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random1543
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@Royval said:
what does Kaneki get in return for these nerfs?
Nothing. he doesn't need it.
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@azaxydbd said:
This is one of the most debated technical topics in the Dead by Daylight community. The "undeserved hit" (getting hit 5 feet past a window or after dropping a pallet) usually boils down to the discrepancy between what the Killer sees, what the Survivor sees, and what the Server accepts.
Here is a technical breakdown of how Behaviour Interactive (BHVR) could theoretically address these desync issues to reduce those frustrating hits.
1. Tightening Server-Side Hit Validation
Currently, DBD uses a system that largely "favors the shooter" (the Killer) within a certain margin of error. If the Killer hits you on their screen, the server asks: "Was the hit plausible based on the Killer's ping?" If yes, the hit counts, even if you were already safe on your screen.
How BHVR could fix it:
- Stricter Ping Tolerance: BHVR could reduce the maximum allowable latency for a hit validation. Currently, if a Killer has 150ms ping, the server gives them a generous "buffer" to make the game feel fair to them. Reducing this buffer would result in fewer "magic hits" for Survivors but would cause more "ghost hits" (seeing blood but dealing no damage) for laggy Killers.
- Priority on Vault/Pallet States: The server could be programmed to prioritize the Survivor's animation state over the Killer's position specifically during vaults. If the Server receives a packet saying "Survivor has completed Vault Animation," it should instantly reject any incoming hit packets from the Killer that occurred during the transition, regardless of the Killer's ping.
2. Increasing Server Tick Rate
The "Tick Rate" is how many times per second the server updates the game state. DBD servers typically run at 60Hz (60 updates per second). While this is standard for many games, competitive shooters (like Valorant or CS2) push for higher rates (128Hz or "sub-tick" systems).
How BHVR could fix it:
- Higher Tick Rate: Increasing servers to higher tick rates would mean the server knows exactly where everyone is more frequently. This reduces the "gap" where a Survivor is safe but the server hasn't realized it yet.
- Packet Processing Optimization: Even with 60Hz, if the server code is inefficient, it might process hit logic slower during busy moments (e.g., lots of status effects triggering at once). Optimizing the backend code to process physics checks faster would reduce the feeling of desync.
3. Dynamic Hitbox Adjustment (Hurtbox Manipulation)
In fighting games, "hurtboxes" (the area where you take damage) often shift or shrink during specific animations to match the visual model. In DBD, the Survivor hitbox is generally a static "capsule" (a pill shape) that doesn't lean forward when the character runs.
How BHVR could fix it:
- Trailing Hitbox Correction: When a survivor is running, their "capsule" trails slightly behind their visual model due to interpolation. BHVR could shift the hurtbox slightly forward in the direction of movement on the server side to match the visual representation better.
- Animation-Specific Hurtboxes: When a Survivor vaults, their legs often trail behind. BHVR could implement a system where the hurtbox is aggressively disjointed or removed from the window frame the moment the "vault success" flag is triggered, rather than waiting for the animation to finish.
4. Matchmaking Ping Limits (Region Locking)
The biggest cause of "BS hits" is playing against a Killer who is geographically far away or using a VPN.
How BHVR could fix it:
- Hard Ping Caps: Currently, the game tries to match based on ping, but expands the search if queue times are long. BHVR could implement a "Hard Cap" option, allowing players to choose to wait longer for a match to guarantee the Killer is under 50ms-70ms.
- VPN Detection: Aggressively filtering out players spoofing their region would prevent high-latency scenarios that the server currently tries (and fails) to compensate for.
5. Why haven't they fixed it perfectly yet? (The "Ghost Hit" Problem)
This is the main dilemma BHVR faces.
- Scenario A (Current State): The game trusts the Killer's client.
- Result: Killers feel good, hits connect visually. Survivors feel cheated because they get hit through walls.
- Scenario B (The Fix): The game trusts the Server/Survivor more strictly.
- Result: Survivors feel great. However, Killers will swing, hear the scream, see blood splatter, but the Survivor will keep running uninjured because the server said "Too late."
The Solution:
The true fix lies in Predictive Netcode. BHVR needs to improve the algorithm that predicts where a player will be in the next 100ms. By blending "Lag Compensation" (rewinding time to check if a shot was fair) with better prediction, they can reduce the window where these two realities conflict.Summary
To fix undeserved hits, BHVR needs to move the slider away from "Favor the Shooter" and closer to "Server Authority," specifically regarding interactive objects (pallets and windows). If the server confirms a pallet is down, it should act as an absolute shield immediately, overriding any latency-based hit claims from the Killer.
VPN Detection:Aggressively filtering out players spoofing their region would prevent high-latency scenarios that the server currently tries (and fails) to compensate for.I agree something needs to be done with people region hopping The problem with that its not just VPN, you can block amazon servers in your firewall by making it tell any other server you cant connect and x region is the only one you can join.
(a lot of Australians had to do that around venca release because dbd decided to start picking Aussies who where not near Sydney and putting them high ping Asia servers and refused to address after myself and multiple people emailed support so bhvr don't even care people where being put in incorrect regions) -
I saw this thread and decided to test in my matches with bond as a survivor
In all my matches I didn't see the survivors spawn apart at all, they always spawn around the same area, tending to spawn the survivors in pairs but still right near each other.
Is it more noticeable on certain maps? -
@jedimaster505 said:
they also do it on purpose to cheat…without being caught
I think this factors into it. ive had some strange matches where killers have high ping spikes in seemly convient locations
holding animation and insta swinning out of it, standing still for seconds longer then they should at flashlight pick up then jolting away to avoid save
my ping is always 30-40 but in these situations killers ping always spiking to over 200 then conveniently going back down to around 60 -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/462221/idea-rework-of-luck-offerings
What's everyone's thoughts on a rework of the luck offerings?They need to be reworked. I don't know why BHVR has been so insistent for so long on trying to keep percentage based self unhooks in the game.
I would just make it so hook progress is not lost to get rid of sandbagging potential, its more of a "you get 1-3 chances to try to get off hook" with a offering, with the percentages left the same as a basekit self unhook.That's an interesting idea.
Conceptually, for me it adds too much randomness/luck into the game. Let's take Salty Lips -
If I'm remembering how the math works on this, 3 unhooks without any modifiers is ~11.5% chance to escape the hook, and I believe that amounts to about a ~37% chance that one of four survivors would be able to unhook themselves (presuming all of them were first hooked of course)
So one out of three games (roughly) survivors get a huge benefit.
Even before getting into modifiers, that seems too big of an impact to be chance based. Maybe if it had some additional limitation (i.e. end game) I could see it.
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I think linking the luck percentages to items in chests is a pretty common request. Unless this was combined with the more chests addons I doubt anyone would run it, but I think it would be better for the game than the current.
You could also give it a map based effect. Something like 15% chance 1 less pallet, 50% chance no change, 35% chance 1 extra pallet.
So one out of three games (roughly) survivors get a huge benefit.Yeah i think the maths would work out to roughly 1 surviour every 3 matchs, i dont see a issue with it with but dont mind numbers being adjusted because of the more common usage while still having perks that increase chances.
Along with at the moment a SWF can stack salty lips, up the ante and sliperry meat to basically gaurrantee self unhooks if they wanted too.
I was hoping this change idea would bring the offering to a more balanced level inbetween SOLOQ & SWF as it would remove that SWF stacking but still allow it to have use along with not allowing to be used to just go next and sandbag.
Maybe if it had some additional limitation (i.e. end game) I could see it.I did think about removing it during EGC and thats something that could happen.
Also thought about a deliverence type of thing where if you get the self unhook you get broken for x amount of time since loosing hook state isnt the risk anymore and that could be the new risk but thought that may be to punishing with the tunnel meta atm.
I think linking the luck percentages to items in chests is a pretty common request. Unless this was combined with the more chests addons I doubt anyone would run it, but I think it would be better for the game than the current.If they want to move the offering away from self unhooks i think the best route would be making luck offering map offerings.
Convert all map offerings into luck offerings and have a drop down menu when you use a luck offering to pick a map. Higher luck offering more of a chance to go there, that would also help clear out blood web / useless offerings.
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Cold windfarm but its off season and nothing is growing 😂
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041910#Comment_4041910
"A lot of this match could of gone better if they would just add some sort of comm wheel for survivors so that more communication could happen, tell everyone to leave hook then killer either proxies or leaves and finds someone."
I mean, maybe, but this is a good example why communication is not really what is strong, it is good Survivors playing together what is strong.
Because communication would not have increased the overall gamesense of this team. Like, being grabbed at the Pallet after the Unhook which was done by OP. Or Ace not unhooking despite Springtrap carrying Steve (this is btw. the worst thing you can do if the Killer is carrying someone next to a hooked person. If Springtrap would have been better, he would have just dropped Steve to chase after Ace, which would remove 3 Survivors from Gens at once and forces Bill to go for the rescue (if Bill would have been done something useful…))
And well, Bill did not do anything. In general, there was a lot of inefficiency going on since the first Gen was started when OP was already down, two Survivors on one Gen and the third one doing nothing (Ace). And you cannot really fix such a lack of game sense with just communication.
I agree with you cant fix game sense and the match had a lot of inefficiencies and lack of game sense
Comms i feel like if people are genuinely trying to learn they will listen to other players comms and may go do what they are saying. like saying "focus on gen repairs" if in this match that was called out Steve and bill may of listened and stayed on gen.
then again when everyone is swamming hook and nobody on gens a comm such as "leave the hook/ focus on gens" from the hooked person may make them leave the area, not guaranteed but they may listen.
Having comms gives players the chance to be able to try to communicate to other players what to do rather then just having to watch helplessly like op was on hook. -
@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041910#Comment_4041910
More comms would be probably good, but is not really about match information in this case.
Its about basic game information (looping around the hook is bad). You could also use comms to explain someone the game, but some players do not like that and react annoyed.
The game would need tutorials about those topics. But comms would help in other cases.
I agree overall lack of comms isn't the underlying issue here but I think it could of soften the blow/ have better results if the team mates actually decide to listen to comms of "leave the hook area, focus on gens" or "leave me on hook, killer is nearby"
same with bill situation if person on hook could call out "come unhook me its safe" might make him start to do something useful because he may of been lingering in case of undetectable if we give benefit of doubt. I do see your point as it might make a player annoyed but then I don't think there is any helping that player if they get annoyed from that.
I agree also that better Tutorials about certain game situations / topics would of helped this match if players decided to go through them. -
@Garboface said:
How I get gooder? My real question is...how do we solve the mystery of what is making folks simply give up?
https://youtu.be/bK2qCo4Mj50?si=feYpf6EZynan5QLc
A lot of things seem to happen in match, Ill point out points I saw during match
- When you go down in first chase you run the same way killer is going to cut you off, going through other door ace could of body blocked, minor point not a big deal.
- Ace made bad play while you where on fresh hook looping around you rather then leaving area, steve does this as well staying in area allowing grab to happen nearby, this is the major thing that snowballed match imo
- you allowed grab to happen at pallet rather then running away with endurance, another one that isnt biggest deal as we have all done that
- bill decided to crouch around in circles as killer is picking up another person while you are on second stage.
A lot of this match could of gone better if they would just add some sort of comm wheel for survivors so that more communication could happen, tell everyone to leave hook then killer either proxies or leaves and finds someone.
Not pointing out these points as criticism just what i saw watching match. -
@AetherBytes said:
To note. I don't DC. No matter how bad the game gets I finish it. Sometimes I don't even abandon if the option is available. I DC'ed once because of a minor irl emergency. I come back, press play, and it boots me from queue with a 5 minute penalty. Did they crank up the penalty to the point a single DC now penalizes an hour?
only thing I can think of is there was changes recently where you have to press the ready button again after disconnecting to have the penalty timer start to count down. but still shouldn't give penalty if you only dc once in 20 matches.
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I think the argument dlcs have to be horror adjacent went out the window when kpop star trickster was added. then we have the ghoul this year.
ASOIAF has more dark tones and settings then both of them.@Lexilogo said:
Higher quality screenshot, just in case anyone else doesn't know what Homelander™, from hit Amazon Prime Original™ show The Boys™ looks like:
https://us.v-cdn.net/6030815/uploads/EQN2NTUXS2Y6/image.png
…I think we need a big neon sign somewhere saying "EVIL CHARACTERS AND GORE DOES NOT EQUAL HORROR" so the community and BHVR can keep that in mind for future collabs. Even in The Boys™'s most body horror moments, I do not think it is horror adjacent enough to pass the DbD vibe check, it's essentially on the same horror adjacency level as ASOIAF/Game of Thrones
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@TheSaltySaloon said:
topic.
Are the survivors really just outplaying you or are there just 42 pallets for the survivor to run to and pre drop along with Jungle Gyms, Houses, shack, vault and exhaustion perks.
Unless your playing a top tier killer with meta perks your going to lose. There is no fun to be had for half a decade old M1 killers with no map traversal, projectiles, built in survivor debuffs, or meta perks.
There is not a overabundance of pallets anymore since the pallet density was changed.
all maps or certain ones? only maps I can think of with that many pallets are maps like the game or Hawkins. but you mention houses which makes me think Haddonfield but that map is going to be removed.
If you play the event que you may feel like there is more pallets because a lot of people are running any means with the snowballs at least in my lobbies. -
I think content creators played a role as there wasn't really a lot of hate from prominent content creators during his ptb as there has been for other ptbs this year (you know the ones)
It was all "omg I can Spiderman around the map this is so cool guys"
BHVR saw that went "alight we don't got to change him much" -
@jedimaster505 said:
Onryo is S tier already so if you're struggling that comes down to a skill issue. She gets to be invisible intermittently to help you sneak up.
S tier in baby MMR maybe when people don't know what tapes and tvs are and are getting moried but definitely no where near S for the majority of players.
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the simple answer
People DC because for whatever reason they are not having fun. you cannot force someone to play out a match its impossible to force someone to play something they don't want too.
If they cant dc they will afk, if they cant afk they will do a gen in front of killer to force them to deal with them. I've even seen people holding the shift button as they are slugged because killer knows they are trying to go next and they just bleed out on the ground.
If you make DC penalties harsher people will just find other ways to go next and the goal post will be moved too "survivors aren't even trying" and honestly I prefer having a bot then a team mate that is slugged on the ground holding shift because they don't want to play the match. -
@cestoda5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040761#Comment_4040761
using a perk in a way that creates actual value is being a rat? What rule book is this from?
I played soloq when old distortion was a thing. it 100% was being abused by rat players who would do nothing, hid in the terror radius and waited out hatch (you could pick up drop item to get rid of crows back then) may of been overstated by some people but it was a common thing in matches. I personally saw less of after the distortion nerf.
that's what I mean by it was nerfed because of rats not that everyone using the perk is a rat. I don't see any value in someone using it that way but it also didn't need to be nerfed so hard they just had to change the requirements to something that isn't hiding to gain tokens instead of nerfing the total amount of tokens. -
@cogsturning said:
Most aura is pretty easy to counter. You just have to pay attention to the killer's build and react accordingly.
I agree with this but also does not mean distortion cant be buffed.
I compare to light born for killers, people will say "just face a wall and be aware when you pick up its easy" but we don't remove the perk for people who don't wanna deal with flashlights. -
Yes it was nerfed into the ground due to people who where rats using it.
needs to start with more tokens then just one and they need to up the number of tokens, like you already have to be in chase to get one token why is it capped at 2 tokens its such a low cap. -
I agree something needs to be done for high ping, or at least make sever side validation so the person with bad ping isn't getting the validation because there ping is significantly worse then other players.
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2025 problem child - The ghoul
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I would be in favor of removing the obsession requirement.
Also unlike Distortion it can turn into a negative perk slot, killers in undetectable will not have there auras shown but object will still show the aura to the killer. -
I hate the new ask permission thing, it should be a option we can toggle on and off.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040377#Comment_4040377
im a soloq player with 60 to 70% escape rate… if soloq was brought up to swf via comms my escape rate would be even higher lol. soloq escape rates are about 40% as they are. I dont see an issue with it. i think instead of protecting the weaker player, the weaker player should improve, play differently, practice. Because if all weaker players improved instead of going next, DC or just ignoring any help given to them ("i shouldnt have to use anti tunnel perks, so im not going to use them"), then the killer would be faced with a team of good loopers that can hold their own without any help.
That's not the average as we have seen via stats so we shouldn't balanced based on your escape rate and now we just ignore struggling team mates so they can "get good"? I've always tried to help the weakest as its a 4v1 not a 1v1v1v1.
Most recent released I could find where high and low mmr is split. (before pallet changes and ghoul)I would be fine with solo being the same as 4 Survivors
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040373#Comment_4040373
so instead of players learning to get as good as you with looping, there needs to be something to help them deal with chases so they dont have to improve?
no its bringing up solo q to swf levels.
I say something needs to be done to help SOLO Q who are not as good, then go on to say SWF has that and can use perks to give them more time.
Soloq struggle to use those perks effectively as they have no communication, letting soloq have comm wheel would allow them to try to do SWF plays with perks like shoulder the burden to protect the weakest player. if anything that gives them more time to improve as they get another hook state. -
I agree with you they need to do something!
as a solo q main I try to bait chase as much as possible to give team best chances but killers tend to leave and go find a weaker target. I've legit seen "oh you didn't drop the pallet and know how to loop, time to find new target 5 seconds into chase"
something needs to be there to protect the solo q team mates that are not as good.
Its kind of like the borrowed time situation as there are team perks that help SWF. SWF have perks like shoulder the burden which they can call out and save at last second giving as much time as possible.
I've tried to run shoulder the burden recently for few weeks and in soloq and it can help, but you cant communicate wanting to use on someone hooked so ALOT of time someone else will just unhook right in front of you as well as you cant hold it till last second because others will just get the save first.
If they don't want to touch tunneling changes again they need to are a bare bare minimum add comms wheel to the game so that a solo q team can coordinate better and try to give tunnel out as much time as possible. So many situations a tunnel out could of gotten more time if I could just say to my team "let me unhook", "I have shoulder the burden", "focus on generator repairs" -
@runningguy said:
nope still not working for me. easy anti cheat not working which is preventing the game from starting…ironic really. with all the cheaters recently has EAC ever worked?
really that sucks! I wasn't able to use for around 2 hours then came back on for me. crazy some can get in some cannot
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Ive been able to get into the game since around about 40 mins ago so i think its been resolved at least for dbd
edit: I see others are still having issue so may of been lucky and snuck in. -
@ChucksterMainin said:
omfg you serious after i spent an hour(more like 15min(but still)) of my life Validating, Repairing Deleting EAC and reinstalled dbd for no damn reason…
@BigKuhfahl said:
My game won’t launch and keeps throwing this error. Has anyone else run into this, and did you find a way to fix or work around it?
https://us.v-cdn.net/6030815/uploads/NST9MB4YYR7Z/image4.png
I seem to be able to get into game now so may be resolved guys ❤️
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Its a PC / EAC issue we just have to wait for it to be fixed sadly. no Christmas dbd
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@SaltyPotatoRebel said:
Just checked the steam chats…. im thinking its a steam issue
Thanks heaps! have changed post name to reflect findings
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@SaltyPotatoRebel said:
I dont think it was a cheater. I am having the same problem.
glad to here others are having issue and may of just been coincidence, tried looking up for a outage and couldn't find any
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@Pulsar said:
I really wouldn't be surprised.
It really sucks because i cant play the game at all now until i find a way to resolve, currently trying full reinstall of game 😩
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@BlackRabies said:
If you want to punish killer players for tunneling then you need punish survivors for rushing gens. Killers have had enough they share their complaints which had all been ignored when survivors are free to gen rush. This is a PvP game can't just ignore one side of the coin when making changes that'll heavily impact the other side.
Either try playing killer yourself and not just the strongest killers try playing a weaker C tier or lower killer like Trapper and try to get at least a 3k against against a good SWF team. Tunneling has to be part of the game so killer players can at least have a chance to win. Don't like it? Then just get better at playing and accept its part of the game.
Tunneling is easy to define, you lock in and target one person until they are dead ignoring anyone else. (for context I support punishments such as faster gens, gen regression perks disabled for killers for tunneling if they have exclusively 3 hooked someone and no one else, so if killers just hooked one person more they would avoid punishment, It was in first iteration of PTB but was the requirements for hooks was too high imo)
What would be defined as gen rushing tho? Some killers I see will cry in egc about gen rushing meanwhile no toolboxes and one or two gen perks.
where would the line be with gen rushing?
will it be based on how many hooks have been done compared to gens? If so that is abusable and can prox in non gen rushing situations, when a killer is just playing bad and needs to get good as you've told survivors to do with tunneling.
If something like this is truly needed I would go based on the time in match vs gens done (if x amount of gens have been done before x minutes) but if punishment was too much would lead to killers like ghoul and blight letting the first few gens pop to get the benefit while still being able to apply pressure with hooks.
That's why we cant have gen slow down punishments. there is too much of a difference between the power of blight and ghoul vs trapper and skull merchant. you said yourself "try playing killer and not just the strongest" but if we where to get punishments for gen rushing them same "strongest" killers would benefit. -
@skwillexy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039440#Comment_4039440
Considering she was a C tier killer in her best state, I dont think Skull Merchant is no where to be compared to release Ghoul/Krasue. The only thing that was different back then is that she had a reliable anti loop tool compared to now and additionally extremely immobile compared to Krasue/Ghoul. If you really wanna compare her to another killer, Artist would be my call, except that Artists crows are effective compared to Skull Merchants drones in their current state. I should know, I play both killers.
As someone who played against v1 skull merchant in march 2023 I'm sorry but that is not true in regards to her best state being C tier
v1 skull merchant could easily time out the match, old drones gave exposed if the survivors sat in them not like they currently are now where you only get caught by drone if running. This was also before the gen kick limit and the anti camp came into effect. Map offerings where also still a thing so they could pick a map if someone didn't take a counter offer.She was the best at holding the 3 gens with drones, If a survivor commits with the drone there to expose them and a free down as she also had undetectable and a free hook in the 3 gen since no anti camp, if the survivor got rid of the drone she would know and come put another one down. she would not chase outside of her set up 3 gen and the survivors would run out of recourses if they try to break it.
She was arguable S tier due to her ability to play into the gen kick meta that was happening when she came out, making it much much worse.
If she came out in the games current form there would be argument that at her best she was C. but considering the context on when she came out v1 was top tier. -
If Killer bots are added on DC then we can open up abandons options (made thread advocating for this few weeks back)
until then if a killer DCS the match just ends which is not fair on the survivors, at least if all survivors dc the killer can choice to continue the match with bots (farming bp) and is not kicked from the match as soon as all survivors are bots.
That is key difference its not a us vs them thing its a one side has bots that come into play if someone leaves one side does not and the whole match ends.
I think @littlehoot previous comment sums that up well. -
@GoDoTheDshes said:
I keep seeing killer mains complain about survivors I can see where some of them are coming from but the tunneling out and slugging have been on such a rise lately and it's been making it difficult to even have a FAIR and FUN match. Everytime I report for tunneling or gameplay abuse nothing is done. I was even put with the same killed twice and was either tunneled or bled out on the ground. PLEASE do something
You cant report for tunneling as its not a reportable offence and is considered a strategy the killer can employ.
I would recommend playing on anon mode if you don't already, that way killers cant choose to target you in the lobby if they have seen your name before.
In terms of bleedout if your teammates pick you up twice, if the killer still slugs you again you can abandon the match, if all survivors are slugged everyone can also abandon -
Trade Offer - Base kit corrupt for killers but Survivors get base kit DS
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@Dinadin said:
Recalling from the Stranger Things licence, the map will be gone. And to be fair, I wouldnt miss the map at all gameplay-wise. It always has been one of the most unbalanced maps to begin with.
Was hoping they could remove licensed stuff from map and make generic.
One thing that should be done at least let people who brought DLC use the map in customs.
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In regards to the anti camp you are only getting punished for that if you are staying around the hook for too long and nobody is pressuring hook (eg anti camp will stop going up if there is a survivor near the hook)
and you can still tunnel, base kit endurance has been increased so you just have to wait a bit longer to be able to hit them which can feel frustrating but being unhooked and downed straight away before you can make it to a loop is also frustrating for survivors.
side note What servers do you play on? you cant check most people profiles because they are globes (steam cant check other platforms) and annon mode you cant check at all which makes results biased as its common knowledge that if your hours are lower and you don't feel confident in chase to hide the hours to avoid tunneling. -
They need to rework it into a bloodpoint shop or remove over half the offerings that can spawn in bloodweb (maps, fog offerings ), I imagine it feels even worse on killer since they can be dependent on ad ons.
I also think a bloodpoint shop would help p100 issue of not being able to get event items/ offerings as easy as a lower level.
I have Claud, Jonah, Cheryl, Zarina, haddie and Laura at p100 and especially during events there is no reason to play them as lower level characters get event items easier.
Eg. I dumped a bunch of points into Jonah to try to get mistletoes and he got less then 10, dumped same amount of bp into vee and she gets 30 -
@cacacy said:
The stealth mechanics of the survivors in Dead by Daylight need to be removed.
This survivor mechanic is destroying the games. This survivor mechanic is completely destroying the game, making matches unnecessarily long, encouraging toxic behavior, being used to ruin interactions and completely destroying the looping mechanic, which is the main mechanism for keeping the game alive.
The stealth mechanic for survivors needs to be removed before the community becomes toxic and survivors engage in even more toxic gameplay because of it, since it's literally encouraging tedious, toxic, irritating, ban-worthy and completely unacceptable and harassing gameplay.
It does not need to go away.
Aura perks can help more with hiding since distortion had its nerf. if the gens are being done but you cant find them no where to hide would help.
but honestly the only time I could see as annoying is if the last two survivors are hiding not doing gens but the afk crows will go off if they aint doing gens. -
In my opinion I don't think it will change much, DS is only good on Survivors that are already good loopers, otherwise they just go down again right after using it unless others are there to distract.
Its a good thing too have more general perks tho ! -
@Dead_Body1408 said:
You should make it so that Anti-Camp stays active at end game bc if you have good team mates who try to go for the save they might just die bc the killer just camps at end game so it should stay active to stop the killer camping at end game.
But there is nothing for killer to check in end game unless you want them to be forced to go check doors, and if they are open they don't really have any reason to check the doors.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038294#Comment_4038294
depends on the perks but if you have perks like pop+ eruption thats like 2 regress events (bc the eruption hit thingy counts as one) and add surge ontop thatl be 3 down the drain
But even then you are getting a good amount of regression Eruption and pop are 30 % surge adding a further 8% too that as well as the aura off eruption for 3 regression events (4 if you kick for eruption before you get pop and kick it again for pop)
that's a good chunk of regression and you can do it 2 times plus 2 kicks to spare (1 to spare if you kick for eruption before pop) on every gen so I feel like either the survivors would be already loosing or the survivors outplayed if a gen is being blocked from being kicked. -
I agree with previous comment 3 gen strategies especially with the second option because you can no longer gen tap to stop regression (which I think is good but not without a limit otherwise its abusable)
I don't understand how a gen could be kicked so much tho unless
- the survivors where already loosing (ie the gen is just getting regressed over and over no progress is being made)
- the killer is trying to force certain gens not to be done and survivors are just baiting the gen (killer chases two people off gen, kicks, chases survivor 1 away, survivor 2 comes back to stop regression, killer leaves chase with survivor 1 unpressured to kick and chase survivor 2 off gen then survivor 1 runs back and stops it regressing again)
I'm genuinely curious tho when the gens being blocked have come up in your games because I just feel like its hard to get to that limit of 8. -
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038273#Comment_4038273
This isn´t true. The mods kinda use the downvotes.
You know I get kinda heated if I am in a discussion and I tend to post a lot in such without drifting away from the topic.
Lastly I got downvoted a lot for my opinion why Killers should have the abandon button in some situations aswell. Suddenly my post didn´t go through with the side warning on the bottom left corner "Your post is under inspectation" or something like that.
So yeah if you get downvoted a lot you get a outtime.
In regards to the downvotes I do think the serve a purpose but they also do get abused.
I remember seeing you post on one of my posts and it just got a lot downvoted for no reason and I was thinking "why is this person getting downvoted so much" -
Bumping this thread so its closer to the top of the recently commented as current top post has gore
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DMS is the main perk that can be a real bore to verse especially if you use perks that force survivors off the gen. it also hurts solo q more then swf but not anything that needs urgent attention.
A SWF once DMS is called out : "hey can you get off your less progressed gen so we can get this one done"
good luck trying to coordinate that with solo q team unless they are also locked in. -
Its against the spirt of chaos shuffle but I do agree no mither could be removed as a whole health state is a huge debuff.
things like invocations can just be ignored and chosen to do if survivor wishes so I don't see why they should be removed. -
- removed reply because you mentioned go next prevention which I commented about in another forum that is off topic for this thread.
