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bm33

bm33

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bm33
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  • @AnneBonny said:

    nobody show this to gannman

    That was my first thought. 😂

  • @Mandy said:

    I would like to clarify something with the kill switch. This is to be used in those cases where a bug is considered game breaking enough to affect normal gameplay (we can all remember the Breakdown issue and of course CoH causing the game to crash when it was initially put into the game, those are two examples of when we would use the killswitch).

    What you are describing as issues with a killer is partly by design - the chains do spawn, but there is plenty of time to do them as the bug was fixed where the chains would just keep spawning constantly.

    A lot of this is learning to play against the killer, and whilst I appreciate it is much harder to coordinate as a solo survivor, it can be done. When I play solo, I tend to be the one that goes for the box etc and take charge of the team - pointing to gens etc. There is limited communication with solo survivors but you definitely can communicate these things to a small degree.

    The issue of keybinding with consoles, that is a separate issue and one which I will check on.

    I think there's confusion when it comes to difference between actions and interactions since default buttons are the same button. It's why there's complaints about people dropping pallets when trying to heal, or vice versa, and now the issue with chains and vaults/pallet drops. I think alot don't realize vaults/pallet drops are considered an action while chains are considered an interaction so you can manually change the mapping of the buttons to have them be different. On ps4 I changed my input binding awhile ago - have interactions as default R1 while actions I changed to circle so I've never had an issue with chains/vaults being same button.

    I think making them default different buttons on controller would help alot with this - players used to the buttons will get thrown off at first if change went through but it would help future players not get used to same button for all. Could also have a pop up of some sort list what the actions or interactions are when putting curser on them so players can see what things apply to them and see they can have different buttons set.

  • They should killswitch RPD.

  • @Kira4Evr said:

    I'm generally confused because I got 6.000 shards today, and I guess it was because of the "Bubba mask removal" thingy. But I never unlocked a single one of his faces so I don't really understand why I got those shards. I'm not complaining tho xd

    You didn't have to unlock the masks, just have played him atleast once before the mid-chapter patch.

  • @Advorsus said:

    I'm not sure if people know this, but on console you CAN'T change the button mapping for only chains. You can change the button, but it also changes the interact button with it. And most people don't have the means of changing with other methods.

    So console players just have to wait till behavior decides to split those interactions.

    Vaults/pallets are an action so you can map a different button than your interactions which are chains/gens/healing. I'm on ps4 and I don't have a problem with the chains preventing me from dropping pallets/vaulting because I set my action button and interaction button to be different.

  • If you're body blocking before EGC, even if it is one survivor and the others can complete gens, it is bannable. Here are screenshots from mods on previous similar posts about body blocking survivors.

    _20210422_155046.JPG _20210422_155101.JPG _20210422_155123.JPG _20211013_081440.JPG


  • Played some killer matches tonight. I'm getting really bad freezes when survivors are vaulting. There was one where I froze as a survivor vaulted a window in a building and moved forward into the corner. Luckily I'm not playing for kills but if I was that would cost me chases.

    While playing survivor had couple matches against a Nemesis, still bad performance and sketchy hits. Freezes still from him using his power and getting hits that are very questionable. At this point when I play against him I can't tell what should and shouldn't hit because everytime there's a freeze and sometimes I'm in front but it's a miss while other times I'm behind a wall off to the side with no LOS and it's a hit. It's more inconsistent than Ghostface reveal mechanic.

  • I didn't run any perks that would increase BP only the event offering, got 78k BP.

    _20220126_155028.JPG


  • I'm guessing for anyone that doesn't get their shards after 24 hours they will probably be told to contact support.

  • I almost escaped a match with token from white glyph but killer hooked me when I was last survivor instead of letting me escape. 😔

  • It's less than we usually get in the free rift too. They need to fill those blank spaces with something like BP or Shards, make it not look so empty and pathetic.

  • @El_Gingero said:

    Hmm didn’t get mine yet hopefully I do.

    @Irisora said:

    I didn't receive anything yet other than 50k BP idk why lol.. feelsbadman

    After I saw the tweet I had to close and reopen my game to get the shards.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773374#Comment_2773374

    Oh. Harsh :D

    Well I guess that explains why everyone is doing a mad dash to the envelopes. Although I'm always playing an envelope so I guess I'm always getting bonus BP no matter what goes down...

    In the few games I've played I haven't even noticed people going for envelopes delaying the game. They are activated/picked up wicked fast. Takes longer to cleanse a dull totem. 😂

  • @tippy2k2 said:

    As a killer though, I am also wandering around at the beginning and going after envelopes instead of going for generators/survivors.

    Also unless I'm mistaken, it's not like the envelopes go away and as long as someone gets it, doesn't everyone get the points? So there's no real need for anyone to bum rush the envelopes and get themselves killed ASAP...

    Only the person who claims it and the person's who envelope it was get the points.

  • Started a round where the Claudette loaded in floating. We stood there like this nodding for about 30 seconds.

    _20220126_154948.JPG

    Different match I died but atleast I got alot of BP.

    _20220126_155028.JPG


  • Atleast it's slightly different, it's not like Billy's "ice capped jeans" that are identical to his default jeans but considered a "rare" cosmetic because they were on the rift. 😂

  • The new cosmetics look good. Recolors don't seem like anything special.

    I'm disappointed for Blight's weapon they called it a "gold cane" instead of "gold shillelagh."

    The free track has less than normal so it just looks worse than it usually does, they really need to add something like BP or Shards to it.

  • They give the most cosmetics/more creative cosmetics to the characters that get played more BUT those characters get played more because they have more cosmetic options. It's a crappy circle.

  • I think it'd be more interesting to unlock the default survivor cosmetics on Legion. Meg cosmetic would throw off players the most since she's only survivor with masks.

  • If survivors focus on gens instead of healing then they'll finish the gens faster which puts more pressure on the killer instead of the killer putting pressure on the survivors. As killer you want survivors off gens healing.

  • Survivors will just not bother healing and instead focus on gens.

  • I wish I was in this match so I could've taken a screen shot from survivor pov. 😂

    https://twitter.com/TheKingTwitch/status/1486160696849178627?t=IY4BdfqJDmReH-8GdgvPaA&s=19


  • Not sure what changes were made but my ps4 fans weren't sounding like a jet engine today in the lobbies, it was amazing.

    Only played some survivor matches. Didn't notice any performance improvements, didn't feel worse either. Really just felt the same. Still have same freezes I had before the patch. Couple funky freezes where my camera turned randomly that I have no idea what caused it. Once was when I hopped on a gen by myself, didn't happen again so not sure what caused it.

    For the event I've noticed some hitches when the envelopes are activated/claimed. Beginning of one match I didn't see my envelope right away, when I saw the aura appear I had a couple second freeze - almost like the game froze when it realized the event stuff hadn't loaded in.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771168#Comment_2771168

    https://forum.deadbydaylight.com/en/discussion/comment/2771134#Comment_2771134

    After some more testing, this is what's happening:

    • Some hooks are not giving BP at all. This does not appear to be related to how many times it's been used, but it's difficult to tell for sure.
    • Hooks are only giving a pitiful 750 BP. Compared to what survivors get from a gen (3k), this means that - even if it works properly, I'll never get close to the numbers they can even if I win (750x12 isn't even 10k).

    I may be wrong but previous events I believe each time you hooked a survivor it would give you 1k BP so 3k for 3 hooking a survivor. It does seem odd to not atleast make 3 hooks = 1 gen. Honestly cannot think of the reasoning behind not giving equal BP here when it's based on hooks and not hook states.

    Are the hooks scourge hooks? If so that could be bug where hook is choosing scourge perk or event BP, not both.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771137#Comment_2771137

    No.

    It's survivor sided because they get top tier toolboxes for free and killers get literally nothing. It's snowmen all over again.

    The BP gains are the cherry on top.

    https://forum.deadbydaylight.com/en/discussion/comment/2771134#Comment_2771134

    Aha. This is what it is.

    3000 is stronk.

    I think I'm getting event BP from (most) of my hooks, I am making a concerted effort to use different ones.

    https://forum.deadbydaylight.com/en/discussion/comment/2771140#Comment_2771140

    No.

    https://forum.deadbydaylight.com/en/discussion/comment/2771143#Comment_2771143

    Yeah will see what the game I'm heading into looks like.

    In 3 games thus far, I've been 10-20k behind the highest survivor on a win, and 30k or so below on a loss.

    I believe you're supposed to get event BP even if you use the same hook so if you're not that might be a bug and why you aren't getting as much BP. Maybe double check with Mandy but I'm pretty sure that's supposed to be the case.

  • Each gen completed all survivors get 3k event BP so that's 15k BP if all 5 are completed. Then there's activating and the claiming of envelopes - some might be claiming more envelopes than others.

    Are you sure you are definitely getting event BP for every hook? I'd say save your games and then watch the play back for scoring events to make sure they are popping up for every hook.

  • My first game after 2 weekish break I was slugged until bleed out at start of the game. Foolishly decided to play a solo game while waiting for my SWF teammate to see what event was like. Bad chase and went down under a hook so wasn't like I would've wiggled free. The Oni slugged me for 2 minutes then went and downed a teammate who got picked up by the other teammates immediately. Oni came back for me, let me wiggle free only to down and slug me again. Downed another teammate, again picked up by the other teammates immediately. I bled out without getting picked up. Before I died teammates had completed one gen together then just didn't do anything on opposite end of map. When I spectated the Oni was farming with the remaining 3. I hadn't done anything to be slugged until bleed out, wasn't like I looped him well and gens were popping. Didn't do anything to even possibly grief my teammates, never actually came in contact with them.

    Told my SWF teammate I'll see how it is playing with him but if another bad match like that happens I'm going back on my break from DBD because the event isn't worth me wasting my time if killers/teammates are going to play like that.

  • My first match after taking a 2 weekish break. Played a solo match waiting for my SWF teammate and to see what event is like. Oni slugged me, no one on my team came to pick me up after 2 minutes. He downed someone else then came and picked me up to wiggle free only to chase and down me again while my teammate was picked up. He slugged me again, left me to down a teammate that was immediately picked up by the others while I bled out. When I went to spectate saw he was farming with the other 3 survivors. Think I'm going to go back on my break away from DBD because event isn't worth wasting my time like that.

  • Bump for those that may have missed this.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770251#Comment_2770251

    Yep, nothing is more satisfying with Trapper than placing a trap just outside one of those second story windows at the start of the match, chasing the first survivor you find into that house, and SNAP! 😄

    That. Watching survivors avoid the thin paths between house and fence because they're scared of getting caught in a trap. 😂

    I'm a big fan of double traps where I use a trap on one side of a window so the survivor thinks there's nothing on other side only to get caught right after. It's so enjoyable to hear one trap get disarmed only to be quickly followed by a survivor stepping in another trap. 😂

  • Good question, I didn't even consider if it was temporary.

    Also does it impact matchmaking like crossplay on/off? I'm assuming it doesn't but just checking.

  • @tippy2k2 said:

    You know what that means!

    https://us.v-cdn.net/6030815/uploads/SORWIGLX4FBP/pxl-20220124-194720822.jpg

    Holly would thank you herself but she a sleepy kitty

    She's so cute. 😍

    Kazi would say thanks for the pic but she's too busy snoring.

    received_356586815951265.jpeg


  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770214#Comment_2770214

    My first reaction... "There's not a dog in that picture."

    That's why I saved it. Until I saw the caption I thought it was weird the animal page I followed was sharing a bed spread. 😂

  • Performance issues started it, SBMM creating an unfun experience finished it off.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770079#Comment_2770079

    https://forum.deadbydaylight.com/en/discussion/comment/2770080#Comment_2770080

    Thank you! Is it the same with Fractured Cowshed & The Crotus Prenn Asylum?

    https://forum.deadbydaylight.com/en/discussion/comment/2770224#Comment_2770224

    My all-time favorite trap area is outside of the upstairs Myers window. I swear I get them every time.

    I know most killers hate it but I have the most fun as Trapper on that map. Just so many good places to put traps down. I'm so worried the rework is going to ruin that.

  • I really hope it continues to have lots of grass and areas survivors can't avoid traps - it's my favorite map as Trapper.

  • @Mandy said:

    I just checked with the Team, yes it is a bug that it was removed - it should be back with the next hotfix (that's not a confirmed date though)

    Yay to it coming back.

    Here's an animal pic as thanks.

    FB_IMG_1643120573594.jpg


  • I'm waiting to see if that's the actual cosmetic or if it'll be like Bill where they advertised a young Bill cosmetic but we got another old Bill cosmetic.

  • It's gone on my Meg too. 😔

    Last I saw from Mandy we are all supposed to have Meg's Deathgarden mask and that eventually everyone would get the Trapper Deathgarden mask too so hoping it's a bug.

  • Will need to see what, if anything, gets worse for killers from solo survivors buff. Could be adjusting gen speeds. Could be based on killer - some get buffs while others stay the same. Could be nerfs to survivor perks.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766133#Comment_2766133

    So what you are saying that if you are a new player that you start or could end up in a mmr bracket where it's full of do nothing claudettes?

    Good luck escaping out of the exit gates to get to good teammates then.

    A do nothing teammate is never going to be fun. It's better for those teammates to start facing killers that will punish that so they learn to actually do something.

    Imagine if it worked like people wanted. Camping bubba's and do nothing claudettes both go down in mmr. So both are in the same bracket and get matched together constantly. I don't think i need to explain how impossible it would be to escape through the exit gate.

    Might be better for high mmr but sadly the devs need to keep all players in mind.

    Have the bracket of hiding survivors go lower than new survivors - when new survivor starts as long as they try they shouldn't drop down to the unfun level. The problem is these players that are dragging the rest of the team down by hiding are ruining the experience for players at all levels. They are not changing their ways because they have no reason to - if they were changing their ways it wouldn't continue to be a problem players keep complaining about. If they end up in a bracket where everyone is not doing anything they will need to start doing more than hiding to get out of it.

    Camping Bubbas are doing so well thanks to these players consistently being in the lobbies at all ranks. You need all 3 survivors not being camped to focus on gens to have a chance at punishing the camping - that doesn't happen when there's one or more deciding to hide and hope for the best. If these hiding survivors get sent down to a bracket where they are stuck with eachother it increases the teams the camping Bubba faces that are able to play against camping at 5 gen - this will then force those Bubbas to make a choice between camping or doing more.

    Punish the survivors that do nothing by pushing them down to play together until they learn to do more than hide. With hiding players out of the way dragging teams down and ruining games you get consistently better teams to play against camping killers. Camping killers then need to adjust playstyle because camping 5 gen is no longer viable method to win.

    As far as the do nothing survivors with camping killers stuck in same level together not being able to escape through exits - isn't that the whole argument for the players not doing anything moving up? That they'll move up to killers that know how to handle them and keep killing them? Except in this case those survivors and camping killers move down while everyone else is moving up and not having their experience ruined.

  • @Sonzaishinai said:

    People also often forget or don't realise that matchmaking is more then just measure skill

    A example people like to use often: Claudette hiding in a bush all game

    So a claudette hides in a bush all game while the rest of the team do all the gens. She escapes through the exit gates and goes up in mmr. So the system thinks she is just as skillfull as the rest of her team? Does this Claudette instead go down in mmr? No, that's wrong and people need to start realising that it's just not only about skill.

    What actually happened that match. Claudette did nothing so the other survivors bassicly won a 3v1 vs the killer. How should her next match be then? A weaker killer that also can get 3v1'ed and she can do the exact same thing again? Or a stronger killer that will make sure that if she doesn't carry her weight she will not escape through the exit gates?

    Another example: A bubba killing all 3 survivors with 3 hooks vs a nurse who kills 1 survivor with 9 hooks

    Bubba got 3 kills by camping every hook while the nurse got everyone on dead hook before killing one. So the system thinks the bubba is that much more skilled then the nurse? No it doesn't. Again ask yourself. This Bubba players next match. Should it be weaker survivors so he can do the exact same thing again? Or should he start facing stronger survivors that know how to punish a camping killer?

    Same as the nurse player. This nurse player playstyle is being as nice as possible to the point of handicapping herself. In her next match, should she face stronger survivors who will be effecient on gens and be out long before she gets everyone on dead hook and force her to play meaner? Or weaker survivors so that she can play nice and still have a chance to get kills?

    Skill isn't the only thing to concider while matchmaking. People who can win with cheese tactics also need to face stronger opponents regardless how little skill their cheese tactic took. They need to eventually face players who can deal with it. It's like this in any game.

    In starcraft you can zerg rush which bassicly means that if your opponent knows how to counter it you lose and otherwise you win. It practically is just follow the build and throw everything at your opponent. Outside of some micro of your troops it also doesn't really take that much skill. If you win with it you also start facing stronger oppenents untill it suddenly just doesn't work anymore.

    In some fighting games you can easilly win against weaker players by projectile spamming. Also doesn't take skill and if you win with it you also go up in rank. They need to go up in rank so they start facing opponents who can counter that instead of keep going down in rank and keep facing players who just get destroyed by noobstomper tactics.

    It's true that mmr isn't the best way to measure skill but that's not really what it's suppose to do. The devs just made the serious mistake of calling it skill based matchmaking which causes people to hyperfocus on that

    The problem with the Claudette example is the 3 other survivors in that match are getting punished by that Claudette not pulling her weight. They are playing a 3v1 and that's not fun and not fair to those 3 survivors. Doesn't matter that Claudette finally gets killed - she's taking 3 others down with her which isn't good and it's not fun.

    Add some sort of nuance so those survivors that aren't doing anything don't continue to drag down players that are actually trying to escape by doing the objective. Have increase MMR only go to survivors that escape AND were useful. Those that don't do anything should automatically get negative points to MMR and get thrown to the bottom. It could be something like escape and useful + 10, die and useful 0, escape and useless -5, die and useless -10.

  • As a console player - No. We do not need chat. I'd rather them delete chat entirely and put those resources towards actual game issues.

  • I'm assuming you mean when you've slugged for the 4k. Usually I've recovered to find help and I'm crawling to a safer spot to be picked up or towards the other teammate to pick me up. Unfortunately during this time the killer may kill that player in which case I start crawling looking for the hatch as a last ditch effort. Alot of times when I'm slugged I bleed out within 10 seconds of the killer hooking my teammate because they left me on the ground for so long while they looked for and chased my teammate. If you've left me on the ground I'm not going to just lay there for 4 minutes, I'm going to try to get picked up if there is another survivor or I'm going to try and find the hatch.

  • I just want them to fix his reveal mechanic to not be so wonky. Stare at him with nothing in line of sight, won't be revealed. Hide behind a rock taking up 99% of the screen, somehow can reveal him from that 1% not covered by rock in the corner. It's so obnoxious.

  • I'd rather the game be 3v1 because the survivor is out of the game than 3v1 because the survivor is hiding in a corner being useless because they want team to either carry them or die for them to escape. At this point it feels like 2v1 anyway in most my games thanks to the matchmaking that I stopped caring if players dc/give up on hook. I'm more surprised when my swf teammate and I get matched with 2 randoms that actually try to play the game by doing objectives and participating in chases.

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