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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @TheArbiter said:

    Title

    Mostly because it is not a unilateral bug that affects all players, and is mostly related to individual system performance.

    https://m.youtube.com/watch?v=M8OFrMOP_dE

    Players who get affected by the issue can choose not to play them, while people who dont experience the issue can continue to play them normally.

    I am on console and started playing super heavy on twins when I heard about the bug a couple weeks ago, I've played 100+ twins matches over the last 2 weeks with no sign of any gamebreaking issues

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335296#Comment_3335296

    What you think trying last 4% chance while you'll about reach second stage? That could result in depipin system you suggest. But there is chance I have won many games while using that last chance. I think if you do reach iri 1 you should not lose pip or then there should be more safety pips to keep you're here. Fine by me if you dc or suicide multiple games then you could drop out. Because people have bad games. Survivor can team with killer to kill you so if you want to dc that should be fine and hackers are still out there for example. Just recently encoutered more of this behaviour.


    What you think trying last 4% chance while you'll about reach second stage? That could result in depipin system you suggest.

    This shouldn't be too much of an issue, if you are doing a 4% that would put you into 2nd stage you are already past 40 seconds on hook, meaning only 20 seconds you would need in 2nd stage before you give up which you would be able to see in your hook timer.

    What you describe may also be covered by condition 3 because logically if you are trying that its because at least 1 other person is dead, dying, or on hook, and you would generally only be letting go if the 3rd person goes down.

    There is the issue of 2 people on 1st hook and the last 2 hiding for hatch which waiting for 60 seconds may be an inconvenience but in that scenario if both are on first hook someone should be going for the save.

    I think if you do reach iri 1 you should not lose pip or then there should be more safety pips to keep you're here. Fine by me if you dc or suicide multiple games then you could drop out. Because people have bad games.

    Like I said once iri 1 has been reached you can ONLY lose pips from DC's and early hook suicides, even after you have gone back down, I will edit the condition to only losing pips on DC/Hook suicide within first 5 min, to provide protection for hacking/holding the game hostage situations that may require a DC.

  • @Erenior said:

    I absolutely agree, depipping needs to be removed.

    For all who argue about that. Just imagine killers don't have to play sweaty every game. Reduced tunneling. Reduced camping.

    It's a win-win for both sides.

    Except for the part where it takes forvever to get an actual real game because people are constantly first hook suiciding because there is 0 penalty for them to do that anymore.

  • @Nazzzak said:

    Depipping needs to be a thing of the past

    Wrong

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335016#Comment_3335016

    Fine give depip for those who suicide on hook on early game or people who dc but if you try your best you should never depip. Currently you can even depip doing gens, multiple saves and chases. Same for killer you can even depip from 2-3K.

    I was at work so couldnt fully explain my suggestion but that is part of it.

    First thing we have to do is define a hook suicide. A hook suicide is an on hook death that occurs in the first 5 minutes of the match, that does not meet one of the followiing conditions.

    1. If you have been hooked twice. Generally this means you are being tunnelled/hook rescue farmed, and I dont think it fair to hold it against them if they want out at that point.

    2. If you have accumulated a total of 60 seconds on hook. Add a hook time counter to the HUD, this way if a player has just been left to die by their team they are allowed to move on if they arent being rescued, but also cant just 4% to try and get to 2nd stage to die faster.

    3. If at least 3 people are dead, dying or on hook. This is pretty self explanatory but covers for giving the last person hatch.

    Any match that has a hook suicide or DC will result in a minimum safety pip for all remaining players, and the person who DC's or hook suicides will lose a pip.

    Players who have already reached iridescent 1 will still depip ONLY for a hook suicide or DC . Fixes the issue where currently players who have reached iridescent 1 can essentially ruin matches for other players with no punishment whatsoever.

    Currently in order to safety pip you need the following emblem points, bronze 6 points, silver 7 points, gold 8 points, Iridescent 9 points. Most complaints of depipping start in gold/iridescent, not many complain about depips in bronze/silver. To make it easier to safety pip we make the bronze requirement a safety pip across the board so even in gold/iridescent, 6 emblem points will ensure a safety pip.

    Lastly a MMR buffer, for anyone who reads this and doesnt know the matchmaking will prioritize queue times over fair matches, I dont personally know enough about the actual MMR numbers, but in the case of a significant disparity in MMR, whether low MMR killer vs higher MMR survivors or vice versa, the low MMR side will receive a guaranteed minimum safety pip as long as they do not hook suicide or DC. This prevents an unfair match created by poor matchmakimg from punishing players.

  • @DashMonsta008XV said:

    Is ok to open this kind of discussion ?

    It is possible although how long it will last depending on the content and replies is questionable.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334836#Comment_3334836

    People kill themselves on first hook when they figure they're not going to get much BP and will lose a pip anyway in that match so may as well move onto next match faster in hopes it is better. Removing negative pips wouldn't make it go through the roof, if that was the case we'd see an increase in hook suicides closer to rank reset when most people have already made it to Iri 1 and don't have to worry about negative pips.

    I would argue that there are probably alot people who are trying to climb to Iridescent 1 who if it wasnt going to cost them a pip would let go on hook more often.

    If you remove depips there would be absolutely zero penalty for letting go on first hook and very little incentive in staying in a match where they are pretty sure they wont pip and probably wont get alot of BP.

    On the flip side you can easily create better safety pip conditions that would make it so that pip loss is less common for people who are playing the game but still punish the players who deserve to get a depip.

  • @bm33 said:

    They should remove negative pips. I've seen players say once they reach iri 1 on either side they play alot more relaxed because they don't have to worry about losing progress. I've watched streamers literally say "now I can stop running my meta build since I don't have to worry about losing pips." The negative pip just encourages players to play sweaty to avoid it and it adds unnecessary frustration to an already bad match.

    Absolutely not, reforming the safety pip standards and lowering requirements I am on board with, removing depips would be like removing the dc penalty people killing themselves on first hook would go through the roof.

  • @ironblade said:

    If it makes you more vulnerable to flashlights? Would you accept the corner flashlight saves for a bigger FoV?

    Nope, I used it for 4 matches going for adept and noticed no difference.

  • @SixShotOcelot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333424#Comment_3333424

    You say, "it makes more sense to tell people who experience the bug to not play them until it gets fixed". To this point, BHVR/Devs have done the opposite of this. The most recent correspondences from BHVR to their community (via twitter and patch notes) state:

    Patch: 6.5.0 - twins immobilization bug is fixed

    Patch 6.5.1 - no mention of twins bug still being present

    Stating you fixed the bug and not acknowledging it is still present (which they clearly know since every bug report gets closed) encourages people to play the killer, or atleast assume they are fixed and working as intended.

    While I agree they should be killswitched just like nurse was. I would also fully support not killswitching the twins but instead a twitter post/dev message/ "any correspondence with community at all" stating something like....

    "we know the twins are still bugged and we are working to fix them. If you are someone who experiences this bug, please don't play them, or play at your own risk"

    Finally, you say killswitching the twins would "punish the players with no issues" but this is not true. A punishment is the infliction or imposition of a penalty as retribution for an offense(oxford dict.). But, no player has committed an offense regarding this issue. Killswitching the twins would inconvenience you though. Just trying to clarify as your "killswitch = punishment" comes across as playing the victim (whether intentional or not) for someone who has not been inconvenienced for at least 75+ matches.

    I am happy you are able to play 75+ twins matches in the past 2 weeks and more happy you love sharing this fact with every single DbD forum post regarding the twins bug and the handling of the bug.

    Ok I will gladly give you the fact that the communication would be nice, I'm also willing to give them the benefit of the doubt that they thought they had it fixed, and it is unfortunate that they don't. However since they thought they had it fixed they may also need more data to figure out the proper fix especially because it is not a unilateral bug that affects every player.

    Maybe punished is the wrong word, maybe penalized is better, I would argue inconvenienced is definitly not strong enough.

    As I would be losing access, even though its temporary, to something I paid money for when I have no issues with it but because its bugging out for other people that is more than an inconvenience. Playing twins and getting hit with the bug would be an example of an inconvenience.

    As to me bringing my game count with twins up on every thread about the bug it's because they all want them killswitched and I don't because I am one of those few twins mains who plays them consistently

  • @jesterkind said:

    I'm sure I'm not alone when I say that I miss BBQ getting tokens, and would be pretty stoked to see it getting that token mechanic back-- even if it doesn't get the bloodpoint gains back at the same time. With that in mind, I had an idea for what kind of mechanic it could have...

    Currently, BBQ has a 40m "deadzone" from the hook it activates from, where it doesn't reveal survivor auras. What if getting unique hooks gave tokens which shrunk that a little bit, so it got steadily better at revealing more of the map the more you spread pressure? The exact numbers would have to be determined, of course, but I'm imagining them being low enough that the perk doesn't really end up that much better- it is truly at its core just a way to give BBQ some tokens without them doing literally nothing.

    What do we think? Would there be any problems with this?

    2% per token taking down to the 32m terror radius at full stacks?

  • @saintjimmy456 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333951#Comment_3333951

    That is not lynching, it is a public execution in the wild west, he is on gallows.

    If they removed the offering, it seems odd to leave this person hanging in the game.

    My last comment got deleted? How come.

    It makes thematic sense, almost nobody refers to it as the gallows map, almost everyone calls it the saloon map, so a broken bottle from a barfight is more relevant to the map than a noose from the gallows.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333837#Comment_3333837

    Idk seems hit and miss. Missing an attack just gives them more time to reach a pallet or vault.

    While this is technically true, if you can get someone to burn their DH on a miss swing there are some advantages.

    1. Missed attack cooldown is shorter than hit cooldown.

    2. No on hit speedboost.

    3. On a missed attack you retain bloodlustso you can mindgame/bruteforce the loop if they drop, or have a better chance to catch them if the try to go to another pallet.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333427#Comment_3333427

    because it's extremely undertuned lol we're literally playing in the most oppressive 3 gen meta the game has ever had and still no one runs it. If that's not a sign on how god awful PE is idk what is lol

    It has it's uses, I used it in a match for the tome challenge and it actually came up clutch, charged it on my first gen super safe and then popped it to finish my second one in the killers face just before they hit me.

  • @RaSavage42 said:

    Killswitching the Twins makes more sense then saying "Just don't play them"

    But yea... but until then don't play them

    It sucks to say... I'm sorry if that seems rude

    See I dont get this logic, it makes more sense to tell the people who experience the bug to not play them until it gets fixed, than to punish the players who play them with no issues.

    Currently up to 75 Twins matches in the last week and a half with no sign of the getting stuck bug.

  • @Xernoton said:

    They don't have a fix after 2 months... To a bug that makes Twins literally unplayable. I understand some bugs are hard to fix but at least aknowledge the problem and killswitch the Twins. Imagine if this was problem on Blight instead. I can't help but think they'd act different.

    There isnt really a reason to killswitch them because the bug only affects some players while others are completely immune.

    It also seems to be related to system performance, mostly only affecting old gen consoles and lower end/overloaded PC's

    https://forums.bhvr.com/dead-by-daylight/home/leaving?allowTrusted=1&target=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DM8OFrMOP_dE

  • @HugTechLover said:

    Survivors can already give up at the slightest experienced inconvenience. If killers could too, we’d hardly ever see full games.

    Survivor - gives up after going down too fast.

    Killer - gives up after first gen pops too fast.

    ETC ETC.

    Not a great idea.

    It wouldnt have to be unconditional, you could do it in a way where it wouldnt be available until after say the 5-7 minute mark, which is more than enough time for efficient survivors to nuke a lower skilled killer.

  • @Roshman said:

    Is bodyblocking 2 survivors during egc a bannable offense?

    If the timer has started then no, but I am interested in how that would happen.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332722#Comment_3332722

    If you don't play both sides, then why would you want this achievement? Because if you don't play both sides then you won't be able to get all the achievements, why would you want this random achievement in particular?

    Sorry, but i just feel like you're grasping at straws just to reject my concern.

    I see this happen a lot on this forum... first reply on most of the posts is someone trying to invalidate the discussion.

    I'm bored of it.

    I'm not trying to invalidate, I'm just explaining a possible scenario.

    Person gets game, tries both roles but finds they really only like killer. So they only play killer but still want to unlock all the achievements they can. Spending bloodpoints on survivor is a waste becauae they dont play it, so the mystery boxes being on killer side is useful.

    As a more personal example if you go back some years to when every single player game was trying to tack on crappy multiplayer modes, I would still do all the single player achievements even knowing I wasnt gonna play the multiplayer mode.

    From a developmental standpoint they probably just use the same code to generate the bloodwebs for both sides during multiple events and since some events do have multiple options for killer event items why bother recoding it for every event.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332698#Comment_3332698

    You could just get them through survivor bloodwebs.

    I think, wasting everyone's time for an achievement that they probably unlocked years ago isn't fair.

    New players exist and not everyone plays both sides.

  • @OrangeBear said:

    Because there is only one item that killers can get from them, so mystery boxes are not appropriate and the pop up just wastes time.

    But events are the only time mystery boxes spawn now and there is an achievement for them so not putting them in killer bloodwebs wouldnt be fair.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328179#Comment_3328179

    It is outdated though

    The only purpose depipping has now is to make people feel miserable

    Not really, if a players goal is to pip up and there is no depip penalty, why would they continue to try in a match where they arent gonna pip up. As soon as they get hooked and see teammates not working on gens or see a 2nd person go down before they get unhooked, they are gonna peace out of that match. Hook suicides will go through the roof just like dc's do anytime the penalty is turned off.

    Like I said Im all for reducing the safety pip requirements some, and even creating conditions for a mandatory safety pip, but getting rid of them altogether is a terrible idea.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331942#Comment_3331942

    So.. Basically a better rancor? Lol

    Also, making a whole extra mori animation for every killer except pyramid head? Cmon we don't even have PURCHASABLE moris yet, no way bhvr would do that lol

    More like just re skinning the pyramid head mini mori with a different killer in the background.

    Not really a better Rancor, because Rancor has no counter before it activates except the obsession being dead. That concept is more of a endgame devour hope with a touch of pentimento based on the concept of its strength being tied to the number of totems on the map.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328360#Comment_3328360

    So what just not play the game at all cuz you don't have friends? Lol why even have quick play at all then instead of it being a party-only game

    Not what I said at all, however it really isnt hard to find a group to play with, if you wanna go that option.

    The other way to go is to play a safe style stealth/escape build and get your MMR up to a point where you get better teammates because your having issues with the ones your getting now.

    It's the unfortunate reality of the current matchmaking system.

  • @Hex_Ignored said:

    Will this unlock their (former) teachable perks for other survivors? I am asking because I've found conflicting information about this online. Some people claim that it will unlock the tier 1 version of their perks other say that it won't do anything. I just want a clear answer before I waste my blood points.

    I had them prestiged at the time of update so for me I had their perks unlocked at level 1 on all characters there is no reward at prestige 2 or 3 but the bloody cosmetics still unlock for prestiges 4,5, and 6, and perk Icons are still unlocked at 7,8, and 9, so its not a complete waste of bloodpoints.

  • @YOURFRIEND said:

    I don't feel like commenting on the rest of your post, but I'll just say that I do not under any circumstances want people to know my perks. The last thing I need in this toxic ass game is someone following me around dropping pallets because I brought deception or whatever they feel like being upset over.

    Absolutely agree with this as a default although an option to show certain perks, deliverance as an example, either in the pregame lobby or maybe if it is active in the HUD I could be on board with.

  • @Murgleïs said:

    Lobby : All the survivor can see the perks of their team during the preparation phase.

    Shattered hope : Basekit.

    Circle of healing :

    • After completing a heal in the boon radius, your aura is revealed for 10s seconds to the killer. This boon is very strong and needs a downside. The goal of this nerf is to help the killer locate the boon faster if he wants to remove it, or get back pressure on survivors. There are ways to mitigate this : let someone else heal you (their aura will be revealed, not yours) ; use distorsion ; add shadowstep to the boon.

    Shadowstep :

    • Will also remove loud noise notifications to the killer inside the boon radius (fast vaults, fast lockers, gens explosion). Won’t prevent screams.

    Exponential :

    • Automatically add progression to the recovery bar from the dying state up to 99% while standing still or crawling as long as you are in the boon radius.

    Dark theory :

    • Also removes the boon windchime-like sounds from the boon.
    • Also reduces the volume of grunts of pain by 50% from survivors inside the boon radius.

    Basekit shattered hope, is a direct nerf to several killer perks, so I'm gonna go with a no there.

    A much easier option would be to simply put boons on a token system.

    Each Boon perk grants 1 token so if you load up all 4 you would have 4 tokens, placing a boon requires 1 token consumed upon the bless action being completed. 1 token is replenished each time a survivor dies by any means.

    This simple change would nerf the effectiveness of COH on its own bringing it more in line with hex perks, and allowing survivors to strengthen it by running multiple boons, much like Undying protects hex perks.

    Shadowstep/exponential are already decent and gets buffed plenty by granting an extra token. Although adding the ability to crawl while recovering at standard crawl speed could be a decent buff to exponential without making it OP. As to Shadowstep, I dont think it should block gen explosions for failed skill check but maybe block notifications on succesful skill checks just making it a direct counter to the call of brine info.

    Dark theory is kind of a tough one but seeing as its kind of a buff to looping with its haste effect, I like the idea of giving it the loud noise notification block on fast actions.

    Edit: You could maybe also boost the haste a bit

    Current 2% 4.08m/s little on the weak side.

    If 3% would go to 4.12 m/s this would probably be ok.

    If 4% would be 4.16m/s on the fence at this point thinking about 4.4 killers.

    If 5% 4.2m/s this would be fine against 4.6 killers, but would force 4.4 killers to snuff, definitely wouldnt go higher than that.

  • @Elcopollo said:

    I've lately been noticing that despite devs stating in the latest Patch Notes, that "Moving forward, getting 4 Kills will earn the Killer a Merciless Killer rating, rather than the previous requirement of a double pip" - that barely works at all, actually. For the past several days I've been getting tons of matches that ended with "Ruthless Killer" popup, yet granted me either double pip (which should be granted only for Merciless) or zero pip (which should be granted only for Brutal) AND matches that ended with "Brutal Killer" yet somewhy gave me +1.

    And now I've managed to secure all four kills and yet end-result was somehow "Ruthless". With +1 accordingly.

    https://us.v-cdn.net/6030815/uploads/QKX2MU0BDXLS/20230130182028-1.jpg

    https://us.v-cdn.net/6030815/uploads/3A5BPOBD52GU/20230130182044-1.jpg

    I wonder what was the point of changing the pipping system, if the end-result of said change is that the whole system is completely dysfunctional now. Has anyone else been having this problem or is it just me?

    The pipping system didnt change at all. The only thing that was changed was the killer rating being decoupled from the pip system and attached to the number of kills, therefore making adept achievements easier for killers to match survivor adept achievements.

    As to the rating not matching the number of kills, that is something to take to the bug section but unless you are actually going for an achievement/challenge that specifies getting a merciless killer rating, it is basically meaningless at this point.

  • @Tantamountain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331480#Comment_3331480

    I unironically think that is a better system.

    Ranks don't mean anything. The blood point sink across the entire game is MASSIVE.

    You don't gain pips if you delete yourself on hook or play badly, but you also don't suffer from others doing the same by depipping, and when you have 3 other people on your team, that's 3 other vectors for that to happen, which makes it more likely generally speaking.

    Everyone plays badly in some games, but I'm willing to bet most people would freely admit that they suffer from others playing bad games more often.

    This change would remedy that problem.

    >you can pip without escaping

    You can pip up currently as a killer without actually killing any one.

    Like I said I am all for reforming the safety pip system and lesseni g those requirements and adding in failsafes for certain aspects outside your control.

    However removing depips altogether, is a bad solution. Think about how dc's skyrocket when the penalty gets turned off, if you remove the depip logically you will see the same result with hook suicides. When I bring this up the common response is "well people already do that anyways" or "those players dont care about pips so it doesnt affect them anyways", the fact of the matter is there are plenty of people trying to make the best out of a bad game trying to safety pip instead of depipping, and removing the depip will lead to alot of thise players yeeting out of a match.

    You can pip up currently as a killer without actually killing any one.

    While technically true, it is actually harder than survivor because with 0 kills the devout emblem cant go higher than bronze, while the unbroken emblem can actually go as high as silver even if you dont escape as long as you survive 9 minutes.

  • @heteaardappel300 said:

    Hello bhvr,

    The bug for the Twins still exists.

    When u hit a survivor with victor and switch back to Charlotte your screen will be oblique. U cannot see your weapon and cannot hit any survivor or release victor.

    It is a shame that this is still in the game.

    I had to disconnet because my screen froze when this bug happened and then i got BANNED!

    Please fix this asap

    i'm one of the few Twins mains but if this thing still exist in the next weeks then i won't be playing this killer anymore and i don't want that

    I agree it needs to be fixed, but I dont see the need for the killswitch.

    1. If they killswitch the twins you wont be playing them regardless, so your final paragraph doesnt make alot of sense.

    2. A 5 min Dc penalty isnt the end of the world, if you get hit with the bug just put them on the shelf for the day if you are worried about it stacking.

    I've played around 50 twins games over the last week and a half and have yet to see the bug, killswitching them altogether isnt really fair considering some players are completely unaffected by the bug.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331916#Comment_3331916

    The perk allegedly encourages survivors to cleanse totems, as breaking all five prevents it from spawning. However, breaking all five totems makes the perk an efficient slowdown, so that's not actually a real counter.

    Worse is when people do invest time and effort to counter it, but only find four out of five, in which case the 'counterplay':

    A) did nothing, as NOED fires just as hard when you cleanse one totem or four.

    B) made NOED slow you down on top of firing full force, making it stronger.

    C) ensured NOED would NOT show up in any spot you DID find.

    NOED, even now, is a really strong incentive for survivors to just not do bones. It should have its power tied to the number of totems left standing so its counterplay actually counters it, instead of it countering its counterplay.

    The perk allegedly encourages survivors to cleanse totems, as breaking all five prevents it from spawning. However, breaking all five totems makes the perk an efficient slowdown, so that's not actually a real counter.

    It is one of the counters and is a more than valid option if survivors are ahead in the game, although most survivors have more interest in crushing out gens and just dealing with it if it shows up.

    The other option is to just remember where totems are and check back if they activate although this runs the risk of the killer potentially getting a hook near the totem rendering it unable to be dealt with.

    In a situation where you cleanse some but not all totems the points you make are true, but largely irrelevant as with the nerf of showing the totem aura it has been made much more efficient to not cleanse all the totems but to wait and find it afterwards once it's highlighted. Cleansing totems in general has also been largely nullified by wanting to keep spots open to boon.

    Your concept of tying the strength to the number of totems could be interesting. Basically give it the pentimento treatment, right now it only has 2 effects though, but lets see how that might work.

    First we need to fill out the effects, making it stronger because the current effect does not warrant trying to keep all totems active, plus with the concentration of COH in the meta, players are already keeping more note of totem spawns than ever and it can easily happen that you have multiple totems not be able to activate due to boons. Also when the perk is equiped all dull totems on the map will need to get highlighted like generators since they are a secondary objective for killers as well.

    0 totems it would have no effect

    1 totem would grant the haste effect

    2 totems exit gate regression of 0.5 charges per second and 25% reduction in opening speed

    3 totems would grant the exposed effect

    4 totems lets say a mori with no hook restrictions, but instead of the full mori, a quick mori like pyramid heads, because time is of the essence in endgame, except the final survivor can get the full mori for flair.

    5 totems would make the totems unbreakable and lock in all effects

    Kind of just a baseline idea.

    Personally I would prefer a sliding scale based on the number of survivors still in the game, having the current effect vs 3 survivors, losing the exposed vs 2 survivors, losing the perk completely if its 1 on 1, and buffing it against 4 survivors as it really isn't that effective in a 4v1 scenario, unless you get a hook in close proximity to the totem and even then it ends up just being a 3 out unless the survivors completely throw because they are greedy for the 4 man out.

  • @Firellius said:

    NOED still needs a rework. The nerf definitely helped put it down, but it's still a terribly designed perk.

    Ok I'll bite, why?

  • @thighchamp said:

    Hey, I'm relatively new to this game. I'm only prestige 1 on one killer and prestige 1 on one survivor, but I can't help but notice how the Nurse seems really unbalanced. And I asked my friends who also play and they say that it's well-known that the Nurse is unbalanced and it has been for a long time. Is there any reason she hasn't been nerfed or removed? Just wondering. Thoughts? There's literally no way to escape her.

    They actually did just nerf her.

  • @gabrielfan1983 said:

    Had no end pop six matches in a row today. I know it's every no skill killer fav back up In case they get owned by a decent team that worked hard to get the gens done and survive. If a killer can't get a k before the last gen is done and the gates are opened then go do a custom match, load up some bots and practice. All the killer mains got behavior to nurf and or mod every survivor perk to their favor. I know the official reason for the perk update was "to break up meta" but the no end "nurf" is a joke. So if behavior wants to curb dc, remove no end

    Lol NOED is so not even an issue at this point. If you dc because of NOED in a 4v1 you have major issues.

  • @MrMori said:

    Can't we just simplify it? For killer, 3k can give 1 pip, for survivor, escaping gives 1 pip. No more double pips because depips are gone. If it takes too long for survs to pip up through escapes only, cut down on the amount of pips needed to reach Iri 1 total.

    Remove depips.

    It would be less confusing for newer players and less punishing. Plus it would make it less rewarding to slug for hatch because you won't get robbed of a merciless in gold/red ranks if you don't get a 4k.

    Like i said if your gonna remove depips then just turn it into the participation trophy that it is, play 100 games and get iri 1.

    I dislike your idea because you can pip without escaping, so at best your actually making it harder, and at worst your creating even worse hatch standoff situations because the in entive to hide when its the final 2 will be even worse than it is now

  • @Technature said:

    So because people don't play the killer it's not a problem?

    Seems like a really dumb reason to me.

    And for a rare bug, it sure did pop up the only time I played Twins.

    I have played about 50 games as twins over the last week and a half and have yet to see the bug.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331734#Comment_3331734

    So you had trapper at level 40 when that update happened and all Trappers perks where on everyone else after the update. If so, wish that happened for me.

    I didn't happen for me. No perks where purchased though the Shrine for me either.

    I only noticed it because he was the only one I had the unlocks for that I didnt manage to prestige before the update

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331701#Comment_3331701

    Shypirate had it correct. I left a great deal of my characters at 40 when the update happened. The perks stayed unlocked in the bloodweb but to actually have them automatically added to every other character I had to prestige them. I’m still going through the process.

    Weird I had agitation unlocked at level 1 on all my charcters even though I hadnt prestiged him, even on all my characters that were P3 and have no general perks because I havent put points into them since the update.

    Edit for clarification I did not buy it in the shrine

  • @Clockwork_Enigma said:

    The Rift, as much as it's pretty solid right now, should actually include character unlocks for the characters tied to the Rift itself. This is because not everyone will be able to have the Killers or Survivors available to do the challenges, so giving them the option to purchase and earn them on the Rift would give them incentive to get the characters in a way that benefits everyone.

    Since there are Rift challenges that require specific characters to be able to complete them or their path, it pains me to know that an entire Compendium cannot be completed by many players simply because of this wall between them and the characters. This would give players another option to get the characters AND get their challenges done, and if possible, non-licensed characters could even be thrust into the normal Deep Rift as incentive for players to grind for them.

    If this were a thing, you could even implement it like this:

    • Licensed characters in the Rift are available with purchase from a Premium Rift as soon as you start.
    • Non-Licensed characters in the Rift are available with purchase from a Premium Rift at Level 10.
    • Non-Licensed characters in the Rift are available for free from a normal Deep Rift at Level 85.
    • Characters that are already owned are replaced with 5,000 Iridescent Shards each as an alternative reward to already owning them.
      • If the player owns a Licensed character already, they can earn their respective 5,000 Iridescent Shards at Rift Level 70 on the normal Rift.

    This would be to the benefit of just about everyone. Players who want to purchase their favorite characters can get them in a new way, or grind to unlock some of them through natural gameplay, and players would feel more engaged now that they have something big to work towards if they grind for the characters or have the ability to use the characters they've always wanted to get.

    I think it'd be a good idea if implemented this way.

    The rift would just end up going up in price if that were the case, maybe not for characters that can be purchased with shards but licensed character rifts would end up almost doubling in price which would just suck for anyone who already had the characters.

    If they wanna complete those challenges nothing is stopping them from buying those characters

  • @FengShuiExe said:

    If I before the prestige update had the perks for a character unlocked, do I still need to prestige them to 1 to unlock them?

    Like I had Trapper at 43 and all his teachable, and those do show up for the knight. Would I still need to prestige trapper?

    Shypirate is partially correct, if you had already unlocked all 3 of his perks as teachables his perks are automatically unlocked at level 1 on all characters and there is no additional benefit when you level him to Prestige 1.

    However if you level him to prestige 2 or 3 you will automatically unlock his perks at level 2 or 3 automatically on all charcters. This also unlocks them automatically on new characters when they come out.

  • @shiffpup2 said:

    I have now played three games of Twins IN A ROW where I get suck as a looking down Charlotte and can't move. I just want a daily, but I guess the dev team said "Nah, it's my birthday today."

    https://us.v-cdn.net/6030815/uploads/DRI3ORM5RZCO/twins-dont-work.png

    If your having that much issue with it just recycle the daily and get a different one, and just dont play them, nothing is fircing you to use them.

  • @VaporLion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330877#Comment_3330877

    while this is true, isnt it sad that it doesnt mean anything?

    Id like a bit more balanced matchmaking. I know there is issues with it. In the past theyve tried rankbased matchmaking where you only qued against nurse or blight. That is lame. They also tried it with similar rank but then the que times were too long. Currently it seems that the rankbased matchmaking is completly turned off. I think they should have it a bit but not too much, because que times are certainly something you dont want to sacrifice too much of.

    Lol rank based matchmaking was never any good either, I remember being thrown to the wolves as a rank 15 killer getting full squads of rank 1 players for multiple games in a row. At least now as long a the incentive isnt 100% to one side the matchmaking isnt that bad.

  • @SilentShepherd said:

    I have 2 million bloodpoints. I cannot spend it fast enough because it takes too long.

    This system was fine with the old bloodpoint costs, because things were more expensive. But now everything is cheaper and it's taking too long to spend BP. I'm not going to sit here for an hour to use all my BP little by little

    Personally I use it to unwind and make myself tired and do a spend everynight before I go to bed. It really isnt that big of an issue especially if you just dont let it build up all the way.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331463#Comment_3331463

    Saying voice chat does not give a significant advantage is very disingenuous tbh, if they did say that.

    I think voice chat should be in the game itself, like other team games.

    They would just have to police the toxicity like other games do and I think they reason they won’t is because toxicity is a large part of DbD content, and they’re worried stopping that in a meaningful way would hurt player numbers and it’s popularity with people who just play the game to be toxic.

    Scott jund did a vid on it a while ago and while communication can give an advantage, it's more about just having a team that plays to the same strategy.

    Think about it this way, if you are a super stealther and get matched with a team that works by efficiently trading off hook states to get through the match, you arent going to work as well with that team because you are playing into a different strategy. If that same player is matched with a whole stealth based team, they will probably have better results even without comms.

    As to voice chat in the game itself there are several issues. Language barriers can make it ineffective, especially in a strategic situation you have no idea if people cant hear you because they have it turned off, cant understand you because of language, or just arent listening to you in general. It can actually be worse than useless if you think people can hear you when they cant, plus you will have players who bully and sandbag players who dont use chat.

    As to the issue of policing voice chat it gets much more complicated with retaining all the chat logs and having to review full game chats for reports. They could barely police the very limited endgame chat, hence the ridiculous chat filter.

  • @HaveAnItch said:

    I've dc'd many times before this because i was lagging in the matches and it was just unenjoyable. But today i lost connection do to my internet and got a 6 hour penalty for it. ######### fix it you ######### creators

    Or, and this may just be an insane concept, fix whatever it is that is causing all your disconnects.

  • I think you tagged the wrong post in your reply, but the only reason to have it capped at 4 seconds is because of its mobility, just like they had to nerf the duration of awakened awareness because of how it worked on high mobility killers.

  • @Tantamountain said:

    I just don't understand it.

    The rank system doesn't actually mean anything. No ladder exists that I know of. No one cares.

    It's only for the blood points when the 13th rolls over. Serves no other purpose. I can understand not pipping upward, but losing pips over things completely out of your control is ludicrous.

    The rank system gains bloodpoints and requires certain actions to gain ranks.

    If a persons objective is to gain ranks as fast as possible to maximize bloodpoints at reset, the most effective way to do that is to get out of bad matches as fast as possible, and with no depips you can do this without penalty.

    At that point you may as well just make it that you just have to play X amount of matches to go up a level and forego the pip system entirely. 10 games per rank play 100 games on each side and your done.

  • @CookieBaws said:

    Centering reading point on a kicked gen, instead of a killer would wiser decision.

    Sure but increase the duration to 8 seconds then.

  • @coley_219 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/355314/bloodpoint-cap

    How do you save the Tome challenge bloodpoints? I am forced to redeem it to keep moving.

    Also, please strongly consider what @MisterMister is saying. I normally never have bloodpoints built up but I was able to prestige all my survivors and killers finally and now I do want to bank my bloodpoints. It's not fair that I am forced to spend them when prestiging a character is way more than 2 million points and frustrates me because I want the freedom to spend bloodpoints on the characters I am currently playing with. Maybe have a mini vault that we can transfer points to, limit the transfers and then make us use some shards to transfer the bloodpoints back. Cap the vault too if you want. But please find a way to allow us to have banked enough to prestige new characters when they come out.

    Basically every tome has a path that can be taken to unlock all challenges.

    This is an imperfect example because I claimed more than I needed to but here is my tome 13 level 3

    20230129_113354.jpg

    Some tomes will allow more banking than others but you can see here I have 8 challenges banked (6 completed and 2 more that i can complete and dont need to claim)

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