gerolau
gerolau
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the people in the thread already put it nicely but like think about it. considering how they feel to play, would nearly as many dbd players buy michael, bubba, ghostface, sadako, demo, or any other powercrept/not super strong killer if they could just buy PWYF, BBQ, IAE, all of sadakos perks, and surge after grinding some time? even straying from the "bhvr want muney" standpoint, this would lead to even less perk diversity than we already have and more people hopping onto the game for the first time with a full set of meta perks on kaneki (or whatever equivalent annoying killer you desire). where you see people having the ability to get what they want i see people having the ability to get DMS pain res lethal and BBQ whenever they want, and if they can do that why buy anything else but the best perks
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985695#Comment_3985695
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985699#Comment_3985699
Kinda funny when you think about it… killer is literally always in a chase by design. People don’t want tunneling, but at the same time some folks want back the old distortion moments where 1–2 survivors without Distortion were guaranteed to have a miserable match. And back then, most people ran Distortion super selfish just to not get found, while the rest of the team got slaughtered. Honestly, that whole design was just super unhealthy
came here to say just this, distortions nerf was partially due to the fact that the playstyle it encouraged was in and of itself anti-teamwork with other survivors if the user simply just chose to make it that way. i agree that right now it sits in a weird spot of being too crappy to be usable, but a complete revert would mostly just reward the ratters than make it feel nice to use again. they gotta make it easier to get off, but not so easy that someone can ignore the match to play hide and seek all game.
and no, the new crows arent that big of a help in this case since they got turned down. the whole issue with survivor stealth seems to boil down to having no effective way to determine the difference between someone actually trying to be stealthy due to a present threat or someone being stealthy because they want to skip the objectives and try to get hatch
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right now no: its not pleasant enough of a game mode to justify running 24/7 and the hanker on the queues would be too oppressive on the playerbase when the game is currently still so buggy.
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small bug fix broken the game completely on steam?
to quote dork: were NEVER beating the allegations -
Having the same issue, in a discord call with my swf off a freshly rebooted computer. i dont own any shaders or external tools that would set this off. PC playing through steam as well
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/453453/fog-vials-block-projectile-attacks
That has to be from the last small patch now, before you could hit with hatchets for sure. I only played huntress xD
How does something like this even happen? It shouldn't even have a hitbox at all xD
from what i can tell from the clip, i guess maybe in changing the actual sphere for the fog they. gave it a hitbox if youre not inside? obviously the area inside is coded differently to apply the aura blindness and audio effects, but why it has collision at all is beyond me. maybe the reused some other sphere in game that has collision with powers (my best guess is unknowns uvx shot when it makes contact) and didnt realize it still had that property? thats the only way i can spin it in my head
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i main phead, pretty happy with him rn (i want flicking fixed), and i also play legion.
leggy i feel like doesnt need a buff but i would be happy if he got bugfixes that embrace my playstyle. if they fixed his collision issues coming in and out of feral and made body blocking a bit easier during cancellation, id be over the damn moon. id also be happy to have blood puddles visible in frenzy that way if you do have to use feral on someone injured its not lose LOS and oops hes gone
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@gerolau said:
i still havent seen satisfactory proof of the finesse-last stand thing being in the game. the only clip i saw claiming that was on the subreddit and honestly it just looked like the singularity was too slow anyways
but yeah calebs dick gun is still a thing
welp.
my big mouth
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@Coordi said:
What stats would you be interested in seeing?
top killers by mmr bracket, like back in march. i want to compare.
perk usage rates to see if nightlights accurate
i liked the anniversary power stats because maybe itll teach the devs which ones we use and which ones we dont
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i feel like this cucks knight in specific if they go to pincer
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i still havent seen satisfactory proof of the finesse-last stand thing being in the game. the only clip i saw claiming that was on the subreddit and honestly it just looked like the singularity was too slow anyways
but yeah calebs dick gun is still a thing
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i dont own thalita, do you have a video of this? preferably in the highest quality possible? for bug reporting reasons, of course.
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@Brokenbones said:
I don't main all these but I play a lot of survivor to know some common stereotypes:
For Legion it has to be either Enduring or Thanatophobia
For Nemesis it's Discordance
For Clown it's Rapid Brutality
For Doctor it's Merciless Storm. Also NOED for some reason, every Doctor I face seems to have it.
For Animatronic it's Lethal Pursuer
i second legion thanatophobia. people who say its bad/not worth it dont play into the full stall build mindset. couple it with some perks to encourage spreading hooks to suck the gen progress out of them one survivor at a time.
or just be like me and bring pentimento and a hex to compensate when someone dies.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979342#Comment_3979342
I don't feel like toolboxes on soloq are that juiced unless you're using them for sabotaging or you have Built to Last. If BtL ever gets nerfed than it's medkit time for me. A single toolbox just disappears on a gen. My gen build is already hurting form the loss of Streetwise's previous function.
But with BtL, the BNP is overrated. I can only use it once, but I can use scraps and wire spool over and over, which makes them better choices.
late reply but i think people overvalue toolboxes cause on their own theyre very meh but a whole team bringing them with coordination is something to be wary of. i definitely think on their own medkits are a bit stronger for the purpose they intend to serve
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legions in a good spot for people that play legion and a rework feels pretty unneeded, feral frenzy is not the strongest power but its one players enjoy using and i cant imagine any major modifications i would want to make to it. any changes beyond that and you run into the issue of taking someones main for years and turning it into something different, annoying the people who played them in the first place.
theres likely smal adjustments you could make to their kit to help them out (im not a franks mixtape truther but id be down for visible blood pools in frenzy especially since cancelling ontop of injured survivors is more viable now) but legions fine. hes not the strongest in the whole roster but he does what hes supposed to and is easy to pick up and play
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979051#Comment_3979051
I felt this way but then I started to play ghoul and win pretty much every game so now just killers have those powers agains't me sometimes. My looping has improved too after playing too much so Im having the psychic powers more often...
something something "and thus another ghoul main is born" joke
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@TheGoone said:
Nerf Medkits and Toolboxes they are to strong anyway
to put this more elaborately; no one is ever going to use fog vials keys and maps enmasse if these three items are not allowed to be good and medkits and toolboxes are going to be the objectively better thing to bring (leaving flashlights off because running that is partly skill based, which can be argued for keys and maps but their main issue is the inability to hold their properties in comparison to the new token based charge system). i agree that the fog vial nerf was too far and they really should only be removing the infinite usage aspect of it, but if we want equal usage of items they would have to be equal in power.
alas i dont know how to fix toolboxes. medkits i feel as though the problem spawns from the good addons on them being so good, its pointless to run anything else. toolboxes have the caveat that most their gen progressing add ons, hold BNPs. are green tier or lower. there are two extremely good iri medkit add ons, two very good purple add ons, and even the blue ones are worth it to run. the love just doesnt feel spread right
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@TerraEsram said:
Kudo's to BHvr to nerf two item who was bad for years and nerfing THREE TIMES in less than two week a new item (A new item that survivor was crying for age to get) who become just useless, totally useless because some streamers and killer CHEAT on your game with a lot of shaders (But apparently, cheating on your game is ok)
Remove it, at this point, remove it, apparently, you don't want this item in the game to doing that in that way, so remove it,We don't want to spend bloodpoint on a damp squidan aside from the fact that you are immediately giving up giving feedback and shafting the item asap, nvidia filters are not cheating. everyone who has tried to die on the hill that it has, has in fact, died on that hill unfulfilled.
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@Chilli_man2400 said:
on Scott Junds comments and other peoples channels when streetwise was not being killswitched, everyone said BHVR doesn’t care about killers and survivors make up most of the playerbase so that’s why they never nerf survivors.
Hmm how strange fog vials got nerfed almost a week later. Meanwhile clown can go braindead mode and kill everyone with super speed?
But wait a second I thought killers only get nerfed there not allowed to have strong things??
Is anyone going to acknowledge this or are we going to memory hole this to fuel this agenda??
scott mentioning an us vs them in the video was a massive mistake because the core of the streetwise issue wasnt an us versus them thing, it was the devs refusing to deactivate something broken that effected both sides (while obviously it was an exploit against killers it detracted and effected survivor games too if people did not want to engage in the exploit). he was pointing out how there was a pretty direct comparison to streetwise getting ks'd fast, and that when you dont explain why one goes and the other doesnt thats how you get us vs them debates. the annoying thing about it was that with no further context it was hard to parse any conclusion besides "the killswitch is arbitrary" or "they weigh bug issues by sides differently" (i personally think neither is 100% true, i understand game devs have work pipelines, and that us vs themming will never get this game into a better spot)
As for the fog vial nerf, ryan stated in the hotfix thread that they will happily take critique about the fog vials further if theyve been over adjusted. i feel as though your efforts and disappointment would be better spent telling people why the fog vial changes are a nerf to survivors instead of just going "HOW COME THEY GET EVERYTHING NICE?" when they, every other patch, just like survivors, often dont.
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i cant read and clicked the wrong option so now i look like a scumbag
theyre fine, usually are popped too close to actually be useful on the survivor side, if someone is playing into them to actually be useful in escapes (quick and quieting into lockers, deception, plot twisting into some grass) then all the power to them, those are simply new strats to learn to counter. i havent had an example of survivors trying to throw them into my face as often as possible, so i can see why spamming them is annoying to some, but ive had no issues since their inclusion
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/453203/blood-amber-needs-a-buff
Blood amber been nerfed a little bit too much:
→ now both you and killer see others aura (was only killer aura shown)
→ nerfed reveal duration to 4s (previously was as long as key had charges)
→ is now iri add on (was very rare)
→ removes charges from key (was burning key twice as fast)
→ forces charge to be consumed (previously you could tap it)
→ can't be refilled (previously can be used more with streetwise or built to last)
this alas isnt the fault of blood amber, its the fault of keys in general now.
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@MDRSan said:
Well, congragulations - you bullied
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977900#Comment_3977900
Yeah, if enough children pout and stomp their feet someone needs to pass out pacifiers I guess. Whodathunkit.
I already said in an earlier post they probably had a fix incoming (maybe just waiting on platform validation or something) but the screeching banshees of the forum can't tolerate any of that. They need to cram themselves in their favorite echo chamber with their favorite content creators.
its so funny because we were in this thread before the videos on this topic were made (except scotts initial one which barely existed hours before). and again, we know the bug will be fixed, its the fact that it was being allowed to function in the game without any possible counter, way to prevent facing it, or way to punish users doing it for an advantage. getting it killswitched wasnt just "me no like mandee ryan pls remuv 4evers" it was "if this is not killswitched and its not bannable that means the community is allowed to exploit something on one side if its functioning unfairly and its setting an example that things of this severity are not to be killswitched/are only to be killswitched based on poorly defined criteria we dont know."
if the devs didnt have a publically marketed tool to disable bugged mechanics in the game, itd be one thing. but when theyve had the killswitch for years i promise you the right answer here was NOT ignoring the bug with no punishment to the exploiters until its silently patched and never acknowledged again. all that would so is make things worse down the line if something else is bugged and suddenly people are going "well they didnt killswitch streetwise, whats the big deal!" it deserved this, because this is the type of thing the killswitch is for, per its own mission statement.
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@Birken13 said:
No, we gotta stop saying stuff like this. The real issue has never been about how good Franklin's is. The real issue is about how good some of the Survivor items/add-ons are. We GOTTA stop fixing base game issues with perks. We gotta get to the root.
yeah this kinda sides with my issue with it. since syringes and bnps and flashlight harassment is as strong as it is, its really on the killer to assume that if they see and item, they should assume its the best possible version of the item and immediately prepare to counter that. if any medkit could be a syringe, theyre effectively all syringes until the trial is over. if the concerning items werent as strong, killers may reach for more specific item counters instead of the item droppy button.
aside, i think what could be an alternative that doesnt run into the new charges issue is if franklins went back to being based around not being able to pick items up instead of regressing them. if say, hypothetically, franklins inflicted a status that prevented you from picking up items for 20/30/40 seconds (random numbers) you could still get value out of stopping survivors from using items, where as good survivors who went back for their items after winning a chase or getting hooked dont just get a big nothing burger. this would also buff its combo with weave as moving items into a corner would be harder.
just thinking out loud
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well time to debate with someone i know
if it were solely up to me? franklins does not need to regress. obviously rn charges are a sore spot but the regression portion of franklins is one of those things that are strong on coordinated teams and then devastating on solo q. there are very few rather strong items that i can understand players being wary of (syringes, multiple flashlights in a swf, full toolbox bnp swf) but its in my opinion that if youre not at the highest level of play you have no way to determine if that is what you will be facing. thus, this leads to an issue of how severe franklins is to a survivors strategy is directly correlated to how intensely they are playing the game, and like a lot off things the off meta or "bad" player is punished more. someone brings a chase build with a syringe and loses it? well they lose a free heal, maybe in chase maybe not. someone brings an unhooking and healing build and lose their medkit, coming back to it after one hook and its empty? well that just puts a major wedge in their whole plan.
and the argument ive heard is for survivors to just "use their perks" which boggles me even more. i can see someone telling a champion of light user to bring residual manifest as insurance, sure, but flipping the issue to be "if survivors want to use items they should play around franklins and assure they can loot the items" is both A) not ideal and B) not viable because the killer still, in fact, would have franklins. i just think this one is a weird tightrope to walk because if it does regress objects with charges, then it takes next to nothing to delete them entirely from the game and minimize the plans of survivors. if it doesnt have regression, it doesnt work as an effective item counter against good survivors, and thus feels useless.
i think this is one of those cases where alas skill divide and optimization makes it hard to place how this perk should be handled. leave it in a state thats bad for solo q and nice for killers? or make it less oppressive to give niche item users more leeway while killers get the short end of the stick?
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@100PercentBPMain said:
if smokes are being changed, does that mean franklins revert?
while we dont have confirmation i would imagine that the smoke vials would function better with the key and map token system over the flashie toolbox medkit charge system (you cant really hold down a fog vial, its a one time use). i dont think this will bring back franklins innately sadly.
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@escapeartist said:
So all the outcry over Kill Switch was completely pointless since the Streetwise bug gets fixed tomorrow, regardless. Fog vials were already weaker than flashlights, med kits and toolboxes.
no, the outcry was that a completely broken perk was in the game, able to be exploited, not able to ban for, and not able to counter with in game strategies. the issue was that an unbalanced advantage was left in the game intentionally with the playerbase being told that the mechanism they have to disable these types of things wasnt going to be used for reasons that ryan have now confirmed were arbitrary. if this wasnt killswitched, the devs could theoretically argue that anything thats broken "did not meet criteria" for the killswitch. if the criteria is based solely on dev decisions and not functionality within the game, there is empathetically no such thing as the "killswitch", there are just things the developers and only the developers choose to disable and enable of their own will. the community was rightful on edge because why should we even be presented with a feature to disable broken things if they wont disable the main thing players are seeing as broken in the new patch.
of course streetwise will eventually get fixed, most the major bugs inevitably still do. its the fact that yesterday the official response was that it didnt matter enough, despite having directly comparable things previously killswitched and no way to circumvent this exploit once the match starts.
so since people didnt hear your argument in the last thread, dont start one in this one when you are clearly ignoring the context of what brought us to this point
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977912#Comment_3977912
I think this mightve skewed the criteria a Lil bit
https://us.v-cdn.net/6030815/uploads/U00UVW2ST8CV/1000001867.jpg
while i am happy, theyre not beating the "we killswitch based on amount of complaints" allegations with this one ill give them that
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@cogsturning said:
Sad I'm losing the war for fog vials. The opacity is already pretty meh. Everything else here is cool.
I take back what I sad about this company not being good at diplomatic wording. There is at least one person who is.
lost the battle, not the war. stay strong soldier.
@ThatRyanB said:
Hello folks,
We have followed your conversations very closely about the state of the game of late, and we agree it’s not in the place we all would like it to be. Recent releases, including our most recent, have introduced frustrating new issues which have distracted from your enjoyment of DbD. We wanted to acknowledge this and let you in on the steps we'll be taking to resolve these issues in the short and long term.
Next Steps
- Along with posting this message, we are Kill Switching the following Perks which currently have issues:
- Streetwise
- Blood Rush
- Last Stand
- Tomorrow (August 6) we are releasing a hotfix to address a number of issues (see here for the patch notes) introduced recently.
- This hotfix will address the issues related to Streetwise and Last Stand, but we agree we should not wait any longer to activate the Kill Switch on them and are doing so now.
- We will also make small adjustments to Fog Vials, decreasing base fog opacity and the volume of ambient fog audio.
- Another hotfix is underway, scheduled to follow next week.
- Among others, this hotfix will address the Blood Rush issues you are currently experiencing in the game.
- Fog Vials will also be adjusted to add a limit to their uses in a Trial, moving away unlimited uses.
Processes Overhaul
As a result of your feedback and internal discussions on the same topic, we will immediately be rebuilding our internal Kill Switch process to be more nimble and better account for community sentiment. We understand you have an expectation of this tool that doesn’t match how we have been using it and wish to improve this.
Once we've settled on a new process, we will clearly communicate the criteria to trigger a Kill Switch to make sure your expectations are better in line with our actions.
Finally, we wanted to address the comments made by the team about the Kill Switch and Streetwise. We apologize for how these comments dismissed your feelings about the importance of quickly addressing Streetwise and further fanned the flames of an already tense topic.
We're grateful for your feedback, which helps us identify places where we can improve and re-evaluate our processes, changing course when it's needed to improve the Dead by Daylight experience for all. As a live game, we know this conversation is ongoing, and we appreciate you for being a part of it with us!
as one of the people who got a bit too uppity yesterday, thank you for reconsidering these decisions and hearing the communities outcry on the subject. being left in a situation where we could do nothing about and exploit is not a fun game experience to endure, especially after giving feedback on how we would like it removed. please keep doing the things you do
- Along with posting this message, we are Kill Switching the following Perks which currently have issues:
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@LordGlint said:
Huh... apparently it really WAS that easy to just killswitch the broken perks. Whodathunkit?
https://us.v-cdn.net/6030815/uploads/NC54RG5H2WUT/1000001866.jpg
i guess it meets criteria now.
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@escapeartist said:
Not kill switching Streetwise is the right decision since it doesn't meet their criteria and their are more important bugs to fix.
are the more important bugs in the room with us? no one seems to want to source the more important bugs. what pray tell are these game destroying allusive bugs that BHVR is pouring their blood sweat and tears into so passionately that they can let this exploit go for over a week? does literally anyone have an answer?
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977643#Comment_3977643
Hmm I must be unaware of how it happens then. I put on Streetwise, Champion of Light, Fixated and Hope with equipped sport flashlight + battery add ons, opened a chest and swapped item about 10 times but the flashlight still depleted as it should have.
it wont work with a flashlight from the lobby, has to be one from a chest. if you want to see it in a custom put on residual manifest over hope. this is part of the reason why the devs dont deem it severe enough despite there being a perk to assure each charge based item and ace in the hole to assure decent add ons. obviously this is harder to do on a champ of light build hence why instant blind flashlights arent brought up as much as the toolboxes
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977722#Comment_3977722
I agree but even this bug can't beat stupidity
we deserve to have it killswitched, but it is funny to see stupid exploiters not even be successful when they fail, ill give you that
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@TheGoone said:
Even a stacked infinite purple toolbox can't be teammate incompetence
much like how you can beat a cheater as killer, and its still wrong/bad for the game that they are cheating, you can beat people abusing exploits and still believe the exploits should be killswitched to not let these unfair advantages occur when the are not intended. i might even agree more so to killswitching it if the exploits results are literally just gen rushing the killer or throwing the match for genuine players because you intend to bug exploit. there isnt a single regular player that the existance of this streetwise bug doesnt bother right now if you match up with it.
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@kaneyboy said:
ngl streetwise even with the bug isn’t worth bringing. It wastes far too much time. I do get the frustration though.
it doesnt, but even if it did its worth killswitching because its an exploit to garner an unfair one sided advantage that cant be reasonably stopped unless you win the match, and the burden of dealing with an exploit should not be forced onto the player base to deal with unintended game complications resulting in a more difficult match because the developers refuse to use the feature the specifically designed to turn off not functioning mechanics and turn it off. not every player faced nemesis months ago and picking pwyf takes time to stack, got killswitched. baermar was playable but had a cosmetic that made him silent, the cosmetic was killswitched for this, his anniversary skin has the same no audio bug and is not killswitched. skull merchant had an add on that gave her infinite pallet break and vaulting speed but required placing multiple drones first, despite the need for set up this got killswitched due to survivors not being able to play against it in chases feasibly. a player with plunderers/a key from lobby and scavenger + ace in the hole doesnt gift a perfect toolbox, but it is one that can be permanently buffed all match, passed to other survivors, and is impossible to regress by the killer. this exploit isnt in literally every match, yes, but it is severe enough that people shouldnt be getting matched to it at all. thats what the killswitch is supposed to be for
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this works in a setting where your killer can be picked in the lobby, which is why it works for IDV. if this was on a per survivor basis, alas 4man swfs could use it to force ban 4 high tier killers and still likely get into lobbies fast enough to not complain. this would then lead to players of these higher tier killers getting less matchs solely due their character being blocked by anyone who wants a competitive advantage or doesnt have a personal reason to block a killer. since you cant switch the killer in your lobby, you are presented a chance to switch your killer if youre blocked, so instead you would just never find a game queuing as nurse, blight, or kaneki.
i alas wish we has "please dont make me vomit and convulse" settings for those physically sensitive to those things but alas a full block feature is exploitable
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they cant hotfix it asap, that is what we understand and are trying to be considerate of. there is a pipeline for things to happen in the game dev world.
the killswitch is supposed to disable things when they dont work so the fix can be made, while the game can still be played live without the risk of encountering the things that dont work.
the reason were so upset is that be refusing to killswitch streetwise, this sets a bad precedent that perks that could be as broken as streetwise (giving an unfair advantage with a dedicated setup if a player has all the perks and decent knowledge of the game) and allowed to exist in the live version of the game without any contest due to invisible criteria that we dont know and seemingly makes no sense.
the fight to get it killswitched isnt just because we want it gone and dont think theyll fix it, its because that is the sole reason for the killswitch to exist. without killswitching streetwise, people will be allowed to exploit it until this weeks hotfix and then itll forever be stuck in this games history as "well we had infinite charges once with streetwise, and they didnt killswitch that, so [exploit of the next and next and next patch] is fine! weve killswitch the dredge because one of his brown add ons makes scratch marks stay on the ground for .00048 seconds longer, effecting game play."
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@MDRSan said:
What exactly is it anyone wants here - just to keep screaming into the void? An explanation was requested and one was given - yet the shrieking continues. I know your favorite content creators are all saying they can't get a match in without running into infinite toolboxes raining down from the sky but if you'd actually play a few matches you might see for yourself - it just isn't that widespread.
For all we know they already have a fix they're rolling out in a day or so and don't want to bother killswitching it based on how infrequently they're seeing it be an issue in data but don't want to actually say that because people would just snarl at them anyway so what's the point? Seriously, if anyone complains BHVR is silent about an issue in the future - well, where do you suppose they learned to do that?
A lot of the discussion in this thread has moved onto the fact that if the devs dont deem this as killswitch worthy, but will killswitch other things for seemingly contradictory reasons, it makes the fact that the team having a massive feature disabling system feel incredibly moot. They acknowledge its an exploit, its an exploit that people wont get banned for due too prior precidents, there is nothing to be done once this exploit is performed as the item now can never be depleted and virtually never lost, so in the games it does appear it is by definition an unfair advantage. But, as this thread has told us, its not killswitchable; so how are we as the community supposed to react around major bugs like this when they happen if its a genuine shot in the dark if something is killswitched or not. A lot of people are also mad that the metric of player usage seems to be outweighing the severity of the exploit, because it both resolves the devs of responsibility when theyre the only people who can do anything about it, and shifts the burden of the killswitch happening on people having to suffer the exploit/do the exploit themselves. Theres no punishment for it, it wont get killswitched because its not rampant enough, and killers cant stop it if you play with half a brain and have the right perks. The concern lies half in the perk debate itself, and half in the fact that there is a perk this broken in the game and the devs are completely fine with it and even consider it to be fitting their killswutch criteria.
As someone else said in the thread, if Streetwise doesnt meet the criteria to killswitch right now, the criteria needs to change.
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@Birken13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977132#Comment_3977132
My point was that the subreddit and BHVR have many things in common. There was a thread here on the forums a couple days ago where they expressed their disappointment with BHVR as a company, especially now after this new update. I agreed with everything he said. And I also think you should be able to criticize. He wasn't rude or saying anything personal against anyone. That thread got removed for some reason. AFTER I shared the subreddit story.
And the response he got by a mod was: "Let's please not derail feedback threads with whatever Bingo game you're trying to play".
Lastly, the subreddit post was mine and it got removed as I have already told you.
Lets please not derail feedback threads with whatever bingo game you are trying to play. Me and the boys are working very hard to get this exploit killswitched.
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@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977012#Comment_3977012
Potential Energy → you load to the game with the perk and toolbox and can instantly hop on a gen
Streetwise → you need to spend 30+ seconds searching for a chest, opening it and stacking up charges, you also need to be lucky to get the toolbox from that chest, if you don't get it you add another 20s+ to find and open another chest
You see the difference?
kids named plunderers and scavenger
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@Dr_Emarald said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976888#Comment_3976888
It takes below 20 seconds to do, what?
If a survivor spawns in shack with streetwise, and the chest spawns right there, they can have it open and get a 1k charge toolbox before 39/40 killers can get to that side of the map consistently. The only exception being ghoul, but then they can just cycle back to shack or another chest anyway. And the time sync to take maybe a minute to do the exploit, then make every gen you do go from 90 —> 60 seconds for the rest of the game is an insane time save, especially since it gives the killer less time to remove resources, get downs, and use perks. And that's if ONE GUY is using it, and not all 4 survivorsI've faced 2 teams who brought shiny coins to make getting chests even easier lol
Respectfully, who ever is behind the kill switch decisions on the live balance team needs to strongly reconsider their stance on what counts as "Game-breaking."
this also leads to concerning edge cases that can lead into hostage situations or just generally unbalanced and unfair gameplay
survivors can bring in medkits and duty of care + lucky break + overcome to constantly take protection hits from one another, escape chase, and then reheal themselves. two coordinated survivor players could extend a game through this alone severely if they decided too.
someone on the subreddit brought up the concern of using fixated and champion of light infinitely to prevent proccing chase/blind as often as physically possible.
it just really does not feel like a bug worth defending in any sense
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what sucks the most is that at this point, even if we convince them, theyre probably not going to killswitch it before a hotfix because of the amount of time itll take to pass the feedback up to… where ever it goes. by the time they get the idea that the community does deem this as a gameplay ruining experience, itll be thursday, patched out, and itll be like this didnt happen until another perk is busted and were having the same fight in 3 months with a different scapegoat telling us "well we didnt killswitch streetwise."
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@Coordi said:
Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.
Yes it was. Even still they're pointing out how these perks have slipped through the cracks in absurdly broken states from a gameplay perspective versing them and that nothing/next to nothing for too long was done. Comparing this to the prior killswitching of Nemesis (which according to you saying "Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch." really just looks like the killswitch gets used when the team gets enough reports, which in an asymmetrical game doesnt seem exactly fair) it seems like the logic to killswitching things is very little logic at all, which I find to be the most frustrating part about all of this. The others in this thread are right, if the killswitch is supposed to be a quick disabling feature to non functioning parts in the game so they can be worked on in the background while not ruining the player experience, why does it have to be literally "nuclear" for it to ever be used? We know its broken, we know its being fixed anyways, games shouldnt have to be derailed and played in a wildly different manner because the other side learned about an exploit on reddit and understands nothing will happen to them if they do it.
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TLDR: always possible to accuse, a pain in the ass to prove. since it seems readily evident that BHVR doesnt have their own way to check back into a match to see the events that happened, any fringe case not super evident report is now an investigation that takes time and effort, and thus money. while with people using third party cheats its usually possible to identify some factor they are manipulating beyond what is intended (movement speed, clipping through walls, disabling hooks) but if the thing being reported is someone exploiting something on a somewhat functional mechanic, it suddenly becomes a lot harder to prove who is exploiting versus who is playing the exploited thing without realizing.
think back a few patches ago to nemesis being bugged. they go and killswitch him, and now have a mountain of reports of players playing nemesis with pwyf as an exploit. someone has to deal with that. they could sift through every single report to the best of their abilities and try to determine who was exploiting perhaps based off of playtime, playtime as nemesis, playtime with pwyf, etc, but even the most thorough crackdown like this would likely lead to some completely innocent player who didnt know what the bug was getting banned. noobs pick weird perks, random generators pick weird perks, sometimes things just happen, and trying to find the difference between this and malicious exploiting is a hard task when you cant watch back the match. in the end, its just safer to not penialize for these sorts of exploits when they cant get proven otherwise A) everyone with the offending perk would get reported by the other side, always and B) its less trouble to let the bug pass then have to appeal multiple incorrect bans and/or double check those appeals for the same exploit.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884
Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.
With all due disrespect, telling the player base to suck up and "git gud" against an exploit that they can do nothing about until they are in the match losing against it because its not as bad as [checks killswitch usage history] Nemesis' abusing PWYF (in theory beatable and not game breaking, huh, cherry picker much) then you dont deserve to be a community manager. What a horrible response to this bug. You all should be ashamed.
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how old is this? that key add on doesnt exist anymore.
additionally the hexed effect only appears after you touch a generator. i dont have full context but if the killer (cant tell who it is or what they have due to your screenshot) had obsession switching perks and you got switched to the obsession and found the totem without touching a gen, i believe the perk would still never reveal itself.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974327#Comment_3974327
how have you not seen THE PIPE!?
HIS NAME IS JIM
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killswitching pig isnt the answer here because unlike the nemesis bugs of a few patches ago, there isnt a way to determine if a pig player is using this bug intentionally or not. this is a bug more worthy of a hotfix, like when they updated kanekis yamori mask and the patch that came in disabled killer instinct in lockers. technically exploitable on one side, impossible to prove or justify a killswitch for, fixed a week later on thursday. leave amanda be
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renaming isnt available for character customization, right now its only load outs.
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@Thesctsystemttv said:
Scarlet Egg (Rework): Now causes Survivors inflicted by Torment to spawn Rites of Judgement trails when they sprint. These trails last 5 seconds. You no longer see the auras of Rites of Judgement trails.
THIS IS AN ABSOLUTELY CHEEP AND UTTER BROKEN ADDON AND NEEDS TO BE REREMOVED! no other killer has anything ######### like this. it creates an instant win for this killer. 100%. i do not know what the hell this is even in there for? but i am telling you now i hav NEVER dced because of a kioller i will if i see this ######### add on being brought. is bs. its assholery! and if it stays? it needs a way you can remove it LIKE WITH EVERY OTHER KILLER that is not a ######### stupid uncaging because the killer isnt going to want to cage anyone free ######### 4k mori right here.
IF surviors do not get basekit unbreakable and ds? ( which i dont think they should)
WHY are we adding more broken ######### to surviors. killers instead of FIXING THE TUNNELING AND SLUGGING ISSUES ALREADY HERE! THE DC SITUATION ALREADTY HERE. ( i think people should be able to leave the gME IF THEY are not having fun ill discus this in another post)
But this addon will create even MORE dc issues du to its brokenness and bullshit I DO NOT want to be being killed because i HAVE TO WALK THE WHOLE MAP OR RISK MY TEAM MATES OR EVEN MY ######### SELF and still die becaues he caught me! this is absoulte bs"no other killer has anything ######### like this."


