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random1543

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  • @VolantConch1719 said:

    If I may make two requests:

    https://forums.bhvr.com/dead-by-daylight/discussion/39075/dbd-killer-timeline/p1 (you're going to have to grab the URL and manually put it in)

    This one is kind of selfish, but it's also something that I genuinely feel should be preserved, since it's probably one of, if not THE largest thread in the Lore section (I at least have never heard of anyone else running into a character limit like I did, which is why I can't actually give you the full link, it's telling me "Body is 45253 characters too long").

    https://forums.bhvr.com/dead-by-daylight/discussion/194548/another-tribute-to-cheers

    But this one is a lot more special. @Cheers was one of the most genuine people I have ever seen, even if I only spoke with him once to save him from interacting with a troll. His tribute should be preserved somewhere.

    Thanks ill add them too a folder called "community requested forums" when it get to it !

  • @tjt85 said:

    Good work so far! I was actually able to use the Internet Archive's Wayback Machine to preserve some threads I wanted to keep for posterity (I'm on desktop PC). Somebody has already saved the official announcement of the closure of the forums over there:

    Wayback Machine link to forums closure announcement

    It only saved the first page, though. So multiple pages will have to be saved individually if anyone wants to back up the entire discussion. I think it would be very ironic and funny if that was all that we had left preserved of the forums on the web when they're finally gone.

    I've also saved a couple of lore build threads that I posted in and wanted to bookmark for myself (because I'm forgetful and I might want to be reminded of them some day). I like making builds a lot in this game:

    I would like to hear your Lore-based Builds (Survivor OR Killer)

    Anyone have some fun Legion builds?

    ^As you see, some images didn't properly save, so if there are lots of large images on the page they sadly won't all be saved. Only one snapshot of a page can be made per hour.

    You can also use urlclean.com to clean the URL slugs of anything unnecessary in the address to make for a better archived page. And this is the link you need to save a page to the wayback machine:

    https://web.archive.org/save

    Anyone can do this, but it is very time consuming and it would obviously be an impossibly huge undertaking to preserve absolutely everything. And it will only be preserved for as long as the Internet Archive still exists. But still better than nothing, I guess?

    Anyway, if you guys have any sentimental discussion threads that you want to save for future generations of DBD players to read, this is how you can do it.

    It's so annoying that we're going to be losing so much social history of the game in this way, but there's not much that can be done about it tbh. At times like this I'm reminded of how ephemeral the web really is. Nothing lasts forever, not even the legendary original Space Jam website made it past 2021.

    Oh so glad you got working on way back machine, I tried to get that exact thread to upload on wayback and its just blank (you can see the earlier instant of it when i go look at your archived link of it)

    yeah some forums i noticed have a lot of videos that need to be done manually or at not saved, trying to save the most upvoted treads, "The Continued Ignorance of Performance Issues Continues to Hamper Player Fun" which has ALOT of video references so for threads like that they will have a attached doc in folder so that the video references will still work as long as you tube videos are up.

    I will be saving as much as I can before the shut down locally and on a google drive I have linked so others can look at whenever they want, def will be chucking David king thread on way back machine tho if its not already on there.

    I have seen places become lost media / lost to time and would like as much of forums as possible to be reserved for people who may want to read for nostalgia or people years down the line who may wanna see how forums was like.

  • I signed up other day when I saw posted in main thread.

    Love how its forums based so dont gotta use my other accounts to be able to use ❤️

  • too add too what symbols mean

    @ is for when you first @ someone

  • @Doctor_Xenomorph said:

    the discord is a pure mess - and has WAY to many msgs going off at the same time in the general chat + individuals are not able to make their own posts. It will really suck to lose these forumns

    Yeah im in the discord so i can tag dbd as my main game on my discord but heard announcement and tried to use today.

    went to game discussion and someone posting silk song charms, and only thing that resembles a forum is grimoire feedback. I would of thought they would have somewhere set up for people to try to migrate over too, esspically since they made it seem they wanted discord to be the main one.

    alot of the content on discord right now is just low effort chatting. (which is fine but its not a forum replacement)

  • @Mandy If we are already in the dead by daylight discord can we still get the Fourm member role?

    The discord needs ample changes for long form content. I go into game discussion on the discord right now and its someone posting silksong charms and talking about silksong.. I cant interact with a topic like a can on here in a dedicated thread.

    This change really saddens me, I did not interact with community outside of Facebook groups and here and people where real casual minded on Facebook, Reddit is a cesspit i never want to touch.

    I love being able to have discussions about the game and i just feel like its not gonna have the same vibes at all as the forums.

  • @Arcturus said:

    (Yes this is a long one, feel free to skip to the parts you care about)

    Now that it's been a few days, I'd like to look at the PTB as a whole after having time to play with a lot of the PTB myself and watch others and their ideas as well. And as a whole, the PTB will be great for the game, and if we get recurring perk update patches like this it will make the diversity of matches so much better. There are definitely some things that could be improved upon, but this patch is overall a welcome change to a lot of the games perks that needed some attention, and the chat wheel is a welcome addition. To go into more detail about my positives and concerns:

    Chat Wheel:

    The chat wheel is an amazing addition to the game and is a great step towards allowing solo survivors to communicate with their team. However, there are a few things I'd change. One is that, as many people have suggested, we should have room for more messages. I feel like the wheel could fit 10 instead of 8, but even if that isn't possible please add a second page. The first page could be for quicker messages to do in chase, while the second page may be for messages you would use on a gen or out of chase. We also need more messages, specifically changing "Chasing Me" to "Killer's on me" which is much more versatile, and the ability to comm our own perks. I also wish I was able to tell if a player had it muted without having to press tab, but that's not as important.

    Killer perk nerfs:

    Although there are other problematic perks I would have liked to see here, I think these are some good changes. DMS maybe was the least worthy of a nerf, but I think it's a good change nonetheless. I do think it could be another 5s longer now though. Dissolution is an incredibly unhealthy design so that's a good change, I'd like to see it reworked for a different effect at some point. While not the core of the hex issue, Blood Favour was much more of an issue on higher tier killers (along with the hex builds in general) so I think this is a decent change.

    Killer perk reworks:

    My impressions of Undone and Shattered Hope's reworks are very positive. I think Undone could possibly contend the meta, or at the very least be a secondary option for certain killers, and Shattered Hope, although not amazing, has quite a decent use outside of just boons now. Bonus points for being a common perk! However, I'm not convinced the Thrill rework will completely fix the unhealthy amount of time hex builds can be up on certain killers. Ironically, it could still be problematic (maybe more so than before?) on killers that are able to get downs very fast, such as Nurse and Blight. I wish we could have just kept Thrill as is, or even revert it's nerf, and just make totem progress regress over time, and perhaps make cleansing a couple seconds longer to compensate.

    Killer perk buffs:

    My overall impression of the killer perk buffs is very positive, and for the majority of the buffs I have nothing to say because the changes are just straight up good. A lot of these buffs create perks that may contest the meta, almost all of them are at the very least viable, and a lot of them create fun new builds (I love the hilarious Agitation + Ravenous combo). There are a couple that I feel could get even a bit more of a boost, such as Game Afoot (which will still be very niche) didn't get much of a change, I feel a couple more seconds could be added to its duration as well. Monstrous Shrine is surprisingly not that great because the effect ends as soon as the survivor is unhooked, I feel it could have a 10-20s linger. Knock Out also seems surprisingly bad, I think I would rather revert it and simply increase the Hinder by a bit.

    However, I do have a couple concerns. With compromised gens being activated on 3 gens at a time, it often practically makes it guaranteed to activate, especially when it's down to 3 gens left unrepaired when it's literally unavoidable for the survivors. I think this should be lowered down to 2 and it would be a nice in-between. On that note, Machine Learning was already decently strong, I worry that putting it back to 10% with this change will make it too much, although I think that can be left for now since we want perks to contest the meta. I'm also a bit concerned with attack cooldown stacking on certain killers such as Clown. Stacking even just STBFL and Dark Arrogance can reduce the cooldown by over 50%, giving survivors almost zero distance especially when hindered by something like a Clown bottle. This could be left for now, but I question if Dark Arrogance having a permanent, unconditional 25% reduction is too much. I'd also like to see Insidious, like I heard someone suggest, become a Lethal Pursuer for Undetectable, staying the same as before while giving +5s of Undetectable (which is a lot less problematic than +2s of aura reading). Although at first I didn't think much of it, as of now the linger effect of Insidious gives on command Undetectable which is extremely unhealthy on certain killers such as Bubba, and also power creeps all other Undetectable perks.

    Survivor perk nerfs:

    Overall, this was a pretty big miss. The Five Moves Ahead nerf I'm fine with, I think it fits the identity of the perk better anyway and it needed a bit more differentiation from Windows of Opportunity. Self Preservation's nerf I would have understood a bit more if BHVR said that they thought it lasted a bit too long for it's effect or wanted to limit how much Elusive could be used in a match (although I still would think 20-25s is a better spot), but the reason they gave isn't even solved by this nerf. This perk still blocks BBQ and Friends Till the End etc. Plus, is countering perks with perks an issue? There are many killer perks designed to counter exhaustion, and many killers counter so many survivor perks. I don't understand this logic.

    Finally there's Shoulder the Burden. I already made a post on this specifically, but not only does this nerf completely obliterate this perk for anyone not in a good SWF and also nerf one of the few decent anti-tunnel perks left, but it also does not even fix the issue of making a 2-1-1-0 hook spread go to 1-1-1-1, dissipating any pressure the killer has at that point from having a survivor dead on hook (who is not being hard tunneled at that point). A much healthier change to make this perk still viable for solo queue while also actually addressing the issue is to make the perk deactivate when 3 different survivors have at least one hook stage and reduce the broken penalty to 60s. That means the penalty is still harsher and more obvious than before, the number of uses is still limited, but it's not deactivated off of your random solo queue teammate bringing the same perk, and it remains mor effective at it's actual use of countering hard tunneling.

    Survivor perk reworks:

    This one is a mixed bag, probably because there were way more reworks for survivor perks. Sole Survivor's rework is actually great, love that it keeps its identity while also becoming a lot less selfish and encouraging participation. Road Life's rework is great, the perk is actually decently strong now. Some people seem to think it's overpowered somehow, and I honestly think that's because they are looking at the perk in a vacuum rather than in an actual match. While testing this perk, I found myself letting myself get healed by my teammates a lot of the time instead because trying to get Road Life would be much too risky and could throw the game. Even now, I'd still take a medkit with Iri bandages and Sutures (2 heals for free, each about 11-12s) over Road Life in the majority of cases.

    Adding aura to Premonition is a great change to get a better idea of where the killer is coming from, but doubling the cooldown kills any chance of this perk being used and actually nerfs it from where it was before. At the very least this cooldown should be reverted to 30s, but I think it could easily be 20s and still not be anywhere close to overtuned. Slippery Meat's rework is pretty good, I'm glad it changes this problematic perk. I do think it could use another 5% haste though, 20% haste for 10s off hook is not the end of the world. Bonus points for making another anti-camp / anti-tunnel perk for new players. Small Game's rework is also a very nice change, however I still found it a bit too difficult to find totems on large maps to justify running this perk over a map with Sharpened Flint. I'd like to see the range increased to 14m or even 16m. Spine Chill's rework is also pretty good, the perk is actually decent now. However, the range should be reduced to something like 24-28m, because right now the perk activates so incredibly early that it goes on cooldown before you even get the chance to use it at the beginning of your chase. I think it would create a healthy competition with Finesse and Resilience.

    Borrowed Time's rework should not go through, it is fine as it is. The rework only really has one okayish application and it encourages using anti-tunnel aggressively while also not even guaranteeing value. The reason given for Stake Out's rework makes sense and I support that, but this perk is terrible as is. There are too many conditions for a bonus that you could miss or often are forced to waste on a heal. The 24m limit should be removed so it is based on Terror Radius again, making it more possible to actually get value from and would also make it stronger against stronger killers with large TRs (Blight, Billy, Ghoul, etc). Ideally it also wouldn't apply to heals so you aren't forced to waste your stacks. Finally, revert Windows of Opportunity. The perk was simply popular for comfort, for solo queue, and especially for new players. There are people I know with not too many hours in the game that have literally said they will stop playing the game if this change goes through. This does not affect me, it affects the already terrible new player experience. Plus, I wouldn't even run the new WoO since it not only has a cooldown but is also restricted to windows, I would rather run Finesse, Resilience, or even the new Spine Chill (especially if you reduce its range). Reworking a perk for the sake of it, or simply because it's popular, is a terrible reason.

    Survivor perk buffs:

    The survivor buffs are positive, I'm just a bit disappointed that I don't think there's anything that will contest the meta at all because so many of the buffs were very small, focused on meme perks/builds, or were pretty much just QoL changes. At the very least, it makes a lot of perks much more usable than they were before. Better Than New got a massive buff which it severely needed, making it a decent option. Boon Illumination's massive buff also at least carves out a spot for it in moving your boons around. There are a lot of other nice little buffs and QoL additions. Chest goblins are eating good so that's nice.

    The buffs to Object of Obsession and Do No Harm feel the most like nothing burgers. The 1 extra second and 4% increase on Object of Obsession make practically zero difference on how the perk functions, but I guess that's fine. Do No Harm's change sounds like it might make a difference, but it doesn't. The faster you are healing the less chances for skill checks there are, and even when you get one, even 6% bonus is still worse than a single suture addon on a medkit. I would rather Do No Harm go down to 40%/80% heal speed and have the bonus doubled, and have the skill check chance increase go from 5%/10% to 8%/16%. Although the flat heal speed would be nerfed, it would be a buff overall and would further differentiate it from We'll Make It as BHVR wanted.

    With Friendly Competition, did we really need to nerf the duration? The perk went from useless to usable, which is good, but I genuinely don't see why the duration had to be nerfed. Diminished Returns already hits repair speed bonus perks really hard since they are all low percentages. Change the duration back to 120s and it's a good change.

    Conclusion:

    Overall, I'm glad we got this patch, and I hope BHVR keeps doing patches like these periodically in the future, as it is monumental for the game's health and avoiding stagnation. I just hope that BHVR also takes feedback into account and adjusts / reverts a few of these perks before they go live.

    I wanna call out your suggested STB as its the perk im the most passionate about its change being horrible in PTB

    I do like the changes you describe but worry that is too restrictive to have perk go away when 3 people have one hook , Maybe everyone on 1 hook then it disables? most users are not using STB until the second hook state,

    I regularly use when hook states something like 2-1-1-0 and im one of the 1 hook people because I feel like i can loop better and take chase better then that person who is on hook. its kinda like "you want pressure, you gotta chase me" (very match dependent but can vibe when killer wants the pressure and will go for unhooked)

    I always thought best way to change would be if you used STB you cannot be STB by someone else. that way killer is able to get pressure from the person who just used it without the worry of it being shuffled and limits swf use as they wont be able to shuffle second stage hook between everyone anymore.
    I also think it fits with theme of perk, we shouldn't be shuffling around the burden if you shoulder it you shoulder it.

    I love using this perk to help soloq team mates who are struggling in chase and legit "shoulder their burden" even tho its not a new player perk like windows, Ive been able to use alot in soloq to I feel like match for that person who is not as experienced match feel a lil better,

    so for me it goes into bucket of "less ways to help and support struggling / new players" when they have changes they can do that can address the pressure and hook shuffling esspically that can happen in a SWF while not gutting the perk but they went with gutting it.

  • @MrBuffalo said:

    https://us.v-cdn.net/6030815/uploads/JAABHJQB51GY/screenshot-2026-09-18-213259.png

    Totally the reason! Not because its a very effective strategy.

    This patch note is wild seen it mentioned before.

    Would love to see this launguge flipped honestly.

    "X killer perk is encourging the surviours to rush the gens, so we nerfed it"

  • Yeah Agree with you.

    I dont understand BHVR logic. It will just make more people who mainly play survivor like myself to just go play killer and add to the que times.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117581#Comment_4117581

    anti-tunnel- is your only leg to stand on, I agree it could be better especially against the better killers but STB needed a slap on the wrist

    Camping- is only as good as the survivors let it; is only effective in end game for the average killer, or if the killer is running a meme build (basement bubba)

    Slugging- situational, killer dependent, and lastly anti slug perks are super good right now.

    Yes killers with still slug, tunnel, and camp but what do any of the perks in this patch have to do with those playstyles? (besides BT, STB, and insidious)

    Yeah it needed a slap on the wrist. not a sledgehammer to the ankles.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117262#Comment_4117262

    The problem was you could still be hit by shoulder even when not tunneling. You just need to understand that keeping 4 people in the match longer is worth the downsides that are possibly coming. 4 more perks in the trial, 1 more person to do a gen or waste time in chase with. Every nerf it got was super deserved.

    And once again go against a STB user, that has exhaustion, current pallet density with even a mid range killer and try to take advantage of the exposed. Note this also screwed over killers who's M2 is their primary source of damage but even then some M2s on killers weren't physically strong enough compared to just M1'ing them.

    I understand what you are saying but I think the one time use for everyone was enough to combat this and extending exposed if they really needed too. (all tho with vigil nerfs exposed is more valuble and we also judt had less edurance off hook so less likley to body block the STB player) at very least would of been worth testing first before such a harsh change.

    Every nerf was not "deserved". The injured for me ontop of the other changes to perk is what makes it a giga nerf to me. If they kept it as longer exposed time I dont see that as problamtic.

    I had made suggestion berfore in another thread that if you STB someone you can not be STB so killer can keep pressure without hooks being shuffled, i understand the imporatnce of killer pressure, but this perk change does too much to try to cater to killers who are not good at looping so they need the gaurentted injured state for tracking and easier down if they run down 2 min timer surviour is sill injured.

    I dont agree with you on pallet denisty so that test would be futile (I also play billy here so may be why i dont have issue with pallets)

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117252#Comment_4117252

    I would like to see you take advantage of the 40 seconds of exposed when paired with exhaustion and current pallet density when it's an actual GOOD survivor. I'll tell you what, you won't be getting that M1 hit unless its a killer that can quite literally force an M1 which not a lot can. And against a majority of the killer roster you only need that one shoulder the burden even more-so the face if your teammates are on your skill level.

    Taking away a kill earlier than expected did warrant a bigger downside than a pathetic 40 second exposed.

    Agree to disagree I really dont understand why it so hard to just say "that person looped better then me gg" then needing a cruch of 2 full minutes of that person being forced injured.

    To be clear, not opposed to perk being changed. But the way they have changed it is silly and only their to benifit killers who could not take advantage of exposed.

    Exposed to short? Extend it. Dont just giga nerf perk by making it one time use AND changing from exposed to injured AND increasing the time of effect. Three nerfs for one perk.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117248#Comment_4117248

    We are completely ignoring the killer nerfs ig and survivor buffs like pallet density.

    Well they wont put all the changes in one easy to find place. (Thanks BHVR)

    From killer perks i have seen they are not giga nerfed like STB has been.

  • @Brimp said:

    No reason? This perk was considered by many to be the strongest survivor perk in the game. Preventing a kill for the low cost of taking that persons hook state and 40 seconds of exposed. It still provides that same super strong effect with harsher downsides. Almost anyone would agree that having four survivors up with one hook stage on two of them is WAY stronger than one dead survivor and three with no hook stages.

    It's FAR from gutted.

    I dont agree with you.

    It is not the same "super strong" effect i dunno what perk change you are reading.

    Can only be used once and you get hit with a absurd amount of time in broken. 2 whole minuites of broken is stupid and only is their to help low skill killers who could not take advantage of exposed

    Now the perk is utterly useless againt top teirs. Im sure they are really gonna care that STB was used when that the person that used it is forced to be injured for 2 minutes.

    Yay i can still use against skull merchant i guess but perk is clearly gutted. So agree to disagree because wont be swayed here.

  • STB nerf is absoluley absurd.

    "LETS cut its limbs off and chuck it to the bottom of the ocean to die"

    That wad BHVR meantality when doing STB changes.

    Saw this change and it is so tone deaf had to comment right away nobody was asking for it to be changed this way. The most complaints I saw about it was 4 man hook shuffling.

    Low skill killer win I guess tho.

  • @Kotentopf said:

    Depending on Proton Logs it looks like i got now choosen to test the denuvo anti cheat. On Linux. Which is instantly crashing.

    When you are going to drop support for linux somehow, i will create a refund ticket on steam and ask a refund for all DLCs and the game. And I bought every DLC on release date since 2016. And I hope every one else with the drop of linux support will follow me.

    Its been working fine for me on liunx so I dont think its just blocked on linux. (Fedora / bazzaite)

    Im running using forced proton experimental. I saw someone had to do some launch options on protondb to get working.

  • I have sadly see a increase in toxicity sadly when solo team vs a killer who is not on the same level as survivors since MMR reset.

    Not bannable stuff like OP comments but I see comments like "go play single player game you are not good at killer" or "are you a bot? you played so bad" (correct if im wrong on if people can be banned for saying that, I would assume not because its vauge and not direct, still unsportsman like)

    I try to remind my team in chat the MMR was just reset when I see that in egc

    anyone who playing survivor and sees this should try to call your team mates out who are doing it, they more likely to stop if they just get called out by a team mate rather then leaving it as only messages killer player sees, at least they know others are trying to defend and have back even when they are on other team (ik everyone not confident enough to do this, just my mentality about it)

  • Personally may be hot take but I always preferred tomb stone Myers over scratched mirror when it comes to old Myers.

  • Yes please!

    I want these ones (the video has horrible audio assume due to copyright)

    https://www.youtube.com/watch?v=UZLsoLN9xJo
  • Ghoul and not just because he is my most disliked killer in game.

    Ghoul its because of his lock on hit that has you stand in place and go into mending because ghoul looked in your direction. that will just lead to unfair double taps all the time with the survivors not looping at all, other killers that can double tap actually have to earn a hit with power to get similar effects (houndmaster, deathslinger)

  • @cogsturning said:

    It's way too short. You can easily just guess someone's likely path and the marks and blood start up again quick, especially in areas where there are only so many ways to go. And running off without healing often means you're going down again fast. I've lost almost no one I've tried to follow after unhook. It's value has been about as small as fog vials on my end. It's only helpful when you can talk to SWF members and regroup with someone.

    I do think it can be bit short but I have not had issues escaping most killer who are going back to hook and not proxy camping.

    Agree on certain maps / areas not as useful, basement gideon comes to mind,

    But I had one slaughter house where I just ran in a rancid pathing direction then hid behind a rock that was behind main building away from playzone edge map (went half way across map) killer did look behind main building but I went far enough he didn't come all the way around to check behind the rock i was hiding behind because of elusive and he went back to pressure gen but was too late because he spent to much time checking around hook for me and I was able to heal with med kit and escaped.

    Before elusive I would not have been able to get away like that without perks, but do think there is no harm in increasing how long elusive is in effect.

  • @sizzlingmario4 said:

    It's only useful if the killer isn't proxying the hook which is mainly why I'm not a huge fan of the changes, plus the elusive duration gives away when the unhook protections are over. I still feel like these changes were rushed through too fast and not given a proper test since the last ptb wasn't good for that

    I do think that is one of the major flaws, elusive needs to be on a longer timer so that killer cannont just wait out the scratch mark / sounds.

    I dont think the system is as bad as ive seen alot of people seem to do tho.

    @zonkednb said:

    I actually agree with this. So many people that I have unhooked have not played into the elusive at all and it gets them killed. I've been rushing off to self-heal or proc Inner Strength, and it resets the game nicely with 0 risk of being found out unless the killer was actively watching the hook at the time.

    I'm still not sure it's the ideal solution, but it's not as doom and gloom as people have pointed out with the 5s loss.

    I still think the eventual solution will be an Intangible status where the survivor has no collision and cannot be hit, on top of haste and elusive. This'll prevent killer powers that chew through endurance and also prevent aggressive use of bodyblocking, which was the rationale behind the most recent change.

    But that will take time.

    Yeah i do not think it is a prefect system, but do think its better then just the 15 second endurance just due to the fact I feel like I have more leway in what i want to do gameplay wise,

    having that run away and hide with 0 risk is so much better then 15 seconds of endurance in non camping siuations, it gives the surviours the ball "You can go hide and reset or be cocky and try to heal in open / do gens"

    Do think intagible state could work if done correctly tho.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115687#Comment_4115687

    Those perks have been meta for literal years, they needed to be nerfed imo some killer perks still need to be nerfed NTH was a good start though. Here's hoping the perk overhaul guts the meta builds.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115688#Comment_4115688

    Yeah bringing up Larry is a bit odd, spawn logic is still unfortunately bugged though where they won't always spawn in a group. (Even whenever the offering isn't brought)

    @Topic

    I have a solid bit of time on Judgment atm, and I genuinely do not know why they keep buffing this killer. She is extremely powerful and Zealous makes it near impossible to dodge her shots even before the changes. Now with the changes hitting her power is 10x easier, the curve should be at 0.5-0.6s as that seems to be the sweet spot. With 0.8s hitting power is genuinely so much easier I don't know if they heard the complaints about how hard she is to learn and decided to give her compensation buffs..? But now literally anyone competent with the killer can get into Zealous way easier with the new curve window, then they can proceed to stay in Zealous and get free hits since its near impossible to dodge a curve of 0.8s that goes through walls.

    Honestly hope they revert these changes as she was already an incredibly strong killer, and now she sucks even more to play against whenever you're facing someone who has more than two brain cells.

    I genuinely do not know why they keep buffing this killer

    could be because nobody is playing her?

    Every other killer recently you get a week of lobbies with them (even more for releases like ghoul and Jason)

    Meanwhile I haven't versed a judgment in awhile and she just came out, versed none in last few play sessions.

  • @nikodemo said:

    Allow certain Killers to double up when it would make lore sense!

    2 Xenomorphs

    2 Ghost Face

    Chucky and Tiffany

    Chucky and Tiffany being in match together sounds so fun, 100 x so if they get voice actors in for 2v8 voicelines

  • @tokyshi said:

    BHVR do NOT listen to these people. They are thrashing the comments in hope to go back to EAC.

    Denuvo is very clearly better at doing it's job. The crashes always happen the first time you implement something. Nothing goes as smooth as you'd hope.

    People whining that they won't play because they heard "scary" things about a program is unrealistic, EAC does the EXACT same thing, both kernel drivers.

    Just keep collecting crash logs and improving.

    I personally also think denuvo is working better then EAC (my game runs more smooth from playing over the week but im also on linux so have no windows issues)

    But thats not a reason to just throw out issues everyone else is having with the new system, PCs can be custom built and every rig is different so just because yours is running better does not mean everyone is.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115322#Comment_4115322

    "

    "Not to mention the "sex" mini game that was in it that they silently just removed."

    pardon me?

    there was cupboard sex min game thing but I heard there is like a 60 yo character that was able to do it with the 17 yo chacters so they patched it out (i cant play either in Australian )

    image.png
  • Server side checks are a big one that I think would help retain players.

    I see so many players say the game is killer sided then show examples of the killers just having horrible ping. more experienced players know you gotta play different versing them, newer players do not and blame the game (which it is the game fault for not having checks for bad ping players and allowing these hits to register)

    more servers could fix this but dont stop vpning / server hopping, if bad ping was not encouraged tho people wouldn't want to server hop nearly as much.


    My second vote would be for custom games where you can solo play with bots as a surviour. ive seen a lot of players want this.

  • I have really been enjoying my matches.

    on survivor side at least, the start it was very unbalanced nearly every-game, points board looked like two survivors with under 10k, other two over 25k bp. (had many matches where it was a 2v1 for half the game)

    I still think its balancing out but in terms of survivor but In my experience my team mates have gotten better over the two weeks compared to when it first came out.

    Even if I dont escape I just try to focus on saves, gens, heals, chase time. other things that Im assuming are contributing to MMR.

    I also play the game too much so my mmr may of been changed faster then others. (steam says 100 hours last 2 weeks but i would put more around 50 of game-play)

    (side not but dodged pre game lobbies those matches still feel trash but that needs to be adressed)

  • Midwich because its been broken for nearly a year.

  • I was curious about that too, seems like a odd change as it really just told people which members are most active in the forums which is a good thing imo.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471922/remove-notification-from-the-store

    They added it. There is a button on the Store page at the bottom to mark them all "read".

    omg thank you! ❤️

  • I have not had this issue but im also on a linux OS.

  • I have been playing playing on linux (proton experimental) and have not had any performance or gameplay issues because of the change.

    I also have no issue with EAC also running like others have mentioned, denuvo is only anti cheat running when I launch game.

    image.png

    At least on my end rig there is no difference or issues trying to launch or play the game and performance is exactly the same as before the change.

  • @Rokku_Rorru said:

    We really need an official response in regards to backfilling and their plans to address it or if it has already been addressed, especially incase it was addressed with the new mmr

    There was a thread recently where someone asked question about lobby shopping and backfill issues and it was replied too, no exact details.

    image.png

    @crogers271 said:

    Just to express my concerns to either get ahead of the curve or make myself look like a fool later.

    I’m not going to pretend that I was looking forward to the updates for MMR with how BHVR discussed it. I think there are three reasonable paths forward for an MMR system - go back to emblems, keep as is, or switch survivors so that they gain/lose MMR based on the total result of the group (each has pros/cons depending on what you want the game to be). I think BHVR’s approach, which they do a lot, is an overly complicated idea that won’t actually address the core issues (most likely - backfills, varying levels of sweatiness per match, and time to find a match).

    We also don’t really know anymore about MMR after the livestream than we did before. We knew they were going to factor in additional things to the MMR, after the livestream we know basically the same, we just have a few pictures. We have no numbers, no specifics on weights, just the vague idea of what will be calculated.

    That said, here are common complaints/issues that the MMR change won’t address:

    1: I ran the killer for five gens and died so I lose MMR? - still probably true, their example (Dauntless Dwight) has a player doing everything and they ‘may’ gain MMR. The 5 gen chaser was only able to gain ‘points’ in one category (or two if they count passive generator repairs), meaning they likely get an MMR loss and everyone else an MMR gain (unless one survivor just sat around doing nothing).

    -this also seems to be a larger problem with this form of measuring ‘skill’, doing a bunch of things okay is valued a lot more than doing any one thing really well.

    -it's also worth noting that if this player does get downed and rescued, the other players may gain more MMR than them because they did more things.

    2: Ratting - the change might impact the players who rat from the very beginning, but the much more common version, ratting once things turn (or even look like they might have turned), the player still has as much, if not more, reason, to rat for hatch. As long as they’ve done some things (some saves, some gens, maybe one okay chase), if they now rat for hatch they likely gain MMR, not lose it (presuming they don’t change hatch, but they haven’t said anything to indicate they are).

    3: It’s not the emblem system - One goes up, one goes down, survivors’ and killer’s ‘points’ get compared at the end of the trial, this isn’t like the emblem system where both sides could increase. Reasonably, that feels like if both the survivors and killers have a good match, the escape/death will still be the deciding factor in who gains and losses.

    4: It’s still a secret - If you get matched with a ‘bad’ player, what happened? Did MMR screw up? Was matchmaking too quick? Or did MMR work properly but that player(s) just wasn’t taking the match seriously, trying a different build, drunk/exhausted, etc.?

    I don’t think the system is going to be a failure, I just don’t think it will feel very different. There’s valid concern that certain tactics on both sides might allow skilled players to maintain low MMR and beat up on weaker players. It's possible adding in additional factors will allow larger/smaller MMR swings to distinguish close and blow out trials, but they haven't indicated that being true or even a goal (or whether MMR moves enough per trial for it even to be impactful). And maybe people will just like the ‘feel’ that they had a good match, so maybe their MMR didn’t change.

    But beyond that? It doesn't seem like it will actually change things with a few potential dangers to allow it to be manipulated.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113753#Comment_4113753

    The solution to this problem is just backfilling from the right bracket. Then people don't feel like a choice has been taken away. But I'd venture to say a primary reason for dodging in the first place is seeing how drastically different someone else's hours are. In that case, the lobby was already bad. They could (and should) just make user name invisible until the end screen. There's no good reason for that info to be available.

    And I mean, yeah, I'd rather have a bot than a teammate who runs up to the killer to die. Both are bad but one is worse. I'm also pretty tired of being merciful as killer because of that behavior. I don't want anymore throwing than we already have, but I also don't want penalties for every single thing in what's supposedly a casual game.

    I do see a proper backfilling system working and agree pre game lobby information should be invisible

    I do worry tho if back fill is to slow it would lead to people who are not dodging being stuck in "dead" lobbies that takes ages to be filled and then when it does get filled it runs the risk of being dodged again.

    Every bracket would end up having their own que times to avoid these dead lobby situations, but still think some form of penalties would be needed for players who are repeatedly doing it like @Aven_Fallen suggested, maybe not call it a penalty but a matchmaking delay that makes them wait a lil longer in ready up.

    my ideal solution would be to remove pre game lobby, but want to see anything to bring down number of players dodging.

    And I mean, yeah, I'd rather have a bot than a teammate who runs up to the killer to die. Both are bad but one is worse. I'm also pretty tired of being merciful as killer because of that behavior. I don't want anymore throwing than we already have, but I also don't want penalties for every single thing in what's supposedly a casual game.

    I also prefer bots, I bring up because if there was no pentlity it would remove the people who run up to you but some people would only verse bots.

    thats where penalties need to be balanced somewhere not to harsh and not to lenient. I think same needs to be done to pre game lobby if its not removed.

    I honestly dont see that much throwing in my region anymore tho, would agree last year was more common but now most people bot out, may be regional tho.

  • @Your_Dad_Playing_DbD said:

    I’m not going to support any restrictions/punishment until it’s clear after at least a few weeks that the matchmaking system has improved. Too soon to tell yet.

    Sad thing is you wont see improvments if you still have people dodging every lobby because dodging has been confirmed by devs to throw out matchmaking and creates unbalanced matches. Even when people settle in brackets, if people are dodging every lobby it wont matter.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113662#Comment_4113662

    This is no reason to not have a penalty. If someone does occasionally dodge a Lobby, it is totally fine to not have a penalty for the first dodge. But if someone is really cherrypicking their Lobbies, it deserves a penalty.

    @Topic:

    I agree. It should either be the removal of the pregame Lobby or there should be a penalty similar to the DC-penalty (obviously not that long) which then adds the more people dodge. And the more they play without dodging, the lower the penalty will be again. So this way someone who occasionally dodges a Lobby will not be punished or at least not as hard while someone who really wants to have the easy games will be punished.

    Like first Dodge free, second dodge adding 30 seconds, third dodge a minute on the queuetime, fourth dodge two minutes and so on.

    I would be fine with this ! I am just utterly sick of 99% of my lobbies having people dodging them. Annon worked for a bit but now it just seems like everyone dodges over the tineiest incovenices.

    @cogsturning said:

    The way I see it, locking lobbies or adding yet another penalty will just lead to more DCing or throwing when a 4k hour survivor gets paired with a 300 hour one that goes down 20s into the match. I'd rather people shop in the lobby rather than be mad in the match.

    The issue with doing it this way is that you are basically rewarding bad behaviour that is lobby dodging,

    I find it simular to arugment of why have a dc pently, would rather them leave and get a bot then have them not want to play.

    I dont mind if dodgers are mad. They need to find a new game to play honestly if they need to be repeatedly filtering out of lobbies.

    @Oputeev_Stas said:

    Why are we forcing survivors to play again? That's my right to dodge it, I'm not in a match, plus many scenarios can happen like sudden wifi drops or people from russia getting kicked because of their restricted internet...

    Just make preparing less like 30s stead of 60s like in dbd mobile

    Trying to make this us vs them is goofy as heck, I think killer dodging is worse, but both sides doing it at bad.

    it dont matter how long the pre game lobby is people can still dodge it if they are not penalized for doing it repeatedly.

  • @Mooks said:

    is it really a general problem for Epic Players and Not possibly on your end?

    First mention of this i am seeing..


    I would recommend asking their customer support and also attaching logs though and if it’s really a general acknowledged problem they might at least deactivate the DC penalty as long as its not fixed

    Another user made thread the other day, seems to be a fair few users having this issue

    @SkeletalElite said:

    The game has a massive crashing issue on PC, at least on Epic. I'm not the only one having this issue it's all over the beta hub. This is literally the first page of the beta hub. The underlined reports are all the exact same crash.

    https://us.v-cdn.net/6030815/uploads/BCH47FE88URS/image.png

    The game is basically unplayable for me. In the last 2 days I've gotten a 1 hour DC penalty, 3 30 minute penalties, and 2 15 minute penalties if I recall correctly. I believe I've gotten something like 9 crashes in total in just 2 days of playing. At this rate if I keep trying to play I'm going to end up with several day or even week+ long matchmaking ban. I just want to play the new chapter. Either the penalty needs to be kill switched or there needs to be an immediate hot fix for this crash

  • Needs to be reverted was a un-needed change.

    Vigil nerfs where enough they didn't need to do both.

    All it does is gonna make meta more stale because you'll have even less variety in exhaustion and the goal post is gonna be moved to lithe next because that is gonna be most common exhaustion perk now.

  • closest two would be ok if the spawn logic was better.

    I was playing Rancid Abattor and two of shrines where just on same corner of the map in LOS of each other, it was wild they where right next to each other basically.

    If they cant get spawn logic right there need to be a condition for the shrine logic imo "can be saved from the two closest shines, if two closest shines are not X meters away from each other the next closet will be chosen"

  • We have diminishing returns now so a lot of the gen perks dont even stack as good anymore (I think hyper-focus is only one)

    A legit one second gen would be a hacker.

  • I have not had any crashes but first day I had huge FPS issues.

    I heard non steam users (Epic, Microsoft store) may have their own crashing issue tho as saw someone made a thread about it

    @SkeletalElite said:

    The game has a massive crashing issue on PC, at least on Epic. I'm not the only one having this issue it's all over the beta hub. This is literally the first page of the beta hub. The underlined reports are all the exact same crash.

    https://us.v-cdn.net/6030815/uploads/BCH47FE88URS/image.png

    The game is basically unplayable for me. In the last 2 days I've gotten a 1 hour DC penalty, 3 30 minute penalties, and 2 15 minute penalties if I recall correctly. I believe I've gotten something like 9 crashes in total in just 2 days of playing. At this rate if I keep trying to play I'm going to end up with several day or even week+ long matchmaking ban. I just want to play the new chapter. Either the penalty needs to be kill switched or there needs to be an immediate hot fix for this crash

  • I dunno skull merchant release will hold the crown for awhile for me.

    Close second being ghoul simulator survivors had to endure for months after he came out.

    meanwhile im hardly versing Judgment not even a week after she launched

  • I dont think hes S more like a A, but I think hes the lowest skill floor killer in the top two tiers.

  • I agree its not really fair if game is breaking people are raking up penalties.

    Yeah game cant tell difference between intentional or not but if there is a common issues happening needs to be turned off or at least for service its happening to if possible (eg only for epic users)

    (I have not had issues apart from extreme lag first day but im also not on epic)

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108411#Comment_4108411

    In some ways... I've had survivors that are just teleporting around though. That makes it hard to even M1 someone in a deadzone.

    I think thats internet drops taking the action you where doing before the drop and not high ping.

    I had a situation where my net had a lil spat and my screen just froze for 2 seconds and when I came back killer had lost chase with me. I felt bad and let them down me because they where close to hit otherwise.
    all tho I would rather just be downed if my net does that then let me teleport away in direction I was running

  • I dont like that they hide these changes under "fixed a issue"

    They did with phead buffs too, nobody thought he was bugged for years right?

    Like someone even reported Plot twist to betahub and its marked as open meaning it not being looked at.

    Meanwhile Midwhich bug sits broken nearly a year later and has been sitting with "fix incoming" for months yet no mention of it in map bug fixes still.

    image.png image.png

    If something is done as a buff or nerf just really wish it was be marked as such. Plot twist has not been bugged since launch imo.

  • I personally think the message is kinda pointless stuck in inbox.


    I think something like this for first few times versing killer with option to close it would of been better.

    image.png
  • What are the changes then because from your intital post it reads as if killers like ghoul are gonna have a easier time getting hits with inconsistent ping (aka bad ping) because it was killer client sided.

    I dont think im only one reading it that way.

    I say in post i dont quite understand 😅

  • All killers should be server sided im not quite understanding and didn't notice a difference in ptb.

    from my understanding "Killer client sided" means that the killer would get hit priority even if killer had 200 ping because its prioritizing what the killer sees rather then what the server sees.

    I would rather a ghoul with 200 ping not get a hit he dont deserve rather then get it because its taking the guy with 200 ping priority over one with 20 ping.

    I want the hits to be checked with server so people with bad ping are not being rewarded in game on either side.

  • @Triplehoo said:

    If I am being honest, I think that the tweet is just damage control. It might've been "joke", but knowing BHVR's history, I wouldn't be surprised if that is actually the thought process in the balancing team and they got scared that Jeff "outed" them on live stream.

    And not to mention the utter lack of self awareness. Do not joke like that in the dev stream, where you're supposed to give "accurate" info about coming updates.

    Thats kinda how I feel too because later on in stream, they had the chance to clarify it was for accessibility reasons but they gave was would be easier for survivors who are not "not paying attention and 360ing the camera" minutes later separate to the streamer comment. and ngl was ready to defend before I saw because assume it was blown out of water.

    If both are jokes was the whole dot point just joked about with no serious comments during that part of patch notes? that would be unlikely imo

    If it is accessibility I feel like it would of been addressed as such and at very least not referred to as survivors not paying attention.

    (just wanted to add no hate to anyone Ive seen some comments online get real riled up over this, Im just here for online discourse about game we like and want to see balanced in good ways)

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