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  • This is the realest thing lmao

    Everyone has heard the good old "Your fun isn't my responsibility". Has anyone ever heard "That was annoying! But my fun isn't your responsibility and the strat worked, wp"? I doubt it 😄

  • It should deactivate in EGC, but it should have the stun time nerf reverted. Or at the very least have it increased to ~4 seconds so you get 3 seconds of actual distance on the killer (you spend ~1 second of it getting off their shoulder with no control of your character).

    Look at it this way: If you're alive by EGC, you either didn't get tunneled or you absolutely dabbed on the killer running them all game as they tried to tunnel you out, making it one of the games where tunneling really didn't work out at all for them. And it's supposed to be an anti-tunnel perk by BHVR's own words, so you know.

  • That part is fine, it didn't need both that and the stun time decrease though. Should've been only end game deactivation.

  • Honestly for all the understandable attention the idea of overall screen FOV gets in games, I wish the ability to mess with viewmodel FOV got even 1/10th of the attention too.

    Maybe it's just getting spoiled by Source games where viewmodel_fov is pretty much always an option and sometimes you even get viewmodel_offset_x/y/z as well but man it hurts when a cool weapon is gigantic to the point where it's like your character is holding it up to their face to inspect it at all times.

  • I just think "They're saying they play more of that role than the other one"

    At least to me that's all survivor/killer main should mean, but some of the posts on here where people question others over it makes it seem like there's some sort of sacred list of things you MUST agree to in order to not be a fake <role> main or something and it's honestly big weird.

  • EGC's only purpose is to put a hard time limit on the match that both roles can start with some fancy visuals attached.

    Does it accomplish that? Yes, both survivors and the killer can open the gate.

  • DH "just doesn't work for the first chase"? JUST?

    That's the biggest part of the change. It can no longer extend the phase of the game where the killer is at their absolute weakest, from the start of the match until their first down that makes the other survivors have to do something else than gens.

    It's a great way to do it, basically the same as what they did to DS when it became the first version of the activated-on-unhook perk we know today. Before that it could in one way or another (obsession DS or non-obsession DS, or even earlier back in primordial DBD just straight up on-pickup DS for all 4 survivors) get a survivor off the killer's shoulder even if they were the first down of the match and it was silly.

  • Rather specific one, but if I have Kindred and the person on the hook also has it, please show me two Kindred icons or something. It's very useful info to know that not only you can see the other survivors + the killer if they're close, but knowing the other survivors can as well. Not purely QOL and really specific I know, but please 😄

  • Should absolutely be a thing in general. If two players are near eachother long enough and not doing an action (like gen/healing), they lose collision with eachother for a while. Lets say 30 seconds of blocking = 30 seconds of no collision.

    Doesn't stop perfectly legitimate uses of bodyblocking like blocking pallets/vaults as killer, catching someone in a corner and blocking them to land a charged hit of some sort, survivors taking hits and so on. Guess it does stop blocking to wait out Off The Record but... lol, that has probably happened so few times you can count it on one hand globally.

    But does stop unquestionably "block you in a corner and go afk" griefing as well as "blocked someone at 4 gens left but it's okay it's to kill them with egc haha" which is already reportable anyway. And makes any possible bug spots in the future where a survivor can block a killer and they can't hit the survivor non-permanent as well.

    Disable it in EGC if needed, at that point it's legal to block to kill with it and the game already has a hard cap on how much longer it can last anyway.

  • This is actually something it's fully possible the devs make map changes to prevent, they've already changed plenty of spots infamous for this on maps (like a lot of basement entrances and the width of the ways up to second floors with only one path up) in the past, and I'm sure it will happen again. It's not against any rules or anything (unless it's used to either hold someone hostage indefinitely or blocking someone before EGC starts to kill them with it) but it's pretty clear it's undesirable in their eyes.

  • Send them my way, squads like that tend to mean a goofy and action packed match with a lot of player interaction.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397060#Comment_3397060

    Or - don't show any items to killer so that it's fair for survivors - they don't see killer or his addons anyway

    Showing items is fine and intended, there's perks people might want to put on if they're against a bunch of items for example.

    But names, prestige and especially the easy 2 click profile access for stuff like Steam accounts? That should certainly go as it's not relevant to the intentional "killer watching the survivors at the campsite" design.

  • @shalo said:

    How about just making Endurance not work for Protection hits?

    Most hits that happen near anything that can be called a contested unhook will be a protection hit. Even if the survivors do it the safer and "right" way of having 2 people save where one takes a hit then another saves during the hit cooldown to prevent an instant trade, the person that took the hit might very well be close enough still for the killer to be able to instantly down the unhooked survivor due to it being a "protection" hit.

    And that's without even touching on the wackiness protection hits can be involved in, like running into an injured survivor you had no idea was there. That'd be a super fun interaction (not), you have endurance (either base BT, actual BT or even Off The Record), run around a corner and whoops, injured Claudette chilling there. Guess that's a "protection" hit for you because she's near you!

  • @MrSlayer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397133#Comment_3397133

    If playing basement Bubba is some cathartic experience for him, who am I to judge? You play to win, he plays to abuse survs. It doesn't matter. Devs won't do anything, cause there's no shortage of survivors.

    Explicitly playing "for salt" or whatever you want to call it is not something the game or any other game needs. And I don't care if it's a killer or survivor doing it.

  • Nah, the only indirectly related problem that is annoying for both killers and survivors at times are the weird hitboxes on quite a few objects you find around the map.

  • No. I want a FOV slider instead :)

    I am also fully aware that because DBD decided to make FOV a stat modified by perks and stuff and designed a lot of stuff in maps around it, there would have to be changes. Make walls taller where you're not supposed to be able to look over them, that kinda thing, and you can let everyone change their FOV like in most games. EDIT: This is mostly survivor related but I never said 3rd person FOV shouldn't be adjustable as well.

    And I'm not even talking truly extreme FOVs like the stuff you'd see when people stretched res'd until their game looked giga deep fried and scrunched, just like in a FPS I wouldn't be talking about stuff like 150 FOV. 90-110 are common maximum FOVs and anything in that range would be perfectly fine as far as I'm concerned.

  • At least for me it doesn't feel that way, honestly feels like it has gone down a little bit over the last few weeks which is a welcome change. Anecdotal of course!

  • Absolutely. Sure he has a fairly low skill floor, as even if you basically just use the chainsaw as mobility and for an instadown here and there if someone gets caught really out of position, you're still a mostly m1 killer with a potential to instadown and a mobility tool. Being an alright Billy isn't that that hard.

    But being a good or great one where you get into curves and stuff is hard, wrestling with the wacky sensitivity changes involved with that requires a bunch of practice to do consistently and accurately. A high skill ceiling.

    And low skill floor + high skill ceiling is honestly a great thing.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392661#Comment_3392661

    for swf coh only became stronger, and yes, in my games there were always 4 dh, which is why I stopped playing and thought to return with this update, but as I see it, dh practically did not become weaker, and the treatment with coh is now 8 seconds and at the same time killers lost perks against genrush and 3 gene tactics

    In what universe is DH "not weaker"?

    When is the killer at their absolute weakest? That's right, at the very start of the game before they've gotten a single down. At first up to 4 players can be on gens, then once the first chase starts there's nothing to distract the other survivors from doing gens. No unhooks needed, no slugs to pick up, no killer-specific interactions like Pig traps and not even any healing to do.

    At the moment, DH can extend this phase, where the killer has the absolutely lowest amount of pressure in the entire match. After the change, the earliest it can possibly activate is after the first chase and hook, where just having someone on the hook already stopped at least one other player from doing gens. A first chase DH is the most potent one of all, and it will no longer be possible after the change.

    Thinking about it, it's like when DS was initially changed to be activated on unhook. As flawed as that version was until deactivation conditions were added, at least you knew for a fact your first down wouldn't suddenly DS you halfway to the hook (non-obsession) or you had to either pickup-drop-pickup spam them to a hook or leave them on the ground if too far from hooks (obsession). People would just straight up not chase the obsession if it even remotely seemed like they want to be chased, as they could just intentionally go down away from hooks and the killer either had to eat DS or leave them slugged anyway.

  • I'll believe it when I get the first queue that makes me think "huh, this is taking a while" since the incentives were added.

    (Spoiler: This won't happen)

  • What does "bully squad" even mean anymore? Just one item in each game, none of the usual "haha we're not here to do gens" perks like stacked Head Ons or other meme stacks like no mither sabo squads or something, not even stacked Dead Hards or something. Of course them being jerks in post game chat isn't something I defend at all but.. huh?

  • Got that issue as well for a little while, then it just stopped. Not entirely sure if it fixed itself or if it was me power cycling my connection that did it, I checked and at no point did I actually have the "wrong" NAT type going on.

  • I usually slug them once and just move on, if I find them super early on. Especially if they're the very first person I see.

    A lot of the time they come back and I guess it was just someone actually needing to be right back, in which case hey they weren't doing anything at the very start and someone usually had to pick them up. But if they're still gone after I've chased and hooked someone else or something, or they get 3 birds on them, they go on the hook when it's convenient to put them there.

  • Let people see the perks of other survivors in the lobby.

    And if worried about people being toxic over it, at least show perks that massively benefit from others knowing their presence once relevant. Someone just got hooked and they have active Deliverance? Show that so everyone knows they don't need to be unhooked. Someone got hooked a second time and they have Kinship? Show it, so everyone knows it's available to activate. Someone got downed and they have Unbreakable? Same thing, so everyone knows it.

  • I'm all for it, it prevents easy profile access which should just be how it is in general. Profile access leads to so many weirdo things, from angry comments to people snooping through the info there to lobby shop (or seeing a single private profile element and immediately assuming it's private for "malicious" reasons) and even more.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381604#Comment_3381604

    I think Killers, as a whole, will be MUCH stronger.

    The VAST majority of players are extremely uncomfortable playing injured.

    It's gonna be 2018 DBD but with the competitive mindset of 2023 DBD.

    This is what I'm worried about. For every survivor that will "just put on resilience + adrenaline and omega genrush" there's several that basically get a -100% repair speed debuff applied to them from the moment they're injured until they're fully healed.

    I'm totally on board with knocking med kit speeds and even self healing down a peg, but it really feels like both an initial patch + the "The first one wasn't enough, so here's additional changes" amendment patch a while later slapped into a single patch.

  • Unless they're being actually unhinged threatening and harassing people, why on earth should "mods do something about it"?

  • At the very least make the 3 seconds actually 3 seconds of time where the survivor has control of their character and the killer is stunned. At the moment I think about 1 second of that is eaten up by the "getting off the shoulder" animation, so to have a 3 second stun distance-made wise it would actually have to be around a 4 second stun from the moment the skillcheck is hit.

    This was the case when it was a 5 second stun too, but then it was ~20% of the total stun duration, now it's more like ~33% of the stun duration so it's much worse.

  • I do play primarily for my enjoyment, but the way I like to play the game nudges me in a direction where I play in a reasonably fun way anyway. And I'm not weird enough to consider the side effect of others probably thinking I'm at least alright to play against to be a downside, it's certainly a nice bonus.

    What do I mean? I find stuff like going giga gens before friends 4man or "bully squad" boring to do, so I don't do it. I find camping/tunneling from the get go or pitching a tent in a 3gen from the first nanosecond of the game boring to do, so I don't do it. As survivor I just want to do a bit of everything, as killer I just want to chase and hook. So that's what I try to do, and I seem to do alright and it makes me enjoy the game.

  • I can only assume it's autofill, and if it is I am very happy about it.

  • I'd be fine with adding a lever in the basement that immediately ejects all living survivors. Make a funny animation for it and everything where the entity scoops them up no matter where on the map they are and just throws them out the gate.

    And at the same time let survivors crawl to a hook and put themselves on it when the conditions are right. Ta-da, both the big Pointless Endgame Timewasters now have a way for players to put an end to it without the "consent" of the other side (mostly relevant for survivors of course, if a killer doesn't want to hook them they can do nothing about it meanwhile angling the camera towards a gate and pressing W / pushing left stick forwards tends to make survivors leave)

  • The impact on match quality it seems to have when the lobby's revolving door has been used by a few players is so bad in my experience that I honestly wish it just re-queued me instead, or that I at least had that option + opting out of backfilling lobbies myself. I will happily take the extra wait if it reduces the probability of a predetermined cutscene trashfire of a match.

  • Brown toolbox. If I suddenly decide I want to bring a toolbox instead of being an eternal hoarder, I'll bring at the very least a yellow + 2 brown add-ons. It's not much compared to what some have but on the survivor I'm currently taking to P100 I have ~600 of the things.

  • For the same reason I don't use one of the 87 potions in a RPG game even though it's obvious the end of the narrative is right around the corner.

    Never know when I'll need them all, better save them. Yes, I know I have a hoarding problem 😄 seeing the numbers increase pleases me.

  • I roll a 1d20 to decide the main category of things to blame, then another to determine the subcategory, then another to determine the uh, sub-subcategory and then finally another one to determine exactly what to blame of course!

    But honestly speaking, myself. Not in a self destructive way but no matter what happens I at least try to pick out something I could have done better. And if it's genuinely and undeniably a teammate's fault (when playing survivor) it is what it is, I won't deny it to instead blame myself but not like I'll go out of my way to actually yell at them either.

  • I'm not actually sure, way back I went to bed after a killer had already kept me blocked in a corner for 40 minutes and all I know is that it was over by the time I got back up from bed, as I just kept it running while going to sleep for a laugh.

    So at the very least 40 minutes, at most closer to 9 hours. I'll never truly know the truth.

  • I'd be sad that Huntress was on vacation as I love playing her, but none of that touches Demogorgon, Trapper, Wraith, Pig, Leatherface, Pyramid Head or Nemesis, and I love playing all of them as well. I'll manage.

  • I honestly don't see how that's remotely relevant. You don't need a dropped pallet to spam noises to begin with, fast vault spam outside of chase or locker spam is freely available. If they really want to do it on a dropped pallet they already can even with the cooldown as they can just stop and pick it up as the killer approaches, and if they for some bizarre reason want to do it by dropping pallets... they're being really inefficient with their annoyances. Spamming a locker or dropped pallet leads to a far higher notifications per minute!

  • Should stay where it belongs, in killer power interactions and I guess add-ons that apply it on hit or something for a short amount of time is fine too (even though they're just plain bad a lot of the time and I'd rather see them turned into something more appealing)

    It should only ever be dished out by direct killer-survivor interaction like getting Vic on your back or being hit by Pinhead chains. Not because someone else went down on the other side of the map while you're on a gen. It would be silly if survivors could ignore Victor to the point where they could just go on a gen with him, just like it'd be silly if survivors could solve the pinhead box with chains sticking into them. That's why it makes sense there, it's a way to accomplish what the killer powers are trying to do.

  • Even just making it 3 seconds from the moment the survivor actually gets control of their character would be nice, which would put the total stun time at 4-point-something seconds if I remember right. Losing ~1 second to just getting off the killer's shoulder with no ability to run away is huge, and it's a bigger fraction of the total stun time when it's 3 seconds vs when it was 5 seconds.

    But yeah, DS got hit with one of the kinda bizarre double changes similar to Ruin, Calm Spirit and some others. Disable at endgame? Brilliant change and a much discussed and requested one. Reduction in stun time? Bizarre change that to me at least just screamed "Hey, you're supposed to use OTR instead now"

  • Probably because besides Eruption every other source of the effect has either been very short or directly tied to a killer power situation where it just makes sense, like having Victor on your back. Which doesn't have a duration obviously.

    I do believe it should as it applies to everything else I can think of, but with Eruption losing it there's really no big situations where it'd really do anything at the moment.

  • I doubt anyone will ever dethrone Huntress as my fave, but I still play plenty of Trapper and Wraith, and a fair bit of Myers and Sadako as well. I have fun and I do fine, obviously it gets pretty hard to bring less powerful things against opponents that bring the more powerful stuff but.. duh.

    Even if it was in my experience much harder I can still see myself keep playing them. I've always been that guy that brings the goofy meme gun in a FPS game or something anyway, feels a special way when you still do well with something like that.

  • No they're not. They're items in the game and their function is to blind, they're no more toxic than how "toxic" it is to select the Nurse or a particular add-on in the game is (in other words not toxic)

    Also let go of the idea that you've somehow deserved a hook just because you've downed someone. Stuff like sabo, flashlights, perks like boil over/flip flop/power struggle/breakout exist for a reason, bodyblocking is actively rewarded by score events and stacks for certain perks for a reason. Make no more sense than a survivor saying "I made it to the gate, I should have escaped" after getting downed on the way out, or even "We got all 5 gens done, we should have escaped". Which I'd hope we can all agree is pretty silly. A hook isn't earned before they're on the hook, just like an escape isn't earned before you've actually made it out of the match.

  • Body blocking is okay for both, unless you mean either genuine hostagetaking bodyblocking or "I got you in a corner at 4 gens left but I'm just gonna keep you here to kill you with EGC" which has repeatedly been declared undesirable gameplay to the point of being reportable by BHVR people on this very forum.

    Taking hits for teammates? Fine. Catching someone in a corner and keeping them there while charging up a power hit, or getting ahead of a survivor to block a pallet/window? Also fine.

    The difference is that unless it involves some map exploit where a survivor can block a killer in a way that changes it, the killer always has a way to stop being bodyblocked - hitting the survivor. That's not the case for survivors, if a killer blocks them there is no way to get free without the killer's "cooperation".

  • Out of curiosity, how exactly would you even try to stop it?

    We can even ignore how developers aren't even allowed to interfere with the party chat systems on consoles if that makes it easier to answer.

  • Not sure if I would pay, most likely not. But I'll happily take something like this as rift content over yet another random charm personally.

  • Unless there's something else involved I'd assume the game just has a desired ratio of killers and survivors, and as the ratio tilts too far in one direction it starts offering incentives to try to get it closer to the desired ratio again.

    It is fully possible to have basically universally quick queues even with 100% on one side, it just requires enough players to be online in your area/bracket/whatever other variables that are involved.


    Personally I've said it a few times recently, but I've seen way more 25% incentives in the last month or so than in ages before, implying the distribution is closer to the desired ratio. And queue times seem to support that, I can't remember the last time I had a queue I'd call anything else than very fast (Northern-ish EU, usually afternoon into evening time, PC).

  • I'm very glad they added the little sound when matchmaking finds a match, that way I can tab back into the game and actually ready up instead of only tabbing back in once I hear the match actually starting with the sound effect during the initial camera spin.

    The only time I'd ever dodge is if I somehow get in a lobby with someone I saw with my own eyes cheating recently enough to actually remember them though, so I can't remember the last time I did as a result. Not necessarily telling people to not dodge for the sake of unknown strangers, but do be aware a lot of matches where you feel like you either vastly outskill your opposition or you're vastly outskilled is because someone dipped and matchmaking grabbed the first available player to not keep the rest of the lobby waiting.

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