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bm33

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  • The matches where survivors are opening chests or cleansing totems mid match haven't contributed to my survivor team losing. It's survivors avoiding gens in the middle and instead doing the ones at the far edges at the beginning or focusing on gens on one side of the map instead of spreading out between middle and other side of map - either way they're clustering the remaining gens together and making it easier for killers to patrol/chase survivors off. As far as I'm concerned do whatever chests/totems you like as long as when you do work on gens you're spreading them out and not leaving us with a group that are close together in the middle or one end of the map.

  • @Hex_Llama said:

    I mean β€” you could also just play normally and let the game balance itself in the spirit intended.

    This. I'm just going to finish my gen and go find something else to do instead of hang out around a 99% gen. I also feel like doing this is just going to encourage killers to play more sweaty/rougher and I'd like to keep 2v8 relaxed and casual.

  • They gave killer side a bunch of new stuff (3 more killer options plus 4 classes) but only slightly tweaked the survivor classes from last time and added abilities - abilities that aren't something that will draw people to the survivor side from killer. Giving the side that is already more popular new things to encourage more people to play that side while giving the side that needs players basically nothing was definitely an odd decision.

    There's only 2 challenges that are survivor only, play as a trial as Guide class and play a trial as Medic class. You could be the very worst survivor and be dead before the first gen is completed, you will complete those 2 survivor challenges since you don't have to do anything but play in a trial and not DC. They should actually put more survivor only challenges in the tome to encourage more to play the survivor side. The more people that leave the killer queue to play survivor the better the wait times will get for killer.

  • I'd love for them to make 2v8 permanent and rotate the killer selection every month. Always have the original 3 (Trapper, Wraith, Billy) and rotate the other 5 to keep it fresh. One of the issues they've mentioned for some killers was on the HUD having 2 killer status effects like Doctor shock and Wesker infection. If they did the rotation they could have just the Doctor as a killer with a status effect that shows on the HUD one month and then Wesker the next month.

  • @Xernoton said:

    I have noticed that too. I played a few games of survivor in that mode and it's weird how many times all will be healthy but nobody is on gens. For chase times, it seems that either they are literal gods at the game and can loop 10 Nurses at once around a Z-wall or they just stand still. And that's without the second killer around to hit them again.

    Also, is Billy's chainsaw magnetic or are people just this bad at dodging him? I have faced my share of Billys and I never had any issues but somehow my team mates manage to get hit by them frequently.

    Overall the survivor side feels like the solo queue experience is dialed up to 11. Maybe survivors should have base kit Bond (keep the range restrictions though, because otherwise it might get confusing with 7 yellow blobs on your screen) in this mode so that they can coordinate a little better.

    I think basekit Kindred (minus killer auras) so people can see if someone is going for survivors in a cage or not. There are times I'm on a gen and see 3 survivors off gens and it isn't until someone is halfway through the hook state that I realize no one is going, I would've left my gen alot sooner had I known no one was heading towards the cage for a save.

  • The other night I had a killer teammate (Huntress) that was AFK at the start of the match. I realized it after I had put down some traps and caged someone that my teammate wasn't moving. Went over and confirmed they were indeed not doing anything. Since I was playing as Trapper and had no interest in a 1v8 I decided to go hang out by an exit and wait for the survivors to finish up the gens so I could just open the door and have them leave.

    Once the survivors were down to 2 gens the other killer decided to move, they came straight over to me and just start nonstop swinging at me. I decided to walk away and they followed while throwing hatchets at me. I decided to get some XP from breaking doors and they would try to block me from doing that, not even trying to break the to get the XP, just trying to stop me from getting it.

    Last time in 2v8 killers that DC'd were replaced with a bot. They should do the same for killers that are AFK at the start of a match. Give them 60 seconds (that's more than enough time to realize you are now in a match) and then boot them from the match and replace with a bot. Sure, the bot may not be as good as a real person but it's better than an AFK killer teammate.

  • Feel the same way about 2v8, I definitely prefer it to 1v4. I played 1v4 for the Halloween event and Lights Out, only played long enough to earn the rewards and then stopped playing. With 2v8 I've finished the tome challenges and now am working on old tome challenges. Once 2v8 ends I'll move on to playing something else, if they extend 2v8 like last time I'll stick around to keep playing it.

  • Instead of focusing on what killers they'll add next they need to instead focus on the survivor classes and making survivor more appealing. Adding more killers to the mix isn't appealing to survivors, it's appealing to killers and encouraging more to play killer over survivor. They need to really focus on getting the both sides players to be more willing to play the side that's struggling to get players.

    This iteration they really only gave the killer side, that didn't need any more incentive, new things to try out (3 new killers and 4 new classes) while the survivors that actually needed an incentive got the same 4 classes slightly tweaked with some abilities that really aren't anything that will draw more people to the survivor side.

    They should make a trouble maker class for survivors that is a combo of flashbang, head on, blastmine and chemical traps. Give them the pallet rebuild/reset as an ability and give Scouts a different ability like they can wire tap a gen to reveal killers aura to everyone.

    Have a class that has smoke bombs, red herring, deception and diversion. Make their ability mirrored illusion.

    Make a boon class - will help get survivors off the gens and will make use of the totems around the map. They can have ability can be to show totems and rebuild a totem that's been destroyed incase there are survivors doing destroy totem challenges during 2v8.

    They need to reconsider tying the anti-slugging to the ability. While in theory it's a great idea it's not so great when there's a 2 minute cooldown for some players and 30 seconds for others, just make everyone have a self recover cooldown of 45 seconds. If killers are turning to slugging that's just going to turn people away from playing survivor.

    I also think as far as the queue incentive they need to do more than just BP. 400% BP wasn't enough to tip the scales the first time and the 250% this time isn't , start including XP bonus or even just give 5 iri shards per game played as survivor - that would help get some people to play survivor over killer.

  • It definitely helps that the Unbreakable requires you to have your ability available - unless you have 4 escapists with 30 second cools downs you don't have to worry about Unbreakable for 60 seconds on scouts, 90 on guides, and 2 minutes for medics. While the cooldown makes sense for the actual abilities it doesn't make sense as the devs planned fix for the slugging issue from last time. If the Unbreakable was consistent like 45 second cool down for all classes then slugging wouldn't be as efficient.

  • @beater15 said:

    1v4 currently gives 150% survivor bonus, with 1 100% bp offering I get more per hour making 2v8 redundant. Why was the bonus lowered from 350% to 250% shortly after release? Killers are having a miserable time trying to find games and there's not much incentive to play survivor.

    You made the same post yesterday and in it people told you that the bonus saves them from using any offerings that they already have a limited amount of and they overall just prefer 2v8.

  • @Laluzi said:

    Can we just have nighttime Coldwind maps, period? I miss that yellow sky so much. Daytime Coldwind just ain't it.

    That would be amazing and I would love if they did that. I will take what I can get though, 2v8 they're already messing around with the maps so maybe they can change it to night while they're at it. πŸ˜‚

  • BP offerings are a jinx for me, anytime I play them I get tunneled out before I can earn any decent BP. I also have way more fun in 2v8 than I do in 1v4.

  • At this point the BP isn't enough to get more people to play survivor - the incentive was at 400% during the last 2v8 and the killer wait times were over 10 minutes then. They need to do more than just BP, like also include an XP bonus in the incentive since that would help people earn Iri shards faster.

  • I way prefer 2v8 to 1v4. While this iteration is more sweaty than the first I think they could make some adjustments to tone down the sweatyness and keep it fun/chaotic.

    I'd love if they made it permanent but rotated the killers available. Every month rotate in/out group of killers, can keep the original 3 (Trapper, Wraith, Bill) and rotate the other 5 to keep it fresh/avoid same combos.

  • Killers this time got more killer options and classes they could choose from while survivors pretty much have the same classes with only major change being the ability. Really it encourages more killers because there's more for the killers to check out (8 killers to try different combos with plus 4 classes to mix around with the combos) on top of being able to play with a friend which is much different from normal gameplay. For survivors they have the same 4 classes slightly tweaked and an ability added, it doesn't take long for someone see the "new" things for survivor - only 4 matches and then they can play killer that has alot more to see.

    They need to make the survivor side more appealing for the people that don't already prefer the survivor role. While the addition of abilities are nice it's not enough to get more people to play survivor over killer. They also should've added atleast one new class for survivors to check out, maybe a trouble maker class where the survivor has Head On, Flashbang, Blastmine, and Diversion.

    For the incentive they should start including a XP bonus on top of BP. With XP people will earn more Iri shards which are harder to earn normally, BP isn't as big of an incentive as it once was. More survivor specific challenges for 2v8 - play 5 games as each class and use each class ability 10 times. Challenges that will have people playing the survivor role more.

  • Maybe I've just been lucky but my matches so far haven't had any slugging issues. The only time I've seen the killers slug is when they are downing someone else that was nearby, but the first person tends to be picked up halfway through recovering. I thought slugging would be way worse in this iteration because new mechanic but so far killers have been choosing to cage and deal with the gen speeds.

  • Dying more than I did in the first iteration but still less than I do in 1v4. Not a fan of some of the changes they made because it made 2v8 more sweaty. Hate that the cage doesn't move if a survivor is nearby, that should only apply to the like last 5 seconds of cage not the entire time a survivor is in a cage. The survivor bonus abilities are nice but the Escapist one is pretty lame, it should hide scratch marks too not just silence rushed actions. Overall still prefer 2v8 to 1v4, already hoping they extend it again.

  • If the cage still moved when a killer was near that would've stopped the survivor from being able to prevent you from being rescued when the killers came over to check it out. I wish they didn't change it to the cage doesn't move if a survivor is nearby. I've died so many times now in my first cage because someone decides to loop the killer near my cage and other players don't want to attempt a rescue with the killer right there. They should've made it so the cage doesn't move when a survivor is near for the last 5 seconds during the second cage if the problem was people dying when someone was going for a last second save.

  • My killer wait times have been between 8-11 minutes.

  • I only played the event to get the rewards, moment I had them I stopped playing. It just wasn't fun when people are playing like it's normal dbd or comp DBD.

    Had killers down me and slug me in front of pumpkins or rifts that hadn't been opened, they weren't even trying to open/kick them instead for the event BP but just trying to sweat for 4k or make survivors miserable by slugging as many as possible. So many matches ended with killers not having much BP with a 4k in the event because they didn't actually care about event/event BP, they're just going in to have easier 4k matches against those just wanting to good off.

    I hope that with events being separate from the regular mode that the devs make some extreme changes to make the event more of a good off/fun time and remove anything that is used to make the other side miserable/sweat. If you want normal DBD the regular mode is right there.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832228#Comment_3832228

    oh. Yeah that makes sense. Damn. I got so many downvotes - what did i even ask for besides accessibility stuff 🫣

    From what I remember people downvoted alot of QOL questions, even if they were something neutral like accessibility.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832184#Comment_3832184

    hm. I would have assumed they just got added on accident on the profiles and any numbers where from back in the days where downvotes actually existed on these forums..

    but they got deactivated before i even joined iirc so.. that wouldnt be it?

    Same, I joined after they removed down votes which is why I was confused when they were all of a sudden in my profile and randomly in other profiles (I looked to see if I was only one). I think I just figured it out though - when they used to have a section for Q&A questions there was option to down vote those posts if people didn't want a question asked so I think that's what it's from. Would also explain why I can't see what they go to since any Q&A section posts are gone now.

  • @AssortedSorting said:

    Wait, does it actually prioritize where the Killer is or is that just biased hearsay?

    Hatch location is already decided at the start of the match, it has nothing to do with where the killer/survivor are when it appears at the end of a match. There's only a handful of locations on each map that are spawn locations for the hatch so it's not too hard to take a guess and be next to it when it spawns. The hatch doesn't spawn until the final survivor is dead, so if a killer hooks the survivor it isn't until the end of the sacrifice animation which can be plenty of time for the killer to head to where they think the hatch will appear.

  • This is more a question - what are the down votes under reactions in profiles? Previously it was only up votes but now there's both. If I click on it to see what was down voted nothing shows up even though it says there are a bunch. Are down votes something for those visiting the forums on PC but not on mobile?

  • Happy Halloween! πŸŽƒ

    We put out bowls for the trick or treaters and then stay inside watching horror movies. Before trick or treat started we watched Halloween 3: Season of the Witch, during trick or treat we watched the original Halloween, now we are watching Trick r Treat.

    We do two candy bowls, one that's chocolates and the other fruit ones like gummie bears and Starburst. We also put out some little Halloween coloring books, Amazon has packs that are like 60 books and each one is a 10 page book for pretty cheap - figure if there's diabetic kids or kids that have parents that take away candy at end of night then they atleast have something they can keep from trick or treat.

    _20241031_192033.JPG

    Just took the bowls in since trick or treat ended some time ago, little less than half of the fruit candy is left and about half of the chocolate candies. Husband is trying to stick to a diet so the leftover candy isn't going to help. πŸ˜‚

  • Governor dressed her dog up as Nibi the beaver for Halloween πŸ˜‚

    FB_IMG_1730410272833.jpg
  • I just think of Cabin in the Woods where there's the group influencing the victims to make bad decisions.

    I think there's already a decent number of horror movies where the victims make what should be the good/right choice, it's just the killer/monster is able to ruin that choice by being one step ahead or they are able to push the victims into what turns out to be bad decisions. Like Tremors - Earl and Val are making good decisions based on the information they have, unfortunately the grabboids are managing to ruin each of those good choices.

  • @PetTheDoggo said:

    I usually just stop playing unless I see a survivor when there is one survivor left. Playing for gate/hatch is just extra stress/work and I can't be bothered.

    Funny with this approach is when survivors is waiting on exit gate for me to close a hatch and I had few survivors who noticed it and just finished all remaining gens.

    There's a good chance you're helping those survivors get the achievement as last survivor finish the last gen and escape through the exit gate.

  • Distortion isn't stronger than before at all. You start with 1 token and can earn a maximum of 2 tokens for every 15 seconds in a chase. Old Distortion you started with 3 tokens and could earn back all 3 by just being in killers terror radius, so on a map like Midwich or the Game you could earn them back without even being on the same floor.

    Being in the killers terror radius was very consistent and not finicky at all. With chases they are very finicky for when the games thinks you are/aren't in a chase - I've had so many "in a chase..." tome challenges that take longer than they should to complete because of how inconsistent it is to be considered in a chase.

    The players that can last awhile in a chase aren't likely to be running distortion, it's the players that are not good in a chase that are the ones that want to avoid being seen by the killer.

  • @Coordi said:

    Please let us know if you are still experiencing this issue!

    Not sure about everyone else but it is fixed for me. :)

  • I play the PS4 version on PS5 and have the same issue. I sent a support ticket. I could log in before the 8.3.2 patch but after it I've had non stop error messages. There was a PS5 system update like a day or two ago, I wonder if there was something there that messes with the patch.

  • @cindlemain said:

    As a Quentin main who uses Wake Up I need them to please leave my perk alone. If you knowhow to use it, its a perfect perk

    This. I'm so worried they're going to ruin it. They'll do something to buff it but they'll also attach some unnecessary downside that'll make it worse to run, like they did to Calm Spirit. There's other perks that actually need attention, Wake Up is fine as it is.

  • Since event mode is now separate from the regular mode I think they should give both sides classes to choose from like in 2v8, allow only event items/add ons (maybe make some additional event add on options for killers for some variety), and only allow event/BP offerings. If players want to use their regular perks, items, addons, offerings they can go play in the regular mode.

  • I miss the nodding and the spinning on the ground when slugged.

  • @LadyOwO said:

    What about it needs changing in the first place???

    It doesn't need a change, it does exactly what it's supposed to do and it does that with no issues. It's helped so many times in solo q when I can see on the HUD a teammate is being chased and they can see what door I'm opening, they know where to run and other teammates still alive know where to go to help if needed. It has also helped when doors spawn close together on certain maps or when it's a killer that can move between doors quickly, can feel that 25% speed increase in those situations.

    I'm worried they'll do something they think is a buff but decide they need to add a downside and end up making the perk worse, like what they did to Calm Spirit.

  • Trade? Maybe they'll fix Pharmacy and leave Wake Up alone. I just see them doing to Wake Up what they did with Calm Spirit, give it buffs it doesn't need just so they can attach an unnecessary downside.

    @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825420#Comment_3825420

    Wake Up fills a specific niche and does it perfectly; where's the beef bro?

    This. Not surprised by the reaction, it's an underrated perk that most players won't give a chance because it's a survivor end game perk that doesn't do anything for health/chase.

  • I'm so bummed Wake Up is on that list. It's such a good perk as it is, I wish they'd leave it alone.

  • I don't like seeing Wake Up on there. It's a solid perk as it is, I don't want them to ruin it.

  • Both sides have unwritten rules they think the other side must follow. There's plenty of killers that say they will camp/tunnel/slug until bleedout if survivors break one of their unwritten rules. Killers will even use how survivors behaved in previous match as reason they are making the next match miserable - gotta punish the new unrelated group because previous group broke thst killers "rules." πŸ˜‚

  • Knock Out. It's my least favorite perk in the game and I still think it's ridiculous that they decided to buff it in the 6.1.0 patch when Knock Out bleed out builds already existed to make solo q miserable.

  • I don't think it's that they don't play test it, it's that they play test on a closed server and they're playing it as the devs intended not how the community will play it.

    I hope that with events now being their own game mode that the devs make changes to really push the community, on both sides, to play the event as a fun celebratory thing rather than people trying to ruin the event for others and sweat fests that have been a major complaint for years now.

  • Sadako I run into around a corner at start of the match and get jump scared. Outside that not really a problem with the other killers.

    Mikey players used to because they'd just be creeps standing around and staring. When we switched from rank mode to SBMM these types of players went away so now it's just regular DBD players and that's not scary.

    Trapper makes me the most paranoid, especially on dark maps with lots of ground cover. I walk around so slow watching out for traps πŸ˜‚

  • In past Q&As when the game was only a few years old they said they wouldn't add in a stat page. Excuse was that if they added one everyone would be starting at 0 and apparently people playing since 2016 would be upset that their previous stats wouldn't be included and they'd be starting from scratch with new players. Sad thing is if you watch the old streams there's one from either just before the game launched or just after where they show original plans for some of the campfire menu stuff. Originally they wanted you to be able to move around the campfire and they had a page set up that would have stats. It looked pretty cool but they scrapped the idea before the game launched, such a bummer. It's around 18 minutes into this video they show the stat page: https://youtu.be/ShGrqQ0iyD8?si=VI6MFY-f04M-jsoX

  • No need to penalize people, just remove the offering screen since it's unnecessary. Leave finding out what offerings were played to the end game screen when you find out everyone's load out.

  • Wake Up. It's such a useful perk. Always know where the exits are, get a decent speed increase when opening, and you're teammates will know which door you're opening instead of trying to guess.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822512#Comment_3822512

    For real, why not try something "radical" like this for future events? We should make some noice and make BHVR notice and maybe they will give it a try?

    The big problem with this is that they would have to come up with loadouts for every killer. On the other hand, maybe it wouldn't be that complicated, as they would only need to give a couple of loadouts for everyone and didn't have to create the secondary shared effects that made the 8v2 loadouts so special.

    Heck, I pet we could come up with three decent and fun loadouts for every killer, so the peeps at BHVR should be able to do the same :)

    Didn't they say for next iteration of 2v8 killers will have a few different basic load outs to choose from, they just won't be able to choose same load out kind of like how on survivor side max of 4 players can have same load out. So in a way they already have a foundation it'd just be a few tweaks to accommodate 1v4 instead of 2v8. Killers right now just have the Blight serum for an add on, maybe create another generic one so they can alternate between the two add ons.

  • @[Deleted User] said:

    I've played one game, and it was against a quad slowdown killer who barely left a 4 gen and slugged for a 4k in a freaking yearly event trial. I'm good on it. Just my opinion, but the events will always be unplayable to a degree until they limit what people can bring perk-wise. Stop allowing players to ruin these events.

    EDIT: gave it one more shot. Hard tunneling killer in the second game. It's not a both sides issue here…

    Since the event is a separate game mode they could do more to curb the increased sweaty play that happens. I would love it if they made it so in event mode you had pre-made class loadouts like in 2v8. Only items/add ons are the event ones and only offerings allowed are the event or BP offerings. People that want normal perk, items and add ons can go play the regular game mode.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821867#Comment_3821867

    I didn't take this into account! Yeah, that sounds like the culprit and it would be cool if they could change that somehow. I can understand why finishing the gen is tied to specific dailies or tome challenges and achievments, but for casual play and this events, every survivor who is alive should get the bonus, as most of them contributed in some way to the success of the trial. Sure, you would now and then have some sneaky rat that hides in the corner to gorge themselves on the hard work of others, but overall it would be much more healthy if everyone partook in finished gens so that this "gen stealing" doesn't happen anymore and people just play normally.

    They have the coding to do it because they did it for the Lunar New Year events, event gen BP went to all living survivors when a gen was finished. It was my favorite event. It didn't eliminate the sweaty players in an event (would take more tweaks than that) but it did make it less than a normal event.

    If I get event BP from the gen I was chased off of at 99% or while I'm being chased for multiple gens worth of time then I don't care if someone hiding in the corner also gets it. I'd rather get the BP than miss out on it just to spite some random hiding in the corner.

  • Yesterday I had fun. Didn't have many sweaty killers, spent most of it just running around kicking pumpkins and grabbing smoke bombs to play with. Every match everyone had atleast 30k even when dying, exceptions being the few sweaty killer matches. Killers were just going for two hooks on everyone before getting their kills in at the end. Most matches were still a 3k but they were atleast enjoyable. Today killers are just being super sweaty to the point can't enjoy the event bits, it's a bummer. Hoping it's because it's the weekend sweats so maybe by next week it'll be better.

  • Nope, it's not new player friendly. At this point there's way too much to learn on top of learning the basics of the game. I honestly don't know how they get new players and retain them.

    It's not like if I got a friend into it they would only go against the original killers with single abilities and face the option of a dozen different perks on either side until they learned and got comfortable with the basics like I did when I started. Instead it's 30+ killers with 100+ perks plus their own dozen add ons.

    If 2v8 was permanent and stuck with handful of killers I would consider it because it really sticks to basics so would be easier to learn, but the regular game or if there's more than a handful of killers available at a time? No way.

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