kingcarl2012
kingcarl2012
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330532#Comment_3330532
Oh, maybe should have made clear that I meant OP; depipping for sth that is disporportionally often out of your control (DCing excluded) should simply not be a thing.
@Pinheadftw said:
I honestly think that Pips should be awarded just for playing. Not make it a marathon of things you need to do. Killer just needs to kill, Survivors need to run a marathon and your dependent on 3 other people as well. Someone hogging the unhooks, cleansing the totems, or you just can't touch a generator because you got tunneled.
The whole system needs a rework. The game should reward you for just playing not punish you for how others are playing. The marathon is ridiculous, especially as you get to higher ranks and you are fighting for just 1 pip, any pips, but can't because it is dependent on rest of your team. Killer is definitely easier to get 0's and single pips, but damn, Survivor can be rough if you aren't in a SWF
While i agree the safety pip requirements should be a bit lower, I think the bronze requirement at bronze/silver and the silver requirement at gold/iridescent would be much more fair, Depipping definitely still has a place and shouldnt be removed.
Currently it is the only form of punishment for early game hook suicides.
It does give you something to actually play for in a losing match.
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@Halloulle said:
... I doubt "just play swf ¯\_(ツ)_/¯" is a viable solution.
But I agree (and I think it's actually the one thing virtually everyone agrees on): Depips should not be a thing, except for DCing.
I most certainly do not agree with that just to be clear
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@VoidOfMe said:
So I just had a match against a bubba, 2 of my teammates dc'd, one in the beginning of the match and the other one on hook right after. And then this happened:
https://us.v-cdn.net/6030815/uploads/T0UCI58OE0P6/dcs.jpg
He slugged me so he could get a 4K. LOL
I couldn't believe my eyes when I saw it, did you guys ever do it? Or did it ever happen to you? hahaha
I would have done the same thing, with the only exception being maybe if I was already at Iridescent 1 on killer, the killer is the one who got screwed over in this match.
When trying to pip up as killer the devout emblem is the one emblem you can actually track easily during the match the other 3 you can make assumptions but cant track reliably.
Looking at it from that point the 2 dc's count as kills worth 4 points towards the emblem which is good for silver getting the last 2 makes it up to 8 which gets a gold emblem, and iridescent is impossible because there is no way for them to get 9 hooks and hook everyone once.
Plus with 5 gens remaining if they keep the match going for a full 5 minutes they can get iridescent gatekeeper. Depending on the other 2 emblems the killer may still be able to turn that into a pip depending on their current rank.
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@Tantamountain said:
Meant to say that this point system needs to be looked at.
The game is full of people who are making terrible plays and the fact they either allow themselves to get downed and hooked 3 times, or tunneled, or delete themselves on the first hook means that I either lose rank, or don't gain rank.
That shouldn't happen.
It's completely out of my control.
You're actively punishing people who don't play SWF by having this system work this way.
Look at that you just came up with your own solution
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330047#Comment_3330047
It's kind of like that one Nurse bug that softlocked players awhile back. It has a very niche case scenario behind the bug that makes it rare to come by.
Difference here is BHVR actually killswitched Nurse (hell, even Clown got killswitched over a minor bug), but Twins remains the same. Just because it isnt "common" still doesnt excuse the lack of killswitching, it still ruins matches.
Clown was a bit different infinite wallhacks could be abused pretty bad and gave a serious advantage.
I dont know anything about the Nurse bug but being a killer with a far higher pickrate regardless of how uncommon the bug was it would have been more common.
If twins had a higher pickrate maybe it would be killswitched but personally I'm glad its not because I get to play a killer I enjoy.
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@Technature said:
Despite the supposed fix it's still possible to get a game where you're unable to play in any meaningful way (at least one video shows it's literally impossible to play sometimes).
Please just kill switch them until they're fixed. I understand playing Twins is supposed to be unfun, but this is ridiculous.
Why should they be killswitched? I have played about 50 twins games in the last 2 weeks and have yet to see this supposed bug.
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@BlindRock said:
Please it's as disgusting as Iridescent Head and Infantry Belt was.
Its not even close to that bad.
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@NekoGamerX said:
depipping is dumb on both side how random this game is there shouldn't be de pipping unless you dc then yea you should de pipping but that it most of the time it should be safety pips.
While i agree the safety pip requirements should be a bit lower, I think the bronze requirement at bronze/silver and the silver requirement at gold/iridescent would be much more fair, Depipping definitely still has a place and shouldnt be removed.
Currently it is the only form of punishment for early game hook suicides.
It does give you something to actually play for in a losing match.
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@Science_Guy said:
Sorry, but according to some people on these forums this never happens and if it did you must have done something to deserve it /s
No, but seriously, I'm with you. I don't care what other balance changes or survivor nerfs come with it, something like basekit UB needs to be done to address the complete fun-sucking experience of getting slugged for minutes at a time.
Or just run unbreakable, personally in the last month I think I've been slugged for the sake of being bled out twice. Once by killers choice, 2nd by my own hiding in a deadzone to deny them emblem points.
If it is happening so often in your games that it is an issue, then you should bring a perk to help with that situation if one exists, which in this case it does.
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For me If it ever happens, it'll be the Demopuppy.
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@SmartGuy576 said:
Whenever you pull someone from an executioner cage, it won't activate any unhooking related perks, and doesn't count toward challenges. I feel like it should at least count toward challenges, because you could unhook people 10 different times, and not get a single challenge done.
Its a cage not a hook this is by design, although counting towards challenges wouldn't be the worst
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@DarKStaR350z said:
Are the achievements not on console as I don’t see any?
I do think they kinda work like BP offerings as it says it increases BP gained from using event hooks/generators at the bottom of the item description.
Steam, Windows store, Xbox, and Playstation for sure.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327579#Comment_3327579
Thr thing is though, you can get camped and there's nothing you can do about it
Alright I am going to say something and I am sorry if you take offense, There are actually a few things you can do.
The first, and I'm not saying its easy, is making it harder for the killer to find and down you.
The second, while there is nothing you can do while your being camped, that is the responsibility of your team to help you out. Against all but the hardest face camping bubbas your teammates can at the very least force a trade. If the issue is that your teammates arent willing to do that, then thats kind of on you for choosing to play with bad/random teammates.
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@misschibigoddess said:
is that reportable or not? killer face camping as leatherface and none stop hitting me on
hook the second I am on it until I am fully dead, being toxic and hateful. at start of match snipe.
They hiding their name so how can ya report them outside of the dbd report system.
Its not reportable.
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@JustWhimsical said:
It's an outdated system, and they should have just removed depipping when they made grades not matter to mmr.
Except it isn't.
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@ItsDigDuck said:
I don't understand why it is so much harder to climb on survivor than it is killer. Killer it is just, play the game, do well, get pips. I am usually iri 1 within 3-4 days of reset. I play fair, never camp and tunnel, do just fine
I just played a game of survivor (in BRONZE) and - I got 3 unhooks, 4 full heals, 1 self-heal, .5 generator with another survivor, 2 solo gens, 2 hex totem cleanses, 2 dull totem cleanses, and a couple decent chases before dying. Why am I not pipping in BRONZE doing that much?!?!
Please. It takes me the majority of reset to get iri 4 survivor. I want to play more killer but I also like the bloodpoints. What am I doing wrong?
edit* before people say it ~ Yes I checked grade progress error and it was still very much a no pip gain
Ok first off
The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successfEmblem points needed to pip, bronze emblem worth 1 point, silver 2 points, gold 3 points, Iridescent 4 points.
Bronze/silver 10
Gold 11
Iridescent 12
Based on info at hand
Lightbringer should have been Iridescent
Unbroken would have been less than gold because you died. Depending on survival time you get bronze at 5 min and silver at 9 min.
Benevolent should have been Iridescent
Evader is very hard to calculate without seeing the match
So the info you provided shows what should be 8 of 10 emblem points needed to pip
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@Naturally_Pink said:
So for clarity, I'm not the best DBD player, killer or survivor. I was just wondering the proper way to handle a massive skill difference between you and the survivors.i get I can try to keep chasing or find someone else in a worse spot, but when the skill difference is so absolutely huge, what should I do as killer?
Example: I was playing Oni on Haddonfield, not a great map for killer but hey, its workable. The survivors are all on different gens, and I'm pushing them off and chasing. I get in a chase 3-4 times but I get absolutely toasted even chasing different survivors. No hooks, one down (which did not turn into a hook as I had apparently been surrounded by flashlights regardless of me checking) and 2 gens left. They're clicking and teabagging etc, typical toxic stuff, which in this case was justified (?) As I was very clearly a worse player. So I just idled in the basement as they did the last gens and left.
What SHOULD I have done? Or did I handle that properly?
It depends on who you ask. If someone were to admit doing what you did or agreeing that what you did was right, because it is tehnically against the rules, they can get reported on the forumns and get a warning/ban.
Think of it like fight club, if you dont know the first rule of fight club is dont talk about fight club.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327579#Comment_3327579
I'm sorry to say this but I doubt anyone who suicide cares about depip, like at all.
If you seriously want to fix that issue just remove suiciding and make DC penalty bigger.
While you may be correct, I am sure there is also a subset of people who play out a crappy match in the hopes of getting a safety pip instead of a depip.
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@JakeCannon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327579#Comment_3327579
What about for killer side
What about killer side
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I found a couple last night in around 20ish matches
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@JakeCannon said:
Remove de pipping please.. It sucks ass to get destroyed and have that added on top. It serves literally no purpose.
While I would like to see the safety pip requirements lowered a bit, using the bronze rank saftey pip for bronze/silver, and the silver rank safety pip for gold/iridescent, I am a firm believer that the depip should stay.
Currently the only punishment for early hook suicide is a depip.
It does give you something to potentially play for in a match you know you are going to lose.
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@SixShotOcelot said:
The Twins are still broken. Not only does everyone know this, but everyone expected this. The bug that made them feel better/more fun was removed (sorry "fixed"), however the game breaking immobilization post-switching is still present.
While these are issues, these are not my issues. My issues are the following. Please take this as constructive criticism and hopes for positive change. I am very grateful for the work the developers put into this game which is why I care enough to make this post expressing my thoughts.
1st - Twins Rework "Incoming" - The developers told the community at the reveal of the Ghostface/Legion rework & add-on pass that The Twins were next in line for receiving this treatment.
Problem - It has been 6 months-1year since this information was given. We have not seen or heard anything regarding this Twins rework. Additionally, Nurse was reworked and given an add-on pass prior.
Honestly, my only issue here is lack of communication. At the time of announcing the Nurse revisions I think the community would appreciate a simple "Twins are taking longer than expected. We are still working on it. However, we will be pushing The Nurse rework in front of The Twins rework."
2nd - Game breaking bugs and killswitch - Why have The Twins not been killswitched? Or why implement a "killswitch" if it will not be used to stop people from playing a killer who when they use their power become unplayable? Is this not a game breaking bug?
Ironically, the other killer who had a severe immobilization bug recently was The Nurse. And she was killswitched for months.
This feels extra bad since these are two separate aspects negative impacting the players who play these killers (Twins and Nurse). However, they are not equally or equitably treated. One receives expected killswitch for bugs, fixing of bugs, open communication with community and rework. The other's players are left in the dark with what fells like nothing.
3rd - Community opinion on Twins - This is less on the developers and more on the community. I understand it's a joke that only 2 people play the twins. But honestly, communicating this without proper context may hurt the twins in the long run. The reason Twins are not played is not because they are not fun, or their power is not interesting. Its genuinely great!
The problem is twofold. 1) They are always bugged (literally since their release). Thus, players are never playing the "intended experience". So many players may simply be waiting to play them once they are no longer bugged. (This is something many seemed to experience with Blight before his perspective change). 2) The Twins power feels clunky and punishing. However, as demonstrated by the "smooth switching bug" in the PTB , this could potentially be remedied with some number tweaks. I know it has already been stated that "the twins need more than a numbers tweak", but honestly, that is not true. Even if that was true, due to the combination of their bugs & clunkiness we will never know unless these are addressed, and the community gets to use a "non-buggy and smooth switching twins".
However, I think the way we as a community discuss the twins and their two dbd players who play them are pushing the developers to do more than necessary. This really saddens me, because the twins are great. But we may never get the opportunity to see their true potential. I feel we are likely to get the changes the developers think the community wants, but not the one's the community needs.
These are just my opinions and thoughts on The Twins. More specifically the issues with how they have been handled. I just want to play a killer I love the gameplay mechanics of without playing a "standing simulator".
Thank you very much to any and all dbd developers/media managers, anyone who took the time to read or skim this, and everyone in the community helping to make dbd the amazing game it is.
I dunno I played like 15+ twins games last weekend and didnt notice any bugs, so I am glad they arent killswitched, nor should they be,
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@coldestwinter123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326533#Comment_3326533
Yeah you're right. You shouldn't bother with it when you need only one knife. On the latter point tho, the issue isin't really when you have (ME) pop in a good timing. Its really when it pops randomly based on different circumstances. Most of the times you charge it when you don't need it. Now, is this player error? Could be that you should not throw knives even if you could get a down to play around (ME) ? Maybe thats what the Devs were thinking. Is this what's being intended? If it is, is that good interaction?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326544#Comment_3326544
agreed it can be decent. But that use case seems to happen very rarely, prolly as i described beforehand once in sixteen games. But is this okay? Is really this narrow use case that can be affected by multitude of factors okay? If someone body blocks or accidently takes a knife you can get a different breakpoint on (ME) . You could get it at a much worse timing if you hit a body blocker or another survivor/maybe a better timing.
Not saying it should be buffed, I think if its too oppressive or survivors don't get a meaningful interaction/counterplay against it thats not okay either. It could be player error on my part, and just having a sub optimal strategy. I have played him quite a lot but thats still an option. Idk seems to have extremely limited use cases, very difficult(if even possible) ramp or build up, hard to manipulate in either positive or negative direction. Blueballs you because of lack of actual use cases with screen stimuli that you can do something cool.
I will say tho, the super manic laugh after you hit like 20+ knives or w/e is super satisfying aswell, but you prolly experience that maybe once every hundred games.
I dunno I'm on console and my aim sucks so it worrks out for me a fair amount but I can go multiple games without it even charging as well.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324649#Comment_3324649
I just had game where I was stomping survivors at 4 gens and 3 were on death hook. But then I started to "tunnel" jill because she was only one not hooked twice. I could went after others but decided to give them chance and I didn't want to yet finish someone off at 4 gens. But jill had otr, ds, adrealine and dh combo and all those second chances let them make comeback and finish all remaining gens.
She got away while teammates came to take her hit while she was coming to exit. I did get what 3 hits on her while she was injured. I only chased her roughly a minute After game I got messages from survivors EZ. Im thinking finishing off now one survivor before giving mercy I would want to watch replay though how they did 4 gens in just bit over minute. Survivors response seems that they just want try hard killers who don't give an inch.
I maintain the policy of tunnelling is a fair strat if there is less gens remaining than survivors alive.
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@Leonardo1ita said:
I just had a match with Plague doing adept with iridescent seal and haematite seal, where slugged and 2 people bled out on Eyrie of crows, and I did a 4k.
The patch notes specifically said "kills", not sacrifices. ######### BHVR.
The game gave me brutal killer, the same as the emblems, not merciless as it was supposed to be.
Did I miss something?
It could be it doesnt count the bleed outs as those don't count toward the emblem system either so they arent programmed to count as kills. You could try submitting a bug report or maybe @Mandy may have an Idea?
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@semercury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326391#Comment_3326391
Were you able to complete the challenge recently? Because if so, I'll definitely give it another try and make sure the doors are at least powered. (It just felt bad because maybe one gen at max was done and three people were dead.)
I understand that the point of the challenge is to have the perk be the reason the doors don't get opened, but no other challenge works that way. I can play Ghostface or scratched mirror Myers and get challenges that say something like "Hit 3 survivors while undetectable while using Tinkerer" or the same thing but with Dark Devotion. And those complete just fine regardless of if the hits were done while those perks' undetectable was applied.
I did it last weekend on the 20th.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326397#Comment_3326397
Idk I've sab hooks and the killer just drops the guy and waits for it to come back... Not much of an advantage since we have two people of gens and how risky it is to pull off.. I agree with op don't bother with sab
It definitely can but its a 2 prong operation, getting the sabo is the first step but when the killer drops I see so many times where the person just lies there next to hook recovering instead of crawling away. If you have half your wiggle bar filled and crawl away from the hook even like 10-12 meters before recovering often they can't get you back to the hook.
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@TragicSolitude said:
Holy crap, I get slammed around like crazy when carrying a wiggling survivor, now. What the hell happened? I'm talking about without Boil Over, just the normal wiggle is knocking me around like crazy. Boil Over is an absolute nightmare. I bled out a survivor with Boil Over on The Game map because I got stuck on every damn thing in the environment, I could barely move forward much less maneuver to a hook.
All that was while playing killer on PS4. I haven't tried Switch yet, but given how bad the controls on Switch are I'll probably go from rarely hooking to flat out never hooking.
Meanwhile, I play survivor and hit great skill checks while wiggling and the killer doesn't sway in the least, I don't know why I continue bothering. Whatever happened, wiggling now affects console killers a lot more than before, and it seems to affect PC killers less.
This sucks.
Do you guys on PC feel the survivor wiggling at all? Or is it like carrying an inanimate sack of feathers?
Its pretty much always been this way and I dont get it. I was super impressed with myself earlier tonight got someone with boil over on the upstairs balcony of eyrie of crows and actually managed to crab walk to the upstairs hook without falling off.
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@TheColdBeauty said:
I always played (since 2016) with the old wiggle system and now the game is forcing me to play with the beta wiggle system? I'm not oke with this since I played like this since the beginning and I can't handle those changes :(
Its no longer beta its just the wiggle system.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326370#Comment_3326370
Yeah I'm utterly lost.
Game on Eyrie, with me on Spirit. 2k'd, got Brutal, double pipped.
Next game - Trapper, on Midwich. 4k'd, got Merciless, single pipped.
Without more info that makes perfect sense, rating is tied to kills and is matching up right, its impossible to judge the pips without more match details.
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@coldestwinter123 said:
I really dont understand this mechanic. Its one of the main things that sours the experience of me ever touching this character. I've also pondered this mechanic more then i ever have thought about a single mechanic.
Just to lay down some groundwork. Thematically the power makes a lot of sense based on the lore, and fits the character very well, the name main event is also pretty clever. It also creates a power window in which the character gains access to a limited time power spike(conditional power relatively good rng implementation)
the idea itself isin't bad at all. But realistically i maybe get one down from Main event in 16 games. I'd like to see some stats how other players are doing. Id imagine in terms of getting a single injury state from Main event has to be below ~1.00 per game ratio .
So my question is , am i interacting with the mechanic wrong? Is the goal to actually have only like injure or down survivors only? and limit how much you hit survivors to manipulate the timing?
are you suppose to run specific addons that create better break windows for getting (ME) ?
are you suppose to camp someone on hook and wait for a spicy (ME) use?
But also is this really the intended or interesting interaction with the mechanic?
idk, Even if (ME) would be buffed lets say NO movement speed penalty, i really dont think that would make a difference. If you would make it charge faster, i don't think that would make it any better. It also feels really bad when your entire screen glows yellow showing you can do something cool, and 95% of the times using it not only doesn't do anything for you. Activating it will just make you go on a cooldown and move slower.
hey maybe its user error, maybe its not interacting with the mechanic correctly, maybe there is some sort of oversee from my part but idk this mechanic should be looked at .
It can be decent to finish someone off when you suck with him and run out of knives
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@Unimatrix00 said:
Hey all,
I was playing a game against a Blight, and at the end of the game, as I was opening the exit gates, my bleed-out meter started to regress quite quickly and just before the exit gates were to open, I was on the ground. The only perk the Blight had was Deadlock. He did have some addon equipped, which I tried to match up with one of his current addons and couldn't find. I have attached a video below of the incident:
Any ideas about what is going on here?
Thanks!
Nice
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@GrimReaperJr1232 said:
Correct me at any point if I state something wrong here.
The killswitch exists so that when something breaks, which is inevitable given how big this game is, the feature can be disabled so that the bug does not ruin games. Nurse, in the past, had a bug that would lock her in place permanently until the game ended or she DC-ed, so she was killswitched.
It's been over a month, and Twins continues to have a bug, a gamebreaking bug, that renders them unable to do essentially anything until the match is over or they DC. I was under the impression that this patch would contain a fix but evidently, the issue remains.
Why are Twins not killswitched? They have a gamebreaking bug with 0 work around currently known. I know the Twins are a rare killer but why can they still be picked if they have an issue this severe?
I played about 15 twins games last weekend and didn't have any issues.
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@semercury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324544#Comment_3324544
If it's working as intended, then they need to reword it to make it clearer what needs to happen. I used no way out, killed three survivors and let the fourth get hatch. The exit gates were never opened and yet it did not complete for me. All it says is to use no way out and prevent the exit gates from being opened.
As well, if it's fine, then someone needs to let the people in the bug reports know, because I'm not the only one having this issue. There are more than one report concerning it, at least one dating back to March 2022 with current comments supporting the fact that it's bugged.
Edit: Unless it was just recently fixed. I did make this post on January 4th.
Could be tied to the fact that if you gave hatch and all 5 gens weren't done, the perk doesnt actually activate because the doors dont get powered.
In the match I got it I did close hatch, but found the last survivor before they actually had a chance to touch the door, so the countdown never started.
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Title is very misleading there is no way it takes 30 seconds minimum as you can run out of hatchets right beside a locker and refill very quickly
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@SRHunt said:
I’ve been waiting for over a year to get the Resident Evil characters perks from the Shrine of Secrets. I’m not referring to the Project W characters, I’m talking about Jill, Leon, and Nemesis’s perks. So far, I only have Flash Bang because of the community voted shrine from last year. I’ve been diligently watching the Shrine, waiting for them to pop up so I can grab them. But instead, we’ve been getting shrines with perks from Claudette, Jake, Trapper, and Hillybilly (for a random example).
Why put perks on the Shrine for characters everybody has by default? Perks that anybody can unlock just by putting bloodpoints into the characters they already have? Bloodpoints are far easier to earn compared to Iridescent Shards, so why would you spend Iri Shards on perks you can already access with bloodpoints?
I know that what characters come with the base game can differ from platform to platform (Switch players like me got every original chapter up to Spirit as part of our base game), so I’m mainly referring to any chapter that everyone starting for the first time has at their disposal (Trapper, Wraith, Hillbilly, Nurse, Huntress, Claudette, Meg, Dwight, Jake, Bill, David and Nea).
”If you want the Resident Evil perks so bad, why not just buy the chapter?” Well, I don’t really want the Resident Evil characters cause I don’t see myself playing them. Because they’re licensed, I can’t just earn Iri Shards and earn them for free like I could an original character, such as Trickster or Felix. I don’t want to throw down real money for characters I’m not interested in playing just so I can get their perks. So I’ve been waiting for the shrine.
Yet here we are, almost 2 years after the first Resident Evil chapter came out, and I only have 1 out of 9 perks because only one has appeared in the Shrine.
I understand waiting awhile after a new chapter releases before putting its perks in the shrine, and I don’t mind the wait. But 2 years seems a little too long to me.
The Shrine, from my understanding, is designed so that way people can have access to perks from characters they don’t have/don’t want. I don’t have the Cannibal, because I’m not interested in playing him. But thanks to the Shrine, I have all his perks.
So why put Claudette or Trapper’s perks in the Shrine when everybody can get them from the start? That’s like putting Spine Chill in the Shrine when everyone has access to it, they just need to put bloodpoints into their characters to get it. And since bloodpoints are easier to earn now, there’s really no reason why people can’t pour bloodpoints into these base characters to unlock their perks.
I honestly feel like the Shrine should prioritize DLC perks over characters who come with the base game. Maybe include one licensed survivor perk, and one licensed killer perk. The other two slots can go to original characters who don’t come with the base game.
So, for example, one shrine could look like this;
Flip Flop (licensed survivor)
Eruption (licensed killer)
Starstruck (original killer)
Boon: Shadow Step (original survivor)
There are a lot of perks in Dead by Daylight now, and if you can’t afford every new character, the Shrine is a valuable tool to acquire perks you can’t get for free. So I feel if base characters’ perks are removed from the pool of perks that can appear in the Shrine, there will be a higher chance that players can get the perks they want without waiting literal years.
Thank you for your time
It could depend on the license agreement, since the shrine is random a part of the agreement may decide the percentage chance that a licensed perk has of being in the shrine.
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I will 100% dodge anyone using anonymous mode, if I have them blocked from a previous match, if I am in the middle of a string of bad games I will dodge high prestige, and if you last second switch I will crash my game before the match starts.
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@Bot_Salvo88 said:
I just got called "hacker" by 2 different survivors in 2 separate matches. All I did was using Bubba with enduring, brutal strength, fire up and bamboozle.
Only explaination I got was "you play on Epic = 99% hacker" and "noob Epic account"...
I would laugh, most people cant just admit when they have been outplayed, on either side so it makes me laugh.
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@RaSavage42 said:
Also that's not the point of this discussion... But I do appreciate the explanation
What is the point then?
Base regression cant really change too much because of the perks that exist even raising it to 1/3 of a charge could become really oppressive with slowdown builds.
You could get rid of everything that affects gen speed and blocks gens and that change could still be oppressive once the game gets to a 3v1
You get rid of eliminating players and you have to completely rebalance every aspect of the game as the killer has no chance to catch up when they start losing the match.
I mean they are already tweaking things but it sounds like you want a completely different game.
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@RaSavage42 said:
When the real problems are deeper then that
Base Gen regression is quite laughable at this point and that's why so many Killers use 4 slowdown perks
Maps: Gen spawns, Totem spawns, Loop spawns... are too much to bear for certain Killers and perks
Gens being 90 charges (seconds at base) leans to heavily into the Killers side... but when Survivors use Gen speed perks and Items it becomes ~40 seconds and Survivors are in the advantage
First chase has to much pressure on some Killers (not just newer players)
Emblems are tied to the wrong things... Gatekeeper is tied to how long the first Gen is completed takes to complete not them all... or even the the time in between them being completed... Lightbringer is tied to completing all of the Gens and opening the gate... and the points aren't split for all survivors... and if you don't believe me then test it out... have the Survivors complete a Gen as fast as possible then Kill them all and see your Gatekeeper... then have the Survivors wait 45 seconds then complete then Kill the Survivors and see the difference... and on the Survivor side have one or two Survivors do the Gens and see the difference
Perks: having a "meta" isn't necessarily the players fault... but we do have a choice in the matter
As for lightbringer emblem, you gain 1/3rd points/percentage for other players doing gens and 5 points per gen completed, which means if all 5 gens get done and you dont touch a single gen and stay alive you will still get 190 points toward the emblem, which is gold.
If instead you do 1 full gen worth of progress and dont touch the other 4 gens that would get you 257 points out of 270 for Iridescent leaving you 13 points short which can be made up by doing about 1/4th of a second gen, opening an exit gate or cleansing 1 totem even a dull totem.
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@RaSavage42 said:
When the real problems are deeper then that
Base Gen regression is quite laughable at this point and that's why so many Killers use 4 slowdown perks
Maps: Gen spawns, Totem spawns, Loop spawns... are too much to bear for certain Killers and perks
Gens being 90 charges (seconds at base) leans to heavily into the Killers side... but when Survivors use Gen speed perks and Items it becomes ~40 seconds and Survivors are in the advantage
First chase has to much pressure on some Killers (not just newer players)
Emblems are tied to the wrong things... Gatekeeper is tied to how long the first Gen is completed takes to complete not them all... or even the the time in between them being completed... Lightbringer is tied to completing all of the Gens and opening the gate... and the points aren't split for all survivors... and if you don't believe me then test it out... have the Survivors complete a Gen as fast as possible then Kill them all and see your Gatekeeper... then have the Survivors wait 45 seconds then complete then Kill the Survivors and see the difference... and on the Survivor side have one or two Survivors do the Gens and see the difference
Perks: having a "meta" isn't necessarily the players fault... but we do have a choice in the matter
I think you may need to review how the gatekeeper emblem works, you need 35 points out of 55 total available points to get Iridescent.
You get 10 points for the gates not being opened which means you need 25 out of 45 points from uncompleted gens.
So 25 points and you get 5 points per generator per minute in the first 9 minutes of the match.
Minute 1, unless you are going against a crazily built genrush squad you should get out of this minute with 4 or 5 gens easy.
Minute 2, unless you are dealing with complete potatoes you will have lost anywhere from 1-3 gens. You should only lose 3 if you lost 0 in the first minute.
So assuming you lose 3 total by the end of minute 2 you should have between 6 and 10 points, so lets say losing 2 gens is the average and that should amount to 8 points. That leaves 17 points left to get iridescent.
Minutes 3-9,
With 3 gens left you get 3 points per minute lets say you lose your 3rd gen after minute 4, you get another 5-6 points meaning you need 11-12 points left with 2 gens remaining and 5 minutes which if you hold both is only 10 and leaves you stuck at gold even if the gates dont open which can still lead to a double pip at any rank if your other categories are good enough
Whike the first gen is important, it certainly isnt everything, if pipping is your main concern you can rig the early game pretty easily with corrupt intervention to pretty much guarantee keeping 4-5 gens for 3-4 minutes giving you 17-20 out of 25 points right off the bat.
It sounds like the problem in your test had to do with killing everyone too quickly and therefore not allowing the match to progress to gain the points per minute needed to elevate your emblem.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325100#Comment_3325100
There's a major difference between challenges that require you to participate in normal gameplay (Complete generators, heal other survivors, heal yourself in COH, get safe rescues, etc.) versus something that the game hard-punishes you for doing. If you are being chased by the killer and you drop from a great height, you are guaranteed to get hit because of the landing stun. If you bring Balanced Landing, it's slightly better, but not by much, since you still take a short stun upon landing.
Either way, this challenges specifically requires you to do a worse job in chases than normal.
With Balanced landing the short stun upon landing is more than nullified by taking a vault, combine it with a haddonfield offering its not throwing at all, its actually a powerhouse. The challenge is fine.
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@DyingWish92 said:
Anyone have any cool or fun suggestions for killer builds not aimed for being sweaty and going for 4ks every game. I play mostly m1 killers and just want to play some fun builds. I don't care about winning as much as I used to. I just want to have as much fun as absolute possible with killer. Even if it ends in a 4 man escape i don't care. Just want to to for chases and as many hooks as possible without brining a bunch of gen slow down perks.
Secret Ambush Build
Tinkerer, Dark Devotion, Trail of Torment, Sloppy Butcher
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324858#Comment_3324858
The problem with this is it implies SWF means good. My friends are terrible at this game. So if we wanna play we have to all face Blights? That is hardly fair.
Same here me and my friends are average at best.
@C3Tooth said:
And behold Perk Matching Rating.
Perks, Items, addons, killer power strength, all of these things should modify MMR.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324653#Comment_3324653
Console, I assume?
Yeah
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@Raccoon said:
Hide your own name
Hide everyone else's names
Hide pre/end game chat
Pretend you're playing with/against bots.
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Game is a lot more chill/fun when the 'human' element is removed / you don't care about anything else but your own game.
1. Is not an option
2. Yeah I dont look at other players names very often
3. Does not exist
4. When I am winning no, when I am losing yes.
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@Deathstroke said:
Some killers are too strong like blight and nurse but most are fine if they don't hard tunnel at beginning of match which is usually gg in soloQ. Some games killers just dominate and everybody dies at 3-4 gens it's feel unbalanced but swf can fix all 5 gens in just minutes and killer only gets few hooks maybe one kill if lucky so that feels also unbalanced. Maybe this game should have some catch up mechanic if killer is stuggling he could get speed boost and gens could go slower. And if survivors are struggling gens could go faster. Better matchmaking would probably help too. Personally as killer I try to make some games balanced by playing fairly and pretend to be worser so survivors have chance to escape.
I do the same thing if I am stomping at 5 gens, I will slug people on death hook instead of killing them 1 or 2 times, and if the killer is really struggling I will usually try to throw them a semi free hook.
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@devilsdemon7 said:
i guess what im saying is for ban timer it needs a cap, maybe the block button can block their code not allowing you to verse that person again. Fix the report system too when you get reported for the same thing 3 times (or more) you get a ban timer.
It already has a cap. You cant actually block from matching with people because i would be abused to avoid matching with people that are better than you to gain an advantage, you also cant implement an automatic ban system based on the report system because that would be overly abusable by swf groups who take offense to anything the killer does.
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@Zerotoxiks said:
After over 300hrs in this game playing a mix of killer and survivor I’m really on the edge of letting this game go.
now don’t get me wrong, a coordinated swf is very powerful but I mostly play solo queue like many others.
the problem is that in solo queue you have no idea what other people are doing, their is no coordination at all. Unless one of the survivors is amazing at looping or the killer is a newbie. You will die 10/10 matches.
playing as a killer for the last couple months I’ve never had a game where I didn’t get less than 3 kills. It’s just so easy to win. I enjoy survivor more because it’s much more challenging, albeit too much.
i think what this game lacked from the beginning was a way to communicate with other survivors. Having a voice chat even if it is just proximity chat would have been critical to this game being able to bring new players in for the long term.
swf can communicate and killers can still succeed? Why punish solo players?
anyway, just needed to voice my opinion. Would love to hear others thoughts.
thanks.
the problem is that in solo queue you have no idea what other people are doing, their is no coordination at all. Unless one of the survivors is amazing at looping or the killer is a newbie. You will die 10/10 matches.This is already being addressed with the upcoming status Icons, its gonna be really funny after the next patch when the forum is flooded with complaints about solo queue matchmaking within the survivor team. Because the MMR is based on only escapes there are plenty of good players stuck with basement MMR ratings because of how bad their teammates are.
i think what this game lacked from the beginning was a way to communicate with other survivors. Having a voice chat even if it is just proximity chat would have been critical to this game being able to bring new players in for the long term.Adding communication is not what the game needs, if you want that you can already get it by finding a SWF.
There is a litany of issues that come with adding voice chat, first and foremost comes in the additional resources required to police it.
Its effectiveness is restricted by several factors as well, Language barriers, having to mute certain players because of annoying things (static, crying babies, music, double audio from non muted tvs, etc.), players deciding to sandbag teammates who dont use the chat or mute them, and the fact that many people will just turn it off without ever using it due to bad experiences in other games.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324499#Comment_3324499
I don't like playing games with strangers. I've done that and it's not enjoyable, especially because most want to talk over comms. I'd rather not play at all. I have one other person I play with, and we play in the same room together, but we don't play together all the time or anything.
I have heard arguements along this line so many times, there are plenty of solo queue purists I have heard that from that it shouldnt be that hard to set up a SWF that doesn't use comms to replicate the solo queue experience. If your playing with 3 randoms in solo queue you are still playing with strangers regardless.