bm33
bm33
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@AtlasShark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999111#Comment_3999111
Maybe you should've spent more time thinking out what you were typing, but I digress. I also don't understand how the Killer is "forcing" the go-next penalty on the Survivor. Maybe you can explain that one to me.
And yeah, they stopped the changes because they were too punishing LOLTake this game I had in the PTB for example. Playing Hag, got three survivors to one hook stage each. I find one of the first two players I hooked and gave them their second hook stage. I am now at four total hook stages with two gens left. That survivor gets unhooked and proceeds to run through every single one of my traps. Normally, the answer is to kill the survivor because they triggered my trap which is typically considered to be a survivor mistake (unless they're running anti-tunnel perks). Except I can't. If I kill them at this stage of the game I am dooming myself to maybe a 2k at best given the 25% repair speed bonus and inability to regress. I also can't slug them because of the anti-slug changes and the simple fact that he'll probably get picked up while I reset my web.
If the anti-tunnel and anti-slug mechanics can be weaponized against the Killer in a way that effectively ends the Killer's game then and there then they're too punishing. Simple as that.A killer can quickly tunnel a survivor out, this triggers the go next penalty which puts the survivor in a time out from playing the game. The game cannot tell the difference between a killer tunneling and a survivor giving up.
Again, this is about the inconsistency in BHVRs stance on what is considered too punishing. Survivor ability to weaponize the antitunnel/slug does not force a time out penalty in killers, it only may cause the killer to lose a couple kills, but BHVR thinks that is too punishing. The go next penalty however the killer can weaponize by tunneling out a survivor quickly and the survivor will not only lose the match but they will get hit with a penalty - BHVR does not consider this too punishing.
Even in your example you have the killer at a draw with 2k after playing a full match and that's considered "too punishing" but a survivor losing the match quickly at the start from being tunneled out quickly and getting hit with a penalty on top of that is not considered too punishing, it's apparently perfectly fine. All I want is BHVR to be consistent with what they consider "too punishing" for both sides.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999111#Comment_3999111
Can you link us some video proof of Go Next triggering because someone was tunneled out too fast?
There's also lots of screenshots and people posting stories about getting the go next penalty from being tunneled out on reddit because not everyone records their matches.
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I agree, the lumping together casuals and competitive players needs to be addressed somehow. There should be separate casual and competitive modes. The excuse is always "the competitive players will just go into casual to dominate" but can remove the ability for them to do that with strict matchmaking that takes into account more than just escape/kills as well as their go to strategies that allow them to stomp the other side.
If there is a killer that ends chases quickly they shouldn't be matched against survivors that goes down easily, and on the flipside a killer that struggles in chase shouldn't be matched against survivors that can loop for days. Matchmaking should include load outs because that is a pretty big indicator if someone is going in with competitive or casual mindset. A player with meta build of best stuff should be matched with other players with same type builds, not a players going in with some meme build.
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@AtlasShark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997708#Comment_3997708
I gotta be honest, if a Killer is able to successfully tunnel a player out without any gens being done in the meantime that Killer was going to win the game anyways.
Whether or not the killer would win that match wasn't the point. It's BHVRs inconsistency on what is considered "too punishing" depending on the side you are playing.
At no point were killers going to have a time out penalty (let alone one survivors could force on them) with the antislugging/tunneling but BHVR said it was "too punishing." Meanwhile, in the live version of the game without testing in the PTB, if a killer chooses to quickly tunnel out a survivor that will trigger the go next penalty and force the survivor player into a time out from playing any DBD - not only has the survivor player lost the match but they also now cannot continue playing DBD until the time out penalty goes away.
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A killer maybe losing from antitunnel? Too punishing for the killer. A killer tunneling out a survivor at 5 gens forcing the go next penalty on the survivor so the survivor not only loses the match at the start but also has a time out from being able to continue playing DBD? Totally fine.
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2v8 is almost over so I was going back on my break anyway. At this point I tend to only come back if there's an event I want to check out, but it's usually just 2v8 and maybe the anniversary or Halloween. Was going to check out 1v4 if the changes went through but now that they're shelved I'll stick to my break and play other games instead - Ghost of Yotei is out soon, Outlast Trials has events and a new game mode coming that's rumored to be pvp, Helldivers 2 just had an update, and I have plenty of game backlog.
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Not surprised, just disappointed. Not going to hold my breath that they'll release a version that's actually useful. I find it funny they arent putting out the antitunnel/slug because "too punishing for the killer" but a killer forcing the go next penalty on a survivor by quickly tunneling them out is not too punishing for the survivor. Good to know losing a match is too punishing but having a penalty forced on you that puts you in time out from playing the game at all is perfectly fine. 😂
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@cogsturning said:
Four people left at halfway? So like two or three gens finished? Isn't that normal? Do y'all really have survivors dead with less than six hooks at that point without intentional, hard tunneling?
This just isn't how my matches go at all. Everyone is usually around until maybe the last gen. But they all have one or two hooks. My momentum in matches is consistent and my stats are average.
That part stuck out to me. He doesn't think the 5 players that paid for the game should be able to play minimum half of a match? I'm glad the current devs don't seem to be sharing the same opinion.
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@Alice_pbg said:
I can see the logic if you consider a survivor getting downed again and again by a killer who decided this is all they'll do.
I don't know if this ever happened… but that is the logic I can see.
Not often but does happen. There's a subset of killers that just go into a match looking to grief survivors. Kind of like the survivors that go in just wanting to grief killer with unhook builds or when they would do the side by side locker blinds. I've had the killer stand over my body beginning/mid match and if anyone picked me up they would immediately knock me down. Most annoying time was when I was playing solo, after I managed to pick up/unhook my team that had all gone down (no idea how because I was across the map). We reset but then the killer decided to farm with them and just keep knocking me down until I finally held the run button to stop them from being able to heal me and stop the bleed out timer.
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I would love a mute voice line option. The only one I ever enjoyed was Bruce Campbell but that's because I'm a biased fan of his and even his lines started to get annoying after a bit.
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@Coffee2Go said:
So its confirmed right now its 25% perma repair speed bonus + you cant regress or kick gen if they die
Nothing explained so far what will be done againts salty lips or any chance luck to unhook yourself and players self sabotage
I thought the no regress/block was only if they were the last survivor hooked. So hook 1,2,1,3,1 survivors would get repair speed increase but you'd avoid the regress/block penalty because 3 was last hooked not 1. So survivors get the repair bonus but they'd be down a player and killer could still kick/block.
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@jesterkind said:
Extra 20% on gen kicks is insane, no wonder gen regression is getting some sweeping nerfs. You don't even need it anymore for the most part, that's nuts.
Though, I do feel this may make Eruption in particular just not worth it anymore. The numbers obviously still work out, but it just kinda isn't interesting or unique anymore. My gut tells me it may need more adjustments.
Basekit Pop without the time limit to get to a gen and use it.
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For Deerstalker - if the point of this patch is to reduce tunneling/spread hooks wouldn't it be better if it revealed the aura of the survivor with the least hooks? If the killer had been in chase with one player for 30 seconds without hooking but last hooked player only lasted 15 seconds in chase the last hooked player will be the one who has their aura shown.
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I played the first and second iteration, didn't play middle two, came back for this one. Previously I pretty much only played survivor because wait was shorter, with play while you wait I'm getting more killer in.
As killer I'm playing as Trapper solo. Have had a few rounds that were 4K because teammate didn't know when to drop chase and we had bad map for traps but most are 7/8k. The only times I've noticed gens going quickly is when I just haven't had a good pairing with a teammate but we're still getting a 4k so I don't think it's that bad.
Survivor it depends on the match. Legion matches just get annoying with the constant mending and healing, add in Oni and it's just not a fun match. By this point killers know where the cage spawns are so there's alot more tunneling off hook by the killers running mobility which is a bummer. I still prefer the first iteration to what we have now. I definitely prefer it over 1v4.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993651#Comment_3993651
Yeah I've tried watching BHVR streams a couple times through big streamers and gave up quickly. The streamers still talk with chat or make comments constantly throughout, and I end up missing half the info from the stream.
Exactly. Plus they will have at minimum a facecam blocking a portion of the screen so they can make over exaggerated faces when reacting. If people enjoy that that's fine but for those of us that just want to watch the stream somewhere that isn't Discord BHVR should make it available on Twitch and YouTube as well.
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@XboxPlayur said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993511#Comment_3993511
most big streamers will stream themselves watching the livestream before joining the PTB. Highly recommend FarmerJohn on Twitch, he’s the most skilled DnD player there is and definitely not just a corn farmer trying to play video games.
I'd rather BHVR just do the stream themselves on their channel than watch someone watching it. People shouldn't have to resort to watching people making videos reacting to the stream to watch it on other platforms when BHVR can just stream the live on multiple platforms themselves. Plus I find the watching people watching/reacting to videos thing pretty annoying.
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@ThatRyanB said:
Hey folks! Popping in here with a quick update on the PTB Live Balance preview for Discord, as well as the PTB itself. The Discord preview will take place tomorrow, Wednesday, September 3, at 10 AM ET, and then the PTB will go live right after at 11 AM ET.
There's obviously a lot to dig into with this PTB, so we're looking forward to seeing you there, and will be at the ready to gather your feedback from the PTB!
Can BHVR please include these lives on YouTube and Twitch for those that don't use Discord and to give people more options where to watch.
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If you use Sadako's power to mori a survivor before 6 hooks you only give the survivors a repair speed boost. You only lose regression/blocking if you were to kill the survivor you had last hooked, so if you never hooked the survivor you're fine. We don't know the repair speed boost yet but I'm doubtful it will be big enough to make up for killer having a 3v1 with ability to regress/block gens. As long as you don't tunnel out the remaining 3 you'll still be able to regress/block gens.
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They tried to get Scooby Doo, the license holder said no. Granted this article is from 2019 and since then HBOmax did their Velma series so maybe things changed since then?
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Bleedout timer should stay, it prevents the killer from griefing a survivor by standing over them and knocking them down repeatedly. If they got rid of the bleedout timer it'd be like the old mori spam killers would do to keep a downed survivor in a match for longer than the 4 minute bleedout timer.
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@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png
The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:
NEW FEATURES
https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
- Added the option to enable or disable this mechanic in Custom Games.
- Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
- Gradually increases crawling speed for Survivors who are left in the Dying State.
- Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
- Updated several Survivor and Killer perks to account for these changes.
https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif
Passive recovery while crawling
https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif
Pick yourself up if you’ve been in the Dying State for 90 seconds
DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.
A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.
https://us.v-cdn.net/6030815/uploads/OKVTXX7D56DO/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png
- When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
- This is disabled once all generators are completed.
- Unhooked Survivors gain the following effects for a limited time:
- Haste, Endurance, and Elusive (see below) status effects.
- No collision with other players (both Killer and Survivor).
- Immunity to Killer Instinct and sees the Killer’s aura nearby.
- These effects are lost when the affected Survivor perform a Conspicuous Action.
- All these effects (except Haste and Endurance) are disabled once all generators are completed.
- Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
- After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
- These effects are disabled once all generators are completed.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
- Added the option to enable or disable these new mechanics in Custom Games.
- Updated several Survivor and Killer perks to account for these changes.
DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.
The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.
https://us.v-cdn.net/6030815/uploads/2IOB3V56TMEZ/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png
- Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.
DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.
https://us.v-cdn.net/6030815/uploads/FR61CMRVPLNT/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png
- Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
- New lore is unlocked each week within the active Tome.
DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.
https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png
KILLER UPDATES
https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png
- Replaced “Evil Within” with two modes that can be toggled with a button press:
- Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
- Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
- Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
- 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
- Unlocks Slaughtering Strike ability:
- Hold the power button to charge this ability, reducing movement speed.
- Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
- If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
- This ability can also be used to destroy pallets.
- Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
- Adjusted some of the mechanics of stalking:
- Removed the limited pool of stalk points per Survivor.
- Reduced stalk range to 32m and removed distance modifier.
- Moving while stalking has increased movement speed but incurs a reduced stalk rate.
- Reworked his add-ons.
https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif
Slaughtering Strike in action
DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.
Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.
Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!
https://us.v-cdn.net/6030815/uploads/13DLVM9GJD8R/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/DJ7BRR08E58E/devupdate-theclown.png
- Increased activation time of the Afterpiece Antidote.
- Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.
DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.
https://us.v-cdn.net/6030815/uploads/08BAR9PMARLT/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png
- Increased the additional time added to Weakened when injured by a UVX projectile.
- Increased movement speed recovery after teleporting.
- Increased camera vertical range.
- Adjusted several add-ons.
https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif
Increased vertical camera range in action
DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.
It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.
https://us.v-cdn.net/6030815/uploads/ELLG8CQEDJFB/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png
- Vampire Form:
- Slightly reduced Hellfire cooldown.
- Increased total Hellfire pillars by 1.
- Reduced Hellfire charge movement speed.
- Slightly increased slowdown time after casting Hellfire.
- Wolf Form:
- Increased Pounce Attack charge time.
- Increased Scent Orb spawn time.
- Bat Form:
- Increased movement friction to make flying easier to control.
- Adjusted his add-ons.
DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.
https://us.v-cdn.net/6030815/uploads/ROR59NWGSYC1/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png
- When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.
DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.
https://us.v-cdn.net/6030815/uploads/BSXKYDTEWZ2H/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png
- Hooking a Survivor now spawns more blood orbs.
DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.
https://us.v-cdn.net/6030815/uploads/O6C117J2G4OD/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/S0UA6IHVKJRL/devupdate-perkupdates.png
- Updated various perks.
DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.
Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.
https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png
Until next time...
The Dead by Daylight Team
The part under anti tunneling where it says a handful of killers will have the effects lessened - can this start happening with perks? There's so many times where a perk will be miserable to face on a handful of killers but fine for the rest of the killer roster. There is then a back and forth of nerfs/buffs trying to make the perk work because when nerfed it becomes fine for that handful but then useless for rest and then buffed it's back to miserable to face with the handful but fine for everyone else. If maybe the effects were lessened for the handful of killers the perk is a problem on it could save time/resources that are normally used doing the back and forth nerfs/buffs.
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987789#Comment_3987789
You've started off better than me and my friend. We didn't get that far until the second or third attempt and we still haven't made it any further.
I haven't quite had enough of my friends join for a full lobby yet on the wildcard or free for all modes but it has been fun with the proximity chat hunting in the dark
I don't know if it's because we had some good card choices in the first couple rounds or just beginners luck. Will need to see how it goes next time we play. Round 5 felt like it had a noticeable increase in difficulty compared to the first 4 rounds for us.
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Checked it out yesterday as duo doing the mode where you need to get through 9 rounds, both died on round 7 first time trying it out. Had fun figuring it out. Just waiting for a time to do duo/trio in other modes, don't want to play it solo.
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@YmPrat said:
Was the killer undetectable from the shadow class? You can't see the aura of undetectable killers
Happens when killers aren't running shadow class or have undetectable as part of their power. I've had Oni and Wesker in a match, neither running shadow class, will hear heart beat near me while I'm on a gen in a room and their aura won't show through any of the walls.
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The only times I've seen a cage move are the few times a teammate is going into second state and I am almost at the cage - killer won't even be nearby. Any times the killer has been nearby preventing a safe uncage the cage isn't moving. They should make it if someone is near the cage they have 15 seconds to make the unhook before the cage moves, that way it isn't moving in someones face but also doesn't stay in an area for an extended period with killer nearby.
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On the road map they just shared they have Myers getting an update, I don't think they'd bother if he was going to leave.
We didn't lose Leatherface with TCM or Ash with the Evil Dead Game so not sure why Halloween would be different.
On multiple social media posts about the Halloween game when people aren't bashing Gun for abandoning TCM they are asking "why bother when Myers is already in DBD?" 😂
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I think ever since they adjusted it to not move when a survivor is near a cage it's been off. Before killers could just keep a survivor in a cage by moving near it quickly but now if someone is looping a killer nearby you won't move to a safe spot. I do think they need to adjust it so if a killer is nearby for too long, even if a survivor is also nearby, that the cage moves. Like if after 15 seconds the survivor nearby with a killer hasn't rescued you then the cage moves.
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Dredge. Nightfall gives me an eye strain headache so definitely don't want it added.
Plague for same reasons they shouldn't have added Legion but extra annoying with way sickness spreads.
Pig only because it would be way too easy to interrupt or block players from getting to a box with certain combos. Would like to see 8 survivors boop at once though.
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As someone that uses anon mode I'm all for not seeing other players names/profiles. I'll miss out on some amusing gamertags but that's about it. I'm on console so no end game chat for me anyway, honestly don't see the point of it other than to keep people from jumping back into the queue.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986569#Comment_3986569
Right! The em dash has always been around, at least for those of us who are bookish. I was baffled the first time I heard someone say "Only AI uses dashes" lol
I thought it was engagement bait the first time I saw it. I couldn't believe basic grammar/punctuation is what people are using as "tells" for Ai. 😂
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@OnryosTapeRentals said:
In theory, I agree with this, but it's completely unenforceable in practice.
There's no reliable way to differentiate between generative AI and someone who just has stilted manner of writing. Or even someone who doesn't speak English as a first language and has ran their work through a translator (which is completely valid and should not be banned).
I, for one, write fanfic and have been accused of using AI before because of liberal usage of em dashes. Which is commonly cited as a "tell" that a work is AI, but the only reason AI uses em dashes a lot is because the human works it is mimicking used them first! Lots of the ways people say they can detect AI work are flawed for this reason and just end up with legitimate users getting AI accusations.
On Threads the "em dash = Ai" has come up a few times and the main responses are "people are outing themselves for not reading books" and alot of genx and Millenials saying you can tear em dash from their cold dead hands. 😂
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It's pretty disappointing they didn't put blastmine/wiretap as a new class for survivors. Survivors have had the same 4 classes with some tweaks since the first iteration. I thought maybe since they weren't adding in any new killers for an iteration it meant survivors would get atleast one new class, such a bummer it was just another class tweak.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985868#Comment_3985868
i love playing oni
Normally I don't mind Oni, it's the partnering up with Legion that's the issue.
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Same here. I was having no problem getting lobbies in 2v8 survivor queue, was under a minute wait, but now getting the "cannot connect to host" error message after waiting for a bit looking for a lobby.
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I keep getting Legion with Oni, it's not a fun combo.
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No problem with survivor queue in my region, I hit ready and am in a lobby in under a minute. I had a lobby earlier that wouldn't fill with survivors, it felt like the TCM backfill bug because when I finally left after waiting for over 5 minutes I was put into a new lobby that instantly filled up when I entered it.
Now it seems like there's a server issue though. Keep getting error message that connection to host can't be established.
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It'd be cool if it changed every time you turned on the flashlight. First click a ghost, second click a pumpkin, third click a bat, etc. Just have it be a random order each match.
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You got 50k BP, 15k more BP than any of the survivors. You eliminated one survivor before they could even hit 10k BP and got a 4k. That end game screen shows you dominated that match and that haste stacking was not an issue for you. Maybe use video instead that shows the problem because the end game screen says the opposite.
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@Aven_Fallen said:
Several possibilities:
- BHVR does not want them in the game.
- The license Holders dont want them to be in the game.
- Both parties want them in the game, but they did not find a common ground in negotiations so far.
It will most likely be the last point and then nobody (outside of the people who are making the deals) know what is missing to come to an agreement.
Just adding, although probably falls under negotiations, discussions on getting Jared/Jensen approval for likeness in the game and possibly getting them in for voicelines could be issue. How much is adding Sam/Dean worth it for Supernatural fans if Jared/Jensen aren't involved and they can't use their likeness?
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I haven't played since Halloween so had 3.5 million BP just sitting there from what was there when I stopped + log in rewards. I spent 500k on a killer that was end of p4 and into p5, I got 25 event offerings on him. I spent the remaining 3 million on 5 different survivors (varied from p10 - p25) and only got 10 offerings on each character, so that's 50 offerings total on survivor for 3 million BP. The low amount of event offerings in survivors bloodwebs just makes them more hesitant to play the event offering because they don't know if it'll be worth it - maybe they'll have a good match with alot of BP but more likely they could be tunneled out without earning enough BP to get through a single bloodweb to unlock another offering.
It'd be nice if for event offerings they did a BP trade in separate from the bloodweb. That way people could load up and play the offerings without worrying they'll be wasted if they get eliminated from a match quickly. Devs can put a cap on how many event offerings a character can hold at one time if they're worried players will have too many on one character.
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Events are a vicious circle for sweaty games. Survivors main event BP is from being on a generator when it finishes so they'll want to be on as many gens before they finish so they can get the event BP. They'll try to rush their generator so it can pop and they can hop into another generator before it finishes and they can get event BP from that gen too. Killers then feel more pressure to get kills so they turn up the sweat in their end. Killers start killing faster so survivors try to do gens faster so killers try to kill faster.... it's just a vicious circle that happens every event.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951020#Comment_3951020
Idk if this one is a known issue but my stats say I've kicked zero gens lol. Not sure if anyone else has encountered that.
Not zero but since 2020 it says I kicked 118 gens in 591 games. There's no way. That would mean I had 473 games with 0 gen kicks if I kicked only 1 gen per match. Majority of the time I play killer is for BP farming and kicking gens is the easiest BP to earn in a match.
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I was looking through my stats as killer (played it less so discrepancies are easier to spot). Not only do the hours/matches played appear to be off but gens kicked is definitely wrong. Some how I only have 118 gens kicked in 591 matches since 2020. There's no way I didn't kick a single gen in atleast 473 matches. There were maybe a couple handful of matches where I focused on a challenge over gens but it definitely wasn't 473 matches.
Trapper, my favorite killer, seems to have wrong stats because it says I only played him for 8 hours (how???). I also run Brutal Strength on him so I can quickly kick gens yet only has 10 gens kicked in 44 matches.
Doctor is my number one killer according to stats most likely because I used him for farming BP. I run Brutal Strength on him (and for awhile also Overcharge) and since I wanted the BP gains I definitely kicked gens in every match with him but I have only 96 gens kicked out of 159 matches. It makes no sense that I would have any matches with Doctor without a single gen kicked when I specifically used him for farming BP and kicking gens would be a main way I'd get easy BP.
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I have alot of fun with Outlast Trials but it's PVE not PVP. There is a PVP mode thats rumored to be coming but there's no official info, just what people have guessed from looking in files and based on that seems it'll be closer to something like randomly invading other players trials. You can play solo but I personally am not a fan of completing trials by myself so I play in a duo. You can also play with randoms. It has multiple difficulties you can choose from as well as a Trial Maker where you can take a regular trial and add different variants to it that you like.
Ghostbusters Spirits Unleashed I'd say is the most casual for pvp assym. It's not an elimination like DBD. As Ghost your job is to haunt the map, as Ghostbusters you need to capture the Ghost 4 times (or once if you destroyed the 3 rifts that let them respawn) before the building is haunted. Once a map is 100% haunted there is countdown - depending on how many rifts are left determines how much time the Ghostbusters have to find and catch the ghost. Ghost side tends to be the more hide/seek side since you can hide in objects from the Ghostbusters (unless you're playing 1 specific type of ghost but the trade off is they can make new rifts).
Killer Klowns, while I have fun, I don't think it'll be what you're looking for. Stealth really only works at the beginning before the Klowns are able to use the balloon dog to find anyone. It's designed more to be a fight back game than hide and seek.
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Survivor animations, mainly being able to spin on the ground.
I miss it mostly being the original music with only a couple of killers have their own music. I just like the original more than most of the killer specific chase/terror radius music but also there are certain terror radius music I just can't hear until they are on top of me. The terror radius heartbeat helped with this but it also showed me how many killers I just can't hear their terror radius.
I miss the feel of the maps before Realm Beyond. They just felt creepier because they seemed more dark and dirty. Now they are more bright and have a clean feel.
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Maps being darker and having more cover for my Trapper traps.
Old Haddonfield. I know most killers hated it but as Trapper there was so much ground cover which gave me alot of different spots where I could put traps. The fences by houses where survivors would like to loop would also be great spots for traps because there wasn't enough room for survivors to avoid the traps.
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I've been on a break since the Halloween event. I was going to come back for the anniversary since I haven't missed one yet but between the go next and AFK penalties I don't think I'll bother. I saw a killer comment in another thread they were hit with an AFK penalty when they played a relax match where they goofed off a little but got a 2k and let 2 escape. With the way I play killer, especially during the anniversary event where I focus more on getting BP from messing around and will let survivors go because everyone's bringing BP offerings, there's no way I don't get hit with that penalty as killer.
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@thrive2survive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948278#Comment_3948278
Ahh no harm done. I guess I meant it serves no purpose good enough for it to be in the game imo. I mean, the fact that you can stop people from healing you by doing this is a real troll move if done to hinder the team.
Without it a killer/survivor team up are able to troll a slugged survivor. A survivor picks up slug, killer instantly downs them, and repeat process extending the bleed out timer. It's then on the slugged survivor to record, upload the recording to YouTube, submit a ticket to prove the two players griefed them, and then hope BHVR takes action. It happened to me when a killer was farming except for some reason only chose to farm with the other 3 survivors and use me as the plaything, I gave them 3 pickups before I held the run button down - once they realized they couldn't heal me anymore the killer hooked me and I was able to move onto a new match. Without being able to stop heals I would've been stuck in that match for much longer.
Being able to cancel a heal because you saw the killer when the healer is too focused on skill checks popping up is an important feature. There are times when you're crawling and need to get to a better location before being picked up, the only way to communicate that if solo is to not let someone heal you until you get to where you need to go.
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It's been awhile since I played but on PS if you press the run button (I think it's that button) it'll cancel interactions when you're slugged and if you hold it down it'll prevent interactions from other survivors entirely.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946667#Comment_3946667
Very interesting points here, my friend!
-The ranks I think are an interesting case because, while I do agree with what you said here, I would also point out the fact that some people don't really care about their MMR. I think this one is closer to what @GoodBoyKaru mentioned regarding alternate win conditions such as BBQ / WGLF stacks, where you had a reason to stay in a match even if it was clear that your team wouldn't be able to win.
-As for the challenges, I think they started out fine, but they reached a point where they required things to perfectly align during a match in order to be completed. Now, I am not sure of how impactful they were when it comes to the "go next" epidemic, because the archives existed before the epidemic and, apparently, they will no longer be updated. It would be difficult to measure how frequent the DC / hook suicides were when complicated challenges were released alongside their respective rifts.
-This part about FOMO is something I've noticed a while ago. If you recall the days of Old DBD, there were longer periods of time between stuff, where you would be playing the regular game. Now it seems you barely select the regular queue. Because it is modifier after event after modifier and so on. Now, I personally like the game's events, especially Halloween and Anniversary, but the modifier streak is a little too much. Most of them aren't even fun to begin with, imo, and their FOMO rewards are really unnecessary.
-Lastly I think the idea of artificially inflating the game's kill rates is largely responsible for the problem, because the way it was done involved depriving survivors of their resources. The map reworks are the best example of this. Personally, I don't like chases, I prefer hide and seek and doing gens, but if I am going to be chased then I need resources to use. Part of the deterioration of the survivor role, in my opinion, is leaving them with very little to work with.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946697#Comment_3946697
It is an interesting perspective, friends!
Now, I believe the gen kick meta and the supposed meta shake up (meta replacement, as I call it) from 6.1.0 indeed contributed to the deterioration of the survivor role itself. If we pair it with the map reworks that had already happened by then, it is entirely possible that these games weren't worth playing. And, as you say, the trend continues, even if some of the worst offenders (such as the gen kick meta itself and Skull Merchant's first design) were no longer around.
The old ranks not only could you see the ranks but to stay in the red/purple as survivor you had to do things to be useful to the team, there was reason to care. With their SBMM it makes sense people don't care what their MMR is when it's all hidden and the matchmaking itself doesn't feel rewarding.
I agree with GoodboyKaru, they've removed alot of the incentives for survivors to stay in a match and for both sides to play in a more fun way. I think it's one of the unfortunate effects of putting the focus more on balancing based on 60/40 kill rate, making it more competitive, and not considering the fun factor.
I think of before the modifiers and rift people would say how by Lunar New Year event they would start feeling burnt out but then it felt like not much happened between Lunar New Year and Anniversary so that would be time people would take a break. There was a time people could reset if they needed to without missing out.
Survivors used to have alot more agency in a match which allowed for more playstyles. Since 6.1.0 they've removed alot from survivors agency to hit and keep that 60/40 kill rate and have pushed survivors more and more to gen focused gameplay - so much so that if you do anything aside from gen rush it feels like you're throwing the game. I liked being able have a mix of stealth and chase, adjusting based on the match, but they've really killed the stealth gameplay and like you said with chases they have removed resources survivors could work with.
