to Skull Merchant. Could also include expops Jaeger, Pitcher, Pusher, and Night Hunter - again not sure which killers to give them to.

    Could give Legion an imposter cosmetic that makes them look like a random survivor in the trial.

    Survivor cosmetics - Amelia, Noakes, Doris, and Barlow as legendaries on 4 survivors. Generic Reagent cosmetic for all survivors.

  • I love Outlast Trials, think it's a ton of fun especially when playing with friends. The community is very welcoming and friendly.

    If you don't like gens though there are quite a few trials that require gens, and sometimes you have to do them more than once. The most recent trial you need to turn on a timed gen multiple times to keep from freezing if you're not quick enough.

  • Trapper is my favorite to play as (and against) but I'm worried that if the devs buff Trapper now they're going to go the Myers route of making him a dash killer and kill the whole fun of playing Trapper. While early game he gets slowed down from set up he is great at snowballing the match for a win. He definitely needs some buffs but really nothing too crazy.

    The Realm Beyond map updates nerfed Trapper with removal of ground cover and maps made brighter. Right now a survivor can see his traps from a mile away and because they are easily seen Trappers get forced to putting them mainly in pallets/windows in hopes he'll catch a survivor in one mid chase, they have to be completely oblivious to their surroundings to run into a trap just wandering around the map. If they made his traps harder to see, maybe even make more ground cover spawn when it's a Trapper, it would help him out so much.

    While I totally get the reason behind not letting him start with all the traps (you do get the ones that would use them all to trap up first survivor hooked) having him traverse the map for most of his traps hurts him a ton, especially since they start disarmed. Have the traps spawn in better locations and armed at the start of the match. Trapper players would feel little less stress getting traps down if the ones not in hand are already set and it would allow them to start interacting with survivors earlier in the match.

  • I'd be for giving scaling perks a shot, I just think to have it done well would take alot of time/resources I don't think BHVR would be willing to put in. Can't really do a blanket decrease all perks by x amount for SWF and top tier killers, increase by x for solo and low tier killers. Really they would need to go through each perk individually to figure out the number adjustments for all the individual perks and on killer side would also need to make adjustments for each individual killer. I think at this point in the game there's just too many perks and killers to get it done when BHVR seems to struggle with what seem like much smaller QOL updates.

    I would like to have perks/items/addons be included in matchmaking. Alot of times the build is a good indicator if someone is going in with a casual mentality or a competitive one. If someone has a sweaty loadout put them in match with those that are running similar loadout because they are prepared to sweat. Would probably make matches feel better and less lopsided. Unfortunately I think this would run into same issues for BHVR to implement as the scaling perks.

  • Happy Holidays everyone :)

    Favorite horror game: Outlast Trials. I started playing it during their winter event last year and I love it. Since it's new player friendly I've had an easy time getting friends into playing it, and we've had alot of screams and laughs in the trials. Gameplay is fun, lore is interesting, community is friendly and helpful. Feels like there's something new happening fairly often whether it's new trials and enemies being added or some event or weekly ritual that changes up normal trials.

  • I have said in the past that people need to give other assyms an actual chance, that they drop them way too quick and don't give the devs time to address issues. BHVR had the opportunity to work through those new game growing pains but new games don't get that because the players have DBD to fall back on.

    In general I still do believe people need to give other assyms a solid chance BUT in the case of the Halloween game I can't fault people for not wanting to give it a shot. While Illfonic are the main devs and have continued support on games that have a small playerbase, they unfortunately have teamed up with Gun who have now abandoned 2 games after 1 year and 5 months - F13 they had the lawsuit as their out, TCM they claimed "it reached it's full potential" even though data miners had found an unreleased killer and other content. Gun are the financiers for Halloween, I don't have faith they won't drop the financial support after 1 year and 5 months and force Illfonics hand to drop support. I personally won't bother with it unless Illfonic can guarantee to continue support if Gun jumps ship.

    Also Illfonic usually for their games opens a discord server just for that game. With Halloween it's part of Guns discord server with Guns community managers being the main faces, Illfonic community managers are nowhere to be seen. During TCMs run Gun had terrible communication with the playerbase, like community managers just getting into petty arguments with players. Having Gun doing the communication on top of financing just seems like a bad choice after TCM.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999675#Comment_3999675

    I just want everyone to know that your video evidence is 3 months old, and shouldn’t be taken seriously.

    Still not providing a patch note or statement from BHVR that the system was adjusted from tunneling triggering the go next penalties when the issue was discovered months ago. You're still just trying to derail the OP, BHVRs inconsistency on what is considered "too punishing."

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999640#Comment_3999640

    Are you claiming Go Next is bugged, or are you claiming Go Next is working as intended and you want to give feedback that it should work differently?

    That doesn't look like a patch note or statement from BHVR to back the claim you made, looks more like a deflection and continuing to derail OPs post about BHVR inconsistency on what they consider "too punishing."

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999598#Comment_3999598

    Do you know how bug reporting works? If you claim a bug is happening in the current patch, you provide evidence from the current patch. That is how bug reporting works.

    Where is the patch note for the go next system that indicates tunneling triggering the go next penalty is now a bug? Where is the patch note that proves there was any adjustment that the system is any different now than it was at release? Why was Amanova in her DM to a community manager told to go to Feedback and Support rather than Bug Reports if this is a bug and not the system working as intended?

    You keep deflecting and making assumptions rather than just providing evidence of a patch note or even statement from BHVR to back up your claims that the evidence provided has been invalidated. You're just running on assumptions that the system was adjusted so you can make excuses to not accept evidence. Until you provide proof of your claim I'm done going back and forth. If you won't provide a patch note or statement from BHVR to back up your claim here I don't trust you won't do the same with any other evidence I were to provide - it'll be some excuse from you without any proof, only assumptions.

    I do have to say well done though. You derailed a post about how the devs calling antitunnel/slug "too punishing" for killer by just wanting to argue about tunneling triggering the go next penalty. Good job removing focus from the actual issue of BHVRs inconsistency in what they consider "too punishing." 😂

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999574#Comment_3999574

    You're making a claim that Go Next is still often punishing survivors incorrectly. The logical way to support this claim is CURRENT VIDEO EVIDENCE. And if Go Next is really still often punishing survivors incorrectly, then it should be really easy to find current video evidence.

    You're making the claim the system was adjusted to tunneling triggering the go next penalties. Any evidence I provide you're going to make an excuse for why you find it unacceptable. Meanwhile you keep deflecting and refuse to provide actual evidence the system had adjustments made to tunneling triggering the go next penalties, you just provide assumptions. Provide me a statement or patchnotes as proof that the system was adjusted after the killswitch that invalidates the previous videos because I don't believe you're arguing in good faith when you just demand more evidence without providing anything more than assumptions for your claims.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999548#Comment_3999548

    It doesn't make logical sense to kill switch something, make zero changes, then turn it back on again. When has that ever happened before in the entire history of the kill switch?

    The fact that is was easy to get video evidence before the kill switch, and extremely difficult to get video evidence after the kill switch, should be proof that some adjustments were made. Because if this problem is still happening often, then why can't you link us recent videos of it happening?

    So you have no evidence from BHVR through patch notes or statement that says they made adjustments to tunneling triggering the go next penalties? You only have assumptions but want me to continue providing evidence to you while you refuse to provide any to back your claim.

    Why would BHVR remove it from killswitch without any statement or patch notes on adjustments they made? When have they removed something from killswitch they made adjustments to without including it in a statement or patchnotes?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999494#Comment_3999494

    1. Actually, the videos were recorded before Go Next was kill switched. You can check the timestamps of the videos. Yes, it is true that Go Next was later enabled again, but it's still a real life fact those videos happened before the killswitch.
    2. I don't see a video attached to that post. Has this problem happened more than once to you since the TWD update? And if so, are you able to record a video of it?
    3. Even if we assume that Go Next did trigger because of the tunneling, the correct response would be to investigate why it happened in that specific game. It's clearly not happening every time someone gets tunneled out of the game early, or we would have a very large amount of video evidence by now.
      1. If you were in a SWF with these teammates, maybe Go Next triggered because your teammates were ragequitting, because 3 people in that game actually did ragequit, and they should have gotten punished by Go Next. And if this is true, then maybe Go Next needs to re-evaluate if it should be punishing an entire SWF just because some of the people ragequit.
      2. If you were not in a SWF with these teammates, then it's still a fact that 3 people ragequit that game. Go Next should not be punishing you for ragequits that happen, when you aren't in a SWF with those people.
      3. The main point is Go Next should be investigated on how it handles games where multiple people are clearly ragequitting.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999520#Comment_3999520

    I don't think the patch notes ever mentioned when Go Next was enabled again. I think people are assuming it happened with The Walking Dead 9.1.0 patch, but I don't think BHVR confirmed it.

    It doesn't change the fact that the two videos I commented on, were recorded before Go Next was kill switched.

    So you have no proof that BHVR made any adjustments to tunneling triggering the Go Next penalties? You've been given evidence of people experiencing it but you are making excuses for why you won't accept it and will provide no evidence of your claims that the system was adjusted even though players are still complaining about being forced into penalties through tunneling. The videos being before the killswitch doesn't matter if no adjustments were made to the system. Provide proof that adjustments were made to the system that invalidates the videos - provide patch notes or statement from BHVR that adjustments were made so tunneling will not trigger the Go Next penalties.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999520#Comment_3999520

    Sorry for bothering you Is my thread visible in the general discussions? I just don't see it on the front page, do you think it was hidden? It's kind of unfair if so

    Nope, it's not getting bumped to top anymore. I think it's because of the amount of downvotes.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999479#Comment_3999479

    I think those videos happened with the old version of Go Next, that happened before it was removed from the game so it could be fixed.

    Can you show me which patch has the go next penalty update? The only update I can find in patchnotes is to AFK crows, not Go Next. Seems like BHVR killswitched it for couple weeks when there was the influx of players from FNAF and anniversary event but turned it back on without any changes. There is a post here on the forums of someone asking why was it turned back on after being tunneled out by a killer and hit with the penalty.

    https://forums.bhvr.com/dead-by-daylight/discussion/452233/being-penalized-for-getting-tunneled/

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