scoser
scoser
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If they did a killer repetition prevention mechanism, survivor queues would be 4 hours long whenever a new DLC came out, especially when FNaF comes out.
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@OneNineTwoNine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930509#Comment_3930509
No no, 8 vs 32 is better.
Every survivor queued up vs. every killer queued up in a single match, 1 generator to complete, whichever side loses gets banned from the game for 24 hours.
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They'd better have go-next prevention in place for the next 2v8, because I can foresee people in the "play while you wait" queue running straight to the killers to get downed so they can leave the game ASAP for their free killer game ticket.
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@Nazzzak said:
It's weird, so many games my team will start off strong and hit the gens fast. But then once we hit 1 or 2 gens to go, suddenly no one touches them. When I die it always seems to be when there's 1 gen left and it's because I'm the only one trying to do it.
The screenshot below was from a game where only one person survived via hatch. 8 people still in game and the last gen never got done. I was the only one trying but when the killers have nothing to do but patrol gens because every survivor is hiding, then i just can't get progress because I'm constantly getting interrupted. I switched to Guide for all my subsequent games, and found myself again in this situation a couple games later. Of the 7 other survivors still in game with me, only a Feng tried to get the last gen done with me and once the Huntress caught on she made sure we didn't get it done. Everyone died. It got to the point where I decided that games where I complete the final gen on my own, I'm just opening the gate and leaving. I earned it lol
https://us.v-cdn.net/6030815/uploads/O7AR7QBTDV40/1000009306.jpg
Yep. This is my experience with most games after the first minute or so. 1-2 people on gens and 6-7 people either in cages/slugged, opening literally every chest on the map, doing totems, or 4 survivors running across the entirety of the map to uncage/heal the same person.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928190#Comment_3928190
My 2V8 Teammates are almost always the best and very Altruistic.
The only bad Teammates I get are trolls, people who like to just ruin the match. For example, immidetley dropping shack pallet when we load in and spam vault it or bodyblockers. I get one about every 8 matches.
Overall though, I get smart players who make good decisions, loop very well and are Altruistic.
I'm actually having fun as Survivor (I always do in 2v8) because I'm not playing SoloQ anymore until this new Go Next prevention is implemented.
I played one Regular game today as Freddy. I literally had a Leon begin slamming every pallet he came across as soon as the match started and a Kate give up on 1st hook.
Anyway, I hope you have better luck next week if you're doing the challenges.
Altruism is the whole problem with the survivor side with 2v8! You have 4 survivors running 600 miles across the map to unhook and heal the same survivor! You know the average number of people on a gen after the first minute of the game? It's 1, maybe 2 at the most! Don't immediately jump off a gen the second another survivor is hooked on the complete opposite side of the map!
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Standard mix of survivors not doing gens because they're looting every chest on the map to try and get smoke bombs or doing totems for no reason, Onis in their power 90% of the game, Legion mending simulator, and getting left to die in a cage in the endgame while the entire rest of the team is full health and teabagging in the exit gates. So, awful as usual.
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In the games I've played thus far, the Oni is usually in their power about 90% of the game. So yeah, he needs some nerfs.
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The devs should be killswitching this skin to prevent this type of abuse.
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Bloodpoints as a reward for getting tunneled? In the year of our Lord 2025? Just have the devs actually set up a system or methods to deincentivize tunneling, like having hook states shared between survivors, built-in shoulder the burden, etc. like they did with the anti-camp system (which still needs improvements).
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How does it work? The neat part is that it actually doesn't work, as matchmaking almost completely prioritizes queue time speed over more even matches. Blame the community, who voted for that when the devs last asked what the player base preferred.
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Please killswitch this killer until this is fixed, I didn't appreciate being forced to disconnect from a match to prevent being held hostage by this completely game ruining bug.
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@JPLongstreet said:
One of the Community Managers said it's all behind the scenes updating that won't effect gameplay apparently.
Inb4 they added tariffs to DBD.
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My prediction is that no matter how well intentioned their changes are, matchmaking will somehow feel even worse and more inconsistent than before, like all previous changes around SBMM. Or, if they put a set of potential changes up for vote/player commentary, players will choose as poorly as they did last time when they voted for "instant queues over game quality".
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@NewPlayer100102 said:
Buy Rize.
New pay to
winnot lose your sanity and hearing method just dropped. -
In another 8 hours of gameplay, I've gotten a whopping 3 more ticks of progress on this achievement. Tonight at least, there were 8 survivors with flashlights, but only one of them ever tried to use it and they screwed up a pallet blind. This turn of events is even more frustrating than not having anyone bring flashlights, because in those games, I had no hope of any progress at all.
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@TragicSolitude said:
The event might be survivor sided just because BHVR needs survivors to play it. I don't know what it's like for you, but for me the killer queue is long as hell and survivor queue is instant. Not really much reason for BHVR to make the event more killer sided when the killer queue is already overstuffed.
Killer players spamming the ghoul and survivors refusing to play against it skewing the amount of players on each side is a separate problem from making most other killers have a terrible time in the event mode.
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I've had several games against obviously cheating survivors (the noclipping, instahealing, blocking the hook prompt type) over the years that have prevented me from getting any hooks.
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I run event-specific offerings during events and save up my anniversary & BPS offerings for non-event times.
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The devs should consider upping the bloodpoint gain for Ghoul. Even in games where I end up 4King when it's not a stomp (0-1 gens left), multiple survivors can still outscore me after the survivor BP buffs in the latest patch (not disputing that the BP buffs were needed, they are great).
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If they're gonna do a Haddonfield rebalance, they should do one for Badham at the same time to try to make both sides happier, or at least less mad.
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@Prometheus1092 said:
Ye need 4k. You can achieve this if killer abandons the match after 10min of no gens being completed. Abandon will sacrifice all remaining survivors so it counts as kills and apparently counts towards adepts too.
This is amazing news for the next killer adept that comes out. I had a game of ghoul where the last two survivors were in permastealth mode and I thought that I wouldn't be able to get adept if I abandoned.
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It's completely possible given this game's dubious SBMM system. Odds are you'll get a potato survivor team sooner or later that'll get stomped by even this challenge's conditions.
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Escape or EGC challenges are terrible in general, especially in solo queue where it's usually a 3v1 due to someone going AFK, DCing, or instasuiciding on the hook.
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Here's hoping it works like we think it does. I know I've logged it as a bug before.
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Your best bet is to work on all the other survivor achievements first and hopefully along the way you'll naturally get the map-specific ones.
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If they're still using Amazon Web Services, the closest datacenter to the central US is in Ohio, so I guess your best option is to call up Jeff Bezos and tell him to create one close to you.
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The bots are even dumber than in 1v4. I had one keep running at full speed into the side of a generator I was working on for about 10 seconds, before trying to repair the generator for approximately 2 seconds, then it crouched and moved in a circle for about 3 seconds, then ran off to do god knows what.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878549#Comment_3878549
There is no misunderstanding, I know what you mean, I said though it does not make sense to me.
I have no issues with achievements that are harder to do, everything is relative and there are ways to do everything.
Start a campaign to get players to play more Vecna in your region for example, you have influence there.What I don't see is why there cant be both really obtuse and exciting achievements, like Hand-Eye Coordination and also hard perks you can achieve easily, like idk unhook 10 people while broken. This game is for everybody surely there is enough room for everyone, but it seems not because you guy's goal is 100%ing achievements and therefore any actually hard achievements should be discouraged.
There is no misunderstanding,
I just 100% disagree and I don't want BHVR to be discouraged from making such unique and cool achievements in the future.I'm going to chime in and totally disagree with you as well, just so it's on the record should BHVR be looking through these forums and willing to take feedback. I posted a thread about this very issue when the DLC first came out talking about how this achievement was so far away from being in control of a survivor that it was luck-based. Achievements should not be extremely luck based, as this one is by having to be lucky enough to play vs. a Vecna (a fairly rarely seen killer these days), getting and using the hand or eye, and then escaping.
If you want to come up with your own personal challenges that are out of your control to influence to make your gaming more fun, sure, do that, but there are a lot of people out there that want a more-skill based rewards system. -
It's gonna be even more survivor sided than last time, which was already super survivor sided, but killer queues will still be 30 minutes because people like the novelty of a Kill With Friends team.
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There does need to be a change of some sort to the current matchmaking. The swings from potato to SWF Team 6 skill level and back again from game to game with no apparent reasoning occur more and more often these days.
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They don't do it any more than they do in normal matches, but since they do it in at least 50% of normal matches, the event mode is similarly painful.
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https://en.wikipedia.org/wiki/Confirmation_bias
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Killers aren't any more or less toxic in events than they are normally.
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I don't think "making people lose access to things they paid for" is the winning argument you think it is.
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@UknownShredder said:
I am not sure Scoser. Chatgpt and google says the opposite.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863161#Comment_3863161
While it's difficult to quantify exactly how many players are affected, the complaints about server disconnects and penalties in Dead by Daylight are fairly widespread. Many players on forums, social media platforms, and community discussions express frustration with these issues, suggesting that it’s not just a small amount of people experiencing problems.
The size of the community impacted by these issues likely varies depending on factors like the region, server status, and the timing of updates or maintenance. However, given the large player base of Dead by Daylight, the complaints about disconnects and penalties are frequent enough to indicate that it's a notable portion of players, though it may not be the majority.
The game’s developers, Behaviour Interactive, have addressed some server issues over time, but complaints persist, especially during peak times or after updates that might introduce new bugs. Players who experience frequent disconnects or unfair penalties tend to voice their concerns more, which amplifies the sense that the issue affects a significant portion of the community.
So theres that. And it takes about 1 minute to get into the game again so maybe they can complete a gen.
What do you find more important than server stability and the game actually working as intended?You are correct that the devs should be working on server stability and making the game work as intended, but a band aid of a reconnect option is not the way to do it.
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Why would the devs spend a ton of time on a reconnect option when games are usually less than 10 minutes long? What's the guarantee the average disconnector's internet will be back up by the time the game ends? There's many other issues with this game that are much higher in priority and affect many more people.
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Because the Unknown's power is ridiculously easy to dodge unless the Unknown player has a PhD in Math with a specialization in geometry and a Minor in DBD's random object collision to get bounce hits survivors can't avoid.
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You've got to sweat to win, being chill and fun is almost always a guaranteed loss.
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My big issue with it is the new lighting they released a few years back. How can we be dead by daylight if it's the MIDDLE OF THE DAY?!? Bring back the original release lighting!
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I just noticed this today as well. I think it must have been fairly recent on my end, maybe within the past hotfix or so for me.
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@TheSableSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852377#Comment_3852377
But if they changed the add-ons, then it wouldn't be technically possible, right?
If they got rid of both Judith's Tombstone AND Tombstone Piece, then it wouldn't be technically possible and then they could change it.
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Unfortunately, BHVR is not allowed to modify the achievement for Xbox/PS as long as it is technically possible, according to Sony and Microsoft's rules around achievements. This makes it extremely unlikely they'd make changes to it for any other platform as well.
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Only if killers can see whether the survivors are in a SWF and what their perks are, just so they don't get any surprises.
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@Mandy said:
Hi all, I have a small update for you with regards to this. It is NOT a bug that Floods of Rage and Gift of Pain activate when a survivor is hooked on a normal hook, that's then turned into a Scourge Hook with Jagged Compass - the act of turning the hook into a Scourge Hook when that survivor is unhooked takes precedence. So whilst perks such as Pain Res won't activate (because that happens when you are immediately put on the hook), those two listed above have a different activation condition.
We will monitor it of course, but for now - as it's working in game is the correct way of it working.
Thanks for bringing this to our attention <3
Great to hear. Hopefully this will lead to more killers using scourge perks and concentrating on hooking people to get the benefits instead of concentrating on slugging as their plan of attack.
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Effect doubled vs. SWFs, halved vs. solo players.
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P100 is a problem because half of all P100 survivors instantly suicide on the first hook because they expect to win every game and rage quit the second the game looks even mildly challenging.
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I've become a fan of that as well. The only thing I've run into is that it requires a good start, otherwise you're down to 2 gens right as you get your first hook, then things just get worse from there.
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Make mori basekit and then killers will have already gotten 3 moris and won't need to slug to see it on the 4th survivor.
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@jesterkind said:
Why run specifically No Mither?
Wouldn't it be more appropriate to bring a real build for three of your perks and try to play normally until the last gen, then do an Invocation?
Or bring Moment of Glory and only open the second chest before escaping?
I feel like there are better ways of doing this achievement than just equipping No Mither, overall.
I'm running Resilience, Deja Vu, Streetwise, & a Commodious toolbox with double charges to slam gens as fast as I can. I didn't want to waste time with invocations when I can almost have a whole gen done immediately by the time I'd be doing an invocation. As for messing around in the endgame by trying to do chests or invocations then, with my luck I'd be caught while trying to do that. It's been hard enough so far in the endgame when I make it there trying to escape as fast as I can. Another advantage of No Mither is that I'm always broken, so if the killer DCs due to either bad internet or rage, then that should count as progress for an escape.
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I'd love a change like this. Every time I try and aim at a survivor's feet to get the hit with the UVX, they just move slightly and it just passes through them and misses their feet, leading them to be minusculely slowed for a portion of a second before racing away.